Breath of Fire: Dragon Quarter re-review.

And with this, my tour of the Breath of Fire series is complete. This game is every bit as good as I remembered it being, back when I bought it on the first night it came out (February 16th, 2003), starting it on Tuesday, and finishing it by Friday.


Capcom, after releasing four installments of the Breath of Fire series, finally realized that it was a pretty boring series. Or, at least, that’s what I imagine happened, since Breath of Fire: Dragon Quarter was so radically different from everything we’d seen from the series thus far. Many fans of the series felt alienated by the change of pace, but I think this was one of the best things Breath of Fire - no, the entire genre of RPGs - has ever done.

For starters, the key feature of the game is the Scenario Overlay system (SOL). Basically, upon losing a battle, one can start over from the beginning of the game, or from their most recent save, with all acquired abilities currently held equipment, progress in the fairy village (more on that later), and a fraction of the currently held money and party experience (also more on that later). One can also ‘Give Up’, at any time, allowing them to do roughly the same thing, but while carrying over all party experience and money. Depending on how far one progresses through the game before restarting, they’ll be able to view more of the story than before. The game is played with the concept in mind that you’ll lose and start over again. Lastly, the game only allows you to make one hard save, which can only be made if you have an item that allows you to do so. Otherwise, you have to make a temporary save, which deletes itself after you load it, giving you a a sense of incredible urgency.

This can prove to be frustrating for some people; however, as a reward for beating the entire game, one gets to start over with all the extra story. Also, determined as a part of the SOL system, is D-Ratio. The D-Ratio’s role in the gameplay is that it allows the player to visit extra rooms in just about every dungeon in the game. D-Ratio changes upon beating the game, depending on many different factors, such as the number of saves, game completion time, et cetera.

The SOL system was made to provide a very good challenge, and reward those that persevere with further elaboration of the story. However, I really think this singlehandedly alienated a lot of potential fans to the game. For one, even though the game isn’t absurdly hard, they could have just as easily made an ‘easy mode’ which allows you to make hard saves without the use of limited items. Also, the idea of not being able to see the entire story from the outset of the game is kind of stupid, ESPECIALLY because the story is so damn good. The problem is, without the full picture, the story instead appears to be mediocrely-constructed. Having an easy and normal mode would really fix the problem, as players could get initiated into the process in a way that will show them the need to be always alert and on guard, even when you’re not fighting.

“Even when you’re not fighting?” That’s right! Breath of Fire: Dragon Quarter works something a la Paper Mario in 3D, where combat is initiated by attacking enemies that appear on the map. You can gain the first strike in battle by attacking first, and lose it if the opposite happens. As such, when walking through the dark catacombs in this game, it’s easy for enemies to get the jump on you if you’re not paying attention, and get easily wiped out. As you can see, combat strategy in Dragon Quarter begins before the battle even starts.

To expand upon that that, the game relies more on strategy than simple brute force. Battles are turn-based, and take place on the same map that you walk through, like Chrono Trigger. Your position matters on the map: your allies can only move so far in a turn, and can only hit things so far in front of them, not to mention they can only attack so many times during their turn. Your three characters all have very different roles in combat, as well: Ryu controls close range combat, Nina controls mid-range and does elemental damage, and Lin controls long-range combat. Your party also has a variety of different skills at their disposal, some of them being much more useful than others depending on the situation. This means, of course, that you can’t just mash one button until your enemies die, like you could in all the previous Breath of Fire games.

And to top it all off, there are no random battles, enemies don’t regenerate after dying, and item space is limited, all of which prevents the player from relying on grinding - hell, it prevents grinding in and of itself!

“So, what the hell!? This sounds so hard! What can I do to make this easier?” That’s where the second original feature of the game comes in: the Positive Encounter and Tactics System (PETS). The PETS system is just a glorified name for “Use bait and traps to either lure tough enemies away, or to deal damage/enduce status effects on enemies before battle.” Your use of the baits and traps, along with how well you do in battle, nets you party experience - experience points that you can award to your party members in any way you see fit. The PETS system is a good idea, which is a perfectly logical addition to the gameplay. The only trouble with the PETS system is that you have to be at a running start to throw traps (rather than drop them at your feet). If there could be a way that you could throw them from a standing position, it would be a lot easier to implement. Overall, though, it’s still an excellent and original idea.

Overall, I have virtually nothing bad to say about combat or gameplay in Breath of Fire: Dragon Quarter, other than that its difficulty could alienate some (easy mode, people!), and using extra story scenes as a device for replay value is stupid.

Speaking of story, it’s pretty excellent. You are Ryu 1/8192 (The ratio determines your status in society; Ryu’s, of course, is about as low as you can get), an average soldier in the world of Deep Earth, a series of subterreanian caves and catacombs built by remaining survivors of a worldwide catastrophe. One day, you and your friend, Bosch 1/64, are assigned to guard cargo on a transport train, when a terrorist group blows the train to smithereens. Ryu, having somehow survived, soon finds a very young girl - Nina - under attack from a monster. After saving her, Ryu attempts to make his way back to the Ranger HQ while protecting Nina, and that’s where the action picks up.

So, the story might not sound like anything new to you, but it’s not the plot that makes it interesting. What sets Dragon Quarter above the rest is the sheer amount of detail put into the characterization. Breath of Fire: Dragon Quarter makes the absolute best use of non-verbal communication out of any RPG I’ve ever played in my life. Personally, I think a lot of games could really learn from this, rather than delivering contrived, ‘epic’ storylines which uses tons of text to get its point across, all of which usually results in a mediocre game. No, Dragon Quarter definitely goes for a ‘less is more’ approach and lets the characters’ physical actions and facial expressions do the majority of the communication. That’s not to say the game is like Ico, which probably has less than 100 words of dialogue in the entire game; however, there is not even ONE lengthy conversation in the game, but you will still feel like you understand your characters and their feelings. And after all, isn’t that something that storytelling in Video Games should strive for? That is, a way to use the medium to its fullest potential in telling a story? If all I ever wanted was to read a bunch of text, I could always pick up a BOOK, for crying out loud.

What else? The music, done by Hitoshi Sakimoto, (Final Fantasy Tactics, Ogre Battle, Vagrant Story), did an excellent job of catching the ‘techno & fusion’ aspects of the music of the previous games in the series, while still putting a ton of his usual contemporary orchestral flair into the game. The result is incredible. The graphics are cel-shaded, and 2D pictures are used for the characters’ facial expressions. Sometimes, the blending of the 3D models with the 2D faces is seamless; but sometimes, it looks so obvious, and SO ugly. There is also no animation for changing facial expressions, which takes slightly away from the subtlety of it: for example, if someone is waking up from being unconscious, you will see that they don’t slowly open their eyes, but rather, they abruptly go from closed to wide open. The solution is obvious; I just wish they had done something about it.

I can easily that Dragon Quarter is the best PS2 RPG, the best RPG of its generation, and quite possibly the best RPG. Unfortunately, this game will likely go down in history as the game that killed the Breath of Fire series for good; however, if the series were to continue to be much like the first four games, then it deserved to die. Breath of Fire: Dragon Quarter was a game made by someone who understood that RPGs needed to undergo a drastic change to become relevant again; it’s unfortunate that, at the time of its release, no one else realized it. The truth is, if games like this get critically lambasted for trying to make radical changes to the genre, we’re just going to see a bunch of uninspired anime JRPGs and Final Fantasy 7 wannabes until RPGs die out. Think about that when the next ‘Dragon Quarter’ of the genre gets released. Or, better yet, play Breath of Fire: Dragon Quarter and see for yourself how much better RPGs could be.

BOFDQ is a game that people either love or hate. Maybe it’s my lack of patience, but sign me up to the “hate” side. The story, of which I saw little, seemed insipid; nothing much seemed to happen. The characters weren’t particularly endearing. Another thing I particularly disliked was the fact that all the locations were indoors, and most of them (as of about 15 hours in) were the same drab, bronze color. I apparently completely missed out on the fairy village, so that may have made things even harder than they already were, and the difficulty didn’t make it any nicer to me. After my rental was up I gave it back with a sigh of relief.

Once again, a nice review, SG, though I wish you’d included more details about the story itself. (I read the whole guidebook, but I barely remember it; what I do remember sounds a lot like “Logan’s Run” -God, what an old reference! :stuck_out_tongue: - with a “Doomsday Dragon” thrown in.) I was on the fence about buying the game for quite a while; while I wanted to continue playing BoF games, several things about this game just kept putting me off:

-The character design was UGLY. Ryu and Nina looked emaciated (though maybe that was appropriate for the setting?) The whole look of the game, as Cid said, was off-putting.

-They replaced the Fairy Village with an ANT FARM??? Again, maybe more apropos, but- ugh.

-The guide made the same “you can’t win all the fights, you gotta use the baits” point. Back then I was not receptive to the idea.

-The SOL system hinted at the game being too hard. And having to replay the game just to see extra scenes? No thank you.

-But perhaps the worst part (which you didn’t mention above) was that you had to be careful when using Ryu’s dragon form. Use it too much, and by the end of the game -correct me if I’m wrong here- it destroys the world! How positive!

All of that, combined with other RPGs I liked better being available, just kept putting BOF5 off my buying list until it was too late.

Now, I’ll grant you this: as a player, I’ve matured. I’ve come to enjoy games with alternate playing styles, and even unclear morality -The Persona games come to mind- while still enjoying more traditional games (it depends on my mood.) So perhaps, I could enjoy DQ now; heck, maybe even beat it in one try. But, I’m going to need to know much more about it first, in particular the story. Hmm, I think I have the guide here somewhere, I might dig it up, re-read it, and if necessary, look for more data online (God bless the Internet :stuck_out_tongue: ) and if I’m intrigued enough, I might finally play it.

Of course, I’d still need to find a copy of the game first! :wink:

standing ovation

Thanks. I needed that. wipes tear

Yeah…a lot of those things are points I’d normally harp on, but I chose not to, given the setting (particularly the locations and their look). I’ll grant you one thing: If you’re not replaying the game after completing it, the story look to be so poorly-constructed. Like, you can see little neat things in the characterization, but the actual storyline is disjunct - more like the story of an old NES RPG - without the additional scenes. The story itself isn’t that great, but the additional scenes do tie up a lot of loose ends, and give Ryu and co. a lot more time on screen where you can see what they’re thinking or feeling at any given time.

And yeah, that really does suck that you missed the fairy village. You can get a lot of the better skills and equipment there, and it also contains one of the easiest not-glitchy ways of making a lot of money that I’ve ever seen. Progress updates after only killing five monsters, so you can develop it really fast if you’re dedicated to it. Oh well. I hope you give it another try someday.

Unfortunately, the story is not something that there’s much to write about: The main exposition is pretty simple, the game is VERY short, and a good 40% of the storyline is not even present the first time you play the game. My description tells even more than you probably should know, anyways.

-The character design was UGLY. Ryu and Nina looked emaciated (though maybe that was appropriate for the setting?) The whole look of the game, as Cid said, was off-putting.

I guess it’s a thing of taste. I think the 2D picture faces can look pretty ugly, but the character design is very appropriate, given the story, and the characters’ backgrounds. I loved the setting, because it gave the whole game this feeling of despair, like “You might as well give up, your struggle is pointless” etc.

-They replaced the Fairy Village with an ANT FARM??? Again, maybe more apropos, but- ugh.

It’s almost exactly the same thing, and there are even fairies there. The fairy village in Dragon Quarter is so much better than it has ever been.

-The guide made the same “you can’t win all the fights, you gotta use the baits” point. Back then I was not receptive to the idea.

You can absolutely win all the fights. The problem is that if you charge in all willy-nilly, some enemies are gonna get the jump on you. You’ll see, if you ever play it; there’s one part in the very first dungeon where they obviously thought “Yeah, if the player doesn’t get the fact that they need to be careful yet, they’ll get it after they die at this part.” All fights are winnable, and even recommended to beat, since no enemies regenerate after dying.

-The SOL system hinted at the game being too hard. And having to replay the game just to see extra scenes? No thank you.

This is the biggest con about the game that I will concede. Having to replay the game to see most of the story is really stupid. And yeah, I think they should have had an easy mode for people who weren’t up to the challenge of normal mode.

RANT: However, if I may…I don’t think Dragon Quarter is unnecessarily hard, by any stretch. I beat it on my first playthrough without ever using Ryu’s dragon powers (except for points where it was mandatory to use), and I never had to restart. The trick to Dragon Quarter is that, at all times on the field, you HAVE to be paying attention. You can’t just run into a room and charge forward. You can’t round a blind corner and expect to come out with just a scratch.

Perhaps I enjoy this aspect, because I play 2D fighting games competitively. When you’re in a match with a good player, you can’t just stop paying attention and randomly through hadoukens, which is what I think a lot of people would rather do, metaphorically. No, in a competitive match, you ALWAYS have to be thinking about what the best strategy is. You have to be looking for any opening to take advantage of, and press that advantage as long and as far as you can.

Likewise, in Dragon Quarter, when you are entering a new room, you have to be prepared. When you see a HUGE group of monsters, where, encountering them all at the same time would be a lot of trouble, you have to come up with a plan to turn the situation to your advantage. It all starts before you even begin the fights. END OF RANT.

-But perhaps the worst part (which you didn’t mention above) was that you had to be careful when using Ryu’s dragon form. Use it too much, and by the end of the game -correct me if I’m wrong here- it destroys the world! How positive!

That’s…not exactly true…really. I also don’t think this is a huge deal. There is a counter that starts at 1% when you get Ryu’s dragon powers, and if you get it up to 100%, you lose. Here’s what people don’t realize:

  • The D-Counter goes up very slowly. For every completed round of combat, the D-Counter goes up 1/100%. For every 6-7 seconds of walking, it goes up 1-100%. Ryu’s attacks in his dragon form add anywhere from 1-3%, except for one move, which uses as much as you feel like. The first time I beat the game, my D-Counter was at like 20-something percent at the final save point. In other words, although I didn’t use it, I certainly COULD have used it quite a lot.

  • Ryu’s dragon form is straight up OVERPOWERED. You shouldn’t even be allowed to use it as often as you can get away with. You can kill any boss in the game by using 7% of your D-Counter. Fortunately, you won’t need to do this very often, but if the last few bosses are too hard, you can totally blow through them in one hit.

What I mean to say is, I think quite a lot of people are turned off by how psychologically taxing the D-Counter is. However, if you play the game, you’ll realize that it’s not all that critical.

Now, I’ll grant you this: as a player, I’ve matured. I’ve come to enjoy games with alternate playing styles, and even unclear morality -The Persona games come to mind- while still enjoying more traditional games (it depends on my mood.) So perhaps, I could enjoy DQ now; heck, maybe even beat it in one try. But, I’m going to need to know much more about it first, in particular the story. Hmm, I think I have the guide here somewhere, I might dig it up, re-read it, and if necessary, look for more data online (God bless the Internet :stuck_out_tongue: ) and if I’m intrigued enough, I might finally play it.

Of course, I’d still need to find a copy of the game first! :wink:

I certainly hope you find it, and I hope you enjoy it. For one like you, who likes ultra-happy endings so much, I have to say that DQ is alarmingly the least-tragic ending out of all the games in the series. Anyways, good luck finding it!

and it also contains one of the easiest not-glitchy ways of making a lot of money that I’ve ever seen
Bet it’s not as easy as selling mastered all materia :smiley:

It’s about as easy. I would say it has the SLIGHTEST advantage, because

  1. It doesn’t take as much time to do, and also

  2. You don’t have to get rid of your materia. You just have to give someone all your money, kill five monsters, and go back and check on it.

Mastering All materia is definitely up there, though. I forgot all about that, lol!

Nevertheless from the sound of it, it sounds like they made a lot of bad design decisions.

Adding an easy mode is a no brainer.

Regardless of what you think about the D-counter’s overpoweredness, when you design a game, you have to think of your target audience and you have to think about how normal people will react. If you’re targeting a specific category of people and want to please them, you may alienate other groups of players and that is essentially what happened here. The same mentality goes with playing for your saves. This is a bad design call if you want to make your game appealing to the masses because it ignores what most people will react.

From the sound of it, they made a Breath of Fire rogue-like video game. Rogue likes are hard and these games are usually 1 unforgiving dungeon you have to get to the end of. Baroque is another example, there are many others. The reason its love/hate has to do with the genre which appeals to some people but not others.

I do agree with the idea of experimenting with the RPG formula. The stereotypes are getting annoying and redundant.

Something that is important to read in this thread is that you give your critique after having played through the game several times. You know how the thing works. I could write a glowing review of Vagrant Story for the same reason. I know how the game works and I know how to abuse it so I don’t end up having to kill every boss with hits of 1 damage. The thing is though, for most people in their first play through, that won’t matter. They won’t know how far into the game they are. They won’t know how much more they can use their D-counter or how many save coins they’ll need further down the game. The uncertainty of it, in addition to the fact that they don’t know the majority of the story remains to be told AFTER they have gone through an already painful experience, this will all make it the game very unappealing.

In your review, you don’t recognize the bias that you have with knowing all these things that will make the game fun for you when you play through it again.

Yeah, but do you get 1.4 MILLION for it? :stuck_out_tongue:

A few non sequiturs:

-I did go to Wikipedia to check out what happens if Ryu loses control of the Dragon, and you are right, the World doesn’t end. The Dragon just BURSTS OUT of Ryu, killing him. Game Over. That’s sooo much better. :thud:

-I was checking out my new cheat device (a codebreaker) and guess what it contains? Codes for Dragon Quarter! Not only that, there’s a code that gives you a high D-ratio from the start (so, presumably you’ll be able to see all the hidden scenes from the start) and another that keeps the D-Counter from going over 99% (so you CAN safely use the Dragon breath against any boss, though that probably makes it too easy.) Nice to have it just in case, though.) Normally I don’t use cheats until after I play the game on my own, but considering the whole SOL things sucks, I might do it this time.

-DQ kept reminding me of SOME old SF movie… but it wasn’t Logan’s Run, like I thought. I finally remembered it: it was THX-1138, best remembered for being George Lucas’ first movie. In it, humanity lives in an underground, repressive society due to the surface world being supposedly no longer habitable. The people of this world are given codes as names (sound familiar?) and two of them -THX-1138 and his lover- try to escape to the surface. The ending is more ambiguous than DQ’s however (THX reaches the surface alone; I remember it as desertic, but a Wikipedia check says birds could be seen flying above.)

So… Should I go buy this right now? You guys have always talked about it since forever

I think I’ll go get it.

“You guys”? No. SG.

Well. I mean mostly SG and Vicki. But uh, I can’t find it anywhere so I think I’ll have to order it.

That’s not even entirely correct, either; that’s a pretty gross oversimplification :stuck_out_tongue:

-I was checking out my new cheat device (a codebreaker) and guess what it contains? Codes for Dragon Quarter! Not only that, there’s a code that gives you a high D-ratio from the start (so, presumably you’ll be able to see all the hidden scenes from the start) and another that keeps the D-Counter from going over 99% (so you CAN safely use the Dragon breath against any boss, though that probably makes it too easy.) Nice to have it just in case, though.) Normally I don’t use cheats until after I play the game on my own, but considering the whole SOL things sucks, I might do it this time.

I wouldn’t put in a high D-Ratio if I were you; it changes the items you get in the boxes you find, if I remember correctly. And one thing I’ve definitely noticed when playing the game is, you find a LOT more save tokens when your D-Ratio is low. Also, the stuff behind the hidden doors (there are extra places you can go to in dungeons when your D-Ratio is high enough) are kind of difficult.

And I seriously wouldn’t put in the D-Counter one, as that would just break the game into sheer retardedness. I think you’ll see just how retarded when you first use the dragon power.

-DQ kept reminding me of SOME old SF movie… but it wasn’t Logan’s Run, like I thought. I finally remembered it: it was THX-1138, best remembered for being George Lucas’ first movie. In it, humanity lives in an underground, repressive society due to the surface world being supposedly no longer habitable. The people of this world are given codes as names (sound familiar?) and two of them -THX-1138 and his lover- try to escape to the surface. The ending is more ambiguous than DQ’s however (THX reaches the surface alone; I remember it as desertic, but a Wikipedia check says birds could be seen flying above.)

Hah. I’ve heard of that one :open_mouth: I’m gonna go check that out.

There’s almost no one I’ve recommended this game to, save for Rirse, that didn’t like it. If you like difficult RPGs, or RPGs that just break the norm, you definitely owe it to yourself to play this game.

Whoa, don’t knock it til you’ve tried it, huh? Actually, I would be interested to hear your opinion on this game if you ever have tried it/are going to some day.

Did he return it and bitch about it endlessly only to buy it a second time 2 weeks later?

There’s almost no one I’ve recommended this game to, save for Rirse, that didn’t like it. If you like difficult RPGs, or RPGs that just break the norm, you definitely owe it to yourself to play this game.

To be fair, that’s ignoring the people that played it and didn’t like it before you got a chance to recommend it to them. 8p

Lol, did he really buy it again? I remembered the first part but forgot the second part :stuck_out_tongue:

I think you’re the only one, actually. :stuck_out_tongue: I might have tried recommending it to someone else, like Varan or BN, but you’re the only one who I remember having already played and disliked it before I could recommend it to you :stuck_out_tongue:

So I’m “almost no one”, huh? ;_;

No, I’d never say that about you :frowning: Almost no one is Rirse :stuck_out_tongue: OHHH!!!