Dragon's Dogma 2: Dark Arisen review: Death is back, and so are we


Guys, gals and beautiful in-betweens, we are so back. i absolutely adore Dragon's Dogma and Dragon's Dogma 2. The premise, the gameplay, the pawn system, the quasi-Buddhist samsara story of cyclical rebirth and the repeat of ignorant, mundane, everyday fantasy existence. Or, as the first game put it, quoting Henri de Régnier: "Le plaisir délicieux et toujours nouveau d'une occupation inutile." The delightful and ever novel pleasure of a useless occupation.
Have i lost you already? If not, then i know you're just as much of a fan as me, and just as stoked to get back to high-fiving pawns and yeeting goblins. So let's get into it. And if you're wondering why this review is a little late, it's because i remembered just how fun the game is, played it a tonne, and kept forgetting to actually go to the DLC zones.

Worth knowing before we go any further: Dark Arisen launched on October 9th as a paid expansion on PS5, Xbox Series X|S and PC, with Switch 2 getting the base game and expansion bundled together. It adds the snowbound northern region of Norgan, 12 Lost Rites dungeons scattered across the base game map, and some new character customisation. To kick it off, speak to Brant in Vernworth at night.
A useful note: just like the original Dark Arisen, the expansion fits into the middle of the story, so an existing character is good to go as long as they haven't reached the Unmoored World yet. Make sure you have a save from before The Guardian Gigantus quest is completed. And don't worry if you've passed that point or long since finished the game, because you can start New Game+ with your current level and equipment anyway.

To begin, i wholeheartedly recommend doing a few of the Lost Rites before heading north to Norgan, which is a whole new map altogether. Capcom's own guidance agrees, recommending level 20 for the Lost Rites and level 40 for Norgan. The Lost Rites are essentially increasingly difficult trial dungeons scattered across Vermund and Battahl. Inside are enhanced "brine" monsters that glow and do some killer damage compared to their un-buffed counterparts, and beating them opens a treasure room full of great new DLC weapons, armour and rewards. If you're new to the game, first off, you should be reading my Dragon's Dogma 2 review and not this! But if you're a returning player, it's a great way to get back into the swing of things before the new story content.
“You can also get the new "Guardian" specialisation, which lets your pawn single-handedly fend off oxcart raids and smaller camp raid”
To find the rest of the trial dungeons you need to complete the first, which gets you a compass that reveals their locations. Another reason they're worth doing first is the Offering Flames they reward. Take these to the Obelisks of Benediction, nine shrines up in Norgan, one for every vocation bar the Warfarer, and you unlock powerful boons: advanced weapon skills, permanent stat boosts and a boost to spoils. You can also get the new "Guardian" specialisation, which lets your pawn single-handedly fend off oxcart raids and smaller camp raids, and chip away at the max health of bigger ones before you join the fight. Depending on how annoying or fun you find those interruptions to resting and travelling, it could be a real stress reliever.

“be prepared for some heavy fighting and a return to tactical combat instead”
After finishing all 12 trials for the first time (they refresh with different, unscripted monsters), i finally made the journey to Norgan. Straight away you're greeted by some nasty barbarian fellows, the Beorcans, who pack a punch, with far more armour, health and abilities than your average bandit or Vernworth soldier. So be prepared for some heavy fighting and a return to tactical combat instead of spamming meteors. On the plus side, killing these hulking new enemies nets you spoils, which Jiera in the Norgandian Settlement will appraise for a few Rift Crystals. The higher level the spoils, the better the gear, and it's far higher level than the base game's loot. You can also find spoils in chests, gathering spots and piles. What you get is RNG, levelled to where you are.
And the Beorcans are just the start. Dark Arisen adds 25 new enemies, a mix of brand new monsters and Norgan twists on familiar ones. There are club-swinging, tusked Norgan Giants, frost-breathing Fimbl dragonkin, goblin-like Bugaboos that hop around so much they're a pain to pin down, harpy-like Aethons, and Nokken, Norgan's scaly take on Saurians. And for the old guard, the Evil Eye makes a return.
There's a new take on Seeker's Tokens too: Norgan Ducats, which you trade with Dwayne at the settlement for rewards. It's the same principle as before, though unlike Seeker's Tokens they aren't a finite supply. i highly recommend having the Trickster's detection augment, as it'll save you so much time and stress.

“You need good frost-resistant clothing and heat stones, and you'll want to take regular cover, or your stamina will be eaten away in no time”
While you're exploring for these new collectables, be aware of the new weather mechanics. Snowstorms are a thing, and i learned from a trusty pawn that when the wind is at your back it boosts your sprinting and stamina, while heading into it does the reverse. The weather can even change which routes are open, with snow blocking off caves when it hits. Oh, and it goes without saying that cold damage won't do you much good in most places up here.
When you hit a whiteout, though, there's no benefit in any direction. You need good frost-resistant clothing and heat stones, and you'll want to take regular cover, or your stamina will be eaten away in no time. You also lose your minimap and pawns can't guide the way, so it's best not to wander into these zones without a plan. It's similar to the forest in the original Dragon's Dogma, all fog of war and no compass. One tip: Dwayne sells an Orienteer's Tome for 3 Ducats, which teaches your pawn to find campsites even in a whiteout.
And speaking of exploring, ever lost your mind trying to climb a cliff? Well, Dark Arisen fixes that! Kind of. There are now tether posts dotted around that you can latch a climbing hook onto, making a rope ladder up to new places. Hooks are consumable, so carry a spare. And there are plenty of new places, because Norgan is fairly large and has more than enough to keep you busy.

And don't worry, even after the load of content that is the main story, as always there's the "real ending" that comes after, with super bosses and better loot. Just like the original Dark Arisen's Bitterblack Isle, the endgame pits you against tougher, empowered versions of enemies, leading up to Death itself, the reaper back from the first game. Take him down and you'll earn yourself level 5 spoils, and believe it or not, there's an even rarer Ultimate tier above that.
Is it worth it?
So, is Dark Arisen worth it? Absolutely, without a shadow of a doubt. i'm 47 hours in, i've only just reached the endgame, and i'm still having so much fun looting, exploring and questing. Being given a new reason to return to Dragon's Dogma 2 was amazing news. If you're a Dragon's Dogma fan, you need this expansion, and it's super fairly priced for the size and amount of content.

Reviewed on Xbox Series X. ~47 hours played in the expansion, ~142 hours in Dragon's Dogma 2 overall. Expansion purchased independently via the Xbox Store



