The Unforgiving Dragon Quarter

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Sunday, January 15, 2012

The Unforgiving Dragon Quarter

 
Throughout the 16 and 32-bit eras, Capcom's Breath of Fire series was always solid, if not particularly ambitious. That all changed with Breath of Fire: Dragon Quarter -- the fifth game in the series, although the numeral "V" was left out of the English release. This is because it's only barely related to any of the prior games.

Sure, the main character is named a guy named Ryu, who, like all of the other games, can transform into a dragon. And there's still a winged girl named Nina, but this time she takes on the appearance of a frail waif. Beyond that, one could barely tell its part of the same series.

If nothing else, Dragon Quarter feels like a spiritual successor to Square's PSOne title Vagrant Story. Both feature dark, oppressive atmospheres, long segments of dungeon crawling, and minimal NPC interaction. Both are scored by legendary game music composer Hitoshi Sakimoto, although while Vagrant Story's soundtrack leans on the atmospheric side, Dragon Quarter features more industrial and electronic influence.

And both are unrelentingly unfriendly to newcomers, and subject newcomers to a trial by fire to learn the game's innovative intricacies -- as a result, both are love-it-or-leave-it games amongst RPG fans.

Where the games diverge is with its battle system. Unlike most traditional RPGs, the battle segments play out like a tactical strategy RPG, allowing your selected party member to run freely around the field and attack, as long as they have action points remaining. Once you get into the meat of the game, Dragon Quarter lets you control three player characters.

Ryu is your melee fighter, but he's hardly a tank, and is usually the most susceptible to damage. Lin uses guns, allowing her to attack from different ranges and knock enemies around the playing field. Nina, the physical weakling of the trio, utilizes magic spells that can be used to attack multiple enemies at once, or stun them with skillfully placed traps.

Most RPGs feature similar character relationships, but Dragon Quarter so strongly defines each character's role that none is more important than the rest, and using all of them effectively is the key to winning the game's most brutal battles.

The other most interesting aspect of Dragon Quarter is its survival elements. Dragon Quest -- with its similarly sparse save points and limited inventory and magic use -- has been using these same elements all along, while most other RPGs have eliminated them for the sake of user accessibility.

Dragon Quarterhas taken those elements and put them at the forefront, making for a stressful, yet exhilarating, experience. Taking a small cue from the Resident Evil games, your resources in Dragon Quarter are severely limited, at least compared to any other modern RPG where you can carry almost unlimited healing supplies.

More pressing is the D-Counter, which starts up after the first few chapters. In the previous Breath of Fire games, the dragon powers were extremely powerful attacks, and Ryu's transformations provided a sense of awe and excitement. Here, the dragon power is a curse, slowly eating away at Ryu's humanity.

Every few steps, the counter creeps up, slowly marching towards 100%, at which point the power consumes Ryu and the game will end. Additionally, each time Ryu calls upon his dragon powers, it chews up even more of the D-Counter, hastening his advance toward death.

Given that nearly all of the boss battles are extremely difficult, it's all too easy to give into temptation and use these skills to easily demolish your foes, but using them too judiciously will lead to an earlier end. There's no way to reset it, either, short of restarting the entire game.

Thankfully, at any time, you choose to begin the game from scratch, but keep some of the skills and experience you've learned, so subsequent playthroughs will be much quicker and easier. It even rewards players with extra cutscenes which reveal alternate angles on the game's story.

It's also relatively short for an RPG -- the full story can be played through in less than ten hours. This same idea was carried forward with similar effect in Capcom's Xbox 360 zombie slayer Dead Rising. Despite the frustrations inherent in this system, it makes for an intensity by removing the safety net that so many JRPGs seem to feature, and is all the better for it.
 
 
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Comments (5)
Cucco-obsessed-link
January 15, 2012

Nice writeup!  Dragon Quarter definately seems like a 'love it or hate it' type of game... people probably don't like having to play through the story multiple times to get to the end...

Now that I think about it, NieR does something kinda like that, too, since you have to beat the game multiple times to get the true ending, and you see new stuff on each playthough (or so I've heard; I'm still on my first playthrough), and it got about the same reception.  I guess not everyone likes new and crazy mechanics. :(

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January 15, 2012

I have to admit, when I first played Dragon Quarter (at its initial release), I hated it and didn't make it more than 5 hours in.  Only after picking it up again a few years later did I start to appreciate some of its more obtuse features, haha.

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January 15, 2012
This is the one game that I'm really not willing to try out any time soon. However, I think these obscure RPGs help me appreciate some of the more experimental attempts of Japanese developers. Nice write-up.
Lolface
January 15, 2012

I remember playing DQ. Hell, I still have it. Only played it once though. I knew that the game was trying to kill me, so I said "fuck that," and with planning and the carefull application of dragon breath to the face, I beat it in one playthrough. It was probably the most stressful game I have ever played, which is why I will never play it again.

Fun game though. I liked the Breath of Fire series (only one I never played was BoF 2), and I'm kind of sad that Capcom doesn't want to milk it a little more.

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January 16, 2012

BOF IV is my personal favorite.  For sure.

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