The original Dragon Quest on the NES can be an incredibly difficult game to revisit. As the game that more or less set the foundation for all future JRPGs, Dragon Quest naturally feels primitive in comparison. Grinding is an outright necessity, there are next to no boss fights, and dungeons emphasize maze-like exploration over puzzle solving. The game’s initial Japanese release even used a password system to maintain progress. It wouldn’t be until the game was localized as Dragon Warrior in the west where it would gain a proper save system. In spite of all this, the first Dragon Quest has a certain charm unlike anything else on the NES.
Dragon Quest, plain and simple, isn’t like other RPGs— even of its era. Combat has little depth beyond “attack and sometimes heal;” there’s no party system with the player instead exploring the world entirely on their own; and virtually every single area on the world map is open to the player as soon as they start the game. Dragon Quest doesn’t follow traditional JRPG rules, but there were no set rules on how to make a Famicom RPG in 1986. That Dragon Quest opts for a smaller scoped solo adventure allows players to better immerse themselves into the role of the Hero, if nothing else.
Which is something Dragon Quest pulls off better than both The Legend of Zelda and Final Fantasy. Even though players can name him, Link has a distinct enough design where he truly does feel like his own character. On the flipside, while the Warriors of Light are genuine blank slates, the fact they function as a group of four instead of a single character means that NPCs never directly speak to the player— only the party.
With Dragon Quest, however, the Hero is a blank slate who’s roped into dialogue at virtually every turn. NPCs aren’t monologuing into thin air, they’re talking to the player. The player is railroaded into saving the princess, but they can choose to side with the final boss at the end of the game for no reason other than pure curiosity. The story’s only real main arc revolves around the player proving their lineage as the descendant of a legendary hero. Dragon Quest caters itself towards the player’s experience in every sense.
This is a detail that translates right into the main script and helps give Alefgard a real personality. The King explicitly mentions his disappointment with the Hero when he dies in combat. The same characters who praise the hero for being Erdrick’s descendant lambast him if players dare speak to them without proof. The Hero physically needs to carry the princess back to the castle after rescuing her, but there’s unique dialogue after defeating the final boss while still holding her.
In many ways, these little distinctions are necessary for Dragon Quest to thrive. As an RPG, it’s far too simple for its own good. While Sleep does end up adding a layer of strategy to mid-game combat, the majority of the game will be spent mashing the Attack command at enemies. Not only because spells are best saved for when needed, but because of how important a role grinding plays. At the same time, it’s not as if Dragon Quest’s constant grinding is inherently a bad thing.
While yes, grinding is more often than not a way to pad out a game with filler, there’s a therapeutic quality to grinding in Dragon Quest. It’s low maintenance with just enough thrills where it can be quite a zen experience. It’s certainly time consuming, but it’s time spent grounding the player in Alefgard. Given how small the map is, it’s more than likely for players to gain an intimate understanding of the overworld in a single playthrough. Usually, RPG overworlds are large enough where most won’t even humor learning the overall geography, but Dragon Quest makes it simple.
And almost necessary considering how much backtracking there can be. To its credit, though, it’s the good kind of backtracking dictated more or less by players. Although moving further and further away from the starting castle triggers stronger enemies to appear, the player really can go just about anywhere right at the beginning of the game. Enemies will massacre them with little to no effort, but it’s not difficult to find the three major relics in any order. It’s even possible to hold off saving the princess until the very end of the game.
This is also to say nothing of what Dragon Quest offers from a pure gameplay experience. While battles are incredibly simple, stat numbers are grounded to the point where every little point of damage makes a difference. There’s a thrill to underestimating an Axe Knight, barely surviving, and then landing a critical hit that kills him in one swoop. The occasional Goldman and Metal Slime go a long way in adding a level of excitement to the Dragon Quest grind. If it’s going to be mandatory, why shouldn’t it be potentially interesting?
Battles are made even better by Dragon Quest’s dynamic first person perspective. Upon entering a random battle, a new in-game window pops up depicting an enemy with a lush background behind them. Toriyama’s art design is already a massive boon to the game’s aesthetic, but depicting backgrounds in-battle helps better present Alefgard as an actual, living world— something very few NES RPGs went through the effort of doing.
Even dungeons manage to be compelling in their simplicity. Players need to rely on torches early on to see anything inside of caves. The fact that light slowly dims over time can force players to rush for the exit as darkness creeps in around them. Dragon Quest is a game that’s more than comfortable leaving players to rot in a pitch black dungeon. It’s an RPG that emphasized the importance of preparation without needing to make it a constant game mechanic.
Healing magic ends up replacing herbs, Radiant makes torches useless, and Return ensures that players never need to waste an inventory slot on a Warp Wing. At the same time, healing magic is the most reliable way to heal so players might want to stock up on torches and Warp Wings anyways just to save MP. There isn’t much depth at play, but a fair bit of thought does go into the moment to moment gameplay.
At its core, Dragon Quest is a game that never out-stays its welcome. It’ll be a challenging title for fans of the genre to experience, but it’s one that can take players back to 1986, when Final Fantasy was still an entire year away and the JRPG genre was in its infancy. Dragon Quest doesn’t humor the player, but emotionally involves them in the world of the game. Even as time moves further away May 27, 1986, Dragon Quest doesn’t feel dated. It certainly shows its age, but it has an elegance that only the best of games can boast. Even today, Dragon Quest is one of a kind.
PAX South Hands On: ‘Streets of Rage 4’ Balances Legacy and Innovation
Streets of Rage 4 embodies the original series’ elegant, action-packed design and revives it for a new generation
From the moment I began my demo with Streets of Rage 4 at PAX South, it felt like coming home. It might have been more than two decades since the first three games in the Streets of Rage series perfected the beat ‘em up formula on the Sega Genesis, but courtesy of developers Lizardcube, DotEmu, and Guard Crush, this legendary series is back and in good hands. This brand new entry aims to recapture all the style and balance of the originals, while introducing innovations of its own. If my demo is any indication, the game is set to achieve that.
Streets of Rage 4 uses the same elegant level design that set the original trilogy apart back on the Genesis. The gameplay is simple: keep walking to the right, taking out every enemy in front of you with all the jabs, kicks, jumps, and special moves at your disposal. If anything, the controls feel better than ever before, with an added level of precision and fluidity that simply wasn’t possible on older hardware.
That’s not to mention the new move sets. Beat ’em ups might not be the most complex genre around, but Streets of Rage 4 adds the perfect level of depth to the combat. It has the same simple jabs and kicks found in the original games, but spiced up with the potential for new combos and even a handful of extravagant new special moves. With new and old fighting mechanics, this new entry features plenty of room to experiment with combat but never loses the simple, arcade-like charm of the originals.
Streets of Rage 4 revives the series’ rage-filled and action-packed style for the twenty-first century
The demo included series staple characters like Axel and Blaze, yet I opted to play as an all-new character: Cherry Hunter, a guitar-wielding fighter whose move set felt very distinct from classic characters. Her movement is speedy, certainly faster than Axel but slower than Blaze, and her guitar provided for some unique melee moves. Like the new mechanics, her addition to the character roster helps shake up the Streets of Rage formula just enough, while maintaining the core beat ’em up simplicity that made the series special in the first place.
Streets of Rage 4 might innovate in a few areas, but one thing that’s clearly remained true to form is the difficulty. It boasts of the same old school difficulty that characterized the original games. The classic and brand new enemies are just as ruthless as ever, mercilessly crowding in around you and can easily overwhelm you if you’re not careful. However, just like the originals, the fighting feels so satisfying that it’s easy to keep coming back for more action.
Amid all these changes and additions, perhaps the most obvious (and controversial) change is the visual style. While the original series used detailed pixel art, Streets of Rage 4 instead boasts of an extremely detailed handcrafted art style, in which every frame of character animation is painstakingly drawn by hand and environments are colorful and painterly. Thousands of frames of animation go into each character, and the effort certainly shows, making every punch, kick, and other acts of violence a breathtaking sight to behold.
Streets of Rage 4 reimagines this classic series for a new generation, reintroducing the best of the beat ’em up genre for players of all backgrounds and experiences.
Some fans have complained that the game loses the series’ spirit without pixel art, but DotEmu marketing director Arnaud De Sousa insisted to me that this simply isn’t the case. Pixel art wasn’t an artistic choice back then – it was a matter of necessity. If the developers could have designed the game to look exactly as they wanted, regardless of technical limitations, then it likely would have looked just like the luscious hand-drawn visuals of the current Streets of Rage 4.
That’s not to mention that, as De Sousa emphasized, the Streets of Rage games are defined by looking different from one another. The third game looks different from the second, which looked different from the first – and now this new entry has twenty years of change to catch up on. Thus, it only makes sense for this new entry to adopt a radically new graphical style after all this time.
Streets of Rage 4 reimagines this classic series for a new generation, reintroducing the best of the beat ’em up genre for players of all backgrounds and experiences. The difference between De Sousa and myself is perfect evidence of that. He grew up playing the games in the 90s, whereas I wasn’t even born when the original trilogy became such a phenomenon and only played them years later in subsequent re-releases. Yet here we were, standing in the middle of a crowded convention and gushing about decades-old games. We might have had extremely different experiences with the series, but that didn’t stop us from appreciating the joys of stylish beat ’em up action.
“A good game is a good game,” De Sousa told me, “no matter how old.” That’s the attitude that Streets of Rage 4 exemplifies. It revives the series’ rage-filled and action-packed design for the twenty-first century. And with a release on all modern platforms, more players than ever will be able to rediscover the simple pleasure of wielding your bare knuckles against thugs of all types. Between the new art style and the solid gameplay, Streets of Rage 4 is looking like an incredibly welcome return for this iconic franchise.
An In-Depth Analysis of Fifa’s Career Mode
It’s a well-known fact that career mode on Fifa has been a long-neglected element of the best selling sports games series of all time. But for soccer fans who want to pretend to be a football manager, but also want to personally play the game, Fifa is currently the main option.
The problem is: for a 60 dollar game, almost nothing about Fifa career mode works properly.
Two of the most game-breaking bugs in Fifa career mode are so bad that it fundamentally makes the game unplayable for those who want to feel any sort of immersion.
The first is a bug that makes it so that top teams will sign many more players for a position than they could possibly need.
For example, Bayern might end up signing 6 or 7 great center backs, and then only play three or four of them, while what they really need to sign might be a winger or a fullback.
This leads into the second huge issue: even when a team like Bayern HAS 6 or 7 great center-backs, they will STILL often choose to start second or third-string center backs! This often leads to top teams languishing at 12th or 13th in the tables by the end of the season, which makes absolutely no sense whatsoever.
Everything about this image is wrong. Everything. The top three teams in this table shouldn’t finish higher than 7th more than once every ten seasons between them, and teams that should finish first and second aren’t even in the top eight. 64 points near the end of the season for first place is also a very low number.
There’s been plenty of other issues as well. Even on the highest difficulties, AI on both defense and ESPECIALLY offense ranges from poor to horrible, with the AI on offense rarely actually running at the defense (making defending boring and unrewarding), leaving players like Messi or Hazard to not even try to use their incredible dribbling ability and speed and instead pass away the ball as soon as they get it.
Instead, the most common way the AI scores are by performing a janky, unrealistic and clearly scripted pinball, with impossibly precise passes between 4 or 5 players before the ball ends up in the back of the net.
Another major problem with the game (though some might call it simply a feature in presenting a more arcade-like, less realistic take on soccer) is your ability (if you’re a big club) to buy multiple huge players and bring them to your club easily in your first season, making the game an absolute cakewalk.
After years of incompetence and the ignoring of career mode’s many issues, however, EA finally faced serious backlash with the release of Fifa 20–the most broken iteration in the series yet.
For a while, #fixcareermode was trending on twitter, and reviews blasted Fifa for its litany of issues, like players going on precipitous declines in stats right when they reach the age of 30.
Yet these bugs were treated by some in the media as a first time thing, issues that had only appeared in the latest iteration. They weren’t.
As one Reddit user noted to Eurogamer: “In the last few years, every FIFA game released has had bugs that ruin the immersion. Teams not starting their strongest lineups and unrealistic tables have been an issue not just for FIFA 20 but earlier editions. Our cries for patches and change have fallen on deaf ears. The community has been grossly neglected.”
The linked article by the Independent above wasn’t accurate in other ways, either. It claims that only simulated matches suffered from the bug of teams not playing their best players, and other articles have claimed that this bug only occurs when a big team plays against a small team.
But neither of these claims is accurate.
You could play against a top team like Barcelona, and you could also be a top team like Real Madrid, and Barcelona would still consistently field third or fourth-string players over the likes of Messi against your team.
This wasn’t an occasional thing, either. At least three or four top players were benched for players 20 or more points below them every game. Every. Single. Game.
I haven’t even mentioned the commentary in Fifa, which is so buggy and so immersion-breaking in its disconnection from reality that its more immersive to just turn it off entirely.
What is so infuriating is that that many of the bugs seem like fairly minor fixes (commentary issues aside), something that seems like it would take no more than a few hours of rooting around in the code to figure out whatever misplaced number value was causing the issue.
The fact that these major issues have existed for at least no less than SIX years (Fifa 14 was the first game I played) indicates definitively how little EA cares about its products, and how little the designers care about actual football or delivering an enjoyable experience out of Ultimate Team.
Of course, Ultimate Team alone in 2017 accounted for almost a third of all of EA’s revenue from sports titles, so it’s somewhat understandable why Ea focuses most of its attention on that element of Fifa.
But with the amount of effort put into the new “futsal” mode in Fifa 2020, or the three campaign-like “Journey” modes from Fifa 17 to Fifa 19, one wonders why the developers couldn’t have spent just a little more effort to fix a mode that was in many ways fundamentally broken.
Fifa HAVE made certain changes to career mode over this period, so it’s not like they’ve ignored it entirely. But the changes made to career mode in the six years I’ve played it have all either made the game much worse, slightly worse or had no great effect.
The major changes over this period have included:
A slightly updated youth system, which has suffered from its own serious bugs over the years, such as youth prospects never gaining stats in sprint speed or acceleration so that you end up getting stuck with players with 50 to 70 speed for eternity; a widely disliked training system for players that is utterly broken and unfair, allowing you to train players to abilities well beyond what is even vaguely realistic within a matter of a year or two; a new display screen for your team; the removal of form; the slight modification of morale; adding the ability to talk with your players; and, last but not least, transfer cut scenes which are the most incredibly pointless wastes of time in any sports game, both for the player and for the developers–at least they’re skippable. There is the ability to customize your manager–perhaps the most positive change made in this six-year period. But that’s still stunningly sad given that you will very rarely actually see your manager at all.
None of these modifications, you may have noticed, go any way towards fixing the fundamental issues with the game, issues which have been pointed out to EA year after year.
It’s fair to say that one of the main reasons that FIFA got away with what it did for so long was not thanks to the players, but the media.
Year after year, reviews for FIFA received solid scores (hovering around the low to mid 80’s), whereas user reviews were usually much lower. It was only this year that media reviews seriously pointed out issues with the career mode.
The fact that FIFA received so much better reviews from reviewers as compared to players is easily explained away by the fact that the former usually play the game for comparatively shorter times, and therefore tends to miss a lot of the details.
In response to the recent outrage which had finally reached a degree of publicity that EA could no longer ignore, EA finally patched some of FIFA’s issues, like the problem of teams not fielding their strongest lineups at least semi-frequently. This was a huge step towards making career mode not fundamentally broken, but whether or not the other most glaring issue of teams like Juventus signing 9 80+rated strikers (yes, that happened in my game once) has been solved remains to be seen. Given that I mostly gave up on the series after Fifa 19 continued the same problems of its predecessors, I don’t think it’ll be me that finds out.
- Evan Lindeman
‘Atelier Ryza’ Warms the Heart No Matter the Season
Atelier Ryza excels at creating a sense of warmth and familiarity, and could be just what you need during the winter months.
The Atelier series is something of a unicorn in the JRPG genre. It isn’t known for its world-ending calamities or continent-spanning journeys; in fact, it’s quite the opposite. The small-town feel and more intimate storytelling of Atelier games has made them some of the most consistently cozy experiences in gaming, and Ryza is no exception. No matter if it’s this winter or next, here’s why Atelier Ryza is the perfect type of RPG to warm your heart this winter.
Like a Warm Blanket
Unlike protagonists from other entries in the franchise, Reisalin Stout (or Ryza for short) has never stepped foot in an atelier or even heard of alchemy at the start of her game. Instead, she’s just a fun-loving and mischevious girl from the country who spends her days in search of adventure with her childhood pals Lent and Tao. It’s this thrill-seeking that eventually leads the trio to meet a mysterious wandering alchemist and learn the tricks of the trade.
The entirety of Atelier Ryza takes place during summer, and it’s clear that the visual design team at Gust had a field day with this theme. In-game mornings are brought to life through warm reds, yellows, and oranges, while the bright summer sun beams down incessantly in the afternoon and gives way to cool evenings flooded by shades of blue and the soft glow of lanterns. Ryza’s visual prowess is perhaps most noticeable in the lighting on its character models, which are often given a warm glow dependent on the time of day.
The cozy sensibilities of the countryside can be felt elsewhere as well. The farm Ryza’s family lives on aside, the majority of environments are lush with all manner of plant life, dirt roads, and rustic architecture. Menus feature lovely wooden and papercraft finishes that simulate notepads or photos on a desk. Townspeople will even stop Ryza to remark on how much she’s grown and ask about buying some of her father’s crops. Everything just excels at feeling down-to-earth homey.
An Intimate Take on Storytelling
Kurken Island and the surrounding mainland feel expansive as a whole but intimate in their design. This is partially due to the readily-accessible fast travel system that Atelier Ryza employs; instead of a seamless open world, most players will find themselves jumping from location to location to carry out quests and harvest ingredients for alchemy. However, there’s still strong incentive to explore the nearby town thanks to tons of random side quests and little cutscenes that trigger as players progress through the main story.
It’s an interesting way to tackle world-building. Instead of relying on intricate dialogue like The Outer Worlds or massive cinematic cutscenes like Xenoblade Chronicles 2, Atelier Ryza lets players get a feel for its world rather naturally through everyday conversations. These scenes run the gamut from Ryza’s parents yelling at her to help more around the farm to running into and catching up with old friends who’d moved overseas. They’re unobtrusive and brief, but the sheer number of them gradually establishes a cast that feels alive and familiar.
Of course, post-holidays winter is also the season for more somber tales. The relationship between Lent and his alcoholic father is striking in its realistic depiction of how strained some father-son relationships can become.
The narrative escalates subtly: An early cutscene shows Mr. Marslink stumbling onto Ryza’s front lawn thinking it’s his. Then an event triggers where the neighborhood jerks tease Lent about being the son of the town drunk. Lent’s house is a small shack pulled back from the rest of the town, and visiting it triggers one of the few scenes where Ryza can actually talk to Mr. Marslink himself. The situation eventually reveals itself to be so bad that it completely explains why Lent is gung-ho about being out of the house whenever he can.
Though Lent’s general character motivation is wanting to get stronger and protect the town, it’s the heartfelt insights like these that make him much more relatable as a party member. Atelier Ryza features no grand theatrics or endless bits of exposition, but instead favors highlighting interpersonal conversations as Ryza continues to learn more about the people and world around her.
Cozy games rarely get enough credit. Just like the Animal Crossing series or Pokemon: Let’s Go provides players with a warmth that can stave off the harshest of winters, Atelier Ryza succeeds in being the lighthearted, touching JRPG fans wanted. It’s both aesthetically pleasing and heartwarming in the way it builds out its world and cast of characters, and seeing Ryza gradually grow more confident and capable is a joy unto itself. If you’re in need of a blanket until Animal Crossing: New Horizons comes out in March, you can’t go wrong here.
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