This does mean it can occasionally be difficult finding that one specific block you’re looking for, but the auto-sort works well and becoming untethered from item chests liberates the player from a level of burden that doesn’t fit with the pace this series is going for.Īnd that’s essentially what all these changes accomplish. While these tools often significantly expand your capabilities, they aren’t used as effectively or cleverly as they could be, instead generally just allowing you to access new areas, collect new types of materials, or solve rudimentary puzzles.īut the biggest change is supplying what is a mostly limitless inventory, letting players can carry everything with them at all times. And there are even brand new tools that add ways in which you can interact with the world, such as a windbreaker for gliding long distances or dropping from tall heights, and gloves that allow blocks and items to be moved without having to destroy them. Similarly, the pot that lets you create pools and running water no longer needs to be refilled. Things like the unwieldiness of interiors with roofs or the inability to craft an amount of something other than one or the maximum possible.īut Square Enix was clearly listening and took many of those criticisms to heart because it very quickly becomes apparent that almost every major mechanic and system has been updated in the name of convenience, greatly allowing that effortless creativity to flow all the more consistently.Įquipment durability is completely done away with, weapon and hammer swings are now on different buttons, there’s a more standard fast travel system, the camera can be switched to first person at any time, UI markers alert the player to what items and exactly how many are required for currently active quests, and many more changes. While much of this could be said about the first Dragon Quest Builders, it’s also impossible to talk about that game without the conversation filled with the same prickly nitpicks. …it very quickly becomes apparent that almost every major mechanic and system has been updated in the name of convenience, greatly allowing that effortless creativity to flow all the more consistently. You’re shown the way in the form of quests, room blueprints, and environmental design to stimulate the player’s creative flow without getting in the way of playing in its virtual sandbox. It doesn’t quite offer the limitless possibilities that other building focused titles might, but it makes up for it with a more focused experience lead by a story mode that provides just enough of a guiding hand. Now the follow-up, Dragon Quest Builders 2, hopes to continue that success by refining and expanding the experience in almost every way.Īt its core, Dragon Quest Builders 2 is still very much about smashing block shaped terrain and building quaint towns bustling with adorable characters like a giant worm with hat, a sentient and jolly bag of jewels, or an acolyte of the dark lord conflicted about what he wants out of life. 2016’s block building focused spin-off, Dragon Quest Builders, didn’t necessarily fundamentally change that.īut what could have easily been a low effort Minecraft clone turned out to be an inspired take on the building genre and found an audience in the West like few titles in the series have. Platforms: PlayStation 4 (version reviewed), Nintendo SwitchĪs an undeniable juggernaut in Japan that struggles for relevance almost everywhere else, Dragon Quest has been a tale of two games for most of its 33-year history. By Trevor Betts 3 years ago Follow Tweetĭragon Quest is back again in the form of its block building spin-off series, making strides to improve upon an already outstanding formula.
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