CREEPINGNET'S WORLD
DRAGON QUESTII
REVIEW
aka. in Defense of Dragon Warrior/Quest II
It was 1992 when I perused my brother-in-law's game collection and for some dumb reason, I always percieved "Dragon Warrior" as a game for "cool kids". I dunno if it was my classmate Billy playing it, or if it was because it had Dragons in it, and maybe I was getting it confused with Double Dragon. Anyway, whatever. Dragon Warrior II was the game I got, and of course, being an RPG, my much-more-nerdy older sister got into it more than I did at first, eventually getting stumped by that infernal "Water Flying Cloth" that requires you **SPOILER ALERT** have to save your game, shut off the Nintendo, and then power it back on again to get the item to be completed.

Of course, after borrowing the 4th game, falling in love with the series, buying the first, trying to buy the 4th that I played and not getting it, then chasing the other three for 5-20 years in between....Dragon Warrior II was one of the releases I thought a little less about, because every time I read about it, it was talked about like it was the "dark horse" of the series. As such, I never seriously gave it a play through until 2020.

It was the afternoon after work, I was tired and feeling down, and then I get a call our lunatic neighbor is summoning up the city's finest again with domestic violence and whatever other shit a cracked out person next door could dish out. As there were 7 cop cars nearby and my wife was hiding in the closet afraid of everything going on, she told me on the phone to NOT come home for awhile. So I didn't. I drove to the game shop that just called me and told me they got a copy of this game in after being on a waiting list for almost 2 years with them. So I bought this, and it took me about 4 years to beat it. I just did in 2022, in a COVID-19 induced haze no less. Weirdest beating of a Nintendo game of my life.
THE STORY OF DRAGON WARRIOR II/DRAGON QUEST II
In 1987, the Dragon Quest series was really starting to take off, and Yuji Horii and his team started work on a highly anticipated, if a little "rushed" sequel: Dragon Quest II: Luminaries of the Legendary Line. The story was expanded to 100 years after the first game, invovled relatives of who you played in the first as the heroes, and sort of drops you into non-liner, almost Western RPG-style territory at some point in the middle of the game.

The game was so rushed to release that they could not properly playtest it, and that seems, per many interviews, to be something that hangs on the head of the developers of the original 8-bit release(s) to this day. However, what came out is actually not bad at all, actually, it's actually something I'd consider well in-line with the Dragon Quest franchise's quality overall in general. TBH, it's a bit impressive it works so well given the story of it's lack of playtesting.

Of course, in 1990, due to the failure of the initial release in 1989 paired up with Nintendo, Enix released this game on their own with Nintendo's blessing as Dragon Warrior II. No graphics alterations were required, but there were tweaks to various sexual and religious references from the Japan original, as well as the addition of battery backup just like last time with Dragon Warrior. The game did just a little less as successfully than the initial release, and thusly is a little bit less as common - like $15 vs. $50 uncommon.

People often critiqued this release for being "Too Grindy", and "too hard" due to a steep difficulty curve of the game going non-linear like an Ultima game would be about halfway through. However, I feel, just like the whole "ET/PAC-MAN are the worst video games of all time" trope, this is another one of those over-used, over-hyped, over-exaggerated claims about Dragon Warrior II being a "Bad" game, it's not, it's just not "easy" for Zoomers who grew up on games that have "help boxes" in the first level, and the entire Dragon Quest series actually comes surprisingly close to that for a 1980's RPG on an 8-bit console from 1985 based on an 8-bit console from 1983, running on a CPU from 1975. The truth is, people just don't like truly hard video games anymore.
PLOT: 8/10
The plot of Dragon Warrior II drops tradition and tropes, for something more interesting: family. See, it's been 100 years since your grandfather killed the Dragonlord and saved Alefgard from sure fate. Now your grandfather's children had you and your niece and nephew and rule their own kingdoms: Midenhall, Cannock, and Moonbrooke. Moonbrooke got invaded by the arch-wizard Hargon and his minions and set ablaze, now you'r niece is missing, you need to find your Newphew, and you're on a quest to kill this royal PITA.

From the get-go, the tropes are blown out of the water. Your Niece might be dead, and her family for sure IS. Meanwhile, your nephew keeps puttering around the countryside and you have to chase after him. Along the way, you'll go through many interesting side quests including saving the daughter of a town official, looking for lost treasure, invading many towers and castles, using new vehicles, and opening up more information on Hargon.

And Hargon is not just your basic-b**** enchanter either. He shows up at the beginning, kills everyone, goes back to his hideout where Bryan Adams shot the "Run To You" video, and uses a spell to make you think his Castle is the one you started at.
GRAPHICS: 7/10
The graphics are a minor improvement off the first Dragon Warrior release from 1989 in the USA, which is surprising because this go out, we get the same graphics in the original release and in the USA stateside release.

First is the obvious introduction of larger "stone" graphics, as well as now a new, front-and-down 45 degree angle fiew which gives some "depth" to the picture now. We now have 4 tile objects such as large doors, large stones, and even large 4-tile castles. This gives a bit more of a perspective of "scale" and makes things feel just a little more immersive. Back are a lot of the old tiles from Dragon Quest 1 though like the trees, sand, grass, mountains, hills, force fields, poison, and whatnot. It does not veer from the original aesthetic so much though that it feels like a completely different game from a completley different maker, it's still very much a Chunsoft production.

And graphics play a more vital role in Dragon Warrior/Quest II than previously in that we have 3 types of door, and a new feature similiar to Ultima's "Moon Gates" known as "portals" or "Warps" - usually found within a new land item type - Monoliths. Monoliths are little structures, usually found near a body of water or in a valley somewhere, that when you go to them, you'll find at least one of these "portals" and possibly even an NPC to go with them.


SOUND: 8/10
Back again, is the late Koichi Sugiyama doing the classical and Jazz inspired soundtrack. Sugiyama even went so far as to include a pop piece known as "Only Lonely Boy" as one of the main running themes in the game (it's that uptempo piece that plays at the save screen and after you talk to the lady in Wellgarth) - and unlike the short, 30 second jingles of the first game, we get some full length songs in this one, aforementioned piece included running almost a 1:30 long before it repeats. One of my complaints about the first game was the really short pieces, particularly the overworld - were a bit too repetitious.

That said, the Overworld theme does make a re-appearance but with some instrumentation changest hat make it a little more comedic, bubbly, and ear friendly on repeat, as Alefgard takes up about 1/9th of the map, and it's only on that one specific continent, indicating there's a lot more musical context in DQII than there was in the first. Once you obtain all three party members we obtain a new Overworld theme a bit more uptempo than the one you get when you're starting out and all alone, and it's another long, long, piece of music.

Even the dungeons and underground got some real improvements in thsi game. In Dragon Quest/Dragon Warrior, we got a pretty low-effort piece of music that changes pitch the further down you go in a dungone - just the bwee-dee--bwee-dee--dee-dee-dee-dededee-dededede-dededeee-dededee-deee TRILL.......TRILL - whereas here, we have a theme that feels more like something you'd hear in an Anime movie, it's uncomfortable, a little off-putting, but comedic. That said though, some of the compositions veer away from that stereotype of Medevil clankery that the first game had, into something that gives Dragon Quest more of an individualistic identity.
GAMEPLAY: 7.5/10
Gameplay is a very interesting affair in this game, and it's obvious Horii's deisgn was intended to EXPAND on the original, and offer something more advanced RPG players could actually grow with.

How this is achieved is the first half of the game is very linear like the first Dragon Warrior. You start off with the King of Midenhall, sent off on a clear quest to find your relatives and go defeat Hargon. So you are sent to Cannok to find the prince, then sent to a cave, then back to Cannock, then to Midenhall again, only to find him in between in a little town. Then we snag him, find Princess Moonbrooke, go through some adventures in various towers, caves, and rescuing a lady in a town from which we recieve a ship....and then...we get to Alefgard - familiar territory.

It is with Alefgard that the game breaks from a linear fetch quest into something resembling a Western RPG - non-linear, choose your own path, and this is the part that everyone seems to complain about. It's sort of like you've been doggy paddling in the shallow end of the pool in swimming lessons all year, and now it just tosses you off the 20 foot deep diving board end of the pool, and you have to figure it out before you drown. But what you lose in linearity, you make up for in true adventure. While many complain how HARD this is - the hardness is really not that bad at all, actually, with some extra exploration, I've found it to be VERY well balanced.

At that point though, it becomes the PLAYER'S decision on whether to continue exploring an area, or go on another sea excursion somewhere else to forward the plot. This leads to several "puzzles" you can solve out of order ranging from various caves, castles, and towers, finding crests, finding quest-specific items, and fighting more difficult monsters. That may seem very scary to someone not used to a non-linear CRPG style game, but like FCI/PonyCanyon's Ultima release that came out that year in Japan along side this game (1987's Ultima: Exodus), the balancing of the baddies is quite comparable, and has more to do with your strategy than what weapons/armor you have that determines how likely it is you will win the fight and survive.

That said, it's not to say that Dragon Quest/Warrior II lacks some rather challenging moments. One of hte toughest parts of the game is the "Cave to Ragnarok/Rhone" - a very strange, if a little convoluted, cave that ends with a Super mario Bros. 4-4 like section where the pathway only works if you take SPECIFIC paths. To make it worse you have fallaway floors that drop you into the infamous Hork pit, and even if you do survive you start to encounter the hardest baddies in the entire game, and they can cast spells that will wipe out your entire party in a single pass if you're extremely unlucky. Immediatley after this, the game becomes almost entirely abour grinding - which is the one thing EVERYONE gripes about in Dragon Warrior II.

The gripe starts with a story that Enix/Chunsoft was set to make the game before even a year had passed since the first one, and so they hurriedly had to rush it out and never got to complete playtesting before reproduction and distribution. So this lead to a rather challenging scenario of a huge "difficulty spike" toward the end of the game, while fighting monsters in Rhone. I would like to argue though that they made the perfect concessions for this in this particular game - a Monolith/Healer House/Savegame spot with a portal back to the main overworld - sparing you the horror of surviving that bloody infernal cave again. And it's only about a 5 minute walk from Hargon's castle.

Battles in this game are turn-based where you select all of your character's moves at the start of the battle, and then theh computer parses the battle commands telling the story of the fight. Each character has an option to fight, spell, item, or the new "parry" command that halves the damage inflicted by an enemy. The leader (first guy in line) gets the "Run" command to attempt to run away. If you fail to run, you lose a turn and the monsters take theirs. We have lost the swanky backdrops in favor of the cmore complex calculations required in DQII, but what we gained was a true RPG experience in the unique Dragon Quest vein.

Other quality of life improvements include the omission of the Stairs Command, and general streamlining of the menu overall. Now you step on a stairs tile, and you go up/down stairs, no more using a button command for that. There's also multiple save spots in the game obviosuly - rather than just the first king, which would make playing the game a literal nightmare being as the map is almost 4x the size of the original Dragon Quest/Dragon Warrior game from 1986/1989. It does, however, feel weird that the strongest items in the game are no longer Erdrick's sword, replaced by even mightier weapons of lore.
OVERALL 7.5/10
Dragon Warrior II is an expansion on the original with some minor improvements, but those are somewhat balanced out by a mix of some rather difficult quests, and some difficulty for newcomers due to the lack of linear storytelling and some full-sized computer RPG features that make it feel like like a NES JRPG and more like a CRPG for DOS in some respects.