The Japanese RPG Dragon Quest has a distinctive history - in particular, it remains stubborn in terms of gaming principles. Nippon players have lived with her for more than 30 years on different platforms, and her goal is not to shock as she progresses the genre deliberately forward. A parallel companion and other Square-Enix brother, Final Fantasy, has several major games and turns on their account, and dramatically changes the game worlds and overall styles. With Dragon Quest you can be more or less sure what you are going to. Putting in classic fantasy instead of fooling with other times, the sci-fi era and constantly changing heroes or trying to connect with other media. Final Fantasy is constantly looking for an imaginary last masterpiece, while Dragon Quest chooses the most current platform and introduces a new episode of the series that doesn't change its rules and playing style.
It is a clear plus and it is rich enough at the frequency of games. In the absence of a dozen in the West, the last regular work of the DQ IX on the DS is still in summer 2010 - a full-fledged successor only arrived after eight years. Something has changed: powerful consoles better tighten new challenges, as well as display game worlds. In Japan, it was released on 3DS (it has not arrived to us), but PS4 is a great version (plus it was released on PC and it will come to Switch in about a year). The authors fully embarked on the high resolution of the game, but did not fall into opulent graphics, only elevated their efforts to something more vivid, detailed.
The world is one of the cornerstones of the series, and so are the figures that are wandering in it. This symbiosis has created one of the best RPGs of recent years. At the same time, the start does not indicate that he wants to play big things and will catch you by the heart in less than the first half hour. Vandrovka begins only with a ritual where the hero and his friend are to cross the threshold of adulthood, which requires climbing to a mystical mountain, where everyone sees something for themselves. There will be a dramatic event, where the hero shows a valorous heart, and unexpectedly an emergency ability. The right player already knows we're drowning something in it and it will take a lot of odyssey and wandering around the world to find out what.
So you pack your jackets and go. Meet other heroes and link events from a vague (but beautifully animated intra). The feeling of the expedition is fantastic and outweighs a solid, though not always riveting storyline. More than shocking twists brings well-being, disagreements and coexistence of the built group. You like to welcome each member, get to know each other, and then just tap on a non-binding dialogue between a bunch of fights, because there is always something to say. The small-talk RPG has taken a new level: it is no longer necessary to stay in the village and click the characters two or three times to tell you something new. He plays conversation in the game in story, side and relaxation scenes.
The seven superbly created characters have not only a name, a distinctive character, but also a role in the world (and even fights). The mysterious old man Rab is not unique in the Dragon Quest series, but connoisseurs associate him with a similar figure in figure eight. Thief Erik is exactly a friend of peace who first has to settle his own priorities and place in the game, but then he will be invaluable. Sylvando is the kind of bad weather you need for dramatic moments, his entertainer character will make you smile on your face, even if he goes tough. Little Veronica (otherwise strong witch) is a punch that often gets angry because of the behavior of others, but you know how to approach it. Her friend is the magical Serena, the healer, who only cares about Veronica first, and later the others - and that is the kind foundation that every game needs. And a mysterious sexy warrior who gives out punches like a treadmill? Jade does not want to share his wandering goal at first, but fits famously into the game. You are like a nameless hero ...
And the atmosphere revolves around you, the attitude of the world and the storyline. Some supernormal ability will cause fear in people, and as people learn more about you, suspicion grows in them and some places don't welcome you cordially, which is an unexpected moment in RPG games. A hero as a bearer of destruction or a fighter for his reputation, this is a solid turn especially in some locations. In doing so, Dragon Quest does not delve into the whirlwind of politics, but the background twists will reveal a lot. Eight fans in particular will feel a certain sense of storyline vu in the characters and the wanderings, but let the story flow and you will find a rich variation that takes time, memorial moments and especially lets your characters sound at certain moments. It is not only a classic saving of the world, but the overlap into the life of the individual characters is pretty well screened.
In particular, the game realizes that it works with RPG elements used elsewhere and therefore attempts to deliver them in a different way - sometimes using humor in dramatic moments, or deliberately relieving some of the moments, although they may not. This is true for some fights, revelations or joining characters, or boss presentations, so that they don't appear to be just giants with thousands of HP, but have motivations, visuals and fits into the whole color.
In addition, DQ XI is a relatively well-designed game, which probably caused a longer localization. Thousands of lines of text cling to you and creators choose an interesting presentation style. The Japanese had no dubbing at all, and in the West the effort of eight is being repressed, so the heroes have a strong British accent from the first minutes. Initially, it will cut your ears when a childhood friend speaks to you and later it will be just as difficult. But it is up to you whether you say that you play orthodox like Japanese without dubbing or keep English. It will be interesting to watch the Import Definitive edition on Switch, which is already promised Japanese voices. But the dialogues are already one of the best in RPG games, because under the skin of characters you penetrate smoothly, understand the role of heroes and you can identify with them. The intensity of the game is also partly enhanced by the linear character of the game: usually the game goes from point A to point B, solves the problem, throws a boss, throws out how to get a valuable item and the caravan moves further. If the points are equipped with story pieces, engaging moments and interactions and you are still supposed to be surprised by enemies, it is enough. Plus, the story is straightforward, but you still have many side quests or places to get to in the second half of the game.
One of the key assets of the game is the combat system. You (h) tuned to the last detail, at the same time traditional and eye-catching, prepared to not bore you even after tens of hours. Again, the great form of the characters and their characters, which are used for individual moves and diverse focus, will be confirmed. Everyone is differently conceived and used in combat - to choose actions you use a classic menu full of punches, magic or even special features. You watch a menu full of character traits, consider assigning gear, you have a combination of them under your thumb. There is no room for longer animations and powerful hits, character pairing is gradually being learned and you can move a suitable game into basic struggles or occasional bosses. You have limited movement or the possibility to change the camera, but the role of the heroes is not played very much here.
The new element is called. Pep Powers. They are activated after certain moments of combat, they can withstand several moves and allow to give special punches - solo or together in the game. The beauty of their influence also lies in strengthening your characters - sometimes you don't even need to use Pep Powers, but you benefit from an increase in power. Even more engaging, Pep Powers and the surge can go on to the next battle. The Pep element is a really powerful novelty in the RPG genre and it raises the traditional move into a dynamic form and doesn't get too early. Of course, experience points, new skills, better weapons, everything helps you fight. Features and points are invested in special panels to unlock the news - in part, the system reminds you of Grid in Final Fantasy X, just has more freedom because it can also be reset, making it much more flexible and giving you new options in the middle of the game you feel like you're not doing what you want.
Opponents retained traditional variability. From iconic blue slimes in the first hours to a better repertoire in the later. The game has fallen randomly fights, now just touch the enemy to start the fight. Grind only occasionally, bosses are not exaggerated, they are ideally scattered to the point where you are asked to show skills. It is for these reasons that it will be necessary to stop from time to time, consider the composition of the game, train a little or go to side tasks and continue. Bosses do not like to disclose and be sure to study them in advance in the instructions, because shocks with their identity and location is not enough.
And this is the most valuable element of the game ever. It mixes the classic game style, but it is rich in surprises. He has the classic turn-based RPG combat system, but doesn't fall into lethargy. It has many places that you often go straight through - and you still enjoy wandering. There is a massive story section, but it is possible to breathe in optional tasks or mini games: the production of items, horse racing and casino are offered.