theradicalchild: (Autistic Controller)

Chrono Trigger

Making my way through the Ocean Palace.

Dragon Quest VII: Fragments of the Forgotten Past

Decided to throw in another game to play alongside the others. I'm att the Shrine of Mysteries. Still have yet to encounter a battle. Here are some screenshots:

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The prince was still named Kiefer in the Japanese version and his father the king's original Japanese name was Barnes/Burns. Guess the reference in the English version's name change (hint: it's not political).

Other screens:

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The translators of this series really love puns. One of its charms, really.

Grandia HD Remaster

Cleared the Typhoon Tower and am back in Dight. Really annoying I have to backtrack through places. Apparently, Game Arts was alien to the concept of fast travel.
theradicalchild: (Dragonlord Dragon Form)

Nightmares and Dreamscapes

When Nintendo’s latest portable system was the Nintendo DS, Square-Enix announced a remake of the Zenithian trilogy of the Dragon Quest series, comprising the fourth through sixth installments, with North American release announced for all three, as the franchise had somewhat been experiencing a golden age outside Japan with the success of Journey of the Cursed King. However, unlike Cursed King, the rereleases of the fourth and fifth games, because of invisible advertising, didn’t sell as well, leaving the fate of the sixth and final Zenithian Dragon Quest in the air. Eventually, Nintendo took charge of localization and reannounced the trilogy’s conclusion as Dragon Quest VI: Realms of Revelation, but it kept its original English subtitle, The Realms of Reverie, in Europe. The title saw a port to iOS devices, with an experience on par with the rest of the series.

Combat is turn-based and randomly encountered, with the sixth installment following the tried turn-based tradition of the player inputting various commands for their characters and letting them and the enemy beat up one another in a round. Turn order can be inconsistent as in other entries, and the escape option doesn’t always work, with a few instances of accidentally tapping it when guaranteed not to work, like against bosses. While exploring the overworld, the player can swap party members out from their carriage, an option sometimes available in some dungeons when the player’s carriage comes along. As in prior Zenithian Dragon Quests, AI options are available for all characters except the protagonist, which can work well depending on the situation. Victory nets all living participants, including those not in the party, experience to level occasionally, money, and maybe an item. Death results in the player being transported to the last church with only the hero alive and his allies dead, with early-game revival expenses potentially burdensome.

Eventually, the player accesses the job system, each with their strengths and weaknesses, with a certain number of battles with enemies on par with the player’s levels or any in the Dark World necessary to advance, acquire new skills that become permanent parts of a character’s skill set regardless of occupation, and ultimately master skills, with higher-level careers available depending upon base classes mastered. Despite many powerful free skills, the game is no cakewalk, especially the main final boss. There is some early-game hell as well, like the initial revival spell failing half the time, and things such as skills on the part of the player and enemy affect all one at a time, which can drag out fights where the player has their carriage present. The game mechanics have many positives, but the archaic elements from previous series entries can spoil things.

As usual, moreover, interaction leaves room for improvement. The menus are superficially clean, but shopping for equipment and items is troublesome, given the countless confirmations, alongside the taxing nature of saving the game, the unavailability of the quicksave in dungeons, and a general poor direction on how to advance the main storyline or where to go next. Dungeons don’t have maps, either; a map for the underwater version of the lower world would have also been welcome, given its numerous points of interest. Hopefully, one day, the franchise will abandon these archaic traditions.

The story is enjoyable for a Dragon Quest game, focusing on two parallel worlds and a conflict between the playable characters and a villain named Murdaw. All characters have a story behind them, and the various subplots are detailed. However, the game is frequently unclear on how to advance the central storyline. Some plot beats, as well, are derivative, such as amnesia and a higher power behind everything. The localization is top-notch, with a hurricane of puns characteristic of contemporary translations of the series, with maybe some minor odd lines such as the ever-present “But the enemies are too stunned to move!” Even so, the narrative is a significant driving factor.

Composer Koichi Sugiyama, as usual, does a superb job with the soundtrack, with every track being enjoyable. However, some silence abounds, and the battle sounds are still dated.

The sixth entry utilizes the same graphical style as its Nintendo DS predecessors. The sprites and scenery look nice, despite pixilation, and fluidly animated enemies designed by Akira Toriyama dazzle in battle. However, many foes are reskinned, and the perspective of combat remains in first-person, like classic series entries. Camera rotation during exploration isn’t always available, which would have been handy given a plot quest where the player must tail a non-player character without being caught. The visuals aren’t an eyesore but show their age.

Finally, playtime ranges from twenty-four to forty-eight hours, depending upon how much grinding of levels and classes the player needs to make it through the game. Some lasting appeal exists in mastering all character classes, not to mention a post-game dungeon. However, there are no plot variations or achievements, and most players will likely want to move to other games.

In summation, Dragon Quest VI hits many positive notes, particularly with its solid class system, enjoyable narrative with polished translation, and superb soundtrack. However, many aspects leave room for improvement, including the occasional difficulty of spikes throughout the main quest, the retention of the franchise’s archaic traditions that affect combat and control adversely, the frequent poor direction on how to advance the main storyline, the questionable quicksave feature, and the dated visuals. Those who have enjoyed other games in the franchise will likely be able to look beyond its flaws. Furthermore, since the story doesn’t have much connection to other games in the series beyond its trilogy, those unversed in the franchise may find this port a decent romp.

This review is based on a playthrough to the standard ending with no postgame content attempted.


Score Breakdown
The Good The Bad
  • Great class system.
  • Enjoyable story and translation
  • Excellent soundtrack.
  • Retains franchise's archaic elements.
  • Poor direction on where to go next.
  • Graphics show their age.
The Bottom Line
Typical Dragon Quest.
Platform iOS
Game Mechanics 5.5/10
Control 5.0/10
Story 9.0/10
Localization 9.5/10
Aurals 9.5/10
Visuals 6.5/10
Lasting Appeal 5.0/10
Difficulty Moderate to Hard
Playtime 24-48 Hours
Overall: 7.0/10
theradicalchild: (Sad Red Panda Mei)
Mom has pancreatic cancer. She'll eventually be going in for more tests to see if it's spread any, and whether it's treatable remains to be seen.

Since my main concern is about what would happen financially should she pass, I've somewhat amped up my job search to include jobs from my town's school district and my old community college, part-time and hopefully able to work into my fixed bootcamp schedule. I've got some references I could use, but I dread my sudden termination from my last job might hamper my job prospects.

Coding bootcamp continues to be a slog. I was paired with a fellow student just as in the dark as I was, although we did make minor progress since our instructor walked through some of the solutions to the problems we were posed, mostly regarding making regular functions to mimic callback functions.

Gaming

Diablo IV

Advanced a few story quests and did some quests to unlock more abilities for the Druid.

Dragon Quest VI: Realms of Revelation

Have to get money so I can use the Fashion Forge to make my equipment more stylish to pass the fashion show so I can get the magic carpet and advance the plot.

Hollow Knight

I got the illuminator, so now I can traverse dark areas, and I'm making decent headway.

Phantasy Star (Sega Ages)

Wanted a quick game since I'm got my hands full, so I bought and downloaded this onto my Switch, and the contemporary features really make a world of difference. I've got Odin and Myau in my party, and have had little problem aside from the often-low encounter rate that slightly impedes my ability to accumulate money.
theradicalchild: (Fencing Fox)
Dragon Quest V: Hand of the Heavenly Bride

The Marrying Monster Man

The combined forces of Square and Enix under the same umbrella at first glance seemed to be a golden age for the latter company’s Dragon Quest series in North America, given the unique localization of the eighth installment for the PlayStation 2 and decent sales. Countries outside Japan had before then endured a dark age of the franchise where the fifth and sixth main installments lacked English versions. However, the announced trio of remakes of the fourth through sixth games for the Nintendo DS, collectively known as the Zenithian trilogy, gave the fifth game, Dragon Quest V: Hand of the Heavenly Bride, a chance in North America, one well-deserved, later released on iOS and Android devices.

The fifth game, at first, seems to have a structure like that of prior games when it comes to the battle system, with random encounters (their rate reducible through magic and Holy Water) and turn-based battles often having random and unpredictable turn order, which can fudge with things such as healing weak characters. During the second generation, however, defeated enemies may randomly ask to join the party; they can both level and wear equipment like the human characters, which abound more during the third generation when fewer vanquished foes offer to ally with the protagonist.

One major highlight is the rapid pace of most encounters, with adjustable battle text speed increasing the pacing of encounters. However, there are some slow parts, for instance, when the player or the enemy uses magic or abilities that affect multiple allies or every available character when the caravan is present, which can tax patience. AI options return from the fourth entry that can save players time inputting commands for their allies, although they aren’t foolproof. Grinding for experience and money is also necessary near the end, but the mechanics still work decently.

Dragon Quest V also inherits some of the shortcomings of its predecessors in terms of control, where shopping brings with it countless conversations and confirmations that can spoil the pace of the game, and a useless quicksave feature only available on the game’s various overworlds. While the Evac spell allows players to escape from deep within dungeons, and the Zoom spell eventually allows players instant conveyance among visited towns, it doesn’t go everywhere. The direction on advancing the main plot is sometimes poor also, with the party chat not clueing in players on this. Control doesn’t break the game but leaves room for improvement.

The story is one of the fifth entry’s high points, taking place across three generations, the first following the hero as a young boy traveling alongside his father, Pankraz. There are possible variations during the second and third generations that add replay value. However, the game does not always tell players explicitly where to go next to advance the plot. The translation uses regional dialects like the fourth game, with the primary antagonists, for instance, having Russian accents, the script consequentially being memorable. In the end, the writing of the game is solid.

Koichi Sugiyama, as always, provided an excellent soundtrack, with sweeping epic tracks such as the sailing and battle themes, but the fifth game retains the series’ primitive sound effects.

The graphics also derive from the fourth game but admittedly show their age. They have many positive aspects like fitting colors, Akira Toriyama’s character and enemy designs (albeit with some reskins in the latter instance), and the fluid animation of foes in combat. However, battles remain in the first person, with plenty of pixilation and blurriness regarding the character sprites and environments. The game is scarcely an eyesore but could have looked better.

Finally, the fifth game will take players around twenty-four hours to finish, with the big plot decision in the second generation making it replayable at least two times, and things like postgame content and recruiting every possible monster adding more lasting appeal. However, the amenities of contemporary RPGs like a New Game+ and achievements are absent.

In summation, Dragon Quest V is a solid continuation of the Zenithian trilogy, its original version having been one of the forefathers in the monster collection RPG subgenre initiated by the Megami Tensei franchise and carried on through the Pokémon series. The narrative is also a highlight, given the three divergent paths, and the late Koichi Sugiyama, as always, composed an epic soundtrack. However, dated combat and interface elements may repel contemporary gamers, and time hasn’t been kind to the visuals. Regardless, owners of iOS and Android devices will be happy to know the fifth game is freely available for new generations of players to discover.

This review is based on a single playthrough to the standard ending.


Score Breakdown
The Good The Bad
  • One of the forefathers of the monster-taming RPG subgenre.
  • Great story with potential variations backed by strong translation.
  • Excellent score by Koichi Sugiyama.
  • Retains dated elements of other entries in the franchise.
  • Visuals haven't aged well.
The Bottom Line
An enjoyable entry of the franchise in spite of some archaic design areas.
Platform iOS
Game Mechanics 7.0/10
Control 7.0/10
Story 9.0/10
Localization 9.5/10
Aurals 9.5/10
Visuals 7.0/10
Lasting Appeal 7.0/10
Difficulty Hard
Playtime 24+ Hours
Overall: 8.0/10
theradicalchild: (Fencing Fox)


The Rainbough Connection

The original Dragon Quest for the NES, at the time in North America known as Dragon Warrior for legal reasons, was my very first Japanese RPG, and despite my fond memories of it, I didn’t play any of its sequels on the system until generations later, and the franchise would ultimately blossom in popularity outside the Land of the Rising Sun. The eleventh entry initially saw release on the PlayStation 4 and the Nintendo 3DS, although North Americans only got the former version, which would, akin to many other Square-Enix RPGs, see an updated rerelease, Dragon Quest XI S: Echoes of an Elusive Age – Definitive Edition, on the Nintendo Switch, with this particular incarnation’s extra content ultimately carried over to other platforms.

In the world of Erdrea, an army of monsters invades and destroys the kingdom of Dundrasil, with the protagonist whom the player names, an infant during the attack, spirited away in a basket down a river and raised in a village, the truth about his disposition as the Luminary eventually revealed, although many believe he is an evil entity. The Luminary embarks on a quest to clear his name and defeat the forces of darkness, meeting several companions on his way such as the thief Erik, a magically-de-aged sorceress and her standard-aged twin sister, the flamboyant Sylvando, and others. The characters are very much endearing, although there are many narrative tropes that are spoilerific, but the postgame definitely does have some good twists.

The translation very much does the eleventh entry justice, adopting the style of other contemporary Dragon Quest localizations, with the various peoples across the world, for one, having regional speech patterns characteristic of Earth’s own diverse inhabitants. For instance, the population of the village that adopts the Luminary have Cockney dialects, those of the Japanese-themed Hotto speak in haikus, and the academy to which he can give mini medals found throughout Erdrea has a French disposition. Furthermore, most characters from the world’s distant path have Renaissance-era speech similar to the Erdrick Dragon Quests. Pretty much the only major issue with the dialogue is the tendency of characters to shout the names of their abilities in battle, which sounds good in any language but English.

The Dragon Quest series has remained traditional in regards to the gameplay of its many entries, but there are key differences in Echoes compared to past titles. As Sentinels of the Starry Skies and the 3DS versions of the seventh and eighth entries had done, visible monsters on the overworld (or in XI’s case the various environments connecting towns and dungeons, similar to Final Fantasy X) and in dungeons replace random encounters, the Luminary able to approach them and slash them with his weapon to deal damage prior to the following battle. A cue adopted from EarthBound is that if the Luminary’s party’s levels are high enough, foes will run away upon noticing his approach.

One minor issue that mercifully doesn’t break the game is that even if the Luminary strikes the monster to deal preemptive damage, the enemy party may still get the first strike against the player’s characters, but luckily ample opportunities abound where the encountered adversaries don’t notice the human heroes or are “too stunned to move” as the eleventh entry, akin to its predecessors, relates. Typically, Dragon Quest games adopted a turn-based structure where the player selects commands for their party and allows them and the enemy to exchange blows in a round, with issues such as the random nature at times of turn order and the potential for foes to kill allies before inputted healing occurs.

However, Echoes of an Elusive Age adopts a turn-based structure similar to the mentioned tenth Final Fantasy (not to mention a few other JRPG franchises such as the Atelier games), where the player’s characters receive independent input from the player of their respective commands (though they can alternatively allow the in-game AI to dictate one, a few, or all characters’ orders), and when players choose one of the many available options for battle, including attacking with an equipped weapon, defending to reduce damage until their next turn, using an MP-consuming spell or ability, consuming an item from their inventory, they immediately execute their action, with the character needing to wait until other allies and foes have taken their turns before their next session.

Unfortunately, one major quality-of-life feature present in the turn-based JRPGs from which Echoes derives its battle structure is a gauge indicating character and enemy turn order. Regardless, there are many other aspects that help the eleventh installment break the mold such as adjustable battle speed that can make even the most daunting encounters go by more quickly, and while the player can move around allies during their turns, this is superficial (except for when players wish to escape skirmishes by moving a character to the edge of the battleground, which I never did), and largely for the purpose of getting screenshots.

Victory nets all surviving characters within and without the active party of up to four characters experience for occasional leveling, money for purchasing new equipment and consumables, and the occasional item. Defeat of the Luminary’s party, on the other hand, gives players a few options such as reviving at the last save point or in the last town saved, with these options requiring half the money the player is carrying at the time, and fully restoring all characters. As in prior entries, however, the player can largely nullify this death penalty by banking their money in thousand-gold increments at banks typically accompanying inns.

Whenever a character levels, most of the time they receive skill points the player can invest into hexagon-tiled grids to unlock active and passive skills of different specialties, such as proficiency with specific weapons and/or special abilities for said armaments. Unlocking one tile unlocks those adjacent except those that questions marks indicate, which necessitate that all tiles contacting it be unlocked. There are occasional secrets such as bonus points for unlocking certain tiles, and there are consumables that increase a character’s skill points by one. At churches, the player can completely undo skill point investment in part of a character’s grid and redistribute them, useful if they want to do things like wield different types of weapons.

Another key part of the game mechanics is the Fun-Sized Forge that the player receives early on, where they can use ingredients in conjunction with recipes found throughout the world to create new weapons, armor, and accessories. Doing so involves a minigame where each area of the piece in production symbolizes an area the Luminary can strike with his hammer, each having a gauge that increases when struck. The hero has a number of focus points that increase with his experience levels, with “Flourishes” costing more alongside regular strikes that do things like strike multiple tiles. The goal is to get each gauge in an area towards their respective ends, with items in the end coming out in poor, standard, or superior quality depending upon how far the gauges are.

Successfully forging an item of standard or superior quality earns the player not only the produced weapon, armor, or accessory, but also Perfection Pearls that the Luminary can use to enhance the quality of currently-owned armaments. While one would perhaps think that making the most of the system would necessitate using a guide, especially when it comes to finding rarer ingredients necessary to forge the best equipment possible, I never needed to, since one major convenience the eleventh entry has is that when you discover a new material, the in-game compendium shows other sources of said material, with some I initially acquired through gambling at one of the two casinos.

Another notable facet of the game mechanics is the mount system, where, after the player exterminates a monster visibly sparkling on the battlefield as well as in battle, the means of transportation whatever “intelligent” being was riding becomes available for the Luminary and his party to ride. These methods of conveyance can allow players to ascend walls via vertical footprints (in the case of skeleton beetles), fly to a higher elevation, and even displace monsters that are weaker than the player’s party, although contact with monsters more powerful than they are triggers standard encounters.

Ultimately, while some would argue that Dragon Quest XI’s gameplay is “generic”, that couldn’t be further from the truth, given its influence by more contemporary (if that term would still apply) Japanese RPGs such as Final Fantasy X, with the refinements to the Yuji Horii franchise’s core game mechanics making a world of difference. The absence of a turn order meter is perhaps the most significant issue with the battle system, especially when changing the active party, and while changing an active ally’s companions during their turn doesn’t waste said member’s turn, replacing them with another character progresses to the next character or enemy’s turn. Regardless, the evolution of the Dragon Quest gameplay in the eleventh entry is definitely for the better.

Control also contains more refinement than in prior series entries. The menus are easily navigable, item and spell effects are present in-game, the player can see how equipment they wish to buy increases or decreases their respective stats, in-game maps for towns, dungeons, and the areas in between exist, and the narrative objective is visible whilst viewing the map of the area where the Luminary and his party are. Interaction contains polish to the point where I finished the game, even the postgame content, without even referencing a guide. There are some issues such as the dialogues and confirmations when shopping, not to mention a bit of loading, but otherwise, Echoes interfaces well with players.

The late Koichi Sugiyama, as usual, did a fantastic job with the soundtrack, given many solid original tracks such as the theme of the overworld areas in between towns and dungeons, not to mention the beautiful town theme and its nighttime equivalent, with many other tracks having twilight variations as well; the standard and boss battle themes also contain excellent bombastic orchestration. There are many tracks filched from prior franchise entries, such as the Medal Academy music that uses the fifth entry’s castle music, and the theme of Hotto using the third game’s oriental track, but otherwise, Sugiyama was a class act that will definitely be difficult to rival for future series entries. The English voicework also helps the game more than hurts, although some such as Veronica’s can be shrill at times.

The eleventh entry utilizes a visual style combining realistic and anime elements, with the characters and monsters, as with prior installments, having designs from Dragon Ball creator Akira Toriyama, who as always did a good job, even if there are a great many reskins among the various adversaries the Luminary and his companions battle. The colors and environments look nice, as do the ability effects in combat and the general animation of everything, although there is a heavy degree of popup with regards to the environmental elements, not to mention jaggies and pixilation that are most noticeable close-up. Regardless, the game is definitely beautiful.

Finally, Echoes can be a fairly lengthy game, especially if the player partakes in the countless sidequests, completion of all compendia, the sizeable postgame content, and the acquisition of all Accolades for accomplishing certain things such as slaying a certain number of monsters, gaining a certain amount of money, and so forth. Restrictions known as Draconian Quests also add difficulty to new playthroughs to enhance lasting appeal, although finding all Accolades may require use of a guide since there’s no in-game indication of how to uncover them.

Overall, Dragon Quest XI paradoxically takes a few small and major steps forward for the franchise, continuing to maintain many series traditions such as its turn-based gameplay, although that in particular features many significant differences over prior entries to give it new life. The eleventh entry is also quite user-friendly, the story is endearing, Koichi Sugiyama’s final composition and the voice acting are mostly solid, and the game graphically shines. There are a few issues with regards to the occasional lack of quality-of-life features such as a turn order meter in combat, not to mention the recycling of music from older Dragon Quests, although Echoes of an Elusive Age is undoubtedly one of the franchise’s crown jewels.

This review is based on a playthrough to the postgame ending of a physical copy borrowed by the reviewer.

The Good:
+Great combat and control.
+Endearing narrative and characters with superb translation.
+Superb audiovisual presentation.
+Plenty lasting appeal.

The Bad:
-Battles lack some key quality-of-life features.
-Story has derivative elements.
-A lot of recycled music from past games.
-Some visual imperfections.

The Bottom Line:
One of the best, if not the best, entries of the Dragon Quest series.

Score Breakdown:
Platform: Nintendo Switch
Game Mechanics: 9.0/10
Controls: 9.5/10
Story: 8.5/10
Localization: 9.5/10
Music/Sound: 9.0/10
Graphics: 9.0/10
Lasting Appeal: 9.5/10
Difficulty: Varies
Playing Time: 96+ Hours

Overall: 9.5/10

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The Radical Child

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