Reviews from

in the past


I love Dragon Quest XI so I was excited at the prospect of running around as Erik and Mia and finding treasure with all my cute monster friends, but unfortunately the gameplay just wasn't very satisfying for me.

There's just too many arbitrary factors that interrupt the (admittedly very pleasant) treasure hunting/ hide and seek type exploration and force you back to the hub world. And randomising the treasure forecast each time you return to base made it feel like I wasn't making any real progress on any one of the larger maps.

It's the type of game where I feel like I could be playing anything else and it would feel less like a waste of time.

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!

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.

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

I'm really enjoying this, but it's kinda slow. Hopefully I'll get more into it and change the review.


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

Loved the ending, the exploring and finding treasure, disliked almost everything else. Combat sucked, only like 18 monsters in the game, fast travel system was annoying.

A fun addition to the Dragon Quest series. In some ways I get even more excited to play Dragon Quest spinoffs than the mainline entries, and had fun with this one.

The handful of new character and monster designs introduced in the game are pretty dang good, and the gameplay itself is fun as well. The treasures you can obtain are all references to different entires in the series, both to the mainline titles as well as the spinoffs, and it was fun spotting stuff I recognized from the other games.

It did feel a bit lacking in some areas, though. The amount of monsters in the game is remarkably limited, and I was a bit let down by there only really being 17 or so unique types, with the rest being palette swaps. For a game with monster recruitment as a main mechanic, it felt a bit sparse on variety, given the Dragon Quest Monsters series usually features hundreds of different varieties with mostly unique designs and only a handful of palette swaps. I wasn't expecting as many as there are there in those games, but it just felt kind of underwhelming in comparison. I also felt the maps were a bit TOO easy to totally explore, so after a certain point it doesn't feel like you're progressing as much.

Despite my nitpicks, I like this game a lot and recommend it if you're a fan of the series, or just looking for a more casual RPG-type game.

‘Dragon Quest Monsters Joker’ set in the ‘Dragon Quest XI’ universe (main characters specifically…) with a hint of ‘Dragon Quest Rocket Slime’ and some ‘Ni No Kuni II’ gameplay loops. It’s a smorgasbord of JRPG wholesomeness that really relies on your thirst for treasure hunting. There are quests, and there’s a vague story. But ultimately you’re scouring these five huge dragon continents waiting for your party monsters to tell you that treasure is nearby. It’s so simple, yet so addicting. Exploration is pretty much perfect here, just a shame the combat isn’t and becomes super frustrating when the game throws boss fights at you in the latter half. So many ideas, some undercooked, some overbaked and some are just delicious. This is one for the Dragon Quest fans!

still chugging thru this behemoth of a game but it is incredibly safe to say that this is one of the most enjoyable dragon quest games to play ever
getting to just hang out with some monster pals of your choosing
the exploration, treasure hunting, and even the dopey slingshot combat make for a deeply satisfying (and downright addictive) crawl of watching number go up

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

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!).





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.

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!

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