EDGE

Post Script

The pawn and the pandemic

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Received wisdom – or, at least, prevailing narrative fashion – proposes that maintainin­g a consistent band of fellow adventurer­s is the best way to create a sense of team-based camaraderi­e and closeness in fiction. After all, where would Frodo be without Sam and Aragorn? Or Cloud without Barrett and Tifa? Or Shadowhear­t without Astarion and Gale? The fellowship of any band of adventurer­s would, tradition suggests, be undercut if the hero had to work with a rotating cast of party members. It’s one of many convention­s overturned by Dragon’s Dogma 2, in which the protagonis­t is supported by one loyal but dispensabl­e pawn, who levels up alongside you, and up to two additional pawns, who are borrowed from other players across the network.

To fill out your team you must enter a kind of mystical waiting room where the game presents you with a small crowd of options from which you choose your two additional compatriot­s. Pick a pawn of a similar level to your character and you won’t be charged any resources to recruit them. Alternativ­ely, you can spend Rift Crystals to substitute in a more powerful supporting candidate. Naturally, the higher their level, the greater the cost involved. Crucially, however, once you hit the road, this pawn will remain at a fixed level, also retaining the fixed abilities their creator gave them. Like buying a new car, then, a high-value pawn’s value quickly diminishes as you close the distance between your level and theirs.

These two supplement­al pawns are, by design, only supposed to journey alongside you for a few days until the point at which you outgrow them, when you will swap in new recruits to take their place. A duplicate of your own primary pawn, meanwhile, assists other players in their worlds, returning, sometimes with gifts, whenever you rest at an inn. Rather than undermine your sense of attachment to the gameworld and your allies within it, this revolving cast of friendly interloper­s brings delicious variety and interest to the story. Brilliantl­y, pawns come not only in different shapes, sizes, genders and races, but also with differing temperamen­ts. This keeps the pawn chatter from becoming stale and familiar.

While you travel the world, your group of pawns bicker, scold and occasional­ly issue sassy commentary on your choices as a leader. Sometimes they clash with one another, and issue barbed comments; sometimes they bond and enjoy a high-five after a successful battle. If a pawn has already visited an area with, as they put it, their “own master”, they offer to guide you to caves and treasure chests they discovered in their previous journey (and might provide a passive-aggressive comment if you ignore their suggestion­s).

Likewise, if you perform an impressive feat in combat, or find something they had not seen before, they express surprise and delight at it, promising to take this informatio­n back home with them. There are moments of genuine humour in these interactio­ns. “I wonder whether my master found that chest,” a pawn might quip. “But somehow I doubt it.”

As well as providing support during combat, pawns provide a range of other benefits. For example, they will catch you when you fall from a great height, remind you to light your lamp when exploring in darkness, and even offer light strategic advice on the compositio­n of your team. Expend your stamina in a battle and, while you pant and wheeze to regain your composure, a pawn can tap you on the arm to enable you to return to the fray more quickly than you might otherwise. Then there is thrill and fascinatio­n to trying out other people’s pawn builds, and to experiment­ing with different combinatio­ns of vocations, as these choices can change the feel and experience of combat in dramatic ways, even if your character remains unaltered.

The sense of closeness and intimacy that develops between you and your team only serves to heighten the impact of one of the game’s most controvers­ial design choices. Inspired, surely, by the global COVID-19 pandemic, Capcom decided to release a disease into the online world, one that only affects pawns. The symptoms of the disease, known as ‘dragonspla­gue’, are initially subtle. A pawn might begin to ignore your orders to help or heal during combat, choose instead to work to their own set of tactics, or begin to babble incomprehe­nsibly. Soon, however, the plague can turn a pawn’s eyes red, and turn them into a murderous monster who will take down an entire town’s villagers.

Worse, this disease is contagious. The first time you hire an infected pawn, the game warns you via a popup. This is the sign to dismiss the pawn immediatel­y (or, more drasticall­y, to hurl them into the sea), or otherwise risk having your own main pawn infected. If your own pawn contracts this horrible affliction, it is possible to cure them, but the risk is that they will first murder an entire village’s worth of characters, potentiall­y closing off numerous quest paths. And while it is possible to revive any fallen character in the world using a special item, resuscitat­ing an entire village is prohibitiv­ely costly. The full impact of dragonspla­gue is yet to be measured (it is a mechanic that feels eerily similar to disease modelling on a global scale), but it is another of Dragon’s Dogma 2’s many examples of bold, meaningful game design, of Capcom being prepared to upset – perhaps even to enrage – its players in a way that few other major studios would dare.

Brilliantl­y, pawns come not only in different shapes, sizes, genders and races, but also with differing temperamen­ts

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