Review: Dragon Quest VIII
- Title: Dragon Quest VIII
- Developer: Level 5
- Publisher: Square Enix
- System:PS2
- Score:9/10
Dragon Quest's focus is on entertaining and enjoyable gameplay, and so for the most part the game's plot can be forgiven for being fairly weak. The game's subtitle, "Journey of the Cursed King", is almost everything you need to know to understand what's going on. You, an unnamed heroic adventurer, are on the hunt for a power-hungry sorcerer. The spellcaster has stolen a potent magical artifact, and pair of royals present when the artifact was stolen are turned into a frog-demon thing and a horse. They hook up with you and your buddy Yangus (a burly fighter-type), in hopes of finding the spellcaster and reversing the magical effect that imprisons them. Along the way you encounter some typical RPG stereotypes (like the scantily clad mage Jessica), but for the most part that's the hook that drives the story. While this doesn't sound like much to go on, the NPC characterizations are so well-written and over-the-top that it's hard not to like them.
Really, it's surprisingly hard not to like everything about this game. Gameplay-wise, the latest installment of the Dragon Quest series is an unapologetic blast from the past. The game features menu-driven turn-based combat, endless hours of gameplay, a random encounter strewn overworld map, and plenty of slimes. You'd think this would tire a veteran RPG player, but the quality of the game's presentation and the obvious effort the designers put into the game's systems is inspiring. The overworld map, a tired warhorse in the gaming world, is a beautifully rendered naturescape. Beautiful glens, soaring caverns, and imposing ruins all lie hidden within the gameworld. The mini-map, a constant companion in most games, is blissfully absent. Without any easy-access artificial assistance, the temptation to explore is overwhelming, and can lead to some interesting hard-to-find creatures and treasures.This sense of exploration is only broken by the occasional encounter with wandering monsters. The pace of encounters is well spaced out, to ensure that you won't have to fight through several encounters just to proceed a short way down a trail. The combat is a traditional RPG line-up, with enemies on one side and heroes on the other. Players navigate an intuitive menu to instruct their characters in who and how to fight, but attacks are far from the bland or ordinary. Both monsters and heroes have an array of visually interesting attacks and spells to take out opposing forces. Giant tongues seem to be a weapon of choice for the enemies, who have an array of quirky appearances and behaviors. Besides the title-identifying slimes, there are a bevy of beasts and monsters to face down. Some of the early beasts actually forgo their turns to calmly lick their fur. This variety of choice, animation, and behavior ensures that even the most jaded RPG fan is unlikely to get bored with combat. Trying to one-button push your way through combat, if you do start to glaze over, will teach you the error of your ways quickly. The challenge level here is high, and you can expect to wipe more than once at low levels. The tenacity exhibited by a gang of cute little kitty cats can easily end in tragedy.
That gang of cats, like everything else in the game, have distinct sensibilities conveyed by their unique visual design. The whole title has a beautiful cell-shaded look, and an anime quality that brings the personality of each beast and NPC to the fore. Dragon Ball Z designer Akira Toriyama helmed the look of this title, and the result is a naturalistic landscape and highly distinctive characters. The audio environment is stirring as well. Adventuring music takes center stage, with the occasional more thoughtful piece thrown in to highlight some of the game's quieter moments. Despite the tissue-paper plot, the voice acting is top-notch. The laughable whining and cowardice of the King and Yangus's thick brogue should set the standard for RPG cohorts in future titles. The dialogue's localization is also tremendous, with some jokes managing to be bitingly clever. It's hard not to appreciate the attention to detail spent here, as the inordinate amount of time you'll spend with these characters almost requires a sense of connection and empathy. While they may not make you cry, you'll definitely enjoy spending time with these likable non-people.Dragon Quest VIII is not an evolution in the genre, nor is it likely to convert a dyed-in-the-wool anti-RPG nut. It's a challenging old-school game that appeals directly to traditional fans, and does so with personality, levity, and a lot of style. The hack and slash, turn-based combat system has never been so lovingly displayed as it is in this title. If you ever find yourself pining for those long-past grind sessions, gaining levels outside of Elfland by slaying ogres, this is a game you simply must play.
I haven't played games in years, but I looked at the screen shots out of curiousity. The grass looks blurry to me, like it's got major motion blur. Is this normal for these new fangled 3d games? Maybe it's just me but it looks really strange.
"Despite the tissue-paper plot, the voice acting is top-notch. The laughable whining and cowardice of the King and Yangus's thick brogue should set the standard for RPG cohorts in future titles."
Just a fair warning: The voice acting is very over the top in a cartoonish way. If "top-notch voice acting" means realistic and dramatic to you, you'll be sorely disappointed with the voice acting in DQVIII. The accents and the content of the dialog is so silly and uninteresting, that I ended up skipping story sequences (a major RPG sin in my opinion) after a dozen hours of the same crap. You've been warned.
Great game otherwise.
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Square Enix, the company that founded the genre, spits in the eye of progress with Dragon Quest VIII.
You know, just because people have come up with new gameplay mechanics doesn't mean we should abandon the old ones. It's about time some tried and true turn based RPG came back on the market. The game market has grown, and there's room for the old style and the new style out there. I think it's fair to say that the old turn based style games offer different types of strategy than the newer real time games, and I was getting a little tired of every new RPG testing my reflexes and jacking up the pace. Those are good games, but sometimes you want to slow down and relax a bit, or add in the increased complexity that having turns allows.
If somebody came up with a real-time version of a game like chess that was sufficiently fun that it became popular, I bet people would still play the old version too. Why should video games be any different. While they're at it, let's get some good old style 2D (the environments, not the graphics nescessarily) platformers back out there for non-handheld systems. Perhaps something that uses the Symphony of the Night engine. Maybe the Revolution will bring some of these types of games back.
This is the first game since Final Fantasy VII that I was unable to put down from the moment I got it. It's an excellent RPG all round.
The game really is all the reviewer says. It has an old school charm that I find irresistable. The first time I found cheerfully floating Drakies, I laughed out loud, it was too perfect. People may be skeptical of the cell shaded look, but it works oddly well for this title. It fits the lighthearted gameplay and makes me nostalgic for the blocky sprites of the old NES games.
And lest we forget, Jessica is rather, err, bouncy... o.o
Government's view of the economy: If it moves, tax it. If it keeps moving,regulate it. If it stops moving, subsidize it.
or if it's because it has a refreshingly simple character system. You have a couple of easily understandable stats, when you level you have 5 different abilities you can choose from 4 weapons, and one unique ability per character, and the story isn't some over the top ridiculously unable to be understood thing. There's no sphere grid system to confuse people. There aren't 20 different stats to try and understand. It's just straight forward, and yet still deep and entertaining. The characters are great, and there's only four, so you don't have to worry about missing out on plotline for a character, or keeping everyone's level equal. Really the only complaint I have about it is the fact that there is a bunch of running around and fighting in order to level, just in order to beat the next dungeon.
If you don't buy it, you're a nazi.
Godwin's Law makes an appearance on the first post - Amazing!
I bought DQVIII the day it came out, and have never regretted doing so. The graphics are beautiful, the plotline is engrossing, the characters are lovable, and the environment is believable. The only complaint I have is that some of the songs sound like they were recorded in an echo chamber. Apart from that, I love it.
I am scientifically inaccurate.
If memory serves, Toriyama's done the design on all of the DQ titles... which was vastly more palatable back in the 8-bit days, when you couldn't tell how atrocious his "distinctive" character design was. He's also responsible for the aesthetic of Chrono Trigger - a game that plays great but in my opinion looks absolutely horrible: his grotesque "anatomy" and facial design seriously hampered my enjoyment of the title.
The lesson here is that a "distinctive" look and feel can alienate gamers as well as attract them - I won't play or watch anything modern that Toriyama's involved with simply because I just can't stand to look at it.
"The U.S. first saw the series on the Nintendo Entertainment System as Dragon Warrior, and some of the most hardcore elements were dumbed down for our squishy American palates."
You seem to be confusing this with the Final Fantasy series. The only changes made to the first Dragon Warrior was an improvement in graphics to make it look as pretty as Dragon Quest II ("ZOMG, I can face in four directions! Look, a shoreline!"). Later games had you dragging along ghosts instead of coffins when somebody died, but Enix didn't pull any of that EasyType crap on us like Squaresoft.
Which is why it didn't sell. Dragon Quest never apologized for being Dragon Quest.
...and the best arguement why many "old school" ideas should be left at home. DQ8 is simply not challenging because they embraced many old school concepts instead of washing their hands of it or improving upon them.
DQ8 combat engine is simplistic. I mean dirt simple to the point you can predict with "in your head math" whether you can win the fight or should flee before damage is even exchanged. This leaves a system where the only way one can challenge the player is by trying to use "Surprise! Your Dead!" rare super attacks or the equally rare chance that given 4 targets, the size of your party, they will all chose to hit just one. Neither of these senarios features much intelgence nor does it dictate any strategy or stance player should take (beyond "overwhelming forces"). In any event, you are left with no strategy to play with. No tactics to leverage. No action to minimize risks or maximize bonuses. Simply put: there are no real decisions in DQ8. You either determin in the first round if you can win or leave.
DQ8 tries to promote mindless "grinding". This sort of aimless wandering around hoping for random encounters is an artifact any level based system which DQ8 is strongly tied into. Nominally, grinding happens when a player "lucks out" or out flanks the game to arrive a place the game didn't content on seeing at this particular time or level. The problem with DQ8 and their guerilla style strategy is that by the time you disembark a city, travel to the dungeon entrance, work your way to the bottom of a dungeon, spending resources and energy along the way to do so, it is too late to show the player "Oops, you should have been a higher level!" Grinding should be tuned and supressed as much as possible. Tasked based quest systems give much more satisfaction than vague "see you when you get there" systems DQ8 uses.
Randomly wandering around, randonly bumping into creatures that may randomly kill you off just isn't fun. I seriously question they were fun back in the "old school" days too (I don't ever seem to remember thinking "oh joy! another random encounter" in any console RPG). We now have the knowledge and technology to actually instill some more complex logic and real challenges into games instead of relying on random acts of "fickle fate" to try to trip up players. If I wanted to play a game that featued such randomness, I would rather play poker.
DQ8 is a great looking game. The plot is sometimes amusing even if it is cheesey RPG fare. The music is a bit repetive but otherwise is awesome. I even like the touch that the SFX are old school. It is the wet dream of a designer who lived 20+ years ago who thought this is how these games should look like. The problem is we are play this game now instead of then and are left wonder "Why is this fun?"
"The better analogy would have been fighting Wyverns in a swamp while carrying Princess Gwaelin back to King Lorik..."
After getting my ass roasted by that damned dragon, the least the bitch could have done is walked herself.
Akira Toriyama has done the character design and artwork for every Dragon Quest game in the series.
:)
Yuji Horii has done the storyline and scenarios for every game in the series.
Koichi Sugiyama has done the music for every game in the series.
They, combined, are the "DQ Team", and are responsible for the entire series, having come together to create it after enjoying Wizardry and Ultima, but thinking they were too complex for the mainstream.
http://en.wikipedia.org/wiki/Dragon_Quest
In addition Toriyama and Horii did quite a bit of work on Chrono Trigger -- Toriyama did the art and designs, Horii did the storyline and scenarios, and several experts from the original Final Fantasy team did the battle engine, music, etc.
That's why CT was so great -- it was basically a new spin on the Dragon Warrior series of games.
Bewarned, even though DQ8 is arguably the easiest game in the DQ series, it's still leaps and bounds above the difficulty arc of modern Final Fantasy games. If you've never played a DQ game before you're in for a treat, but you *will* die a few times.
The monster encouter rate for monsters too weak to damage (or help) your party is much too high. Those monsters should stay away unless called (And yes, you can call them.)
The monster treasure drop rate is WAY too low. And the skill you can get to increase it doesn't help much.
The voice acting is... well it's terrible. They should have not had voice acting and used the extra time and money to put more stuff in the world and increase interaction with NPCs (A la Morriwind.)
Occasionally the writing was heavyhanded in a very typical RPG and Anime way. It's that whole "Oh look the bad guy is gearing up to cast a spell that will destroy my party, I'll just stand here with my thumb up my ass and let him" mentality. NO! Put an arrow in him before he can launch his attack! Or "We just beat down the big bad boss without breaking a sweat, but the next scene is of us all gasping for breath while he attacks again/does a move that makes him stronger/limps off to lick his wounds" wtf?!
All in all it's a reasonably fun game that will keep you busy for a while, but I'm still holding out for the next Morrwind game.
I'm trying to teach myself to set people on fire with my mind... Is it hot in here?
"Square Enix, the company that founded the genre"?!?!?!
BS, BS and more BS. The CRPG genre was well established before Square or Enix were even founded as companies. Heck Ultima III (Richard Garrot's forth CRPG) had already been released before those companies came into being, Ultima IV was out before the first Dragon Quest, and Ultima 5 was out before the first Dragon Warrior Game.
Dragon Warrior was a dumbed down newbie to a mature and established CRPG genre when it was released.