Platforms: Switch 2 (tested), PS5, Xbox, PCAge: 12+Verdict: ★★★★☆
“Janey Mac, shure that’s terrible altogether, so it is.” Alarm bells start clanging just a few minutes into Dragon Quest VIII Reimagined when your band of heroes blunders upon a village seemingly populated by Irish people from Cliché Central.
On the one hand, it’s refreshing to hear some of the cast in a Japanese RPG fluently riffing about “eejits” and “blather”. On the other, you sense the dialogue is sometimes only a whisker away from paddywhackery.
The qualms never fully subside but subsequent encounters apply the same light stereotyping to northern England and Italians, for instance. So DQVII likes to gently tease everyone really.
Reimagined takes Square Enix’s original PlayStation game from 2000 as its starting point and administers all manner of tweaks, buffs, nips and tucks to streamline and enhance a typical Dragon Quest yarn about young adventurers rescuing the world via their base on their humble home island.
There’s a strong vibe of The Goonies to the rapport between the three main characters – a sailor’s son, a mayor’s daughter and a prince. They stumble on a time-travelling portal to other islands that is powered by stone fragments left lying around their town. Each settlement they visit in the past is, of course, bedevilled by some sort of curse – usually a host of little demons ultimately led by a giant monster.
DQVII works like a conventional turn-based RPG in the mode of previous Dragon Quests or an early Final Fantasy instalment. Your party of three – later four – wanders the island’s overground area in search of new stone fragments and the dungeon of the main demon. You’ll meet a plethora of townspeople, who’ll share their opinions, fears and needs – not to mention a spate of regional banalities.
Instead of the flat 2.5D of the original, the Reimagined version presents in a glossy 3D diorama that’s pleasing to the eye. Square Enix applies many quality-of-life improvements such that roaming the overland and dungeons is less of a slog. Variable difficulty levels grease your route through the story, while removing random battles and adding optional auto-battling ensures you can zip along at your own pace. That’s not an insignificant consideration given the sprawling narrative that stretches to 60 hours or more.
DQVII is good company for much of its run time, dotted with engaging characters and a script that’s generously padded with funny lines among the more stereotypical prattle. Monster battling proves exactly as challenging as you require it to be – from manual management of attacks, spells and specials, to full auto-pilot where you can go off to make a cup of tea.
The game foists too much toing-and froing upon you times, forcing you to revisit islands already liberated and prolonging the storyline beyond its worth.
But Remagined mostly offers a rollicking good time that’s rarely too demanding as an RPG, asking only that you contain your cynicism about its typecast troupe of Irish and other nationalities.