Author Topic: IMPRESSIONS: Dragon Quest Swords: The Masked Queen and the Tower of Mirrors  (Read 3625 times)

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Offline S-U-P-E-R

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Coming soon to shatter a TV or window near you!
 http://www.nintendoworldreport.com/impressionsArt.cfm?artid=13457

 I spent like four valuable hours of cosplayer-ogling time in line to play a   game with magic and stats so I hope you guys appreciate what I'm doing for   you. Seriously though, I kid, because Dragon Quest Swords was pretty fun.    


The Dragon Quest Swords demo at the Square-Enix party was a single level   with a boss at the end. (I have a hunch that it was around the third area in   the game or so, or maybe I saw that somewhere.) The playable level was a   forest environment with a handful of different enemies to fight. Moving   from fight to fight is on a set path on rails (which split into two   different directions sometimes) with a few secret rocks and chests to look   in/under along the way.    


The control is a bit niftier than just waving the Wii-mote at the screen in   a retarded fury. You can target a point with the 'A' button and swing at it   from any direction. Targeting a point is important for lining up hits such   as a horizontal slash across the top of the screen (rather than through the   middle) to take out a line of flying enemies. Aside from slashing, the   player can also make a forward-stab motion, which is handy if an enemy tends   to block swings. As a lazy person, I found that flicking the controller from   the wrist worked a bit better than full arm swings.    


The 'B' trigger raises your shield to block, which you can position on   screen to absorb or reflect attacks. Depending on how much you use it, it   can gradually become chipped away, or it can be replaced or buffed with a   potion to make blocking easier. By pointing the controller, the player can   move the shield around the screen and block attacks at different points.    


Also, the player gradually builds up a meter for a super sword technique. By   selecting a technique  when the meter is full, the player is prompted to   follow a certain dramatic motion with the Wii controller, which will melt   the faces off of all the enemies onscreen if done correctly.    


There are menus for items and stats, too, and you get to pick an assistant to   cast heals and yell things at you all the time. There was more than enough   pre-provided for the demo, just to make sure nobody died part way while   sampling the game, probably. Hopefully the final version won't be so easy!    


There were about a half-dozen different types of enemies in the demo level.   Slimes and little mushroom men hop onto screen to get one-shotted, and a   couple of different little flying demons fly and circle up close in patterns   for you to try to cleave in a couple shots. Boar men attack and block with   spears; if they block your slashes, a forward-stab works well. There was   another enemy that shot arrows from a distance, and the arrows could be   simply blocked, or batted back at the enemy with a good sword swing. Zombies   show up suddenly and spit poison. My favorite enemies, the adorable little   knight guys, mount up on slimes, run up to you, and dodge and block your   hits.    


And finally, the boss of the demo level was the Golem; this is where the potential   boatload of fun can be seen. The Golem winds up and throws a series of   punches, and blocking the attacks will put him in a stun, ready for a counter-attack.   The player needs to read the Golem's movements and utilize both defense and   offense, but especially defense. It's really a lot like Punch-Out, and as   such, is really fun. If the rest of the game is like the Golem fight, it'll   be great.    


That's my overall impression of Dragon Quest Swords. It's not so much an RPG   or on-rails shooter (a sword only has so much range!), but more like a   clever action game along the lines of Punch-Out. How good it will actually   be comes down to how the rest of the enemies and areas are designed, but   there's a definitely a solid game idea here.


Offline Bloodworth

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Sounds sweet Ty.  Wish we didn't have to wait until 2008, but maybe it will be simple enough to play the import.
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Offline Caliban

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Both, your impression and the recent trailer, give a sense of fun out of the gameplay mechanics.

The Wii is lacking in rpgs at the moment, so the quicker it comes to North-America the better.

Offline ShyGuy

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Good impressions SUPER, you should write more  I donno about the shield, it sounds a bit disconnected from the action.

Offline S-U-P-E-R

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The shield is really what makes it. There's no time at all between switching the sword and shield. It makes you play smart instead of just waving the sword everywhere.

Offline couchmonkey

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DQ Swords is putting the fun back in "RPfunG".
That's my opinion, not yours.
Now Playing: The Adventures of Link, Super Street Fighter 4, Dragon Quest IX

Offline Kairon

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What?!?! Why is this getting positive vibes? This is going to be the next Sonic, isn't it?

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Offline NinGurl69 *huggles

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Cuz it's not Sega.
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Offline S-U-P-E-R

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Quote

Originally posted by: Kairon
What?!?! Why is this getting positive vibes? This is going to be the next Sonic, isn't it?

~Carmine "Cai" M. Red
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YUO

This game could backfire if the rest of the battles aren't awesome, or if it's too easy, or something like that. It didn't seem like there was any chance of anybody losing at all at the show, even the people who had no idea what they were doing.

Offline Karl Castaneda #2

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Hey, pretty cool, Ty. Maybe you could talk about this game on the podcast for next week, eh? EH?!

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Offline vudu

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Why must all things be so bright? Why can things not appear only in hues of brown! I am so serious about this! Dull colors are the future! The next generation! I will never accept a world with such bright colors! It is far too childish! I will rage against your cheery palette with my last breath!