
There’s nothing wrong with tradition. There’s nothing wrong with
sticking to what’s reliable. There’s nothing wrong with iteration over
innovation. This is good for Dragon Quest 7, as it’s a traditional RPG that
sticks to what’s tried and true. What’s bad for DQ7 is that it executes what’s
tried and true poorly. This happens
frequently.
Blatant Classism
Dragon Quest 7 uses a fairly standard class system for 80% of the game.
You’ll note that, since This Game Is 100 Hours Long, it leaves 20 hours unaccounted
for. This is how long it takes to unlock the bloody feature. In the time it
takes to unlock the core mechanic for advancing your character, you have gone
through a lengthy intro, several completely separate story arcs across time and
space, and the entire development of a major character. If you’re playing in
short bursts, like me during commutes to work, this takes weeks of real world time.
That’s not to say that there’s zero character progression before this.
Your party still earns experience and levels up, increasing their basic stats.
There’s a fairly standard array of equipment: A weapon for damage, a shield,
helm and armor for defense, and an accessory for wild card bonuses. Only
certain characters can equip certain things, and everyone learns a few set skills
early on to compensate for the lack of classes. But what they don’t give you is
options. It’s all set in stone and you don’t feel like you’re working towards a
greater goal, which is half the fun.
It takes forever to unlock not just classes, but also a full party.
You’d think that the story could get four people together by 20 hours in. Yet
only three of four slots are filled when you unlock classes, and it’s something
like a dozen more hours before that roster rounds out. Furthermore, you do
eventually get a fifth party member*, but they don’t join until over 50 hours
in! These luckless latter losers lack the lasting learning that leads to lots
of levels, and their late leap into this lumps-and-lacerations lifestyle leaves
them lagging behind. They let these lollygaggers launch with a little lick of
skills, but these lackluster leavings are lesser than the lavishly lofty
abilities of their predecessors.
*An awkward number since you always
have to leave someone behind.
Lorry, I lon’t know what lot into me. You get characters too late and
they’re underpowered and it sucks.
As for once you unlock classes? It’s alright. There’s a wide variety of
jobs your party can take, with 10 available right from the get-go. Win enough
battles and you’ll rank up in your class, earning new skills in the process.
Enough ranks and the class will be mastered, and further classes can only be
unlocked if you’ve mastered others. When you switch jobs, you can keep
previously learned skills, but only if they’re from the first 10 classes.
Some
of the classes are uh, more intimidating than others.
It’s basic, but it works. It offers a fair degree of customization for
your party. The advanced classes give you specific goals to work towards. The
jobs serve many different functions and have plenty of useful skills between
them. That being said, the system has some issues.
One advantage to character customization is the ability to change your
skills to suit a situation. If you’re trapped in the Dungeon of Drain Clogs
unable to defeat the dreaded demon Derrierrant, suddenly that Plumbarian class
looks a lot more appealing. But in DQ7, you can only change classes at a
specific location in the world, which you have to manually walk/sail/fly to
every time. Only some of the skills you learn are permanent, so it’s tough to
change your party load out for specific situations. To account for this, most
bosses in DQ7 are dull damage sponges that don’t require specific strategies.
So um…yay?
Another advantage to customization is giving the player long term goals
to work towards. Fighting ten thousand slimes is boring. Fighting ten thousand
slimes to get to level 99 is better. Fighting ten thousand slimes to unlock a
varied and interesting set of abilities is almost fun*. The problem is that, as
previously mentioned, only some skills can be learned permanently. When you
level up an advanced class then decide you want/need a completely different
one, you’ve basically wasted your time. And it’s easy to waste your time,
because…
*Your mileage may vary, some
still call this madness. Heck, I
would call this madness. But it’s a madness I understand.
This Game Tells You Nothing
There was a trend in older games to give the player very little
information. In some ways this was positive, letting players strike out into
the great unknown and naturally unravel problems in a way some modern games
discourage. In other ways…well, let’s just say we’re lucky to have gameFAQs
these days. Predictably, Dragon Quest 7 leaves out some information that it
really should’ve told the player, especially for this remake made in 2016.
Skills are a prime example.
Without looking it up online, you don’t know what skills you learn from
each class. You don’t know how many skills you learn from each class. You don’t
know what most skills do even after learning them, as their descriptions are
just vague flavor text.
An example: The skill Call of the Wild reads in-game “Summons wolves to
attack enemies.” The actual effect is that you attack four random enemies for
damage roughly 1.5x your level (not attack) with a fixed accuracy of 75%. That
level of nuance is basically impossible to determine through in-game
experimentation. I had to look up multiple sources online to find one that
actually included numbers. This isn’t even the worst example, almost every
skill is like this.
Even
the most straightforward leave me with questions. How much damage? What's the
chance of causing confusion? How much do enemies resist confusion? How does
confusion work in this game? Not even a vague adjective describing any of that.
I know this type of obfuscation is familiar to those who play RPGs, but
that doesn’t make it a good thing. Most of these games come down to strategic
decision making. Uninformed decisions run counter to what people enjoy in RPG
combat. It’s more satisfying to learn a system and formulate a precisely
crafted plan of attack than just picking options that have high numbers. What
makes this even worse is that frankly, the skills in Dragon Quest 7 are wildly
unbalanced.
Some skills do set damage based on level. Some skills hit all targets.
Some skills cost no MP to use. Several skills, like Thin Air or Scorch, are all
three! These completely destroy any sense of threat or challenge in normal
battles. Bosses are harder to trivialize, but still bow to high damage or
multi-hit moves like Multifist or Swords Dance. Beyond these showstoppers,
about half the remaining skills are balanced, but boring. There's a decent
variety of buffs, so that's nice. But there are also a lot of damaging skills
that feel completely interchangeable. Some moves have elements but there's no
clear indication of what enemies are weak to and it never felt like it made a
difference*.
*Looking it up, it seems that
elemental slashes do a whopping 1.3x damage to enemies with no resistance, and
most enemies in DQ7 have low resistances to everything. So yes, elements are
pointless.
Plenty of skills feel underpowered as well. Status moves are largely
useless. Most enemies go down in one to three hits, and most bosses resist
negative statuses. Even regular enemies frequently resist, and there's no way
to tell if it's because they have a high chance of doing so or if you just got
unlucky. Speaking of chances, I will now spend a paragraph being angry about
Zing.
Death penalties can be difficult to balance in games. You have to
punish the player if they fail, but don't actually want to. Fail states mean
high stakes, but actual punishment is just annoying. So the ideal state of
affairs is to keep the player an inch from failure, but allow them to succeed.
Most RPGs accomplish this by letting you revive fallen party members, but at
such low HP that flecks of wayward hellhound slobber will be the death of them.
Dragon Quest instead decides to give you a resurrection spell, Zing, which only
has a 50% chance of working at all. I find this infuriating. When things reach
their most climactic and everything is riding on the line, I don't want to feel
like any degree of strategy can be overwritten by coin flips. There's a time
and a place for random events in combat, and this is not it.
I
couldn't get any pictures of Zing in action, but I did find out that the crab
enemies in the original were called CancerMan. So y'know. That's pretty great.
With that grievance aired, I'm about ready to move on from skills. But
before we do, I want to discuss an alternate way to learn them: Monster Hearts.
Hearts of Darkness
DQ7 has monster classes that allow you to acquire the skills of
enemies. Neato! It even allows you to learn these skills permanently. Peachy
keen! Plus mastering certain monster classes can unlock other advanced monster
classes. Goshes galoshes! And the whole
system is horrifically implemented.
Gee willikerrrr, what was that last part?
Here’s how monster hearts work. First you need to find a monster heart.
There are a few chests with them later on, but the only replenish-able source
is grinding for incredibly rare drops off monsters. Then, you go to the class
change temple. You can’t use the heart, give it to someone, or have anyone even
acknowledge their existence. Instead, you put them in a character’s inventory,
go to their class change menu, and scroll down to the bottom. The option for
the monster class will be there, with no indication or fanfare. When you select
it you’ll switch classes and use up the heart WHAT THE SLIME WAS THAT LAST PART?!
Are you kidding me?! Why would you do this?! What is your goal here?!
Do you hate the mere concept of joy?! How many interabangs must I use to
properly convey my outrage?! Seven?! Yeah, that sounds about right. So back on
track: Making hearts consumable is an awful idea. They’re not some all-powerful
silver bullet. The skills they provide are fairly normal and don’t need to be
gated off like this. Doing so made me reluctant to use them at all, knowing my
choices would be permanent. And if a character decides to switch classes midway
through a monster class, to turn back they still
need another heart.
Have I mentioned how hard it is to find these things? I’ve seen varied
numbers on how often they drop, but most sources agree the default rate is less
than one in a hundred. And that’s after you look up who drops monster hearts,
because the game sure as hell won’t tell you. It barely tells you they exist.
And keep in mind this is a drop rate, now a drop countdown. Even if you’re
doing everything right, you could get bad luck and waste several extra hours
farming the same thoughtless, no-challenge random encounters to get an item
that lets you waste even more hours grinding battles*. All just to get some slightly-above-average
skills.
*Mastering monster classes takes
hundreds of battles each.
Although
there is one other benefit: Your party looks hilarious.
When I first found a monster heart, I was actually excited. I didn’t
know how it worked, but from context could tell it would confer some type of
attribute from an enemy. Would it teach skills? Summon monsters in battle?
Could monsters be caught as collectibles and turned in for some reward*? There
were all sorts of possibilities, and with so few customization options early on
I was thirsty for more. Unfortunately, monster hearts would leave me parched.
*There actually is a collectible
monster part of DQ7. I’ll get to it another time…
Battlefield Blunders
I frequently focus on the negative aspects of a game, and when I say
something positive it’s often very
positive, like gushing about music I enjoy. When I say “I”, I mean “every
critique that has ever existed”. This isn’t because every critic is bipolar,
and neither is it because I’m a talentless hack. My demonstrable lack of talent
has nothing to do with the actual reason: Extremes are more interesting to talk
about. If something is “average” that more or less sums up what you need to
know. Such is the case with combat in DQ7. It does nothing offensive, nothing
remarkable, nothing unusual at all. It gets a half-hearted thumbs up. Now let’s
talk about related issues that annoy me.
Item drops in DQ7 are a big disappointment. Like everything in this
game, they take forever. The chance of an enemy dropping an item was the same
as real-world people dropping something on me as they got up from the train,
and about as rewarding. Once in a blue moon, the stars will align and the
unspeakable Demon-dragon-horrorterror you slay will bestow upon you some paper
clips and a subway coupon. Despite the fact that This Game Is 100 Hours Long, I
could count the amount of item drops I got on my fingers. Yet they’re worth as
much as a stranger's opinion on the internet. I’ve had hangnails more deadly
than the weapons I found, and twice as valuable. The consumable items were just as rare, but
not fit to heal when a slime hugged me too hard.
The
mighty beast is slain! You get 15,000 gold! You get 37,000 experience! It
dropped a Rusty Iron Dagger!
And speaking of consumable items, the item shops in this game are
awful. At the end of the game, I walk into a group of high-level stores to
prepare for the final showdown. On display are dozens of rare and valuable
weapons, shields, helms and armor. Each individual piece costs tens of
thousands of gold, and I purchase enough to fully outfit my party of four.
Armed to the teeth with mystical artifacts that would make the Almighty weep in
terror, I waltz up to the item shop and request their most powerful healing
item:
A medicinal herb that costs 8 gold, available in every shop in the
game.
That’s right, those are the only
healing items you can ever purchase. These shops also sell a few items that
cure uncommon status ailments*, and that’s about it. Most items don’t even cost
you triple digits. There are better healing items, but for some unfathomable
reason none of them are purchasable, not even for ridiculous prices in the best
shops in the game. Why? I have no idea what the advantage is here.
*But none of the common,
frustrating ones like sleep or blindness.
Understand that by the end of the game, the amount a medicinal herb
heals is downright insulting. Your turn would be better spent holding a target
up to your chest and telling the monsters their mothers never loved them. It
isn’t as though better healing would be over-powered, either. You only have 10
item slots per character, including what they’re wearing, and even mid-level
healing items are barely useful by the end. Plus any character can spend five
minutes as a Priest and have enough healing spells to match a hundred medicinal
herbs! So why do these shops even exist?!
So. Yeah. Item shops suck. Mmhm. Eeyup. Soooo…let’s talk about enemies
now!
“And
the award for Greatest Topic Transition goes to…Genericide, for his stupid
Dragon Quest article or whatever!”
As a very traditional game, Dragon Quest 7 has all the traditionally
annoying enemy types. Heavy-hitting foes who attack multiple times a turn.
Groups of baddies who all spam set-damage moves*. And of course, status
enemies. Though the game doesn’t have too many horrible status effects, the way
they’re transmitted sucks. Most status moves only have a chance of working, yet
target every party member. This is particularly bad for sleep, which is
impossible to find immunity for, not cured by damage, and lasts a random
duration. So if your party all takes an unlucky nap at the same time (not as
rare as you’d hope), then you’re basically screwed.
*Once a boss fight started with
all three enemies using a high-level breath attack, which was unaffected by
armor and killed half my party. On a second attempt they didn’t use breath
attacks until two of them were dead, and the fight was insultingly easy. I feel
like the AI should be managed so that can’t happen.
And then, there’s Rashers and Stripes.
Where, oh where, do I begin with Rashers and Stripes?
Rashers and Stripes
As mentioned, it takes a long time to unlock class changes. It just so
happens that right before that point a notable
difficulty jump occurs! Excellent timing on the designers part, wouldn’t want
those filthy casuals getting to the fun part of your video game. The party is
imprisoned, so you can’t access previous areas. You’ve been drained of your
powers, so you can’t use any of your previously learned spells or abilities.
You can only attack, guard, or use a limited inventory full of items. You’re
required to run through a lengthy dungeon like this. There you meet Rashers and
Stripes, who promptly wipe the floor with you because it’s a supposed-to-lose
boss fight.
I
hate these two.
After a brief interlude in town, you have to go back through the same
dungeon a second time. After that, there’s a small mini-town with no inn or
equipment shops. Then there’s yet another dungeon to run through. At the end of
the second dungeon, you meet Rashers and Stripes again, this time with the
chance to beat them*. The operative word, and the heart of this tangled mess of
problems and bad game design, is chance.
*Fun fact, you get a full heal
before the first fight, but if you die and come back you don’t. What fun!
Here’s the full scope of what Rashers and Stripes can do. Both have a
1/6th chance of scoring a critical
hit, dealing double damage. Rashers has a 1/6th chance to try and blind the party. Whether each member is successfully
blinded is up to chance. If a character
is blinded, they have lowered chance
to hit. There’s a chance each turn
that blindness will cure itself. You also enter the fight with an NPC companion
who can’t die. There’s a chance Rashers
and Stripes will waste attacks on him.
In case my obnoxiously excessive
use of italics didn’t tip you off,
there’s a lot of chance in this fight. It comes at a specific point where you
have no control over your abilities, so there’s not much you can do to mitigate
that chance. You can’t predict what attacks R&S will use. You don’t have
access to any skills. You can use items to heal damage, but there’s no item to
cure blindness.
Why isn’t there an item to
cure blindness? Or equipment that resists blindness? I mean granted, the fight
would still be annoying. If you weren’t over-prepared you’d still run through a
lengthy two-tier dungeon and die to a gimmick you couldn’t see coming. And if
you went online to ask about it almost every response would be “LOL u suck. so
EZ. just use som blind-B-gone I literally beat this when I was in my moms womb
with telekinesis”*. But at least then, after the first fight, you could adapt
to that failure. At least then you could do any planning whatsoever.
*I’ve found dozens of threads
complaining about R&S, even when searching completely unrelated things.
Without fail, someone in the thread will say they had no issue and they don’t
see why everyone is complaining. They’ll often point to a casino where you can
grind for rare gear, which is 1. Not something that should be required of the
player, 2. Not accessible once you hit the difficult part, 3. Easy to miss
because it’s at the bottom of a god damn well.
I
HATE these two!
Sid Meier, creator of the Civilization
series, has described video games as “a series of interesting decisions”. It’s
not an ironclad definition, and has received its fair share of criticism over
the years. But it holds better for turn-based games than any other. When you
remove factors like complex inputs, reaction time, and spatial reasoning,
you’ll be hard-pressed to get by without interesting decisions. Because what
else is left? If combat is turn-based and you don’t have decisions to make,
you’re essentially just arbitrarily pressing a button to advance.
Obviously, things are never that simple. For example, turn-to-turn
tactical options are often sacrificed for long-term character decisions. It’s
not great if my Knittingmancer can win by spamming 1,000 Needles every turn.
But it’s a milder offense if that’s just one of many classes in Sweaterquest
2017. Certain builds may trivialize certain types of conflict, but dealing with
defined strengths and weaknesses is part of the fun building a character.
Unfortunately, we’ve already established none of that matters here. I already
found it frustrating that the game made me wait 20 hours for classes, and then
they put this mess right before them?
I
HATE that the designers failed to account for a wide range of issues that
culminated in an encounter which is frustrating for reasons that with
sufficient thought would ultimately be easily avoided. Also these two. I HATE
THESE TWO!
I’m sure the DQ7 developers are all great people under great pressure,
but I’m baffled that someone could intentionally design this. That someone, who
was working on one of the most popular RPG series around in its seventh entry,
had to sit down and think of a boss for this specific, disempowered situation
the player was in. They had to conclude that of all the hundreds of abilities
and mechanics the game has access to, this
was the boss fight they should create.
That someone then shipped this idea off to the rest of his team for
approval. They made dialogue for it, they scripted the scene, they ran through
it themselves, they had play-testers go through it. And in all of that time, no
one objected. There must’ve been some
type of extenuating circumstances, like a deadline they had to push*. Because
if not, then I honestly feel like this person, working on one of the most
successful RPG series of all time, has no idea why people play RPGs.
*Little sad that parts of a game
with so much filler feel rushed.
…whew. Alright, bit of a tangent there. I just needed to get that off
my chest. Let’s cool off with some gameplay not
related to combat.
Dungeons and Dragon Quest
The dungeons in Dragon Quest 7 are okay.
Thank
you, you've been a wonderful audience!
Alright yeah, more detail. Like many things in DQ7, dungeons are
technically competent, even mildly enjoyable, but do little to impress. A high
percentage are maze caves, or other varying tilesets of maze. Winding
passageways that feel nothing like real places and everything like filling
space until you’ve fought enough foes. Speaking of, the original DQ7 had random
encounters, whereas this one has overworld enemies you can see and avoid. This
is great in theory, but they didn’t adapt the dungeon design to match this.
These places are 90% tight corridors, leaving very little room to walk past
enemies.
One in every half dozen maze caves you’ll find a puzzle, which makes
for a nice change of pace. But none of them are brilliant, or the type of
interesting multi-room events you’d see in, say, a Legend of Zelda game. Sadly,
this is completely expected for the genre. I’m starting to think RPGs don’t
have high standards for dungeon design. The more I play the more I realize the
iron-fisted grip maze caves hold over them. DQ7 needs more puzzles, more
interesting events, more interesting loot, more in-dungeon story and
characters, more dungeons that change layout or loop back through previous
territory, more places that feel real and inhabited, more everything. But their
length and encounter rate are bearable, they do occasionally have puzzles, and
feature a wide range of themes/backgrounds. So it’s standard. How much that’s
an endorsement or indictment is up to you.
As for out-of-combat gameplay, it’s what you’d expect. You run around
from quest trigger to quest trigger, talking to people in an arbitrary order
until they tell you to go to a dungeon. Sometimes they’ll pack multiple dungeons
into an arc, or frequently, the same dungeon multiple times. This is especially
grating, as the game is long and formulaic as is, and none of the dungeons are
interesting enough to warrant a second visit.
Pictured:
Most Dragon Quest 7 dungeons.
DQ7 can also fall prey to Find the Quest Trigger. RPG veterans should
be familiar. You know what you should be doing, but need to find the right item
or NPC so the game will let you. Once in a desert town I was told to ask the
villagers for info on what to do, and immediately figured it out. But knowing
how this goes, I talked to everyone in town just to be safe. Or so I thought.
The event to progress didn’t trigger, and because of poor scripting the “ask
party for advice” feature gave me dialogue as though it had. After some
frustrated wandering I found a single missed NPC in town who told me completely
unnecessary flavor text. Only then would the game let unrelated events proceed.
There’s not much to say about this but: No. Bad quest designer. Stop that.
And speaking of having no more to say, this article is over! Or it will
be, exactly 63 words after the end of this sentence. A reminder that I did
finish this game, whatever problems I had, so it’s not all bad. And if you’re
sick of the bile, good news! Next time we’ll be tackling the game’s writing, which
I have just as many issues with! Sorry, did I say "good news"? I
meant "you’re going to despise me". Easy mistake, you understand. See
ya next time!
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