Reviews from

in the past


I went into Dragon Quest Treasures fairly blind, all I knew (or needed to know!) about the game was that it's a Dragon Quest XI prequel about popular party member Erik and his sister Mia befriending monsters and searching for treasure. This sort of setup with a built-in hook is actually kind of standard for Dragon Quest. We've got spinoffs about Torneko, Yangus, that one smug guy from VII, and Monsters itself as a sub-series is basically just taking V's monster gimmick and running with it. I knew this stuff going in. I'm gonna hang out with my buddy Erik as a young'n and hang out.

What I did NOT expect was the absolutely insane, brilliant, addictive, joyous, dastardly gameplay loop of this fucking thing. Once you break into the meat of the game, you will be turned into an absolute tycoon with an army of monsters acting as truffle hounds at your disposal. Wake up by the campfire, set out on the open terrain and let those fuckers loose as they get to sniffing up valuable goodies made out of 3D models of Dragon Quests past. Fan service fuels the fire in your heart to absolutely rip this shit up and cash in for LUDICROUS amounts of money. Amounts that'll make your eyes spin like slots and show up as dollar signs. It's amazing. Feels wonderful. A game that makes you feel the way that health-conscious moms do when they describe a chocolate cake as "sinful".

So yeah, you play as a rascal in this one and you certainly feel like one too. TONS of fun that doesn't overstay its welcome, don't miss it because it's bound to be overlooked in a weirdly stacked season of mid-budget JRPGs.

Initially teased as a Dragon Quest Monsters title, Treasures ends up feeling like a long lost cousin to that series. Instead of focusing on monster collecting, Treasures still manages to squeeze a shallow amount of that into its core gameplay while also focusing most of its time and energy on treasure collecting.

Its kind of crazy how much Dragon Quest Treasures ends up feeling very similar to Pokemon Legends: Arceus. In some ways, Treasures feels like it gets more mileage with its open world-like areas than Arceus since Treasures' gameplay loop of finding treasure thats been randomly hidden across these biomes has a very addictive draw to it. I spent a few days going "Okay, just ONE more treasure hunt" only to find myself still playing Dragon Quest Treasures for a few hours after that declaration.

Its an enjoyable game, however if I have to be perfectly honest Dragon Quest Treasures loses its steam once you enter the game's post game. Having already collected dozens and dozens of treasures just for the fun of it in the main game, being greeted with the objective of "collect 50 Iconic treasures" as the post-game challenge was kind of a let down. I had already collected 36 of these and while I just needed 14 more I had kind of hoped that the post-game would have been a bit meatier.

Despite that, I think Treasures is another decent Dragon Quest spin-off game thats well worth your time

The best compliment I have for this game is that I have this hope that this is going to be the start of a whole new side-series for the Dragon Quest franchise and that we eventually get a sequel that irons out all the rough spots. This game is oozing with charm and they found the ultimate chill formula where you boot it up for a while like "hmm perhaps I will dig in the dirt in the volcano region this time", but unfortunately the actual game mechanics feel a bit undercooked.

I'll start with the story, since it really is the thing that tricks your brain for the first couple of hours that you're in for something amazing. Erik and Mia from Dragon Quest XI, through the use of a magic talking pig (named Porcus), a magic talking cat (named Purrsula), a stolen boat from a band of vikings, and a pair of crystal daggers, are transported into a Sorta Treasure Island Sorta Peter Pan-type world called Draconia that's built on the corpses of two colossal dragons Xenoblade Chronicles style and populated by friendly monsters. After going through literally the only dungeon in the game that isn't a series of small rooms, Erik and Mia end up helping a magic railroad run by several living suits of armor (one of the suits of armor is purple with flowers painted on her left pauldron to show that she's a girl armor) while they collect the Seven Colorful Dragon Stones and find Literally Treasure Island before a cool-as-hell pirate skeleton named Long John Silverbones does the same.

And they collect treasure along the way. Lots and lots of treasure.

The plot never gets more complex than this, but I embrace the simplicity. Captain Long John Silverbones is the main enemy of the game, remains the main enemy of the game, and never has a motivation more complex than "I want treasure". He doesn't even have a second form in his final boss battle AND he lives so you can interact with him in the post-game! For a Square-Enix JRPG, that almost feels illegal.

This game also wins points for falling into my favorite specific type of Dragon Quest spin-off; the playful monster-collecting game that adds some painful dramatic irony to the events that occur in the numbered titles. I love that I can run around as Mia, focusing only on treasure, surrounded by dragon magic, and traipsing around on giant piles of gold in my hideout full of monsters while all the adults around her tell her that she must collect ALL the riches in the world. I'm sure this won't awaken anything sinister in her, much like I'm sure that Terry DQ6 had a perfectly happy life after Terry's Wonderland.

Okay, I'm done praising the game. It's Unfortunate Flaws Time. Notice how pretty much every review of this game mentions how bad the combat is? I cannot understate this - the combat is pretty damn awful and probably one of the most barebones thing I've seen in this genre for a while, especially from an action RPG made by Square-Enix. About five hours in, it really began to dawn on me that Erik/Mia do not change equipment at all in this game where I'm supposed to be hitting things in real time and that's when The Horrors set in.

You see, Squeenix decided to be innovators and stick to a Slingshot-Based Gameplay style that just feels awful to use. Erik/Mia are stuck with a slingshot and a tiny little knife for the entire game's runtime and it's about as fun of a Game Feel™ as you would expect. You can't even really do anything cool with the slingshot beyond "get better rocks". Your healing and buffs? Also rocks! While your monsters move around in battle, you have to awkwardly aim your slingshot in real time and pelt their asses with Healing Bullets, which means that you're just SOL in case you want to apply any buffs to yourself.

Luckily, you do have your monsters. Once you get past the disappointment that you only have about 17 monster families and their recolors to choose from for a grand total of 74 buddies, the monsters are really fun to collect and battle with. For the most part. Since this game's command list is very limited (you just have "Attack!" and "Come to Me!" as commands), this means boss battles with more sophisticated strategies beyond "hit until enemy falls down" will often leave you with a wiped party because all of your dumb friends stood directly in the line of fire. This can and will be a problem in the later portions of the game.

I do like these little guys though. Sure, some of the monsters have really annoying voices (I'm looking directly at the Hades Condor line, the Killing Machines, and the Girl Slimes when saying this) and they all have a tendency to repeat their lines constantly but I like collecting monsters, hanging out with my monsters, recruiting monsters, and assembling a team of monsters that can best traverse the landscape. There's a lot of personality here.

They even added a DQ version of the Pokemon Shinies where occasionally, a monster will spawn in the overworld and it could be wearing a hat! Yes, this means that you can Shiny Hunt in this game with it's entirely RNG-style monster recruitment mechanic (you befriend monsters by hitting them with Buddy Bullets with your Slingshot and hoping they're charmed by your plucky kid charisma), and yes, you WILL watch that rare King Slime But With A Viking Helmet disappear without joining your party.

But then you'll find a Crystal Bikini and it lessens the sting a little.

In short, fun little game. Repetitive, yes. Needed more time in the oven, yes. But damnit, I get a thrill out of hearing the corpse of a long-dead king go "My kingdom...destroyed" while his teammate turns to look at him with his round Toriyama eyes before saying "I'm jelly happy indeed!" as a ten year old slams a dagger in the dirt and unearths a statue of a character from a game that never received an English localization. It's a bit lacking in substance, sure, but I'm also glad this game exists and I'll probably spend more time than I'm willing to admit just in the Shiny Hunting.

I've already found a Killing Machine in a white top hat.

Also, a quick side-note. While I know that Koichi Sugiyama died in 2021 and it was most likely during production of this game, the asset-recycling in the soundtrack is so insulting. Most of the music in this game is lifted directly from Dragon Quest Builders 1 and 2 or from Dragon Quest XI and I'm gonna be real, I'd rather have a new composer actually write new music than whatever they went for here.

super fun game, sorta wish they went more all out.

the midi music is such an annoying cop out, the selection of monsters feels a little basic (especially with the really cool and extensive swathes of treasures), the story ends right when it feels like its getting in gear.

fully recommend though, basically a big dragon quest sandbox. as usual fun gameplay, fantastic voice acting, cool visuals.

a sequel could be truly killer, maybe taking place after xi? i'm sure a sylvando cameo alone would push ten dragonqeustillion units sold

Dragon Quest Treasures is delightful. I expected that I would enjoy the game, but I was so charmed by this game to an extent I couldn’t have predicted. I have spent the last four days glued to my TV collecting treasure with a huge grin on my face.

The gameplay loop of treasures, once you get full control, is wonderfully satisfying and addictive. I wasn’t expecting it, but it gives you a ton of freedom that is extremely empowering. It is a little weird to compare it to breath of the wild, but to an extent it is what it reminded me of the most. While the world is definitely more segmented and smaller, it is extremely dense with stuff to find and with very little in terms of restricting your exploration. You get to know the world so well as you revisit for more loot or quests, and the general treasure hunt involves being aware of your surroundings and familiarizing yourself. Bringing a haul of treasure is fun for many reasons, but the more you bring you get more features at your base and buffs to things like monster recruiting and money made from your stuff. The other side of the gameplay is a very straightforward but fun action rpg. It is not complex at all, and is extremely easy, but it is satisfying to build a party of monsters and wander with them and fight things to watch numbers go up. If that was all the game offered, I don’t think it would be enough to support itself alone, but it is ultimately a fraction of the experience and the treasure hunt is the meat of it.

Every piece of treasure is something that celebrates the series in some way. Whether it be obvious callbacks like statues of the heroes and recurring monsters and weapons, or the less obvious deep cut nods (my personal favorite was the sandwich you deliver in DQ7). If you are a fan of the series in the same way I am, every haul will have you smiling.

I love the world presented here. Similarly to games like Terry’s Wonderland, it uses recurring characters as they were children, but in an isekai story setting as to give them something completely new to do, and I think it makes full use of it. While Erik and Mia from 11 are familiar faces, everything else is completely original and it makes use of that excellently, creating an extremely charming cast of characters for this adventure that are as memorable as they are silly and lighthearted- which is definitely the tone of the game as a whole. Every character gives little quests to do, and they’re all very fun and charming, but also feed into the gameplay loop excellently, giving even more incentive to revisit places and see what else can be found.

As is the case with games like DQ builders and heroes, the music is generally recycled from other games in the series, which I take no issue with since it's all wonderful and fits. However, I am impressed by some of the selections they made. Games like DQ7, 9, and even rocket slime got lots of love in terms of their music, which is something that I hadn’t seen too much of previously- and it is certainly a pleasant surprise. Visually, the game is definitely a lower budget project than Square's other big hitters, but it still looks great. I think it’s emblematic of this game as a whole. This game didn’t need to be a large-scale, groundbreaking, cutting edge experience, but a small, chill, and lovely little game to sit down and enjoy.

I don’t think this game is perfect, things like the combat’s lack of depth, the depressingly low amount of enemy variety for a dragon quest game, and a few QOL features that I feel are missing could definitely be ironed out a bit more and expanded upon, but for what this game is, it feels like a lovely little passion project by the team behind it. So many games lately feel as if they struggle to find their identity or intention, but this one felt so confident with itself and perfectly executed upon what it wanted to be. I had such a great time with this game.



Some final notes for those reading, as at the time of posting this review the game is just a few days old and I would like to provide a bit of extra info for those reading in case it isn't known.

-The game's story took me 35 hours to beat, but if you are a completionist, I would estimate you getting at least double that out of the game. I don’t personally think that hour count matters for any game in terms of value, but I am saying this so you can gauge your time if you want to get into it to that extent.
-There is a post game of sorts, but it is really just an excuse to motivate getting all the treasure left. There are some added side quests and mini dungeons to explore after the credits roll, but it is nothing too big from what I can tell.
-There are some light optional online features, but not anything like full co-op if you were interested. I didn’t watch any trailers for the game aside from the reveal since I wanted to go in blind, but my impression was that there would be co-op multiplayer of some sort. Oh well.

Great game!


I don't think I have it in me to finish this game.

As far as presentation goes, it has that nice whimsical charm that dragon quest tends to have. The colorful landscapes, Toriyama's pleasant designs, the slimes making gooey puns.

But from what I played, you're given the gameplay loop fairly early on and while it is simple, I feel like it could've worked well if only controlling the characters felt better.

The options you're given for traveling are as frustrating as they are convenient. These options are tied to the three monsters you go on adventure with. For example the drackies can be used for gliding for a short time, slimes can be bounced on for higher jumps and sabrecats are for a speedier riding option. The problem is that these abilities are on cooldowns and stamina. You can only ride the sabrecat for a couple minutes before its stamina says you can't, then you have to wait a few minutes to ride it again. There also isn't really a fast travel outside of running to an active train station to move to another, and a consumable resource to even get to your base without losing the treasures you've collected.

As for combat, it's a quickly tiring loop of either hitting monsters with a simple slash combo or shooting pellets at them while your monster friends just attack them automatically. It stops feeling engaging very quickly.

Overall there was potential for the game to be a pleasant easygoing time-killer, but the game has a few underwhelming aspects that just make it not fun for me to play.

Cozy and enjoyable game, although the combat is not suited for bossfights at all and quite frustating. The monsters and treasure hunting are pretty good. Porcus is cute.

Dragon Quest Treasures is a nice, chill comfort RPG with an addicting gameplay loop and decent fanservice through historical references to previous Dragon Quest games, but the combat half of the game is underwhelming.

Playing as child Erik or Mia from DQ11, you run around large, if barren maps filled with secret chests and enemies to battle and recruit, following your compass to dig up treasure. You have a ton of mobility freedom, letting you explore without risk of hitting invisible walls, using the various movement powers your party of monsters to climb cliffs or explore hard to reach caves.

So far, the game sounds good, but the combat is a real bust. Its very much hands-off for the majority of the game. Erik can shoot rocks at enemies for minor damage or slash away with a weak dagger, but your automatically controlled monsters do all the work. It's just waiting for them to kill the enemies, until late game bosses continuously one tap them. But in the late game, expensive sling ammo that does tons of damage is available, making that the new strategy.

So you spend all game training up a team of monsters to do all the work, only for them to be mostly useless at the end of the game. That's a flaw that cuts deep into the game, because that's really the only customization you get.

If you want a chill, relatively easy RPG that's easy to pick up and play for 30 minutes before bed, this is it. You're always accomplishing something, and you can save anywhere. Just play it for the comfy Dragon Quest atmosphere, not for rock solid gameplay or graphics above 3DS level. Worth 40 bucks at the most, and it's annoying Square keeps pricing games made on shoestring budgets like this, Valkyrie Elysium and Harvestella at 60 bucks.

Decent little spin off title like so many of the Dragon Quest games are. Overall gets by on charming vibes and being plain adorable even if the gameplay loops shows you it's hand pretty quickly.

Great spin off and prequel to XI. Enjoyed it even though I was directionless for a good 15 hours 😭

This is a fun, cute game that will appeal to fans of the DQ and especially the DQM games. It feels a bit like a mobile game in a good way, like it's a great game to relax with after work or on the train. Not too deep, but lots of fun things to do. And unlike mobile games, no microtransactions. That said, it's not a $60 game. Grab it when it goes on sale. I've seen physical copies for around $30 which is what it's worth IMHO.

The monsters are gorgeous, especially the new jewel ones. I just wish the new DQM Dark Prince game looked as good (the demo is out and it looks worse than the 3DS games).

The idea of an RPG collectathon is pretty neat and I liked how you used your monsters to traverse the world, but the game just falls flat in so many places. Combat is dull since most of the damage is done by AI controlled monsters, there are only like 15 different varieties of monster to recruit in a game about exploring with a custom party of monsters (there are like 70 total monsters but most of them are just recolors), and some of the super important legendary story treasures you need to beat the game are just laying around in the overworld with no plot attached to them. It kind of feels like the game was rushed out to meet some kind of deadline, which is really weird since Square Enix released a bunch of other low-budget JRPGs (Valkyrie Elysium, Star Ocean 6, Harvestella, DioField Chronicle, etc) within a few months of this game. It hurts to rate a DQ game this low since it still oozes charm and I enjoyed playing it, but it's by far the weakest DQ game I've played, spin-off or otherwise. It's not a bad game and I'd still say it's worth checking out if you like the idea of it, but don't go in expecting too much.

Dragon Quest Treasures is... all right but nothing special. It has the charm of Dragon Quest, it has the cool monster designs, it has some fun moments, but most of the time I found myself either bored with it or when there was a lot of combat actively disliking it. The core gameplay loop of going to a map collecting treasures and managing your team and then going back to base to get rewards works kind of but the bad menu navigation and the bad combat hold it back for me. I also didn't enjoy the game getting a bit grindy towards the end. For me, it was just a mediocre experience overall.

My initial thoughts of this game were that if was poorly designed (graphically it is vastly worse than what 11 looks like) and had unfun combat. After getting past the tutorial I did actually start enjoying it a lot since finding thousands of small references to past games was fun, I was able to really start exploring, and I realized combat wasn't actually important outside of boss fights since most similar level enemies are easy to beat in a few seconds. Treasure hunting is the main attraction and it is fun when it comes to that but there were still flaws like needing to backtrack often. The repetitiveness and the way it was designed to be played just a little bit daily hold it back. It made it hard for me to actually want to reach the end. Overall it is a fairly nice spin off that is fun for a while but not something that can really hook most people.

This was a really wholesome and fun game. Like the first half of Dragon Quest XI. I enjoyed the open world aspect to it, the real time combat was okay, but honestly my biggest complaint was the lack of monsters. Like where are we where the toughest guy in the room is usually Robbin' 'Ood? Still glad I got to play it. It was a fun time and think it's pretty fun. Would recommend on a sale.

As a dragon quest fan this is a pretty fun game from a fan service standpoint, all the treasures are throwbacks to various things in the games, some very small!

The treasure hunting is... sort of fun, but there's not much to the 'hunting' other than following an arrow and then doing a (admittedly fun now and then) hidden object game. It is fun to run around the maps and explore, the way the enemies are laid out and their levels are balanced reminds me of early Korean MMORPGs. It's still fun, though, just a bit slow at times.

Quests are also just ok, like most open world games you end up getting 100 quests in a matter of hours, and then sort of ignore them all.

On the downside, this kinda plays like a reskinned gacha. There's a lot of systems all pulling at your attention, each which have the end result of increasing your max treasure amount. Monsters have 10,000,000 different stats, but nothing matters as much as their level.

Most of these systems are just not that interesting - sending monsters out on a dispatch quest amounts to a very typically gacha-esque level of party-making tedium (to optimize what treasure you get). The menu UI is incredibly slow, and not well-designed for what you want to use it for, which is trying to pick the right team compositions, etc.

Another 'scent of gacha' is the randomly generated 10-floor dungeons - hello, Genshin's Spiral Abyss! These play out like Gacha dungeons, where you either struggle to survive, or with a proper team setup, bulldoze the enemies with little trouble. Since it's not a True Gacha, there is a level of skill you can use to finesse your way out of poor preparation, but the game doesn't have much in the way of intriguing action RPG design.

Well, that being said, it is fun you hear your monsters speak out loud (even if the slime puns get repetitive), watching the monsters' special abilities is fun...

Overall, it's fun in bursts and if you're into collecting I think you could probably enjoy finishing this one. Especially if you're a dragon quest fan. The treasure hunting concept is cool, but I think it was executed with the wrong base (typical open world and gacha system design).

Music choices are nice, but not orchestrated - which wouldn't be an issue if these clearly weren't songs that basically are Written For Orchestra - and there's not particularly much thought placed into the MIDI arrangements so sometimes it can sound grating (the MIDI version of the DQ8 overworld theme is particularly disturbing!).





In my vague quest to complete the mainline Dragon Quest games, I took a little detour. A 40-hour ish, meandering detour through Dragon Quest Treasures.

Meandering is the key word here. The game unfolds at a leisurely pace as you unlock quests, locations and characters with every task or action. Do we all remember Chocobo Hot or Cold? This is that taken to its sumptuous extreme.

You set out with your party of monsters and search for as many treasures as your grubby mitts can carry. Then you bring said treasure back to base and watch languorously as your treasure total increases, thereby unlocking more features, monsters, treasures.

At its core, I found it too simplistic and, possibly, at any other time of year apart from this Season of Ice, I wouldn't have given it more than a few hours before bouncing off. But there's something to be said about COSY experiences - and this was akin to a blanket of soft, muffling snow to my wrazzled mind. So, cheers for that, Dragon Quest Treasures!

Dragon Quest aficionados (e.g. who've played every mainline game) will perhaps find more to love. All the treasures and trinkets which you collect are call backs to items and characters from all previous Dragon Quests. And there's an impressive variety to collect.

Even though this isn't a mainline Dragon Quest game, it still retains the charm and attention to detail for which the series is now known. Apart from the performance, of course. The graphics struggle to be on par with Dragon Quest 11 (which runs much better on the Switch than this game) and can become rather choppy in places. All those massive open areas...They should have taken a leaf from Breath of the Wild and just made everything slightly more....impressionistic?

In conclusion, I spent 40 hours with this game. I have fond memories of it. A cosy, winning experience from a beloved series.

Endlich mal was Neues.
Sicher nicht perfekt, aber dennoch kurzweilig und belohnend.
Das größte Manko ist sicher, dass es viiieel zu leicht ist und die ganzen Verbesserungen deshalb kaum zum Tragen kommen.

Much better than people thinks. It doesn't deserve the cold treatment. A serviceable nice action JRPG. Sure, nothing amazing at technical level, but still fun.

"If the hat fits, weeear it!" -Oincoinc, 2022

Combat's complete dogshit and there's a weird lack of monster variety but man this is a great Chill Out And Have a Good Time Wandering Around game.

I respect this game for knowing when to end on a proper final boss after the collection of all the dragon balls it outlines at the start, but the core concept of collecting treasures is simply not rewarding enough to keep you engaged.

To it's credit, it's called Dragon Quest Treasures not Monsters, so the lackluster enemy and by extension tamable monster variety can't be too responsible for its average quality. There are plenty of treasures to collect, beyond statues of series protagonists & weapons, there are gags that hardcore fans will chuckle at their inclusion. However reiterating my main point, you'll be watching the "digging up treasure animation" 200 times too many in a single playthrough, when what's inside the chest is just a numerical representation of your progress to the next story objective being easier to reach.

The story starts off charming enough, but in my opinion doesn't lean into its world and characters both original and returning to warrant any amount of emotional investment, if you're into that sort of thing. Maybe my sights are set a little too high for a series that spins the European Accent Roulette Wheel at every opportunity, but this game presented concepts that if properly explored, would've been welcomed to incite the player to keep progressing.

Combat once you understand it's shallow depth boils down to playing support for the toughest team of monsters you can muster, using your wellspring of wealth to purchase buffing bullets to assist your allies (see, I can write for these games). Then when the moment is right, burn special meter to bomb the entire arena, leaving you wondering exactly who thought the combat was a good idea.

This game is a fanservice title in everything but name and branding, but where the service lies is just not engaging enough even for hardcore fans to want to wade through to appreciate. I can't recommend this game to anyone but those inflicted with the most severely affected with Dragon Quest 11 brainrot. I enjoyed playing it, but was gradually worn down by the end that I was glad it was over.

I had a lot of fun, I don't know if it's a good game to introduce the franchise to other people, but for those who have enjoyed RPGs but had never played Dragon Quest, this game works very well.

Played time: 34hrs

Je ne peux pas continuer ce jeu, il est trop ennuyeux et vide.
Les combats sont chiants dès le tuto (et ne change pas tout le long du jeu), l'exploration est quasi inutile, il faut juste suivre son radar à Trésors.
L'histoire est... bah osef totale, c'est le prequel du 11 avec des persos que l'on connait déjà, donc les enjeux sont assez limités.
Pas de personnalisation sur quoi que ce soit, la seule chose RPG du jeu est de modifier son équipe (mais pas leur capacités, aucun apprentissage de compétences, les monstres jouent tout seul bref)
Clairement une très grosse déception.

was hoping for more development on erik and mia as characters, that being said this game is actually quite fun


There is more digging than in a Louis Sachar novel.

Weird but fun little ARPG where you hunt for treasure and make friends with (a sadly small selection of) iconic DQ monsters.
I wish this wasn't on the Switch so the performance was better and also omg can DQ spinoffs get the budget for new music PLEASE!

Bit of a slow burner, but a fun loop once you really get into it. Annoyingly I triggered the end game before I was ready, and traded it in once I finished. But ever since I've had a hankering to go back to it, and just play a bit longer in this world.

Melkein heti Pokemon V/Sn julkaisua seurasi switchillä toinenkin peli, jossa kasaillaan hirviöitä tiimiin, mutta tälläkään kertaa ei niitä kaikkia napattu

Dragon Quest sarja on vuosien varrella saanut lukuisia spin-off pelejä ja näihin lukeutuu myös selvempikin “Pokemon klooni” (Dragon Quest viitosessa rekrytoitiin jo hirviöitä tiimiin) sarja nimeltä Dragon Quest Monsters, mutta niistä minulla ei ole kokemusta.

Vuoropohjaisesta pelistähän ei kuitenkaan ole Treasuren kohdalla kyse vaan mörköjä ammutaan ja mätkitään reaaliajassa. Pelin taisteluhan on erittäin kevyehkön puolesta ja omien hirviöiden on tarkoitus enimmäkseen homma hoitaa, koska maaginen tikari ei kauheasti hirviöitä nirhaise ja sankarimme ei yhtä perusliikettä enempää osaa. Ritsa on kuitenkin päähahmoinamme toimiville kaksosille tutumpi vehje ja sillä pääsee ampumaan miljoonaa erilaista projektiilia, jotka vaihtelevat erilaisista elementtiä vahinkoa tekevistä murikoista, parantamiseen ja hirviöiden buffaukseen. Valitettavasti taas kerran vaan nähdään se miten liiallinen vaihtoehtojen tarjoaminen ei vaan oikein toimi, koska ammusten vaihtaminen ei ole tarpeellista ja harvempi pelaaja jaksaa jatkuvasti olla vaihtamassa jatkuvasti oikean tyyppiseen ammukseen, vaan tyytyy sen sijaan alhaisempaan vahinkoon.

Pelin painopiste on kuitenkin nimenmukaisesti aarteissa ja niitä kaivellaan RNG pohjaisesti klassisissa maisemissa kuten lumimaassa ja aavikolla. Itse kentät siis pysyvät aina samanlaisina, mutta se, että mitä aarteita löytyy tai pystyykö niitä ylipäätään löytämään on kiinni silloisessa ‘aare ennusteessa’ ja hirviöiden ominaisuuksissa. Esim. hirviöllä x saattaa olla ominaisuutena ‘sankari patsaiden löytäminen’ ja toisella taas aseiden tai korttien. Näitä tyyppejä on pari erilaista ja peli haluaakin pelaajan kasaavan tiimin hirviöistä, joilla on samanlaiset aare vainu. Ennuste sitten taas ilmeisesti määrä, että milloin näitä erilaisia tyyppejä löytyy mistäkin ja joskus voi olla, että tiimisi ei löydä yhdestäkään paikasta mitään tai sitten aarteita löytyy joka kulman takaa (tämä on ilmoitettu kartalla prosentteina)

Tämähän periaatteessa tuo pitkäikäisyyttä pelille, mutta samalla tekee siitä vähän rasittavan pelata, koska hirviöillä on myöskin erilaisia ominaisuuksia, jotka auttavat kartalla liikkumisessa. Klassinen slime antaa esim. hypätä päältään korkealle ja lintu hirviö taas antaa kyvyn liitää. Tässä tietenkin ongelmana sitten on se, että pelissä on kolme tällaista kykyjä, jotka haluaisi aina olevan mantuja tutkiessa pelaajan käytettävissä, mutta näiden kolmen tyypin samaan aikaa käyttäminen johtaa usein huonoihin prosentteihin.
Eli jos haluat mahdollisimman helposti löytää aarteita, niin joudut välillä uhraamaan tämän erittäin hyödyllisen pomppu kyvyn tai mahdollisuuden ratsastaa hirviöllä (et halua tehdä tätä, koska hahmo liikkuu hitaasti jalan) mikä on hiukan turhauttavaa.

Hirviöiden jatkuva vaihtelu on myöskin oma rasitteensa ja niitä voi tietenkin vaihtaa vain tukikohdassa, jonne palatessa aare ennuste aina vaihtuu (eri alueiden välillä voi matkustella ilman ennusteen muuttumista). Eri hirviöt tietenkin jaksavat kantaa eri määrän arkkuja ja tässäkin on ärsyttävyytensä, koska pelistähän löytyy tällainen systeemi, että löydettyjen kulta ja hopea arkkujen määrän mukaan tulee ekstra prosenttikerroin, joka lisää summaa, joka lasketaan nostattamaan holvin arvoa. Jokaisella esineellä on siis oma arvonsa ja näiden esineiden arvo ei pysyvästi siis nouse näistä kertoimista, mutta bonusta ranking systeemiin retkestä saa. Aarreholvin tai tukikohdan levujen noustessa saa tietenkin passiivisia bonuksia ja tietyn verran joutuu tarinankin takia levuttamaan (ei tosin korkealle)
Jos haluat leveleitä nopeasti kartuttaa, niin tämä tietenkin tarkoittaa, että haluat tuoda leiriin mahdollisimman monta arkkua ja etenkin kulta-arkkua, koska kalliin esineen löytyessä sillä on merkittävä vaikutus, että saako 30 miljoonan esineestä bonusta 30 vai 100 prosenttia.

Itse aarteethan ovat viittauksia sarjan rikkaaseen historiaa eli mukana on eri peleistä reliikkejä ja patsaita tutuista hahmoista ja hirviöistä ja jne. Näiden aarteiden paljastuksia on aina kiva seurata tukikohtaan palatessaan ja todella kalliin aarteen löytäminen ja pisteiden pomppiminen apina aivoja tietenkin tyydyttää.

Omia aarteitaan voi sitten pistää holvissa näytille tai esitellä muille pelaajille lähettämällä netin syövereihin hirviöitä näiden esineiden kanssa (esine ei kuitenkaan katoa mihinkään) Ollessasi online moodissa muiden pelaajien hirviöt välillä siis ilmaantuvat tukikohtaasi ja näille puhumalla annetaan tilaisuus hetken aikaa rämpyttää nappia ja rämpyttelyn perusteella pelaaja saa tykkäyksiä, jotka nostavat esineen arvoa. Vierailijalta saa aina lahjaksi replikan aarteesta, jonka myymällä voi saada isot rahat eli kannattaa peukuttaa.

Mutta joo. Pelin luonnehan vähän pakottaa tällaisiin lukuisiin RNG elementteihin ja se on sitten aika lailla pelaajasta kiinni, että mitenkä miellyttävältä tällaiset elementit tuntuvat. Itse arvostan enemmän sellaista käsinsuunnittelua, kun tällaista jatkuvaa samoissa paikoissa uudelleen pyörimistä eli jokaisen kannattaa miettiä asiaa omalla kohdallaan.

Aarteiden kaivelukin alkaa muutenkin käydä vähän puuduttavaksi pitemmän päälle ja niitä hopea-arkkuja ei viitsi edes kerätä ellei ole pakko vaan saada täytettä kertoimen vuoksi. Mainittakoon, että hopea arkkujen sijainnit ilmaantuvat suoraan minimappiin, kun on vähänkin lähempänä, mutta kulta-arkut vaativat enemmän paikantamista. Hahmolla on kolmas silmä, joka antaa sisäisen kompassin kautta suuntaa kohti kultaisia-arkkuja. Sitten kun ollaan jo tosi lähellä arkkua, niin peli tarjoaa hirviöiden näkövinkkelistä kolme kuvaa, joiden avulla arkun tarkempi sijainti löytyy. Oikeaan kohtaan astuessaan sitten ilmaantuu selvä indikaattori siitä, että nyt on arkku maassa. Hirviöt myöskin antavat hälytyksiä silloin, kun ollaan lähellä kulta-arkkuja eli kompassia ei ole pakko jatkuvaan spämmiä.

Useamman arkun löytämisen jälkeen alkaa myös kilpailevat aarteenmetsäjät kiinnostua pelaajasta ja nämä koettavat tulla varastamaan pelaajan aarteita. Pelaajan hirviöt aina välillä osumaa ottaessa heittävät arkkujaan maahan ja jos kilpailija ehtii arkulle, niin se on sitten bye, bye sille aarteelle. Peli kuitenkin varoittaa useampaan otteeseen, että kilpailijat ovat tulossa ja näiden päihittäminen kyllä hoituu yleensä yhtä super iskua käyttämällä (pelaajalla on käytössä 3 super iskun latauspalkki) eli kovin suurta varaa niistä ei ole.

Ihan muuten vinkkinä, että peli ei tallentele itseään kuin nuotiopaikoilla (palauttaa HP/MP) ja tukikohtaan siirtyessä, niin kannattaa välillä manuaalisesti muistaa tallentaa tai vierailla nuotiolla vaikka muuten syytä ei olisi, että välttyy ikäviltä yllätyksiltä.

Alueilta voi palata tukikohtaan joko avattavilta juna-asemilta (kolme per alue) tai sitten käyttämällä esinettä, joita saa hankittua vain tehtävien kautta, mikä oli kieltämättä närää herättävä asia. Kyse ei ole kuitenkaan mistään roguelite:stä, joten oliko moinen oikeasti ihan tarpeellista? Ihan kiva olisi ollut myös, että nämä nuotiopaikat olisivat toimineet pikamatkustus alueina, koska vaikka alueet eivät ole jäätävään suuria, niin kyllä sitä silti haluaisi monipuolisemmin mahdollisuuksia pikaisesti siirtyä. Juna-aseman valinta kartassa olisi voinut myöskin olla joku havainnollinen kuva, koska useamman kerran tuli väärälle asemalla matkustettua, koska joidenkin alueiden kohdalla on helppo, että mikä toimi alueen aloitus asemana.
Mitä nyt juoneen ja hahmoihin tulee, niin aika matalissa vesissä sillä rintamalla liikutaan. Kaksi jumalaa antaa kaksosille tehtäväksi kerätä 7 mystistä jalokiveä ja siinäpä se. Kuuluisia ääninäyttelijöitä pelissä (Japani) kuullaan, mutta välivideoita on aika harvakseen ja tarinan takia peliä on ihan turha pelata.

No onko Dragon Quest Treasures sitten aarre switchin tarjonnassa vai pelkkää rihkamaa. Sanoisin että ei mistään klassikosta kyse ole ja idea ei ehkä ihan kattanut edes pelin lyhyttä kestoa, mutta kyllä se joksikin aikaa tarjosi ihan miellyttävääkin tekemistä, mutta ainoastaan fanaattisimmat Dragon Quest fanit todennäköisesti jaksavat kaivella kymmeniä tunteja aarteita. Ehkä siihen pahimpaan pelinälkään kannattaa alesta poimia, mutta muuten ehkä ei, ellei sitten idea kuulosta juuri omalta jutulta tai Dragon Quest rakkaalta