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Do you ever get the distinct feeling that you've been somewhere
before, even though you know there's no chance you ever could have
been? It's like a kind of déjà-vu, only a little more unsettling,
because while it's entirely plausible that the same black cat that
crossed your path two minutes ago could have gone the long way around
and crossed your path again (probably just to freak you out and
give you déjà-vu on purpose), you know it's physically not possible
to remember the interior of someone's house when you only
just met them and have been invited over for the first time. Dragon
Quest: The Chapters of the Chosen feels like a very familiar place
to be; it's a little unsettling at first but it's not horrible,
just a bit old fashioned. I never played the original on the NES
way back in 1990 and I'm almost completely certain that nobody reading
this has either (it was never released outside of Japan) but still,
every minute of it feels like a stroll down memory lane, like the
sum of every other RPG to emerge in the early Nineties.
Allow
me to briefly paint a picture for you. You play generic hero A (insert
name here, then select gender - if you're unsure of either, ask
your parents) who lives in small village B (only two houses, but
somehow large enough to support an inn and three separate shops),
in the magical realm of C (green hills, dark forests, snow-capped
mountains - Tolkien by numbers). Generic hero A is learning to swordfight,
for reasons twofold; firstly, the economic stability of small village
B depends on 'adventurers' frequenting the inn to replenish health
and the three shops to upgrade their equipment, and secondly, when
the sky inevitably turns black and generic evil megalomaniac X cuts
a swathe through the civilised world, a swordsman is infinitely
more useful than a pig farmer when mounting a resistance. Generic
hero A goes home for tea after swordfighting practice and generic
parents tell generic hero A how great life is and how things are
going to be peaceful and lovely in small village B forever. Famous
last words if ever I heard them.
I
settled down on the sofa, pulled on my cardigan and slippers, popped
in a Werther's Original and resigned myself to a forty hour trip
to cliché-town. I'd already met the bog-standard hero and dipped
my toe into the about average world, so I was due for a meeting
with the cast of secondary characters - were these going to be any
less of an RPG stereotype? Not a chance! This is where the titular
chapters come into play - you cut away from generic hero A for a
while to spend a little time with the members of the secondary cast
for a while, completing their own little subplots and prologues
before they ultimately all meet up to vanquish evil together, reminiscent
of the original Wild ARMs on the PlayStation (where at one point
all three heroes were in the same town, oblivious to each other
until their 'chance' meeting).
First
up is Ragnar McRyan, a knight of some country, who couldn't be more
Scottish if he were wearing a string vest, drinking Tenant's Super
and eating a battered Mars Bar. It's not just poor old Ragnar who's
living in Mel Gibson's "Scortland", though - everyone in Ragnar's
world is a Rab C. Nesbitt-alike, complete with och aye's and d'ya
ken's (in a similar way to the dwarves of Condie Petie in Final
Fantasy IX, but far less cute). Ragnar is trying to find the "wee
bairns" who have been kidnapped by some "evil beastie" - slay some
monsters, find some items, befriend a jellyfish (yes, jellyfish
- okay, that was a little unusual), save the children - it's all
just as formulaic as you'd expect. The second chapter follows tomboy
Tsarvena Elena, daughter of the Tsar, who just wants to be let off
her royal leash and allowed to go on an adventure - again, formulaic
if ever I heard it. Being the daughter of the Tsar, Elena and her
people are very obviously supposed to be Russian. If you didn't
get that though, you may actually start to believe that the game
has been translated incredibly poorly from Japanese, but that's
not the case - at the best it's a bunch of misguided stereotypes
and at the absolute worst it's a little bit racist (if someone wants
to read that into this game then I'm sure they could but I certainly
don't think that was the intention). I think that's probably enough
of the back story; needless to say, big nameless evil decides to
take over the world, hears the prophecy of the young hero who will
rise up and stop him (hence the kidnapping), the young hero turns
out to be generic hero A and the secondary characters all join generic
hero A to save the world. I'm sure you get the picture.
Chapters
of the Chosen is pretty, though, which makes up for a lot. All of
the locations in the game are made up of pre-rendered 3D backgrounds,
populated with 2D sprites (part-3D being all the rage on the DS
at the moment) in a style that's very similar to Xenogears on PlayStation.
Much like Xenogears, the view is rotatable via the shoulder buttons,
but this is more than just a neat visual trick (although it is pretty
neat) - in Xenogears you would often find items hidden behind walls
and in corners, and it becomes apparent fairly early on that you
need to get into the habit of doing it here (you spy a young man
peeping through a window at a nun in the bath - yes, really - giving
you a clue that you should head around the corner to talk to him,
at which point he admits to being a pervert before giving you a
clue for how to move the game forward). This was always an interesting
gameplay device in the Breath
of Fire series (which was essentially an isometric faux-3D series
of games) that immediately felt as though they had a much greater
range of depth to the world by being able to spin the view through
four axes, so given that the view fully rotates through 360 degrees
here it really does look and feel great (if very occasionally you
can get a bit lost and spaced out).
The
polygon count in the backdrops isn't exactly huge, but given that
the backdrops are largely static, a higher polygon count wouldn't
lead to smoother animations (of which there are next to none), just
jerkier screen transitions, so I'm glad they've kept it simple.
Instead, Square-Enix has concentrated on optimising their background
textures and colours for the DS screens, but it is a shame that
the sprites aren't quite as high quality. They are colourful and
lively, and in excellent keeping with the spirit of the Dragon Quest
series, but they look a little retro and dated in comparison with
the backdrops. The battles too are cute and bold with fun animations,
but they're quite dated. They look like the original Phantasy Star
(way back when on the SEGA Master System), set from behind the characters'
eyes, standing toe-to-toe with the enemy. Limiting your battle screen
to this 2D, one-sided view removes any chance of showing off or
doing anything remotely spectacular; the attacks are just a scratch
across the front of an enemy and magic spells look like special
effects from the Pokémon TV series (blocky and apparently drawn
in eight colours).
The
battles do have one very serious thing going for them, though -
they are hard. Excruciatingly, painfully difficult. Downright evil,
in fact - but don't despair! This is in fact a good thing (honestly,
it is). Too often in RPGs you trundle through the game from random
battle to random battle and, upon being faced by some monsters,
hammer the 'ok' button repeatedly to attack until you hear a little
fanfare, collect your experience, then see how far you can walk
before the next one stops you in your tracks. Unless they are difficult,
battles turn into a hindrance, a speed bump on the otherwise long,
straight road from plot device to plot device, and are basically
a formality. It's no good having easy random battles and difficult
boss fights either, as this seems rather unfair and you'll die in
the boss fights more often than not. Personally, I'd rather have
combat difficult than too easy; it means that you have to stock
up on provisions before every trip out of town, keep curing yourself
in between fights, and even consider whether a battle is too much
to face (you'll often find that discretion is the better part of
valour in Chapters). It keeps you on your toes - keeps you honest.
Another
component of the game that you don't often see in (easier) modern
titles is the requirement of levelling up, the process of pitching
up camp in a town, running out and killing a few dozen monsters,
collecting the experience and cash, before retreating to the town's
inn. Not only does this improve the experience and gain levels,
but the inn is invariably less expensive than the money raised in
one round of levelling, meaning that you can upgrade your characters'
equipment before moving on to the next major plot device. This is
somewhat antiquated and perhaps shows that the flow of the game
isn't as perfect as it could be, but is another dimension and is
fun for a while, so long as you don't have to spend your whole life
levelling just to get past every boss or dungeon.
Sound-wise,
Chapters returns to being fairly run of the mill after distinguishing
itself so well with the degree of challenge in its combat. It essentially
boils down to the issues I highlighted earlier with the setting
and story; it's a road very, very well travelled. You could take
five second snippets from every 8- or 16-bit RPG ever created, splice
them together in any random order, add a little polyphony, and you
have the entire soundtrack to Chapters. Again, it's not bad. It's
nice and quaint and it feels like a lovely warm-the-insides trip
into gaming antiquity, but don't expect anything spectacular here.
That's
the case with a lot of what Chapters has to offer; none of it is
inherently bad - in fact, a lot of it is really quite good - but
in a bizarre sort of way, Square-Enix has put this game into a niche
and may have alienated a large portion of the market. This isn't
a title to reel new gamers in and you may even struggle with it
if you love RPGs but didn't start off playing them until the 32-bit
era. It's an odd little package. The graphics are quaint, the sound
is old-school, and the story and gameplay are so firmly rooted in
Dragon Quest's early Nineties origins that if it weren't for the
top screen, you'd probably forget you were playing a DS title at
all (you certainly don't notice it for the stylus as there's no
stylus support at all in this title, not a problem in itself, and
in some ways a lot neater, but possibly an opportunity missed).
That's just the thing though - this is so delightfully old-school
that I can't help but wonder if I'd actually be better off playing
an original old RPG instead of this modern remake that adds little
(if anything) to the genre. Even the DS Final Fantasy remakes (Final
Fantasy III and the new and quite spectacular looking Final
Fantasy IV), which are just as old-school but actually feel
newer and fresher than Chapters, which is a brand new title.
Dragon
Quest: The Chapters of the Chosen certainly is an odd beast. I feel
as though I should be warning you that it's not just retro but positively
a step backwards, and as we all know backwards steps are not good
ones. We should be taking giant strides forwards with our technology
- flying cars, robot servants, tube technology for personal transport
(you know, Futurama, the Jetsons and their ilk) - and videogames
are simply another piece of technology, albeit a creative and fun
one. If we are not moving forward then is there any point? This
is the videogame equivalent of pulling your barge down the canal
with an old pony on a rope when you could quite easily whack a great
big outboard motor on the back and be at your destination in hours
rather than weeks, yet there is something really enjoyable about
it. Some people would argue that this is much the same as obtaining
a NES emulator and a copy of the original Dragon Quest IV title
(not that I'm advocating this - it's actually illegal to own a copy
of an emulated game for more than twenty-four hours unless you purchased
the original) and it would undoubtedly be very similar, but there
is something very special about having the genuine article in your
hands. I'm certainly not saying that this is for everyone - if you
don't already love RPGs then Chapters certainly isn't going to be
the game to change your mind - but if you have more than a passing
interest in the genre and you want to get a feel for how the RPG
evolved and how things used to be in the good old days, then this
is a great game (and much better than poorly translated, glitchy,
emulated copies). I say go for the real thing every time - and you
might just find this trip down memory lane worthwhile, and more
than a bit enjoyable.
Reviewed by Tom Baines for AceGamez (All Rights Reserved).
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