Reviews from

in the past


After finishing the 3ds remake of Dragon Quest VII, I became further interested in playing the rest of the mainline games in the series as well as some of the spinoffs. As of now I have every numbered game in one form or another with the exception of Dragon Quest X. One random day a few years ago I decided to get the mobile ports of this, Dragon Quest II, and Dragon Quest III. It took me awhile to beat it, but over the course of my playthrough I had mixed feelings about the journey that started it all.

The primary reason it took me years to beat this game was because I got very bored grinding. While it isn't a painfully long game, you will spend the overwhelming majority of your playthrough grinding for money & exp that will help in getting the best stats & equipment. It is a very tedious process and its why I intially dropped the game before deciding last year to finally go back and finish it. Even though it has been my least favorite Dragon Quest by far, it was the first of its kind on consoles and led to the many great JRPGs we have today.

Dragon Quest 1 is pretty much the basic template for how turn-based RPGs work. You got attack, magic, and the flee button if you aren't in the condition to fight enemies. You can purchase gear that will improve your stats. Lastly, there is a open-world to explore. Most turn-based RPGs follow the template that this game uses albeit with their own twist. Even if it wasn't the first ever RPG, it was the first for consoles and significantly boosted the popularity of the genre. For all of these reasons, I still have a lot of respect for the original Dragon Quest even if it shows its age a bit.

Dragon Quest 1 is a game that walked so future Dragon Quest games, Final Fantasy, and etc could run. It may not have stood the test of time gameplay wise compared to the games of today, but its contributions to RPGs and video games as a whole will never be forgotten.

So, this is my "official" start into the Dragon Quest series. I initially had tried Dragon Quest IX as my first game, and it didn't go so well...I don't blame that entry for not catching my attention, after playing the first game, I realize this series has a different world building than most RPGs and shouldn't be treated as traditional.

Granted, I know I'm playing a remake of the original game, but even looking at this version, it still has that graphical charm of a rather old RPG. everything while stylized is very retro, but pretty at the same time. I always thought of Final Fantasy as the game most RPGs imitate, (which is somewhat true) but when most media is imitating real retro RPGs this is the game they are likely emulating.

The story is about as basic as you can get...the princess is missing, evil has run amok, you're destined to save the world...that's it, there's VERY little extra to any of that. While that does sound kinda simple...I kinda dig it, with other RPGs having you find a group and take down organizations and cults or gods or whatever...Dragon Quest has you be a one man army and just go on an adventure of your own and take things at whatever pace you want it. This is your adventure, GO!

And this leads into the gameplay and this is the part that threw me off of DQ IX, it's difficult walking into a world like Dragon Quest and not understanding what monsters do and what spells mean when a spell is called "Sizz". In this game, you basically do one-on-one battles all the time, so the strategy is always you learning about the monster types and how to defeat them without feeling cheated since you never have to deal with multiple types at once, so you feel like you're learning and focusing on what an enemy does and it's role and how to counteract what it does. It really added more to the combat than I thought, and I appreciated it for it's freshness. Aside from battle it's pretty much explore the lands and grind to improve your level and equipment, the standard stuff.

The music is really hard to judge for me. On one hand, I liked what I heard as far as the battle theme and I love the sound effects of spells and attacks. On the other hand, I can't say I really remember a lot of the games music, and this could be because it's orchestrated and that's not really my jam, but nothing stood out badly at all.

Since this game is pretty retro and was well done, it's hard to think of any negatives as side from the only real thing that was bugging me from start to finish.

- The writing of NPCs is annoying. I can't stand that "olde English" medieval fantasy type of talk...I can tolerate it when voiced, but can't stand to read it.

This was a really great experience, I couldn't really give it a perfect score, because while I had fun, I felt like the game needed more in spots such has job/classes or a bit more modern writing and I think this version would have benefited from a "retro mode" to it and used the games old music or similar graphic style to add flavor in spots, but as the game is now, I loved my adventure.

dont really have much else to offer when talking about how extremely influential title this is but i was really struck by how short and sweet the game was. cute little experience, knocked it out in the span of like a day. shoutout to yuji horii and the gang for taking a bunch of complicated RPG mechanics and streamlining them into something so compact

Currently, this remake is the best way to experience the first Dragon Quest.
Considering this was first release for flip phones, there's actually a lot of quality here. The pixel art is good and the world Is small enough to make it approachable on mobile without feeling lost.
The only things I did dislike were the soundtrack (only 6 songs) and the ancient english used on NPCs. But overall, nothing that would mine this experience.


This game is fun in a 'turn off your brain and see your stats go up' kind of way, but there is little to no depth in the gameplay or story. The pacing is pretty good and it did succeed in giving me the feeling of an adventure in the beginning, but the amount of grinding you need to do near the end of the game dragged the experience down for me. Still a fun time, but very forgettable.

They want to be different so bad 🥱

i love the simplicity. really owns the style and i can see how it basically invented modern jrpgs

É muito interessante ver onde onde o JRPG nasceu. Embora seja um remake de um remake, lançado em 2014, ele ainda tem a essência do jogo original lançado em 1986. Para os padrões atuais, é um jogo com mecânicas bastante simples, com uma história ainda mais simples, mas certamente foi revolucionário. Ainda tem algumas das burocracias típicas de JRPG antigos e a necessidade de fazer um pouco de grinding, mas as melhorias de qualidade de vida desse remake o tornam a versão definitiva e recomendável de se jogar hoje.

Eu não gostei do jogo. Não dele como um todo, pois eu mesmo adorei a trilha sonora que é bem agradável de se escutar enquanto você lida com diversos encontros aleatórios para subir de nível e ficar mais forte(até mesmo isso não chegou a me incomodar muito).

Eu não consegui ligar pra história desse jogo o suficiente para saber o que fazer em seguida. Eu sei que tinha uma princesa, um lorde dragão e eu, que sou descendente de um grande herói. Talvez isso seja mais um problema com a minha relação para com a obra do que a obra em si.

Mas, uma coisa que eu preciso admitir, Ă© que pode nĂŁo ter sido uma das melhores experiĂŞncias, mas ainda assim foi interessante conhecer o primeiro jogo de talvez a maior franquia de JRPG do mundo(talvez).

thea spell that teleports you outside a dungeon is straight-up named
"OUTSIDE"

the spell that hurts enemies is named
"HURT"

and the upgraded version of it is called
"HURT MORE"

10/10

one of the most influential games of all time, an extremely important benchmark for the medium. too bad it isnt very fun or compelling past its monumental historical context

Games like these can be a little hard to rate. Should I rate them based on how fun they are to play now, to a modern audience, or how influential they were? I'm being a coward here by going with "a little bit of both", but I do know that despite how barebones DQ1 was, I had a fun time with it. I might have had a different tune if I'd played the original instead of a version with some quality of life added in, but it was a nice little game to zone out to. Sometimes, all you want in a game is Number Goes Up, and this one was short enough that the grind didn't overstay its welcome. It was also really neat to see what did or didn't eventually become a JRPG staple. If I had to make one big complaint, though, it's that the Switch version looks like a cheap RPGmaker port. When I realized the SNES version had great sprite animations instead of static jpegs I felt extremely cheated. What gives, Squeenix!

If you want a true farming experience get off stardew valley and pick up good ol' Dragon Quest

You know how it is. The most an artist's death has gotten me to cry in a long time - the infectious creative energy I've felt lent down to me from his work is something that'll never leave me. And just like everyone else, I've found myself pouring through dozens and dozens of heartfelt tributes to the man's legendary career. But reading it all got me thinking...ain't the meat and potatoes reputation Dragon Quest has earnt itself kind of like, an error? An impossibility?
So, lemme ask you a question: when's the first time you saw something that made you think "Dragon Quest is cool"? I couldn't tell you what mine was, but recently finishing a full playthrough of the original NES Dragon Warrior pulled me back into the correct reality in which this series was not "generic", but an outlier in style. Toriyama's enthusiasm to play the hits puts the personality on display in its monsters maybe 20 years ahead of the curve. As an aside, I also recommend to anyone playing any older Dragon Quest to look up some scans of the old manuals; the effortless coolness of his artstyle had already bled into DQ's identity.

You could call this game a "grind", but the grind is the gameplay and the gameplay is good. Each individual battle is simple to solve in a bubble, but enemies are split between the ones you can defeat with or without expending resources - instantly spiraling the world into an ever-evolving puzzle to solve. Planning out a trajectory of travel immediately prompts a dizzying amount of dice rolls in your head: how many resources should I spend to gain EXP? How much should I dice roll running away, and how much magic will I have left to heal myself up considering both the expected and unexpected outcomes? Inner workings filled with perfect math to never quite satisfy things with a clear answer; but what raises this from good to great is how through my entire time playing the game, I always undershot my potential. Enemies that are apparently stronger than you can be taken down with perfect resource management, finding consistency in a haze of lottery tickets that makes you feel genius every time you take one down and keep a little more magic for the rest of the trip than your last encounter with the same guy.
And in comparison to how grinding is often characterized as a boring chore-like task, I think playing this game is way closer to exhausting - you can do a good run, and do another, and then lose to a Skeleton you've already defeated 10 times and now half your gold is gone. You probably haven't even made it halfway to the level you want yet! But for every moment of flighty confusion, there's also a moment where you get to level 3, gain heal, and kill the first slime you see in one hit.

and that's how they get you

Random encounters are most frequently characterized as one of those unsavory bits of RPG we chop off, but playing this helped click into place how much texture can be applied to identical floor tiles simply by the difference in looming threat. The invisible encounter sheet constantly shifting under your feet giving cool and hostile sensation to each step, and when you realize you can kill something that once scared you off, the level design changes. Reinforces the process of seamless non-linear exploration with an information game unique to the format - a grind made engaging by the real question being where to even grind in the first place. This is an RPG with no vestigial limbs. Every single part of an RPG you've questioned the integral elements of is present working in perfect harmony with each other; last year, I found myself actively frustrated playing a newly released turn-based RPG in which the mindlessness of each individual encounter serves no purpose. Without long-term resource management, of course random encounters are boring! Or, in contrast to RPGs where levels feel like guided progress, here, lower level enemies to begin to run away, breaking the consistency of previously successful sources of experience and gold. Now, with every moment of newly found strength matched by a push out of my comfort zone, I'm like "ohhh i get it now"

and they got me

This is all coming from a relatively young person's perspective (i turned 22 around when i wrote most of this happy birthday me :D ), so there's this tough balance to reach when it comes to simultaneously embracing that sometimes, traits of oldness are endearing to me, and making sure I don't sound like I am looking down on something, or it's a novelty.
In the past few months, I ended up playing a bunch of games from the mid-late 2000s, and it was easy to lose yourself in a sea of fifteen year old Gamefaqs threads, and chat with people just a bit older than me who experienced all these things organically in their childhood. Especially due to growing up with games from the same era, it was easy for me to imagine myself playing these as a kid, wondering how this could've effected me sooner. Dragon Quest on the contrast is for a bit older of a generation than me, especially with some of its strongest cultural imprint existing beyond language barrier. I played this alongside someone close to me - we honestly couldn't stop gushing to each other about how satisfying the sleuthing was as we kept a million notes marked down. There's a great moment in which a secret that's visibly hinted to you in one of the last towns has an equivalent but invisible secret in one of the first towns; this is one of the oldest games I've played with a strong design language. Things like this got us close to that ideal you hear of pen and paper hint tracking. Eventually, it became natural to feel like playing the game like this was making me fall into the past footsteps of someone else; it's hard not to romanticize it like we were 2 little kids playing the game lit by nothing but the humming static of a CRT. And even though I've literally known people not even a decade older than me that grew up with this game, it's immersing myself in a distinctly different time-frame from usual that makes that era feel so far away. It's that solidarity with a perspective just out of reach that starts positively haunting the game with the ghost of lived experience.

Old RPGs are what idle games wish they could be.
They place context and an explorable map around a simple loop of: 1. Grind 2. Get weapon 3. Use weapon to grind more.
The exploration is incredibly intuitive, I only resorted to GameFAQs on two occasions: Once to verify I was right (I was), and secondly because I was stupid and forgot to note down a hint (which you should do). The design of this game is so tight that if the philosophical idea of game design could be wrapped around a watermelon, said melon would explode.
Play dragon quest, you will enjoy it, if you don't, you just haven't gotten to a stage in your life yet where you will enjoy it.

now i get why ichiban suffers from schizophrenia

Ah, the RPG in its purest form. A dragon is searing my flesh with its fiery roar? No matter! I dost have the perfect stratagem to slay the fell beast!

decimates the local slime population for an hour

What sayest thou now, green dragon? Mine numbers are higher than thine own! Who'm'st've else could have come up with so bold, so daring, so wonderfully thought out of a plan to rend thy scales from thy wretched hide? Wouldst you flee in terror at my superior level? Wouldst you not fight to the bitter end? But thou must!

Seriously though, despite every fight in this game being a one-on-one slugfest, (and, I know I could put the bad guys to sleep but like, when it doesn't work the first time I'm not too inclined to try it again lmao) it's still a fun game! Alefgard is a charming little kingdom, thanks in large part to its inhabitants. The townsfolk might not say anything particularly interesting, but they speak with such charm. I couldn't help but want to see their kingdom saved.

Unfortunately, this was my third go at saving their kingdom, and this game really suffers on repeat playthroughs. The way the game is structured requires that no real story triggers be hit; if you know which items need to be taken where you can just go do it without talking to anybody. And the bonk-or-get-bonked nature of the combat means the only thing stopping you from having full run of the map is that you'll quickly die if you go too far out. So the only thing left for it is to grind until you can successfully Not Die.

Now all of that is fine on a first playthrough, because there isn't much time spent actually grinding. At least, that's how it feels to me when I'm exploring and just happen to be killing every slime I see along the way. It isn't grinding, it's just a fortunate coincidence of my wanderings! Grinding is only grinding when it feels like a grind. And a second or third playthrough of this game definitely feels like a grind.

But it's one of the first JRPGs ever. So, ya know, can't be too hard on it lol

(One last side note: your mileage may vary depending on which version of the game you play. This Switch port that I played gives you more gold and experience compared to the NES original, which speeds things up tremendously. But it does give you a map that shows you exactly where all the towns and caves are, which could cause similar issues to doing a second playthrough. And it's missing a pleasant graphical effect when you build a bridge near the end of the game. There's always gotta be tradeoffs with these things.)

The template laid down by Dragon Quest remains undefeated in the genre of Japanese RPGs. There is a remarkable level of care that has gone into making sure that there is an appropriate level of friction between the adventure of the player and the objective of the game.

The game is fairly small and "spherical". By that I mean that there is a centerpoint that is Radatome Castle, and then there is the rest of the map that is equally long in both directions, east and west. This allows the game to justify (a poor word to choose considering they had legitimate technical limitations, but it gets the point across) making saving exclusive in Radatome Castle, at King Lars's. No distance then is great enough to be too tedious to traverse. Planning your travels is easy as well, considering you can purchase Wings of the Chimera early in the game to teleport back to Radatome Castle, and later on you can access the Return spell to use in place of the Wings. It also bears reminding that death doesn't bring any particular penalty other than interrupting your exploration and bringing you back to the centerpoint, which is farily forgiving given what was said for distances. The game is also crystal clear. The combination of the game box manual along with the initial indications from King Lars give all the tools you need to understand and clear the game. People in towns rarely gives you cryptic messages.

Ultimately, the game is lenient and fair with its player. And this lenient structure allows the game maker to be more thoughtful of the points where is wants to increase friction, rather than just make the game all friction. There are of course parts of the experience that suffer because of this. Battles become a matter of simple attacking arithmetic with no further complexity involved whatsoever, besides the Sleep spell that can come in handy in certain parts of the game where the dps race does not particularly work in the player's favour. This already highlights how random battles have been a particular point of strain in the genre since the beginning, which few have ever really dealt with correctly. Moreover the inherent small size of the world makes for a short experience, alothough for sure not unpleasant (I think it is fair to remember I have played the SNES remake which has some quality of life improvements that might have shaved off almost an hour of game time). And in particular the endgame feels a little anti-climactic, mostly because of its lack of active narrative and letting the player decide for themself the moment of ending the game.

In the end, this game embodies a level of playfulness that is perfectly encapsulated by Akira Toriyama's artistic design for the series at this particular moment in the author's artistic development. Simple, rotund, clear, uncomplicated.

Ichiban convinced me to replay this game

I don't know why I expected a better game. Dragon Quest is known by many as the first jrpg. It is the standard that so many great games were built upon. And built is correct, for what is here is so barebones it is barely enjoyable.

You leave town, fight monsters, level up, get money, buy new equipment, move on. That's pretty much the whole game. And combat is mostly just hitting attack against the one monster on screen. There aren't enough options to have much in the way of strategy.

Play it for the history if you want, but there is nothing of substance here. This game could not be simpler and the formula has been greatly improved since.

Juego imprescindible a la hora de comenzar cualquier clase de investigación sociológica acerca del pueblo japonés.

It definitely is the first of it’s genre

When you imagine a 30+ year old first-entry in a long standing series, usually the image in your mind is kinda clunky or “outdated” but Dragon Quest is still pretty fun! It’s a little obtuse but I think everything can be figured out someway. It’s a very quaint and quick little adventure that I still think is worth playing. It’s not the greatest thing ever but a small 5-hour quest can be enjoyable. I remember a major grind fest before the Dragonlord’s Castle being unfun but the rest was rather charming. That said, in a world where Dragon Quest Plus exists, you might be better off just playing that fangame instead (better sprites, additional cool story moments, better gameplay, etc.). Plus, I’m knocking off extra points because I’m not fond of how the sprites in this version look.

I'd say the game is alright. I feel like at least half of the game is grinding, which is pretty lame, but I did enjoy traveling to new locations and seeing the cool enemy designs.


After binging on six classic final fantasy games, I thought it’d be a good idea to also play the games that started it all, Dragon Quest. Everyone around me told me it was going to be a grindfest and that honestly scared me in preparing for the worst. Turns out, the game is alright. The most vanilla of RPG tropes and gameplay is there and that’s fine but what’s most interesting is how the game guides you in what direction to go next with the difficulty of monsters depending on the area. After a while though I found it incredibly tedious so I ended up using a guide instead but I would still praise that design choice for its time. The bosses in the late game were the worst though, as it forced me to grind from level 15 all the way to level 25 to actually be able to properly defeat most of them which did sour my overall thoughts of the game. This game is tedious and outdated, but to experience it as a historical artifact of that era, I can respect it. 4/10, I’d rather be playing Final Fantasy.

Hero saves princess, kills a demon lord, gets rizz

So Anyways, Dragon Quest... how do I even begin? This game has inspired more people over than many fantasy stories have before. The art style, the music, the gameplay. All of it brought together to make a new genre of gaming. while the game doesn't hold up as well with todays standards, it still has this simplistic groove to it that makes it shout "It was me !!!". This game started so many trends with rpg's its hard to count. This is of course all thanks to the countless people who helped make it.

The gameplay is as basic of rpg mechanics as you can get, and that makes sense since it started almost all of them. despite how the game is a grindy turn based rpg with little direction on how and what to do, you cant help but appreciate how it all started here. The grind can be rough, but manageable with how you can just watch something else while you play or even play it in small bursts like I did on my phone. The story is a very run of the mill basic fantasy story of "Hero saves princess, kills bad guy, gets married". This was a game on NES so I don't blame it for going for a short simple story. I do think the simplicity of everything is the charm for it. The music is also an incredible bop that I still love even now, though the music got very repetitive with how every battle encounter was THE SAME EXACT SONG. Its a great song but, with how much you u need to grind, it gets reeeeaaaalllllyyy tiring.

The big reason I played this game was due to the unfortunate passing of Akira Toriyama. His art give this game the personality it needed to shape this world into something truly goofy and whimsical. For example, for those who don't know, when it came to designing the iconic slime, it started off as a small pile of sludge on floor for its design. Toriyama saw the sketch and took and it made it into the happy little dew drop it is now, creating what is the main mascot of the series. He would take the plain and turn it into the creative. You helped make many wonderful things, thank you Toriyama. may you rest in peace always.

This is a really easy game to beat within 8 hours or less. it helps to find a guide if you can but I would recommend it for anyone who wants to see where it all begin or needs a quick and easy distraction.

my favorite thing about playing these 8 bit era titles is seeing how little game design has advanced in the ~35 years since. the formula for turn based rpgs, and console rpgs in general sort of, was pretty well established here - in its simplest, crudest, purest form - and really hasn’t been altered too drastically in the intervening years. in some ways these games have actually become less sophisticated over time, from a design standpoint; mostly in the name of user friendliness. i played this alongside ff16 where every destination is simply given to you and marked plainly on the map so there is literally no opportunity for the player to find themselves lost or confused. and while i’m having quite a lot of fun with that game, it’s a far less rigorous experience that this, where your path has to be sussed out for yourself through thorough investigation/exploration, never holding your hand at any point. their loops do impart a similar feeling, tho; clearly coming out of the same lineage despite the technical/mechanical gulf between them. getting some new weapon/item, grinding it on your way to the next town/cave/shrine/whatever where you get another new item that opens up another destination and so on. basically what it all boils down to is powering up your character so you have an easier time killing guys; ff16 may be a sophisticated modern action game and here all you’re doing is waiting your turn to hit the attack button, but the core experience was remarkably similar to me. there are ways in which the game shows its age obviously - random encounters are about 2x too frequent (altho i do think this is crucial to the game feeling as big as it does tbh, i took a jaunt around the map once i finished it and the enemies had been extinguished and it took me a couple of minutes maybe) and i wish the offensive options were more varied; after a certain point your best bet is to just spam the attack command in every single encounter until they’re dead - but for the most part i was struck at how not-antiquated it felt in spite of its aged trappings. i’ll admit the narrative and aesthetic are relatively generic tolkien-esque fantasy stuff and probably won’t make much of an impression on modern audiences, outside of toriyama’s enemy designs which are beautiful and lively from end to end, but that’s true of most games in the genre if we’re being real. anyone who’s semi-seriously interested in rpgs and can put up with a few age-related annoyances should consider trying this out at least just to see the genre bursting through in a nearly-fully actualized way

played this on ios which i can’t recommend enough. as an idle game, it absolutely washes any of the free to play garbage the app store is flooded with these days. ofc it’s well suited to a more active and engaged style of play but the rudimentary battle system is great for zoning out while you grind for five minutes at a time, too. and with the quick save feature you don’t have to worry about losing your progress if you can’t make it back to the castle. the touchscreen joystick and menus, while a bit unpolished looking maybe, are smooth and intuitive and the fact that you can play it in portrait with one hand is a game changer for me. just a real joy to play on your phone; don’t imagine i would have stuck with it on another platform honestly

There is something so special about Dragon Quest aside from it being the origin of JRPGs. I've played so many inventive, unique, creative and strange JRPGs before I played Dragon Quest, yet this game managed to capture my heart. It accomplished this by being so incredibly simple, and while that is a really cliche thing to say about the game, I think there's so much more merit to the "simple" description than meets the eye. That is to say, by being so simple, the game takes advantage of what I consider the most important thing to any RPG, imagination.

From the days of Dungeons & Dragons, imagination played a key role in making an RPG fun. And when the genre made their jump to computers and consoles, this remained true for some of the earliest iterations. Games like Wizardry, Ultima and Akalabeth had such rudimentary graphics and stories that it left room for the player to fill in the blanks and make these worlds feel alive. And sometimes, the player's imagination can do some real heavy lifting.

I can attest. I was the kind of kid that grew up as a fan of Earthbound and would strike poses, holding my hands out at the TV screen acting like I was Ness casting PK Rockin at the opponent. This was in 2008, when console graphics were progressively getting better and better. While the visual fidelity of the PS3 and Xbox 360 were capable of telling stories with amazing graphics, for some reason I always preferred that dusty, old obscure SNES game before anything else simply because my imagination, with the game being the foundation, took me on an adventure I still hold onto so dearly as a core memory.

I had played Dragon Quest around that time as well, but I was so Earthbound-crazy that it didn't really capture my attention for too long. I decided to return to the game with a fresh mind recently. Going into it, I was no longer that kid excited for Earthbound. I was an adult, who had gone through so many things. I didn't become cynical or anything, I just wasn't so easily excitable about games like back then.

Yet, when I played Dragon Quest, something happened. The game had various moments that activated my imagination and began to reel me in. The first one happens the moment you leave the first town. When you set foot into the overworld you are able see the final area of the game. It's far out of your reach but well in sight. That suddenly made the world feel big to me. I was some shlump with basic equipment, struggling to fight slimes, but with the final castle in my view, I knew a greater potential for me was possible. It was just a matter of how to achieve it; maybe I could grind enemies, chart out the world, get better equipment, go into a cave that was beyond my level but get a lucky critical hit to conquer it. These all are simple things in RPGs now but in DQ, it made the world feel open and it all started with the game dropping you into the world, showing you your final objective and just let's you go from there.

The second moment was as I was exploring the overworld, I came across a town that was completely destroyed. There was no inhabitants left to explain anything, hardly anything to interact with. Yet because there was very little information, I was left wondering "What happened here? Why is this town the only one destroyed?" It's such a simple thing, with an obvious explanation but I think the reason it caught me by surprise was because the game gets you in a loop of exploring, conquering a challenge and then resting in a new town for bit, repeat. This destroyed town was probably a choice to break up the pace. But it goes a long way to suddenly making you feel uncomfortable, in danger and curious.

The final moment was when you defeat the Green Dragon to save the princess. She asks if you can take her back to her castle and you agree. I was expecting her sprite to follow you, or something simple but no. The game displays an entirely new set of sprites of you carrying the princess. THIS IS THE MOST CLICHE FANTASY RPG TROPE EVER! And yet when I saw that they made this moment, they went through the trouble of making a whole new sprite set for this scene, it gave me this feeling of "Hell yeah! I SAVED THE PRINCESS."

Writing all of this out makes me sound like a bit of a man-child getting hyped about such a silly generic RPG such as Dragon Quest, but you know what, having that kind of imagination and excitement for a game is fun. Having that kind of excitement tells me that there's still so much more to life. That even in the smallest things, something amazing can be found. And I just gotta go out there with an open mind to find it.

Dragon Quest would go on to refine the formula they established here and would consistently up the quality with each new game. Every DQ game is so wonderful and it all began with the very deliberate design choices the developers made here. They clearly wanted the player to feel like they're on an adventure and for someone like me, they passed with flying colors.

This is why, in spite of being a 37 year old game, with so many other games having done the JRPG formula better, Dragon Quest being simple shows why and how RPGs are fun, even in their most pure, fundamental form. And that is why I am going to love this series for the rest of my life.