An absolute cornerstone of its genre and the video game industry as a whole. While this game was certainly not the first RPG ever made, it did a lot to set a standard for a specific flavor of role-playing video game. Usually, people refer to that flavor as JRPG -- and I tend to as well -- but that term has always been an imperfect and somewhat problematic one and has recently been reevaluated after some prominent figures in the genre have voiced some concerns. So I suppose I should refrain from using that term in my reviews from now on.
Besides that, I also don't think I will waste too much time boring you with the much repeated details of how this game came to be and the immense importance of its legacy.

Instead, I want to look at it from a more modern perspective, as this is this marks the beginning of a lengthy series of (re-)playthroughs of Dragon Quest, Final Fantasy and adjacent RPG franchises, with the goal of re-examining their growth and evolution and to put them into some kind of (utterly pointless) ranking or tier list.

From a modern perspective, especially if we more-or-less ignore its historical significance, there isn't all that much that Dragon Quest has to offer that you won't find in other games; usually done way better.
In many ways it actually feels like a free sample project you would find in something like an RPG maker, there to serve as a template and to give you a basic understanding of what you might want to go for and the kind of things you can do with it; to be easily edited and played around with. This even shows in some completely pointless inclusions such as an NPC in the first town following you around as if she had joined your party -- there is no party in this game -- and a late-game town's tower that you can jump off of, which has absolutely no use or effect and seemingly is just there because the devs wanted to show off the possibility of such a thing; much like a sample project of a game creation tool would.

The premise and plot, while definitely a little more elaborate than your average 80's console game, is super simple; especially for an RPG.
You're, allegedly, the descendent of a legendary hero (a fact nobody believes until you find a way to prove it), the king's only daughter has been kidnapped and is being kept by a dragon, and there is an evil dragon lord threatening to take over the world. Of course, it's on you to right these two wrongs, while also finding a way to prove your heritage.

To do so, you, somewhat aimlessly, wander the semi-open world, exploring caves and dungeons, talking to many NPCs in order to find both the princess and all the necessary MacGuffins, slaying tons of monsters on the way and grinding to a high enough level that allows you to take on the overall villain.

In reality, this means a ton of grinding, going back to safety, using the earned funds to stock up on necessary items and better equipment and aimlessly wandering around until you inevitably find what you need.

This always sounded absolutely horrible to me. A game consisting almost entirely of arguably the worst part of any other RPG; even the good ones? I hate having to grind and a lack of knowing where to go can be the most frustrating thing in the world!

On top of that, there really isn't much else to latch onto. I mentioned the super basic story, but even the battles are the most barebones, basic thing in the world.
They're turn-based, 1v1 fights without much tactical depth. Some basic spells, even more basic items, but mostly you just select Attack until the enemy perishes, then you check if you still got enough HP, MP and healing items to move on or if you should head back to town to heal and stock up.

There also are absolutely no choices when it comes to how your character is built or how he progresses. No choice of stats, no specialization in some type of weapon or magic, no skill tree, no nothing.

Yet... I don't dislike this game at all and have played through it multiple times over the past decade-or-so, without any real nostalgia since we didn't have this where I lived when I was a child.

The thing is, when you know what you're in for and that there isn't any big set-pieces you can't wait to get to, no huge questions that you REALLY need the story to answer asap, you're way more okay with taking things slow.

When I play this game, I enter a kind of zen state that not many other games really give me. It's not too different from, say, an idle game like Cookie Clicker in that regard. Or something like Vampire Survivors. Just without the constantly ticking, increasing numbers pushing your mental buttons. At least not in that way.

Personally, I really like playing this game as part of a dual-monitor setup, or on a handheld (which is where the GBC, Switch and mobile versions really come in handy) while being distracted by something else, like watching a TV show or some YouTube stuff or something.
I don't travel much at all, but I could also see this game being a great little distraction while you're on the train or something, where you might not be able to really focus on anything more mentally engaging.

Don't get me wrong, this game isn't impossible to enjoy on its own, especially if you aren't too far gone from the constant stimulation of modern-day online media. I'm just saying that this game is pretty great as a companion piece to some other side-activity.

The other thing that makes this feel as unique as it does, is the kind of sense of overwhelming adventure that you don't often get from an RPG of this style.
You don't know where you're going, aside from a few context clues here and there. There is no in-game map, you might forget how far away from the last town you are, you don't know where the next point of interest is or what kind of monsters await you on the way.
This makes every step you take, especially on a first, blind, playthrough, feel really really scary. Because you really don't want to die, since the grind is so simple-minded and slow, and dying brings you back to the castle where you began your journey, while also halving the money you were carrying, which can be devastating when you're grinding for a pivotal new piece of equipment.

This kind of progression and flavor of exploration tickles a very similar part of my brain as something like Ragnarok Online did. When I was still fairly new at that game, had no idea where to go or what to do, or where the most efficient leveling spots would be, there was a very unique sense of danger and adventure involved when I tried to travel anywhere without help from other players.

This isn't something we get much of anymore in modern, more streamlined games. We get a way more carefully designed path, fine-tuned to not hurt the pacing. We have quest-markers and maps to keep us from getting lost. And often, dying isn't penalized as much.
All of these are good things, for the most part. And I'm absolutely not asking for any game to directly mimic Dragon Quest 1's nature in that regard.

But this still makes Dragon Quest feel kind of fresh and unique because of that. Which is why I would, if you can stomach the grind and the lack of anything hugely surprising or interesting, still recommend this game to this day.

Reviewed on Oct 03, 2023


1 Comment


4 months ago

you can determine what stat growth you want depending on the first four characters in your player's name, but of course no one is going to figure that out in their first playthrough, a cool little detail though