Saturday, July 20, 2013

DRAGON QUEST VII


Whatever the era or generation in vogue, there will always be a Dragon Quest to serve as a beacon for fans of Japanese RPGs. While everyone was waiting on PSP for easy carrying since the first PlayStation, Dragon Quest VII, one of the few episodes left so far untouched, is back in a brand new adaptation of 3DS, with great fanfare graphics 3D and orchestral music. Square Enix is ​​clearly set means, but this abundance of effects is it really the interests of the game?

TERRA INCOGNITA

In the constellation Dragon Quest, the seventh episode is both one of the most unusual and one of the most symbolic. A game can both make the finger to the technical ambition in transition PS2 to better balance 100 hours of pure gameplay (including a 3-minute cinematic moldy) or many small scenarios juxtaposed seemingly unrelated, the less it is believed for several tens of hours. Respectful of tradition, Dragon Quest VII be careful not to identify the real threat, the demon behind the torments, merely evoke distant legends between God and his servants. At the heart of this struggle millennium, a small group of friends isolated in the middle of the ocean, which will revive continents mysteriously buried exploits strength, as if guided by an invisible hand. Trips across the centuries, like little episodes that encourage them to go to sea again return to Fishbel to explore the unknown lands.

Dragon Quest VII: Warriors of Eden - Screenshot éditeurExcellant as always in the art of suggestion, while others prefer to dwell, this seventh episode chooses to mention filigree some highlights of the adventure, and the sudden disappearance the tragic sacrifices, unexpected deliverance, as many highlights as always treated with simplicity, modesty, on the air the story. Helping transition, this 3DS version dares some effects of staging, with close-ups and camera angles adjusted well to enjoy the new achievement. But simplicity is still required, no offense to those who hoped for more exposure.


3DQ

The respect for tradition is one thing, but you have to comply with current expectations of the players. 3D and to hell with the random battles. About 3D, or almost nothing to say. After the shock of seeing the trees grow in two stages, the most radical way to manage display distances, is allowed to be charmed by these chubby character models, more detailed and better animated evolution models of Dragon Quest IX. Weapons and shields fitted appear in combat tunics adapt to changes in class, the scale between the characters and environments is roughly consistent, and the chosen color with elegance. Toriyama's style is always in the spotlight, even in the attitude of monsters, all of which have the right to special events, and classes depending on the situation (attack, sleep or killing). We also appreciate the attention to detail that drives the main characters between frantic races Maribel childhood friend of Gabo and rides on his wolf, all these movements breathe life to the company.

This epic, is also found on the side of the sound, absolutely phenomenal on 3DS. From the first notes of the Overture, when the trumpets roar, we understand that Square Enix put the package, deciding to print the symphonic versions of cartridge. And for those who have already had the chance of getting an orchestral album of Dragon Quest, or simply on the PS2 episodes, the difference is very clear with what we heard, especially on DS. Velvet, with a sound mix that highlights the unexpected qualities of speakers 3DS - then the helmet is necessarily ecstasy. Dragon Quest VII is deemed addition to being one of the best episodes with compos issue, with Koichi Sugiyama in top form, a theme of struggle that beats and poignant melodies. You will not forget the most beautiful music of this component, magnified this mobile website. And it is true that in such a context, the NES sounds typically contrasted badly with the splendor of music. But we begin to have the habit.

The environments have also been reworked to fully exploit the 3D display, with some light effects and a raised camera to better manage the illusion of depth. Accordingly, the action appears on the top of the screen unlike previous portable remakes, the bottom offers a better map of the area. Some important sequences of the story, as the crossing of the ancient tree or the appearance of Melvin at the top of "the highest tower in the world," back transfigured. However, it is advisable to replace the angle via the options to gain some distance and flexibility in the management of rotations. It is also common in the wrong direction when out of town or a stairway, and return to the previous step to a silly story camera. That said, despite these few minor flaws and jerks, Dragon Quest VII 3DS version is a feast for the eyes, not to mention an eye-feast, which ranks in the top three of the best 3D games in the machine. Only downside, this angle too close in general and tend to cut the outline of the characters in battle for some reason that escapes us. But we are still very far from the ugliness of the original game.


NO CHOICE BUT TO KIEFER

This remake is welcome to boost the pace of the game we know, this episode is colossal: the original game extended over a hundred hours a playing time in a straight line regardless of any distractions (casino, small medals park monsters). Dragon Quest VII on PSone be paid in addition to the luxury of a prologue shaped against foot-three hours without any struggle to better instill the atmosphere full of puzzles and mystery own this episode. On 3DS, thirteen years later, it is preferred to marry the trend and accelerate the movement as much as possible. The first slime arise after half past one exploration - it's something - and no random battles limit the stress factor, leaving the player free to dodge and even choose their prey. From this point of view, Dragon Quest VII maintains a good balance between appearance of monsters and exploration; seen architecture levels and narrow corridors, it is common to be hunting, but the speed of the fighting, trademark Series, is a blessing for the pace of the game

The progression of different classes was significantly accelerated, although it will still reach the twentieth time before you finally have access. To put it simply, Dragon Quest VII shows the system of the previous episode, with a dozen base classes, where the most powerful hybrid will flow once mastered. Gladiator and Priest open to Paladin + Mage Priest on Sage, Paladin and Battlemaster on God Hand, and so on. This is again the number of fights that determines the progress made in a class with a small sham anyway, since it will fight in areas consistent with your level to the counter (invisible) climbs. No stress levels rise very slowly from a cape and fights will generally recognized as long as you follow the script. Step by step, the player will unlock new skills without agonizing over the base classes are too fragile to make the weight. In contrast, and unlike the original game, the player does not necessarily keep the unlocked skills from one class to another. A revival of specialization that does not harm the balance of gameplay, since we must now make choices to build a cohesive team.

Have a hacker to unlock the Sword Dance skill that affects four times, champing at the bit by peeping dancers and priests to target the most useful classes thereafter: in the one case as in other, fighting it connects with appetite, with a still adjusting to the hair of the difficulty, whether the increased level of skills or weapons / armor shop. To believe that Dragon Quest still lives just above the poverty line, with bosses who are tapping into your ultimate resource. Finally, there is the possibility of becoming a monster himself by collecting "hearts" of certain creatures, chests or randomly. Not only skills will be retained, but the characters can even be transformed once past master in the art of slime or Mimic. Monsters and traditional grades, more than fifty occupations are possible, trying the game as far as possible to guide you on the possible combinations (and rapidly changing) when passing in front of the priest Dharma.


SHELF IN CHOCOLATE

If the pace of Dragon Quest VII has undergone profound changes, it remains an RPG of 2000, with a game design whose design goes back much longer. In today's taste, some archaisms can put off, and not just talking about managing backups to the church (despite the presence of a quick backup for mobile players). In the Japanese version, the interface is still simplistic, with text and sausages as a menu, anyway, when Square Enix ventures to integrate a little more graphical interface for the device, the display is laborious if we come to prefer the old fashioned way, two validations, to adjust his swords.

But the true side retrograde is expressed primarily in the structure of the game, which is based on a number of trips rather indigestible, finely chop up the tempo. Some sequences, such as the escape from the prison, based on an accumulation of short trips point A / point B which can drag on for as long as we forgot to mention the important villagers or attended mandatory cutscene. Inherent to most JRPG default, this episode which bears all the marks, since all multiplies by two, by dint of comings and goings in the past and the present. To retrieve the tablets that unlock access to new worlds once again back to the central temple, the group will return to the village issued a few centuries earlier, which often induces two passages in identical environments often. If the narrative wins - past actions sometimes cause drastic changes in the population - was especially felt that the difficulty in establishing and repeat too often the same routes scenario.


SUPER GUIDE

The worst: it is common to get stuck for lack of evidence, or simply for failing an isolated hut yet hiding a piece of lithographer. It was even possible to be permanently stuck in the original version if you forgot dispatcher conscientiously shelves at a very precise moment of adventure. Aware of these problems, Square Enix has made sure to eliminate this kind of bugs and add a multitude of aids for not finishing empty-handed. A very ugly goblin, gender scribbled Toriyama between two checks, "guide" and adventurers to the central temple. Finally, "guide" is a big word because it has a tendency to endlessly repeat the same phrases, so we come to the snub very quickly. However, the radar tells you that, so Dragon Ball, is the surest way not to zap a piece of tablet, much more than the fortune teller for example. The best way not to lose the thread is still the "Recent Events", coupled with the menu "Next" tablet, two additions specific to the 3DS version that translate well discomfort interface. An essential integrated mini-walkthrough for not too much hassle indefinitely between past and present ... provided you have a few basic Japanese.

A final word on the social dimension of this episode, that respects the tradition initiated with flaps DS. Thematic forces, it is again a matter of collecting lithographic stones. Related to the players, they are home to a new dungeon to go, just to climb the XP and recover a rare item once the defeated boss. The tablets in question may also be edited before sharing. The little novelty here comes random Internet communications and tablets out regularly sponsored by Square Enix and his associates. What guarantee beautiful overtime game, between that and the big main quest Annex post-adventure.

Square Enix rarely pleasant when it comes to Dragon Quest and this remake of the seventh component does not betray this reputation seriously. Terribly long, if not untied, this episode PSone back in a technically flawless release and accompanied by orchestral times absolutely divine, served urgently to headphones without missing a beat. The classic and effective game system, just use a dense adventure, which proceeds by small steps to spread a monumental life cheerfully over one hundred hours. The episodic structure of Dragon Quest VII is both its greatest strength and a weakness. Nomads players relish as they should these small, often poignant and well-written sketches, even losing the thread of the story they leave their odyssey side too long, bewildered by both the slow pace and dizzying content the title. Fortunately, Square Enix has also thought of them with some adjustments sometimes gadgets, but often welcome. This is also what the country of service.


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