- Genre: JRPG
- Platform: PS5
- Also Available On: Switch, Switch 2, Xbox Series, Windows
This is an easy ramblings for me to write. In a lot of ways it boils down to one question – do you like traditional JRPGs? If the answer is yes, then frankly you’ve probably already played this game. However, for as good as the original and 3DS releases of this game were, the game is just unnecessarily long. That’s something that is incredibly common for Dragon Quest games in general, though it’s been getting better in recent years. That is really what my mind was focused on coming out of this.

I had put off starting this one for a while because I didn’t really want to tackle an 80 hour JRPG. I just don’t really have that kind of time to play games anymore. I’d heard some people recommend it and noting that it was shorter. I then noticed that its How Long to Beat page was seeing 40-50 hours as a more common time to complete. That kind of time investment is a bit more doable. That drop in length by about half comes about in a few ways. However, it’s not unfair to say that it’s simply because the game just loads quicker. Getting into fights is quicker. Getting into zones is quicker. Getting through the time portals is quicker. It just compresses the experience through lack of loading.
However, the more beneficial part was how much quicker leveling can be, and that’s entirely up to the player. One of the things that recent Dragon Quest titles have been doing is giving players more control over difficulty. It started with things like an “easy” difficulty that ramped up player damage, ramped down damage taken, and ramped up XP gained. It then added a lot more over world automatic battles when you as the player have gotten strong enough. DQ7R is the most granular control that they’ve given, and it’s much to the game’s benefit.

The way that I chose to play this title was with the following settings:
- Damage: Normal for given and received
- XP Gained: Increased
- Gold Gained: Increased
- Job Points: Increased
What this essentially is is a settings group that is the game at intended difficulty, but with significantly less grinding. I was essentially choosing to just have less combat for the sake of making the experience faster while preserving difficulty. This gets combined with the fact that battles are no longer random in recent titles, so you can choose to simply skip combat entirely if you’re at an appropriate power level.
This simply makes the game faster and it’s much better as a result. The pattern I like in JRPGs is to figure out the enemy setups, fight them a few times, then move on. I don’t need to fight things dozens of times to get my value. At that point it’s just boring. In a case like this where XP gained is high, I can simply fight things to get my entertainment, then move on.

There’s additional little gameplay things that are added like save/heal points that appear frequently right before bosses to act as safety and time savers for the player. There’s a weird side effect that comes out of this – I use MP-based skills far more often. Because I don’t need to fight as much, I can dump my resources for the sake of fun. Because I know I’ll heal before a boss I’m not preserving my resources for the boss. If I’ve used everything and don’t want to spend items, I can simply avoid fighting. The combination of these things further enhances the speed of playing the game because I can simply be aggressive on offense, which is something that a lot of older JRPGs didn’t really allow.

I’ve said similar things about recent JRPGs that have pushed into streamlining the experience for the player. A recent example includes Trails in the Sky 1st Chapter. I just don’t buy arguments about JRPGs needing length to be of value. To me empty grinding is just fluff and I’d rather have a shorter experience. The DQ1-3 HD2D remakes and now this DQ7 remake show that Square is taking the idea of a cleaner experience seriously for the players. This is everything about the story and metagame that made the original great, now combined with modern sensibilities around not wasting the player’s time. It’s a far better game for it.







