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|series = ''[[Dragon Quest]]'' | |series = ''[[Dragon Quest (series)|Dragon Quest]]'' | ||
}} | }} | ||
{{Translation|'''''Dragon Quest VI'''''|ドラゴンクエストVI 幻の大地|Doragon Kuesuto Shikkusu Maboroshi no Daichi|literally meaning; Dragon Quest VI: Land of Illusion}} is the sixth installment in the ''[[Dragon Quest (series)|Dragon Quest]]'' series. It is the penultimate title for the Nintendo Super Famicom as well as the last game in the [[Zenithia trilogy]], and the first game in the series to be developed by [[Heartbeat]], rather than [[Chunsoft]]. | {{Translation|'''''Dragon Quest VI'''''|ドラゴンクエストVI 幻の大地|Doragon Kuesuto Shikkusu Maboroshi no Daichi|literally meaning; Dragon Quest VI: Land of Illusion}} is the sixth installment in the ''[[Dragon Quest (series)|Dragon Quest]]'' series. It is the penultimate title for the Nintendo Super Famicom as well as the last game in the [[Zenithia trilogy]], and the first game in the series to be developed by [[Heartbeat]], rather than [[Chunsoft]]. | ||
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==New features== | ==New features== | ||
As the sixth installment to the ''Dragon Quest'' series, the graphics and sound presentation were improved significantly from | As the sixth installment to the ''Dragon Quest'' series, the graphics and sound presentation were improved significantly from {{DQ5}}, which was criticized for being too similar to the 8-bit installments and not taking advantage of the SNES hardware. | ||
===[[Vocation system]]=== | ===[[Vocation system]]=== | ||
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===Style and the Best Dressed Contest=== | ===Style and the Best Dressed Contest=== | ||
A "Kakkoyosa" (かっこよさ, effectively Charisma) stat makes its debut, allowing the cast to compete in a fashion show. [[Style]] measures how charismatic and well-dressed the characters are; it will be high for attractive characters and monsters, and low for ugly and non-humanoid ones. Various weapons and armour can increase or decrease the stat; the effects of these equipments can themselves be altered at a [[Fashion Forge|Fashionable Forge]]. A matching set of equipment will increase the stat further through hidden bonuses; these pieces of equipment are often joined by a theme such as [[Princess | A "Kakkoyosa" (かっこよさ, effectively Charisma) stat makes its debut, allowing the cast to compete in a fashion show. [[List of character statistics#Style|Style]] measures how charismatic and well-dressed the characters are; it will be high for attractive characters and monsters, and low for ugly and non-humanoid ones. Various weapons and armour can increase or decrease the stat; the effects of these equipments can themselves be altered at a [[Fashion Forge|Fashionable Forge]]. A matching set of equipment will increase the stat further through hidden bonuses; these pieces of equipment are often joined by a theme such as [[Princess's robe|faerie tale]] [[Glass slippers|elegance]]. | ||
The Best Dressed Contest has eight ranks, which the player enters in order. Depending on rank, the contest may be limited to men, women, or monsters. While the contest is one of the mini-games in ''Dragon Quest VI'', the party must win the third rank of the contest to gain an important item that will advance the plot. | The Best Dressed Contest has eight ranks, which the player enters in order. Depending on rank, the contest may be limited to men, women, or monsters. While the contest is one of the mini-games in ''Dragon Quest VI'', the party must win the third rank of the contest to gain an important item that will advance the plot. | ||
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*Stat growth becomes pre-set upon leveling up, with no random width as in the previous five games. This would be slightly modified in the remake, allowing for a slight range of growth. | *Stat growth becomes pre-set upon leveling up, with no random width as in the previous five games. This would be slightly modified in the remake, allowing for a slight range of growth. | ||
*The limit for non-HP and MP stats has been raised from 255 to 500. | *The limit for non-HP and MP stats has been raised from 255 to 500. | ||
*[[Luck]] has been removed from the game. | *[[List of character statistics#Luck|Luck]] has been removed from the game. | ||
*[[Status ailment|Curse]]s as monster abilities have been removed from the game, with cursed equipment no longer requiring a benediction to remove. | *[[Status ailment|Curse]]s as monster abilities have been removed from the game, with cursed equipment no longer requiring a benediction to remove. | ||
*The infamous “learning period” experienced through the artificial intelligence has been abolished, with A.I. controlled party members immediately recognizing the resistances of monsters from the first turn. However, characters will never use items when using the A.I. | *The infamous “learning period” experienced through the artificial intelligence has been abolished, with A.I. controlled party members immediately recognizing the resistances of monsters from the first turn. However, characters will never use items when using the A.I. | ||
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*[[Mobile Island]] | *[[Mobile Island]] | ||
*[[Flying Bed]] | *[[Flying Bed]] | ||
*[[Magic Carpet]] | *[[Flying Carpet|Magic Carpet]] | ||
*[[Ship|Undersea Ship]] | *[[Ship|Undersea Ship]] | ||
*[[Pegasus]] | *[[Pegasus]] | ||
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==Development== | ==Development== | ||
===Production=== | ===Production=== | ||
The scenario designer, like always, is [[ | The scenario designer, like always, is [[Yūji Horii]]. As in all other ''Dragon Quest'' games, the art work and design are made by [[Akira Toriyama]] of ''[[Dragon Ball]]'' fame, who also worked on ''[[Chrono Trigger]]'', ''[[Tobal No.1]]'', and ''[[Blue Dragon (series)|Blue Dragon]]''. This is the last game in the series to belong to the [[Zenithia]] or the Tenkuu no Shiro (Castle in the Sky) trilogy. | ||
After the release of ''I + II'' in 1993 development of ''VI'' began in earnest, with a goal of returning to the more adventurous, less on-rails structure of the [[Erdrick trilogy]] and also parodying the ''very'' common trope of the "hidden world" scenario that RPGs and adventure games employed in the 90's. By introducing the concept of the Upper and Lower worlds within the first ten minutes of gameplay, Horii avoided the cliche of the late-game introduction of a hidden area where the cast would be forced to explore before confronting the final evil, and allowed ''VI'' to carry an air of genuine mystery from beginning to end. | After the release of ''I + II'' in 1993 development of ''VI'' began in earnest, with a goal of returning to the more adventurous, less on-rails structure of the [[Erdrick trilogy]] and also parodying the ''very'' common trope of the "hidden world" scenario that RPGs and adventure games employed in the 90's. By introducing the concept of the Upper and Lower worlds within the first ten minutes of gameplay, Horii avoided the cliche of the late-game introduction of a hidden area where the cast would be forced to explore before confronting the final evil, and allowed ''VI'' to carry an air of genuine mystery from beginning to end. | ||
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In order to balance the heavy plots and characterizations that ''IV'' and ''V'' enjoyed with the player's ability to explore at their leisure, the vocation system from ''III'' was re-implemented and given a substantial overhaul. Instead of defining a character in a fixed role, ''VI's'' vocations gave players the ability to completely customize their party as they saw fit. | In order to balance the heavy plots and characterizations that ''IV'' and ''V'' enjoyed with the player's ability to explore at their leisure, the vocation system from ''III'' was re-implemented and given a substantial overhaul. Instead of defining a character in a fixed role, ''VI's'' vocations gave players the ability to completely customize their party as they saw fit. | ||
In July 2007, Square Enix announced a series of remakes of | In July 2007, Square Enix announced a series of remakes of {{DQ4}}, ''V'' and ''VI'' for the Nintendo DS. This marked the first time the game was available on another console and outside of Japan. Prior to this, it had only been available through [[fan translation|fan translations]]. ''Dragon Quest VI'' was the final game of the subseries to be released, following ''Dragon Quest IV'' in 2008 and ''Dragon Quest V'' in 2009. | ||
In January 2010, the game was re-released in Japan on the Nintendo DS. On December 20, 2010, it was [http://press.nintendo.com/articles.jsp?id=26902 announced] that Nintendo of America would be publishing ''Dragon Quest VI'' on February 14, 2011. The subtitle was officially named "Realms of Revelation." | In January 2010, the game was re-released in Japan on the Nintendo DS. On December 20, 2010, it was [http://press.nintendo.com/articles.jsp?id=26902 announced] that Nintendo of America would be publishing ''Dragon Quest VI'' on February 14, 2011. The subtitle was officially named "Realms of Revelation." | ||
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Nintendo also held a trivia contest via Twitter, with the winner receiving a trip to the launch event to be the first in line to meet Horii. | Nintendo also held a trivia contest via Twitter, with the winner receiving a trip to the launch event to be the first in line to meet Horii. | ||
Best Buy also had special events to promote ''Dragon Quest VI'' and | Best Buy also had special events to promote ''Dragon Quest VI: Realms of Revelation'' and {{DQ9}} on February 26, 2011 and March 5, 2011. | ||
==Legacy== | ==Legacy== | ||
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On April 28, 2008, it was reported that [[Square Enix]] had applied for the trademark "The Realms of Reverie" at the United States Patent and Trademark Office, leading to speculation that it was the localized title for this game. On May 20, 2008, Square Enix opened up the North American site featuring the three Dragon Quest DS remakes, acknowledging ''Realms of Reverie'' as the official subtitle, as well as confirming a release in North America. The next day, a press release from Square Enix confirmed that the game would be released in Europe as ''Dragon Quest: Realms of Reverie''. | On April 28, 2008, it was reported that [[Square Enix]] had applied for the trademark "The Realms of Reverie" at the United States Patent and Trademark Office, leading to speculation that it was the localized title for this game. On May 20, 2008, Square Enix opened up the North American site featuring the three Dragon Quest DS remakes, acknowledging ''Realms of Reverie'' as the official subtitle, as well as confirming a release in North America. The next day, a press release from Square Enix confirmed that the game would be released in Europe as ''Dragon Quest: Realms of Reverie''. | ||
Two and a half years later, on December 20, 2010, Nintendo of America issued a press release concerning ''Dragon Quest VI''; the game would be published by Nintendo in North America under the name '''''Dragon Quest VI: Realms of Revelation''''' and would be released on February 14, 2011. As with the release of | Two and a half years later, on December 20, 2010, Nintendo of America issued a press release concerning ''Dragon Quest VI''; the game would be published by Nintendo in North America under the name '''''Dragon Quest VI: Realms of Revelation''''' and would be released on February 14, 2011. As with the release of {{DQ9}}', the sword in the ''Dragon Quest'' logo was replaced with an ordinary 'T'. | ||
During the following months, ''Dragon Quest VI'' would be released in Europe and Australia as '''''Dragon Quest VI: Realms of Reverie'''''. The logo used was identical to that used in the North American release, other than the subtitle, while the actual box art was nearly identical to that of the Japanese release. | During the following months, ''Dragon Quest VI'' would be released in Europe and Australia as '''''Dragon Quest VI: Realms of Reverie'''''. The logo used was identical to that used in the North American release, other than the subtitle, while the actual box art was nearly identical to that of the Japanese release. | ||
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==Soundtrack== | ==Soundtrack== | ||
[[ | [[Kōichi Sugiyama]] composed the music and directed all the associated spinoffs. Three soundtracks were released for the music of ''Dragon Quest VI''. The first was a two-disk soundtrack, which included an orchestral performance and an OST. The second soundtrack was released on August 23, 2000, and just had the orchestral version. This version was released by SPE Visual Works (now Aniplex), and was named ''Dragon Quest VI ~The Dream World~ Symphonic Suite''. This version was featured on ''Dragon Quest Daizenshu Vol. 2'', which is a compilation of ''Dragon Quest'' music. A second Symphonic Suite edition of the OST was performed in March 2005 and released on July 19, 2006, also by Aniplex. The Symphonic Suite tracklist is as follows: | ||
# [[Overture]] (1:20) | #[[Overture]] (1:20) | ||
# At the Palace (3:40) | #At the Palace (3:40) | ||
# In the Town ~ Happy Humming ~ Inviting Village ~ Folk Dance (7:02) | #In the Town ~ Happy Humming ~ Inviting Village ~ Folk Dance (7:02) | ||
# Through the Fields ~ Wandering through the Silence ~ Another World (5:03) | #Through the Fields ~ Wandering through the Silence ~ Another World (5:03) | ||
# Ocean Waves (5:11) | #Ocean Waves (5:11) | ||
# Flying Bed (2:08) | #Flying Bed (2:08) | ||
# Pegasus ~ Saint's Wreath (5:39) | #Pegasus ~ Saint's Wreath (5:39) | ||
# Evil World ~ Satan's Castle ~ Frightening Dungeon (4:22) | #Evil World ~ Satan's Castle ~ Frightening Dungeon (4:22) | ||
# Brave Fight (6:23) | #Brave Fight (6:23) | ||
# Melancholy (3:11) | #Melancholy (3:11) | ||
# Ocarina ~ The Saint (2:07) | #Ocarina ~ The Saint (2:07) | ||
# Devil's Tower (1:36) | #Devil's Tower (1:36) | ||
# Dungeons ~ Last Dungeon (5:52) | #Dungeons ~ Last Dungeon (5:52) | ||
# Monsters (4:36) | #Monsters (4:36) | ||
# Demon Combat (5:15) | #Demon Combat (5:15) | ||
# Eternal Lullaby (6:46) | #Eternal Lullaby (6:46) | ||
==Reception== | ==Reception== | ||
A survey in the magazine Famitsu in 2006 earned ''Dragon Quest VI'' the #34 spot on the list. This is a much lower spot on the list than the other games in the series, showing that, although the game is popular, it remains in the shadows compared to the rest of the series, particularly | A survey in the magazine Famitsu in 2006 earned ''Dragon Quest VI'' the #34 spot on the list. This is a much lower spot on the list than the other games in the series, showing that, although the game is popular, it remains in the shadows compared to the rest of the series, particularly {{DQ3}} and {{DQ8}}, which were both in the top five. ''Dragon Quest VI'' was one of the best selling Super Famicom games in Japan, selling well over three million copies. | ||
In volume 81 of ''Nintendo Power'', the staff wrote an article on ''Dragon Quest VI'', hoping the game would find a U.S. release. They also suggested why the series might not appeal to the American audience: there is too much fighting and not enough adventuring. The game has not been released outside of Japan. | In volume 81 of ''[[Nintendo Power]]'', the staff wrote an article on ''Dragon Quest VI'', hoping the game would find a U.S. release. They also suggested why the series might not appeal to the American audience: there is too much fighting and not enough adventuring. The game has not been released outside of Japan. | ||
''Dragon Quest VI'' was listed as #7 among the 10 Best Japanese Games Never Released in the U.S. by ''GamePro'' magazine in their May 2005 issue. ''Dragon Quest V'', another Japan-only game, was also on the list, placing at #2. (the whole list can be seen here [http://www.woodus.com/den/gallery/graphics/sightings/gamepro_may2005_pg46.jpg]) | ''Dragon Quest VI'' was listed as #7 among the 10 Best Japanese Games Never Released in the U.S. by ''GamePro'' magazine in their May 2005 issue. ''Dragon Quest V'', another Japan-only game, was also on the list, placing at #2. (the whole list can be seen here [http://www.woodus.com/den/gallery/graphics/sightings/gamepro_may2005_pg46.jpg]) | ||
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In terms of contributions to the series as a whole, ''VI'' is considered by several fans as being very significant: the addition of skills allowed further refinement to combat and added significantly more layers of depth to battles, the bag reduced the amount of frustration players could face by putting an end to shuffling items between characters, and the Hero's ability to memorize and recall lines of dialogue directly lead to the creation of Party Chat in ''VII''. Furthermore, the raising of stat limits from 255 to 510 allowed for more dynamic character growth and battle potential, complimented by a significant increase in stat-enhancing accessories. Smaller touches also enhanced the quality of the series from then on, such as the three tone vocal range for men, women, and children, and the mini medal exchange program becoming one where awards are dispensed based on the total collected, rather than being used as an alternate type of currency. | In terms of contributions to the series as a whole, ''VI'' is considered by several fans as being very significant: the addition of skills allowed further refinement to combat and added significantly more layers of depth to battles, the bag reduced the amount of frustration players could face by putting an end to shuffling items between characters, and the Hero's ability to memorize and recall lines of dialogue directly lead to the creation of Party Chat in ''VII''. Furthermore, the raising of stat limits from 255 to 510 allowed for more dynamic character growth and battle potential, complimented by a significant increase in stat-enhancing accessories. Smaller touches also enhanced the quality of the series from then on, such as the three tone vocal range for men, women, and children, and the mini medal exchange program becoming one where awards are dispensed based on the total collected, rather than being used as an alternate type of currency. | ||
While ''VI'' may not be among the most popular games in the series, it is assuredly one of the most important in Dragon Quest's history. | While ''VI'' may not be among the most popular games in the series, it is assuredly one of the most important in ''Dragon Quest's'' history. | ||
==Related media== | ==Related media== | ||
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==Trivia== | ==Trivia== | ||
The game is likely a prequel to ''IV'' and ''V'', based on small details and hints scattered throughout the story. In typical Horii fashion, many of these hints are not concrete and are up to the player to decide for themselves. That being said, the similarities between Zenithia and Cloudsgate Citadel are | The game is likely a prequel to ''IV'' and ''V'', based on small details and hints scattered throughout the story. In typical Horii fashion, many of these hints are not concrete and are up to the player to decide for themselves. That being said, the similarities between Zenithia and Cloudsgate Citadel are objectively clear even at a cursory glance. | ||