Dragon Quest VII Reimagined Evaluation


RPGs getting remakes and remasters is nothing new — we have been operating a ‘Greatest Re-release’ class in RPG Website’s end-of-year awards for almost a decade now. A basic recreation getting a second remake, nevertheless, is kind of a bit much less frequent, however that is the case with Dragon Quest VII Reimagined.

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Even when you have not performed Dragon Quest VII earlier than, there is perhaps a couple of belongings you already learn about it. It displays a brief story ‘vignette-style’ narrative construction, and additionally it is a really lengthy recreation. The unique PlayStation model is usually labeled as a ‘100-hour RPG’ whereas the 3DS model trims that to a brisk ~80 hours.

The explanation why I convey up recreation size is that, when Reimagined was initially introduced final yr, one of many very first issues marketed about this new model was that it was “enhanced to offer a extra streamlined story expertise.” ‘Streamlined’ is the apparent key phrase right here, as basically the whole lot concerning the third model of Dragon Quest VII is centered on this prevailing philosophy. Reimagined makes many conspicuous changes to Dragon Quest VII, together with some outright content material cuts, all in service of with the ability to attain the top credit extra rapidly. 

It is vital to acknowledge that Dragon Quest VII’s narrative just isn’t a single, linear story. Shortly after the sport’s onset, the hero beneficial properties the flexibility to journey into the previous. In a world constructed as islands separated by an countless sea, every island has its personal particular person story to inform. By touring to the islands up to now and saving them from their diversified fates in remoted parables, your social gathering begins to piece the ocean world again collectively. As you method the top of the sport, a extra central battle does finally manifest, however the core of Dragon Quest VII’s writing lies within the island-centered vignettes.


I reviewed the 3DS model of Dragon Quest VII when it (lastly) launched in English again in 2016. A lot of what I stated concerning the story construction and character writing then nonetheless holds true now. Dragon Quest VII’s brief story stylings are considerably atypical in comparison with the sport’s RPG contemporaries, and it’d take some getting used to. To rephrase what I stated again then, not like many different Japanese RPGs, the narrative is much less about your playable social gathering characters and extra concerning the individuals of the world — the NPCs you meet at each cease on the way in which. The various brief tales are well-crafted, typically emotionally touching, and infrequently overstay their welcome. All of this works to present Dragon Quest VII an particularly adventurous really feel.

In my 3DS model evaluation, I highlighted the Greenthumb Gardens situation as a memorable one, involving a posh ‘love triangle’ of types between townspeople of various standing. Right here, I am going to moreover spotlight the Vogograd storyline as one which has caught with me by way of the years. The townspeople of Vogograd unknowingly carry out heinous acts on a member of their group, and seeing each the response of the sufferer, in addition to how the group handles its historical past, is compelling with out being too overbearing.

To me, these are the moments that make Dragon Quest VII what it’s, not the final word battle that essentially has to occur finally.

Generally, when individuals focus on the ‘pacing’ of Dragon Quest VII, I discover it exhausting to agree. To me, ‘poor pacing’ implies that narrative moments both take too lengthy, resolve too rapidly, or detract from the narrative being advised. However not like most RPG tales, DQ7 is not simply all one large story. A lot of the situations don’t strongly intersect with the ‘principal narrative’, and no particular person situation lingers too lengthy. The truth is, part of the sport that I feel is finest argued as a pacing killer — when it’s important to re-tour the world for elemental spirits — is actually left intact in Reimagined.

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Which means that as Sq. Enix determined to chop among the storylines in an try to enhance the sport’s tempo, it comes throughout as considerably arbitrary as to which tales to maintain intact and which of them are omitted. One of many eliminated island situations is El Ciclo (or ‘Litorud’ in Dragon Warrior VII on PlayStation). It is a city that finds itself trapped in a time-loop, Groundhog Day fashion. Is it related to the principle narrative of Dragon Quest VII? No, probably not. If that was the criterion for it to be minimize completely, then there are many different tales that might have been minimize, however weren’t. I felt this was a memorable story with a enjoyable gimmick, and now it is merely gone. And that is it. What else is there to say? I discover it type of a bummer, actually.

Even when a situation is left in Reimagined, some have been trimmed considerably. One instance is within the Hardlypool area, when the “underwater metropolis” part of the Sunken Palace — the place you battle Gracos — has been fully eliminated. Reimagined merely takes you straight to the boss battle, as a substitute.

There are a couple of locations the place some streamlining is smart. For instance, in earlier variations of Dragon Quest VII, you’d must remember to converse with Ambrose’s granddaughter after the Automaton (Faraday) situation in an effort to get a Purple Fragment, which is required to progress. This was one thing that might simply be by accident glossed over in a playthrough if you happen to uncared for to talk with one unmarked NPC — though the trace system within the 3DS model would finally level you again in that route. In Reimagined, Ambrose merely provides you this Fragment throughout an unmissable cutscene, so it’s not a priority in any respect. Condensing sure parts like this appears smart when earlier variations had been maybe somewhat too obtuse.

But it surely’s not nearly chopping narrative content material. All the efforts to ‘streamline’ Dragon Quest VII additionally have an effect on each different aspect of the sport as effectively, together with battles and exploration. Finally, Reimagined sands down each doable frictional edge possible, which lessens how partaking the sport is to really play by way of, despite the fact that you’ll be able to play by way of it extra rapidly. 


Reimagined guides the participant so strongly as whether it is scared to allow them to determine something on their very own. Even if you happen to flip off goal markers within the menu, this solely removes them from the world map. Markers will nonetheless be seen in each city that you simply go to, displaying you precisely who that you must converse to in an effort to proceed. The sport’s map menu will even inform you, in writing, precisely what try to be doing at any given time. Carried over from the 3DS model, the sport will robotically use key gadgets in the suitable spot for you, the place within the authentic, you needed to acknowledge your self the place and when to make use of them (for instance, the Holy Water in Burnmount, or the Angel Tears in Greenthumb Gardens). Celebration characters interject with clues extra typically, concerning issues like the place to search out the Golden Horns for Hadid, the place to get medication for Greenthumb Gardens, or the place to search out Prism Dew to make use of within the Buccanham area. Lots of the Celebration Chat dialogues additionally boil right down to clues about the place try to be going.

But it surely goes past simply ‘the best way to progress the story’. Many different elements have additionally been sanded down on the subject of exploration and battle. Each pill fragments and Mini Medals are merely listed in your menu; it tells you precisely the place that you must go to select up these things with a click on of a button. Fragments additionally seem clearly in your minimap, no matter your recreation settings. The Nostril For Treasure capacity has been powered up, itemizing unclaimed gadgets not solely within the present area but additionally within the adjoining areas. The sport throws *so many* Medicines and Single Phials at you, and there are not any particular person inventories to handle, that means each character has entry to all gadgets always. In comparison with earlier Dragon Quest VII releases, Fortunate Panel has been expanded to incorporate extra weapons, extra gear, & stat seeds, and it’s fully free to play, so you’ll be able to simply get tons of free gear to make use of or promote.

I can go on: There are extra Sacred Statues scattered all through the world that provide free full heals, so useful resource administration is much less vital. Since you’ll be able to practice two courses without delay, you achieve vocation factors a lot quicker than you would earlier than (and Vocation stage limits are not enforced as they had been within the PS1 and 3DS variations, so you’ll be able to simply overpower your vocation coaching with weak enemies). Characters can not “die” in the event that they fall to 0 HP throughout a battle; they will all the time be revived afterward with 1 HP. Even if you happen to do undergo a celebration wipe, as a substitute of the standard penalty of half your complete gold, you solely must pay 1000G to proceed with out shedding progress. Particularly later within the recreation — when a celebration wipe is extra more likely to happen — you’re in all probability sitting on tens of 1000’s of gold, so paying 1000G is virtually nothing. You might earn that again in a single or two battles.


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What this all finally comes right down to is that the sport would not go away a lot for the participant to find on their very own. The sport tells you precisely what to do, when to do it, and provides you an overabundance of instruments to succeed. There isn’t any exploration available, few issues to resolve, and solely small hurdles to beat. It results in an expertise that’s positively streamlined, however much less satisfying. Whereas there are issue toggles that may have an effect on battle problem, it’s only a small comfort when most the whole lot else exterior of battles is unaffected. In an interview previous to the sport’s launch, Sq. Enix said that “We’re creating this to be the ‘Masterpiece’ model of Dragon Quest VII.” As a substitute, I really feel like we have obtained Weight loss plan Dragon Quest VII.

So, Sq. Enix did achieve quickening the tempo of Dragon Quest VII, as Reimagined’s principal story can now be completed in 40-50 hours. However an journey with a paved path so clearly drawn in entrance of your ft is much less attention-grabbing than an journey the place the paths are obscured, at the very least somewhat bit.

Sq. Enix has additionally boasted that there’s new content material added to Reimagined, seemingly to offset among the cuts made. What this really manifests as is a 10-minute sequence that justifies Maribel staying in your social gathering (not like earlier variations, the place she has to go away for an prolonged interval), and a 30-minute sequence that revisits Kiefer as an grownup (which was teased in an earlier trailer). The brand new Kiefer content material features a stealth part, too.


Out of the whole lot that Dragon Quest VII Reimagined affords, the most important spotlight in all probability comes from the battle system itself, with blended emotions. Once I interviewed producer Takeshi Ichikawa final month, he advised me that he “wished to make the usual encounters with mob enemies fast & streamlined, whereas making the boss battles slightly deliberate and strategic.” To this finish, I might say he succeeded. One of many causes Reimagined is way faster-paced is that common battles are each simpler to clear and simpler to keep away from — if you happen to do not feel a must combat. Boss battles are in all probability the place the sport shines brightest, mechanically, even with all of the aforementioned caveats on recreation steadiness. Boss encounters within the post-game are genuinely difficult, requiring the participant to correctly put together their social gathering with applicable courses and gear, adopted by well-executed techniques in battle, as any good turn-based RPG ought to. 

I am additionally somewhat bit blended on the brand new ‘handcrafted’ visible fashion. I feel it appears to be like nice in battles, and I feel it appears to be like nice within the uncommon fully-animated cutscene. Nevertheless, many of the recreation is from a top-down perspective with easy, repetitive animations and infrequently with out voice performing. It will possibly really feel considerably low-cost, and I typically discovered myself wishing we had saved sprites as a substitute. There’s additionally a tedious depth-of-field impact on the sport’s overworld that I may have accomplished with out.

Dragon Quest VII Reimagined nonetheless encapsulates a lot of what makes Dragon Quest VII resonant, however with each doable edge sanded off. It succeeds at streamlining a prolonged journey on the expense of participant discovery and friction. Apart from with the ability to attain the credit extra rapidly, I discover it tough to declare this model as an enchancment on what got here earlier than.

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