Fans of the license plates Dragon Quest to convince the purchase of the 11th is not necessary: the press and ordinary users do not cheat — this is really one of the best games in the series. But what about those who first learned about Dragon Quest from our recent video and is afraid of the number XI in the title? Will there be any problems for beginners if they start getting acquainted with the series from this part? Fortunately, none of this will happen — that the fact that others like the game. It does not turn the genre upside down and can not boast of radical changes compared to other jrpgs, but how cool it’s all done!
To understand how much time, effort and money has been invested in the game, it is enough to spend at least a couple of hours. During this time, you will see high quality videos on the engine, nice animation, simple and the most intuitive interface, and most importantly — luxurious locations in the world of Andrea, where the unfolding events. Dragon Quest XI reminds animated cartoon, and this feeling will arise constantly, even when the player just runs through a dark cave and tries not to catch the eye of the monsters living in it. Monsters, by the way, are also remarkably drawn.
Pleased with the design of the characters-for this we should thank the legendary artist Akira Toriyama (Akira Toriyama), known for a series of Dragon Ball. Perhaps some images may seem cliched, like sitting in a dungeon thief and two twin sisters, one of which is strongly rejuvenated by magic. But the company turned out very nice — there was a place and pretty grandfather, and trained martial arts pretty girl, and extravagant circus performer, the orientation of which among the fans are active discussions. In my opinion, between them there is no such “chemistry”, what was in a gang of outcasts in Tales of Berseria, but every dialogue you listen with great pleasure.
The story is also not the most original: the protagonist quickly realizes that he is the reincarnation of the hero who once saved the whole world, leaves his native village and goes on a journey to learn more about his destiny. However, the plot is not just a surprise, and it’s not just unexpected turns. The situations in which the character gets, too unusual — something to participate in the races, then ride a gondola in a city similar to the tiny Venice. Settlements differ from each other both in appearance and manner of speech of residents: some speak haiku, others mix English and Italian words. Translation taking into account these features is made at the highest level, and the English sound succeeded. Japanese include not allowed, because the home game was released without it.
All these small locations, as well as the territory outside, are full of secrets — stairs leading to the roof, wells with useful trophies at the bottom, numerous chests and barrels of gold. It is also necessary to go into each building and search the cabinets — there may lie valuable books with red covers, with which the hero will learn new recipes and be able to “craft” special equipment. Of course, you can just run from one story character to another and ignore everything else, but it’s more boring to play — during the passage of Dragon Quest XI you want to stretch the process. And the game provides a lot of opportunities for this — some enemies are even allowed to ride after the victory over them, so the hero gets to previously inaccessible areas.
But there is a small drawback associated with side quests. It is very easy to find them — they are marked with purple dots on the map, and missed tasks are listed in the menu. Here are just some of the instructions as meaningless as the absurd conditions for their implementation. The fact that part of the job is based on the “power of vivacity” (pep powers) — special skills that run in the presence of this very vivacity in certain characters. To cheer up the character itself can not-it happens by accident during the battle, and the effect disappears after a dozen moves. And you are asked to perform a technique in which two or three companions must be cheerful at the same time, so you have to fight, fight and fight until it happens. Just stupid and stupid tasks, though not so much.
Step by step
Except for the “power of vivacity”, the combat system in the game is standard for the genre — it’s turn-based battles in which the characters make strikes one after another. Settings offered a lot, there are literally suitable for each player. Amateurs doing it all yourself can manage the whole squad and lazy, nothing prevents to enable automatic decision-making by all participants in the battle. And in this case, there are several options: to order to fight as accurately as possible, to focus on the treatment of comrades, to attack, no matter what, and so on. Settings are and the camera: available as a standard view, and the ability to freely twist it and move around the “arena”, though it does not affect anything.
Random battles, which in other JRPG still do not want to get rid of, there is almost no — they run only while traveling by ship. The rest of the time, it’s up to you to decide whether to engage with someone or not. Although sometimes enemies appear unexpectedly-the bats fall from the ceiling right in front of your nose, someone will jump out from the side or get out of the ground. But in such situations you get very rare-in most cases it is possible to run past all, and while riding a horse (which is issued at the very beginning) opponents can also knock down. But from the “bosses” will not get away — they have to be as accurate as possible, because many are able to one or two blows to disable a valuable ally.
However, the design of opponents in Dragon Quest XI sometimes so impressive that even with ordinary enemies want to fight again and again. They are in the game a few hundred, almost all have some unique skills and abilities — someone makes your opponent ridiculous dance for several moves, and someone swirl sweeps next to a pair of your companions. They’re great animated, and apparently, everyone has even their own animation when immersed in a dream — when Eric in my squad lulled opponents with a dagger blow, they all passed out in different ways. Some of these enemies are slightly modified versions of relatives, like slimes, which can be ordinary, and metal, and dressed in a shell. But they are quite different abilities that do not have to pay attention.
It is a pity that the order of moves here does not see-sometimes it would definitely not hurt. The main character is able to heal himself and his teammates, but if he is badly wounded, and now your move begins, it is impossible to say with accuracy what action will be the most correct: to risk and make a blow to the enemy, allowing you to heal the healer, or to cast a spell on your own and in the end When you know exactly who to follow, it is much easier to build tactics, but it does not always work. On the other hand, Dragon Quest XI — not the most difficult game (until you change the appropriate option, adding more hardcore), and the failure of the absence of such an element is rare.
Taking care of everyone
What can be controlled here is the leveling. With each new level, they automatically increase all the characteristics: the amount of health with mana, and agility, and protection, and the level of attack, and at the same time learn additional spells and “vigor”. Personally, you choose the skills in the skill trees, divided in all the characters into several categories, which are associated with either the type of weapon or indicators. The protagonist is armed with a conventional or two-handed sword, Eric is great with knives and boomerangs — what equipment is more to your liking, that branch and improve, adding bonus tricks to the piggy Bank. In addition, even inactive team members earn experience and new levels, and this is sometimes so lacking in JPRG…
Equipment, too, can change yourself, either by buying weapons and clothes from the merchants, or doing “crafting” while relaxing around the campfire. The process of creating things is designed as a fun mini-game, the conditions of which are complicated each time. To forge a sword or armor, you need not only to have a recipe and materials, but also to achieve a good result when forging. The field is divided into several parts, in each of which you hit a couple of times with a hammer, trying to get to a certain light zone and not to go beyond it. This should be repeated at least twice, and eventually unlock additional options, like one blow to two positions. If the strip is perfectly filled to the middle of the “safe zone”, the subject will be better, and then it can be reforged for the best result.
And this is the whole Dragon Quest XI-something that many other developers would not have thought to pay attention to, is made with great love for detail. I can’t even remember the moments when characters during dialogues would have the same animations than many modern games suffer. All the videos on the engine look great, all the main characters are charismatic and do not irritate (but the protagonist, to be honest, it’s time to learn how to speak), and the story is so interesting that even slightly tightened episodes seem fascinating thanks to perfectly prescribed characters and beautiful scenery.
In many ways, Dragon Quest XI is a traditional, textbook JRPG. But, in my opinion, this approach is much better than what is happening with Final Fantasy. The developers have taken the usual for the genre elements that most fans like, added a few handy mechanics, threw secrets, drew a huge number of monsters and wrapped it all in a bright, cute wrapper with memorable characters and a very interesting story. What eventually happened, can be called not just one of the best JRPG of this generation, but also one of the best role — playing games in principle-so much it stands out even against Western competitors.