Dragon Quest VII: Fragments of the Forgotten Past: Difference between revisions

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}}{{DISPLAYTITLE:''Dragon Quest VII: Fragments of the Forgotten Past''}}
{{Translation|'''Dragon Quest VII: Warriors of Eden'''|ドラゴンクエストVII エデンの戦士たち|Doragon Kuesuto Sebun Eden no Senshi-tachi|literally meaning; Dragon Quest VII: Warriors of Eden}} is the seventh instalment of the popular ''[[Dragon Quest (series)|Dragon Quest]]'' series of role playing games, and is the successor to [[wikipedia:1995 in video gaming|1995]]'s ''[[Dragon Quest VI]]'' for the [[Wikipedia:Super Nintendo Entertainment System|Super Famicom]]. An immediate success upon release, ''Dragon Warrior VII''s sales have totaled 4.06 million, making it the [[wikipedia:List_of_best-selling_video_games|best-selling]] PlayStation game in Japan by April 6, 2001, and is a [[wikipedia:Square_Enix_Ultimate_Hits|Square Enix Ultimate Hits]] title. It was the first main series ''Dragon Quest'' title to be released outside of Japan since the release of ''[[Dragon Warrior IV]]'' in North America in [[wikipedia:1992 in video gaming|1992]], and the last ''Dragon Quest'' title to be released in North America with the ''Dragon Warrior'' name. The game was produced by [[Yuji Horii]], who has presided over the ''Dragon Quest'' series since its inception. Artwork and character designs were once again provided by [[Akira Toriyama]], the artist responsible for all previous ''Dragon Quest'' games and famous [[wikipedia:Mangaka|mangaka]].
{{Translation|'''Dragon Quest VII'''|ドラゴンクエストVII エデンの戦士たち|Doragon Kuesuto Sebun Eden no Senshi-tachi|literally meaning; Dragon Quest VII: Warriors of Eden}} is the seventh installment of the popular ''[[Dragon Quest (series)|Dragon Quest]]'' series of role playing games and the first in the series to not be a part of a larger trilogy.
It was the first main series ''Dragon Quest'' title to be released outside of Japan since the release of ''[[Dragon Quest IV: Chapters of the Chosen]]'' in North America in [[wikipedia:1992 in video gaming|1992]], and the last ''DQ'' title to be released in North America with the ''Dragon Warrior'' name.


Its 2013 remake for the Nintendo 3DS was localized in 2016 under the title '''Dragon Quest VII: Fragments of the Forgotten Past'''. It was translated by UK-based localisation specialists Shloc Ltd.
The game follows the Hero and his friends as they discover secrets about the mysterious islands surrounding their isolated home of [[Estard]], the only land mass in the entire world. Through some ancient ruins, they are transported to the pasts of various islands that used to exist and must defeat evil in each new location.


The game follows the Hero and his friends as they discover secrets about the mysterious islands surrounding their home of Estard. Through some ancient ruins, they are transported to the pasts of various islands and must defeat evil in each new location. Game mechanics are largely unchanged from previous games in the series, although an extensive [[wikipedia:Character class|Class system]] allows players to customize their characters.
==Setting==
''Dragon Quest VII'' is best known for its immense playtime. Without completing its side quests, a single game of ''Dragon Quest VII'' can take 100 or more hours. The main flow of the game is different than other ''Dragon Quest'' games; instead of exploring one large world, the party goes to separate continents by placing stone shards into their appropriate pedestals in the Shrine of Mysteries. Once all of the missing shards are located and placed for a particular pedestal, the party is transported to the trapped location centuries in the past. After solving whatever problems plague the region, the party then travels back to the present. From there, they can travel via boat, carpet, or sky stone to the modern version of the location they just saved. These saved lands appear on the main map, although the originals (from the past) can only be revisited through the ruins.  


==Gameplay==
==Plot==
''Dragon Warrior VII'' is best known for its huge size. Without completing the game's side quests, a single game of ''Dragon Quest VII'' can take a hundred hours or more. In terms of gameplay, not much has changed from previous installments; battles are still fought in a [[wikipedia:Turn-based_strategy|turn-based]] mode from a [[wikipedia:First_person_(video_game)|first person]] perspective. Although non-battle sequences are rendered in 3D, battles themselves are still portrayed two dimensionally. The ability to talk with the party characters in and outside of battles was added to this game. They offer advice about battle strategies and plot points, or simply comment on how they feel at a given moment. There are four ways and means of locomotion: feet, boat, magic carpet, and skystone. Each of these can move across different terrain.
{{spoiler|start}}
''Dragon Quest VII'' tells the story of a young hero, the son of a prominent fisherman in the village of Pilchard Bay on Estard Island, the only land mass in the world, and his friends in a fantastical, medieval-like world. They set out on adventures through the world's past and learn about its history. Upon discovering different lands in the past and solving the troubles, they reappear in the game's present-day map.
 
The party begins their adventure when the hero and Kiefer discovers a mysterious stone fragment of a map his father brings home from a fishing trip. Further investigations lead him to discover that the world he lives on, which seems to consist of only his small island, used to contain many continents that have somehow been sealed away. By placing found shards on pedestals in Estard's ruins, the Hero and his friends are sent to different lands in the past which the party eventually realizes. Once they solve the problems in the area's past, the land masses appear in the present.


The main flow of the game is different than the other ''Dragon Quest'' games; instead of exploring one large world, the party goes to separate continents by placing stone shards into their appropriate pedestals in Estard Fane. Once all of the missing shards are located and placed for a particular pedestal, the party is transported to the trapped location in the past. After solving whatever problems plague the location, the party then travels back to Estard, the beginning island. From there, they can travel via boat, carpet, or skystone to the modern version of the location they just saved. These saved lands appear on the main map, although the originals (from the past) can be revisited through the ruins. Like most of the other ''Dragon Quest'' games, this game has several mini-games to participate in. The Immigrant Town, similar to the one in ''Dragon Quest IV'', lets the player recruit people from various towns. They then live in the town, which changes depending on the type of people living there (e.g. several merchants will bring more stores to the town). A prominent feature in most ''Dragon Quest'' games is the casino. Poker, slot machines, and luck panel can all be played in ''Dragon Warrior VII''. The Ranking Association allows the player to compete for the highest stats, like the Beauty Competition from ''[[Dragon Quest VI]]''. The player can also catch monsters, although they are only displayed in the Monster Park, unlike in ''[[Dragon Quest V]]'', where monsters fought in the party. Blueprints are found to add new environments to the park.
After the world is restored, Orgodemir, the Demonlord, disguises himself as God and seals several of the islands away once again; this time Estard is sealed as well. The party sets out to revive the elemental spirits: Wind; Fire; Earth; and Water. Orgodemir is then revealed as the Demon Lord to the world whereupon he claims to have done so to trick humanity. Orgodemir then raises his Dark Palace and with the aid of the Flying Rock, the party confronts him in a final battle.
{{spoiler|end}}


===New features===
'''''For a full synopsis on events that happen in Dragon Quest VII, click on the Dragon Quest VII navigational tool.'''''
''Dragon Warrior VII'' uses a [[Wikipedia:Character_classes_from_the_Dragon_Quest_series|class system]] for learning abilities, similar to that of ''[[Dragon Quest VI]]''. Some available classes include [[Warrior]], Martial Artist, [[Priest]], [[Mage]], Bard, Dancer, Gadabout, [[Thief]], Luminary, Pirate, [[Armamentalist]], Gladiator, [[Paladin]], Summoner, God Hand, and Hero; some of which are unlocked by mastering other classes. The game also includes Monster Classes, which can be unlocked by using the appropriate Monster Heart or mastering prerequisite Monster Classes. This allows a party member to transform into a monster in battle.


Characters generally stop learning character specific spells and skills around [[wikipedia:Experience_points|experience level]] 15; however, around this time in the game, players will reach Dharma Island, where they can give their characters certain classes. Each non-monster class belongs to one of three tiers (Basic, Intermediate, and Advanced), while monster classes have more tiers. Characters gain levels in classes by fighting a certain number of battles, as opposed to gaining experience points. Characters learn different spells and skills when they reach another class level and their stats are affected by what class they are. Once a character reaches the 8th and final level of a class, it is considered "mastered", if a character masters certain classes, higher tier classes will become available to them. For example, if a character masters the Mage and Cleric classes, which are both Basic, then the Intermediate class Sage will be available to them. If that character was to then master the TeenIdol class, the Advanced Summoner class would open up.


==Characters==
==Characters==
*[[Hero (Dragon Quest VII)|Hero]] — The Hero has no default name; as is traditional in the ''Dragon Quest'' series, the name is supplied by the player (however, he is called Arus in the official manga). The Hero is a lifelong native of the town of [[Fishbel]] on Estard Island. He is good friends with Maribel, daughter of the mayor of Fishbel, and Kiefer, prince of Estard Castle. In particular, he has a fondness for going out on impromptu "adventures" with Kiefer. It is one such adventure than begins the story of the game. In terms of gameplay, the Hero is a well-rounded character who is one of the strongest fighters in the game. He also lays claim to a variety of healing magics, and has fairly average statistical growth.
{{main|List of characters in Dragon Quest VII}}
*[[Hero (Dragon Quest VII)|Hero]] — The Hero's official default name is "Auster"; however, as is traditional in the ''Dragon Quest'' series, the name is supplied by the player (however, he is called Arus in the official manga). The Hero is a lifelong native of the town of [[Pilchard Bay]] on Estard Island. He is good friends with Maribel, daughter of the mayor, and Kiefer, prince of Estard Castle. In particular, he has a fondness for going out on impromptu "adventures" with Kiefer. It is one such adventure that begins the story of the game. In terms of gameplay, the Hero is a well-rounded character who will do well in any vocation.  


*[[Kiefer]] — Kiefer is a prince of [[Estard Island]], and the presumptive heir to the throne. Far from anticipating his elevation to kingship, however, Kiefer seems to resent his royal blood, and is a source of endless worry and frustration to his family and advisers. Kiefer, for his part, spends much of his time in search of excitement and adventure, and has found a kindred spirit in the Hero, whom he considers his closest friend. Kiefer is incredibly strong, with a high physical attack statistic and naturally high hit points. He is the most powerful character available early on in the game. On one trip to an ancient land, Kiefer falls in love, and remains behind. Upon returning to the present, the hero finds out that Kiefer has become a famous guardian of the [[Dejans]], and is the biological ancestor of almost an entire culture/continent. Kiefer is also the main character of the game ''[[Dragon Quest Monsters: Caravan Heart]]'' as a young boy.
*[[Kiefer]] — Kiefer is a prince of [[Estard|Estard Island]], and the presumptive heir to the throne. Far from anticipating his elevation to kingship, however, Kiefer seems to resent his royal blood, and is a source of endless worry and frustration to his family and advisers. Kiefer, for his part, spends much of his time in search of excitement and adventure, and has found a kindred spirit in the Hero, whom he considers his closest friend. Kiefer is incredibly strong, with a high physical attack statistic and naturally high hit points. He is the most powerful character available early on in the game. On one trip to an ancient land, Kiefer falls in love, and remains behind. Upon returning to the present, the hero finds out that Kiefer has become a famous guardian of the [[Roamers]], and is the biological ancestor of almost an entire culture/continent. Kiefer is also the main character of the game ''[[Dragon Quest Monsters: Caravan Heart]]'' as a young boy.


*[[Maribel]] — A friend of both the Hero and Kiefer, Maribel is the daughter of the mayor of Fishbel. Unlike Kiefer, who has steadfastly refused to let his social status influence how he looks upon other people, Maribel tends to be a bit condescending, even bossy. Despite this, she gets along well with her friends, and occasionally accompanies them on their adventuring, even if she sometimes has to pressure them into letting her tag along. Maribel is primarily a magic user: with low starting physical statistics, and an early lack of powerful weapons available for her use, it takes a good deal of time before she can do anything approaching the amount of physical damage inflicted by some of the other characters. On the other hand, Maribel has access to a variety of damaging attack spells relatively early on. In the remakes, she is capable of being faster than even Ruff.
*[[Maribel Mayde]] — A friend of both the Hero and Kiefer, Maribel is the daughter of mayor Mayde. Unlike Kiefer, who has steadfastly refused to let his social status influence how he looks upon other people, Maribel tends to be very condescending towards others regardless of their social status. Despite this, she gets along well with her friends, and occasionally accompanies them on their adventuring, even if she sometimes has to pressure them into letting her tag along. Maribel is primarily a magic user: with low starting physical statistics, and an early lack of powerful weapons available for her use, it takes a good deal of time before she can do anything approaching the amount of physical damage inflicted by some of the other characters. On the other hand, Maribel has access to a variety of damaging attack spells relatively early on. In the remakes, she is capable of growing faster than even Ruff.


*[[Ruff]] — Although he appears to be a normal boy, Ruff is actually a [[White Wolves|white wolf]] pup who was irrevocably turned into a human. As such, he retains a number of obvious lupine characteristics, and can be somewhat animalistic at times, though as a side effect of the Hacrobat attempting to cure him of his condition he can speak fluently. He agrees to travel with the heroes hoping to protect his family from Orgodemir, but remains with the group out of a sense of loyalty. Ruff's specialty is in physical combat. Despite his diminutive size and young age, he can easily become as powerful as the Hero, Mervyn, and Aishe through mastery of the class system. He is also very agile, though not as agile as Maribel.[[Image:Tablet Fragments.png|right|border|180px]]
*[[Ruff]] — Although he appears to be a normal boy, Ruff is actually a [[White Wolves|white wolf]] pup who was irrevocably turned into a human. As such, he retains a number of obvious lupine characteristics, and can be somewhat bestial at times, though as a side effect of the Hackrobat attempting to cure him of his condition he can speak the human tongue well enough to be understood. He agrees to travel with the heroes hoping to protect his family from the demon king, but remains with the group out of a sense of loyalty. Despite his diminutive size and young age, he can easily become as powerful as the Hero, Mervyn, and Aishe through mastery of the the melee vocations. He is also very agile, though not as fleet-footed as Maribel.[[Image:Tablet Fragments.png|right|border|180px]]


*[[Sir Mervyn]] — A skilled paladin of generations past, Mervyn fought on the side of [[God]] against the [[Orgodemir|Demon Lord]] many years ago. Mervyn excelled at his work, and distinguished himself in both skill and honour. As such, Mervyn was petrified in stone by God, so that, should the need arise, he could be reawakened to once again take up the fight against evil. The party finds Mervyn, who joins their adventure, although his age and unfamiliarity with the present day often leave other characters somewhat befuddled. Mervyn is proficient at both magic and physical combat, though his magic casting abilities are slightly superior to his physical attack skills.
*[[Sir Mervyn]] — A skilled paladin of centuries past, Mervyn fought on the side of [[The Almighty]] against the [[Orgodemir|Demon Lord]] many years ago. Mervyn excelled at his work, and distinguished himself in both skill and honor. As such, Mervyn was petrified in stone by God, so that, should the need arise, he could be reawakened to once again take up the fight against evil. Mervyn joins the party after a lengthy revival process, although his age and unfamiliarity with the present day often leave other characters somewhat befuddled. Mervyn is proficient at both magic and physical combat, though his magic casting abilities are slightly superior to his physical attack skills.


*[[Aishe]] — Aishe is the lead ritual dancer of the Deja tribe, an ancient race of people charged with the stewardship of a temple necessary in the act of calling forth God. Raised and trained at swordsmanship, Aishe is a more than capable fighter, as well. Aishe is a powerful fighter and magic user. Although capable of doing both significant physical and significant magical damage, Aishe stands in contrast to Mervyn, in that her magic skills tend to lag slightly behind her physical statistics.
*[[Aishe]] — Aishe is the lead ritual dancer of the Roamer tribe, an ancient race of people charged with the stewardship of a temple necessary in the act of calling forth God. Raised and trained at swordsmanship as well as gypsy dancing, Aishe is a more than capable fighter and will do well in any physically-oriented vocation. Although capable of doing both significant physical and significant magical damage, Aishe stands in contrast to Mervyn, in that her magic skills tend to lag slightly behind her physical statistics.


==Plot==
==New features==
===Player conveniences===
*Total play time is now marked next to save files.
*The ability to change message display speed and audio settings has been moved from the start screen to the in-game menu.
*All items can now be bought in bulk, not just weapons and armor.
*Brief descriptions of items are displayed when the cursor hover over them in the menu.
*'[[Big Book of Beasts]]' debuts, displaying monster actions, exp total, gold total, number defeated, and what item is dropped per species.
*If the player accidentally presses a button when there is nothing to interact with, no time-consuming message is displayed.
*When an item or gold is found, a small icon will appear over the protagonist's sprite along with the traditional jingle.
*The contents of bookshelves has been embellished, with hints for the area, anecdotal stories, and bad jokes found in several.
:*A mimic for books has been added as well.
*Characters will typically move and gesture while speaking, making it easier to tell whom is talking.
===Battle refinements===
*The maximum value for all stats has been set to 999.
*A.I. strategies can be assigned to specific characters now instead of group-wide orders.
*The menu for spells and skills have been split into three categories--''Offensive'', ''Defensive'', and ''Other''.
*Status buffs and debuffs for allies and enemies now expire after a number of turns, along with [[Paralysis]].
*[[Cursed]] equipment has been reinstated, requiring the use of a priest to remove.
*''VII'' includes '''thirty-four''' Monster Vocations compared to the previous game's two, which can be unlocked by using the appropriate Monster Heart at [[Alltrades Abbey (Dragon Quest VII)|Alltrades Abbey]] or by mastering prerequisite Monster forms. This allows a party member to transform into a monster during battle, gaining the resistances (and vulnerabilities) of that species.
:*In the 3DS remake these vocations are often the only way to permanently learn excellent abilities.


{{spoiler|start}}
===[[The Haven]]===
''Dragon Quest VII'' tells the story of a young hero, the son of a prominent fisherman in the village of Pilchard Bay on Estard Island, the only land mass in the world, and his friends in a fantastical, medieval-like world. They set out on adventures through the world's past and learn about its history. Upon discovering different lands in the past and solving the troubles, they reappear in the game's present-day map.
Returning from ''III'', the boom town side quest has been reworked from a passive sequence to one the player controls directly. The Haven lets the player recruit people from various towns in the PSX version, which changes depending on the type of people living there (e.g. several merchants will bring more stores to the town). In the 3DS remake the system is dependent on [[Traveller's Tablet]]s after a brief tutorial, and the culture of the settlement is no longer variable. Additionally, all the inhabitants of the haven are reformed monsters instead of mundane folk, with the syntax of their past life carrying over into their current persona.


The party begins their adventure when the hero and Kiefer discovers a mysterious stone fragment of a map his father brings home from a fishing trip. Further investigations lead him to discover that the world he lives on, which seems to consist of only his small island, used to contain many continents that have somehow been sealed away. By placing found shards on pedestals in Estard's ruins, the Hero and his friends are sent to different lands in the past which the party eventually realizes. Once they solve the problems in the area's past, the land masses appear in the present.
===[[Party Chat]]===
The ability to talk with the party members in and outside of battles was first added to the series in ''VII'', adding a great layer of depth to each party member and setting a standard that would be continued in future installments. Party members will offer advice about battle strategies, remind the player about important plot points, or simply comment on how they feel at a given moment when this feature is used. The use of this feature adds considerable personality to each character, so much so that party chat was frequently used as a marketing device for remakes of older titles in Japan.
:*Due to the tendency of party members reminding players what to do, the memory spells seen in ''VI'' and ''III'' have been removed.


After the world is restored, Orgodemir, the Demonlord, disguises himself as God and seals several of the islands away once again; this time Estard is sealed as well. The party sets out to revive the elemental spirits: Wind; Fire; Earth; and Water. Orgodemir is then revealed as the Demon Lord to the world whereupon he claims to have done so to trick humanity. Orgodemir then raises his Dark Palace and with the aid of the Flying Rock, the party confronts him in a final battle.
===[[Excellence Grading Organisation]]===
{{spoiler|end}}
The E.G.O. contests allow the player to compete for the highest stats, like the Best Dressed Contest from {{DQ6}}. Excellent equipment is awarded to anyone who can topple the reigning champions, two of whom are NPCs that can be found in the larger world.


'''''For a full synopsis on events that happen in Dragon Quest VII, click on the Dragon Quest VII navigational tool.'''''
===[[Monster Meadows]]===
The ability to [[Monster recruitment|catch monsters]] functions similarly to the Super Famicom version of ''VI'', although they no longer participate in battle. Instead, tamed monsters are sent off to a nature preserve called Monster Meadows: here the monsters can be seen in their natural environment and be interacted with in the same manner as human NPCs. Blueprints are found to add new environs to the park, allowing space for nearly every monster.


==Development==
==Development==
[[File:DQVII Purple Fairy.png|border|right|275px]]
[[File:Tomes of Torment.jpg|border|left|thumb|250px|The ''infamous'' planning document for VII. Every line of dialogue, plot synopsis, character connections, item purposes, and battle details were written by hand over the course of development.]]
''Dragon Quest VII'' was designed by series creator [[Yuji Horii]] and directed by Manabu Yamana. Shintaro Majima signed on as art director, while series veterans [[Akira Toriyama]] and [[Kōichi Sugiyama]] designed the characters and composed the music respectively.
''Dragon Quest VII'' was designed by series creator [[Yūji Horii]] and directed by Manabu Yamana. Shintaro Majima signed on as art director, while series veterans [[Akira Toriyama]] and [[Kōichi Sugiyama]] designed the characters and composed the music respectively. Horii has stated in interviews since the game's release that the team focused more on the puzzle solving aspect and the individual stories of the antiquated towns than the game's overarching story. For inspiration, the team pulled from the Old Testament of the Bible, incorporating several judeo-christian themes into the backstory and the scenarios of several plagued towns.  
 
The game was officially announced in 1996 and originally planned for the [[wikipedia:Nintendo_64DD|Nintendo 64DD]]. On January 15, 1997, it was announced that development had been moved to the PlayStation. By the next day, both stock in [[Wikipedia:Sony|Sony]] and Enix rose significantly in Japan. By 2000,''Dragon Quest VII'' was predicted to be so successful in Japan that it would "create a 50 billion yen effect on the Japanese economy", said research firm DIHS. ''Dragon Quest VII'' would go on to be released on August 26, 2000 and sold 4.06 million games in Japan alone, becoming one of the highest selling games of all time.


The game was delayed numerous times before its actual release. Work on the game was extended because the development staff wanted to perfect the game due to high expectations from the fans and because the team only consisted of about 35 people. Before its release, it was ranked as the most wanted game in Japan and Square, knowing about ''Dragon Quest VII's'' release, moved its ''Final Fantasy'' game to come out on a later date. Horii stated in an interview that the team focused more on puzzle solving than the game's story. Being the first game in the series to include 3D graphics, the team was also initially reluctant to include CG movies and cinematics due to letters written to Enix by fans fearing that doing so would change the overall feeling of the series.
The game was officially announced in 1996 and originally planned for the [[wikipedia:Nintendo_64DD|Nintendo 64DD]]. On January 15, 1997, it was announced that development had been moved to the PlayStation. By the next day, both stock in [[Wikipedia:Sony|Sony]] and Enix rose significantly in Japan. By 2000, ''Dragon Quest VII'' was predicted to be so successful in Japan that it would "create a 50 billion yen effect on the Japanese economy", said research firm DIHS. ''Dragon Quest VII'' would go on to be released on August 26, 2000 and sold 4.06 million games in Japan alone, becoming one of the highest selling games of all time and ''the'' highest selling title in the series until the release of ''IX'' in 2009.
[[File:DQVII Purple Fairy.png|border|right|thumb|275px|The attendant of the shrine of mysteries was created to make navigating the time periods and fragment finding easier.]]
The game was delayed numerous times before its actual release. Work on the game was extended because the development staff wanted to perfect the game due to high expectations from the fans, and because the team only consisted of about 35 people. Before its release, it was ranked as the most wanted game in Japan and Square, knowing about ''Dragon Quest VII's'' release, moved its ''Final Fantasy IX'' game to come out on a later date so as not to hurt potential sales. Being the first game in the series to include 3D graphics, the team was also initially reluctant to include CG movies and cinematics due to letters written to Enix by fans fearing that doing so would change the overall feeling of the series.  


The English language localization of ''Dragon Warrior VII'' began directly after the game's Japanese release. Enix of America was tasked with translating over 70,000 pages of text via 20 translators and 5 copy editors. No effort was made to edit or censor the context of the Japanese script. Weeks prior to the game's US release, Enix released new information about the game's different mechanics on their website weekly to introduce players to the game. Paul Handelman, president of Enix America, commented on the game that "All the talk this month about new systems with the latest technological wizardry doesn't diminish the fact that at the end of the day, compelling game play is what it's all about, and ''Dragon Warrior VII'' provides just that." ''Dragon Warrior VII'' was released in the US on November 1, 2001 and was the last game in the series to have ''Warrior'' in its title instead of ''Quest''. In 2003, Square Enix registered the ''Dragon Quest'' trademark in the US, with the intent to retire the ''Dragon Warrior'' name. Soon after the game's release, developer Heartbeat went on hiatus. Justin Lucas, product manager of Enix America, commented on the hiatus, saying that the developer merely "worked their tails off on ''Dragon Warrior VII'' and ''Dragon Warrior IV''. They decided to take a sabbatical for a while and rest up", noting that it had nothing to do with the game's US sales.
The English language localization of ''Dragon Warrior VII'' began directly after the game's Japanese release. Enix of America was tasked with translating over 70,000 pages of text via 20 translators and 5 copy editors, leading to an inconsistent script tone and several plot-holes. No effort was made to edit or censor the context of the Japanese script. The 2013 remake for the Nintendo 3DS was localized in 2016 under the title '''Dragon Quest VII: Fragments of the Forgotten Past'''. It was translated by UK-based localization specialists Shloc Ltd, and adheres to the tone and style set by the wonderfully silly [[Plus Alpha]].
 
The back of the ''Dragon Warrior VII'' manual in North America contained an advertisement for ''[[Dragon Warrior IV]]'', an enhanced remake for the PlayStation of a Nintendo game of the same name. The localization was subsequently cancelled, due to Heartbeat's hiatus.


==Soundtrack==
==Soundtrack==
As with every ''Dragon Quest'', [[Kōichi Sugiyama]] composed the musical score and directed all the associated spinoff soundtracks. As a first for the series, the original sound version was bundled with the symphonic suite in a two-disc set called ''Dragon Quest VII: Eden no Senshitachi Symphonic Suite + OST''. The entire first disc and the opening song of the second disc consists of the symphonic suite, while the rest of the second disc is the original sound version. A disc titled ''Dragon Quest VII: Eden no Senshitachi on Piano'' was also released, and contained 27 [[wikipedia:Piano|piano]]-arranged tracks. The ''Symphonic Suite'' was later reprinted by itself in 2006.
As with every ''Dragon Quest'', [[Kōichi Sugiyama]] composed the musical score and directed all the associated spinoff soundtracks. As a first for the series, the original sound version was bundled with the symphonic suite in a two-disc set called ''Dragon Quest VII: Eden no Senshitachi Symphonic Suite + OST''. The entire first disc and the opening song of the second disc consists of the symphonic suite, while the rest of the second disc is the original sound version. A disc titled ''Dragon Quest VII: Eden no Senshitachi on Piano'' was also released, and contained 27 [[wikipedia:Piano|piano]]-arranged tracks. The ''Symphonic Suite'' was later reprinted by itself in 2006.
All songs written and composed by Kōichi Sugiyama. All songs written and composed by Kōichi Sugiyama. 


==Reception==
==Reception==
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|4.5 out of 5
|4.5 out of 5
|}
|}
''Dragon Warrior VII'' was very well-received in Japan both commercially and critically. It was the best-selling PlayStation game of [[wikipedia:2000_in_video_gaming|2000]] in the region at 3.78 million copies sold. As most of the units were sold mere weeks after the game's release, the game established itself for having the largest annual shipment of any independently sold game for the original PlayStation. Worldwide, sales of the game have surpassed 4.1 million units as of February 2004. ''Dragon Warrior VII'' won the grand prize in Digital (Interactive) Art Division at the 4th [[wikipedia:Japan_Media_Arts_Festival|Japan Media Arts Festival]] in 2000, where the game was praised for being "...engaging without depending on a high degree of realism..." and "...well refined and artfully executed." The game also won four awards from the 5th Japan Entertainment Software Awards by the [[wikipedia:Computer_Entertainment_Supplier|Association Computer Entertainment Supplier's Association]] (CESA), including Best Prize, Scenario Prize, Sales Prize, and Popularity Prize. In 2006, the readers of ''[[wikipedia:Famitsu|Famitsu]]'' magazine voted ''Dragon Warrior VII'' the 9th best video game of all time.
''VII'' was very well-received in Japan upon release, though in recent years it has attracted a larger amount of criticism than is usual for the series. ''Dragon Quest VII'' won the grand prize in Digital (Interactive) Art Division at the 4th [[wikipedia:Japan_Media_Arts_Festival|Japan Media Arts Festival]] in 2000, where the game was praised for being "...engaging without depending on a high degree of realism..." and "...well refined and artfully executed." The game also won four awards from the 5th Japan Entertainment Software Awards by the [[wikipedia:Computer_Entertainment_Supplier|Association Computer Entertainment Supplier's Association]] (CESA), including Best Prize, Scenario Prize, Sales Prize, and Popularity Prize.  


Sales of the North American version of ''Dragon Warrior VII'' reached about 200,000 copies according to The Magic Box, which was not nearly as stellar as its Japanese counterpart. Enix of America still expressed their satisfaction with the sales figures. ''Dragon Warrior VII'' met with mostly good reviews from North American critics. [[wikipedia:IGN|IGN]] noted that all "100+ hours" of the game are enjoyable despite the dated visuals and clunky presentation. ''[[wikipedia:GamePro|GamePro]]'' questioned whether the game's package was nostalgic or just awful, but still gave it a decent score and called it a great game overall. GameZone.com praised the game's concept and nostalgia factor and cited it as "what role-playing games were meant to be." They also noted the game's high difficulty, which, instead of making the game frustrating, they say, "make it that much more of an accomplishment when you complete a quest." IGN described the game's class system as "one of the best class systems seen outside a strategy RPG."
Sales of the North American version of ''Dragon Warrior VII'' reached about 200,000 copies according to The Magic Box, which was not nearly as stellar as its Japanese counterpart. Enix of America still expressed their satisfaction with the sales figures. ''Dragon Warrior VII'' met with mostly good reviews from North American critics. [[wikipedia:IGN|IGN]] noted that all "100+ hours" of the game are enjoyable despite the dated visuals and clunky presentation. ''[[wikipedia:GamePro|GamePro]]'' questioned whether the game's package was nostalgic or just awful, but still gave it a decent score and called it a great game overall. GameZone.com praised the game's concept and nostalgia factor and cited it as "what role-playing games were meant to be." They also noted the game's high difficulty, which, instead of making the game frustrating, they say, "make it that much more of an accomplishment when you complete a quest." IGN described the game's class system as "one of the best class systems seen outside a strategy RPG."


Other critics were not as pleased with ''Dragon Warrior VII''. GameShark.com described the first two hours of the game as "some of the most boring hours you will ever play in a video game." XenGamers.com also pointed out that in order to play the game, the player needs "the patience of a rock". [[wikipedia:Game_Informer|Game Informer]] even went as far as to say that "four million Japanese can be wrong", referring to the game's immense popularity in Japan.
Other critics were not as pleased with ''VII'': GameShark.com described the first two hours of the game as "some of the most boring hours you will ever play in a video game." XenGamers.com also pointed out that in order to play the game, the player needs "the patience of a rock". [[wikipedia:Game_Informer|Game Informer]] even went as far as to say that "four million Japanese can be wrong", referring to the game's immense popularity in Japan.


Because of the game's delay in being developed, its release was after the [[Sony PlayStation 2|Playstation 2's]] release, which created some negative feedback, particularly about the game's graphics. IGN commented on this, calling the game "a game that makes only a bare minimum of concessions to advancing technology, but more than makes up for this with its deep gameplay, massive quest, and sheer variety." Gamespot called the graphics "not good" and warned readers that if the "most rewarding things" they "got out of Final Fantasy VII were the full-motion video interludes, you definitely won't be wowed by anything you see in Dragon Warrior VII."
Because of the game's delay in being developed, its release was after the [[Sony PlayStation#PlayStation 2|PlayStation 2's]] release, which created some negative feedback, particularly about the game's graphics. IGN commented on this, calling the game "a game that makes only a bare minimum of concessions to advancing technology, but more than makes up for this with its deep gameplay, massive quest, and sheer variety." Gamespot called the graphics "not good" and warned readers that if the "most rewarding things" they "got out of ''Final Fantasy VII'' were the full-motion video interludes, you definitely won't be wowed by anything you see in ''Dragon Warrior VII''."
 
Since the game's release, the most notable and consistent points of contrition among fans have been the lackluster graphical presentation, and the exploitative nature of the vocation system. Of particular note is the abundance of redundant skills and spells available to the earlier careers (Focus Strength & Muster Strength, Shove & Heave-ho, Muscle Dance & Roundhouse Kick, etc), along with a distinct imbalance between the usefulness of spells compared to skills. Coupled with this is the fact that, by having only three top tier vocations, the five party members will invariably share similar abilities and thus negate their individuality. Indeed, the glut of abilities was one of the primary motivations for the creation of ''VIII's'' weapon-specific skill trees, which have become the standard of the series ever since.


==3DS version==
==3DS version==
===Changes in the 3DS version===
===Changes in the 3DS version===
* A radar has been added to make finding the stone shards easier than ever. A new character has also been added that gives players hints to finding them as well.
*A radar has been added to make finding the stone shards easier than ever. A new character stationed in the Divine Shrine has also been added that gives players hints to finding them as well.
* Streetpass stones, a place in the immigrant town to go online to trade them with other players. Bringing streetpass stones to the immigrant town unlocks new dungeons, and special story scenes. You can also get Streetpass Stones by making a party of monsters from your monster park and sending them into a special randomly generated dungeon.
*Streetpass stones, a place in the immigrant town to go online to trade them with other players. Bringing streetpass stones to the immigrant town unlocks new dungeons, and special story scenes. You can also get Streetpass Stones by making a party of monsters from your monster park and sending them into a special randomly generated dungeon.
* Your party's sprite appearance change immediately after switching job classes.
*Party member appearance change immediately after switching vocations.
* Your party's sprite appearance also changes immediately for monster classes, not just upon mastery like in the PS1 version.
*Party member appearance also changes immediately for monster vocations, not just upon mastery like in the PS1 version.
* Job levels go up faster.
*Weapons and shields are displayed in battle, some of which are animated.[[Image:Running_From_The_Fiends.png|right|border|350px]]
* Spells/skills for upper division jobs are only usable when in that class, giving the last part of the main game more balance.
*Vocation ranks require fewer battles to advance.
* Overall simplification and rebalancing of which classes get which skills, including elimination of job history/hybrid skill system (i.e. You won’t have to/be able to get skills like Sword Dance by switching from Soldier–>Dancer.)
*Spells/skills for second and third tier vocations are only usable when in that class, giving the last part of the main game more balance.
* Some characters have been confirmed to receive updated names in the 3DS remake. Kiefer is now Prince Kiefer, Gabo is now Ruff and Melvin's name is now Sir Mervyn. Aira is now known as Aishe.[[Image:Running_From_The_Fiends.png|right|border|350px]]
*Overall simplification and re-balancing of which vocations get which skills, including elimination of the hybrid skill system. The skills in question have not been removed, however, and are now available through normal vocation advancement.
* Some places have received name changes too, Fishbel is now Pilchard Bay, Rexwood is now Ballymolloy.
* More puns have been added.
* As with all remakes, different dialects have been added.


==Related media==
==Related media==
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==Gallery==
==Gallery==
<center><gallery>
<center><gallery>
File:DQVII Japan.png|PlayStation (JP)
Image:DQ VII PS1 Cover (Front Side).png|PlayStation (JP)
File:DQVII PS1.png|PlayStation (NA)
Image:DQ VII PS1 Cover (Back Side).jpg|
Image:DQ VII PS1 Disc 1.jpg|Disc 1
Image:DQ VII PS1 Disc 2.jpg|Disc 2
Image:DQ VII PS1 Instruction Manuel (Front Side).jpg|Instruction manual front cover
Image:DQ VII PS1 Instruction Manuel (Back Side).jpg|Instruction manual back cover
Image:DW VII PS1 Case (Front Side).png|PlayStation (NA)
Image:DW VII PS1 Case (Back Side).jpg|
Image:DW VII PS1 Disc 1.png|Disc 1
Image:DW VII PS1 Disc 2.png|Disc 2
Image:DQVII Japan Art.png|Cover art
Image:DQVII_guide.png|Guide
Image:DQVII_guide.png|Guide
File:DQVII soundtrack.png|Symphonic Suite + OST
Image:DQVII soundtrack.png|Symphonic Suite + OST
File:DQVII Eden No Senshi Tachi On Piano.png|Piano arrangements
Image:DQVII Eden No Senshi Tachi On Piano.png|Piano arrangements
Image:DQVII_3DS.png|3DS box art (Japan)
Image:DQVII_3DS.png|3DS box art (Japan)
File:DQVII 3DS Box.png|3DS box art (NA)
Image:DQVII 3DS Box.png|3DS box art (NA)
Image:DQVII_3DS_Europe.png|3DS box art (Europe)
Image:DQVII 3DS Europe.png|3DS box art (Europe)
File:DQVII All Aglow.png|3DS art
Image:DQVII 3DS France.png|3DS box art (France)
File:DQVII 3DS Purple Fairy.png|
Image:DQVII All Aglow.png|3DS art
Image:DQ VII PS1 V-Jump 1.jpg|''Dragon Quest VII'' on the cover of ''V-Jump'' magazine
Image:DQ VII PS1 V-Jump 2.jpg|''Dragon Quest VII'' on the cover of ''V-Jump'' magazine 2
Image:DQVII_Manga.png|Manga Vol. 1
Image:DQVII_Manga.png|Manga Vol. 1
Image:DQVII_Manga 2.png|Manga Vol. 2
Image:DQVII_Manga 2.png|Manga Vol. 2
Line 166: Line 199:
Image:DQVII_Manga 5.png|Manga Vol. 5
Image:DQVII_Manga 5.png|Manga Vol. 5
Image:DQVII_Manga 6.png|Manga Vol. 6
Image:DQVII_Manga 6.png|Manga Vol. 6
File:DQVII Manga 7.png|Manga Vol. 7
Image:DQVII Manga 7.png|Manga Vol. 7
Image:DQVII iOS Japan.png|iOS/Android (Japan)
</gallery></center>
</gallery></center>


==References==
==External links==
{{Wikipedia}}
*[http://dragonquest7.nintendo.com/ DQVII Nintendo 3DS website]
{{Wikipedia-ja}}
 


{{DQVII}}
{{DQVII}}
{{Dragon Quest series}}
{{Dragon Quest series}}
[[Category:Articles on Wikipedia]]
[[Category:Dragon Quest VII|*!]]
[[Category:Dragon Quest VII|*!]]{{Wikia}}
[[Category:PlayStation games]]
[[Category:PlayStation games]]
{{DEFAULTSORT:Dragon Quest 07: Fragments of the Forgotten Past}}
[[Category:Nintendo 3DS games]]

Revision as of 00:29, 19 April 2020

Dragon Quest VII (ドラゴンクエストVII エデンの戦士たち Doragon Kuesuto Sebun Eden no Senshi-tachi, literally meaning; Dragon Quest VII: Warriors of Eden) is the seventh installment of the popular Dragon Quest series of role playing games and the first in the series to not be a part of a larger trilogy. It was the first main series Dragon Quest title to be released outside of Japan since the release of Dragon Quest IV: Chapters of the Chosen in North America in 1992, and the last DQ title to be released in North America with the Dragon Warrior name.

The game follows the Hero and his friends as they discover secrets about the mysterious islands surrounding their isolated home of Estard, the only land mass in the entire world. Through some ancient ruins, they are transported to the pasts of various islands that used to exist and must defeat evil in each new location.

Setting

Dragon Quest VII is best known for its immense playtime. Without completing its side quests, a single game of Dragon Quest VII can take 100 or more hours. The main flow of the game is different than other Dragon Quest games; instead of exploring one large world, the party goes to separate continents by placing stone shards into their appropriate pedestals in the Shrine of Mysteries. Once all of the missing shards are located and placed for a particular pedestal, the party is transported to the trapped location centuries in the past. After solving whatever problems plague the region, the party then travels back to the present. From there, they can travel via boat, carpet, or sky stone to the modern version of the location they just saved. These saved lands appear on the main map, although the originals (from the past) can only be revisited through the ruins.

Plot

Warning: Spoilers!
Click expand to view content

Dragon Quest VII tells the story of a young hero, the son of a prominent fisherman in the village of Pilchard Bay on Estard Island, the only land mass in the world, and his friends in a fantastical, medieval-like world. They set out on adventures through the world's past and learn about its history. Upon discovering different lands in the past and solving the troubles, they reappear in the game's present-day map.

The party begins their adventure when the hero and Kiefer discovers a mysterious stone fragment of a map his father brings home from a fishing trip. Further investigations lead him to discover that the world he lives on, which seems to consist of only his small island, used to contain many continents that have somehow been sealed away. By placing found shards on pedestals in Estard's ruins, the Hero and his friends are sent to different lands in the past which the party eventually realizes. Once they solve the problems in the area's past, the land masses appear in the present.

After the world is restored, Orgodemir, the Demonlord, disguises himself as God and seals several of the islands away once again; this time Estard is sealed as well. The party sets out to revive the elemental spirits: Wind; Fire; Earth; and Water. Orgodemir is then revealed as the Demon Lord to the world whereupon he claims to have done so to trick humanity. Orgodemir then raises his Dark Palace and with the aid of the Flying Rock, the party confronts him in a final battle.

For a full synopsis on events that happen in Dragon Quest VII, click on the Dragon Quest VII navigational tool.


Characters

  • Hero — The Hero's official default name is "Auster"; however, as is traditional in the Dragon Quest series, the name is supplied by the player (however, he is called Arus in the official manga). The Hero is a lifelong native of the town of Pilchard Bay on Estard Island. He is good friends with Maribel, daughter of the mayor, and Kiefer, prince of Estard Castle. In particular, he has a fondness for going out on impromptu "adventures" with Kiefer. It is one such adventure that begins the story of the game. In terms of gameplay, the Hero is a well-rounded character who will do well in any vocation.
  • Kiefer — Kiefer is a prince of Estard Island, and the presumptive heir to the throne. Far from anticipating his elevation to kingship, however, Kiefer seems to resent his royal blood, and is a source of endless worry and frustration to his family and advisers. Kiefer, for his part, spends much of his time in search of excitement and adventure, and has found a kindred spirit in the Hero, whom he considers his closest friend. Kiefer is incredibly strong, with a high physical attack statistic and naturally high hit points. He is the most powerful character available early on in the game. On one trip to an ancient land, Kiefer falls in love, and remains behind. Upon returning to the present, the hero finds out that Kiefer has become a famous guardian of the Roamers, and is the biological ancestor of almost an entire culture/continent. Kiefer is also the main character of the game Dragon Quest Monsters: Caravan Heart as a young boy.
  • Maribel Mayde — A friend of both the Hero and Kiefer, Maribel is the daughter of mayor Mayde. Unlike Kiefer, who has steadfastly refused to let his social status influence how he looks upon other people, Maribel tends to be very condescending towards others regardless of their social status. Despite this, she gets along well with her friends, and occasionally accompanies them on their adventuring, even if she sometimes has to pressure them into letting her tag along. Maribel is primarily a magic user: with low starting physical statistics, and an early lack of powerful weapons available for her use, it takes a good deal of time before she can do anything approaching the amount of physical damage inflicted by some of the other characters. On the other hand, Maribel has access to a variety of damaging attack spells relatively early on. In the remakes, she is capable of growing faster than even Ruff.
  • Ruff — Although he appears to be a normal boy, Ruff is actually a white wolf pup who was irrevocably turned into a human. As such, he retains a number of obvious lupine characteristics, and can be somewhat bestial at times, though as a side effect of the Hackrobat attempting to cure him of his condition he can speak the human tongue well enough to be understood. He agrees to travel with the heroes hoping to protect his family from the demon king, but remains with the group out of a sense of loyalty. Despite his diminutive size and young age, he can easily become as powerful as the Hero, Mervyn, and Aishe through mastery of the the melee vocations. He is also very agile, though not as fleet-footed as Maribel.
    Tablet Fragments.png
  • Sir Mervyn — A skilled paladin of centuries past, Mervyn fought on the side of The Almighty against the Demon Lord many years ago. Mervyn excelled at his work, and distinguished himself in both skill and honor. As such, Mervyn was petrified in stone by God, so that, should the need arise, he could be reawakened to once again take up the fight against evil. Mervyn joins the party after a lengthy revival process, although his age and unfamiliarity with the present day often leave other characters somewhat befuddled. Mervyn is proficient at both magic and physical combat, though his magic casting abilities are slightly superior to his physical attack skills.
  • Aishe — Aishe is the lead ritual dancer of the Roamer tribe, an ancient race of people charged with the stewardship of a temple necessary in the act of calling forth God. Raised and trained at swordsmanship as well as gypsy dancing, Aishe is a more than capable fighter and will do well in any physically-oriented vocation. Although capable of doing both significant physical and significant magical damage, Aishe stands in contrast to Mervyn, in that her magic skills tend to lag slightly behind her physical statistics.

New features

Player conveniences

  • Total play time is now marked next to save files.
  • The ability to change message display speed and audio settings has been moved from the start screen to the in-game menu.
  • All items can now be bought in bulk, not just weapons and armor.
  • Brief descriptions of items are displayed when the cursor hover over them in the menu.
  • 'Big Book of Beasts' debuts, displaying monster actions, exp total, gold total, number defeated, and what item is dropped per species.
  • If the player accidentally presses a button when there is nothing to interact with, no time-consuming message is displayed.
  • When an item or gold is found, a small icon will appear over the protagonist's sprite along with the traditional jingle.
  • The contents of bookshelves has been embellished, with hints for the area, anecdotal stories, and bad jokes found in several.
  • A mimic for books has been added as well.
  • Characters will typically move and gesture while speaking, making it easier to tell whom is talking.

Battle refinements

  • The maximum value for all stats has been set to 999.
  • A.I. strategies can be assigned to specific characters now instead of group-wide orders.
  • The menu for spells and skills have been split into three categories--Offensive, Defensive, and Other.
  • Status buffs and debuffs for allies and enemies now expire after a number of turns, along with Paralysis.
  • Cursed equipment has been reinstated, requiring the use of a priest to remove.
  • VII includes thirty-four Monster Vocations compared to the previous game's two, which can be unlocked by using the appropriate Monster Heart at Alltrades Abbey or by mastering prerequisite Monster forms. This allows a party member to transform into a monster during battle, gaining the resistances (and vulnerabilities) of that species.
  • In the 3DS remake these vocations are often the only way to permanently learn excellent abilities.

The Haven

Returning from III, the boom town side quest has been reworked from a passive sequence to one the player controls directly. The Haven lets the player recruit people from various towns in the PSX version, which changes depending on the type of people living there (e.g. several merchants will bring more stores to the town). In the 3DS remake the system is dependent on Traveller's Tablets after a brief tutorial, and the culture of the settlement is no longer variable. Additionally, all the inhabitants of the haven are reformed monsters instead of mundane folk, with the syntax of their past life carrying over into their current persona.

Party Chat

The ability to talk with the party members in and outside of battles was first added to the series in VII, adding a great layer of depth to each party member and setting a standard that would be continued in future installments. Party members will offer advice about battle strategies, remind the player about important plot points, or simply comment on how they feel at a given moment when this feature is used. The use of this feature adds considerable personality to each character, so much so that party chat was frequently used as a marketing device for remakes of older titles in Japan.

  • Due to the tendency of party members reminding players what to do, the memory spells seen in VI and III have been removed.

Excellence Grading Organisation

The E.G.O. contests allow the player to compete for the highest stats, like the Best Dressed Contest from Dragon Quest VI: Realms of Revelation. Excellent equipment is awarded to anyone who can topple the reigning champions, two of whom are NPCs that can be found in the larger world.

Monster Meadows

The ability to catch monsters functions similarly to the Super Famicom version of VI, although they no longer participate in battle. Instead, tamed monsters are sent off to a nature preserve called Monster Meadows: here the monsters can be seen in their natural environment and be interacted with in the same manner as human NPCs. Blueprints are found to add new environs to the park, allowing space for nearly every monster.

Development

The infamous planning document for VII. Every line of dialogue, plot synopsis, character connections, item purposes, and battle details were written by hand over the course of development.

Dragon Quest VII was designed by series creator Yūji Horii and directed by Manabu Yamana. Shintaro Majima signed on as art director, while series veterans Akira Toriyama and Kōichi Sugiyama designed the characters and composed the music respectively. Horii has stated in interviews since the game's release that the team focused more on the puzzle solving aspect and the individual stories of the antiquated towns than the game's overarching story. For inspiration, the team pulled from the Old Testament of the Bible, incorporating several judeo-christian themes into the backstory and the scenarios of several plagued towns.

The game was officially announced in 1996 and originally planned for the Nintendo 64DD. On January 15, 1997, it was announced that development had been moved to the PlayStation. By the next day, both stock in Sony and Enix rose significantly in Japan. By 2000, Dragon Quest VII was predicted to be so successful in Japan that it would "create a 50 billion yen effect on the Japanese economy", said research firm DIHS. Dragon Quest VII would go on to be released on August 26, 2000 and sold 4.06 million games in Japan alone, becoming one of the highest selling games of all time and the highest selling title in the series until the release of IX in 2009.

The attendant of the shrine of mysteries was created to make navigating the time periods and fragment finding easier.

The game was delayed numerous times before its actual release. Work on the game was extended because the development staff wanted to perfect the game due to high expectations from the fans, and because the team only consisted of about 35 people. Before its release, it was ranked as the most wanted game in Japan and Square, knowing about Dragon Quest VII's release, moved its Final Fantasy IX game to come out on a later date so as not to hurt potential sales. Being the first game in the series to include 3D graphics, the team was also initially reluctant to include CG movies and cinematics due to letters written to Enix by fans fearing that doing so would change the overall feeling of the series.

The English language localization of Dragon Warrior VII began directly after the game's Japanese release. Enix of America was tasked with translating over 70,000 pages of text via 20 translators and 5 copy editors, leading to an inconsistent script tone and several plot-holes. No effort was made to edit or censor the context of the Japanese script. The 2013 remake for the Nintendo 3DS was localized in 2016 under the title Dragon Quest VII: Fragments of the Forgotten Past. It was translated by UK-based localization specialists Shloc Ltd, and adheres to the tone and style set by the wonderfully silly Plus Alpha.

Soundtrack

As with every Dragon Quest, Kōichi Sugiyama composed the musical score and directed all the associated spinoff soundtracks. As a first for the series, the original sound version was bundled with the symphonic suite in a two-disc set called Dragon Quest VII: Eden no Senshitachi Symphonic Suite + OST. The entire first disc and the opening song of the second disc consists of the symphonic suite, while the rest of the second disc is the original sound version. A disc titled Dragon Quest VII: Eden no Senshitachi on Piano was also released, and contained 27 piano-arranged tracks. The Symphonic Suite was later reprinted by itself in 2006.

Reception

Reception
Aggregate scores
Aggregator Score
GameRankings 81%
Metacritic 78 out of 100
MobyGames 77 out of 100
TopTenReviews 3.20 of 4
Review scores
Publication Score
Famitsu 38 out of 40
Game Informer 6.75 out of 10
GamePro 4 out of 5
GameSpot 7.7 out of 10
IGN 8.7 out of 10
Official PlayStation Magazine (US) 4.5 out of 5

VII was very well-received in Japan upon release, though in recent years it has attracted a larger amount of criticism than is usual for the series. Dragon Quest VII won the grand prize in Digital (Interactive) Art Division at the 4th Japan Media Arts Festival in 2000, where the game was praised for being "...engaging without depending on a high degree of realism..." and "...well refined and artfully executed." The game also won four awards from the 5th Japan Entertainment Software Awards by the Association Computer Entertainment Supplier's Association (CESA), including Best Prize, Scenario Prize, Sales Prize, and Popularity Prize.

Sales of the North American version of Dragon Warrior VII reached about 200,000 copies according to The Magic Box, which was not nearly as stellar as its Japanese counterpart. Enix of America still expressed their satisfaction with the sales figures. Dragon Warrior VII met with mostly good reviews from North American critics. IGN noted that all "100+ hours" of the game are enjoyable despite the dated visuals and clunky presentation. GamePro questioned whether the game's package was nostalgic or just awful, but still gave it a decent score and called it a great game overall. GameZone.com praised the game's concept and nostalgia factor and cited it as "what role-playing games were meant to be." They also noted the game's high difficulty, which, instead of making the game frustrating, they say, "make it that much more of an accomplishment when you complete a quest." IGN described the game's class system as "one of the best class systems seen outside a strategy RPG."

Other critics were not as pleased with VII: GameShark.com described the first two hours of the game as "some of the most boring hours you will ever play in a video game." XenGamers.com also pointed out that in order to play the game, the player needs "the patience of a rock". Game Informer even went as far as to say that "four million Japanese can be wrong", referring to the game's immense popularity in Japan.

Because of the game's delay in being developed, its release was after the PlayStation 2's release, which created some negative feedback, particularly about the game's graphics. IGN commented on this, calling the game "a game that makes only a bare minimum of concessions to advancing technology, but more than makes up for this with its deep gameplay, massive quest, and sheer variety." Gamespot called the graphics "not good" and warned readers that if the "most rewarding things" they "got out of Final Fantasy VII were the full-motion video interludes, you definitely won't be wowed by anything you see in Dragon Warrior VII."

Since the game's release, the most notable and consistent points of contrition among fans have been the lackluster graphical presentation, and the exploitative nature of the vocation system. Of particular note is the abundance of redundant skills and spells available to the earlier careers (Focus Strength & Muster Strength, Shove & Heave-ho, Muscle Dance & Roundhouse Kick, etc), along with a distinct imbalance between the usefulness of spells compared to skills. Coupled with this is the fact that, by having only three top tier vocations, the five party members will invariably share similar abilities and thus negate their individuality. Indeed, the glut of abilities was one of the primary motivations for the creation of VIII's weapon-specific skill trees, which have become the standard of the series ever since.

3DS version

Changes in the 3DS version

  • A radar has been added to make finding the stone shards easier than ever. A new character stationed in the Divine Shrine has also been added that gives players hints to finding them as well.
  • Streetpass stones, a place in the immigrant town to go online to trade them with other players. Bringing streetpass stones to the immigrant town unlocks new dungeons, and special story scenes. You can also get Streetpass Stones by making a party of monsters from your monster park and sending them into a special randomly generated dungeon.
  • Party member appearance change immediately after switching vocations.
  • Party member appearance also changes immediately for monster vocations, not just upon mastery like in the PS1 version.
  • Weapons and shields are displayed in battle, some of which are animated.
    Running From The Fiends.png
  • Vocation ranks require fewer battles to advance.
  • Spells/skills for second and third tier vocations are only usable when in that class, giving the last part of the main game more balance.
  • Overall simplification and re-balancing of which vocations get which skills, including elimination of the hybrid skill system. The skills in question have not been removed, however, and are now available through normal vocation advancement.

Related media

The manga adaptation of Dragon Quest VII was published by Enix's Monthly Gangan in Japan. It was illustrated by Kamui Fujiwara, who also worked on another franchise-related manga, Dragon Quest Retsuden: Roto no Monshō. Fourteen volumes were released between 2001 and 2006, though the series is currently on hiatus.

In this adaptation, the hero is given the name "Arus". The manga follows the game story while adding in new characters and more detailed relationships, as the original hero was silent and a personality needed to be added for the comic version.

Gallery

External links