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: (Moogle)
 Final Fantasy II Pixel Remaster

The Godfather SaGa

Given its significant role in preventing Japanese video game developer and publisher Squaresoft from bankruptcy, it would have been unsurprising that they would commence work on a sequel to the original Final Fantasy, during the late 1980s when gamers outside Japan were relatively ignorant of whatever titles came from the country. The first sequel was initially to release in North America with the subtitle Dark Shadow Over Palakia, although its localization was ultimately cancelled, and Anglophones without Japan would miss out on the second sequel as well. The latest iteration of the game, Final Fantasy II Pixel Remaster, would first release for Android, iOS, and PC in 2021 and the Nintendo Switch and PlayStation 4 two years later.

The second Final Fantasy opens with mention of the Emperor of Palamecia taking over the world, and four war orphans: Firion, Guy, and the siblings Maria and Leon, cornered by imperial forces, suffering defeat at their hands yet waking in the headquarters of a rebel movement seeking to overthrow the empire. Cue anyone familiar with the original Star Wars trilogy to roll their eyes and lose interest in the narrative, and there are maybe a few scenes that directly rip off A New Hope. There are a few decent twists, with many guest characters coming and going in the player’s party throughout the game, before Leon ultimately rejoins, but the story is otherwise insignificant.

The translation is legible and free of spelling and grammar errors, although there are a few questionable and unexplained elements such as Guy’s caveman dialect, a few misleading and uninformative spell descriptions, especially for those that provide protection for the player’s party, and even some incorrect directions at one point on where to go next to advance the story.

As would be series tradition, Final Fantasy II mixes things in terms of gameplay. Encounters on the overworld and in dungeons (maybe rarely in an enemy-occupied town), are still random, and the structure of combat itself remains largely unchanged, with the typical setting of the player first inputting commands for all their characters and letting them and the enemy (which can number up to eight) beat each other up in a round, with the typical annoyance of the unclarity of who goes when, which can lead to certain unfavorable situations such as wasting healing items on characters that ultimately get killed.

Significant mix-up comes in the abolition of experience-based character progression, replaced by that based on combat activity, which would be central to the SaGa series that one of the directors, Akitoshi Kawazu, would go on to develop. For instance, the more a character uses a certain class of weapons, the more proficient he/she will become with it, both increasing the strength and number of hits with said armament for each proficiency level advancement. Furthermore, maximum HP may increase after combat depending upon how much damage characters have sustained, provided they survive battle, with occasional gratuitous max health increases after a c certain number of battles as well.

A lightsaber, that is not.

The Star Wars reference here is coincidental.

 

The magic system also bears significant changes. Players have characters learn magic through special spellbooks representing certain magical abilities, which include the HP-recovering Cure, the elemental Fire/Ice/Thunder spells and more, and support enhancements such as the physical defense-increasing Protect. Each spell has an initial cost of one MP, with maximum increases obtained through the constant exhaustion of spells, which also gradually increases the level of the consumed magic, giving it more damage, accuracy, effect, etc., their ultimate cost of use reflecting their current levels.

The other increasable stats of the player’s party follow similar rules and battles themselves typically don’t last too long unless the player is attempting to really grind their party, with all fights ending with the acquisition of money alongside said common stat increases due to their various actions. Several guest characters come and go throughout the game, ending with Leon, and players may find it wise not to grind the fourth guest character until Leon becomes the final party member. Things can become somewhat rough on the default difficulty settings, although as with its preceding Pixel Remaster, several Boosts can significantly soften the blow, and the second Final Fantasy’s take on non-experience-based combat ends up being better than that throughout the SaGa series.

As a fellow Pixel Remaster, Final Fantasy II’s control has many of the same pluses and negatives as its predecessor, among the former being the default auto-dash setting in towns and dungeons, the easy menus, helpful dungeon maps, suspend save, items stacking and no limit on inventory existing unlike a few earlier remakes of the game, and so forth. One interesting system indigenous to the first series sequel is a system where a simultaneous tone and highlight of a word in dialogue allows players to learn keywords and select them to get more information, sometimes critical towards plot advancement, and is creative and unobstructive.

Among control’s weaknesses, however, include the slow overworld movement, sometimes-poor direction on how to advance the central narrative (with the above-mentioned incorrect directive on where said plot point is not helping at that point), the game’s auto-equip feature not considering the affinities of armament types and shields when automatically outfitting characters with the gear from their inventory, the absence of teleportation magic among visited towns and dungeons (though dungeon-exiting magic is present), and occasional misinformation when shopping about how shields increase defense. Still, the sequel interacts decently with players.

Roses gone wild

The keyword system still remains fairly unique to this day within and without the series.

 

Akin to its predecessor, Nobuo Uematsu’s soundtrack dazzles in the Pixel Remaster, given full-fledged orchestration, with the title screen, for starters, featuring a remix of the iconic series overture. The tracks within the game itself are solid as well, such as the bombastic standard battle music, the rebels’ theme, the peaceful town tune, the foreboding overworld and dungeon themes, and so on. There are even versions of public domain classical music such as the “Swan Theme” from Tchaikovsky’s Swan Lake and Strauss’s “Emperor Waltz”. There are only minor issues such as the repetitiveness of the battle theme and missing sounds such as villain Borghen’s laugh, like Kefka’s in the sixth game, but otherwise, Final Fantasy II is an absolute delight to listen to.

The Pixel Remaster evokes most of the same feelings visually, given the bright colors, pretty environments, excellent character and enemy designs, the flashy battle effects especially from the magic spells whose appearances intensify with higher levels, the dodge and blocking animations of characters in combat, the weather and illumination effects, et cetera. Granted, many of the same graphical issues with the first of the latest Final Fantasy remakes recur such as the inanimate enemies that also bear countless reskins, and the telekinetic physical attacks by characters in battle, but otherwise, the visual aspect helps far more than hurts.

Finally, the latest incarnation of the first series sequel is a little longer than its predecessor, taking somewhere from twelve to twenty-four hours to finish, with plenty lasting appeal in the form of PlayStation Trophies, completing the bestiary, the adjustable difficulty, the countless growth paths, and so on, although there isn’t any narrative variation in subsequent playthroughs.

In summation, the Pixel Remaster of Final Fantasy II is undoubtedly the definitive version of the game, to the point where a full-fledged remake would be unnecessary, given its oddball mechanics made more merciful and accommodating to novice players with the Boost system, the general tight control, and solid audiovisual presentation. However, the narrative hasn’t really aged well and was in its time derivative, and there are a few issues with the control, translation, and visuals. Regardless, it would be influential in the inception of Squaresoft’s sister SaGa series headed by Kawazu, although this godfather of that franchise did things better than any entry of that franchise ever would.

This review is based on a playthrough of a digital copy downloaded to the player's PlayStation 4 with the easiest Boost options enacted.


Score Breakdown
The GoodThe Bad
  • Unique take on activity-based character progression.
  • Tight control.
  • Excellent music
  • Plot didn't strike new ground even in the original's time.
  • Some translation issues.
  • Writes the book on reskinned enemies.
The Bottom Line
Another solid Pixel Remaster.
PlatformPlayStation 4
Game Mechanics8.0/10
Control7.0/10
Story3.0/10
Localization5.0/10
Aurals9.5/10
Visuals7.5/10
Lasting Appeal9.0/10
DifficultyAdjustable
Playtime12-24 Hours
Overall: 7.0/10

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