Dragon's Dogma: Dark Arisen
A gloriously weird open-world action RPG where you climb monsters like furniture and build a party of AI companions called Pawns. Rough edges included, no apologies.
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About Dragon's Dogma: Dark Arisen
Dragon's Dogma: Dark Arisen is Capcom's peculiar love letter to fantasy RPGs, and it arrived on PC as the definitive package combining the base game with the Bitterblack Isle expansion. It sits in a strange, comfortable middle ground between a Western open-world RPG and a Japanese action game, and that tension is basically its whole personality. You play as the Arisen, a person whose heart has been literally eaten by a dragon, which is both your motivation and the closest the game gets to a therapy session. The story is sparse compared to genre heavyweights, but what it lacks in dialogue trees it makes up for in atmosphere and a genuinely strange late-game that rewards players who stuck around past the obvious ending. The Vocation system - Dragon's Dogma's word for class - is the mechanical heart of the experience. You start as a Fighter, Strider, or Mage, then unlock hybrid Vocations like the Mystic Knight (spellsword with shield counters) or Magick Archer (homing elemental arrows that bounce off walls). Each Vocation controls differently enough that a second playthrough in a different role genuinely feels like a new game. Skills are purchased with Discipline Points and slotted manually, so your build is a deliberate set of choices rather than a passive level-up screen. By hour 40, the slotting decisions get interesting in ways that early hours do not advertise clearly. The Pawn system deserves its own paragraph because nothing else in RPGs quite does what it does. You create a Main Pawn - a fully customizable AI companion who travels with you permanently - and then rent two more Pawns created by other players online. Pawns accumulate knowledge about enemies and quests over time, and if another player rents your Pawn they send it back with gifts and ratings. It is social without being multiplayer, asynchronous in the best way, and it means your party genuinely changes based on the community playing around you. The Pawns also talk. Constantly. About everything. You will either find this charming or you will mute the game. There is no middle ground. The combat is the thing that earns Dragon's Dogma its reputation. Climbing onto a Griffon mid-flight to stab its wing until it drops altitude is not a scripted set piece here - it is a Tuesday. Grabbing an enemy, throwing it off a cliff, watching your Pawns dogpile a Cyclops while you charge a Hundred Kisses attack from behind: the physical, tactile messiness of fights is the game's biggest selling point. Bitterblack Isle, the expansion dungeon included in Dark Arisen, pushes that combat into genuinely hard territory with curse-afflicted gear loops and boss encounters that punish carelessness. It is the content for players who felt the base game softened up too early. What does not hold up as well: the open world is large but the quest design sometimes forgets to be interesting. Escort quests are slow. A lot of the side content boils down to go-here-kill-this without much narrative dressing. Fast travel costs Ferrystones, which are purchasable but limited outside of the Eternal Ferrystone you can acquire, so backtracking on foot is a real commitment. Players who need a story that pays off emotionally in every scene will find the writing too thin. Players who want a systemic action RPG where the build you chose at hour two still has mechanical consequences at hour sixty will find it very hard to put down. Monika, Scout Team
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Game Info
- Developer
- Capcom
- Publisher
- CAPCOM Co., Ltd.
- Release Date
- Jan 15, 2016
