I did the right thing coming into Dragon Quest Swords, having the mindset of it being a spinoff side-game as opposed to a full-blown Dragon Quest experience. Swords was one of many games trying to make the most out of the Wii's motion control by implementing it as a major gameplay element as opposed to a gimmick or separate control option.
It's safe to say DQS knows how to make the motion controls feel good and satisfying without it feeling unresponsive. The trick they used was to not overcomplicate the depth of the motion controls, and to keep the game as just a fun and crazy hack-n-slash. The controls are easy to get used to, work well with the story and gameplay, and the shorter length of the game helped me not get bored with the constant swinging and aiming.
The story is nothing out of the ordinary - it is Dragon Quest, after all. I particularly felt that the first-person-dungeon-crawling aspect was something that felt fresh and new to Dragon Quest, which helped me stay engaged with the game. I didn't feel like there were any major difficulty spikes, the whole game felt fair and balanced.
Dragon Quest Swords is simple, good fun with the Wii remote. It's equally enjoyed in short or long play sessions, and if you need a Dragon Quest fix without diving into one of the 60+ hour mainline titles, Swords will scratch that itch easily. It's a fresh take on the classic series that feels separate from the other games, while still maintaining that charm and feel from any other DQ game.

Reviewed on Oct 22, 2021


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