More Info from the Dragon Quest Wiki
- Genre: On-Rails Action / RPG
- Platform: Wii
- Shelved At: End of Chapter 5 of 8
- Reason for Shelving: JRPG grind without the JRPG gameplay
This is actually a fairly curious game. It’s absolutely a Dragon Quest game through and through. All your standard enemies are there, the character design is very obviously tied to the series, and the world itself is the fairly standard fantasy-based setting typical of the series. However, rather than being a JRPG, it’s effectively styled as an on-rails shooter, but with sword swinging instead of guns.
Going into the game, I was kind of suspicious the gameplay would work at all. However, they were fairly smart with the design of the game to take advantage of the Wii controls. Everything input-related uses the Wii Remote to activate actions. Swingingthe Remote activates sword swipes, while jabbing it will stab directly at enemies. Holding the B button activates a shield that can be moved around with the pointer functionality of the Remote. Movement is on the D-Pad, and setting a swipe focus point is on the A button. Overall it’s a very intuitive control scheme, and works fairly well. The main downfall is the swipe functionality itself. Since this game predates the release of the Wii MotionPlus and subsequent Wii Remote Plus, the actual accuracy of your swipes is fairly low, leading to some frustration in points where you need to be fairly specific with the angle of your swipes.
At the point where I ended up shelving the game, I had just gotten through a boss fight where I was fighting a constant refreshed party of 6 minions and the boss itself. Individually they weren’t a huge issue, but taking out the minions efficiently to concentrate on the boss required much more precision with the swipe mechanic than I could reasonably achieve. My closest comparison is really something along the lines of The Legend of Zelda: Skyward Sword, where swipe direction was also important, but was easy to manage throughout.
While in general this wasn’t a huge issue, boss fights became a bigger issue. In most on-rails games, I tend to expect that increases in player skill are the driving factor in the difficulty curve of the game. I would typically be getting better at the game to chase new high scores, or play at higher difficulties, but the NPC strength is relatively fixed. However, in this case, the player is also leveling in a fashion typical of JRPGs, as well as buying and upgrading your typical set of gear. All that being said, it felt like the game was pushing me to grind in order to progress, rather than simply being better at the game. The last boss I faced was effectively a health wall, and the damage I was doing was barely lowering his health for the amount of hits I was having to do. While the high score system typical of these games was there, the scores necessary for the highest rewards were easily eclipsed via new gear or higher levels, which is pretty atypical of the genre.
Overall this is at least a curious experiment for Square to have pulled off. While it definitely has its problems, it’s an entertaining side note in the Dragon Quest series, and one of the more curious uses of on-rail mechanics that I’ve seen. While it’s probably not going to necessarily satisfy either JRPG or rail shooter fans, at the right price, it’s the type of game you can keep coming back to for short rounds, if for no other reason than to chase that illusive high score again.