Dragon Quest VI: Realms of Revelation (DS) review"Dragon Quest VI's main draw will always be its extraordinary plot and immense world. The plights of each world's citizens feel real, raw. They’re moving and inspire players to do all that they can. The enormous map will ensure that you're still discovering new places well into your fiftieth hour. But most of all, once you’ve uncovered that last inch of land, you'll be sad it's over. You'll look back on all that you've done and ask, “Why did it have to end?”" |
Dragon Quest VI: Realms of Revelation opens with what looks like the finale. Heedless of the furious lightning blasting around them, a nameless group of warriors soars across the sky on dragon back. They land safely inside the confines of a castle dripping with an omnipresent malevolence. This place belongs to the monster Murdaw, and it's this gang's job to destroy him. However, when they reach the fiend's throne chamber, a dank mist permeates every inch of space, and a disembodied voice taunts them from somewhere deep within. Suddenly, the three warriors find themselves floating in midair where Murdaw turns each to stone and, with a burst of fell magic, scatters each in a random direction.
Then, as if some strange dream, the image fades and Hero wakes up to an ordinary life in an ordinary village filled with ordinary people. Asking around reveals that war looms over the land as the sleepless King Somnus prepares to wage war with Murdaw and his minions. But for now, all you have to do is sell some goods so you can purchase a crown for the town's yearly harvest festival.
Of course, nothing can be that easy. The crown smith hasn't returned from a simple errand, so you have to locate him. A small distance away, you find the man dangling from the edge of a large hole in the map. Though you succeed in rescuing him, you slip into the abyss below. Startled, you wonder if you just died because even though your surroundings look familiar, there's something... off about them.
Stray into a nearby village and you'll discover why. Wander to what looks like the mayor's house, and you'll overhear two scoundrels plotting to kidnap the official's daughter. However, trying to warn someone proves futile; they can't see you, and those that do sense something amiss attribute it to the wind. Or their imaginations. Or a ghost. Dismayed, you frantically stumble about until you hear something about a mysterious well. Travel down it and you'll suddenly find yourself back in your own body... or is it your own world? Whatever the case, it doesn't take long to return to your original task, still clinging to the hope that you can save that poor girl.
From that point on, things become a lot more complicated. Hero's brush with this phantom realm leads him on an epic quest not only to defeat Murdaw, but to discover the truth behind these parallel worlds, along with his own life and destiny. Along the way, you meet others who eagerly join your quest, both to share in your ideal of a just and peaceful world, as well as to achieve whatever personal goals they seek to accomplish.
The journey will take your party to every inch of both worlds, and everywhere they visit has its own history and adversity to overcome. The desert town of Aridea seems remarkably empty for its size. Grief-stricken citizens tell how their numbers have dwindled. Consumed with hopes of a better life and escape from a cruel, lonely world, they gave up everything to venture to Paradise. And no one has heard from them since. Now, those remaining few hope only to join their families as the next full moon rises, heralding the arrival of the floating island that started it all. Caught up in the town's woes, you go along, all the while suspecting the worst. You won’t be disappointed.
Explore a snowy village at the base of a mountain and discover that all its inhabitants have been turned into ice sculptures. Save one. But he's too bitter to discuss what really happened, and only cryptically warns you to stay away from the local shrine. Ignore his advice and you'll surely discover how one simple mistake led to the town's swift demise.
To be fair, not all of Dragon Quest VI's stories are tragic. Some are only mildly depressing. The fishing town of Pescadora features a grumpy old cripple with an affinity for mermaids. The village of Clearsdale tells the story of a terminally ill boy with a flying bed. Port Haven's mayor decides to imprison his own love-struck maid after a jealous friend accuses her of poisoning his favorite dog. All of these stories demand resolution. Regardless of whether they're critical to the plot, you'll find yourself so compelled by their depth and appeal to human conscience that you'll do everything you can to ensure a happy ending.
Of course, a happy ending isn't always possible... and it's for that reason that you'll stick through it. Even when the game's sheer length starts to feel a little tiresome, you'll quickly forget that once you hit upon the next town to save, the next mystery to unlock, the next new area to explore.
And explore you shall. With two whole worlds full of immense landmasses, vast oceans and undersea caverns to root around in, you'll never want for something to do. And with the plot's initial linearity tapering off significantly about a quarter of the way through, you'll have all the time in the world to investigate every nook and cranny every place has to offer.
Even mere combat provides opportunity to learn and discover new things. Once you're capable of choosing a class (in this installment, “vocation”), you'll have access to a number of abilities that otherwise would be impossible to obtain. These fall along the traditional lines from warriors to mages to thieves and everything else in between. But there are a couple of unique ones as well. Master the right vocations, and you'll have access to a more advanced class, one with greater benefits and techniques. Sages channel both black and white magic, gain the spell to completely revive fallen party members, and also cast at a third of the cost. Gladiators can use a number of devastating abilities like the multiple-striking Boulder Toss, and Metal Slash, which allows you to slay metal slimes with the greatest of ease. As a bonus, they also have a chance of completely shrugging off an attack, which helps when facing wickedly tough bosses.
As entertaining as combat can be at first, it may grow cumbersome after a while, particularly later on when you've acquired so many abilities that you're wading through pages of options just to find the one you want. Fortunately, some of this can be avoided by putting all but your lead fighter on autopilot, but then you'd want to remember to turn it off when a critically important battle comes up.
Still, Dragon Quest VI's main draw will always be its extraordinary plot and immense world. The plights of each world's citizens feel real, raw. They’re moving and inspire players to do all that they can. The enormous map will ensure that you're still discovering new places well into your fiftieth hour. But most of all, once you’ve uncovered that last inch of land, you'll be sad it's over. You'll look back on all that you've done and ask, “Why did it have to end?”
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Community review by wolfqueen001 (August 27, 2011)
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