
Unravel the mysteries of the past in DRAGON QUEST VII Reimagined! Gather your companions and travel beyond the shores of your small kingdom to discover why it is the only remaining island in the world.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 4.5/day in the week to Aug 5 → 3.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $59.99 | 2.9Kreviews | 89% | — | $3.6M |
| $74.99 | 5.9Kratings | 90% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 868 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
God I wish I could give this a neutral rating. It's the longest, most drawn-out Dragon Quest game, only now it's ever so slightly less drawn-out and whole lot more bland. That said, it's still a DQ game, which makes it better than most JRPGs by default. What a shame this reimagining is. I find it really strange how little discussion there seems to be around this release. Several islands were cut, tons of job classes and enemies were removed, the characters don't change the way they look when you change jobs anymore, plenty of highly appreciated QoL elements were removed and and and, yet people don't really seem to care at all. Isn't that strange? Aren't JRPG fans generally some of the most picky and curmudgeonly people out there? What's going on? I mean, this version is definitely visually appealing, performs really, really well and also features its own set of QoL features that make the game feel a lot more breezy than it used to be, but I can't sit here and claim that all of those removed elements aren't an issue. My theory is that most of the people playing this version have never played any of the older, more intricate versions (or any of the older DQ games, for that matter) and have no point of comparison, so they don't even know that they're being talked down to. I feel so damn conflicted. The game is good as such, so I don't feel like it really deserves a negative review, but man this is just a lesser version of the source material in every way I care about and I can't ignore that. What a massive bummer.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 2: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Spanish - Latin America, Simplified Chinese, Traditional Chinese, Japanese*, Korean*languages with full audio support
| $59.99 |
| — |
| — |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 875 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
我该如何评价DQ7RE这个游戏呢? 这游戏玩起来的体感就像你玩文明6,第一次选了俄罗斯,开局生在西伯利亚冻土上,BGM是《卡林卡》,首都叫圣彼得堡,旁边给你放了一本俄罗斯历史小故事,写的怪好看的! 第二次你选了匈牙利,开局一跳水一看还是西伯利亚冻土上,BGM依然是《卡林卡》,首都叫圣马加什堡,旁边给你放了一本匈牙利历史小故事,写的怪好看的! 第三次你选了拜占庭,开局一跳水一看又是在西伯利亚冻土上,BGM还是《卡林卡》,首都叫圣巴兹尔堡,旁边给你放了一本拜占庭历史小故事,写的怪好看的! 第四次你选了古埃及—— 哦是的,你一跳水一看还是西伯利亚冻土上,BGM还是《卡林卡》,首都那肯定是叫圣拉美西斯堡,然后又给你放了一本古埃及历史小故事,写的怪好看的! 嗯好的,我现在读完了这些历史小故事,我认识了彼得大帝、马加什一世、巴兹尔二世、拉美西斯二世,我觉得这些故事都挺有意思的。 但问题来了: 我到底为什么连续玩了四遍俄罗斯?为什么每一局开局都是西伯利亚冻土上,放的都是哥萨克小曲儿啊?我在玩的是哪一个文明啊,好难猜啊! [b] 快速总结,连写都懒得多给它写字:[/b] ✔ 美术风格优秀,人偶风踩在我的审美上,鸟山明系设计看着很舒服。 ✔ 叙事不错,每个岛都是用最简单又童话风的的文字讲最普世、最深刻的社会与人性母题,这点是我个人很喜欢的DQ的风格。 ❌ 场景与玩法高度同质化,连皮都不换。1998年的仙剑一都知道好几个地图和战斗BGM轮着换,你DQ7RE换都不换的册那! ❌ UI与流程缺乏现代化优化。明明都重置了,都做了自动战斗和越级瞬杀了,大部分时候还是坐牢。 如果这游戏原版就这样,或者说DQ系列就这样,它就是不能改,只要改了就失去受众,那我只能说难怪某些日厂游戏只能成为小圈子的结晶粉自嗨。 [h2] 玩的催眠,定价又贵,只推荐给情怀党和结晶粉。不如玩DQB2,我们DQB2才是真好玩! [/h2]
The third iteration on Dragon Quest VII and probably the most accessible way to play this game nowadays, but Square-Enix really over-corrected the original release's perceived issues and delivered an ultimately shallow and frictionless experience, even on the highest difficulty settings. Some changes are welcome - gorgeous graphics, a lot of QOLs to curate the experience, encounters are visible and avoidable on the map and the ability to easily resolve combats with out-leveled enemies - others much less so. To name a few: everything heals you, from level ups to save points, and even NPCs before every major battle; MP restoring options are plentiful and never an issue; some dungeons were drastically reduced in size, if not entirely removed; puzzles are non-existent; some story beats were shortened or changed for the worst (Regenstein, Maribel's father, etc.); three islands didn't return in this iteration, what makes even less sense since the devs had the clever idea of making some islands optional. All these things show that Square-Enix misunderstood the criticism about the original's poor pacing: it wasn't because the game was too long as much as being marred with a repetitive core design, that made the player visit the same places twice in a row to progress the story, with few to no variation for the most part of a very long game. Don't get me wrong, this is still Dragon Quest at its core and there's definitely some fun to be had if you can go past these issues, especially if you're new to the genre or didn't play any other versions, but I have a hard time recommending this game to anyone who isn't an aficionado of the franchise, as DQ7 was already the most contentious entry in the mainline series and this remake falls short of addressing its problems while adding a slew of new ones. Wait for a sale unless you really crave that old-school JRPG fix.
[h1]秉持初心,贯彻如一的经典传承![/h1] 要说《勇者斗恶龙》系列是国民级的JRPG,应该不会有多少玩家提反对意见!这款首作从1986年发行,至今已有39年的“高寿”,这数十年间更是有着11部正统作品和N个衍生作品,更难能可贵的是,在这个开放世界和动作游戏逐渐成为游戏大作主流的年代,《勇者斗恶龙》系列却依然秉持初心,贯彻如一的使用回合制战斗,就如同它们的制作团队灵魂核心成员一直没有变更:鸟山明的画风、椙山浩一的音乐旋律、堀井雄二的王道故事!哪怕如今前俩者已逝,《勇者斗恶龙 VII Reimagined》这部《勇者斗恶龙 VII》的重制版却依然在保留鸟山明标志性的角色设计的基础上,通过现代技术转化为现代化的3D“人偶风”美术风格! [h1][quote=] [table] [tr] [th] 欢迎关注 [b][u][i]U_U鉴赏家培养计划[/i][/u][/b][/th] [/tr] [tr] [th] 关注U_U鉴赏家,开启精彩游戏之旅。 [/th] [/tr] [/table] [/quote][/h1] [h1]就算是炒冷饭,也炒出了自己独特的特色![/h1] 不过也是真没想到《勇者斗恶龙7》竟然会在《勇者斗恶龙》123都选择HD-2D的方式进行Remake(重置)的前提下,选择了更高一级的Reimagined(重制)。而且画面还真的非常优秀!无论是角色建模还是场景里的街道、房屋、树木等等都非常精致,而且光影渲染也很是不错,完全符合现如今的游戏美术水准!不愧是当年《勇者斗恶龙》系列的首款3D作品,这么多年了,依然要做那个最为与众不同最靓的仔!而且《勇者斗恶龙VII Reimagined》还是为纪念原版《勇者斗恶龙7》发行25周年而推出的,更是给这个全新的重制版赋予了一层具备历史重量的意义光环。 [h1]就连剧情节奏都得到极大的提升![/h1] 在美术之外,《勇者斗恶龙 VII Reimagined》最大的重制内容应该是游戏的剧情节奏,玩过原版的小伙伴应该都知道原版的剧情节奏有多么的拖沓,许多时候玩个几个小时都在原地踏步的都有!但在重制版这里就有极大的改善!这也让我们跟着主角团到各处岛屿去收集石板,然后让各个岛屿在现在的时间线上恢复过来的冒险旅程,能有更好的体验。而且各个岛屿之间、过去和现在之间的关系也颇为密切,玩着总有一种撩动蝴蝶效应的奇妙感。 [h1]各种符合现代游戏体验的新机制[/h1] 游戏的地图探索也重制得相当不错,开阔的野外有着各种物品和隐藏宝箱;多层的迷宫也依然需要解开各种机关才能进入下一层。而且《勇者斗恶龙 VII Reimagined》还将原版的暗雷遇敌变成了明雷遇敌,各种可爱的怪物在地图上四处溜达,我们可以根据自己队伍现有的状态来选择是战斗练级还是回避赶路。再加上游戏现有的遇怪自动判定的“原野攻击”机制(太弱的怪会被直接秒杀),让等级压制拥有更明显的优势。这些个变动都让游戏体验变得更好。 [h1]战斗系统也许不吸引,但职业养成还是很不错的![/h1] 至于游戏的战斗系统依然是传统的回合制,虽说还是你一下我一下的互相攻击,但自动战斗的添加就让练级过程变得更加轻松!这点倒是没什么可以过多介绍的特色。需要说一下的还是《勇者斗恶龙 VII Reimagined》在角色养成内容上的变化。在重制版里我们每个角色额初始都自带专属职业,每个职业还都有独特的“潜能爆发”,提升职业熟练度还能解锁更多的职业技能。更为重要的是每个角色还能兼职另一个职业,也就是说每个角色都能同时装备俩个职业!这些改变都让我们的角色构筑丰富了不少可能,也提升了不少角色养成乐趣! [h1]是冷饭没错,但绝对比原版更香![/h1] 整体而言,《勇者斗恶龙 VII Reimagined》在保留经典内容的基础上,把美术和玩法都做出了全方位的进化,再加上叙事节奏的加强和各种辅助机制的添加,更是让《勇者斗恶龙 VII Reimagined》这款经典重制版更具RPG魅力!这么说吧!无论是以前有没有玩过《勇者斗恶龙》这个经典系列的小伙伴,如果想玩一款王道的JRPG,那么《勇者斗恶龙 VII Reimagined》绝对是值得考虑的其中一个最佳选择!!!
[h1]《勇者斗恶龙7 高清重置版》:给之后的冷饭打个样[/h1] 在历经了让人感到失望的《勇者斗恶龙123HD-2D remake》之后,SE似乎意识到它们该掏出点新东西来挽救这个似乎已经步入晚年的系列了——不过要知道,它们上一部作品《勇者斗恶龙11S》刚刚创下了系列最佳销量(虽然仍旧没过千万),此刻正是这个传奇JRPG系列“百尺竿头更进一步”的时候。 [h1][quote=] [table] [tr] [th] 欢迎关注 [b][u][i]U_U鉴赏家培养计划[/i][/u][/b][/th] [/tr] [tr] [th] 关注U_U鉴赏家,开启精彩游戏之旅。 [/th] [/tr] [/table] [/quote][/h1] 并且今年是DQ40周年,前不久制作人堀井雄二还在直播中宣言5月27日已经为粉丝们准备好了“惊喜”,我们或许离系列正作真的不远了——毕竟离35周年纪念中公布DQ12的消息已经过去了五年,再怎么慢工出细活也该磨出点东西了。 而《勇者斗恶龙7 高清重置版》算是正餐前的开胃前菜吧,它移植的是系列中反响平平的七代,但却采用了系列最高规格的重置规模,同时还对游戏流程进行了大刀阔斧地革新。或许这不仅是为之后的重置作品打样,更是能让我们提前窥见一点DQ12的影子。 [h2]系列最高规格重置[/h2] 《勇者斗恶龙》作为一个拥有40年历史的悠久系列,「复古」二字大概是它身上最显著的标签之一。即便是早几年前的DQ11S,其画面观感也算不上多好,跟拥有顶尖3A规格的《最终幻想》系列显然没法比,大概是比自家的《圣剑传说》系列略强一丢丢的水平。 不过本次的《勇者斗恶龙7》在画面上的确带给了我点惊喜:虽然还是Q版风格的人物建模,但是在模型上更加3D化,让整体的画面规格显得更加精细,同时本作的粘土人风格还尽量保持了鸟山明的原设,在复古与创新中平衡的相当好,或许给出了系列作品之后的制作方向。 尽管人物建模很惊艳,但场景重置就中规中矩了——好在也不拖后腿,加上UI整体比较清爽,画面表现力这块《勇者斗恶龙7》的完成度无疑还是相当高的。 [h2]删繁就简,拥抱现代元素[/h2] 就像我前面说的,一直以来,「复古」都是《勇者斗恶龙》系列最显著的标签之一——这不仅意味着画面的复古,还有各种古旧的玩法设计,满满都是old school的味道。不过在《勇者斗恶龙7》中对游戏系统进行了不少改革,优化了剧情流程不说,最重要的一点是加入了许多现代游戏要素,在易用性方面做得极佳。 现在玩家可以随时随地在地图上进行传送,同时还有了加速赶路的魔毯,面对等级差距过大的敌人有瞬杀机制,敌人也不再能对玩家进行偷袭……总之,各种细节设计都力图让玩家满意,游玩过程不必有太多烦恼。同时制作组还将DQ系列的“三光”精神发扬光大,对收集过资源的房间会有打开房门的记号,游戏内还有文本提示场景内未搜索的道具,对玩家的地毯式探索简直是利好到DNA里。 此外,游戏还有一个非常详细的清单list——囊括了游戏的方方面面,对不打白金的玩家可以说相当友好了。不过假如你是白金爱好者,那这份list可能就有点绝望:毕竟要肝出来所有条目上的内容,想想这个肝度都觉得可怕。 [h2]古法JRPG的魅力在哪里?[/h2] 另一方面,《勇者斗恶龙7》依然拥有着让玩家痴迷的内在——而这份美丽的内在,也有一种「内秀」之感,你并不会在第一时间感受到作品的魅力,相反,要在冒险旅途的点滴之中感受到制作团队凝结的心血,也许是某个角色支线、也许是某段剧情,在那日复一日、但每天又有不同面貌的故事中突然有一种醍醐感,将自己视作大陆的一份子。 如果用更加现代的眼光来看,游戏的基础设计存在不少毛病:例如非常old school的明雷、乏味的迷宫、古板的回合制……但在你不断循环之后,你会感受到人物弧光上的用心、支线的出色,以及角色塑造的优秀——就像前面所说的那样,成为世界的一份子。 [h2]总结[/h2] 总的来说,《勇者斗恶龙7》无疑是款相当优秀的重置作品,将原版游戏复古的部分尽数剔除,做出了一款十分符合现代玩家游戏习惯的作品——至于剧情,只要跟王道能沾上边,那大抵还是不容易出错的~
少年一行人会航向怎样的未来,当玩家体验完本作也会有意犹未尽之感。勇者斗恶龙这一国民IP系列在四十周年之际端上来七代的重制版,毫无疑问是旧饭新炒适应当下时代的一大尝试,该说不说大量系统简化搭配3D建模一切都显得无比得劲,给个人这DQ11入坑的玩家也带来了不少惊喜,故事不拖沓且套路传统,但该说不说剧情往往求稳带点转折高潮,体验感拉满,沉浸且上头下享受到了那渔夫出身之勇者拯救世界酣畅淋漓的戏码。 游戏虽说是开放世界,但不得不说支线任务基本没有,全程围绕石板拼图穿越过去在现实中被遮掩的各个岛屿展开的故事,故而剧情套路玩家经历几个岛屿事件后就见怪不怪了,收集石板回到过去改变剧情发展,而后现世中对应的岛屿会随之出现,可以体验到过去到现在的相对应的发展,当然NPC就会很多,不过多数是路人同皮建模也没啥感觉,但过去的反馈在现世体现还是让亲历的玩家感慨不断,如拯救尤巴尔族的命运,促就了咱主角团美人艾拉入队嘿嘿,不得不说男主发小基法开局没多久就离队“有舍有得”,加上在对抗魔王闪亮中年版回归共斗让这一桥段也有了不少释然,整体来说故事非常多,就是彼此间联系一般,部分任务可能需要不同岛屿间穿梭完成任务,其他其实都是服务于主线,为了迎战现世的魔王,如大神官研究的技能,从过去留到了现实,就为了这一切啊,不断迭代,伟大无需多言!这里也稍微提及下游戏中的神确实存在,但摆烂了hhh,在一周目后就可以跟他好好“探讨人生”。 该说不说石板收集也是穿插在整个故事中,这里玩家也不用怕收集不完整,起始神殿的好伙伴会给出每一块的位置或者图鉴里也有,非常方便。同时石板中不论主线支线的故事多数都是可以当作单元剧品味,尤其是灰色石板中那逆天四角恋令人印象深刻,内一号男主废材式出走后组建家庭加上一号女主为情也随之出走却至死没有相见,一号男主得知真相后也只能在死后二人葬在一起,咱也不好评价。不过也有好的,比如玩家在第三个灰色石板处理妥当在现世还能得到属于自己的雕像,嘿嘿! 再回到主角团,这里除了早期离队的基法王子外就是五人团,男主和青梅竹马村姑、狼人化孩、基法后人艾拉、勇者梅尔文,玩家可以自选4人作战,战斗中另外一人在四人倒下后会替换出场。养成环节就是传统那一套,武器防具加饰品,其中饰品里面有两种,纯数值加持和各种怪物之心促就的各种被动技能,听说这里是进行了优化,个人没玩过原版不予评价,总体在本作就是非常明了,想变强就是装备再搭配等级。等级上分成人物与职业,前者与多数JRPG游戏一样就是刷级使得玩家变强,这里刷刷刷也是跑不掉,追求效率可以多与金属史莱姆PK,刷级嘎嘎快。而后者就是本作较为有趣的一环职业啦,这里主角团是自有专属职介但与通用职业中的一个职业大差不差,由于支持任意转职且不限时空及成本,这里可以说是给玩家极大的发挥空间。当然啦,职业也是有高有低,只要低的职业满级了才会解锁更好的职业,部分甚至要多个高阶才会解锁,肝度是有的,但每个职业设计都各有特色,这也主要是角色学会的技能是与职业挂钩的,等级越高解锁对应的职业技能越多,且游戏是加入了职业兼职,双职业加持下这能怎么说,爽就完事啦,两套技能搭配潜能爆发即对应的职业特定觉醒技能如神之手三连击、勇者的全队盾或破魔僵直枪增加了无限可能,在难度以及资源自由调节的系统下是否要挑战自己或纯体验玩法是直接迎合不同玩家口味,必须点赞! 遇敌除了开船跑图是暗雷外都是明雷,且多数可以玩家先砍一刀抢占先机。不过开船部分在得到了飞毯和飞行石后玩家可以默认没有船了hhhh,且其在魔王锁图期间也不需要用船,可以说扬帆起航体验下就差不多啦。战斗上以回合制进行,与系列一样支持自动战斗和手操,自动战斗有多种策略选择,全力输出还是攻防均衡等都看玩家自己,都是基于职业衍生各种配合打击敌人,这里也不过多展开,个人是习惯双C+双辅,神之手yyds!里面的变数更多就是敌人的异常状态打击以及潜能爆发的运气,但就算玩家双职业,潜能爆发也只能选一个触发,若多回合不使用也会消失,这点玩家需要注意。 该说不说本作各种系统都相当简洁便利,快速移动、补给等都是一一安排上了,白金难度也较为友好,只要能接受波姆砰砰砰小游戏,毕竟本作支持自由通关后再回头补,真是高度匹配个人游戏习惯,不然为了白全程看攻略,少了不少自主探索度,变成了攻略驱动的玩家啦。剧情设计上除了每个人对于各种大事情比如岛屿突然出现的接受程度过于夸张、人物的一些行为如王子留在古代国王无比支持(那国家怎么办hhh,靠公主招婿嘛)等等没有给到过多解释,但很多细节还是拿捏到位的,如男主父亲的“打捞”,当然玩家千万别考虑时空悖论,当勇者童话看待就完事啦。这里美中不足的个人还是要说是主要人物的塑造,青梅还好,父亲生病那段还稍微增强人设以及和男主的CP羁绊,配角无所谓,你像勇者梅尔文、贾布就出场来点剧情就啥也没了,后者就算了,前者明明故事很多可以讲述,比如他跟神的故事。村姑和主角就不说了,玩家视角就是村子出来的,虽说男主后续也不简单,毕竟跟沙克艾一样有水之精灵印记加持且沙克艾孩子消失等等直接对上了,但这方面刻画不多,都是细节,不影响主角在结束征程后回归渔夫生活,征服大海,咱来啦! 整体而言,本作可以说体验上惊艳虽不大,但处处都是细节,搭配石板单元剧整体故事发展沉浸感还是在线的,过去与现在的联系一切都由玩家来影响见证,经典套路虽见怪不怪,但享受过程还是会有所触动,那份最纯粹的冒险在本作还是对味的,个人是觉得除了DQ11外,其也是新人入坑系列的一个推荐~ [h1][quote=] [table] [tr] [th] 欢迎关注 [b][u][i]U_U鉴赏家培养计划[/i][/u][/b][/th] [/tr] [tr] [th] 关注U_U鉴赏家,开启精彩游戏之旅。 [/th] [/tr] [/table] [/quote][/h1]
The developer generally didn't understand the original game, didn't understand what systems were integral to a 'Dragon Quest' game, and walked backward all of the improvements and innovations done in the HD-2D remakes. Too much is cut, too much is simplified. Poor voice actor casting. While attractive and more accessible, it's a step backward for the series.
还不错,比dq3强多了,部分分线质量不错,主线弱 难度可调节,调成最低无需练级(已经厌倦枯燥练级式JRPG的老年人如是说到
ReimaginedというよりGeneric。ドラクエ7を再構築したのではなく、令和最新版として色々オミットされた簡易版ドラクエ7。 元々のドラクエ7にあったシナリオや要素の一部は削られてるし、補填する形で追加されたシナリオはあまりに薄すぎるし、ドラクエとしてもRPGとしても骨太だったドラクエ7と比べて簡単・薄味・無味無臭。 RPGとしてボスやダンジョン攻略で壁を感じることも無く進み、全てがサクサク簡単お手軽に進むため何も印象に残らない。ゲーム中に一切の緩急がない。 適当にやっててもこちらが強くなりすぎるためレベル上げなんてしなくてもラスボスはボッコボコ、クリア後ボスもボッコボコ。蘇生呪文なんてゲーム中一度も使わず終わった。 特に最初の展開は酷い。数々の試練を乗り越え旅の扉を抜け異世界にたどり着き、初めて魔物と呼ばれる生物と相対しこれに勝利、さあここから夢にまでみた冒険へ出発という素晴らしい序章だったのに、試練は短いし少ないしもう途中でモンスターと戦闘してしまう。異世界で初めて戦闘するから良かったんだろ。スライム倒して「あれ魔物だったのか!?」ってお前遺跡の中で既に戦ったやろが。 制作陣に是非聞いてみたいのだが、当時PS版のドラクエ7をプレイした人間は今でもあの頃の記憶を思い出すことができるし今プレイしても面白いと感じるけど、果たしてこのReimaginedをプレイした人間が10年後20年後このゲームを思い出すと思うか?もう一度プレイしたいと思うか? このゲームが注目され購入され良い評価を受けたのは元々のドラクエ7が今なお語り継がれる名作だからであって、完全新作として発売されていたら見向きもされていないし評価もまちまちだっただろう。 当時のファンや今のプレイヤー達が求めていたのはドラクエ7にあの頃は出来なかった事、無かったアイデアをくっつけて更に分厚くして、それをバランスよくReimagined(再構築)したドラクエ7だった。色んな部分を削って簡単にして味を薄くしてほっそいガリガリの簡易版(generics)としてのドラクエ7ではなかった。 大量のゲームが出続ける今の時代、どんな大作ゲームでさえすぐに消費され日常の中に消えていく。人々は新たな刺激を求め続け移り変わりゆく。 でもだからこそ記憶に残るゲームを作るという気概が必要だし、それがドラクエ7というゲームだったはずだ。 制作陣にとってもこのドラクエ7は自分たちの実績作りでしかない単なる消費物の一つだったんだろう。 ドラクエファンとして、スクエニの中にドラクエシリーズを愛している人間がもうほとんど残っていないのが悲しい。 反面、ドールルックは良い。人間はちょっと気持ち悪いけどモンスターの造形、モーション、作り込みは素晴らしい。このドールルックでモンスターズをプレイしたい。 人々の記憶に残る大作ゲーム「ドラゴンクエスト7 エデンの戦士たち」は、心無い再構築により誰の記憶にも残らない「 」になってしまった。この制作陣にはもうドラクエを作らないでほしい。 ドラクエシリーズファンとして、昨今のゲーム業界(特に日本の)を憂う知識人ぶった老害として、このゲームにはNOと言わざるを得ない。
I really hate to do this for a mainline Dragon Quest game since it's my favorite franchise, but I just can't recommend this game. It was lacking in nearly every aspect that you'd expect to be strong in a DQ game. The characters are extremely forgettable and are mostly just there...because reasons? The story is in the same category. "Let's go on an adventure!" "Why?" "Uh...because we want to." It takes FAR too long to get to the point where you can change vocations (around 10-15 hours into the game). The antagonist has barely any relevance to the actual game. His motivations are basically I'm evil because I wanna be. This game just falls flat in every single aspect. As many others have stated, the combat is wildly easy, even with all of the hardest settings on. All of the post-game content can be cheesed with Magic Burst spam. I also can only hope that whoever made the decision to have 10+ weapons/armor be EXCLUSIVE to the Lucky Panel RNG mini-game was immediately fired from his job. By the time I acquire 100% items I'll have more time in Lucky Panel than I'll have from combat. I played this before I played the Erdrick Trilogy remakes so I'm a bit worried about how those will be now. If you haven't already played DQ11, avoid this game and go play that instead, it's a masterpiece.
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