Tag Archives: Dragon Quest

Dragon Quest VIII’s photography sidequest is pretty goo

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I’m not fooling when I say that it beyond insane that, in 2017, I am playing Dragon Quest VIII: Journey of the Cursed King…on my Nintendo 3DS. Like, we’ve always known that Nintendo’s portable game console could run games from the PlayStation 2 era, such as Tales of the Abyss and Metal Gear Solid 3: Snake Eater, but I never thought we’d get something as great and massive as Level-5’s magnificent showpiece. In my opinion, Dragon Quest VIII was a shining, blinding star in the JRPG night sky from 2004-2005, and the handheld version is mostly on par with that definitive claim, with some additions that I like and subtractions I dislike.

You’ll surely remember that I tried to go back to my Dragon Quest VIII PS2 save some years back. My return to the kingdom of Trodain didn’t last long. I had already put in over 80 hours because, at the time that I got the game, in my first studio apartment in Clifton, NJ, I declined getting Internet/TV services for a few months to save money. Thus, I was left with entertaining myself in the evenings, and that ended up being a lot of reading, some drawing, and, well, Dragon Questing. It was hard going back and remembering where I left off and what to do next. I certainly never beat the game, but couldn’t find the main path again to focus on, instead spending a few hours in the casino or chasing after monsters to capture for the fighting arena. I’m hoping to make a more direct run to the credits in the 3DS version and save some of the bonus side stuff for later, if possible.

A plot reminder, because these games have plots, even if they are somewhat convoluted: the game begins with Dhoulmagus, the court jester of the kingdom of Trodain, stealing an ancient scepter. He then casts a spell on Trodain castle, which turns King Trode into a tiny troll-like thing and Princess Medea into a horse. Unfortunately, everyone else in the castle becomes plants. That is, except you. Yup, the nameless, voiceless Trodain guard–lucky devil. Together, the three of you set out on a quest to find Dhoulmagus and reverse his spell. Along the way, you join up with some colorful characters: Yangus, a bandit who owes his life to the protagonist (I named him Pauly this time instead of Taurust_), Jessica, a scantily clad mage looking to avenge her murdered brother, and Angelo, a Templar Knight that likes to flirt and gamble.

Let’s just get to it and talk about the differences in the 3DS version of Dragon Quest VIII, as there are several. All right, in we go.

Evidently, you get two new playable characters–Red the bandit queen and Morrie, the owner and operator of the monster battling arena–but I’ve read you don’t gain access to them until late in the game, both entering your party at level 35. Not sure how I feel about that, as there’s a comfort and familiarity to the initial team of four, especially after you figure out how each character works best and spec them in that way (Angelo = healing, Yangus = tank, etc.). Being able to see monsters on the world map and avoid them at your discretion is great and something I look for in nearly every new RPG. The alchemy pot–always a staple in Level-5 joints–is no longer on an unseen timer and simply creates what you want when you want it, as well as provides suggestions for items you can mix with one another. Lastly, at least for small changes, as you gain skill points and upgrade your party members, you can now see when each one will unlock a new ability or buff; before, it was all guesswork unless you had a walkthrough guide at your side.

Cameron Obscura’s photography challenge is one of the larger additions and is quite enjoyable. You encounter this man fairly early in the game, at Port Prospect. He requests that you take some specific photos, each one earning you a different number of stamps. As you complete stamp boards, you earn special items. Simple enough…yet extremely addicting. Some photo requests require you to capture an enemy in the wild doing something silly or find a hidden golden slime statue in town. They vary in difficulty. Taking a picture is as easy as pressing start to enter photo mode; from there, you can zoom in, add or take away party members, and switch the main hero’s pose. Looks like there are over 140 challenges to complete, but you are limited to only 100 photos in your album, which means deleting some later down the road–not a huge inconvenience, but seems unnecessary. However, I wish getting to Cameron’s Codex–this is where you find the list of potential challenges that updates as you progress in the story–wasn’t hidden away in the “Misc” option menu; I’d have liked it to be in the drop-down menu on the touchscreen, where you can quickly access other constantly used things like “Zoom” and “Alchemy”.

Okay, now on to the issues I’m not a fan of. None of these are deal-breakers as Dragon Quest VIII remains a strong classic JRPG that does stray from its successful mold of yore, but I’m still bummed.

First, there’s the soundtrack or lack thereof–the original orchestrated soundtrack was removed for the 3DS version. What’s there is fine, but no longer as sweeping. The game’s cel-shaded cartoon visuals still look pretty good, but there’s a lot of draw-in when wandering around, which can make it look like nothing is at the end of some monster-ridden hallway, but there’s actually a red treasure chest there and the only way you’d know that is to walk closer towards it. Speaking of visuals, the menus, once full of icons, tabs, and visual indicators, and looking like this, have been replaced with perfunctory text that, yes, still gets the job done, but loses a lot of personality. The in-game camera continues to be an issue, especially in tight spots, and I have to use the shoulder buttons to swing it around for a better view as I, like many, prefer seeing where I’m going.

Lastly, there’s Jessica, who uses her sexuality to charm monsters into not attacking. I remember being weirded out by this some twelve years back, and it hasn’t gotten better with age. Initially, she’s dressed quite conservatively, but the minute she joins your party her attire changes to be extremely less so, and there’s even some needless boob bouncing. Sorry, Akira Toriyama, but it’s gross. I’m currently trying to specialize her in the opposite direction so as to never see the puff-puff spell in action. Maybe Red will replace her, but who knows.

All right, that’s enough Dragon Quest VIII talk for now. Evidently I can really go on about this game, as well as Dragon Quest IX. I’m sure I’ll have more to say once I see both the later game content and stuff that pops up after credits roll. Until next slime, everyone.

This Dragon Quest also requires keys to open doors

dragon quest armor games impressions capture

All right, a slice of honesty here: I didn’t play Dragon Quest the other day in what one might consider…a legal manner. I gave it a fair shake through browser-based emulation that I will not link to here. That said, while performing a Google search for this possibility, I stumbled across another game called Dragon Quest, playable over at the Armor Games website. Here, I’ll happily link to it. To me, it is a big and bold move to name your game the same title as that of a beloved franchise some nearly 30 years in the making. Either it’s a quick grab for knowledgeable gamers’ attention–hey, it worked on me–or there’s a specific and unchangeable detail to the plot that requires such titling.

Here’s the gist: in this Dragon Quest, one must explore a deadly castle on a mission to get back a stolen best friend who was kidnapped by a dragon. I mean, if that stolen friend was named Princess Gwaelin and change the dragon to the Dragonlord, then we’re one in the same with that other mega-popular Dragon Quest. Still, this isn’t an RPG where you have to select the stairs menu option to go up or down staircases, but both titles do have a fixation on finding keys to open locked doors. In fact, that’s the only way you’ll save your stolen friend here, as well as dodge that dragon’s attacks in three separate boss battles.

I’m going to use quotation marks to highlight the descriptive text the creator of this Dragon Quest wrote when describing his or her creation. Basically, there are over 20 levels of “insane physics puzzles” that you need to solve using the “twitch reflexes of a platforming game.” I take issue with both of these claims. Insane is a descriptor better saved for puzzles like late-game Portal or Fez or Silent Hill‘s poetry riddles, not figuring out how to smush the skeleton to get a key to pop out; there’s only one way to do it in each level, and the solution is visually telegraphed based on whatever new elements are added each time. As for the twitch reflexes, you move no faster than Mario without the run button, with none of the momentum. You can jump and change direction in midair, which helps once or twice, but otherwise there is no need to keep your finger hovering over the keyboard for the swiftest of key presses.

For a soldier decked out in shiny armor and wielding a sword, the hero of Dragon Quest is quite the pacifist. He never directly kills a skeleton with his blade, often using the environment around him and the skeletons’ dim wits to do away with them. You use the sword to hit switches or cut ropes mainly. When it comes to battling the dragon, which you do thrice, the soldier must avoid the dragon’s fireballs and attacks, using them against him to deal damage. I’m not here to say I need man on dragon violence to satisfy me and my dark desires, but thought it was an unusual observation nonetheless. I wonder if it was a conscious choice or something that happened due to the nature of the puzzle mechanics.

In the end, Dragon Quest is a mediocre way to kill fifteen minutes and mildly flex your brain muscles, but it probably should’ve been called something more like Door Key Quest or The Mighty Quest to Smush All Skeletons. Here’s hoping that the next time I’m talking about Dragon Quest on this blog of mine, it’s related more to that Enix joint, even if I have to admit to being killed again and again by red slimes. I’m okay with violence against them.

2015 Game Review Haiku, #52 – Dragon Quest

2015 games completed dragon quest armor games capture

Not the Dragon Quest
We all know, find stolen friend
Through physics puzzles

From 2012 all through 2013, I wrote little haikus here at Grinding Down about every game I beat or completed, totaling 104 in the end. I took a break from this format last year in an attempt to get more artsy, only to realize that I missed doing it dearly. So, we’re back. Or rather, I am. Hope you enjoy my continued take on videogame-inspired Japanese poetry in three phases of 5, 7, and 5, respectively.

Thou hast done not well in playing Dragon Quest

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Listening to the latest Retronauts podcast, which is all about the Dragon Quest series of RPGs, I realized that my time with the franchise is actually quite limited. I’ve only played two games from the main numbered entries, specifically Dragon Quest VIII: Journey of the Cursed King and Dragon Quest IX: Sentinels of the Starry Skies, but I put a gargantuan-size of hours into each respective adventure. As you can see, I came to this Japanese roleplaying series rather late, missing out on all things Dragon Quest numbered one through seven. Anyways, I figured I needed to brush up on some history and give the original NES game a chance, to see where this all started.

Let me drop Dragon Quest‘s storyline on y’all: in the olden times, Erdrick fought demons with a mystical Ball of Light. However, the Dragonlord has recently hidden this Ball of Light, kidnapped Princess Gwaelin, destroyed the town of Hawkness, and taken over the city of Alefgard. Quite a multi-tasker. The Dragon Warrior hero is tasked with two quests: rescue Princess Gwaelin and then track down the legendary weapons and armor powerful enough to defeat this Dragonlord. Pretty simple stuff, the sort of straightforward world-saving epicness that would come to define the JRPG genre for years thereafter. Dragon Quest was also the first to combine turn-based combat, random encounters, and dynamic character leveling–all pretty groundbreaking mechanics that I certainly take for granted today.

First, you play as a descendant of Erdrick, but you can rename your character, which I immediately did to Pauly. However, the stats screen menu only has room for four characters, which brought me back down to reality as Paul. No big deal. The game wastes no time giving the hero some gold and a key and sending him out into the dangerous, monster-laden world…so long as you figure out that, to use the staircase leading out of the castle room, you must select “stairs” from the set of menu options. Yup, it’s that kind of game. Once you are out, you can speak with people for clues, search every tile possible for secrets, or start battling monsters for gold and experience points. Battles are turn-based, and your options are fight, spell, item, or run. There’s no guarantee your hit will land on the enemy, and the same can be said for their attacks, but slow-scrolling text explains everything happening in the fight.

I know that slimes are iconic to the Dragon Quest series, and now I see why–it’s all you fight for a good long while, grinding against them for money and power. They come in two variations so far: blue and red. The blue are easy to dispense of, but the red ones will cause the player grief early on, especially when you are struggling for that next level, but don’t have enough gold to stay at an inn to recover all your HP. I was hoping to see more of the classic monsters I’ve come to know, but only saw slimes and a single ghost.

I gave this about an hour. I grinded Pauly up to level 2–that sounds gross, but only out of context–which at least gave him a sporting chance against the tougher red slimes, but wandered too far away into ghost territory, where I got a massive beatdown in two turns. Thou art dead indeed, an archaic but simple message I read a few times during my short-lived spurt with Dragon Quest. Also, that first death really hurt my protagonist’s income, as dying in these games sees you losing a good chunk of your gold to be able to start again with everything else–items, experience points, etc.–still in place. I probably should’ve spent it on better armor and such before wandering out into the tall grass and mountain paths.

Perhaps I’ll tinker around some more with the original Dragon Quest, as it does seem like the sort of adventure where, so long as you keep climbing that mountain, you’ll eventually reach the top. All I need is for Pauly the warrior to be stronger than the monster in his path, and that simply requires patience and time and buying better gear. I could totally lose all the writing, however, as everybody speaks using words like thou and art and foretold. No thank you. Or perhaps I’ll dig back into Dragon Quest VIII, something I tried doing three years ago only to walk away from easily once more in favor of other stories. Also, don’t tell anyone, but I’m kind of into the idea of that Slimecraft game, especially now that I know it is set in the same war-torn land as this.

The good, the bad, and the grind of Dragon Fantasy (Book 1)

Dragon-Fantasy-8-bit-Screenshot

So, I beat Dragon Fantasy (Book 1) recently, as well as earned all of its Trophies, which makes it the first game on my long list of mostly untouched PlayStation 3 games to have a shiny 100% next to its name. No Platinum Trophy though, but that’s okay. Maybe I’ll get my first Platinum somewhere else, like say Ni no Kuni or Grand Theft Auto V. ::runs off laughing maniacally::

Anyways–it’s pretty good. As I mentioned before, Dragon Fantasy (Book 1) really is an old-school JRPG with a few modern conventions tossed in for good measure. Now, I would not say I have true professional gamer experience with the classic RPGs of yesteryear, though I’ve dabbled in the early Dragon Quest and Final Fantasy games enough to know what they are about and how they helped shape the roleplaying genre as a whole: straightforward plot, tough fights, and a whole lot of grinding. Muteki Corporation’s celebration of all this sticks to its guns….er, swords, and it’s kind of a mix of good and bad, though I was still able to find a lot of enjoyment in this 16-bit fantasy realm of nostalgia.

Dragon Fantasy (Book 1) is basically split up into three chapters (and an intermission), which can be played in any order, though I went with linear; any other way felt wrong.

Chapter 1 focuses on the character Ogden, who is a washed-up former hero trying to get back into the business of saving the world from great evil. You’ll travel solo across the map looking for magical pieces of armor. I found this chapter to be the longest and most dull in terms of gameplay, and since you only have one member in your party, fights are pretty tough and it takes a while before Ogden has the upper hand. Expect to use a lot of Herbs.

Chapter 2 is all about Prince Anders, brother of Prince Marlon, who one saw kidnapped at the beginning of Ogden’s adventure. Well, he wasn’t kidnapped exactly, and you’ll eventually see Anders discovering an important artifact. This chapter is extremely short compared to Ogden’s, probably made easier by the fact that you have a bigger party for those never-ending random battles. I actually missed two Trophies related to this chapter and had to pop back to it for twenty minutes or so.

Chapter 3 introduces two new characters to the journey: Jerald and Ramona, a thief and his niece. They are trying to escape the eastern desert empire of Sandheim, but first need to save up enough money for passports. After some grinding and stealing and plot twists, the two of them end up robbing a ship that the heroes from the first two chapters are using, thus bringing everybody together for, what I assume is, further adventures in Dragon Fantasy (Book 2).

Lastly, there’s a whole intermission chapter devoted to praising Minecraft and its creator Notch. It’s totally throwaway though the monster-recruiting ability is a nice change of pace, and I found it to be a bit overly gushing, and heck, I like Minecraft. You can skip it, unless you want all them Trophies, like I did.

My favorite thing about Dragon Fantasy (Book 1), besides its punny names and comedic writing, is how you can push a button to speed the game up. I’m no mathematician, but it felt like maybe three times as fast. It helps make the grind less of a, well, grind, but you still have to pay a little attention as you just can’t button-mash your way to higher levels here as your attacks miss often and one needs to constantly before of how much HP the characters have left. However, after a bit, even with the game on ultra-speed, the music and random battles, which happen just about every three to four steps, can become grating. Mostly because, with time sped up, you will hear the first few notes of the overworld map, then the first few notes of battle music, then the first few notes of battle victory music, and then back to the overworld, only to rinse, lather, repeat for all eternity. That said, I found myself playing the remainder of chapter 2 and chapter 3 (and that intermission) on mute, listening to a podcast or a playlist.

I’m not quite ready to move on directly to the SNES-inspired Dragon Fantasy (Book 2), but when I get that itch for some classic RPGing, warts and all, I know where to look.

2013 Game Review Haiku, #31 – Dragon Fantasy (Book 1)

2013 games completed dragon-fantasy-book 1

Old-school roleplaying
With a button to speed up
That vital grinding

These little haikus proved to be quite popular in 2012, so I’m gonna keep them going for another year. Or until I get bored with them. Whatever comes first. If you want to read more words about these games that I’m beating, just search around on Grinding Down. I’m sure I’ve talked about them here or there at some point. Anyways, enjoy my videogamey take on Japanese poetry.

Dragon Fantasy (Book 1) grinds just like the old days

Dragon Fantasy Book 1 impressions

The open honest truth is I never really played much of the old Dragon Quest games. Or even the early Final Fantasies, for that matter. Well, not until pretty recently. It does not–and did not–stem from genre disinterest, but rather wrong place and time; as a young gamer-boy living in the historic towne of Smithville, New Jersey, I was not bathing in countless games as I am now as an adult in this seemingly supersaturated industry. Please note that I’m not actually bathing at this very moment–I’m typing a blog post.

Anyways, this meant that when I got my single and sole cartridge for The Legend of Zelda: A Link to the Past, I played it for hours on end, over and over, and I missed out on Final Fantasy VI and Chrono Trigger and so on. There was only so much I could digest, and there are actually days where I yearn for being in that kind of protective, limiting bubble. But that doesn’t mean I’m completely knowledge-less about the JRPGs of yesteryear and can’t appreciate them for what they did then and there. I mean, c’mon. Have some faith. I write on a blog called Grinding Down for goodness sake.

Dragon Fantasy (Book 1) is a new JRPG designed by The Muteki Corporation in the style of those old RPGs for the NES, like Dragon Quest. It has simple graphics, random encounters, turn-based battles, and a straightforward plot involving a Dark Knight, castles, and a general evilness about. It’s split into three chapters and an intermission thingy, but so far, I’m still on chapter one, which focuses on Ogden,  a washed-up former hero getting back into the business of saving the world. Pretty typical stuff, but that’s the point here. Heck, you can even forgo slightly enhanced graphics and music for an 8-bit wash, which I checked out, but I actually prefer the former even if it doesn’t up the scales all that much.

I’m quite enjoying Dragon Fantasy (Book 1) so far, only a couple of hours into the first chapter. It’s got charm out the wazoo and some pretty amusing writing, coupled with a Wedge/Biggs reference from the word go. Heck, even grinding isn’t so bad, and yes, you’ll have to grind to progress, mostly because Ogden is alone for the battles in his chapter, needing to play both roles of fighter and healer. Basically, the pattern so far has been like this: grind a level or two, buy all the available weapons and armor, move on to the next town/cave area, and repeat. I do wish you could see how much XP you needed to earn for the next level increase, but alas, no. You can enhance the game’s movement speed up by like four or six times (I’m no mathematician) by pushing the Select button, which helps with the button-mashing grinding aspect, but is a bit too zippy when in a town or dungeon. However, I urge everyone to slow down when it comes to fighting a new monster type, as the writing for each monster is different and gleefully written, like in Dragon Quest IX and EarthBound. Not many puns so far, but I definitely chuckled at all of Mrs. Rock Monster’s descriptions.

Oh, and looks like Dragon Fantasy (Book 2) comes out…tomorrow! What timing. We’ll see how long it takes me to get through the first game though. These types of JRPG can go on for a bit, and no matter how endearing and fast-paced the battles are, one can only grind for so long before it begins to feel unrewarding, especially if there isn’t anything to spend that gold on after robbing every store clean for its goods.

So far, Dragon Quest IX is fun and familiar

Dragon Quest IX: Sentinels of the Starry Skies is Dragon Quest VIII: Journey of the Cursed King…just scrunched down for the Nintendo DS. There, I said it. Y’all were thinking it. But I put it to e-paper.

At least, that’s my first impression of the game. I’ve not gotten very far, but the music, the graphics, the battle system, the character models, the church menu, the story progression, the towns, the skill trees, the everything–it’s right there with DQVIII. That’s not a slight. I love and loved DQVIII despite never beating it; I got the game back in late 2005 shortly after it released. I had just moved out of my parents’ house to an apartment in North Jersey for my first post-college job. Since money was tight then, I decided not to get cable/Internet for the first three months. Suffice to say, I saved some money and read a lot of books and played my PlayStation 2 every chance I could. DQVIII helped with this.

A massive world, lush colors and graphics, a steep learning curve, lots to do and see, character designs from Dragon Ball mastermind Akira Toriyama, a demo for the much-wanted-at-the-time Final Fantasy XIIDQVIII had it all! And it kept me good and busy.

This all seems to be said-able about DQIX. Everything you could basically do in the previous game, you can do here, just on a smaller screen. In fact, customization is even more developed on the Nintendo DS, with a slew of clothing and weapons to pick from, all of which do affect the way your character looks and fights.

The story so far goes that you’re a Celestian (guardian angel) tasked with protecting humans down below on Earth wherever. Something goes terribly wrong though and you’re cast down with the mortals, stripped of your wings and angelic power. Then you meet some people and get caught up in their quests as you try to journey your way back sky-high. Very religious, even more so than DQVIII was, and some of the writing is too archaic at times, dancing on the edge of ridiculously unreadable. The most I’ve really done at this point is built a team–minstrel, thief, spellcaster, healer–and grinded to get them closer to my main character’s level. Then we defeated a knight terrorizing a local kingdom. Haven’t got to try multiplayer/tag mode yet, but hopefully soon because my sister is also playing DQIX though most likely very far ahead because, when it comes to traditional, turn-based RPGs, she’s a bit of a nut. Gotta catch up. Gotta find time for the slime.

Planning out the next set of purchases

So, I’ve been thinking a lot lately about time and money and videogames. Because, as most of us know, they all go hand-in-hand with each other. You need money to play games; you need time to play games. You also most likely need a job, but the Catch 22 of that is if you have a job, you have less time, but more money.

To be truthful, I have enough money for games, but not enough time, and that therein causes me to feel guilt about buying new games when I’ve yet to get through a good chunk of my collection. I mean, I did toss down $5.00 for six games thanks to the Humble Indie Bundle, and of them, I’ve only played a few hours of Aquaria. Haven’t even touched the others yet. Problem? Problem. Plus, I’m still working on Borderlands, Pokemon HeartGold, playing Dragon Age: Origins a second time, and a slew of other abandoned children.

Right. Chances are I’m just babbling here, but basically, I’m not going to be making a Purchase of the Month for May 2010. Generally, I allow myself to buy one new videogame–often ranging in the $30 to $40 range–each month as a reward for working hard and staying alive. However, I have more than enough on my plate right now, and there’s actually nothing terribly new calling out to me…save for Red Dead Redemption, which a lot of reviews are giving the thumbs up on. Yet…I still do not enjoy GTA IV and think maybe, just maybe, I should stay away. Who knows. I might cave over summer; I’ve always wanted to ride a donkey into the sunset.

I do, however, know with certainty some of my next purchases. And here they are:

  • June 2010: LEGO Harry Potter: Years 1-4
  • July 2010: Dragon Quest IX: Sentinels of the Starry Skies
  • August 2010: ???
  • September 2010: ???
  • October 2010: Fallout: New Vegas

And that’s really all I know at this point. Nothing else on the radar. Nope, not even Fable III. Feeling kind of meh about it at this point. But I do like having a battle plan and things to look forward to…