#but sadly the italian edition with all the books in one collection + the map was too expensive 4 me like 100€ or smth compà...skcjskc
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deadrlngers · 1 year ago
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love it when books come with a full map so i can check every single time the names of places that are mentioned even multiple times like a madman with bad memory
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softcoregamer · 4 years ago
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DRAGON QUEST XI S: ECHOES OF AN ELUSIVE AGE - DEFINITIVE EDITION
I've never played a Dragon Quest game before, so all I had to go on with this game was the pretty looking graphics and charming character art by the Dragonball guy, which- combined with having a hankering for a JRPG, a genre I haven't played since probably the Digital Devil Saga games (minus an abandoned most-of-the-way-done playthrough of SMT3 and a partial of one of the Megadimension Neptunias) was enough to sell me on it. I'm having a tough time determining if it was worth it.
(spoilers)
The story starts off very weak. Your glowing hand marks you as the chosen one, you have to collect glowing orbs to defeat the dark lord. It's like the story of a generic videogame you'd see in the background of a movie. They do throw in a little novelty to keep you on your toes- you present yourself to the king and he throws you in the dungeon, you go back to your hometown and travel back in time for some reason- but I really never warmed to the setting. It's just a collection of cliches and cute gimmicks, like the town of people who speak in haikus, the town of people who speak in rhyming couplets (you're stuck with these people for the bulk of the exposition at the start of act 2, which is a nightmare) and the town of- ugh- Italians. There's no sense of these places being places. It's just a nice pleasant fairytale kingdom of the kind that's normally mentioned in Snow White or whatever as the place the handsome prince comes from, except here you spend dozens of hours trudging through it looking for glowing tree roots and orbs. The big problem in Gallopolis is that the sultan's son isn't brave enough for god's sake. Acts 2 and 3 pick things up, and there's some neat reveals- I like that the lil red star you've been seeing in the sky right from the start was the stain of the original hero's failure to slay the villain, literally hanging over the entire setting all this time. Also the annoying act 1 scene where you get handed the name of the villain and an orb quest in an exposition dump is retroactively improved by the fact that the exposition isn't quite correct. Act 3 reintroducing time travel and actually being thoughtful about it was welcome as well, but sadly that has the effect of making you redo story points you already did since, logically, you're back in time to where you haven't done them yet. Sometimes this comes across as getting a do-over to get a more positive outcome for something that previously ended more tragically, in keeping with the way time travel is explained in-universe as essentially reloading an earlier save (and, as revealed in the end, continuing in a separate save slot). The 8th party member's act 3 quest is a standout here. In reading discussion of the game I've seen people insist on referring to this character as 8, presumably to preserve the plot twist of his existence, so I guess I'll do it too. But more often than not, act 3 quests consist of just doing the same stuff as act 2 again, in a somewhat more curt manner. This sticks in the craw after so much of act 2 already consisted of just doing the same stuff as act 1 again. The party members aren't much better, for the most part. The first three people you meet all say "ah, you're the Luminary, I was sent to help you" and there isn't much to them beyond that for a long time. Sylvando has a lot of personality, which is probably partly why he's become the game's big meme character, but it gets grating and he is insanely trite. The Dark Lord takes over the world and purges the unclean, and Sylvando's overriding concern is that he wants people to laugh and smile more. It's like he takes advantage of the fact that I need him for his boat to get my goat by acting like a fucking teletubby. Things pick way up when you meet Rab, and the 8th party member is genuinely really good. Even the early-game party members end up having their moments (Erik's backstory was pretty fun) but the game really doesn't put its best foot forward with these characters. Not that it needs to; for the first few I was just glad to be getting some help in combat. The combat is excellent in this game, when it gets going. I played with the "draconian quest" tougher enemies mode on, and I turned it off right at the act 2 end boss. The difficulty curve flowed really well this way, with act 3 enemies not feeling noticeably less tough than "draconian" act 2 enemies. The abilities and spells you get are carefully balanced so that it's very difficult to put together a perfect 4-person party, you're always missing something. This means the fact that you can change your line-up midfight isn't just a nice quality of life feature, it's a potentially vital mechanic. They tread a fine line where sometimes needing to swap people out during the battle doesn't mean the characters themselves feel useless; everyone is capable of some extremely tough stuff. And on the other end of the scale, enemy damage is heavy enough that buffing your attack and using big-damage abilities vs healing or defending can be a properly difficult choice; a heavy hit or a big heal at the right time can turn the tide of an entire battle, as can your big hitter suddenly getting put to sleep or your healer getting knocked out. Again, this is all with the caveat that I had "draconian quest" on for the first 2/3 of the game, from what I've heard combat without it is insanely easy. My big gripe with the combat is that there's very little in the way of tooltips. What's this enemy's magic resistance? Does my Sap have a better chance of landing if I up my Magical Might, or does that just increase spell damage? Does Oomphle affect Quadraslash? If I increase my agility will it go up by enough that I can take my turn ahead of these enemies? Does agility even do that? Does using abilities and spells mean I go later in the turn order vs generic attacks and defending? You just have to guess at all this; the wiki has some info on enemy stats but I don't know where they're getting it from other than datamining. There's an entire bestiary with almost no useful information which is functionally just a model viewer for all 700+ enemies. The only way to know anything is to experiment, which I guess at least adds some purpose to combat when you've filled out the bestiary for an area but still have to grid encounters- which will be required at some point, because fighting is the only way you get xp and money. There is also too much RNG. Critical hits being rare and certain attacks having a chance to cause Confusion or whatever is fine (although I'd prefer for attacks which are labelled as having a chance to inflict status effects to actually inflict the status effect way more often than they do) but why the fuck does the resurrection spell have a 50% success rate? Under what possible circumstances would I be using that spell other than needing my dead teammate back right now? Same for all the abilities on the skill tree that say "doesn't connect very often, but when it does it can cause a critical hit" OK that "CAN" is telling me that this ability which doesn't often connect won't even necessarily crit if it does. Why would I choose this ability? To handicap myself? How is this going to help me defeat the Timewyrm? All that said, when the combat is good it's really good, and whenever I lose a fight I'm thinking "I can win that next time if I do XYZ". The 2D battles are much less fun because the pace is much slower and there are no cute animations to liven it up, but it's always satisfying when the "flash" of an enemy taking damage becomes the "flash" of them disappearing, and you know you have slayed yet another blob. Non-combat gameplay is a mixed bag. The early-game fun of running around looking for new enemies to fight and fill out the bestiary wears off hard once act 2 begins and everything is either a reskin or a glowing-eyes "vicious" version of something you've already fought, and many maps are fairly sparse with just the odd treasure chest and locked door to liven up your path to the next area. That said, there are also several areas and dungeons which make a minigame out of traversing them; the Eerie Eyrie and the Battleground were standouts for me. Especially the remixed version of Eerie Eyrie you go to later on, where you get a flying mount to ride around. Crafting is surprisingly involved, with a whole minigame around it and hundreds of recipes to find all over the place. In most cases you can just use money in lieu of ingredients, which means minimal farming is required to get a lot out of the system, and the recipes with ingredients that can't be bought feel special instead of bullshit. In terms of items and recipes there really is a deluge of content- there are recipe books all over the place, with new ones available even in the last couple of maps that open up in the entire game, and there's an undeniable cookie-clicker rush you get from getting better at crafting and taking something you could barely get to +1 all the way to +3. I play games like this as a magpie, accumulating items with nice pictures and effects that make me do a 😲 face, and DQ11 certainly delivers. This even extends to character advancement, with Hidden Goodies incentivizing picking skills you might not want otherwise, and entire new skill trees opening up as quest rewards.
Overall, DQ11 is a good combat system with loot and progression systems that are well-executed enough to feel rewarding after 100 hours, all wrapped up in a style and tone that is not up my alley at all. A good litmus test for how much you'd like the game is probably: watch this scene and if you think it's the most epic thing you've ever seen then Dragon Quest 11 is for you.
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