It's been almost a decade since an original Dragon
Warrior game has arrived in North America, and it's no exaggeration to
say that the gaming landscape has changed immeasurably. Dragon Warrior
IV, the last title released in the US, may have been a marvel for
the NES, but the years since 1992 have brought vast improvements in
graphics, design, and often, playability. While other RPG series have
focused on adding stunning special effects and FMV, more gripping,
character-driven stories, and novel gameplay systems, Enix has always
kept Dragon Warrior close to its roots, refining the basic gameplay
with each new installment, while keeping the look and feel of the
series intact. The result of these years of evolution is Dragon Warrior
VII, a game that makes only a bare minimum of concessions to advancing
technology, but more than makes up for this with its deep gameplay,
massive quest, and sheer variety.
As the story begins, the world of Dragon Warrior VII
is more than peaceful - it's downright pastoral. The entire world
consists of only one small island in a massive sea, with no evil empire
or roving bands of monsters to be found. The player-named hero, a
fisherman's son from the lone village of Fishbel, divides his time
between exploring the island's ruins with his friend Keifer, the restless
Prince of Estard Island, and being henpecked by Maribel, the local
spoiled rich girl. Things gets more interesting when the three discover
a series of ancient tablets that unlock portals to the past. It seems
Estard wasn't originally the sole continent in the world. Hundreds
of years ago, during an epic struggle between God and the Demon Lord,
the Demon Lord locked the rest of the lands away behind magical seals
before both he and God vanished from the world.
Fishbel, Home of the FishSub |
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Naturally, it's up to our band of heroes to go
back in time and set things right. By piecing together the tablets
in the ancient ruins, the party travels to the past again and again
to avert one disaster after another and bring the lost land back into
the present world. Though there is a larger plot to discover, the
bulk of the game's lengthy story proceeds in this episodic way. Like
most of the Dragon Warrior games, the focus is on the events happening
around the characters, rather than the characters themselves. The
characters have well-drawn personalities, fleshed out with a huge
amount of character-specific dialog revealed by the in-game talk command,
but those looking for sweeping melodrama and deep character development
won't find much here.
Instead, the game focuses on developing and populating
a rich, vast world for the player to explore and providing an endless
stream of new scenarios. While all of the small stories in the past
basically boil down to ridding the land of evil, most of them manage
to be interesting, original, and relatively free of mindless fetch
quests and tired RPG clichés. To make matters more interesting, once
a land has been freed, it opens up in the present, and the dungeons
and towns of the past appear in altered form. The player is also given
the chance to find out how a couple hundred years has affected the
tale of the land's rescue, and often the stories interlock in interesting
ways to shed more light on the larger plot,
Unlocking the new lands is really a clever conceit to drive
the Dragon Warrior's traditionally non-linear gameplay. The important
events that move the plot forward take place in the past and, as each
new land reappears on the world map, the present is filled with a
huge number of optional quests, mini-games, and new areas to explore.
Finding the proper shards to unlock the next area can sometime be
a hassle, but a helpful fortuneteller is provided to drop very obvious
hints.
Though the series is regarded as putting combat
and dungeon crawling before the story, Dragon Warrior VII is pretty
evenly divided between the two. The dungeons themselves are very well
designed, with a light, but well done, puzzle element. The heart of
the game, however, still lies in the battle system. Many will be immediately
turned off by the NES-era first person battles and the special attacks
conveyed by simple text messages, but behind these retro stylings
lies an amazingly deep and rewarding battle system. The game still
uses the basic Dragon Warrior engine but it has been refined and reworked
over six games to the point where almost everything works together
perfectly. Nearly every spell and ability has its proper use and players
are free to design and implement widely varying strategies. And, unlike
many modern RPGs, the battles manage to be consistently challenging
without ever getting too frustrating.
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This is largely due to one of the best class systems
seen outside a strategy RPG. Once they discover the Dharma Temple,
players are free to change each character's class to any of ten different
"beginner" classes. Later in the game, you can also find
a variety of Monster Hearts, which grant the ability to assume the
class of that particular monster. Each of the classes offers altered
stats and new abilities as the class is leveled up. As you master
multiple beginner classes, more powerful ones open up, and the characters
always keep the abilities they've learned in the past. Though some
of these abilities are usual Dragon Warrior spells, many more are
unique skills, which require no magic points. These unique skills
go a long way towards reducing the series' traditional problem of
a lack of MP restoring items.
New class levels are attained by fighting a set
number of battles, rather than gaining experience points. In fact,
the system actively discourages mindless leveling up -- you only receive
credit for fighting monsters that are around your characters' level.
Level up too high relative to your surroundings, and you'll stop gaining
new class abilities. Though the game has as much combat as any Dragon
Warrior game, the class system gives the player set goals and quick
rewards. The requirements for the best jobs mean backtracking and
mastering the beginner classes. Even so, there's nowhere near the
amount of repetitive battling seen in the NES installments.
While the gameplay and story element are a refinement
of the past games, Dragon Warrior VII does feature something entirely
new to the series: 3D graphics. The simple 3D engine used for the
game's towns and dungeons is certainly no marvel of technology, but
in manages to recreate the simple charm of the series production art
in three dimensions quite effectively, with slightly crooked walls
and detailed textures adding a hand drawn look. The sprites dropped
into these environments, however, don't fare nearly as well. Akira
Toriyama's character designs for the game aren't his best work to
begin with, but they're represented in game by pixilated, poorly animated
sprites that would look dated in a SNES game. While much of the game's
low-tech appearance can be overlooked, the sprites are the one place
where Dragon Warrior VII crosses the line from "retro" to "unforgivably
lazy." The in-battle graphics for the game's monsters, however, are
colorful and detailed, with incredibly fluid animation accompanying
each attack and spell.
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Ironically, Dragon Warrior VII's graphics are at
their worst when they seems like they're trying hardest to impress.
The game is peppered with a handful of FMV sequences for important
events, but they're so rare and of such low quality one has to wonder
why Enix didn't funnel the movie budget into polishing up the game's
more glaring graphical flaws. The polygonal effects used for the larger
spells in battle also fail to impress, and the game would have been
much better served if the hand-drawn style of the monsters was used
throughout.
Other aspects of the series have been reworked,
but not nearly enough. The basic Dragon Warrior interface has been
tweaked considerably, but most of the changes merely fix old problems,
rather than innovate and improve. A handy "action" button
lets you interact with your surroundings without resorting to the
menu, and you no longer need to select a menu item to do simple activities
like climb stairs. However, many routine tasks, such as equipping
your characters, are still more trouble than they have any right to
be -- the interface bears the clunky legacy of a system designed over
fifteen years ago.
The sound, like much in the game, is a mix of
old and new. Enix made a conscious choice to reuse the exact same
sounds from the previous games for many of the in-game effects. While
the 8-bit clinks and bleeps may satisfy the nostalgia cravings of
series fans, clinging to the outdated technology in this case is just
as absurd as if they confined the music to 4-channel chiptunes. Thankfully,
they did not, and Dragon Warrior VII sports a well-arranged and pleasant
soundtrack consisting of Koichi Sugiyama's signature light orchestral
themes and peppy battle music. The music itself is superb, but there's
not nearly enough of it - you'll hear almost all the game has to offer
after completing a mere third of it.
I want my life back. |
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The sheer size and scope of Dragon Warrior VII
and the time investment required may, in fact, be a more of a hurdle
for many players than its outdated technology. RPGs have promised
"over 100 hours" of gameplay in the past, but Dragon Warrior VII actually
delivers. You'd be hard pressed to finish it in less than 80 hours,
and could easily spend twice that on the optional portions of the
game. The fact that Dragon Warrior VII manages to stay interesting
through all this time is a feat in itself, but it does so by keeping
a steady, but occasionally infuriatingly slow, pace. The game introduces
each gameplay element gradually, and milks it for all it's worth before
giving up another one. It's three hours before you encounter your
first battle and another twenty before you get access to the class
system. Diversions from the main game, such as the opportunity to
build your own town, collect creatures in a monster park, or gamble
in the traditional Dragon Warrior casino don't show up until much
later in the quest, ensuring that a new distraction is always around
the corner. In addition, the episodic nature of the plot means that
every few hours you're granted another small dénouement, and another
excuse to see what new elements have surfaced on the world map. Dragon
Warrior VII actively encourages players to linger over the game, rather
than rushing to its conclusion.
The fact that all 100+ hours of Dragon Warrior
VII are so entertaining is a testament to the quality of the game
that lies beneath the dated visuals and clunky presentation. Enix's
near-obsession with the past may leave those who never experienced
the earlier games out of the loop, but Dragon Warrior VII manages
to recreate what was good about those past games, while fixing many,
but not quite all, of the flaws. It's unfortunate that Enix was so
bound by series tradition that it couldn't update the game in many
areas where it could still be improved, but it's an equal shame that
many gamers will overlook an otherwise wonderful game for those exact
reasons.
Review by Zak McClendon, GIA.
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Dragon
Warrior VII |
Developer |
Enix |
Publisher |
Enix |
Genre |
Traditional RPG |
Medium |
CD (2) |
Platform |
Sony PlayStation |
Release Date |
08.26.00 |
11.01.01 |
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News |
E3: Dragon Warrior VII impressions |
Media |
358 screenshots |
Artwork |
New character designs |
Other |
US box art |
Credits |
Game
Design & Scenario Director |
Yuji
Horii |
Original
Character & Monster Design |
Akira
Toriyama |
Music
Composer |
Koichi
Sugiyama |
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Full game credits |
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