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Home / Technology / Dragon Quest XI: Echo of an Exclusive Age Review – An Amazing Marinade of Hope and Despair

Dragon Quest XI: Echo of an Exclusive Age Review – An Amazing Marinade of Hope and Despair



It has been more than 32 years since the first slim appeared in Dragon Warrior (the original name of Dragon Quest in the West). Since then, charm, embrace of tradition and fantasy films has made it one of my favorite role players in all games.

Dragon Quest XI: Exclusive Age Echoes bring the Japanese RPG franchise (one has always been far more popular in Japan than on American or European coasts) into the 21st century and adds several improvements that contribute to make the gate (fighting for many random matches to earn experience and tax to make your grades stronger) easier on you. It debuted in Japan last year and sold more than 3 million copies on PlayStation 4 and Nintendo 3DS in a market that long set its once dominant position for mobile games.

The series is so old to reach people who help their craft The future is younger than the original game. But they love Dragon Quest and all the series are about and you can see this in Dragon Quest XI: Exclusive Age Echo, which can now be one of my favorites in the franchise's 32-year history. It tells a story of sadness and hope that people find the strength to overcome their sorrow, to overcome remarkable odds. It has been a long time since a Japanese RPG moved me in such a way.

How to do it.


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What You Want Like

Above: Some people forgot to pay the gardener to take care of the giant sky tree this month.

Image Credit: Jason Wilson / GamesBeat

Despair and Hope

You begin full of hope and excitement like Luminary, a legendary hero with the power to save the world. But reality is fast, as the ruler of the kingdom of Heliodor marks you as a threat to the world, not its savior, and you take off a shady pursuit to avoid catching.

After leaving Heliodor and its goons, you put yourself on a world-class adventure. You make friends, save kings, take part in a horse racing and a game tournament, visit the center of all life in World Tree, and even see if the fish is happy underwater (I wish more fantasy games send their heroes underwater for adventure) . And you must save the kingdom yourself.

But what turns me on this trip (plan 70 hours or more for that by the way) is how often a quest moved me. The story of fisherman and mermaid broke my heart and my surprise at the end was real. Later, you pull strength from the Mermaid Queen, who is stuck in his desire to help save the world. But it's heartbreaking when you realize she's buying time to escape the invisible of the Lord of Shadows' monsters.

My heart sadd several times: When you understand the depth of the betrayal of Helidor's king and why it occurs; movement, security, joy Sylvando feels like he is preparing to meet a father he asked years ago; how a gladiator embraces darkness to help orphans; or the realization of the heart that Jade and Rab (two of your other companions) have carried with him for almost 20 years.

But Square Enix made sure my hankie would not be my regular companion. When you release Heliodor from the forces of darkness, you feel like the legendary hero. Seeing how Sylvando decides to bring smiles to the world after dark falls down is a hoot. Reuniting family and friends warms your heart.

And of course the words. Nothing makes me smile in Dragon Quest like the puns do. Horses sit in Gallopolis. Octogonia is about MMA. But wait, it's more like fighters whose special attack is about striking your back ends. (My children still laugh about this three weeks later ).

Like most Dragon Quests, Echoes of a Exclusive Age does a wonderful job of tearing on your heart, making you sad for a quest and lifting your spirits with the next.

Over: Sylvando (plays the horn here) and his cheerful strength is always a highlight.

Image Credit: Jason Wilson / GamesBeat

Sylvando

He is my favorite character in the ensemble, ever finished with a sassy quip or to save someone in need. He ends up like a kind of worldly jester, happy to be a school, who is privileged of his shortcomings. But when the story unfolds, you'll find big pain skin under his bubbling personality.

His helpful attitude and love and support for those in need are his most endearing qualities. He is ready to save a lost girl who is in tears when she can not find her parents. And when his actions lead you to a devilish trap, I did not care about it, because I knew Sylvando just tried to do the right thing, and made the same decision I would make. Much later, he acquires a variety of kinds and when it's time to stay with you to save the world, he faces the pain of his past to make sure his new followers are safe and cared when he leaves them.

He is also over-the-top, which takes into account Nathan Lane Albert. He is alike and flamboyant, but damn, he is not one of the strongest characters in your party. He is ready to stand up for what is right to protect those who need.

Fun-Sized Forge

I never got into the cookie in Dragon Quest VIII. I did not care about finding recipes. XI's designers must have felt the same thing – they kept the recipe, but instead of throwing things in a pot, you're working on things. And I liked the mini-team. Each element has up to six feet of squares. Hit the square and the meter increases toward the sweet spot. Hit it and you're gold there. Finish too far below or above and you destroy the product.

You use a blend of soft and bright hammer hits, strikes that hit multiple times or squares, and puffer of air that warms the forge (which gives your hits better results) to make an item. Do it well and save some gold by creating a new set of armor or fancy earring. Finishing within one or more sweet spots leads to improved things, such as a +1 sword or a +2 shield.

You can find recipes in books around Erdea, so be sure to look in each room to see if any red books line the bookshelf. Although they do not have recipes, you learn a little about the five kings in this world.

A Better Slip

Above: This fight against a giant octopus was the closest I came to a party dryer and lost five of my seven heroes.

Image Credit: Jason Wilson / GamesBeat

Plan for over 70 hours to polish this story. But if my adventure is an indication, you will not spend much of this time grinding for experience. In each new area, I gathered more than enough experience to defeat the region's boss and continue with the story. I never had to spend time defeating monsters just to look up to beat more serious threats. Now, that's said, I like Dragon Quest's turn-based battle, so I spent more time fighting monsters than others might.

Random meetings are also gone. Each critter strives for the map, and most of the time you can choose whether or not to fight. And now that you have a dash button – one without endurance meter – you can get around towns, dungeons and the map faster, along with incredible monsters chasing you.

Camps and horses also make Dragon Quest your adventure easier to manage. The camps are places in the wilderness where you can rest and recover health and magic points, create or improve things on Fun-Forms, buy equipment and items at a roving-seller, and most importantly, save your progress. Horses are a fast way to travel, but they also hit most enemies out of the way while they travel. You do not receive any experience to do so. I liked to launch slimes and drackys in the air as I walk through an area on my steed.

I also enjoy the new presentation of skills. Before it was just a text user interface, you set skills into the areas you wanted: swords, staffs, etc. Now there is a graphical grid reminiscent of Final Fantasy XII's presentation. The alternatives radiate from a central point and unlock one can open other paths. What I like here is that there are some boarder on others, so putting points in these two areas can open up new regions.

What you do not want

There and back again … and again

After Dragon Quest XI you spend almost 35 hours building my party and achieving what I thought was the main mission and thrown down the world and it's your job to defeat the victorious shadow Lord.

Except this feels like repeating the story as you awake from the disaster all alone. You set out to find your friends, people who took you dozens of hours to find and assemble as a party the first time. Doing it again feels … boring at times, and with the exception of Sylvanto's plot, none of the friend's stories feel that they add a huge amount to the plot.

Misplaced robbery

A supporter of role play goes into every home and build to find chests and other goodies hiding in pots and containers. But some of these looting places are in places that just do not make sense with history. After the story of the fisherman and the mermaid, one who moved me to sadness, you can next act bother a cabin for … a gem. After reuniting Sylvando and his father, you can catch a weak armor set out of the agency in the room.

Of course you can skip this. And it's a less compatible. But why even put things to wonder where feelings and stories cross? Why not create a place where the player can reflect on what has just happened?

Conclusion

Above: This butt is now known in my home.

Image Credit: Jason Wilson / GamesBeat

Dragon Quest XI: Exclusive age echoes moved me in ways a Japanese RPG has not done this year. The story crowns hope and sorrow of its characters as they try to save the world from the dark, show their strengths and how they use them to overcome their weaknesses. It streamlines some of the more hidebound traditions of Dragon Quest combat and travel systems, and the result is a game that is just a pleasure to play. It looks good, it sounds good and it's good.

And judging from my children's reactions, Dragon Quest XI is properly positioned to bring in new fans and to tighten their embrace on people like me who have loved the series for many years. Kiddos is ready to take PS4 over and play now that my review is over.



[Dragon] Score: 92/100

Age Releases September 4th at Steam and PlayStation 4. The publisher sent GamesBeat a digital PS4 code in connection with this review.


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