18 reviews liked by Ramyzee


Fun game if you are new to the series. Fantastic game if you are a veteren. Some of the most transformative combat that becomes more fun with more time sunk into understanding the mechanics the game throws your way. The story isn't anything too deep but if you have been following or played through the series in release order. it's very fulfilling.

Took everything I loved about the first game and fixed almost all of the minor issues I had with it. One of my favorite spin-off titles in the series.

The only game Ive seen actually innovate on the Minecraft genre since Minecraft came out - and it does so in a way that elevates almost everything. Superior version of Dragon Quest in general.

Before I start this review, can I just say that I love it when games have demos? If it weren't for Dragon Quest Builders 2's (DQB2) aptly named XXL Demo I'm not sure I would've given this game a chance yet, as I never had any interest in Minecraft and this looking very much like that type of game… because it is, in a way. But there are several features that make it quite unique, such as it being a full fledged JRPG that incorpates the fact that you are playing as a genius builder that can use the sandbox in a million creative ways into its story and lore as opposed to the story just being tacked onto some Minecraft-clone.

I'm not super familiar with the Dragon Quest series, but having played DQXI I found many things that I loved also present in DQB2, such as the cute monster designs, the charming characters, the simple but endearing story that is often funny, playful, and - I don't know how to say this, maybe 'quietly emotional'? It never gets heavily dramatic, but the game being mostly light-hearted makes the emotional scenes have more depth than a more heavy-handed presentation during those moments would achieve, at least that's how I experienced it.

During the story you visit three big islands (there are two areas in the story that work a bit differently that I don't want to spoil) where you help the NPCs with their island-specific problems in the only way you know how - building! And fighting! Though the fighting is pretty simple and not too exciting, you can only attack and jump out of harm's way, and you only invest in stronger armour and weapons to get better. The boss fights with their own gimmicks are more fun.

Every island has one big goal you work towards to, but there are also smaller sidequests where NPCs want a certain type of room built, for example. 'Rooms' is where the fun begins: The game can recognize a variety of rooms, like a kitchen, a bedroom, a pool or a field, that NPCs will use accordingly; so cooking in the kitchen, sleeping in the bedroom etc. There are different types of NPCs that will do different tasks according to their job. So farmers will work on fields, playboy bunnies dancers will dance in a dance hall, soldiers will fight monsters. Everyone of them will use communal places, and you can also assign rooms to individual people. There are farm animals and many different crops, because you need food to function.

The tasks of what and where to build during the story don't leave much room for imagination, the main quest is essentially designed for you to learn what is possible to build in this game. In between chapters you return to your home island where you are free to build whatever. Though the game only really opens up after completing the story which took me (including side-questing and exploring) ca. 70 hours. In the late-/endgame you are encouraged to fulfill certain tasks to unlock better equipment that will really help with planning, building and terraforming.

There are several smaller islands on the world map that are randomly generated but always adhere to a special biome that has specific ressources you can collect. If you 'marked' every single ressource of an island once you unlock an infinite amount of the most commonly used ressources like wood and stone. You can also recruit new NPCs from these islands to come back home with you. In short, there's lots to do and to explore even late into the game and the game rewards you pretty much every time for it. And that's not even taking into account the things you build just for fun.

Regarding the Minecraft comparison, there were two big reasons I never tried it: I don't like the look, and I wouldn't know what to build anyway. DQB2 counters this on one hand with being a very pretty game that has more geometrical shapes than just blocks. Characters look like DQ characters, monsters like DQ monsters. There are of course many block shaped blocks to build structures and landscapes, but also a huge amount of normal looking stuff like furniture, plants and flowers, food and decorative food items, other decorative items etc. And on the other hand, the more restrictive nature during the main story and the NPC-usable rooms coupled with them having their own room preferences give an uncreative and not at all architecture-savvy person like me guidance enough for knowing what to build. It also gives my buildings purpose because they will actually get used by someone other than me. The world feels alive, and it's my mission to make it habitable. And pretty. And in a couple hundred hours I may actually achieve that… (No, you did not just see me building a mini Las Vegas-like entertainment paradise for 100 hours straight just to finish it and thinking, well, that was fun, let's bulldoze it all to the ground and build something new 🙃)

You have a portal gun and do some puzzles, very good

Good game it really makes you feel like Boruto's dad

KINO MUSIC
KINO GAMEPLAY
KINO CHARACTERS
KINO STORY
make sure you see the credits more than once.

The game is only as hard as you want it to be. With ranked doing a fairly well job of pairing you amongst your own skill level, taking the time to learn your character and how to play a fighting game is very rewarding. What is unfortunate about this game is that having to buy new characters and not getting their skins feel unfair but the characters you have at base are more than worth the cost of the game.

Final Fantasy XVI was a nearly perfect game. With gameplay that builds its enjoyment on the capabilities of the user and a narrative that rings notes of Final Fantasy past while creating its own spin on the series, FFXVI shows its potential to be a Game of the Year.
What holds this game back from being perfect is that mastering the gameplay elements takes no time at all, and when you understand the combat, the gameplay starts to become trivial. And as most of the game revolves around defeating very similar enemies, it can become tedious to go through.
However, when you think the gameplay is plateauing the narrative thrusts you into one of many of the games setpieces where you experience beautiful and mindblowing boss fights complimented by the most invigorating music.

The characters are memorable and you start to care for them more and more as you spend time with them, and as an action RPG, completing the sidequests and spending more time with the side characters creates bonds which are used perfectly as the game concludes.
Perhaps upon a replay through the game in a year with the unlocked harder difficulty would ease some of the qualms I have with the game, but for your first play through you will experience peaks and plateaus.

Loved learning dual blades throughout the base game and this expansion.
The music is immersive and the design of the monsters are amazing.
What prevents this game from getting a perfect score is the grind gets very steep and in a world where all my friends are playing live service games, its hard to stay committed to the grind when my time is divided between multiple titles