Posted by Pip
Oh we all should have known that it takes more than dissolution to knock off Sloth. You can't kill an idea and Sloth is an idea given life that fights like hell when you knock it around. If you're going to try to subsume Sloth, you have to be prepared for some kind of fighting on the goo molecular level. Or whatever it is that makes up Forces.
Long, Yeah, yeah slimes Review: Dragon Quest 6- For a game designed in 1995, Dragon Quest 6 feels like a far better, more playable, and more interesting game than Dragon Quest 9, which came out in 2009. 6 has funny dialogue, great spritework, interesting characters, and a neat story with some good twists and mystery from the get-go. It doesn't do anything new, but it does the old stuff well. One seemingly small thing is that shops buy back old gear for decent prices. You change weapons and armor in almost every town you visit, but since you can sell back your old stuff for a decent price, you don't feel like you wasted all that time grinding for money. Sure the armor costs 800G but when you can turn around and sell it for 600G, it keeps the game moving at a decent pace. And changing vocations doesn't reset your level! It encourages you to try the different jobs, learn new skills, and then switch it out to grow in another field. Compare that to DQ9 where it actively screws you over by resetting your level and abilities if you try to change skills. This does mean you wind up with a hefty number of skills. My characters each have around 70+ skills they can use in battle. I used just two skills for my attackers and three, maybe four for my healers/support. Just trying to find what I'm looking for generally takes longer than the round of attacks.
Inventory management is a hassle though. Each character has its own inventory, which fills up quickly, and this ends up creating a lot of micromanaging. I typically just fell into "shove everything in the bag and only give characters items for boss fights" in order to avoid spending time in menus. You also can't compare items across characters, so you have to check the stats on one character, then go to the Give menu and check it against all of the others and you're not shown the stats of an item when you go to sell it so you always have to check against everybody just to make sure you're not selling something that's bad for the hero but turns out to be good for one of the minor characters. That's probably the sole area more recent RPGs handle better. When you select an item, it should just show you whose stats the item improves and that it doesn't help the others. The less time spent in menus, the better your game is.
The only real complaints I have about the game itself is that the end game is tedious. There's a lot of randomly sailing around hoping you stumble upon your next objective and the battle frequency is far too high for requiring that much random exploration. Not talking to one specific person in a town can cause you to miss a clue on where to go next or directions on how to find something that's not shown on the map. I just stuck to using an FAQ and the game was far more enjoyable for it. And then the ending you get out of all of this is pretty disappointing. The bad guy doesn't have any real motivation out of just wanting to be evil and they don't really do anything with the multiple worlds concept. A character I never used once I didn't have to wound up being a love interest out of nowhere and had a key role in the story but it was somebody I never spent any time getting to know.
DQ 6 isn't revolutionary by any means these days, but it's a good solid game and I no longer have the urge to play an RPG anymore, so mission accomplished.
Sins Committed: Grinding, Bad ending, Bad menus, Item micromanagement
Virtues Acted: Good art, Good characters, Good story, I had a slime strong enough to win a tournament AND a beauty pageant and that makes you feel pretty good