I’ve enjoyed nearly every Dragon Quest I’ve played, but it took me decades and a streamlined version to finally complete Dragon Quest VII. I might be the exact target audience for VII Reimagined – busy, a fan of the series, and dangerously prone to nostalgia. But I feel VII Reimagined ultimately drops the ball by overly simplifying dungeons while not addressing some core issues with a disconnected structure and lack of character development.

The main problem I have with the changes to dungeons in DQ7R is that things have been made too effortless. The classic “Dragon Quest loop” (or if you prefer just a “classic JRPG loop”) is one of attrition – in battles you have to determine the most efficient way to make use of limited resources (primarily MP, but also things like rare revive items or, early on, HP recovery items). In Reimagined, HP and MP are restored on level-up, and additional save statues which restore MP have been added at the start and end of most dungeons (in all difficulty levels). → Welcome to read.








