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Thursday, March 19, 2026

Crimson Desert

Crimson Desert got a lot of attention before launch for its seeming ambitious open world design and seemingly combining elements from other sandbox/open world games into one massive experience.  Indeed, playing it for just a couple hours gives the feel of it being a weird kitbash of Skyrim, Breath of the Wild and Dragon's Dogma, with a sprinkling of Metroid Prime for having to "scan" things in order to learn new abilities and fill in lore.  The writing in the game is very lackluster though, with a stock (and often nonsequitur) sequence of events making up the main questline and some pretty awful dialog.  More naked exposition than a Wikipedia entry and characters showing they're evil by dropping curse words every 3 seconds cuz the Witcher did it and we're Adults Really Honest.  The gameplay isn't much to write home about either - while it does have elements like BotW's gliding and powers for puzzle solving, no shortage of combat and trap dodging and mountains of quests, crafting systems and skill trees to build up, it all just feels very blasΓ©.  Enemies are spongey, the controls just feel loose and janky, and the weird combinations of buttons to perform the dozens of actions you're given just get confusing rather than ever feeling intuitive.  It really does just feel like one of those games that's trying to cast out a big net and make something popular, rather than polishing up any of its dozens of different elements and making them genuinely enjoyable.  After just a few hours of this one I just decided to shelve it and go back to playing Tears of the Kingdom instead.


Developer: Pearl Abyss
Publisher: Pearl Abyss
Released: 2026
Platforms: PC, PlayStation 5, XBox Series, MacOS

Saturday, February 7, 2026

Dragon Quest VII: Reimagined

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.  This version adds an item that allows class changes at any time, cutting down on trips back to Alltrades Abbey.  Being able to train two classes at once helps with a major shortcoming of the older versions too, namely that two of your party members come late in the game and far behind on vocation levels; that's still the case here, but being able to train up two at a time cuts down on the grind considerably.  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.  On the other hand, there is a substantial amount of cut content compared to previous versions; there are significantly fewer islands to explore and the monster sanctuary/Traveler's Tablets mechanic from the 3DS is entirely removed in favor of generic postgame boss challenges and timed arena fights, both of which require substantial seed farming and level grinding to overcome.  Luck too, since said arena challenges are on a turn counter and enemies within them can heal you back to full and disable your party for long periods with debilitating status spam.  Not exactly my idea of fun.

Dragon Quest VII is still unapologetically long, generally slow paced and old-school in its core design, and while I can't say any of them are flawless, Reimagined is definitely its most accessible iteration to date.  It does still require quite a bit of revisiting areas to progress and it's still tens of hours of gameplay before you get a full party and access to the Vocation system, but the pacing is considerably 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, epic RPG that deserves more recognition. Even better, maybe it will inspire people to go back and check out the earlier versions that have more to offer in the way of significant content.

 

Developer: Hexadrive
Publisher: 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.

Tuesday, January 20, 2026

Return to Krondor

After five years and a very underwhelming offshoot game, the Riftwar series returned to the world of gaming, albeit with a different studio taking the helm.  Two, actually.  One is 7th Level, a company mostly known for subpar adventure titles and licensed interactive software; and the other is Pyrotechnix, who have exactly one other game to their name - a long defunct online-only tank combat game.  That doesn't bode well right off the bat, but you can definitely see the former's influence as the game now has fixed camera angles and *sigh* tank controls in addition to point-and-click movement.  There's also underwhelming voiceover and no subtitles, so get used to hearing a lot of school play caliber acting.  Combat is essentially the same grid and turn-based system, though now much slower, and progression is extremely linear with very little opportunity to explore and do side missions.  Rather unintuitively you can't just walk between areas anymore either - you have to bring up the map via the "Krondor" menu and then click to go to a new area, which isn't great.  Even less great is that room exits aren't always apparent from the fixed camera angles you're given, so you often have to press the bracket keys to rotate to a new angle in order to progress.  There's random encounters in various rooms and passages though, and unlike the original game (and the offshoot), there's now a traditional Experience system, awarded for winning combat and completing both story and side quests.  Opening locked chests is no longer a simple skill check or a roll of the dice, but now a full-blown minigame where one basically must "dissect" the locks and traps on it using various tools.  A clever idea, though it mostly seems to come down to luck and savescumming since there's no discernible logic to using any tool on any parts, or at least, none that I could find.  There's an alchemy system too, though in practice it mostly just clutters up your inventory with useless items until you find one of the rare spots where the game allows rest and crafting.  A considerably better game than the previous attempt, but still a far cry from the quality and depth of the first Krondor.  There's a reason you never hear anyone talk about this game, and that's because Baldur's Gate came out one month after and was a superior experience in basically every way...


Developer: 7th Level, Pyrotechnix
Publisher: Sierra Studios
Released: 1998
Platforms: PC