I liked Dragon Quest because it was short and sweet. You take control of a single character who is a descendant of a legendary hero--a time honored plot trope for RPGs and fantasy stories in general. Approximately 9-10 hours later, you're slaying the Dragon Lord responsible for all the world's ills. In Dragon Quest II, the theme is similar, although in this case you take control of three descendants of the legendary hero. I like the party aspect because every member brings something different to the table. The protagonist is physically strong like his predecessor in the first game, but unlike him he cannot use magic. This task instead falls to his two companions, who have access to some 20 spells between the two of them. This is a tradition that not only likely continues in the Dragon Quest series but is shared by a considerable amount of RPGs from the era and for many years afterward.As I said earlier, though, the main thing that differentiates the two games is in the scale. I spent a lot of time in Dragon Quest II just wandering the world. This might have honestly been a more interesting thing to do if I wasn't constantly beset my random encounters--on the ocean. I've never been a fan of this mechanic in early RPGs and I'm always relieved when it doesn't happen. Unfortunately, Dragon Quest II is much like the early Final Fantasy games in that braving the perils of the ocean is a daunting task in itself instead of just a way to get from Point A to Point B. In this game, you'll spend a lot of time on the ocean. Locations in the game are very far apart from each other and you'll have to crisscross the globe to collect important artifacts and treasures to advance the plot.
To advance in certain areas of the game you'll need the Silver Key to unlock silver-edged doors, the Gold Key to unlock gold-edged doors, and the Jailor's Key to unlock cell doors. All of these are required to get through dungeons, find certain items, and to face certain enemies. I like this aspect of unlocking more content in areas you've already explored. When you see a room full of treasure chests you immediately think "man, how do I get in there?" and when you find the appropriate method to do so, it's rewarding to come back and collect your treasures.
I can't honestly say the game doesn't provide you with the information you need to progress. That's not true. If you talk to every NPC you encounter, you will get an idea of what you need to do, but you will need travel across the world and discover areas unknown to figure out exactly what it is you need to do. Villagers might drop hints like "Have you been to Osterfair? I hear it's south of Midenhall." or "I've heard you can get in the sea cave if you possess the Moon Shard." However, a significant amount of investigation is required to figure out exactly where you acquire these things--and sometimes, it's very difficult to find out exactly what it is you need to do to progress. There are several instances in the game where you're required to take hidden passages just to advance the plot. These are not optional. This is not something you're likely to see in more modern games.
You know what, though? For how old Dragon Quest II is, it's a surprisingly solid title that I would recommend to anyone who is into that retro style of gameplay. I'm glad to say that I've completed it and I'm looking forward to what else the series has to offer.
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