|Pub: Square Enix|
|Release: February 14, 2011|
|Screen Resolution: N/A|
by Lindsey Weedston
The Dragon Quest series is one I've avoided, but only because the art style doesn't appeal to me. There are plenty of other JRPGs to choose from, should I acquire a sudden craving for random battles. What makes Dragon Quest stand out from the others besides looking like Dragon Ball Z? The first thing I noticed is that Dragon Quest VI: Realms of Revelation does not allow you to name your character a swear word. What's the deal with that?
Upon doing some research, I learned that there are a couple of cool features in Dragon Quest VI that keep things interesting. There is a Monster Master class that allows players to recruit baddies to the party. The monsters actually fight alongside you in battle, which sounds like it would be pretty awesome. I wouldn't know, however, because they removed this feature in the DS remake.
The only other thing to catch my attention was the Gadabout class, wherein the PC pretty much does whatever it wants and doesn't listen to your commands. If nothing else, it's a bold move on the part of the developers to include a class that is designed to be annoying. Also there's some sort of dress-up contest for people who like that kind of thing.
Although the publisher of the Dragon Quest VI remake is Square Enix, I was relieved to learn that when the game was first made, the publisher was simply Enix. Therefore I knew that the writing couldn't be terrible, since everyone knows that the separate entities of Square Enix could make games with comprehensible plots prior to their union. The writing of Dragon Quest VI is indeed palatable, even good at times. It contained some twists that I didn't see coming, and the dialogue was consistently adequate and occasionally funny, which is more than I can say for certain Square Enix games. The only thing that was annoying was the game's habit of tricking me into thinking it was over. Each time I thought the game had wrapped up to a satisfying ending, it turned out there was even more stuff for me to do. It got a little old.
The best thing about the story may be that Enix doesn't try to cram it down our throats with ten-minute cutscenes and character conversations. Things are kept brief, allowing players to coast along at a good pace, while additional plot details can be found by making voluntary conversation with NPCs. This is how an RPG should be. Story is important in a game, no doubt, but just in case the story is no good, it's wise to give the player the option to avoid it as much as possible and get to the gameplay.
Dragon Quest VI is a classic JRPG, turn-based with random battles. It's never very difficult, and you don't need to use a whole lot of strategy to get through it, especially since any difficulties can be overcome by a bit of training. It's a pretty relaxing game—something that's great to play while watching TV or on the go. I never found a battle frustrating. Character and monster HP were generally low, making for short fights that I didn't mind losing and re-playing several times over. The entire game was pretty fast-paced. The characters even walked faster than they do in most games, and travel distances were short. It was refreshing, but maybe detracted a bit from the sense of accomplishment that you get when you have to put in a lot more work.