Dragon Warrior Monsters (Game Boy Color) review"An underappreciated celebration and love letter to fans of a long-lived series" |
In 1996, Pokemon Green and Red almost single-handedly injected new life into the decrepit nearly decade-old Gameboy and kicked-off what became the most valuable multimedia franchise in history. In 1997, the first generation Pokemon games outsold Final Fantasy VII. And much like the wave of RPGs that flooded Playstation after Final Fantasy VII, there was a stream of flatuent Pokemon-clones smearing themselves on Gameboys . These games would latch onto something like monster catching, trading, 2-player battles, releasing two seperate versions of the same game without reason, or some other feature of Pokemon, and they were rarely good.
When Dragon Warrior Monsters was released 2000 in North America, it was almost universally viewed as yet another Pokemon clone. “If you've already ‘caught 'em all,’” Jeff Gerstmann said on Gamespot, “and you're looking for a game to tide you over until Pokemon Gold and Silver are released near the end of the year, Dragon Warrior Monsters is exactly what you're looking for.” Here on Honestgamers, all four reviews for Dragon Warrior Monsters mention Pokemon in the first paragraph—three of them (including the one you are reading), in the first sentence.
The comparison to Pokemon is a common slight that Dragon Warrior Monsters has endured since its release and will likely never shake off due to its timing, platform, and the contemporary experience with the series at that point. It’s also a comparison, however, that gives undue credit to Poke-mania and misses just how much of an evolution Dragon Warrior Monsters is of the existing entries in the series. It is, in truth, a game that very well may have been made even if there was never a Pokemon.
Let’s start with the story. Dragon Warrior Monsters is a prequel for two characters that appeared in Dragon Quest VI, Terry and his sister Milly. With Dragon Warrior still being a niche series in the North American market and Dragon Quest VI never being released outside Japan (a decent unofficial translation didn’t come around for several years) it’s no wonder that players didn’t know this was a spin-off of a game from 1995. In Dragon Warrior Monster, Terry and Milly are children who become stuck in the magical kingdom of Great Tree. Terry is persuaded to enter the Starry Night Tournament, where if he wins then he is conveniently granted a wish, such as returning home with his sister.
The Starry Night Tournament is an arena where monsters that Terry has befriended are pitted against monsters trained by NPCs. Herein lies another Dragon Quest connection. Like the final half of Dragon Warrior IV, the player cannot directly control monsters, but instead give tactical suggestions to AI-controlled companions. This system is greatly expanded in Dragon Warrior Monsters. Tactics can be set for individual monsters, and depending on which tactics are used the monster’s AI will permanently adapt its behavior, becoming more willing to use certain types of spells and abilities. This information is exposed to the player via the monster’s personality.
There is quite a bit of nuance to this. For example, In a particularly difficult arena fight, I couldn’t get my one monster to cast Surge--a spell that healed all status effects on the party. If it would do this, I’d win easily. The solution was to practice with this monster and select the defensive tactic, which altered the monster’s personality to be more willing to cast the necessary spell. The reverse applies to strong attack spells--you need a monster to be more aggressive in order for it to cast those spells in the arena.
There are other properties that factor into how a monster acts in combat, such as its wild value (the higher it is, the more likely the monster is to ignore you). In non-arena combat, you can give direct orders to monsters (such as “use this specific spell”) but doing so weakens the monster’s ability to fight on their own in the arena. Since completing arena fights is the only way to progress in the game, the player needs to understand the nuances of the AI-directed combat, using the ability to give direct orders to very specific situations.
Outside of scripted arena fights are traveler’s gates, procedurally generated worlds where the player can grind and find new monsters. Herein lies another Dragon Warrior connection--grinding. Each Traveler’s gate looks mostly the same, with each gate having different monsters that can be encountered, a different number of procedurally generated floors, and a different boss at the end. These bosses are often reprisals of bosses in Dragon Quest history and often require a light puzzle to be completed before they can actually be fought. The fact that the player can actually recruit many of these bosses makes slogging through traveler’s gates worth the repetitive grind.
Community review by dagoss (February 15, 2021)
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