Breath of Fire 5 Dragon Quarter was the last game in the series and was met with mostly negative reception at release, however nowadays players have come to appreciate this gem. The developers decided to shake up the formula and it resulted in a game that is a far cry from past titles, but also a game that truly breaks the mold.

First thing that strikes me about this game is how dystopian it is. Gone are the vibrant, lush lands from the previous games in favor of a miserable, underground hellscape. People live in poor conditions and only the ones at the top of the food chain live closer to the surface. In fact, the living conditions are so utterly dire, people in one town painted the roof blue to resemble what they call the "sky", when in reality they don't know if such a thing even exists.

I can't delve deep into the story considering I haven't gotten all the cutscenes (more on that later) and I don't want to spoil anything but I really appreciate how it manages to be simultaneously small-scale yet high-stakes. You don't go on a globe-trotting adventure to rid the world of some great evil, you only have one goal: going to see the sky. This sounds really mundane but Ryu and the party will go through many trials and tribulations before reaching their final destination. Furthermore, the cutscene direction is brilliant, some of the best in the medium and it might be my favorite aspect of the game second only to the gameplay.

Moreover, bof5 manages to be one of the most well-crafted rpgs ever because of its gameplay systems. Starting off with the combat, it revamped the classic combat system into a completely different beast. AP is now the primary resource in battle, as it's used for not only every attack, but also for moving around. The game asks you to be strategic by using skills like elemental traps and proximity attacks to gain the advantage on the battlefield. This can be further facilitated by setting up traps before engaging in combat. One of the most intriguing gameplay additions lies in the Scenario Overlay System (or SOL). Upon restarting the game after a game over, you'll see new cutscenes in your playthrough, with more being unlocked the higher your D-ratio is. The game is very bold for locking away bits of story, as well as several small areas, demanding the player to improve and replay the game if they want to absorb everything it has to offer. Obviously this didn't sit well with everyone, but I find it very ambitious. The biggest turn-off and most beloathed feature for most people is the D-counter. Essentially, it's tied to the dragon form, which lets you destroy anything in your path, at the cost of your D-counter crawling up whenever you use it. Walking 15 steps and using the D-dash also increase it (walking much less so) and when it reaches 100%, the game is over. The idea of the win button also doubling as a ticking time bomb is so genius to me, as you really have to use it sparingly and it adds to the dreadful atmosphere.

This last section is kind of aimless since I don't have anything else to add but I just really love this game. I adore how it deviates from the rest of the series (don't take this as me dismissing the other games I love this series) and most rpgs in general. The way it oppresses you and pushes you to the brink...I took every single encounter seriously, especially the bosses and early-game fights and I'm just in awe how it made me do that. Again the cutscene direction blew my mind and made me genuinely invested in the story and as someone who values gameplay over story I find that impressive. Videogames are so good dude.

Reviewed on Apr 10, 2023


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