Tag Archives: Square-Enix

On… Dragon Quest Heroes

Even if you didn’t know a thing about the Dragon Quest series, and wouldn’t know a JRPG if it hit you in the face with an amnesiac spiky-haired protagonist, Dragon Quest Heroes gives away its Japanese origins with its unwieldy subtitle: The World Tree’s Woe and the Blight Below. It does make sense and has a bit of a poetic charm to it, but it may as well scream ‘I’m a Japanese video game!’ when you open the box.

Dragon Quest Heroes 1
The king spends half the game laughing at things that just aren’t funny.

Heroes is, like Hyrule Warriors before it (and the forthcoming – at the time of writing – Fire Emblem Warriors), a retooling of the Dynasty Warriors games. This is a series that is based around epic battles with hordes of enemies, overpowered attacks, multiple player characters and much mashing of the square button. If that sounds a bit reductive then, well, perhaps that’s because at its heart Dragon Quest Heroes is a very simple game. If you come into this expecting an RPG like The Witcher 3 then you’re going to be disappointed. Which would be a shame since, actually, DQH is pretty damned good.

Although it’s hard to say why.

It certainly isn’t the story. The plotline is serviceable enough, but is filled one-note characters and features a villain so pantomime-esque that he actually has a sinister curly moustache. You never feel any actual tension as it’s painfully obvious what’s going to happen throughout, and the story is obviously there to provide an excuse for the action. It’s fortunate, then, that the actual playing of the game is great fun. The gameplay loop centres around venturing forth into multiple levels and, basically, kicking the crap out of anything that moves. This turns out to be amazing fun.

Controls are straightforward and fluid, with some customisation to allow for a more strategic mode as opposed to the standard button-mashing layout. No matter which you opt for, there’s plenty of special moves to choose from over the multiple characters both available initially and unlockable as the game progresses. These range from standard versions of Dragon Quest staples such as Sizzle or Crack, to Final Fantasy limit break style attacks that see you do such things as transform into dragons, cast energy vortexes or summon sabrecats to attack your enemies.

Dragon Quest Heroes - 2
See? Here he goes again. I never managed to work out what he was laughing at.

The character roster consists of a selection of characters from mainline DQ titles along with some original characters. There are two main player characters, one male, one female. Whilst you can play as both throughout, you choose at the start your primary character and it’s from their perspective that you experience the game (though if you choose to play as Luceus rather than Aurora, you’ve basically stumped for the most annoying character). The main characters play pretty much the same bar some cosmetic differences, but there’s plenty of variety in the other characters. You have tanks such as Doric, ranged warriors such as Bianca, and magic wielders such as Nerys. The game doesn’t force you to play in a particular way so you can adjust your team of four to suit your play style (though arguably some characters are more overpowered than others).

The game looks lovely, too. The Akira Toriyama design motifs of the series are made to look beautiful on the PS4, with beautifully animated character models and special effects that, whilst they do get a bit tired after the hundredth viewing, never cease to impress. Aurally the game provides a treat for fans of the series, with various remixes of familiar tunes along with some decent original compositions. Voice-acting is pretty terrible, although I can’t help feeling that the DQ scripts are best read quietly in your own head anyway.

DQH isn’t without flaws, of course. Aside from the aforementioned storyline, the major problem is the pacing. The main plot funnels you along a pretty linear path and, whilst there are lots of sub-quests, these are all pretty inconsequential until just before the final battle when you get swamped with a heap of character-based side stories (some of which I couldn’t actually get to complete). This really is quite poor as, by that point, I was pretty much ready to finish the game, but felt that I should do the character stories. Sadly they don’t really add up to much or provide much in the way of insight into the characters, and as such they just feel like unnecessary padding.

The mission variety is slim as well, and there are just far too many ‘tower defence’ type quests where you have to stop hordes of enemies from attacking structures or NPCs with health-bars that are too small. These quickly become frustrating, especially when guarding a character who keeps deciding to throw themselves at enemies. Thankfully the game isn’t too difficult, particularly if you do a bit of side-content to keep your character level up, so you shouldn’t find yourself having to repeatedly fight the same battles again and again. Towards the end-game these ‘protect the idiot’ style missions really do become the gaming equivalent of someone scraping their nails across a blackboard, though, and you begin to loathe the prospect of playing another one.

I haven’t played a proper Dynasty Warriors game, but have seen enough of them and played the likes of Hyrule Warriors to know that Dragon Quest Heroes seems to remove a bit of the strategy from the formula. This is very much an action RPG, with that ‘action’ italicised, embolded, underlined and put inside <blink> tags. You do have to consider the placement of monster minions (friendly creatures you can summon to your side) and how you move around the battlefield, but by and large it’s all about the fighting.

And sometimes, that simplicity is a good thing.

Dragon Quest Heroes isn’t the kind of game that will change your life. It is, however, fun to play and an extremely diverting use of your time.

On… Final Fantasy XV

The last time I had a new, main-entry Final Fantasy game was when my daughter was born. Almost seven years later, FFXV has come along following a development process that sounds so painful that it makes me gladder than ever that I’m not in the games industry.

At this point I haven’t completed FFXV yet but, at some 40-odd hours in, I feel sufficiently armed to provide a bit of an assessment of it. And, just to give some context to the whole thing (and because the last time I wrote something about a Final Fantasy game I almost got lynched), let’s be clear that I’ve got a pretty good history with the series: I’ve played almost every main entry from FFIII to XV, can tell my chocobos from my moogles, and own enough related merchandise that I could probably be considered a ‘fan-boy’. That said, I hated FFXIII when it came out and, though my opinions have changed somewhat since then, I do feel that at some point the series has lost its way. There was a sense of magic and fun about an entry like FFIX that somehow seems to have been lost.

I was hopeful going into FFXV that it might mark a return to form. After 40 hours, do I think it does? Well…

First things first: the game has obviously been a labour of love for the development team, who have poured their hearts and souls into this; that much is obvious. What’s also unfortunately obvious is that, despite the game’s lengthy incubation period, it probably just needed a few months or another year more in the oven. Some things are blatantly unfinished: the story is a jumble of plot-holes, with pivotal events happening off-screen and mentioned only in passing. Major characters get little or no character development, committing actions that seemingly have no motivation behind them. The open-world is large but mostly barren, and strewn with invisible walls that make navigating it an inconsistently frustrating experience. Sub-quests are plentiful, but rarely become much more involved than the standard formula of ‘go-here-do-this-come-back’. In that sense they’re very similar to those of Xenoblade Chronicles, though at least that title had the good grace to remove the necessity to return back to the quest giver for a reward.

For all this, though, FFXV is an experience that should not be missed if you have any kind of interest in the series. There are some wonderful facets to it: the combat system is frenetic and fun (if slightly shallower than it initially seems); the world is amazingly detailed; and there are just so many little touches throughout the title that it will bury its way into your heart.

Crucially, it’s the central relationship between the four main characters that defines the game. You play as Prince Noctis, and you begin with a retinue of three other characters: Ignis; Prompto; and Gladiolus. Unlike previous FF titles, this remains pretty much the extent of your party for the entire game. Whilst at first this seems a bit disappointing, the camaraderie you build up with the others means that you legitimately care for them.

Well, except for Gladiolus. He’s just an arse.

In many ways FFXV is frustrating, because it’s obvious it could have been so much more. There are so many weird decisions made during its development that sometimes you just sit back and wonder what they were thinking about. Who, for instance, thought it was a good idea to have the majority of travel in the game take place during unskippable car journeys that take literal minutes of real-time? Who decided there shouldn’t be an option to ‘wait’ and rush through the day-night cycle when so many quests and monster hunts are only possible at certain times? Who decided those bloody frog-catching quests were a good idea?

FFXV is a work of artistic genius, and, like all such things, has idiosyncrasies that are mitigated by the brilliance elsewhere. It could have been a better game, but as it stands it is a great experience.