The fourth iteration of Dragon Quest VII to get a release is also the first to make the leap to HD, with a charming art style based on digitized models and many quality-of-life improvements over previous editions. But does this notoriously slow-paced game benefit from yet another upgrade, or does it fail once more to invite new fans to the franchise?
Dragon Quest VII is arguably the series' most divisive entry, earning both praise and criticism for the slow pace of its story and its copious amount of backtracking. It was also the last to retain the series' noted low production values, still using simple text-based menus and minimally-animated sprites right up to the end of the PS1 era; definitely a stark contrast to more visually impressive CGI works of the era like the Final Fantasy series. The later rereleases on the 3DS and mobile platforms tightened it up and gave it an updated look, though it did little to improve its perception in the west. In 2026 Square Enix commissioned Hexadrive to try again with another updated version, hoping to ride the wave of success they had with their remakes of 1, 2 and 3 in recent years.
The most notable element right away is the visual upgrade. While the original was very bare-bones 3D environments and spritework with minimal animation (aside from a few scattered FMV cutscenes) and the 3DS version was essentially the same idea with 3D models, Reimagined... well, reimagines things. The character models are based on dolls that were actually made and digitally scanned, and are surprisingly well-animated and expressive. Environments adopt a more photorealistic, diorama-like look to match the models, giving it a style that's a comfortable blend of realism and cartoon. Voiceover was added too, bringing it in line with the recent remakes of 1-3.
Some other improvements from later Dragon Quest games were added to this one too. Enemies are now visible on the map, giving you a chance to evade or battle them at your convenience. You can also land a preemptive attack on them to get some easy damage before a fight starts, or if an enemy is significantly weaker than your party, instantly defeat them. The UI is substantially improved over the usual text-based Dragon Quest menus, sorted into tabs for inventory, equipment, options and so forth, all visually represented. Rather than having individual character inventories it's now unified, so you don't have to distribute items to each character ahead of time.
Another added mechanic is the ability to get "Worked up" and "Let Loose" - a bit like Pep from Dragon Quest XI, getting Worked Up gives a temporary (and semi-random) boost to your character's core stats, while "Letting Loose" allows them to unleash a powerful ability. Unlike XI, however, these are tied to your character's current Vocation; each character gets a unique default class (and ability to go with it), while the more generic Vocations get abilities of their own. These range from boosting a chance to land a critical hit with spells to negating the next attack taken to allowing you to cast spells at no cost for a turn or two.
The vocation system has been reworked once again too. As mentioned, each character now has a unique default Vocation exclusive to them. In addition to that, one can now only use skills from Vocations they currently have equipped; they can now also equip two at once with the new Moonlighting system, allowing them to create powerful hybrid Vocations and level up two at once to cut down on the grind. Monster Hearts are also reworked; rather than being used to unlock more Vocations they now serve as accessories, granting small bonuses like a higher chance to land critical hits or survive a fatal blow with 1 HP. They also are no longer dropped in random battles, instead being found in chests or earned by defeating souped-up monsters that appear in specific spots on the map.
Other quality of life improvements are introduced too. In addition to tightening up the pacing (again), the player now has the option to make granular adjustment for difficulty, damage taken and even the amount of XP, gold and vocation points you earn to speed up the gameplay (or slow it down, if you prefer). So the game can appeal to newer and less patient RPG players as well as those more suited to the old-school challenge and grind. Many portals back to the main island exist too, allowing for substantially less travel time as you progress through the story and main goals within.
While I did enjoy the older versions of DQ7 in spite of (and somewhat because of) their generally slow pace and old-school core design, Reimagined might just be its best iteration to date. It does still require quite a bit of revisiting areas to progress and it's still tens of hours of gamepaly before you get a full party and access to the Vocation system, but the pacing is much quicker now and there's substantially less of the empty grind to deal with. All this, plus the charming visual style, captivating story it tells and the many new tweaks and additions, may finally make this the game that puts Dragon Quest VII on the map in the west. I certainly hope it does; it's a great RPG that deserves more recognition.
Developer: HexadrivePublisher: Square Enix
Released: 2026
Platform: Switch, Switch 2, PlayStation 5, XBox Series, PC
Recommended Version: All of them seem to be on level with one another; although the Switch 2 version does come on a Game Key Card (full download with the cart simply serving as glorified DRM), so if you're opposed to that you may want to spring for another one.