Dragon Quest Builders 2: The Best Minecraft Clone

It might seem like I was pretty level-headed during the Covid-19 pandemic of 2020, but if you knew me in my personal life, you’d see that I was anything BUT that. I had literal panic attacks on a weekly basis, and in the aftermath, I’m now having to be practically held at gunpoint to remove my face mask, as opposed to putting it on. In addition to Covid anxiety, I realized that I didn’t have enough videogames that don’t stress me out . But then, I watched NintendoCaprisun’s Dragon Quest Builders video series, and saw what a great, superior clone of Minecraft it is. It didn’t take long for me to start playing Dragon Quest Builders 2 (henceforth known as DQB2), in hope of destressing my Covid woes.

In DQB2, a character that you name wakes up on a ship full of the Children of Hargon, a religious cult that formed in the aftermath of some other core Dragon Quest game. When you escape, you wash up on an island with a girl and this vampire-looking guy named Malroth. Since you have nothing better to do, you decide to turn the island into a pimp-ass kingdom.

I wasn’t fond of the story in the other Dragon Quest game I played, which  was Dragon Quest XI, but DQB2’s story made me LIVID. It has one of the tropes that triggers me with next to no exception: dramatic irony. Almost immediately, the game tells you that Malroth is secretly a bad guy, and it takes up to 80% of the game to reveal it. It’s so annoying, because they constantly have developments like “Whoa, why can’t Malroth build things? Everyone else and their grandma can build but not Malroth! How mysterious!” 

It gets worse than that. Based on DQXI, DQB1, and this game, Dragon Quest seems to love following clichés to the letter! While some of the dialogue is charming (specifically in the second chapter), it’s just… boring. The worst offender is the third chapter, where they’re all like “There’s a traitor here!” and stuff. At a certain point, it becomes incredibly obvious who it is, but they still play it off as if they were a galaxy-brain Impostor in Among Us. If there was a way to pre-emptively sus’ them out, that would be cool, but it seems that modern Dragon Quests do not care for multiple outcomes (which is ironic because Dragon Warrior had a very famous alternate outcome). 

The cast isn’t much better; DQB2’s characters make DQXI‘s look like Monogatari protagonists! The only character with any real arc is Malroth. And while I’d say his existential crisis is at least done relatively well, there is one annoying feature that offsets any good they did with him. Throughout the game, an omnipotent being screams “Haha you suck” in his head, and for some reason, you cannot advance its dialogue. These scenes objectively suck, and I have no idea why they had this unskippable dialogue that wasn’t even voice acted.

Well, I’ve been complaining about this game for three paragraphs, so let’s get to the good stuff already! DQB2 has some of the best Minecraftvania gameplay that I have ever experienced. There are so many different things you can build, it gets overwhelming at times. There’s also a lot of options to make it easier than in Minecraft. For example, you can learn a charged swing with your Hammer to take out big chunks at once, or use the Bottomless Pot to create bodies of water. You have the ability to switch between first and third-person perspective, which makes a difference when it comes to building. While you can use the L1 and L2 triggers to lock onto a position and hold R2 to make a lot of blocks in a row, first-person gives you more reach with your cursor. Furthermore, if you see an arrow appear next to a block, you can hold R2 to rapidly build a line of about eight blocks in that direction.

Another advantage that the DQB series in general has over Minecraft is Rooms. Placing objects in a closed off space can create a Room with a function built into the game. These really help make your bases feel alive and organic. DQB2 introduces the Fanciness and Ambience mechanics, which is determined by what items are placed in each room. They also add Sets, which are smaller, but serve their own functions. Some of them need to be placed within a Room to make a specific type of Room. There are some weird nuances with how the game considers Rooms, though. I learned that you can make the walls of a Room more than three blocks high, but any wall decoratives will only be considered part of the Room if they’re placed within the first two blocks up from the floor. It also acts weird if you have any part of the floor raised vertically, even if you put a staircase in front of it. 

Furthermore, the game has a better sense of progression than in DQB1. In DQB1, you had four self-contained islands where you started from scratch every time, down to your stats being reset to Level 1. Although someone confiscates your materials when advancing to a new story island in DQB2, you at least keep your stats and tools. Plus, the mechanics you learn have a much more cohesive sense of flow than in DQB1. In DQB1, there’s no real rhyme or reason; you get automated defenses and ores and have to re-gather existing ores and it’s weird. In DQB2, it’s more organized; the first island teaches you farming, the second teaches you mining, etc. I loved how this sense of progression was handled… to a point. As cool as the automated defenses are, they’re very short-lived. You go through a whole chapter to get them, but after that, you use them in a whopping ONE mob battle on your main island, and they’re never used again. Mob attacks on your main island straight-up STOP at this point, making them quite unnecessary.

Villagers also have a much more important role. A lot of rooms can compel them to do automated tasks, like cooking, and it really makes them feel like they’re working with you instead of you being their lapdog. This is further showcased when you inspire them to build things entirely on their own. And you’re gonna need that; you build some seriously colossal structures in this game compared to DQB1. Villagers are also more helpful in combat, plus you can give them weapons (which is your incentive to create multiples since they no longer break in this game). It can get annoying to keep track of who has what, but that’s alleviated once you can build an Armory, where they can automatically equip whatever item is stored in a chest. Also, whenever your base takes damage in a mob battle, they rebuild it in the aftermath.

Saving these other islands is well and good, but it’s all a means to an end; finding people to help build your main island. Between story bits, you help them with all sorts of tasks on your island to make it the kingdom of your dreams. In these sections, DQB2 feels like a sandbox game. I love combining mechanics from multiple islands into the same area (you get a total of three sections to manage on the main island). There’s also a ton of optional tasks that are well-worth your time. 

In addition to that, there are Explorer’s Shores. These are procedurally generated islands with exclusive resources. When arriving at one for the first time, you are tasked with examining specific objects. This can get frustrating, but a certain tool makes it relatively painless to find these objects. The issue with this is that finding more of those resources after-the-fact is a pain, because the aforementioned tool only works when the item is on your checklist. It’s annoying because one of the rarest ores in the game is hidden inside poison swampwater, which you can’t see through. I’ve had to painstakingly drain the whole thing with my Bottomless Pot, taking minutes just to find ONE deposit of that ore. In any case, your reward is an infinite supply of a certain resource, which is really helpful, mostly because that saves an inventory slot. 

And you NEED inventory slots. Colossal Coffers are nerfed, but early on, you obtain a Bag, which serves the Coffers’ function in DQB1. The Bag has seven pages of items, but it fills up shockingly fast. Even when being conscious of my inventory, I topped it off by the time I finished the final area. And as nice as these infinite items are, you have to constantly be aware of getting those items normally, in which you’ll have to open your Bag over and over again to delete them and save that inventory slot.

This is where some of the game’s issues come up. I love collecting resources, but I constantly felt overwhelmed with DQB2. You DROWN in resources in this game. When you have villagers doing multiple automated tasks, you end up having to check a lot of chests to see what they cooked up for you. The farm area of my island was always full of literally hundreds of crops. The only good way to get rid of some of these items is throwing them in Supper Sets, but I ended up having too many even with those in place. Even then, you never run out of Gratitude, which is earned by providing for your Villagers. You spend then on new recipes, but for a while, I still found myself well into the quintuple-digits with nothing to spend them on.

The big irony is that there are some resources you don’t have enough of. One thing I hated was raw meat. You can’t plant meat, so you have to kill these demon bunnies (among other things) to obtain it. They are common enough, but you need a LOT in order to cook food, or feed your pets (which can add up fast). Other things can be gathered in good quantities on trips to Explorer’s Shores, but meat always eluded me.

Let’s discuss combat now. DQB combat is pretty simple. You only have a sword slash, and a spin attack, and that’s it. While it can still get intense when they throw in specific mobs, DQB2 is pretty easy. The game also holds your hand on boss battles, but it’s not like it’s hard to figure those out anyway. The hardest parts of this game are likely the start of the story islands, since you have little resources and food. I wouldn’t complain about the game’s ease if it weren’t for the issue with your resource inflation. You get so many healing items because there’s two common enemies that frequently drop Medicinal Leaves, and you don’t NEED any healing items on the main island. While some of the later Explorer’s Shores do have pretty tough boss monsters, they’re not hard enough to justify having hundreds of Healing Herbs, nor taking the time to set up a ton of spike traps and stuff. Maybe there are secret optional mobs, but I could never find any such thing.

There are two more big flaws with DQB2, the first of which makes replay value a hard sell. At one point in the game, you are abruptly ejected from your main island and have to go through an agonizingly tedious segment that takes over an hour at best. While a similar arc in DQXI at least gives you some kind of story bits (even if it’s not much), the arc in DQB2 gives you nothing. It does give you some better context for the situation at hand, but it’s not really necessary information in the long run, plus it doesn’t develop any major protagonists involved.

The other flaw is that completion is asinine. One aspect is getting 100% on items; blocks, decoratives, cooking, etc. This gets crazy, because some items are blocks that you can’t obtain by mining them. You need to remember to use a specific tool to swap those blocks with blocks in your inventory to actually obtain them. Not only that, but there are a TON of Rooms and Sets that you aren’t told how to build. Despite how many options you have, some of them are pretty obtuse. While you are told what some of these optional Rooms are via Tablet Targets, it’s still not easy. There are also two cases of having to build a specific “place” in order to learn recipes, and since they aren’t Tablet Targets, you get no indication of what exactly the game wants. You can never tell if you are missing a decorative, or if you don’t have enough of a decorative that’s already in the room. Sometimes, one of your NPCs will occasionally tell you the requirements for a specific room, but it’s not enough to account for all the Rooms. The fun is in experimenting with stuff (I ended up building a Sculpture Gallery by accident during a story mission), but with how little time I have in my life, I don’t know how willing I am to complete the Builderpedia guideless. Also, I’m pretty sure the game has at least one missable item.

This game seems to borrow from DQXI and have a very substantial post-game. The world becomes your oyster, and you can build to your heart’s content. Three extra Explorer’s Shores are unlocked, and you get two new perks that really open things up. The first and most important one is the ability to spend that excess Gratitude to obtain any item you’ve collected before. This is a really good feature, and it can help with getting uncommon resources, as long as you’ve found it once. You also unlock the ability to craft the final Hammer upgrade, which has a very unique property. Basically, if it destroys an object that would turn into materials (like trees turning into wood), it will instead make the object itself into an item. This doesn’t really open much up in terms of crafting, plus you’ll also have to have your regular hammer take up a quick select slot if you actually want the materials. If you’re going for completion, keep in mind that you’ll need to strike crops with this hammer, for there’s a separate, decorative version of every single crop (including the rare ones) that count as different items. It does make your options extremely overwhelming, but it’s still a cool feature, and definitely helps if you really want to pimp up your island.

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Final Verdict: 9/10

Dragon Quest Builders 2 isn’t perfect, but overall, it’s a fantastic game. If you want a game that plays like Minecraft, but with more depth and the fact that the stuff you build matters, then this is the game for you. But seriously, if you want to go for completion, then godspeed, buddy.

Dragon Quest XI Shows that Simplicity is a Double-Edged Sword (Full Game Review)

JRPGs are my favorite genre of videogames by far. Even though I understand that a lot of them are time sinks and take a long time to really strut their stuff. Just how much benefit of the doubt should they get? After my first impressions of Dragon Quest XI… about a year ago, I finally managed to finish the game. Let’s see how it measures up now.

Hopefully you don’t play JRPGs for the story because DQXI goes out of its way to be a bog-standard JRPG. The plot is about the main character, whom you get to name whatever you want. He is a special hero guy who needs to fight a big bad atop the same World Tree that’s been ripped from Norse mythology for about the 12,221st time to date. 

First things first, I do get that this game is meant to be an homage to simpler times. JRPGs these days get so layered that it’s near impossible to keep up (looking at you, Trails of Cold Steel), and DQXI is a good break from that. However, cliche is cliche.

But of course, I believe in execution over ideas. And for DQXI, I feel kind of mixed. At first, the cutscenes seemed pretty short and sweet; enough to get the point across since they know you’ve seen all this before. But in the second half of the game, it started to take itself super seriously, and the cutscenes got more abundant. The cinematics felt bog-standard, and even half-assed at times. I felt like this game didn’t know if it wanted to provide a streamlined narrative or if it wanted to pass itself off as something more epic.

And to be honest, it’s more so me instead of the game. In my life, I’ve seen variations of the same lines of dialogue hundreds, if not thousands, of times. I decided that I needed to pick my battles when it came down to if I wanted to be emotionally invested in a story, and DQXI did not make the cut. I see comments like “It’s cliche, but it has a ton of heart” for stuff like this, and that’s when I realized that the appeal of Dragon Quest as a whole is that human emotional mindset that eludes me to this day.

In addition to the narrative, the characters embody JRPG tropes at their most uninspired and cliche; the very definition of by-the-book. The only character that I liked was Sylvando, but that’s more so because his archetype is inherently difficult to mess up compared to everyone else. And Toriyama… I’m sorry, but it feels like this man’s finally starting to run out of steam as an artist. While the art style itself is timeless, after this many years, one can only come up with so many ideas. Either a character is more or less ripped straight from Dragon Ball (like the main character, who looks too much like Android 17), or it appears Toriyama just took a stock fantasy design and slapped his signature face style on it.

I am ragging on the story and characters a lot, but if there’s one positive, it’s… the fact that this game came out in the 2010s. If anyone’s familiar with the good ol’ days (or watches a lot of YouTubers who play old games), you’d know that localization was a BIT terrible back then. They botched numerous translations, and straight-up censored any presence of Japanese culture (which Yo-Kai Watch does anyway *grumble* *grumble*), and anything that Westerners would consider taboo. As a result, it’s weird to see a lot of old tropes not censored in DQXI. We have plenty of porno mags, actually translated as such, and the game’s weird obsession with trying to involve the main character and his older half-sister in an incestuous relationship. They do censor prostitution with the onomatopoeia “*puff* *puff*”, but that could be chalked up as a timeless Dragon Quest meme that just stuck over the years. Another BIG distinction is that this is the first JRPG I have ever played that refers to KO’d party members as “dead”. SO EDGY. The story writing might be meh, but at least the flavor text isn’t!

And even then, sometimes the flavor text has TOO much personality. For example, if there’s anything you are unable to do in the game, the text is arbitrarily read as “You can’t currently do XYZ yet”. As a writer, I learned to not have such redundancy in text, and it bothers me that it’s in an official game; it felt like they were just bragging about how good their localization is. Another standout feature is that every area has its own [racist] dialect. While some of them are cute, these accents are often so thick that I had legitimate trouble reading them. Sometimes, too much of a good thing is bad.

Fortunately, what I really care about is gameplay. DQXI is a good, old fashioned, rootin’ tootin’, retro JRPG. When battle starts, you pick your character’s command when it’s their turn, and do the move. Everything is as it says on the tin. If you’ve played a JRPG, you’ve played this one. Battles can also be set to go extra fast, just in case you need to grind, but this game isn’t designed to be grindy (but that doesn’t mean grinding isn’t encouraged, like for materials and stuff). 

Thankfully, DQXI has a lot of modern quality-of-life mechanics. For example, you can press Y on the pause menu to instantly heal every party member in the most MP-friendly way possible (THANK YOU). Also, whenever you sell an item, the shopkeep will warn you if you’re about to sell something one-of-a-kind. 

Conversely, there is a very Earthbound-like inventory management mechanic. Each party member can carry only so many items, including equipment. Fortunately, there are infinitely large bags for excess items, equipment, as well as a slot for key items. Transferring items is pretty easy, but you gotta remember to do it, or else you’ll be thirty-plus hours into the game, in a tough battle, and only have poop-tier healing items.

The modern twist that Dragon Quest XI uses to stand out is Pep Powers. With Pep Powers, your character basically goes Super Saiyan (since this is an Akira Toriyama game, after all), and if the right party members are Pepped, you get access to what essentially are Dual and Triple Techs from Chrono Trigger, and as expected, being able to try out all these combinations is no doubt the best aspect of the game. However, there are a number of issues. Although the game says that Pep kicks in after your character takes a lot of damage, similar to a Tales Of game’s Overlimit, in my experience it seems to be purely random. Furthermore, the Pep status goes away as soon as you use one Pep Power, or after a certain number of turns, which the game thankfully gives a visual indication on the last turn that it’s available on. What sucks is that the Pep Powers are the coolest aspect of the game, yet you cannot control the conditions at which you use them other than with items that you don’t get until AFTER YOU BEAT THE FINAL BOSS. Fortunately, ending a battle in the Pep state causes it to carry over, which can help in a tougher battle; but at the same time you’d have to grind battles if you wish to rely on Pep for said situations. 

Another thing I find tedious is the game’s skill tree. Normally, I love skill trees in JRPGs, however, Dragon Quest XI‘s is really stingy. You only get skill points on level up, which starts off small but comes in bigger chunks at higher levels. This is good because most skills require 6, 10, or even more skill points each. There is a mechanic to unlearn skills, but it can only work on entire categories, which is a pain if you only want to drop one skill.

One of the most interesting aspects of the game is that everyone has different weapons they can use, such as a regular sword or a greatsword for the main protagonist. Each section of their skill tree is devoted to one of the weapon styles, plus an additional style that’s unique to them only. I’ve been doing skill trees by committing to a single section at a time, which is likely not the way the game intends, since skills are pricier the further out from the center you go, and it’s a real pain. The game lets you re-equip different weapons mid-battle without taking up your turn, which is nice, so it’s possible that the game wants you to fill in multiple branches at once.

The crafting system in Dragon Quest XI is really fun. With the Fun-time Forge, you can craft new equipment with materials you find around the world (as well as their recipes). This starts a minigame where you have a limited number of strikes to fill up gauges on different areas of the equipment. You want to fill it up to the green section, but REALLY want to fill up to the arrow on each gauge (which will be indicated by it turning yellow). The closer you get, the better the final product will be, with the best being a Perfection. Forging things successfully gives you Perfectionist Pearls, which can be consumed to reforge something to make it stronger. Make sure you reforge as many things as possible, because it doesn’t just increase stats, but the power of bonus effects, like elemental and status resistances. Levelling up the main character also boosts your forging skills, which can increase your Focus and allow him to learn Flourishes, which are special moves that make the minigame even more interesting than before. Options are limited early on, but it gets rather interesting on the tougher equipment.

The world of DQXI is- although colorful and vibrant- very large and bland. I get that this world was designed with the ability to be played in old school top-down style or 3D, but that doesn’t mean it’s any less uninspired. Also, the game’s soundtrack is kind of meh, but it doesn’t grate on you unless you start doing tedious stuff like material farming. The towns have the best personality and the most thought put into them, but they seem to act like vehicles for padding the game more than anything else.

Oh, speaking of padding: get used to that a lot. Like I said before, each first arrival in a new town has you running around towards numerous objectives that take place throughout the town itself. The worst case is the interlude in between the first two acts of the game. In it, you have to play through four consecutive scenarios, each starting a party member by themselves, and none of them are even remotely enjoyable besides the first one. You can also potentially permanently miss collectibles during these scenes, and I only say “potentially” because it’s not entirely clear if optional stuff done in these scenarios has impact for later (if this was a Final Fantasy or Tales Of game, it definitely would). 

But after that agonizing section, the game truly starts. It sucks that it takes about thirty-five hours, but it really does go from a slightly-above-average JRPG to a straight-up great JRPG. There is so much more depth, and each party member gets a ton of new abilities after going through huge epiphanies in their character arcs. Once you start this part of the game, it appears that you can tackle things in any order you choose… until you are gated time and time again by several annoying prerequisites. I hate it when games do this, and DQXI is no exception.

As far as side quests go, there aren’t as many as most JRPGs. However, there is also a side section where you find weird ghosts that unlock different areas of past Dragon Quest worlds in a special, 2D only zone. The biggest problem with 2D mode is that the text box color and font color can be very straining to read. Plus, you can’t save in this place at all, which reduces the incentive to knock out many quests at once. These never expire, so it’s ideal to do them all at onces towards the end of the game (also, you don’t have to gouge your eyes out at the freakin’ UI for as long since you’d be higher level).

The game also has a Draconian Quest setting, which lets you custom set some handicaps which will make the game harder. I chose one where NPCs can sometimes lie, because I thought they would give me false game advice, such as, “Use this ability on this enemy, whoops that actually does the opposite of killing them,” but the lies are all gobble-di-gook and the game plays a jingle whenever one actually occurred. It’s funny if it happens with a story-important NPC, but I imagine it gets really hard if you have tough enemies and no armor handicaps. The later parts of the game would be nightmarish like this.

When it comes to a casual campaign, DQXI is relatively tame. As long as your party is at its proper level, and you understand the mechanics, it isn’t too difficult. There are some dumb quirks, however, such as the fact that enemies can randomly start with an advantage even when you get a pre-emptive strike. Another really stupid thing is the case with any status that can be cured by attacking the afflicted person. If you use an attack that targets all enemies, you will target the person with the status as well. I have gotten characters killed because of this. Also, I have a pet peeve for any JRPG where you can’t see the turn order in battle, and DQXI is one such case.

Like any JRPG, DQXI has gambling. Fortunately, DQXI has one of the most generous cases of gambling in any JRPG. The game has two casinos, the second of which comes up during the second act. Naturally, the latter casino has the better prizes. In fact, the first casino doesn’t have anything worth buying long term, except for some recipe book. The other casino has a great weapon for Sylvando, some really useful equipment, and the only purchasable MP restoratives in the game. 

The only method I used to earn tokens was the good old slots. I wasn’t old (read as: stupid) enough to gamble IRL, so I never got to understand how things like blackjack and roulettes work. The Slime Quest slots had twelve pages of instructions, and I couldn’t understand crap. I presume the regular slots are the least lucrative method, but they’re reliable. Use save scumming often, and build up enough tokens off of the low paying machines to bet big on the red, high paying machines. The slots are very generous; once you build two of a kind, the game is likely to indulge and complete it for you. You also have a chance of a Mrs. Slime giving you a push if you’re one away from completing a combination. The best thing that can happen is Metal Mode, which will temporarily double the value of everything. Generally, I had much more luck during this state than regular slots. Earning Free Spins is also great because it prioritizes using them over Silver Spins. Thus, earning them during Metal Mode will effectively give you extra Silver Spins. Getting five 7s in Metal Mode gives you the jackpot, and I’ve earned around seven of them during my gameplay. This is by far the easiest gambling area in any JRPG.

If there’s anything I’ll give props to Dragon Quest XI for, it’s perhaps having one the most substantial post-games of any JRPG I’ve ever played. It doesn’t just open up an entirely new story arc, but it gives you tons of new quests, the Ultimate Key to help access new areas, and more. Unfortunately, the whole premise of the post-game is so bad that it makes any remotely salvageable aspect of the main story null and void.

To sum up the post-game, you basically travel back in time to pre-emptively defeat the final boss (don’t worry; it’s a completely different fight the second time), which causes an EVEN EVILER EVIL to appear. While it’s typical for new villains to show up for no reason in battle shounen, the time travel aspect is what kills it. Toriyama is no stranger to the trope, but in this particular instance, a lot of the genuine struggles of the latter half of the game are completely wiped off the slate. One of your main party members dies, and is brought back with no consequence. Any amount of character development is out the window. With the exception of two party members, you just experience abridged versions of those same struggles that feel way stiffer than the first time around. And all the new abilities that they awakened at that point? Mr. Popo just waves some pixie dust and they learn it all back instantly! I was willing to give the plot some sort of benefit of the doubt, but this post-game arc crosses the line. I mean, wow.

One final confession before I give the final score: I’m publishing this review without having completely completed the post-game. I’m sorry, but I have next to no time in my life. I simply do not like DQXI enough to effectively double the length of the game (yes that’s how much there is to do after the final boss). But honestly, I doubt that beating the final FINAL boss will single-handedly change my opinion of the WHOLE game.

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Final Verdict: 8/10

Dragon Quest XI is a great JRPG, but it’s not the best. I find it baffling that a lot of people in the community seem to absolutely adore this game, as if it was one of the greatest JRPGs ever. Maybe they figured out how to manipulate the Pep Powers, which could’ve enhanced the experience. It could be a generational thing; it borrows elements from Final Fantasy 6 and Chrono Trigger, and while veterans might see an inferior variant, kids who’re playing DQXI as their first ever JRPG would have their minds blown nonetheless. Overall, I’d recommend DQXI if you’re a JRPG junkie, but there are a lot of other things that outclass it.

Dragon Quest XI S First Impressions

The game's box art

JRPGs are my favorite genre of videogames by far, even though a lot of them are time sinks and take a long time to really strut their stuff. I’ve been meaning to get into the Dragon Quest games for a while, and I finally got that chance with Dragon Quest XI S for Nintendo Switch.

So far, at about ten hours in, it seems to be almost going out of its way to be a bog-standard JRPG. The plot is about the main character, whom you get to name whatever you want, is a special hero guy who needs to fight a big bad atop the same World Tree that’s been ripped from Norse mythology for about the 12,221st time to date. However, the cutscenes never feel like they’re more than two minutes long, and most of them can be A-mashed through, plus you can skip them by holding Y.

As for the gameplay, this is a good, old fashioned, rootin’ tootin’, retro JRPG. When battle starts, you pick your character’s command when it’s their turn, and do the move. Everything is as it says on the tin. If you’ve played a JRPG, you’ve played this one. Battles can also be set to go extra fast, just in case you need to grind, but this game isn’t designed to be grindy (but that doesn’t mean it isn’t outright).

The modern twist that Dragon Quest XI uses to stand out is Pep Powers. With Pep Powers, your character basically goes Super Saiyan (since this is an Akira Toriyama game, after all), and if the right party members are Pepped, you get access to what essentially are Dual and Triple Techs from Chrono Trigger, and as expected, being able to try out all these combinations is no doubt going to be the best aspect of the game. However, there are a number of issues. Although the game says that Pep kicks in after your character takes a lot of damage, similar to a Tales Of‘s Overlimit, in my experience it seems to be purely random. Furthermore, the Pep status goes away as soon as you use one Pep Power, or after a certain number of turns, which the game thankfully gives a visual indication on the last turn that it’s available on. What sucks is that the Pep Powers are the coolest aspect of the game, yet you cannot control the conditions in which you use them. Fortunately, ending a battle in the Pep state causes it to carry over, which can help in a tougher battle; but at the same time you’d have to grind battles if you wish to rely on Pep for said situations. I’m hoping that there will be ways to make Peps happen more frequently later.

Another thing I find tedious is the game’s skill tree. Normally, I love skill trees in JRPGs; however, Dragon Quest XI‘s looks really stingy. You only get skill points on level up, which so far has been only 2 or 3 each time. Most skills require 6, 10, or even more skill points each, meaning you gotta level up several times to get one skill unlocked.

One of the most interesting aspects of the game is that everyone has different weapons they can use, such as a regular sword or a greatsword for the main protagonist, and you can change equipment mid-battle without taking their turn. Each section of their skill tree is devoted to one of the weapon styles, plus an additional style that’s unique to them only. I’ve been doing skill trees by committing to a single section, which might not be the way the game intends, since skills are pricier the further out from the center you go, and it’s a real pain. Maybe you get more skill points at once upon further level ups?

Fortunately, the crafting system in Dragon Quest XI seems to be a lot of fun, so far. With the Fun-time Forge, you can craft new equipment with materials you find around the world (as well as their recipes). This starts a minigame where you have a limited number of strikes to fill up gauges on different areas of the equipment. You want to fill it up to the green section, but REALLY want to fill up to the arrow on each gauge (which will be indicated by it turning yellow if successful). The closer you get, the better the final product will be, with the best being a Perfection. Forging things successfully gives you Perfectionist Pearls, which can be consumed to reforge something to make it stronger. Your forging skills will also level up, allowing you to learn Flourishes, which are special moves that make the minigame even more interesting than before. Options are limited early on, but one can only imagine how ridiculously hard- and rewarding- some of those late-game equipments will be to make.

I’m kind of split on the aesthetics of the game right now. Although it’s pretty hard to be angry at Toriyama’s timeless art style on the characters, the world itself is- although colorful and vibrant- very large and bland. I get that this world was designed with the ability to be played in old school top-down style or 3D, but it’s still kind of jarring to see the latter. Also, the game’s soundtrack is kind of meh, but it doesn’t grate on you unless you start doing tedious stuff like material farming. The towns have the best personality and the most thought put into them, but they seem to act like vehicles for padding the game more than anything else.

As far as side quests go, the overworld only has a whopping 26, which is way less than a lot of JRPGs I’m used to. However, there is also a side section where you find weird ghosts that unlock different areas of past Dragon Quest worlds in a special, 2D only zone. This looks like it’s going to be a pretty fun thing to work towards completing, however it seems arbitrary that you can’t save in this zone, since I assume that some of the later ones are going to get really long and difficult.

The game also has a Draconian Quest setting, which lets you custom set some handicaps to make the game harder. I chose one where NPCs can sometimes lie, because I thought they would give me false game advice, such as, “Use this ability on this enemy, whoops that actually does the opposite of killing them,” but the lies are all gobble-di-gook and the game plays a jingle whenever one actually occurs. It’s funny if it happens with a story-important NPC, but I might remove it later, since it doesn’t actually make for a greater challenge (and since I’m a filthy casual, I don’t think I want to play a game blind on its highest difficulty). Speaking of difficulty, the game shows signs of steadily getting tougher, but it seems like one of those where you’ll breeze through standard battles, and only struggle on bosses.

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Current Verdict: 8/10

Dragon Quest XI is off to a shaky start, more than most JRPGs I’ve played. I truly do see potential for this to become a great JRPG, but it definitely wants you to make those risky early investments. At the point I’m at, I at least managed to obtain the designated sea vehicle, which usually marks a big turning point in quality for JRPGs in general. Probably by this time next year, you’ll hear my final thoughts on the game!