I’m not going to admit I was wrong, but… A year ago Dragon Quest 11 came out for PlayStation 4 and, while I certainly enjoyed it, I wasn’t as keen on it as most. This was a staunchly traditional outing that didn’t seem to offer too much beyond splendour (though it was so splendrous that it’s easily the most lavish RPG I’ve ever played). Now, playing through Dragon Quest 11 a second time on Switch, I’ve adjusted my opinion a little. Why exactly is that?
Dragon Quest 11 S reviewDeveloper: Square EnixPublisher: Square Enix/NintendoPlatform played: SwitchAvailability: Out September 27th on Switch
Maybe a part of it is plain old Nintendo fanboyism, and seeing Dragon Quest back where it belongs on Nintendo hardware. But I like to think I’m a tiny bit more professional than that, and certainly a lot has changed for this new edition, embellishing the original in all the right places and adding a fair bit more besides. It’s not as if the fundamentals of Dragon Quest 11 have been altered – far from it – and rather that they’ve been buffed and polished to the point where it’s easier to appreciate what they’re really getting at.
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And this Dragon Quest, really, is all about tradition. As has always been so with Enix’ series, but 11’s very essence seems to be to respect the ways of this 33-year-old franchise. Set in the vibrant whimsy of Erdrea, Dragon Quest 11 sees your mute protagonist slowly awaken to their destiny to save the world. Its ripe old stuff made fresh by Dragon Quest’s typical flair for character and dialogue (here voiced in English and, for the first time, Japanese), and enlivened by references to the series’ past. There’s a late nod to one game in particular, while this new Switch edition liberally scatters a fair few more around.
The opportunity to play set pieces from past Dragon Quest games is an extension of the 2D mode that’s also included in this Switch edition, a mode lifted from the 3DS version that itself never got localised for the west. Step into a church in Dragon Quest 11 S and you can opt to switch modes (although it’s worth pointing out it’s not seamless, as you’re pushed back to the start of the chapter), and yes it’s possible to play through the adventure entirely in 2D. What I love about its inclusion here is how it shows that beyond all that glorious window dressing lie the foundations of a staunchly traditional RPG.
So yes, battles are turn-based. There’s the option to move freely in combat, but it’s movement that doesn’t impact combat in any way so feels entirely redundant. There’s a skill board, crafting via a forge that can now be used outside of campsites, and pep powers that let you chain attacks between your party members. And it’s all so, so gentle, with not a blunt edge to be found anywhere. Is it frustratingly shallow, or is it pleasantly frictionless? That’s all a matter of personal perspective, really.