Re­mem­ber­ing a for­got­ten past

Dragon Quest VII: Frag­ments of the For­got­ten Past

GAX (Malaysia) - - GAX / REVIEW - by Ian Chee

Re­liv­ing an old quest

There’s some­thing about clas­sic JRPGs that ap­peal to fans of the genre that keeps peo­ple com­ing back for more, even if the graph­ics and con­trols are dated. Some­times, these games get a mod­ern re­make. And among these re­makes, some look like they’ve been given a com­plete over­haul, re­tain­ing only the key story el­e­ments (as sug­gested by the Fi­nal Fan­tasy VII re­make trailer), while oth­ers, like Dragon Quest VII: Frag­ments of the For­got­ten Past, are kept pretty much in­tact, with only slight tweaks to t the mod­ern age. And the 16-year-old PSone game have been given a fair share of both small but mean­ing­ful changes, as well as re­tain­ing some of its orig­i­nal – al­beit a tad dated – avor. If you’re pick­ing this game up for the rst time, then you’ll ap­pre­ci­ate the new 3D models of the char­ac­ters, as well as the map in gen­eral. If you’re an old timer giv­ing the game an­other run, on the other hand, you’ll be glad to know in­stead that the cam­era con­trols make use of the old­school L and R shoul­der but­tons.

Take your time – you’ll need as much as pos­si­ble

Which­ever cat­e­gory you fall into, Dragon Quest VII:

Frag­ments of the For­got­ten

Past is in essence the same as when it didn’t have a sub­ti­tle all those years ago. There’s still a lot of buildup at the start, even if it has been stream­lined; it may be any­where between one-and-a-half to two hours be­fore your rst bat­tle. When you’ve slogged through that though, you’ll be greeted by a few smaller worlds that make up the core game­play – the world of Dragon Quest VII is one of a small is­land, where its in­hab­i­tants be­lieve the land on which they live is the only one in the world. And this is true be­cause the other ones have been de­stroyed by some calamity in the past. Your quest would be to re­visit the past of these places, and save them from their im­pend­ing doom, re­sult­ing in their ex­is­tence in your own time­line.

Put this all to­gether and you have a pretty un­con­ven­tional kind of JRPG, by to­day’s stan­dards and even back then. You have game­play that’s pretty for­giv­ing for new­com­ers – not re­quir­ing per­fect strate­giz­ing and plan­ning from the very start – but with each land to re­store tak­ing up as much time as a stand­alone game. The story will feel pretty dis­con­nected be­cause of this, un­til the very end when you’ve re­stored all the lands and it all comes to­gether.

The win­ning for­mula from 16 years ago is now ut nos­tal­gia of this age, ut that very nos­tal­gia still makes it a win­ner in our ooks.

With up­dated graph­ics, this game is et­ter than ever.

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