ONLY YOU REMEMBER HOW TO BUILD


"RECONSTRUCTING"
A review of the Japanese Version of Dragon Quest Builders
By Sean Han-Tani-Chen-Hogan
Played February-March 2016, written August-September 2016





It's the end of February 2016 - out of interest, I downloaded the demo for Dragon Quest Builders, looking for Japanese games to play. It was my partner who was initially interested in Builders, but I ended up buying and playing the whole thing.

It seemed fun - some light crafting and building. A story, RPG-lite mechanics. And, in addition, out of the want to practice reading Japanese, I played through the demo.

I liked the demo, a lot. You should buy it when it comes out in English. I'd like a sequel. The story may be oversimplistic, but I felt there was a sincerity to it. Despite its cliches, anime-ish dialogue, at-times contrived pathos. I like the Dragon Quest aesthetic. Simple, and, at least based on the spin-offs I've played recently - of a certain design quality no matter what genre they're stepping into. Cash-ins? Sure, maybe. But whoever's writing these games, be it Yuji Horii or an only-in-the-credits credited intern, seems to still believe: hold your friends and family close. Just... that. And I like that. I don't know if Dragon Quest could handle much heavier. I think it knows that.

More games should know themselves.



I finished the game a few weeks later.



LEGO Sets

The story's structure makes you play the role of a hero, who, over four chapters, must travel to four continents and help rebuild a village-like area in each. The ultimate goal, of course, is to stop the Dragonlord. 99% of the time, you'll forget about that goal. You'll be busy helping out a villager.

Each chapter contains a plot of land, on which a village will be built. You meet a villager, they tell you they want a bedroom. Or a sauna. You find the materials to build it, by digging. Sometimes you need to find items to build digging tools. It feels good, watching your village slowly grow. Sometimes you must follow blueprints for buildings, but you can choose where in your plot of land to build it.

As your village grows, so does the strength of your equipment. As you progress the plot of the chapter, you will have to fight enemies, which the Dragonlord is sending. This is pretty sloppy 3rd-person combat. At least it's easy! After battles, you might get a portal. Use the portal, you can go to a new island near the current island you're on. This is great! Each island has particular resources. This sounds boring, but because they're tied to advancing a small plot, it's relaxing and enjoyable to see what you can find. It's not just about advancing yourself... it's about advancing some (newfound) friends. Some islands have hidden things, hidden NPCs, or sidequests. It's a good time!

At the end of a chapter, you fight a boss. I could have done without these boss fights. Each of the four chapters revolves on rediscovering a particular technology. The last chapter is a bit different. Part of the fun is not knowing what those differences are, so I won't mention them.

You can freely build anywhere in the game, but you can only "level up" your town (or "Camp", shown below), by building structures that the game recognizes within the border of your town. The max level is 5. You don't get anything for this (Except maybe a Trophy), but sometimes leveling up is required to progress the story. You gain recipes for houses as you experiment, which the game recognizes and gives you points for. You can place objects you make into houses for more points. There are hidden blueprints and stuff. I didn't get super into this, but you might.




The core of the game is combat, crafting, voxel graphics, survival and sandbox gameplay, which date far back (far before That Game).

There's a Free Build mode. You unlock objects for use here by completing objectives in the main game. I didn't get into this much, but it's roughly like the main game except you can build anywhere and share buildings with friends.

Stories

I liked the cute, small plotlines. I enjoyed building a small house for a villager, to have her run over, hop up and down and clap. Hearing one villager gossip about another. I liked helping three desert-dwelling bodybuilders rescue their (maybe older sister) leader from a volcano fortress complex carved into dark mountains.

I liked how, as I completed quests for villagers, more villagers would appear. The game asks me to 'get to know' the villager. They will have a bubble above their head with a hand-shaking icon.


I'm pretty happy, finishing this game, in Japanese, as the dialogue was often simple enough to understand roughly. I think I've gotten better (at reading Japanese.)

Dragon Quest Builders is a straightforward and fun game where you harvest the (very cute) environment and slaughter enemies until you can follow the explicit directions to build particular building. It's also about recovering the past, what has been forgotten, piece by piece, until people are satisfied with what now exists.

The bosses at the end of chapters: they will likely manage to destroy parts of your settlement during the fight, but it's nothing repair can't handle - destruction only scatters the pieces used to build, never removes them permanently.

It can be rebuilt!

At the end of each chapter is a sadness. You built a relationship - at least some kind of relationship - with these villagers. The game gives you nothing else to do. There is nothing to do but move on. Perhaps this isn't the best thing in life: you probably should try to get communities you create into self-sufficiency. I forget if the villagers end up learning how to build or not. Maybe killing the Dragonlord fixed that.

But, it seems you have done enough for the villagers, and must make your way to the next village. The person you knew the longest sends you off.

Thus, memory recovered and reconstructed, you bid farewell. It's a little sad.




"Yasu (my name)... so you're really leaving...

You can stay in the village and reload your save, yet there's not much engagement other than repeated dialogue. You can look for easter eggs, finish a few side quests, but there are no more main quests to do, your purpose is served, the village, built.

You leave the village, keeping some of your knowledge for the next one you end up at.