Posted: Thu Mar 15, 2018 6:07 pm
Retro Dragon Quest: Not What I Remembered
I'm old enough to have been around in the 1980's to play many video games when they first were published. I went through lots of games on several consoles, early handhelds, and early computers. Several of these games bring back warm memories to me, so when I recently saw an android remake of the first Dragon Quest (from 1986), I rushed to play it. I know I played several games in the Dragon Quest series, but I'm not certain I played this first one (even though I had a Japanese Famicom and several Japanese games).
Putting aside the retro graphics, less than modern controls, and the changes that make the android remake less challenging than the original, how entertaining is the game play? In a word...awful. I'll note a few of the weak game elements below, but the main issue is the lack of opportunity player choice, in either tactics, equipment, classes, or anything at all. The following list of game features will provide a starting point to explain how Dragon Quest is just tap tap tap with no thought involved.
no tradeoff for weapons--if you can afford it, buy it
no difficulty setting
no teleport except to home base (castle)
no logs or lists
NPC's don't contribute to the story
no subquests
no class or job change, no assignment of points
no post/bonus game
minimal scene at game end
no open world, completely linear structure
it can be difficult to know what to do next (you should write down all the NPC hints)
only 1 playable character, no buddies or party
only 1 monster per battle
no minimaps (but not needed)
extremely scare metal monsters (I only encountered 3)
no way to speed up grinding (but not a problem)
few battle options:attack, heal, bigger heal, sleep, seal, flee, magic attack, bigger magic attack
The limited number of options in battle are even less flexible than it might appear. Except for a few early battles, and the final monster, I only used "attack" and "heal." With only 1 character and 1 monster, you don't have to decide about battle order or party configuration, so just tap the attack button and once in awhile the heal button. If the monster is too strong for you, your only recourse is to grind to increase your level. Almost all increases in your character attributes come from leveling up, as there are only a few consumables to increase stats, and they are all found only in treasures and hiding places (you cannot purchase them). The good (??) news is that in the latter stages of the game you can grind to sufficient levels in just 1-2 hours.
So Dragon Quest has no story, no character development, minimal dialog, and no opportunity for the player to make choices or devise tactics. Even the most modest (and free) modern Kemco games offer more entertainment and engagement than this relic from the early days of video games. It makes me sad to think that the glow of memory from playing games 30 years ago has obscured just how limited many of those oldies but not goodies really were.
I'm old enough to have been around in the 1980's to play many video games when they first were published. I went through lots of games on several consoles, early handhelds, and early computers. Several of these games bring back warm memories to me, so when I recently saw an android remake of the first Dragon Quest (from 1986), I rushed to play it. I know I played several games in the Dragon Quest series, but I'm not certain I played this first one (even though I had a Japanese Famicom and several Japanese games).
Putting aside the retro graphics, less than modern controls, and the changes that make the android remake less challenging than the original, how entertaining is the game play? In a word...awful. I'll note a few of the weak game elements below, but the main issue is the lack of opportunity player choice, in either tactics, equipment, classes, or anything at all. The following list of game features will provide a starting point to explain how Dragon Quest is just tap tap tap with no thought involved.
no tradeoff for weapons--if you can afford it, buy it
no difficulty setting
no teleport except to home base (castle)
no logs or lists
NPC's don't contribute to the story
no subquests
no class or job change, no assignment of points
no post/bonus game
minimal scene at game end
no open world, completely linear structure
it can be difficult to know what to do next (you should write down all the NPC hints)
only 1 playable character, no buddies or party
only 1 monster per battle
no minimaps (but not needed)
extremely scare metal monsters (I only encountered 3)
no way to speed up grinding (but not a problem)
few battle options:attack, heal, bigger heal, sleep, seal, flee, magic attack, bigger magic attack
The limited number of options in battle are even less flexible than it might appear. Except for a few early battles, and the final monster, I only used "attack" and "heal." With only 1 character and 1 monster, you don't have to decide about battle order or party configuration, so just tap the attack button and once in awhile the heal button. If the monster is too strong for you, your only recourse is to grind to increase your level. Almost all increases in your character attributes come from leveling up, as there are only a few consumables to increase stats, and they are all found only in treasures and hiding places (you cannot purchase them). The good (??) news is that in the latter stages of the game you can grind to sufficient levels in just 1-2 hours.
So Dragon Quest has no story, no character development, minimal dialog, and no opportunity for the player to make choices or devise tactics. Even the most modest (and free) modern Kemco games offer more entertainment and engagement than this relic from the early days of video games. It makes me sad to think that the glow of memory from playing games 30 years ago has obscured just how limited many of those oldies but not goodies really were.