Dragon Warrior IV for DS?

Posted in News by kgagne on Nov 30th, 2007

Back on August 24th, 1999, Gamebits contributor Rob Boyd asked what my Top 20 RPGs were. I dutifully complied, and though he was disappointed my choices didn't reflect more modern titles such as Suikoden, he also didn't disagree with my choices, which placed Dragon Warrior IV at #2 (behind Final Fantasy II). I loved the multiple storylines and how they wove together in the final chapter, watching PCs become NPCs and reintroducing myself to them as if we were strangers and had not just shared a great quest together.

Now, the December issue of Game Informer lists a remake of Dragon Quest IV for the Nintendo DS. My jaded self prevents any excitement from building over this news, though. Such a remake was one planned — and cancelled — for the PSOne. Even if it finally comes to fruition in this handheld format, there's no guarantee that Japan will unclench this precious commodity for American release — or, if they do, that it'll be in a timely fashion. I happily poured 80 hours into Dragon Warrior VIII, but when its predecessor was already old when it arrived Stateside for the PSOne and garnered little interest from an American audience — which may've fueled the original cancellation of the DQIV remake. What a vicious circle Square Enix weaves. I can only hope this time the gamers will win out.

Dragon Warrior VII

Posted in psx by kgagne on Nov 12th, 2001
Title  : Dragon Warrior VII
Platforms  : Sony PlayStation
Publisher  : Enix
ESRB Rating  : Teen
Game Rating  : 8.4
Review by  : Ken Gagne

Enix has not released a new Dragon Warrior game in America for nine years. The series has changed so little with Dragon Warrior VII for the PlayStation that it seems a much shorter time. 

This role-playing game (RPG)'s story begins innocuously, and develops slowly. Our hero is the son of a fisherman on the world's only island, who discovers that other continents once inhabited the oceans. Accompanied by his friends Maribel (who is not named after a prize cow) and Prince Kiefer (who isn't a Sutherland), the young lad ventures back in time to reunite the broken world. Yes, these are humble beginnings, and it will be a few hours before players battle their first Blue Slime. 

Dragon Warrior VII is akin to a chain of adventuring vignettes. Our heroes venture from island to solitary island, where they will solve a riddle or overthrow a monster and, in doing so, bring the island into synch with the rest of the world. Their rewards come as puzzle pieces necessary to access the next island. 

Experience with previous games in the series is unnecessary; Dragon Warrior tales are told in trilogies, with the seventh installment marking the beginning of a new epic. Veterans of the series will recognize familiar spells, monsters, and the modus operandi for staples such as item management and game saving. 

The battle system does not employ any gimmicks found in more modern RPGs. Players input commands using a menu system, then watch as heroes and monsters exchange blows turn-by-turn. General strategies can be automatically assigned to characters, helping novice players make wise battle decisions and saving time for veterans. 

Players will quickly become familiar with this battle system, as the ancient process of "levelling up" is required here. The game is paced such that you can't walk into a dungeon and expect to come out alive on your first try. Only by orbiting towns and clearing fields of minor enemies can enough gold be earned to outfit your party with the expensive equipment necessary to survive the next onslaught. This practice adds many hours to the game's length. 

It sounds simple so far, but there are some fun gameplay enhancements. Characters can learn classes, such as thief, mage, or shepherd, in which they acquire both magic spells and innate skills. Players can also build their own town and populate it with unique citizens, record a monster compendium, even collect creatures into a zoo! These unique additions help elevate what otherwise may be a mundane quest. 

As part of that quest, gamers encounter many townspeople and other figures. Their is no voice acting, but text-based conversations in which typos are rare yet glaring. Some characters have totally mismatched vocabularies, which I believe is intended to be humorous. It succeeds. 

The soundtrack has not evolved as much as one might expect. It is perfectly appropriate for an RPG, at times reminiscent of Final Fantasy II — a great game, but one released a decade ago. And unlike that series, Dragon Warrior lacks many variations on previous tunes, updating familiar themes for the 32-bit system. 

The graphics also recall simpler days. The characters are colorful, as are their enemies, who are swiftly animated in their attacks. Yet it's hard to explain the presence of occasionally pixelated backgrounds or blocky lighting effects that the PlayStation overcame years ago. The towns' and dungeons' 3D environments can also be cause for concern. By being fully rotatable, players are expected to view everything from many angles to find all doors, treasure chests, and people. 

Enix may add to or subtract from their basic formula, but the core never changes. With so much experience behind this premise, Enix has mastered what has become the Dragon Warrior series. Nobody does this kind of RPG better, but there are better, more innovative kinds of RPGs. Gamers looking to explore one of the most finely-executed, most familiar RPGs ever can set sail with Dragon Warrior VII.


This article is copyright (c) 2001, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Sentinel & Enterprise, 12-Nov-01

Dragon Warrior III

Posted in handheld by kgagne on Jul 31st, 2001
Title  : Dragon Warrior III
Platforms  : Game Boy Color
Publisher  : Enix
ESRB Rating  : Everyone
Game Rating  : 9.0
Review by  : Ken Gagne

Mention the name "Dragon Warrior" to any gaming veteran and his eyes will mist over with memories of exploring Alefgard, living up to the legacy of the hero Erdrick. 

This venerable series holds as much influence over role-playing gamers as Final Fantasy. The seventh and most recent installment of the Dragon Warrior games will arrive on the PlayStation this November. By the graces of Enix, American gamers everywhere can prepare for this new game and relive a classic with Dragon Warrior III, for the Game Boy Color. 

Previously available for the 8-bit Nintendo system, Dragon Warrior III completes the "Legend of Loto" trilogy on the Game Boy Color. The predecessors to DWIII, though also excellent games, are slow and simple in comparison. It's with this game that the series really picks up. 

Dragon Warrior III's quest begins with the creation of a custom party. Players have complete control over the names, sexes, attributes, and classes of their characters: from a romantic mage to a stubborn fighter, or less typical examples such as a diligent dealer or silly goof-off. Each town the party enters holds new weapons and armor to purchase, people to meet, and secrets to discover. Since time passes during gameplay, a town and its people can have very different faces from day to night. 

It may not sound as story-driven as today's cinematic games, but Dragon Warrior is a perfect fit on the Game Boy system. As an RPG, Dragon Warrior is suitable for long gameplay periods, whether you're passing time in the car or the office. As a less complicated RPG than much of today's fare, it's also appropriate for quick sessions of monster battles or dungeon exploration. You needn't return to town to save your game; a special Field Log permits progress to be temporarily saved absolutely anywhere. 

Though a straight port of this quintessential RPG would have been sufficient, Enix didn't stop there. New weapons, items, and accessories have been added for players to incorporate into their strategies. 

Extra fun is added by side quests and mini games, including a Pachisi board game and a Monster Stadium in which to wager. Another new pastime is collecting Monster Medals, earned from defeating each of the hundreds of foes the hero's party will encounter. These medals are closer to stamps than Pokemon: collecting them serves no purpose, but is fun, and friends can trade by linking two Game Boys together. Unfortunately, it is not possible for two players' parties to duke it out. 

The presentation has also been updated slightly. Battles are set against a blank landscape, but are enhanced by animation in the form of enemy movement, weapon attacks, and spellcasting — another improvement over the 8-bit original. The music, though simple, is memorable. Unique sound effects accompany battle movements, but are minimal elsewhere. 

Don't let yourself examine this game too closely, or you might find it routine: visit a town, buy equipment, clear out a nearby dungeon, repeat. The locations have unique designs and the weaponry inspires adventurers to constantly adapt to new threats with new battle tactics. 

Dragon Warrior III is a throwback to yesteryear, but it appears on a platform that makes it work today. There's enough new material here to make the game appealing to a new audience, and fresh to those familiar with the series. Be the hero you've always wanted to be: it's never been simpler.


This article is copyright (c) 2001, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Sentinel & Enterprise, 31-Jul-01

Bust A Groove 2

Posted in psx by kgagne on Sep 4th, 2000
Title  : Bust A Groove 2
Platforms  : Sony PlayStation
Publisher  : Enix
ESRB Rating  : Everyone
Game Rating  : 7.4
Review by  : Ken Gagne

OK, so you can't dance. You may have two left feet, but what about those two great thumbs? You can still tear up the dance floor with Bust a Groove 2, a Sony PlayStation game from Enix. 

In Bust a Groove 2, two dancers stand side-by-side on the screen. As music plays, a sequence of buttons will be displayed. The buttons must be pressed in any rhythm, with the final button pressed on the fourth beat, to execute a dance move and earn points. Whichever dancer has more points when the song is over, wins! If you need to play dirty, attacks and reversals will temporarily knock your opponent out of the game. 

Almost two dozen dancemasters are ready to jam, from the vivacious actress Kitty-N to the incorrigible jailbird Strike, and new members such as the roller-skating Comet and the undead Bi-O. Music styles include hip-hop, zombie dance, disco, and gangsta rap. 

Some of the original BAG's neat gameplay features have been removed, while less cool ones have been added. Players are no longer presented with two moves to choose from: a single input line is displayed, hit or miss. This removes the player's decision to skip a high-scoring move for one that is simpler to execute, or vice-versa. 

If a move is missed, the dancer will stumble. It's more realistic, but also less cool. As the DJ would say, "More rhythm!" 

In the first BAG, the characters performed their dance moves using identical input sequences. In the sequel, each character has his or own unique input sequences, so being able to play well as Heat doesn't necessarily translate into expertise with Kitty-N or Hiro. This variety adds both replay value and challenge. Additionally, there are three play modes which decide how complicated the sequences are, by limiting which buttons are involved. This setting does not translate into AI difficulty, though, so scaling the learning curve is all that's needed to get the better of this game. 

When you finally finish the final level, don't expect a custom, FMV ending sequence; each character simply busts a move for a silly-looking audience. 

Different areas of graphics have improved, worsened, and changed. Using motion capture techniques, the dancer animations are smoother and more varied. The backgrounds are less static than they were before; dancers compete on floating rafts or moving factory lifts. Despite these tours, many backgrounds are also less detailed and have fewer special effects, like exploding glass or tsunamis, or are populated with 2D, Lego-looking characters. The main characters, the dancers, appear smaller in BAG2 because the camera is farther away, allowing for more of the far-less-interesting stage to be seen. 

The backgrounds change when three bars, measuring the quantity of the three coolest dance moves, are aligned. But since players have little choice over which dance moves to execute, such alignment is a rare occurrence. 

The slight gameplay and graphical deficiencies could be forgiven if the music was as good as the original Bust a Groove's. BAG was one of the first home dancing games, and was widely accepted due in part to its swinging soundtrack. The title track was so good, I'd swear I'd heard it on the radio before. Even the least-favored tunes were not bad so much as they were not as good as the rest. 

Sadly, this is not the case in the sequel. Avex Trax, the team responsible for the original score, is nowhere to be seen, the individual songs having been assigned to various artists. These songs are generic video game music that may have the characters tapping their feet, but not the players. The tunes aren't all bad; some of them are even pretty good. But not one of them is an equal for any of the first BAG's numbers. 

Bust-a-Groove 2 is a fun game with many playable characters. But when a dancing game's main feature, the music, isn't up to par, the rest doesn't mean much. By itself, BAG2 stands up pretty well, but compared to its predecessor, there's no contest over which is dance king. 


This article is copyright (c) 2000, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Sentinel & Enterprise, 04-Sep-00