That awkward moment when
you realize that you played the godawful Final
Fantasy Type-0 to completion, but couldn’t be bothered to make it even halfway
into the significantly-better Dragon
Quest VIII.
Also, isn’t Hanukkah
over? Yes. But on the other hand, shut up.
So at long last, we come
to the end of this little miniseries. It started with "Elements", and it’ll end with elements. Bloodborne gave us fear. Metal Gear Solid V, anger; The Witcher 3, sorrow. By the song’s definition, the only element
that could possibly remain is joy.
And as per the post’s title, the only game that could possibly convey such an element is -- to
use its full and proper name -- Dragon
Quest Heroes: The World Tree’s Woe and the Blight Below. So strap yourselves in, because the PS4nukkah
finale is bringing with it the best that Sony’s latest console has to offer.
…Is what I would like to
say. But paradoxically, DQ Heroes isn’t the best game I’ve
played -- this year, on the PS4, or by any other metric. In fact, it’s arguably the worst of the four
games here, and I wouldn’t blame anyone who says it outright sucks. For those unaware, this is a joint production
between Squeenix and Koei Tecmo, AKA the guys who have pumped out Dynasty Warriors, Samurai Warriors, and
the like for years on end (including the Wii U’s own Hyrule Warriors). It’s more
of the latter company’s work, for obvious reasons. That’s partly because DQ Heroes’ story didn’t make me want to ram my head through a
mirror, and partly because the formula here is…well, it’d be unfair to call it exactly the same. That’s a blessing and a curse -- maybe more
of a curse than anything, if you can believe it.
So why is it that I felt
utterly compelled to finish it? Besides
the fact that I’m dumb? Well, let’s see
if we can think up a good answer.
Here’s the setup. In the world of DQ Heroes, humans and monsters have gotten along for
centuries. It’s to the point where they
practically coexist, and can hang out at the same festivals in castle
towns. Unfortunately, all of that changes
one day; thanks to the influence of unseen malcontents, all of the monsters in
the world are brainwashed and forced to go on the attack -- and it’s up to an
intrepid band of heroes from across multiple dimensions (i.e. the other Dairy Queen Dragon Quest games) to put a stop to the evil and protect the
sanctity of all of their worlds.
Full disclosure: as you
can guess from the (utterly depressing) intro, I don’t know DQ very intimately. I know of
it, for sure, but who doesn’t? Frankly,
I only came upon the game because it was -- or at least gave the impression of
-- a troll gift by my brother…AKA revenge for getting him Beyond: Two Souls for his birthday.
Dark intentions aside, the game itself isn’t what I’d call heinous by a
long shot. Continuing the trend of Hyrule Warriors, Koei Tecmo is out to
make changes to the genre they’ve effectively run into the ground. More to the point, they’re out to capture the
spirit of the DQ games; it’s to the
point where some of the standard JRPG conventions are ripped wholesale from the
playbook.
But I’m getting ahead of
myself. Let’s start with the
characters.
Notably, you’re asked at
the start to choose whether you want to be a male knight (Luceus) or a female
knight (Aurora). The assumption is that
it’s just an aesthetic choice, and to be fair it’s at least half-right; Luceus
and Aurora play almost identically, and they have the same stat progression, so
keeping them both at max strength is
kind of redundant. And since they’re
both present in many of the game’s cutscenes -- as well as being key figures in
the story -- I have my doubts that the choice alters much in terms of
perspective or outcomes. (There is one
sequence, but I’ll get to that.)
What’s really important
is that these characters actually have, well, character. The opening
cutscenes establish quickly and effectively who you’re going to be spending the
next twenty hours with, and it’s thanks to a random carnival game. Luceus and Aurora head to a shooting gallery
to try and win a prize, and take turns going at it. Luceus takes his toy rifle and carefully
lines up his shot, then fires once he has his precious pinpoint precision. Aurora opts to grab two rifles at once and
fire like a psychopath. She doesn’t hit
a damn thing, but it’s still cool as hell.
It kind of feels like
Luceus and Aurora got their scripts mixed up.
Luceus looks like the standard JRPG/shonen hero (which isn’t helped by
the fact that, as is the standard, the designs are done by Akira Toriyama) and
uses flaming attacks. Meanwhile, Aurora
looks like the cool female lead (because she’s just a few hairs shy of Android
18), and her attacks have an ice effect.
BUT Luceus is actually the brain who takes things slow and comes up with
extensive strategies -- and verbosely, no less.
Aurora is hot-blooded as they come, and regularly cuts off Luceus to
either summarize the plan, or suggest they just bash whatever’s in their way
into oblivion.
Not that I’m
complaining, of course. The two knights’
bit extends almost to the end of the game, which to be fair can get tiring when
it’s an interaction as commonplace as the sunrise. On the other hand, these two exude charm
pretty much from start to finish, and it’s not as if they’re devoid of
character development along the way.
Still, I can appreciate that there’s been a proverbial flipping of the
script, and the lady of the bunch isn’t what you’d expect. Well, kind of. You could argue that it is kind of expected, because Koei Tecmo’s still hot off the heels
of Hyrule Warriors -- a game that
famously included an overwhelmingly-female
cast.
In that sense, DQ Heroes isn’t much different. There are five playable male characters (plus
a hidden one, and as such only appears in the main story for split seconds
during levels), and seven playable female characters. That’s not the scale-crashing count of Hyrule Warriors, sure, but in a climate
where people are asking “where are all the good female characters?” I hope they aren’t willing to shrug off this
game just ‘cause.
Admittedly, I wouldn’t
call any of the characters that show up complex or 100% fleshed-out (I only
vaguely knew about Nera and Bianca’s marriage gimmick beforehand, so I can’t
imagine how much that threw other players for a loop). But then again, maybe that’s the point. Far be it from me to suggest that shallow
characters are better than in-depth ones, but some of these guys got their
start on the NES, which thanks to hardware limitations wasn’t exactly a bastion
of epic storytelling. I’m not saying
that DQ as a whole isn’t capable of
complex storytelling -- I’m pretty sure there are tons of examples to its name
-- but look at what game these people are in.
The mission is to kill lots of monsters.
Fat needs to be trimmed from somewhere.
So while the characters
are kind of broad-strokes, that’s compensated for with the sheer level of charm
they exude as well as the strong foundations they’re built upon. Aurora’s a hot-blooded heroine who cuts
straight to the point (literally).
Isla’s a sassy lady with a love of science and machines. Jessica is stubborn to a fault, but spirited
and a real spitfire. Bianca’s always in
good spirits, while Nera is as kind as they get. Maya is unrepentantly out for riches, but
fights the good fight regardless. Alena
is practically a battle maniac who’s impossible to keep in one place for
long. All of the ladies are intensely
likable before they step onto the battlefield and “prove their worth”…although
as expected of Toriyama’s style, all of their faces are slight permutations of
Bulma or Pan.
The same goes for the
guys, as well. Luceus’ shtick never
really loses its edge, even though he really should have learned by now that no
one cares about his “brilliant strategies”.
Doric, the king, is one of the most boisterous characters I’ve seen to
date, to the point where almost all of his dialogue is shouted. Terry plays the cool and aloof ally card so
often that it practically becomes hilarious.
Yangus is Yangus, and Yangus is awesome.
But my personal favorite character is Kiryl, the long-suffering guardian
to Alena who (much like the princess) speaks almost entirely in broken
English. But he’s confirmed for LOYALTY tier, so it’s cool.
He very rarely left my
party, to the point where I could’ve legitimately called the game Kiryl the Spear-Pope and the Three Bulmas.
The story itself is, as
you can guess, simple and straightforward.
Luceus and Aurora, as the subordinates of King Doric, travel across the
land to put a stop to the various monster attacks. Arguably, the highlight (if not the whole
point) of the game is to have characters from the DQ canon meet up; in that regard, the game earns an A+. As for the plot? It’s not even worth adding spoiler warnings
to. There’s a battle between light and
darkness that’s been in the background for centuries, but the evil wizard
Velasco (who despite his pink skin sounds like someone doing an exaggerated
Spanish accent) is harvesting the despair of other worlds to awaken a dark
god.
Like the title of the
game suggests, the “blight below” is basically said dark god -- and three
guesses to what mythical creature it looks like -- while the good guys have to
keep the world tree safe if they want light to stay intact. Good thing Luceus and Aurora actually have a
special hidden power, conferred upon them by the circumstances of their
birth! As is often the case. I’d say it’s a “race against time” to stop
Velasco, but in true JRPG fashion, the plot only moves if/when you do. DQ
Heroes doesn’t even try to pretend otherwise, because you’re forced to go
back to base -- i.e. your airship -- between every mission.
Still, it’s not as if
there aren’t any interesting wrinkles to the story. The human-monster coexistence doesn’t really get expanded on, but the threads
are there for some good context and a potential story in itself. As far as the gang knows, the only monster in
the entire world that hasn’t started running amok is a healslime (read: blue
jellyfish with googly eyes) named Healix.
Even if he’s relatively young, Healix both regrets that they have to
kill monsters -- as do the others -- and, more critically, he’s a sentient
being.
So there’s a part of me
that wonders if the monsters are fully brainwashed, or if there’s a part of
them deep down that recognizes they’re being forced to fight against their
will. (That’s pretty likely, because the
knight you don’t choose ends up getting turned against you for a boss
fight.) That’s actually pretty messed up
when you think about it -- and even if it’s not the case, it’s a safe bet that
the monsters have become so well-integrated into society that their departure
from it en masse to wreak havoc may have done irrevocable harm to communities
and economies alike. The gang is out to
save the monsters, even if they have to cut down monsters to achieve their
goals.
Basically, saving the
world means making it a little less populous.
Dragon Quest Heroes,
everybody!
Overall, the game is
about the power of friendship and teamwork, to the point where it practically
becomes the team’s rallying cry at the end (though to be fair, we get some cool
cutscenes out of it). It’s simple, it’s
straightforward, and it’s safe -- though again, it’s hard to heap hate on a
game so unabashedly honest and charming.
With that said, there is one important arc in the game. Like I said, the knight you don’t choose
becomes a boss fight later on. The
circumstances for that, however, come from the fact that said knight
effectively dies.
I picked Aurora from the
get-go, so here’s how things play out.
She and Luceus face off against Velasco at a critical moment, even
though he’s clearly got the edge. Once
again, Luceus hangs back and tries to come up with a plan; as usual, Aurora
rushes in and tries to beat the pencil-thin mustache off of the big
baddie. Things don’t go well, and the
evil wizard pins them both with dark magic.
But Luceus sacrifices himself to give Aurora a chance to break free, and
she does -- more out of necessity than choice, since she’s the only Child of
Light the good guys would have left. The
end result is that the gang has to go on a mini-quest to bring Luceus back.
…Does that sound
familiar to anyone?
Well, anyway.
These aren’t exactly the
most in-depth character around, but sequences like the Luceus rescue arc go a
long way towards fleshing them out.
Aurora realizes the error of her ways, and from then on realizes that
doing her best Leeroy Jenkins impression probably isn’t for the best. She actually gets more and more desperate to
find a way to bring Luceus back, undoubtedly because it also means earning her
redemption. Once he does come back,
she’s more willing to ease up and listen to his plans…to an extent. But no one can say that they’re without their
tender moments.
And I guess that’s
really what makes DQ Heroes such a
pleasure: those moments. The plot may be
thinner than the average potato chip, but the game compensates with the sheer
charisma of its world and big-name players.
It’s like snuggling up in a thick blanket and a warm bed to brave the
harsh wintry mornings; you just can’t resist the appeal (or want to leave it)
because it feels so good. It shouldn’t,
but it does. Besides, it’s not as if DQ Heroes has to bank solely on its story. Being one of those newfangled vidyagaemz, it
can cover up its faults as well as flesh itself out via its gameplay. And sure enough, it does…for better or worse.
Thinking back to Hyrule Warriors, I thought it was insane
to see the attacks and combos of characters (Link aside) whose fighting ability
was pretty nebulous; imagine my surprise when I saw Zelda going all ORAORAORA
on baddies with her sword, or ravaging entire squadrons with a giant Triforce
sigil. For the most part, DQ Heroes’ characters don’t have the
same level of OTT combat, but that doesn’t stop them from being almost
universally incredible to play as.
As always, you’ve got
the typical suite of light and heavy attacks, and you link those inputs
together to create your attack strings (or create new combo opportunities, if
you’re savvy enough). One of the minor
yet extremely-appreciable differences this time around is that you can hold one
of the triggers to access your character’s special attacks and spells, and then
hit a button to use it (at the cost of some MP). It’s a configuration pulled almost directly
from Kingdom Hearts, but it’s a great
thing to pull; it’s an extremely
functional system, and I don’t understand why more games don’t use it for that
easy access.
*stares daggers at Final Fantasy Type-0*
Basically, what this
means is that you’ve got an extra set of moves you can cancel into from your
combos, much like the average fighting game -- with all of the satisfaction
that that implies. The MP bar keeps you
from spamming your attacks mindlessly, and there are layers of resource
management littered throughout, but the important thing is that the game’s
combat is as good as it’s ever been -- maybe better. To be fair, there’s a very strong lean towards pure offense instead of defense; you’ve
got dodging on one trigger and blocking on another, but I can count on one hand
the number of times I felt like blocking was essential (least of all because
blocking roots you firmly in place).
What is essential, however, is the Tension
Gauge. Circle on its own doesn’t do
anything except make you stand in place and power up, and fill up a purple bar. It’s more practical to fill up that bar by
attacking enemies on the field -- and when it’s full, then you press Circle to turn into a Super Saiyan enter a
state of hyper-tension for a limited time.
In this mode, you’re faster, stronger, can double-jump, have unlimited
MP, and you’re invincible. On top of all that, you can unleash your
character’s ultimate attack by hitting Circle again (or just letting the gauge
run out). It’s a surefire way to ruin
whatever’s in front of you.
It’s a critical ability
to use -- because as it turns out, this game is hard. Maybe for the wrong
reasons.
No one can accuse this
game of being a clone of Hyrule Warriors
(at a bare minimum), because they play out in VERY different ways. The big wrinkle behind DQ Heroes is that the overwhelming majority of its story missions
aren’t necessarily about wiping everything off the map, or beating the enemy
elite. No, this game is all about
protection missions. Protect the
gates. Protect the villagers. Protect the mayor. Protect the doors. Protect the world tree root. Protect everything from everything else.
I’d understand if you
closed this post now.
If you’re reading this, then chances are you’ve played
enough games to know that protection missions (and escort missions, which to a
lesser extent are technically in this game as well) can be a drag. And I’m happy to report that DQ Heroes will do absolutely NOTHING to
change your mind about them. Levels can
go on for an extremely long time -- upwards of fifteen or even thirty minutes,
if I had to guess -- and there are no midway checkpoints, unless I missed them
in the menu. So one common scenario is
for you to spend thirty minutes at a time on one level -- the later ones
especially -- only for the game to declare that “the last wave” is coming…and
subsequently spawn dozens more monsters, including multiple elites. And any one of those elites could be a boss
fight in itself. Can you see how that
might be a problem?
Luckily, the game gives you some new tools to use and
(potentially) turn the tide. For
starters, you go into each stage with your chosen knight and three party
members, and you can switch to any of them on the fly (as long as they’re still
alive). I’m inclined to believe that
Aurora is the best character in the game, even more so than Luceus; her DPS is
basically unmatched, and her ultimate attack clears out enemies over a huge
distance. Moreover, she has ice attacks
as opposed to Luceus’ fire -- which means that potentially, she can freeze
enemies and hold them in place so you can launch your counterattack. Beyond that?
Having four party members means having four Tension Gauges; one strategy
I used to get out of a few pinches was to snap from one comrade to another to
launch one ultimate attack after another in rapid succession.
The lingering issue is that you have no real control over
your party. It’s one thing for them to
never use hyper-tension for some reason, but it’s another thing entirely when
they refuse to do anything but follow you.
Okay, sure, they’ll still attack as needed, and they’re actually pretty
good at surviving. But the game’s
structure pretty much demands that
you cover multiple key points on the map at once. Monsters usually spawn from swirling purple
vortexes on the map, and the only way to stop their continuous spawning is to
slay the unit controlling each vortex.
Fair enough…except if you stray too long from the thing you’re supposed
to defend, monsters from the other vortexes will destroy it in a snap.
That’s where one of the game’s other features comes in --
well, in theory. See, every now and then
you’ll defeat a monster, and they’ll drop a medal with their face on it. If you grab it, you’ll be able to toss out
that monster to fight for you in battle -- or more specifically, guard a
specific point on the map for as long as their HP holds out. It’s a feature that can help, for sure, but
there are problems.
For starters: you’re at the mercy of the RNG gods,
meaning that there’s no guarantee you’ll ever even get a medal. Second, there’s no guarantee you’ll get a
strong monster. Third, even if you get a
strong monster, it’ll take up more space in a finite number of slots you
have. So that leads to the fourth
problem: even if you call out four of your biggest and best monsters, you’re
still asking them to hold out against a force that easily reaches into the
hundreds -- and some of those enemies include elites as strong as the monsters
you’ve summoned. Except they have more
of them. At once.
If I had to compare it to Hyrule Warriors, I’d say it like this. HW is
a game that starts at a consistently high level of fun, and maintains that
level from start to finish. DQ Heroes -- thanks to its sheer
spectacle, combat, and the wow factor of seeing not-so-famous characters be
realized in full HD 3D -- starts off at an even higher level, but dips down the
further in you go. Enemy elites with
huge amounts of HP get tossed out whenever the game feels like it, and some of
them will bomb your escort from half a mile away if you leave them alone (and
even then…). Aurora learns a spell that
lets her warp across the map to specific points, but you can’t count on enough
maps to even have those warp points.
Even in your super mode, you don’t have the mobility
needed to reliably make it to vortexes and get back to your escort before it
gets rushed into oblivion. Not like it
matters, because you’re likely to start levels on the defensive -- and you’re lucky to make it very far for very long,
especially in the later levels. All of
this leads up to scenarios where, even after tens of minutes keeping your
escort in the green, one randomly-spawned onslaught of enemies is enough to
invalidate all of your progress. And the
sad thing is that protecting these targets is the only way the game can maintain difficulty; the moment it becomes a
mission to defeat enemies -- up to and including the final boss, a god of darkness -- the game becomes
significantly easier.
But with all of that said, why do I still think that the
game is a joy to play? Why did I finish
it instead of any number of options being within a few steps of me?
The simplest answer is that even with its faults, DQ Heroes is still fun. It’s fun to play as Aurora and take out a
whole row of monsters with a wave of blooming icicles. It’s fun to juggle enemies with Kiryl, and
finding out firsthand that lightning still plays by the golden JRPG rules (i.e.
it ruins mechanical enemies). It’s fun
seeing these people introduced, even if you’re like me and have no idea why
Maya can turn into a dragon -- and even if they don’t get tons of development, there are
sidequests that let you gain more insight into them. It’s fun to see a bunch of heroes (even
quasi-edgelord Terry) go out and be heroes, and go on a globe-spanning quest to
beat up an evil wizard. It’s simple, it’s
direct, it’s satisfying, and most of all, it’s a joy to play.
Are there some not-so-fun bits? Yes, absolutely. I gave a pass to something like Bloodborne for its ability to completely
invalidate your progress in one fell swoop -- and while that’s technically not
the most ideal way to gear a game, at least it’s to be expected of a From
Software game. You know what you’re in
for going in, because it’s an intrinsic part of the game. In DQ
Heroes, the difficulty is unexpected and in some cases unwelcome because of
how unfair it can get. This is another
evolution for Koei Tecmo’s hack-and-slash games, but the core gameplay is still
there…and it’s not conducive to forced restarts just because the game
decided you lose.
Still, I’m not too hung up about it. In some ways, the game is a
significantly-brighter, significantly-dumber version of Bloodborne. The frustration
is there, for sure, but that just makes each win more satisfying than the
last. The further in you go, the harder
it gets to earn a decisive victory.
Gates and roots and villagers and everything in between will get attacked by enemies, and it’s
up to you to resolve the situation. With
the potential for failure more genuine than it’s ever been, clearing a level
goes from a formality to a genuine struggle.
And with that struggle -- with that victory, capped off with the unembellished
DQ theme -- comes relief. Accomplishment. And in the end, joy.
So in spite of everything, DQ Heroes is a good game.
But Koei Tecmo, if you’re reading this: please, please, please, please,
PLEASE cool it on the protection missions.
I got enough of that while babysitting Liu Bei. Keep evolving the formula, because clearly
you can.
And that’ll do it for this holiday special. Thanks for reading, and I hope you enjoyed
it.
Here’s to another year down, and another year to
come. Take care on your end. And as for me? Maybe I’ll start digging into that mountain
of a backlog I’ve got…
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