Gaming

Dragon Quest XI – The Disneyland of JRPGs

If you’ve ever been to Disneyland (which you no doubt have if you’re a human who has lived on Earth between 1955 and right now), then you’ve also probably become acquainted with the ‘classic’ rides featured in the parks which, despite their inherent lack of impressive features or technology, draw in abhorrently long queues of people. Based on older Disney properties like Peter Pan, Pinocchio, and Snow White, these attractions remain as popular as ever due to an attribute rarely seen in any entertainment medium: Timelessness.

And it’s this elusive quality that has me so utterly enthralled in the world of Dragon Quest XI: Echoes of an Elusive Age (Yes, I know I’m late to the party). With the storied series being something of a cultural phenomenon in Japan, I was exposed to all its quirky and cute oddness on our trip earlier this year, with every other shop being packed with merchandise and props. And while I’ve had a passing familiarity with the series for a few years now, I’m ashamed to admit this is my first time actually playing one of the games. But, my dudes, I cannot express the purest joy I now feel having given it a go. 

And now the weird Disneyland tangent at the beginning comes into play, as, during my first ten hours or so with Dragon Quest XI, I felt this feeling of snuggly warmth which I hadn’t really experienced in games prior to this. And then it struck me. Dragon Quest XI is an old Disneyland ride. Now, this may sound like the ramblings of a wannabe journalist grasping for an analogy, which it is, but I feel like the similarities are abundant between the two entertainment forms. Both share a distinctly vintage approach to design and storytelling, for one. They are slow and somewhat meandering, but this only serves to strengthen the fairytale-like nature of it all.

Moreover, neither the game nor the attractions concern themselves with satiating one’s lust for excitement, only the natural fondness for comfort and good vibes shared by (hopefully) most people. You’ll not find any ridiculously imposing boss fights or arduous grinding via random encounters in DQ XI. Instead, you’ll find yourself wrapped in a cosy digital blanket of ostentatiously crafted towns, open fields, and breezy combat encounters. And, like most other JRPGs, the gratification of leveling up a party member gives your brain a pleasant tingly feeling, which I hope is an intentional sensation drawn out by developer Square Enix and not some undiagnosed medical condition.

Anyways, speaking of towns, this game has a whole lot of them. And each one is as delightfully charismatic in design and in populace as the last. For example, a village which you’ll encounter fairly early in the story is called Hotto. This locale sits at the base of an inky black volcano, and its architecture is distinctly Eastern, with ornate, pagoda-like structures housing the town’s amenities.

The hot springs/ sauna facilities are a zen-inducing treat to saunter through, but it’s the inhabitants that really set this place apart from the more traditional fantasy towns you’ll have visited thus far on your journey. Speaking exclusively in haiku, the townsfolk address you in such a way that’ll have you at once impressed by the game’s remarkable localisation, and also concerned for the mental health of the Hottonians.

Just to bang on about the towns a tad more, the smaller details are bewildering. Things like bowls of food and table arrangements are both perfectly logical and visually brilliant, which appeases nitpicking arsebiscuits such as myself quite nicely. If you’d like to hear a more in-depth discussion on the topic of the game’s wonderful towns, feel free to check out Kotaku’s delightfully odd critique on the game.

Now to dispense with all the technical jibber-jabber which I find far less interesting. The turn-based combat is fairly standard for a game of this type but does give you the option to run around the battlefield in between turns, which may soothe the more fidgety player. Additionally, the pep system is intriguing in that it dispels the common issue in JRPGs of being repeatedly having your balls battered by higher-level foes. Essentially, if a party member takes consecutive hits, they’ll enter a state where they go full Blue Man Group and dish out extra damage and such. This can also allow for special attacks accompanied by flashy animations reminiscent of powering up sequences in Dragon Ball.

Speaking of party members, the game hosts a wonderful cast of endearing characters with wildly different backgrounds, designs, and combat techniques. The absolute highlight for me so far has been Veronica, the sassy, pint-sized magician who gives you more shit than a rabbit with irritable bowel syndrome. But while Veronica is a near-constant delight, not every companion with which you fight can match the same level of brilliance. I’m now referring to Erik, an ex-thief who just blindly follows you about during the game’s opening hours spouting some poor dialogue made all the worse by a dodgy voice acting performance, with his accent bouncing from English to Italian American and neither sounding quite right. 

On the technical side of things, the game boasts some bright and crisp visuals powered by the Unreal Engine 4. Having tried out the recent Switch port of the game, I have to say the PS4 Pro seems to be the way to go for clearer, sharper textures and models (shocking, I know), but it’s a handsome package on every platform. The soundtrack is also strong and weirdly nostalgic considering I’ve never played a game in the series prior to this, but the bubbly, bouncing tunes just feel like slipping into a divinely cushy sonic onesie (No, not that Sonic, you degenerates). So yes, both your eyes and ears will swell with delight when this game’s grand vistas and chirpy tunes are at their best.

In summary, Dragon Quest XI is bloody lovely. It’s relaxing, enchanting and visually distinct, all without succumbing to the many pitfalls of the genre this series has helped to define over the decades. I’d recommend playing it in the evening with your +5 ‘Snug’ slippers equipped and either body-warmth buffing mug of hot chocolate or a +3 ‘Tipsy’ glass of wine equipped as your primary weapon. Eye-rolling jokes aside, I’d advise anyone who sees the appeal in the idea of a gaming bedtime story to try this series. Especially because it’s a bit of a pain in the arse trekking all the way to Disneyland just to bask in that warm, nostalgic glow before hitting the hay when, instead, you could just be popping in Dragon Quest XI.

Gaming

Games of Endless Enjoyment

As a certified woman, I love Animal Crossing, but not just because of the bright colours and the cutesy characters (although that does help) but also the category it fits into. I’m not quite sure the name of the category but to generalise is games which have no end goal.
Having nothing to work towards makes the game more fun in my opinion. You’re not pressured to do anything, no time limits and no restrictions. You can just run around and do nothing and it won’t matter since nothing is consequential.

 


They’re easy to jump in and out, so when you forget about it for a while and come back there’s no confusion of where you are out what you’re doing, and even if there is, like say you played Minecraft one time three months ago. You turn on the game and you’re stuck in a mine. It really doesn’t matter. You could continue further, you could turn around and find your bearings. There’s nothing in control and it’s so liberating. Exiting quickly is always easy too, you can’t get stuck in a level trying to defeat a boss for half an hour (Okumura boss fight I’m looking at you) when you need to leave for work in 10 minutes and everything is a disaster and you’ve wasted the last 2 hours because you forgot to save. Not talking from experience of course.

 


Another thing about these games is that they fill in a void for people in their late teens/early adulthood. As the economy is destroyed by baby boomers it’s harder to imagine a good life, so in animal crossing when you pay off a home loan or even your whole mortgage, it gives you a sense of accomplishment that seems unrealistic in real life. It also makes you feel like you have friends who love to spend time with you and also this super cute my melody backpack, which could never happen for real.

 


They keep you creative. Plenty of times during childhood I’ve felt like I’ve been forced to fit into a box, but with endless possibilities, there’s no box to fit in, your imagination can go wild. Games like Minecraft and Happy Home Designer give you the freedom to make things how you want (with limited supplies of course) even if they’re super weird and time-consuming.

HNI_0021

An honourable mention would also be Persona 5. Yes there is a story and Morgana constantly makes you sleep, but there are small sections between palaces where you can just go out and increase social ranks (AKA go on a date with Ryuji, let a girl dream) and just do random semi-open world things like go fishing (Because every game needs fishing, apparently).

Phantom Thieves Meeting (IGDB.com)

Gaming, Travel

Akihabara Vol.2 – A Gamer’s Paradise

I love arcades. I always have. I go to Butlins with my family every year and you will find me in the arcades wasting my parents’ (or on more recent occasions my own) hard-earned money trying to win a Princess Anna plushie that I know the machine will not let me have. Fortunately for me, (but not my bank account) Japan was full of arcades, but the best were obviously in Akihabara, a self-proclaimed gamer’s paradise, as it had all the things I could ever dream of.

Most arcades started with claw machines on the first few floors. However, unlike Butlins, they actually housed not only Princess Anna merch but also other things I would actually want to spend my money on such as Morgana and Kizuna AI plushies.

Morgana Plushies

Similarly to other arcades, they are borderline impossible to win but somehow you would always see someone who had won and it was never me. I came close several times but the staff seem to notice and move your prize into a ‘more helpful’ position which really makes it ten times harder and you end up wasting so much more money.

Arcade Ground Floor

Capsule machines in the arcades were also something I enjoyed. They were scattered around every floor and had a wide range of prizes. Obviously, my first pick were Attack on Titan keyrings because who doesn’t want a chibi Levi on their keys. The only problem is that the odds are rather low. The capsule balls are so large that there are probably only one of each prize in the small machines so the chances of actually getting something you want are smaller than you would imagine. However, the adrenaline rush is still there and you still get a prize at the end of it so who cares if you accidentally spend thousands of yen trying to get a Levi and never succeeding?

Further up, above the claw machines, there were floors filled with rhythm games, a personal favourite of mine. As a child, I played Taiko no Tatsujin on Nintendo DS which has recently been released on PS4 and Nintendo Switch. The game is basically just a large taiko drum and you have to hit the correct part of the drum (or controller) at the correct time to earn points and keep a combo going.

The Taiko machines were definitely where we spent the most money in the arcades because it’s just so addicting. Depending on where you are the price and number of plays varied and we found the perfect mid-point in Akihabara. What added to the already perfect setup was that we had four songs we constantly played, so with the two songs per 200 yen, we would play two times and feel fulfilled. In fact, we played so often that we actually got blisters on our hands from the drumsticks. We were just that dedicated to perfecting Guren no Yumiya for Levi.

On these floors were also sometimes Mario Kart machines. I thought it was pretty pointless paying for it because I have Mario Kart at home but, according to Matthew, it’s supposedly different. I disagree, the only difference I noticed was coincidentally you could play as Don-chan from Taiko no Tatsujin. However, something I did enjoy about it was the face filter photos which followed your kart around.

On one occasion we stumbled upon the smoking floor which was totally alien to us. It was full of real gambling machines like horse racing and slot machines and I’m not about that life. We made the most of it, though, by playing Poyo Poyo Tetris which I had never heard of. Obviously, I was a natural as I was playing for quite a while before the game decided I was too good and for some reason just ended my game.

All in all, I would rate Akihabara arcades a 4 out of 5 because, although they are the best arcades I’ve ever been to, I really can’t get my head around the idea of smoking indoors? It’s such a health and fire hazard; I just don’t get it. Also unhappy with not achieving plushie Kizuna AI booty as the staff don’t understand that I want it, and so move it to a more difficult position.

4 Stars

 

Uncategorized

Five things I want from Animal Crossing: Switch

1. For it to come out… before I die??

It’s unrealistic to say I’ve been waiting since 2013 because, we all know, for a good two years I was totally engrossed in New Leaf, but no information since September! Come on Nintendo, stop slacking.

2. A better multiplayer experience.

I want a more solid online mode, not that I have anyone to play with. It would be nice to have a social hub like in the Splatoon series, because I find it far easier making friends online than in person. Friend codes are also too complicated. You should be able to send requests through the Nintendo online service. Personally, I just want something that makes Nintendo’s online service worth paying for.

3. Give me back the asshole villagers.

I own the GameCube version but I haven’t played it much. However, judging by the memes, I want them back. It would be funny if you could have a friend level scale similar to pocket camp and have enemies.

4. Debit cards, and the Gracie Grace Store.

Because nothing made me feel more rich and accomplished than turning up (during sale time, of course) and telling Gracie just to charge it to my card because, if your bell balance in your pocket doesn’t decrease, then technically you spent nothing? (Do not try this in real life) 

5. Character customisation!!!

As a half Asian woman, I have to stand in the sun for at least two in-game hours so that my character matches my skin colour. I don’t have time for that! Just give me a goddamn tan slider! End the gamble of getting a character that looks nothing like you by answering a series of dumb questions and let me choose my eyes.

If you would like to see me and my tanned skin in Pocket Camp form, add me with this unnecessarily long code!

7208 9438 086