DragonQuest VIII review
The history of Japanese RPGs in the United States begins over twenty years ago. Hundreds if not thousands have made the long trip across the Pacific to land in gamers consoles. Over the years the genre has branched out from its simple turned base combat roots to include such things fully tactical systems to actions based combat. The games have left their fantasy roots to span decades and even the reaches of space. Is there any place left in the modern gaming world for the old fashioned fantasy turn based RPG? You better bepin believe it.
It’s hard to know even where to begin a review of DragonQuest VIII. I am not sure how long this game has been in development, but the previous game in the series, DragonWarriorVII, came out on the ps1 2001. The developers used their time well. The production values are the highest possible and great effort was put into the details of this one.
The game looks beautiful on the ps2. It’s not so much the number of polygons or shaders or whatever that moves this game to the tops of the graphics pile. The art direction and design is brilliant. The guy who did Dragonball Z did the character designs for this game. It’s not just the characters that look good but the entire world looks and feels good. The colors are bright and the designs have a whimsical style about them. Initially, the dungeons and towns seemed a little small to me, but they are packed with such character and characters, that you soon realized it’s just right. I have to mention the monster design. They’re funny, colorful, and larger then life, with character all their own. Each class of monsters has reactions and animations. I would wander around to find monsters just to see what they would do. The voice acting blends well with the quirky characters that inhabit this world.
Combat pays homage to the old days of Japanese RPGs. It’s a straight forward turn based affair. Your characters agility determines what order in which the combatants act. You can attack, use special abilities, or cast a spell. Certain attacks affect groups or all of the enemies. In one slight twist you can “psych up” which gives your attack or spells more power. I didn’t find this technique helpful except against certain bosses. In a clear tip of the hat to Dragonball Z, if you psych up to 100 you go “super saiyan” except for glowing pink instead of yellow. At this level you can unleash extremely powerful attacks. I hit one boss for over 4000 damage once.
The story for the first half of the game is a breath of fresh air. It’s really simple. You and your party are chasing a jester around the world to kill him for revenge and to lift a curse. No amnesia, no chosen ones, just find the evil guy and kill him. Unfortunately, a little over half way through the game they decide to resort to the tired clichés and you half to stop the dark lord blah blah blah.
There’s a fun little side quest in which you defeat special monsters throughout the world. You are then able to have these monsters fight as a team against others in an arena to earn awards. Eventually you can call this team into battle for you, which can be very helpful in certain circumstances.
It’s hard to describe how well this game holds together and simple enjoyment it brings. The tradition Japanese RPG has reached its apex with this game. I can’t see this being topped without adding some gimmick. In terms of design, simplicity, and fun, I haven’t experienced a Japanese RPG in years that could match this game.
9/10 Game time 90 hours.

