If you're not into the earlier Dragon Quest games or the plethora of imitators that they have spawned, then you won't like this. Just don't even consider this game, because it has gone full speed into that direction. So, this game. My biggest issue would have to be how hard it tries to subvert one's expectations. Now, this was before it became all the rage with a bad space conflict movie from a studio division run by a lich, so I can't say that it's a case of bandwagon riding. But what I can say is that it's the worst aspect. You see that chest in a dungeon behind a locked door? You're never getting it, and the game makes it clear that you can try all you want, you ain't getting it. That chest in a town? Nope, true heroes don't take things from the townsfolk. That chest behind a door? No sir, there's no unlocking that door, even if you're Jill Valentine. it's not quirky or zany or amusing, it's just annoying. Don't do that. Oh, that's the other issue, the tongue in cheek references. Yeah, I get it, you played other games, especially ones based off of Dragon Quest. You know that some games had their name changed in the west. It's not funny or cute, it's just annoying. What else is annoying? How paper thin the characters are, and how everything just sort of happens because it needs to happen for the sake of the so called plot. Bosses just appear from nowhere, your entire main story doesn't even really start until you're three of four characters deep, and even then, it's a vague excuse to keep going. Characters have nothing going for them, outside of a basic character trait. Dem is a silent protagonist type... because he doesn't have a tongue. Sara is supposedly into archaeology, but that's the plot excuse to get her in the party, she's really just the mage and healer. Lita is basically Lucca from Chrono Trigger, only she breaks machines instead of making them, and uses Earth/Lightning/Dark instead of fire. But still uses guns. Erik is French. Yes, that's his character. He's French. At least he's not a frog, like Breath of Fire 2. But he's even more French than Ekaru Hoppe de pe Jean, which is amazing, since that's so French that I had to start eating snails covered in sauce with a crusty bread halfway through copy pasting it. So what's good about this game? The gameplay. I mean, if you like early Dragon Quest. Which I do, so hey, I like it. It also tries, vaguely, to have double techs from Chrono Trigger, in the form of Unite attacks, and it even has an all party attack, but only gained so late into the game that it's basically worthless, unless you go for the bonus dungeon. Unless you did the bonus dungeon before the final dungeon, like me. Whoops. You also have some control over character builds, skills and stats wise. Every level up comes with a choice to make between an A and B option (up until level 31 or so, when they just both become the same thing), and while most of the time it's just what stats you gain (so yes, you can spec your mage into a beat the crap out of enemies with her staff type), you sometimes get an option for a skill. Now, most of these skills are pretty simple combat and magic. Dem can learn to cast fire magic or set his sword on fire. Sara can learn healing spells and water/ice spells. Lita can learn Earth/Lightning/Dark/gun skills and spells. Erik... um... does zombie things. But you can also learn passive abilities, such as doing an extra attack in combat, or your healing spells also revive fallen characters, or a spell will do damage and have a chance to inflict a status ailment. Dem can gain stances that boost attack at the cost of defense, or the other way around. He can also gain an ability that can buff the entire party for 25% of every stat... or himself for 100%. But more, there are level ups that allow you to enhance previously learned things, or modify them. For example, Erik starts with Regenerate, which lets a single character regen health, but later on, he can change it to an all party effect. Lita's elemental spells that can be changed to target all, or target random. It's not extremely deep or tactical, but there are level ups that you can agonize over, because you can't have all of them. Do you really want that extra hit, or whatever other benefit that it's up against? Do you really want that elemental spell to hit harder, or hit a little softer but also have a chance to reduce enemy agility? While the story barely qualifies as such, the ending is... well, it's different. It's not actually what I was expecting, and it's so out of left field that I'm conflicted on if it's just another lazy subversion or if it's actually good for how odd it is. I'm torn on the enemy encounter system. See, the game tries to discourage you from grinding by giving you a set number of encounters per dungeon/floor that, once exhausted, means you cannot get any more random battles. But because the game has to let you level grind for harder difficulties, it's offset by going into the menu to start a random battle, which you can do as many times as you want. While this is at least sort of clever, because it means you're clearing a dungeon, or enemies are getting smarter and just avoiding the death train, the fact that they let you just start encounters at will ruins the whole notion. But at the same time, I can see how it would be lame to never be able to fight another enemy in a given dungeon, especially if I needed a level up. The only inventory in the game is a single weapon and single armor slot for every character. That's it. No accessories, not even items to use in battle. Sort of. You can find potions in chests that act as a full HP heal and revive, but they're limited. You usually have more than you need, so there's no real worries. Oh yes, battles fully refill your HP and revive fallen characters at the end of battle. But not MP. You regain some MP after battle, depending on how quickly you finish. You can also, very late, gain passives that boost regained MP, but it's not a lot. So you have to conserve MP through a dungeon. Or be me and just spam all the random battles through the menu fight option while standing next to a save point that refills all your MP. But that option doesn't exist in the bonus dungeon with the superboss, so uh, have fun with that. Also, as time goes by, those MP refill points become further apart, so if you're not ruining the system for yourself, it becomes an actual challenge to balance MP use to how far you think it is to the next save point. And no, while they are save points, they're not the only way to save. You can save at any time. But if you're going for a more purist run, they can function at the only save option. And now, we're back to "so, this game". It has its ups, its many down and its... sort of middles. It's a hard game to really recommend to most people. Really, I'm on the fence if I even liked it. If you're looking for a short game to ease you into these sorts of games, you can't do much better than this. If you're looking for another DQ styled game, then you might like this, even if it's short and basic. if you're looking for anything complex, lengthy and story rich, then uh... yeah, no. Don't touch it. This is a 51% thumbs up sort of thing. So take that for what it is. But the game is cheap and short, so you may not regret your purchase. Or you can just refund, because that's an option.
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