Rent Dragon Quest VIII: Journey of the Cursed King from GameFly!
Dragon Quest VIII: Journey of the Cursed King screenshots:
hot ass you got there sir!
sure I am poorly colored, but just look at my evil grin!
to pee or not to pee, that is the question
its not for me, its for my ma
yes they ARE natural!
gosh, did his mother name him THAT
no, but how about a good smack upside the head
I am the king, I tell you, the king!
3 guesses as to who is the princess in this picture!
that chick by the cart is MINE, hear!
come see our fancy shield collection
out for a morning jog with my sword
I hate going hungry!
cursing is the best magic!
headless knights! how convenient!
fancy name for a simple bodily function!
taking 1 for the team
.
If it ain't broke, keep it almost exactly the same for eight straight games. When you view the history of the Final Fantasy and Dragon Quest franchises (the two biggest as far as Japanese RPGs are concerned), it's sort of like looking at two parallel universes. While Final Fantasy incorporated an active-time gauge into it's battles, lovingly embraced elaborate monster-summoning spells, periodically utilized a job class character development system, started making all its' heroes look like chicks (I can only assume in the hopes of creating more misery and anguish for confused fan-boys), experimented with an experience system akin to a super-elaborate game of connect the dots, and most recently even tried out a massive multiplayer online RPG just to name a few, the Dragon Quest series remained almost exactly the same as it was when it first debuted as Dragon Warrior on U.S. shores nearly twenty years ago. Sure, the graphics are hot like your best friend's mom, and you've got a few other dudes (and dudettes) to trudge around the countryside with you, but you're still bludgeoning those same smiley, blue slimes to death with iron swords and healing with herbs afterward. [Healing with herbs rules. I did some healing with herbs this weekend, and well, I still feel a little healthy. Aaah. - ed.]
The curtain rises with our hero (named whatever you want, even Poop!), a quasi-reformed bandit named Yangus, and a strange creature driving a horse drawn wagon heading towards a town where they hope to meet with a world-renowned sage (and maybe pick up some fine shorties). It soon becomes apparent that the strange creature is the King of Trodain and the horse he so bizarrely dotes on is his beloved princess, both transformed by dark magic when the evil jester-turned-master-wizard, Dhoulmagus, stole an ancient scepter from Trodain castle. Incidentally, this also turned everyone else in the kingdom (except our intrepid hero) into plants and buried the castle under a mountain of brambles. [I just love little incidents like that. Hey, ma? I was just warming up the meat loaf and destroyed China in the process... is that ok?... - ed.] Now the trio hunts Dhoulmagus (or quartet, if you count the horse) in the hopes of brutally clubbing his scrawny butt to death and getting the scepter back. Much leveling up ensues.
Say hello to my little friend! ...his name is Yangus. When I say Dragon Quest VIII is a "traditional" RPG, I don't mean it always picks up the check and won't proposition you for sex until the third date. I mean it always wears a blazer, only takes you on dates to the malt shop, and definitely, absolutely, positively no sex until after marriage. The gameplay pattern is pretty much the same as that in Japanese RPGs from decades ago: your party of stalwart adventurers travels from town to town, fighting a handful of random encounters between the two. In each town you talk to all the NPCs and steal anything that isn't nailed down, and a handful of the things that are. At some point you'll talk to someone who will trigger a series of events, most of which will end with you having to haul ass over to a nearby dungeon where more random encounters and a handful of relatively simple puzzles await you. Once you've obtained whatever item you needed to snag or killed off whomever you needed to, it's back to the town for a few more events, then you depart for the next town. About a third of the way into the game you get some kind of sea-going vehicle, and about two-thirds in you'll get aerial transport.
[Hmm. Allow for a few metaphors and all this starts to sound just like the life of a modern day consultant, doesn't it? What a most peculiar little coincidence! - ed.]
Now, that's not to say those are necessarily bad things. [That's just what that damn recruiter said! - ed.] The reason that simple formula has existed for so long is because people enjoy it. Granted, people also enjoy professional wrestling and American Idol, but let's put those quibbles aside for the time being. "Traditional" doesn't mean "lousy" if it's done right. By not always throwing in a bunch of new stuff and not radically overhauling the entire franchise with every iteration, the makers of the Dragon Quest series have, over the years, slowly tweaked the traditional RPG formula until it feels as tight as a constipated man's colon. Man, I gotta get me a new book of analogies...
It's like an old friend whom you've never met.
Anyone who has played an RPG in the past twenty years will likely be immediately comfortable with Dragon Quest VIII's simple setup. You control the hero and are free to run about frantically, using the time-honored RPG tradition of pressing one button to talk to people, open a treasure chest [size 36C is my personal favorite - ed.], rifle through people's personal belongings, kick little kids in the junk, etc. All other party members and your wagon are invisible when you're not involved in an event scene or a random encounter. There's no real over world in Dragon Quest VIII, so there tends to be a lot of countryside (i.e. forests, plains, deserts, etc.) between towns and dungeons. All the environments you can traverse, though, whether bustling town, dreary cave, or lush forest are beautifully detailed and would look at home in any anime or manga. And by, "any," I mean, "any drawn by world-renowned manga artist Akira Toriyama," since his distinctive style pervades every aspect of the game's art. For any of you who have been living in a cave on the moon for the past decade, Akira Toriyama is the creator of Dragon Ball Z, perhaps the most famous manga (and anime) of all time. While Mr. Toriyama has always done the character designs for Dragon Quest, this is probably the first time most of the characters have been big enough for his style to really show through. And it's a good thing that it does, since it helps to make even the townsfolk look unique and differentiates them from the faceless masses found in most RPGs.
The central group of characters is overall a very enjoyable lot to be around for seventy-or-so hours [gosh, that's a lot of love! - ed.] thanks in part to Toriyama's excellent design work and in part to some very solid dialog writing, much of which is brought to life by equally solid voice acting. Past Dragon Quest games have frequently utilized a sort of simplified Middle English dialect for their dialog, but this time they instead opted for a more modern British style. This definitely helps your group stand out from the typical nondescript, plucky youngsters that are normally called upon to save the world from demons, psychopaths, and poor dental hygiene.
The game also has a really great score performed by, unless my ears deceive me, an actual orchestra. I know my line is typically something like, "Well, the music is good, but it's nothing you'd listen to outside the game. Poopy pants!" but this time the music really is good enough to enjoy on its' own merits. I can't tell you how many times I just sat and listened to the opening crescendo and then launch into the Dragon Quest theme. Seriously, I can't. Court order. But, really, the music does a great job of pulling you into each moment of the game, whether it's trekking through a spooky underground maze or riding a tiger across a sprawling field or bitch-slapping a leather-clad goddess of ... oh wait, that's another game .
Ol' skool throw down. So, anyway, you're running around, doing your thing when all of a sudden WHOA! RANDOM ENCOUNTER! When this happens it's time for your characters to line up on one side of the screen, the monsters to line up on the other, and both sides to glare angrily at each other. From here you can select actions for all your conscious characters from a list of RPG staples (Fight, Magic, Special Moves, Defend, Cut the Cheese, etc.) and then everybody takes turns acting depending on their speed stat. Nothing particularly earth-shattering here, although combatants (friend and foe alike) also have the option of using their turn to psych themselves up so that their next action is two, three, or even four times as potent depending on how high they raised tension (God help you if you're on the receiving end of a quadruple psyched up cut the cheese). [Encyclopedia Insanica defines this as the second most horrible way to die. Seeing what happens when you try to lick an alligator from the inside is the first - ed.]
One good thing about the random encounters is that it seems like the developers really worked out their frequency so that it's not super annoying. Considering how large many of the dungeon areas are, there aren't that many random encounters, so you never really get the feeling that you're going to be assaulted by slavering beasts at every step. However, that said, the encounters did have a tendency to get tedious from time to time due to the fact that their composition was also random. [Hmm. I thought it was due to the fact that they were STILL THERE. But that's just me! - ed.] Because of that, a battle could wind up being against one wimpy little slime, or against seven of the strongest enemies in a given area, thus guaranteeing your guys either a swift trip to the coroners or an extremely tense, prolonged battle where a lot of MP gets expended.
I failed my saving throw against tedium. Another somewhat annoying aspect is that many enemies, especially towards the end of the game, utilized moves that would cause the targeted character to miss their next turn with a high degree of success. It isn't considered a status effect so there is no real way to protect against it, and since you're just as likely to run into ten of these guys as you're two of them, it can make for some extremely long, frustrating battles in which round after round goes by where your characters are dancing a fanciful jig instead of beating the tar out of the monsters (seriously, one of these attacks is some kind of a contagious dance. Damn you, Macarena!). I'm guessing the irritation factor of this is somewhat like how Chinese water torture worked, except it seems to break people much more rapidly. Thankfully, if your characters are wiped out by any of these decidedly unpleasant surprises you are returned to your last save point with all gathered items and experience intact. You do lose half the money you have on you, which can be a huge pain, since life ain't nothin' but bitches and money, but it's certainly better than losing everything.
Love them or hate them, you're going to fight in oodles of random encounters over the course of the game because you'll need every precious experience point if you hope to stay strong enough to keep brutalizing the monsters. Leveling up results in the standard stat boosts but it also nets you several ability points that you can distribute however you see fit amongst your characters' various proficiencies. Most of them are weapon proficiencies, but each character also has some kind of special trait that can be developed as well. [Long distance projectile vomiting comes to mind - ed.] As you put more points into these proficiencies, your characters will gain bonuses when they wield certain weapons or they'll learn special skills particular to said weapons. This helps to make you feel more invested in your characters, as it gives you a little control over the way they develop.
A relaxed-fit game. When it comes right down to it, Dragon Quest VIII is a pretty solid game because it's not afraid to keep things familiar. The characters are all stock-types and the quest is something you've likely scene a dozen times, but it all feels comfortable in its familiarity. You don't spend hours wondering what the hell is going on, nor do you feel compelled to rush rapidly through the game to discover how the plot plays out. It feels good to just sit back, relax, and let things be revealed when they're ready to be. The battle system is basic enough that you'll pretty much have it mastered after the second on third encounter. Since there's nothing particularly wrong with the game (the occasional frustrating random encounter aside) it serves as a reminder of why so many consider those old games that played similarly "classics," and why they still sell for a bajillion dollars on e-Bay. Sure, there aren't any moments where you feel awed by what you're participating in (except when you equip Jessica with the Magic Bikini. That bikini sure is magic... ON MY PANTS!!! ...sorry!), but you won't likely ever feel bored either. Every RPG fan should at least give this one a look. If it turns out to be up your alley, then you're in for a long, satisfying adventure.
...
Mike Zeller
Summary: A meaty, super-traditional RPG that will be just what the doctor ordered for old-school gamers but may be a little too formulaic for pipsqueaks who cut their teeth on more recent Final Fantasy games.
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Systems: Playstation 2
Genre: RPG
Setting: A traditional fantasy world.
Mood: Adventurous
Story: The evil wizard, Dhoulmagus, steals a treasured magic scepter from the Trodain Kingdom, transforming the entire castle in the process. Now the lone unaffected soldier travels with the transformed king and princess in the hopes of defeating Dhoulmagus and restoring the kingdom.
Graphics: Cartoony (cell-shaded), brightly-colored, and absolutely gorgeous. Character designs (done by Dragon Ball Z's Akira Toriyama) are distinct and interesting.
Music/Sound: Sweeping orchestral stuff that really helps to draw you into the action.
Voice Acting: Good, with most characters affecting a British accent.
Script/Dialog: Fairly traditional RPG stuff with a better than average sense of humor.
Similar Games: All the other Dragon Quest games.
Gameplay: If you've played at least one Dragon Quest (Dragon Warrior in the U.S.) you're going to feel right at home.
Strengths: Tried and true formula that has been carefully honed for nearly two decades. The humor works.
Weaknesses: Doesn't really try anything new or surprising; occasionally frustrating random encounters.
Depth: There are plenty of side quests and secrets for the ambitious.
Length: about 70-80 hours depending on how many side quests you decide to take on.
Pace: Pretty slow
Difficulty: Moderate if you spend time leveling between most major events. A lot harder if you don't.
Control: Good
Learning Curve: Gradual
Replayability: This is a pretty massive game, so I have a kind of a hard time imagining anyone starting it right up again immediately upon finishing.
Will keep you up until (a.k.a Fun
Factor): The prospect of attempting another lengthy dungeon and it's possibly lengthy enemy encounters becomes simply too exhausting.
Notable Features: One of the last holdovers from the early days of Japanese RPGs.
Fav. Character: It's a tie between Yangus and the King of Trodain. The interactions between the two are pretty hilarious. Core blimey!
Instant Classic: Well, while the game doesn't necessarily leap out from the pack, Dragon Quest games have always served as a kind of benchmark for the Japanese RPG industry. So, in a way, yes.
Publisher: SquareEnix
Developer: Level 5
Release Date: 2005-11-15
Players: 1
Multiplayer: Hellz no!
ESRB: Teen, for cartoon-on-cartoon violence and some jiggling boobies, tee-hee!
Target Audience: RPG fans
Recommended For: Those in the mood for a very traditional RPG.
Not Recommended for: Folks who find level building boring or who need their quests to be constantly filled with excitement.