
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.









