As of this writing we’re nearing the western
release of Dragon Quest XI, over a year after the original Japanese release,
back then I made a review after having spent over 100 hours on the PlayStation
4 version of the game. Now I’m going to rereview the game, but by looking at
the version that isn’t getting localized, the Nintendo 3DS version.
If you want to read that original review click here, but be warned, it’s very poorly written.
If you want to read that original review click here, but be warned, it’s very poorly written.
While I’ll be talking about the 3DS version
keep most of what I’ll say applies to both versions, the 3DS version is just a
pocket size version of the PS4 one with a smaller world and chibi-esque
characters, but aside from that there isn’t much difference, the world layout
is the same, monsters are the same, music is the same and gameplay are the same.
Most of the screenshots posted here were also
taken by me after playing the game on an emulator and as such are upscaled to
720p, they were taken after completing the post-game at level 99 as I wasn’t
planning to write this and didn’t took screenshots before hand, for the most
part I tried to make sure not to spoil locations, characters, weapons or
anything that doesn’t appear on the English trailers for the game.
And just to show you have much I played:
Still limited to only 3 save files 30 years later though.
I’d say I can give you an honest opinion on the
game, also I beat the game months ago, so I have had time to cool down and make
some thoughts on it. This review won’t have any kind of score, I’ll just give
you my opinion on the different aspects of the game, make your own conclusions
base on that.
Also, for the sake of bias, yes, I’m a huge
Dragon Quest fan, so much that I played 260 hours of a game despite not
speaking Japanese fluently and have played all games in the series (except 10),
so this are also thoughts of a hardcore fan of the series.
Dragon Quest XI is a Dragon Quest game through
and through, it’s not a reinvention of the series like Zelda: Breath of the
Wild or a modernization of one like Monster Hunter: World, the game makes no
attempts at being an open world title, or has any kind of player retention,
once the credits roll and The End appears on screen the game is truly over,
there have been no DLC of any kind or even any kind of performance patches, the
game released as intended and the plan was to make a classic JRPG in every way.
It’s not as if XI has no improvements over its predecessors,
but its still structured as a classic JRPG and it doesn’t try to break the mold
in any meaningful way, if you haven’t been able to enjoy Dragon Quest in the
past its unlikely this will be the game to win you over (not that it won’t,
just unlikely), if you’ve tried the series before, likely with VIII or IX, then
this game will surpass those in just about anyway, and if you’re a long time
fan you’re in for one of the finest adventures in the series and a love letter classic
fans of the series.
Rather than trying new radical ideas XI opts to
fine tune the systems already in place to craft the perfect Dragon Quest
experience, from the characters, combat, dungeons, world, story and pacing all
take cues from previous games in the series and with the use of some more
modern game design technique and more powerful hardware managed to realize what
an old school RPG would be in fully HD.
And 240p as well
As mentioned before, this is not an open world
game nor does it attempt to be one, while you do get to explore a vast and
varied world, the world itself is split into chunks with a defined entrance and
exit, if anything the game is more closed than previous titles, though I find
this to be an improvement as they have to carefully craft each individual zone
rather than having just one large space. While smaller, each chunk of the world
is much more detailed than any of the large areas of Dragon Quest VIII, with
the detail comes variety helping the game feel much more vibrant, aside from
the typical grasslands, there’s desserts, snow areas and the like. There’s also
a lot of verticality in the game, no more just flat stretches of land, now
there’s plenty of mountains hills and more to move around.
Grasslands tend to have more than just grass and trees now too.
Higher level of detail probably isn’t the
reason why the world is split like that though, they likely wanted just one
giant world as in Dragon Quest VIII, but chances are that technical limitations
wouldn’t let them, as moving from area to area involves loading. Mind you
loading times aren’t too bad and you’ll only see a loading bar when moving to a
large area or when teleporting, either way this wasn’t in the previous games,
and its only present on the PS4 version.
Dragon Quest III took inspiration from the real
world when crafting its world, as the world map of the game parallels ours, but
one of the more interesting things it did was having the towns of the game be
related to the culture that its there on real life, from the clothing to the
NPCs to the buildings and the like, other Dragon Quest titles tried to follow
suit, but most went for the typical JPRG tradition in which cities tend to have
all a similar look and feel. XI went with the style of III where each town is
distinct from one another, and with some having real world parallels as well,
each town as its own layout and characters and role in the overall story, there
isn’t a town that you visit one and do essentially nothing to never return as
in with many JRPGs.
The japanese style village of Homura was one of my favorites
XI takes an approach similar to Dragon Quest
VII where each town is its own little vignette, sometimes with characters and stories
all they’re own, removed from the main story. Its not at the scale of VII, but
its great world building and helps the world feel more alive and you’ll have to
return to sometimes numerous time on your adventure.
Now about the living world, while it’s a step
above previous entries is still not quite there yet, for the most part NPCs are
still like in older games at a fixed position at day and other at night, with
some moving around the towns on a fixed path, the most “living” this world gets
is that certain monsters will be found sleeping at night but that’s about it.
Enemies tend to despawn and respawn very quickly on the 3DS version, you'll see this more often on the PS4 version.
Another aspect of world building typically
found on RPGs are side quests and this is an aspect in which the game sadly
lacks, don’t expect side quests on the level of something like The Witcher 3 or
the Fallout games, the quest system in this game is essentially the same found
on Dragon Quest IX, most side quests entail fighting a certain number of
enemies or getting a certain number of items, so they’re typically fetch
quests, and aside from helping a quirky NPC there’s not much story on them. The
main difference between this and the one found in Dragon Quest IX is that
quests in XI don’t have items that can’t be found anywhere else and as such the
system can be ignored entirely without missing much, so they’re not a detriment
to the experience but could be so much more.
The main cast of Dragon Quest XI is the
strongest in the series, when considering how large the cast is, most
comparisons will be to Dragon Quest IV. XI works by mixing how IV and VIII
work, the cast develops throughout the entire game but also each one gets part
of their game for their own, each character have their own story to tell and
will get a lot of story to themselves before joining the hero and afterwards,
also on the game you have the entire cast all the time, save for when
characters leave for story reasons, but there’s no wagon or bar, if you want to
switch characters out of your party you can do it at any moment, even during
battle. This works in the story as in cutscenes the whole gang is there and all
are important in the main story, some more than others sure but all take their
part in saving the world and all have their own side story in addition, it also
helps that all characters have fantastic designs and personalities so these are
characters you care about, can’t say much else without spoilers though.
All characters are unique and useful in battle
too, so its recommended to switch parties constantly as some will be more
efficient than others in certain areas. XI builds up on the skill panel
introduced in Dragon Quest VIII but its used at its full potential here, each
character is proficient with 2-3 weapons each time you level up you get some
skill points that can be used on the skill panel to unlock, well, a skill,
which is a technique used in battle that can be used when the character is
equipped with a certain weapon, that’s how it works on VIII and IX, what works
in XI is that you can chose which skill to unlock depending on how many skill
points you have, rather than the others where you just unlock skill points when
reaching a certain number of skill points, this little change makes the game
much more dynamic in battle as it better to have characters master multiple
weapons as opposed to VIII and IX where is better to just settle for one, more
importantly before purchasing a skill you can see what it does and plan
accordingly as you grind, apart from offensive tactics skills can also unlock
more strength, HP and MP and the like.
The new addition to combat are zone moves, at
certain moments during combat characters may enter zone mode where they’ll
start go glow blue, then you’ll be able to perform a special attack that uses
multiple characters, not unlike the ones seen in Chrono Trigger. The more
characters in zone the more devastating the move may be, it can get crazy, but
zone is not something you can depend on as, from my experience, it seems to
happen somewhat randomly, don’t expect to use them as limit breaks.
Aside from that, it’s Dragon Quest turn based
combat, chose what to do, see the characters do it, see the enemies counter
attack, rinse and repeat, same spells, same weapons and all, be it controlling
the whole party or only the hero with 3 AI partners. Though the PS4 version has
a new free camera mode where you can move inside combat, but it serves no tactical
purpose or changes the gameplay, you just can move character around but that’s
it, range or attacking monsters on the back changes nothing. No random battles
either, all monsters are always visible in the world, so you fight when you
want, though they’ll try to chase you when they spot you, unless you’re at high
levels when they run away. This helps on the longer dungeons when the tedium
can begin.
Talking about dungeons, this game has many, and
they’re great, dungeons have the same verticality as seen in the rest of the
world, overall the dungeon design of the game is great, no dungeons look alike
and having great breaks between then help the monotony, never was I hoping for
a dungeon to just end, there’s great variety in look, design, layout and even
overall objectives.
Another new addition are the campsites,
throughout the world and certain dungeons you’ll be able to set up a camp where
you can rest, save, buy items and even chat with the party, certain party
interactions are only present here. You’ll also be able to fast travel through
campsites so going to a town isn’t always necessary, though you may only go to
the ones in the overworld. Included in the campsites is another new mechanic,
the foundry.
There's a mild spoiler here which I censored, but there was no way for me to get a better picture
The foundry comes as a replacement for the
alchemy pot in Dragon Quest VIII and IX, and serves the same purpose, to forge
armor and items, there’s a key difference however is that you can’t experiment
on it, you may only forge items if you have the correct blueprints, so you
can’t just pop a couple of items and see what happens, the game doesn’t do it
for you, however, as you still need to forge the item, obviously with the blue
print and materials. I was unable to fully understand this system on my
playthrough, but you need some extra steps as to craft the item with good
stats, though you can do a mediocre job to get mediocre stats, or just ignored
the system all together, most weapons can be obtained some other way, even if
later on, additionally you can improve items on the foundry, so if you get a
hang of it, it should be very useful.
If you don’t enjoy turn based combat then this
isn’t for you because that’s what it is, combat doesn’t evolve much throughout
the game either, apart from getting better skills and enemies using more status
effects it’s the same through the entire game.
The story is also great, the set up for it is
the typical Dragon Quest stuff, ancient demon wants to put world in darkness
and all that, but the game subverts expectations and does some cool stuff with
its story, its not groundbreaking stuff but there’s a lot of fan service for
old fans, and even then, great heroes, great villains and a great supporting
cast makes it a ton of fun. One thing that contributes to the presentation of
the story is the great use of cutscenes, the game has several of them, the most
out of the series and the direction of them is excellent, great framing, great
movement and grate pacing, most cutscenes are done in real time so no loading
either, though there are a handful or so prerendered cutscenes in the game,
saved for special occasions, overall cutscene quality if leagues above Dragon
Quest VIII.
The weakest aspect of the game is easily the
music, it’s not bad per see but taken the soundtrack is among the weakest of
the series, though there are some beautiful melodies between very forgettable
ones. A good chunk of the soundtrack is also remixes from older games, mainly
Dragon Quest III, more so that the music reused in Dragon Quest IX. Sadly, if
the quality of the compositions wasn’t bad enough the sound quality is weak as
the tracks are midi, sound effects sound fine but the music really suffers is
this game.
Minor nitpicks I have aside, I would’ve liked a
difficulty option for the game would’ve been nice, if you know what you’re
doing with skills and magic you can absolutely break this game doing 9000+
damage per turn. Mind you that you can create your own difficulty curve by just
fighting the bare minimum and ignoring skills, but even then, I think having an
option would be good.
I didn’t run into any performance issues or
glitches at all, so no complaints there, performance is solid, the music and
the disappointing side quests are the only negatives I can give Dragon Quest
XI.
I loved this game, it was just about everything
I wanted for a modern Dragon Quest title and it’s the most fun I’ve had with a
JRPG in a very long time, it comes with the highest recommendation to everyone
who has ever enjoyed an RPG. To end just a final recommendation.
This adventure doesn’t end when you think it
ends.
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