Reviews from

in the past


Dragon Quest absolutely rips dude it's such a cool artifact of a half-formed genre. Having the only save point in the entire game be in the starting castle means slowly edging into new, scarier territory, and the consequence of dying being losing half of your money in a game where money really only matters for maybe the first half of the game lends a real feeling of danger to the world when you still haven't quite gotten to know it. Then, once you do have your sea legs, you start hitting the other side of the power curve and the back half of the game is, for the most part, pretty easy from a combat perspective.

Which is fine because this game has a lot of walking around talking to people, with cute little puzzles like figuring out where and how to use certain items or how to navigate screens in unexpected ways. None of them are DIFFICULT but they're fun to tease out and importantly they don't take very long. A lot of this game is just gathering information, finding the order to piece that information together in, and acting on it, and the world map is small enough that doing all of that never feels frustrating.

Plus, aesthetically, yeah man, DQ has had it from day one, huh?

It's not like, PERFECT. The combat IS basic, magic IS a little less actually useful than I would prefer it to be, the dungeon map design just being a bunch of random dark mazes is never gonna be my favorite, but in the scope of how well everything else fits together none of my issues with it feel like they coalesce into anything worth ruminating on when everything else about it is so overwhelmingly charming and pleasant.

I beat this game over the course of four evenings while I half paid attention to the tv show my partner was watching, and that's when Dragon Quest is best in my limited experience with them. Nice to know they've been the ultimate chill out games the entire time.

Okay, I tried to give it a chance. It is certainly very charming and is interesting for its time. But I grinded for hours and still couldn't walk through the map without being slapped by the monsters. You grind a lot, money is very difficult to get, since you need to grind even more. After the first couple of hours, it gets more interesting because you can finally go a little bit further away from the starting spot but then came the worst thing after grinding: you only save in the starting spot, so if your a long way from it and needs to stop playing, you're screwed. And then we realize that the items are very cryptic to find, and it is difficult to know where to go and the items are too expensive...
Yes, the game has a lot of problems, even though it's quite charming. I wouldn't recommend it, it's not worth the time it wants us to spend on it.

It was pretty fun and the emulation made the whole grind system more enjoyable. Obviously not the best DQ I've played, but it was much interesting to see where the series began.

I love this game to death


Fun but grindy. Nice to see how the series started!

The first adventure

Dragon Quest released on the NES back in 1986 and considered to be the grandfather of the JRPG genre. Despite the game being 35 years old and consider one of the earliest JRPGs, the game manages to hold up really well in a simple and extremely open format that let people create some unique experiences within the game albeit with a very simple premise.

This game does something a bit different that I didn't expect after playing a bunch of JRPGs was that it's very open and flexible which lets you really do what you want and at the pace you want, the game be fairly challenging at times despite the combat being 1v1 considering it's just you in the party but the random fights here really fast. The music is decent and the art here for the monsters (at least for the switch version) looked really nice and clean meanwhile the character art is a give or take thing but I didn't mind it that much. The game gives you the simple goal of "save the princess and defeat the evil lord" some items and you're essentially off. The world is small enough that it doesn't feel overwhelming than I thought it'd be and nails a good balance with exploring and progression. Surprisingly enough I didn't have much need to grind and instead you can actually just come back when you're strong enough compared to other JRPGs where it railroads you into a boss with no way to progress until you beat it. With that said, I didn't have to do grinding at all until the end where it was extremely hard to properly do the final boss at a point.

The game gives you tools eventually to curb enemy encounters but it can be a bit much depending on where you end up. I want to say the game might be a bit too simple even though the game gives you appropriate tools but I found the spells in battle lacking except for healing so I mostly just ended up attacking for like 99% of the game.

This game is short, simple and sweet. It's not really a hard game to grasp in terms of the way the systems are and the game does a good job of telling you where to go. They don't really make games where you can literally go anywhere on the world map at the start of a map and despite the simple gameplay, it did the job it was suppose to do which is "become the hero, save the princess, defeat the evil lord" and sometimes that's all you really need.

(Played on SFC)

From the first moment of stepping out into a hostile new world and hearing the timid opening melody of the overworld music, this game instills a sense of mystery and wonder that carried throughout my entire experience with it. I was genuinely stunned by how well this holds up even after playing more recent entries in the series. What I thought would be a quaint but ultimately inscrutable trip into JRPG history turned out to be a thoroughly enjoyable experience that was on par with everything else I've played of the series so far. It makes perfect sense that this game near-single-handedly spawned an entire genre, and so many of the foundations of said genre are executed here flawlessly. This game has no map, no quest log, almost none of the conveniences of modern JRPGs and yet communicated its information, narrative, and tone to me effortlessly. The only time I truly got stuck was while looking for the Token of Erdrick late into the game, and that was apparently due to a translation mistake.

While exploring the sparse (and frankly rather small) landscape of Alefgard, I felt more immersed than I have in any AAA open-world power-fantasy playground. This is in part to do with the sense of mystery I opened with: this game gives you very little up front. In the absence of a map, a quest marker, or really much of any guidance at all, you are thrust into a world that does not care about you and will probably kill you if you're not careful. And it's just so... empty. This is, in my estimation, a good thing. I have a big thesis about game worlds that make you feel like a person inside of a world instead of the biggest, most sapient kid in the sandbox, and I will have to elaborate on it elsewhere, but one of the main contributors to this feeling, at least for me, is precisely this emptiness. There isn't that much in this world. A few towns, some caves, and a whole lot of empty, green space. In comparison to increasingly expansive modern open-world JRPGs, or even later Dragon Quest games within the same console generation, this world is tiny. But it FEELS huge. When you're standing in the middle of an empty field that fills the screen, reeling from an encounter with a monster you weren't prepared to fight, unsure of where exactly you are, praying to see a town slide into view from the periphery ahead, it's hard not to feel dwarfed by the scale of it, humble as it may be in retrospect. A game doesn't need record-breaking square-footage to feel big. It just needs to make YOU feel small.

The real shock of this experience is that I think I somehow like this game more than XI. I kept expecting the illusion to break, for my modern goopy gamer brain to kick in and cringe at Gross Old Thing and look up a guide or just give up entirely and write it off as an antiquated product of its time, but that never happened. I was so damn in it I drew a fucking map. I took physical notes. With a PENCIL. Depending on who you ask, "talk to every NPC" may or may not have originated here, and it remains one of the best examples of it. In the same spirit as the sparse world, the thin threads of connection that spread across the map as you explore towns and meet new people add up to far more than the sum of their parts. The simple, low-tech excitement of receiving information that sparks a mental connection with information received elsewhere and elsewhen represents the narrative meat of the game, and it's deployed with a surprising sense of pacing for a game so absent of any visible railroads.

All of this adds up to a thoughtful, immaculately constructed game that impressed me with its charm and ingenuity at every turn. Dragon Quest owns.

(Also, play the SFC version of 1+2. Fuck that weird mobile-game-lookin switch version.)

A legendary game that I played too late. I can't imagine how impressed I would've been if I played it when it first came out. It has my full respect for what it did for the genre. It pretty much invented the JRPG format.

pretty crazy that this was the first gam,e ever

Despite being 35+ years old, this game still has some fun to be had. The Switch version is realistically the only playable one in current times due to the graphical and sound upgrade, but this versions gameplay is still very dated. DQ set the course for JRPG’s (being the first major one of it’s kind) and you can see where a lot of the major JRPG’s drew inspiration from while playing. The game is only about 10ish hours to complete and is well worth the low price on the Switch eshop.

The one that started it all. Its simplicity adds to the overall charm of the experience. It's so basic, yet holds up so perfectly more than 30 years later. Compared to my favorite RPGs, it's nothing to be floored by, but the traditional, classic feel is unfounded in most games nowadays, which is why Dragon Quest is a must-play, despite its age and simplicity. Also the enemy designs are excellent and the music got me good.

Pretty dang grindy and clearly an important game, but I finished this more out of obligation than actually enjoying it.

Also, I can't help it, I'll never not call it Dragon Warrior.

Hot take alert: the first ever NES JRPG is wildly obtuse and grindy! I used a guide, a map, and like 4000% speed and it made the game not awful. Granted, it was effectively a waste of like 10 hours, but it was far more bearable than the first couple Final Fantasies. Instead of backtracking all the time, you just kind of go all over the place. I'm not sure how much of the navigation issues were with the game itself and how many were with the order the guide was taking me in, but the game itself has no direction at all so it's probably the former. The grinding is awful, but unlike Final Fantasy it doesn't pretend that you can beat it without grinding your ass off. I think the honesty and humbleness of Dragon Quest 1 is what makes it better than the game it directly inspired. Still sucks tho lol

fuck parties, i'm doing this adventure on my own!!!

It's fun. Any gripes I got with it don't matter much because of how short it is. The iOS version is also pretty snazzy and got me through my boring job at the time!


Pretty happy to finally have this under my belt. I did use a guide pretty much all the way through, (except for finding The Mark of Erdrick, that was fun to do blind) but I feel like thats almost 100% necessary the first time through in this day in age. But I feel like if for whatever reason one day I replay this, I’d be able to do it without the guide. Its so surprisingly modern for being the first JRPG, and establishes a lot of conventions that really have remained unchanged in the genre ever since. It’s a pretty good length, because any longer and I feel like I would feel its overstaying its welcome. This isnt really a gripe with the game though, but I do wish the version on Switch wasnt the mobile version, but instead the Famicom or Super Famicom versions. This one is alright looking, but feels cheap in a lot of ways. Still, a decent time if you want to experience the origins of one of the the biggest series in gaming, if your down to grind for like 2 hours. You kinda got to be in a mood for that though.

excellent. intelligent design and writing with lovely music and character designs.

coming right off the development of what were just choice-driven adventure games, this is an amazing attempt from Enix to distill open ended 80s computer roleplaying down into a simpler format. I think it's no exaggeration to say that this game is a big part of why the video game industry today is obsessed with games that have (at least on the surface) large scopes and open ended gameplay.

this game is now characterised as being a basic grindfest, but the truth is that it allows for different approaches to completing objectives without necessitating constant grinding. the game will slowly provide you with new tools such as status effect spells and navigational assistance, then leave it up to you to figure out the best strategies that utilise them. case in point: I completed all but the very last objective at level 13, making maps and taking notes of hints without sticking my nose in walkthroughs and going through other people's motions. I even rescued the princess at just level 10! dragon quest is an adventure, not a checklist.

I really can't understand where people are coming from when they say the game needs guides, has hours upon hours of constant grinding, lacks any real strategy, etc... I think that's a failure on their part and nothing to do with the game.

it's a smart first entry that understands what makes itself fun. unfortunately, the game has received less than ideal translation and porting treatments that simply cheapen the experience. if you want the ideal way to experience DQ1 then play it on NES with this excellent retranslation patch, much care and love has gone into it: https://www.romhacking.net/hacks/4275/

Y'all hear about the hero's journey? This is about that guy

meh, i hope the following sequels are better

It's very impressive what this game did at it's time, but It's not exactly anything that still feels great in this day and age. It's great to see where the franchise started from, but it's also grindy and unfair.

Solid old-school grindy game. Not the best OST, but not bad.

Es muy buen RPG. Ya entendí porque lo amaron a DQ

Dragon Quest is a groundbreaking and iconic game from the 80's. It did what Mario and Zelda did for their genres and kickstarted the JRPG genre. The Dragon Quest series has been a modest success in recent years in the west, but it has always been a massive success in Japan.

With Dragon Quest being the first game in the franchise, it's interesting to see the roots of this important franchise. Does it hold up today? Is it a worthwhile playthrough? Well, yes and no.

The story is super basic. The Dragonlord stole the Orb of Light and kidnapped Princess Gwaelin of Tantegel. As the descendant of the legendary hero Erdrick (or Loto in the Japanese version), you are called upon by Tantegel's king to defeat the Dragonlord and reclaim what has been lost. The story is only blatantly conveyed in a few text boxes at the beginning and end of the game (there are others in the game, but more on those in a bit). The story is told through its NPC's and visually through its overworld. An amazing example of this is with Charlock Castle, the lair of the Dragonlord. It is right across a river from Tantegel Castle, but there seems to be no way to get to the castly by foot. As such, your quest already has its end goal in sight, and you just need to find a way to get stronger and reach that end goal.

Another clever thing that Dragon Quest's narrative does has to do with the princess. Most games where you save a princess at the time (i.e. King's Knight or Super Mario Bros) see you beat the final boss and then find the princess in the next room with little trouble. That's fine and all, but it's not super interesting. In Dragon Quest, saving the princess is optional. If you don't find her, you don't get the best ending, but she's still optional nonetheless. You have to search the world for her. She isn't even in Charlock Castle, and I think that's very clever.

The enemies are iconic. Slimes, skeletons, chimaeras, dragons, they're all here. Many enemies are series staples, not missing a single mainline installment, and even the more obscure enemies like Drohl Drones and Lunaticks make reappearances now and then. The only enemy that never saw a reappearance was the Prestidigitator line, which would reappear in name, but the design never returned. Akira Toriyama's work on this game's bestiary, and those of the other Dragon Quest games, is a masterclass in making lively and iconic monsters for an RPG.

Traversing the world is a large puzzle. NPC's will give you pointers on where to go, but very few paths are laid out for you. While some may find it frustrating, it aids in a sense of exploration and discovery that leaves you curious. It's also satisfying to find an important item. The worst thing you can do is play this game with a guide.

Combat is simple. You can attack, use items, defend, use spells, and run. You only have one party member and you only fight one monster. Magic is alright. Healing magic is always useful. There's field spells that can clear up your limited inventory from carrying chimaera wings or torches. However, I've always found offensive spells to be underwhelming and status spells are useless. Combat boils down to attacking and healing. It's serviceable, but there's no variety. Never in the game are you expected to be strategic and exploit weaknesses or change tactics.

The worst part of this game is the grinding. Play this game blind, I implore you. The monsters you fight going back and forth will keep you adequately leveled and you'll still feel like you're making progress. I didn't play the game blind, and when I reached the southeast corner of the map, I was too weak to take on any enemies, but too strong to get any significant gains in XP from any other enemies on the map. Grinding took an abhorrent amount of time as level up times took longer and longer and the value of the XP of weaker enemies grew smaller and smaller. I beat this game, however on an emulator with the speedup function to make it bearable. If you know what you're doing, avoid official hardware to avoid the frustration.

Does Dragon Quest hold up? Yes. While VERY simple, it was very innovative for 1986 and it's not bogged down by any game design flaws that many NES/Famicom developers fell victim to in those days. Is it worthwhile though? I don't know. One blind playthrough is a joy to experience. However once you know how to beat the game, it loses its magic and becomes a slog.

I give this game a 7/10. It's enjoyable, but not replayable.

ok for such an old game, but pretty dated nowadays. still respect for being literally the first good jrpg


NES rpgs be fun challenge (impossible)

Big difficulty spikes lead to this one being way more grindy than it needed to be, but it was still a pretty consistently pleasant time. Just you, the charming monsters, the loveable (slightly repetitive) soundtrack, and the map that you end up knowing like the back of your hand.

My journey into this franchise proves a rewarding one

i respect early dragon quest games but this aint it

Very comfy classic grandpa game. The simplicity and grind focus make it a joy to just put on some videos in the background and level up for hours. It's also fun going back to when you had to talk to random NPCs and explore to progress in the game once in a while. It actually does a better job than I expected at pointing you toward progression.