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Dragon Quest Treasure Review – A Tedious Trove


Many JRPGs have slow beginnings, taking time to establish the story and get used to the player’s mechanics before letting them blend into the world. I thought that was the case after playing an hour of Dragon Quest Treasures, so I said to myself, “It will all be okay soon!” I said it again two hours later, three hours later, and five hours later, until in the end, I was forced to accept that this game was going to be the best it could be. Dragon Quest Treasures never lacked appeal or style, but the simple combat, side-scrolling, and loot-hunting mechanics had me scratching the bottom of treasure chests hoping I’d missed something.

Dragon Quest XI players will recognize the main characters Mia and Erik, even though they are much younger in this game. Dragon Quest Treasures is technically a prequel to XI, but there’s hardly any overlap, and much of it takes place after the twins jump through a portal into the mysterious world of Draconia. After finding direction and befriending a few people, they formed a treasure hunt group and decided to find all seven Dragon Stones, magical relic from the origins of Draconia. Although the first part of the game was story-heavy, I appreciated the majority of my 25 hours of gameplay. The plot isn’t particularly interesting or engaging, but I don’t need it to be; it is primarily a vehicle for taking players to explore the islands around them.

Much of Dragon Quest’s Treasures involve exploring open-world islands in search of valuables, which can be found buried in glowing spots on the ground. Mia and Erik track it down using the magical Dragon Daggers to see the “treasure illusion,” glimpses of the landscape near the burial ground seen through the eyes of the monsters in the castle. Your team. You can use these images to locate the buried chest and claim it as yours. It’s not a terrible mechanic, but it’s not complex or compelling enough to underlie the entire game. I’ve also had multiple instances of items spawning in the same area when revisiting an island, which suggests that there’s a finite number of treasure locations to find.

Once you’ve collected as many valuables as possible, your goal is to return to base unharmed. Treasure storage is limited and you drop your existing loot whenever you die. There is also no fast travel. You can use a button in the menu to return home, but this causes you to drop all your riches, rendering your expedition null and void. You can move fast without dropping anything if you use the chimera wings, but they are rare, usable resources that I have kept for emergencies. All of these mechanisms are intentionally inconvenient, but they bother me more in theory than in practice. I rarely die in the field and I am only forced to use the chimera wings two or three times before the end of the game.

When you return to your hideout and evaluate your loot, it will display a beautiful image of a character or item from previous Dragon Quest titles. While I don’t recognize many of the items I find, I do appreciate this detail and I’m sure the nostalgia for the series will enhance the experience a lot. And while I don’t really care about the treasure vision mechanics, I can’t deny the gratification of returning to base with loads of luggage and discovering a valuable, iconic relic. statues that I have to add to my inventory.

When you’re not hunting for treasure, you’re fighting enemy monsters. Most Dragon Quest games are turn-based, but Dragon Quest Treasure uses action combat in a seamless world. Unfortunately, the combat is limited and messy; the attacks at your disposal feel uncomfortable to use and often injure or miss. For example, Mia and Erik can attack with their daggers and roll out of the enemy’s line of attack, but movement in battle is slow and cumbersome. Dodging is useful when you’re watching enemies attack from a distance, but since rolling doesn’t interrupt dagger attacks, I don’t have time to dodge when I’m close to deal melee damage. As a result, I have learned to avoid the dagger in most dangerous situations.

Another weapon you can use is a slingshot loaded with different elemental pellets, but I’m not a huge fan of this either. Up close, people move around too quickly to hit, and while the reticle has the ability to lock onto enemies, it’s complicated and I often have to fight with the controls to get it right. shots. However, the slingshot is the only way to deal elemental damage to the player, so it shouldn’t be ignored. When I have the money to buy pellets consistently, most battles have me backing up and using my slingshot while the rest of my team fights at close range.

The team in question consists of three monsters that automatically battle the enemy. Other than attack or retreat orders, you don’t have any control over what they do or where they go. Still, this is fine: It gives each monster a sense of personality, and while I have no control, I can predict their behavior fairly reliably. For example, my silver sword cat Blanco has a powerful hit that sends it rushing towards enemies, but my red dragon Bernie likes to step back and cast spells. You can build a team around their combat role, but I usually choose my team based on their ability their Forte: monster-specific movement techniques. Blanco is the mainstay because he can sprint, which I couldn’t have done otherwise. I also like having a monster that can glide in case I want to jump from above without getting hurt when I fall.

Whenever you defeat a monster, you get the chance to scout it, making it ready to be recruited. To add them to your party, you only need to pay a fee for the items and food you can find in the world. If you don’t have the exact items, you can look at the list to narrow down your search, but it’s never more specific than one of the big five islands. This limited my party selection to a surprising amount, and I went through the entire game without finding enough resources to recruit certain monsters. I’m sure I could find more resources if I took the time to do a few trips with that definite purpose, but I don’t have to struggle in battle, so I don’t feel it’s worth it. .

The whole reason you’re recruiting monsters and hunting for valuables in the first place is to accomplish the main goal of Dragon Treasure: finding the seven Dragon Stones. I mistakenly thought they would hide behind boss battles or in dungeons, so it took me a while to catch the first one. I thought I needed a higher level team to compete with powerful monsters that roam near the target marker, but this is completely wrong. In fact, for some of the initial Dragon Stones, all you need to do is run past enemies and then complete a simple objective or just take the relic and leave. The stones themselves don’t even take up a treasure slot in your inventory, so you can use the menu to get back to base and not worry about falling; you don’t have to think of a way out. Sadly, the game wasn’t clear on this and I spent a lot of time brooding unnecessarily.

It is this accumulation of small annoyances that makes it difficult to introduce Treasures in Dragon Quest. The experience is fueled by charm and nostalgia, but if you don’t appreciate the existing series, I couldn’t recommend more here than most other open-world RPGs. It’s an experience that will vary greatly depending on the player; in other words, one player’s Dragon Quest trash is another player’s Dragon Quest Treasure.

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