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Dragon Quest VII Reimagined: Complete Review & What Makes It Great [2025]

Dragon Quest VII Reimagined proves modern remakes can honor classics while feeling entirely fresh. Here's why it's a must-play for RPG fans. Discover insights a

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Dragon Quest VII Reimagined: Complete Review & What Makes It Great [2025]
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Dragon Quest VII Reimagined: The Remake That Proves Nostalgia Isn't Everything

You know that feeling when a game gets a "modern remake" and you immediately brace yourself for disappointment? Yeah, that's not happening here.

Dragon Quest VII Reimagined shows up and just completely flips the script on what a remake can be. It takes a beloved 25-year-old classic and doesn't just sand down the rough edges—it fundamentally rethinks how the game feels to play while keeping everything that made the original special intact.

I spent the last few weeks with this game, and honestly, I found myself losing entire evenings to it. Not because I was forcing myself through it for this review, but because I genuinely couldn't stop. That's the kind of game we're talking about here.

The weird thing? I went in skeptical. Dragon Quest games have a reputation for being slow, grind-heavy slogs that demand serious time investment. They are what they are, and that's... kind of the point. They're comfort food RPGs. But Reimagined manages something genuinely rare: it makes that formula feel urgent and compelling without losing what makes Dragon Quest, well, Dragon Quest.

Let's dig into what actually makes this remake work so well, and why it matters whether you're a franchise veteran or someone who's never touched a Dragon Quest game before.

TL; DR

  • Modernized Without Losing Soul: Reimagined nails the balance between honoring the original and making it feel fresh with smart quality-of-life improvements and a stunning toybox-inspired visual overhaul.
  • Combat That Respects Your Time: Auto-battle options, animation speed controls, and the "Let Loose" system turn turn-based combat from potentially tedious into genuinely engaging, especially during early-game mob encounters.
  • The Vocation System Gets Smarter: The Moonlighting feature lets you dual-class characters, making build variety way more interesting and reducing the grind to unlock higher-tier jobs.
  • A Story That Lands: The narrative takes you across the globe and through time itself, with a cast of characters that actually feel like people rather than archetypes, which is rare for JRPGs.
  • The Diorama Aesthetic Is Gorgeous: Artist Akira Toriyama's visual style translates beautifully to 3D, creating a world that feels toylike and charming rather than trying to compete with photorealistic games.
  • Not Perfect, But Close: Early-game can feel repetitive, and some pacing issues exist, but these are genuinely minor complaints in an otherwise excellent package.

TL; DR - visual representation
TL; DR - visual representation

Benefits of the Moonlighting Vocation System
Benefits of the Moonlighting Vocation System

The Moonlighting system significantly enhances build flexibility and player expression, while reducing grinding and allowing for varied team compositions. Estimated data.

Why Remakes of 25-Year-Old Games Even Matter

Let's start with a basic question: why do we remake games from the Play Station 1 era at all? The answer reveals something important about how gaming works as an industry and as a medium.

Dragon Quest VII originally came out in 2000 in Japan and 2003 in North America. Back then, the gaming landscape looked completely different. Most people didn't have high-speed internet. Mobile phones were for calling people. The idea of streaming your gameplay to millions of people would've seemed like science fiction.

The original Dragon Quest VII was genuinely massive. It sat around 80-100 hours for most players, with a story that moved at a contemplative pace. That pacing made sense in 2000. People had fewer games to choose from, and if something was good, you just... played it until you finished. Even if it took four months.

Fast forward to 2025, and the gaming landscape is utterly different. We have thousands of games available instantly. We have 30-minute gaming sessions between work meetings. We have a culture that expects games to respect our time while still delivering depth.

A straight port of the original Dragon Quest VII would feel glacial to modern players. The random encounter rate would drive people insane. The slow menu systems would feel archaic. The pacing of story beats would feel painfully drawn out.

But here's the thing: the core game underneath all that clunky infrastructure was genuinely brilliant. The story beats were compelling. The characters had depth. The world felt real and lived-in. The challenge curve was well-thought-out. That stuff doesn't age.

So the question becomes: how do you modernize something without losing what made it special? That's what Reimagined actually attempts, and that's why it matters beyond just "nostalgic sequel number 47."

Why Remakes of 25-Year-Old Games Even Matter - visual representation
Why Remakes of 25-Year-Old Games Even Matter - visual representation

Modern Features Enhancing Turn-Based Combat
Modern Features Enhancing Turn-Based Combat

Estimated data suggests that modern features like 'Let Loose' and 'Auto-Battle' significantly enhance player engagement compared to traditional turn-based combat.

The Vocation System: Where Strategic Depth Lives

Let me be straight with you: the Vocation system in Dragon Quest games is genuinely one of the deepest job systems in any RPG, period. It rivals Final Fantasy's job system for flexibility and customization.

Here's how it works. Your characters aren't locked into a single class. Instead, you earn "vocational points" through combat, and as you gain points, you unlock new skills and stat bonuses associated with that vocation. You can switch vocations between battles (or during battles in this version, depending on difficulty settings).

The depth comes from the fact that every vocation is viable. You're not grinding a "garbage" job just to unlock the "real" job. Each vocation has a specific flavor and purpose. The Warrior handles physical damage. The Mage handles elemental spells. The Priest handles healing and support magic. The Martial Artist delivers devastating physical attacks with martial arts. The list keeps growing.

Here's where the original game had a problem, though: unlocking higher-tier vocations required that you first master lower-tier ones. Want to become a "Legendary Hero"? Cool, first you need to fully level the regular Hero vocation. Then you need to level a couple other things. The grind was real. It could eat 20-30 hours if you wanted to experience all the vocations.

Dragon Quest VII Reimagined introduces Moonlighting, which lets you choose two vocations simultaneously once you unlock it. You combine the skill sets, the stat bonuses, and the abilities from both. This creates exponentially more build diversity. Instead of being locked into "I'm a Warrior" or "I'm a Martial Artist," you can be a Martial Artist with Priest healing. A Warrior with Mage spells. A Dancer with Merchant stat bonuses.

More importantly, you don't have to grind through the entire vocation tree to see the good stuff. You can experiment. You can pivot. You can build weird, hybrid characters that shouldn't work but absolutely do.

The strategic depth here is actually staggering. I've got roughly 35 hours in and I'm still discovering new vocation combinations that create wild synergies. That's the kind of design that rewards experimentation rather than punishing it.

QUICK TIP: Don't stress about picking the "wrong" vocation early on. You can switch whenever you want, and the Moonlighting system means there's no such thing as a wasted skill point. Experiment freely.

The Vocation System: Where Strategic Depth Lives - visual representation
The Vocation System: Where Strategic Depth Lives - visual representation

Combat: Making Turn-Based Action Feel Modern

Turn-based combat is having a renaissance right now. Games like Persona 5, Divinity: Original Sin 2, and Fire Emblem have proven that turn-based systems can be incredibly engaging if they're designed right.

Dragon Quest VII Reimagined takes the turn-based foundation and adds several features that fundamentally change how the combat feels without losing what makes it Dragon Quest.

First, there's the auto-battle system. I was skeptical about this before playing. Auto-battle feels like you're not really playing the game, right? Just pressing a button and watching your characters win?

But here's the insight: most encounters in an 80-hour JRPG are trivial. You already know the optimal strategy. Enemy has low health, you use your basic attack. Enemy is weak to fire, you use fire. There's zero tension, zero decision-making. It's pure busywork.

The auto-battle system lets you skip that busywork. You're fighting a group of slimes? They die in two hits? Auto-battle handles it while you grab a coffee. You hit a boss fight? You turn auto-battle off and actually play. This system is genius because it respects your time while maintaining the grind-feel that Dragon Quest players actually want.

Then there's the animation speed control. Dragon Quest has charming, sometimes lengthy animations for spells and abilities. This is great for dramatic moments. It's terrible when you're fighting your 47th encounter against the exact same enemy type. Reimagined lets you speed up animations, which sounds minor until you realize it saves literally hours across an 80-hour playthrough.

The real innovation, though, is the "Let Loose" system. When a character is sufficiently "worked up" during battle (the game doesn't explain what triggers this, which is genuinely annoying), they can activate a powerful ability that still counts as their action for the turn. Combine this with Moonlighting, and you get wild synergies.

Let's say you've got a Warrior moonlighting as a Mage. You can Let Loose and activate Warrior's "Earthquake" ability that hits all enemies, then your normal action is a Mage spell. Or you Let Loose a powerful multi-hit attack from the Martial Artist, then use Priest healing as your regular action.

These aren't massive mechanical shifts from the original, but they're smart refinements that make combat feel snappier and more rewarding. Turn-based combat doesn't have to feel slow or tedious. Reimagined proves that.

DID YOU KNOW: The original Dragon Quest VII took roughly 25 years to get a significant remake. In that time, the average "hardcore" gamer went from playing one game per month to having access to thousands of games on demand.

Combat: Making Turn-Based Action Feel Modern - visual representation
Combat: Making Turn-Based Action Feel Modern - visual representation

Performance Comparison: Dragon Quest VII Reimagined
Performance Comparison: Dragon Quest VII Reimagined

Both versions of Dragon Quest VII Reimagined perform well, with PS5 offering slightly better graphics quality. Estimated data based on narrative.

The Story: Why the Plot Actually Matters

Here's something I didn't expect to care about while reviewing a 25-year-old game's remake: I genuinely cared about the story.

Dragon Quest VII's narrative premise is actually clever. Your party discovers that the world has been attacked by a terrible darkness, but before the attack happened, there were islands that protected the world. These islands have been stolen away into the past. So your quest is to travel back in time, find these islands, save them, and restore the world to its true state.

It's a time-travel fantasy epic that spans multiple continents and multiple time periods. That's a big story. That's Lord of the Rings energy. That's the kind of plot that can sustain an 80-hour game.

Where Reimagined really shines is in character development. The original had good characters, but they were sometimes relegated to "Healer," "Funny One," "Wise One," type archetypes. Reimagined develops them as actual people with histories, conflicting motivations, and genuine growth.

There's a character named Meena who's a dancer and a gambler. In the original game, that was basically her entire personality. Reimagined spends significant time on her past, her relationship with her sister, her reason for gambling, and how adventure changes her as a person. Same with Auster, Ruff, and the rest of the cast.

The pacing also feels better. Reimagined trims some of the fat from the original without cutting anything genuinely important. Story beats that would've dragged now land properly. The payoff you get at the end actually feels earned.

I won't spoil anything, but there's a moment in the final act where a revelation hit me, and I actually felt something. I cared about these characters and their world. That's when you know a story is working.

Vocation: In Dragon Quest terminology, a vocation is a character class or job that defines their combat role and abilities. Unlike traditional classes, vocations in Dragon Quest VII can be mixed and matched, allowing characters to combine skills from multiple vocations through the Moonlighting system.

The Story: Why the Plot Actually Matters - visual representation
The Story: Why the Plot Actually Matters - visual representation

The Visual Overhaul: How Akira Toriyama's Art Translates to 3D

Akira Toriyama is a legend. He designed Goku. He created Dr. Slump. His character designs are instantly recognizable and charming in a way that most game artists never achieve.

Dragon Quest's visual identity has always been tied to Toriyama's art style. The characters have this playful, exaggerated quality. The monsters are quirky and fun despite being dangerous. The whole series has this sense of wonder and whimsy.

When games transition from 2D to 3D, something often gets lost. The art becomes generic 3D anime, or it tries to be photorealistic and loses the character entirely. Look at recent Final Fantasy games—they're stunning, but they don't feel like Yoshitaka Amano's designs brought to life. They feel like generic big-budget games that happen to have FF characters in them.

Dragon Quest VII Reimagined does something different. The art direction leans into a diorama aesthetic. Imagine if someone took Toriyama's designs and crafted them in stop-motion or detailed toy photography. Everything has this toylike quality that feels intentional.

The world itself is built like a toy box. Cities feel small and intimate rather than sprawling. The camera angles often look like you're looking down at a tabletop diorama. The lighting is warm and inviting. Even the dreary, dark areas have a theatrical quality rather than trying to be "realistic scary."

This approach lets the artists lean into Toriyama's stylized character designs without them looking weird in 3D. A character with gigantic eyes and a tiny mouth works beautifully in this toylike space. A monster with an absurd silhouette fits perfectly.

More than that, it's actually beautiful. I found myself stopping to look at the scenery. Not because I was trying to appreciate the graphics, but because the art direction was genuinely compelling. Each area has a distinct visual personality.

This is how you do a modern 3D remake of a stylized game. You don't try to make it realistic. You don't ignore the original aesthetic. You find a visual language that honors the source material while looking genuinely fresh.

The Visual Overhaul: How Akira Toriyama's Art Translates to 3D - visual representation
The Visual Overhaul: How Akira Toriyama's Art Translates to 3D - visual representation

Cost Per Hour of Entertainment
Cost Per Hour of Entertainment

Dragon Quest VII Reimagined offers a cost-effective entertainment option at

0.750.75-
1 per hour compared to movies and streaming services, which are significantly higher.

Early Game Pacing: The One Real Stumble

I need to be honest about one thing: the early game can feel repetitive.

The first 10-15 hours are dedicated to establishing the world and the core gameplay systems. You're encountering basic enemies, learning how vocations work, discovering the combat flow. This is all necessary, and it's all executed well.

But here's the thing: you're basically doing the same encounters over and over. Enemy encounter, turn-based combat, win, repeat. The Let Loose system hasn't kicked in yet. Moonlighting isn't available. You don't have many vocation options. The story hasn't reached its major plot points.

It's not bad, but it's not exciting. It's competent game design in service of a setup that will pay off massively later.

That said, the game does everything it can to mitigate this. Auto-battle is available from the start. You can adjust difficulty at any time. The monster designs are charming enough that encounters stay somewhat fun. The story introduces you to party members gradually, and each introduction has character.

But I have to acknowledge that if you hate slow burns, the first 15 hours might test your patience. The payoff is worth it, but you have to be willing to invest in getting there.

QUICK TIP: If the early game feels slow, don't tough it out silently. Adjust the difficulty down, use auto-battle liberally, and focus on story progression rather than optimal builds. The game opens up significantly once you unlock Moonlighting and more vocations.

Early Game Pacing: The One Real Stumble - visual representation
Early Game Pacing: The One Real Stumble - visual representation

The Monster Design Philosophy: Why Quirky Matters

Dragon Quest monsters are genuinely strange compared to most JRPG franchises.

Final Fantasy tends to go for gothic, serious designs. Pokémon goes for cute and cool. Dragon Quest goes for... weird and charming. You fight creatures that have googly eyes. You fight floating slimes. You fight pumpkins with legs. You fight machines that look like they were designed by someone who's never seen a real machine.

This isn't a flaw. It's actually brilliant design. It reinforces the sense that you're exploring a strange, magical world where things don't follow our normal rules. A monster doesn't have to be menacing to be interesting.

Reimagined actually leans into this. The monster animations are delightful. A small slime bounces around with actual personality. A larger creature has exaggerated, comedic movements. The boss designs are visually distinct and memorable.

Here's something important: monster design affects how you feel about an encounter. If a monster looks dangerous and serious, losing to it feels shameful. If a monster looks goofy and charming, dying to it feels more like a learning moment than a failure. Dragon Quest understands this psychologically.

When combined with the Let Loose system, this design philosophy creates moments of genuine satisfaction. You hit a boss with a weird attack combination, and the payoff animation is so charming that you don't mind repeating it three times to win. That's intentional design.

The Monster Design Philosophy: Why Quirky Matters - visual representation
The Monster Design Philosophy: Why Quirky Matters - visual representation

Key Aspects of Game Remakes
Key Aspects of Game Remakes

This chart compares key aspects of original games from 2000 with modern gaming expectations in 2025. While character depth remains valued, expectations for game length, encounter rate, and menu systems have shifted significantly. Estimated data.

Difficulty Customization: The Right Way to Do Difficulty

Most games give you three difficulty options: Easy, Normal, Hard. Maybe Nightmare if you're lucky.

Dragon Quest VII Reimagined takes a different approach. Yes, you can pick standard difficulties. But you can also customize the exact parameters of how you want to experience the game.

You can make enemies stronger while keeping progression normal. You can make yourself weaker while keeping rewards generous. You can adjust the damage output of specific enemy types. You can change how often the Let Loose mechanic triggers. You can customize almost every variable.

And here's the beautiful part: you can adjust these settings at any time. Playing through and finding it too easy? Crank up enemy damage mid-playthrough. Finding a boss too hard? Drop the difficulty for that encounter, then bump it back up.

This approach respects player agency in a way that traditional difficulty settings don't. It acknowledges that "hard" means different things to different people. For some people, hard means numerical challenge. For others, it means resource scarcity. For others, it means puzzle-like encounter design.

By letting players dial in their exact preference, Reimagined ensures that pretty much everyone can have the experience they want. That's elegant design.

Difficulty Customization: The Right Way to Do Difficulty - visual representation
Difficulty Customization: The Right Way to Do Difficulty - visual representation

The Time-Traveling Plot: Why It Works

Time-travel plots are notoriously tricky. They require careful plotting to avoid paradoxes and logical holes. A lot of games and shows fail at this because the story logic breaks down under scrutiny.

Dragon Quest VII's approach is simpler and smarter: the time travel isn't about paradoxes or complex time mechanics. It's about restoration. You're not changing the past—the past already happened. You're revealing what was hidden.

When you restore an island in the past, it comes back to the present. The change doesn't create a paradox because the change was always meant to happen. You're not preventing a dark future; you're restoring a lost present.

This is such a clever way to use time travel as a narrative device. It avoids most of the logical pitfalls while creating a sense of discovery and restoration. Every time you travel back and fix something, there's a satisfaction in knowing that the present world is becoming more complete.

The story uses this mechanic smartly. You're gradually piecing together what happened to the world. You're discovering why these islands matter. You're understanding the true nature of the evil that attacked the world.

It's a framework that lets the game tell its story effectively while also providing a structural reason for the gameplay loop. It's that kind of thoughtful design that separates good games from great ones.

The Time-Traveling Plot: Why It Works - visual representation
The Time-Traveling Plot: Why It Works - visual representation

Moonlighting Vocation Combo Effectiveness
Moonlighting Vocation Combo Effectiveness

Estimated data shows Mage/Scholar as the most effective combo due to high magical bonuses. Experimentation is key in finding powerful synergies.

Moonlighting Vocation Combos: Creative Builds Explained

Let me get specific about how Moonlighting actually creates interesting gameplay.

Let's say you want to build a character who focuses on raw damage output. You could pick Martial Artist (pure physical damage) as your primary vocation. But if you Moonlight with Warrior, you get access to Warrior's armor-penetrating abilities, which makes your damage more consistent against heavily-armored enemies.

Or let's say you want to build a "magic knight." Primary Vocation: Mage for spell flexibility. Secondary Vocation: Priest for defensive magic and healing. Now you've got a character who can handle damage and keep everyone alive.

Here's where it gets really interesting: stat bonuses from vocations stack. So a character who Moonlights as a mage/scholar combination gets massive magical bonuses from both vocations. They become genuinely powerful in a specific way.

The system encourages you to think about synergies. What complementary skill sets exist? What stat distributions create interesting effects? How do you build a team that covers all your needs without overlap?

It's actually reminiscent of how Final Fantasy XIV handles job combinations, but simpler and more intuitive. You're not reading complex job descriptions; you're just combining things and seeing what works.

I've got a character right now who's a Dancer/Merchant. Dancers are agile and evasive. Merchants get great deals on items and find rare loot. Combining them creates a character who's hard to hit and somehow also keeps my inventory valuable. It shouldn't work, but it does.

That's the beauty of the system. It rewards experimentation rather than punishing it.

DID YOU KNOW: The original Dragon Quest VII had over 50 hours of content that many players never saw because the vocation grinding was so tedious that they stopped before unlocking higher tiers. Reimagined's Moonlighting system opened that content to basically everyone.

Moonlighting Vocation Combos: Creative Builds Explained - visual representation
Moonlighting Vocation Combos: Creative Builds Explained - visual representation

Performance and Technical Considerations

I tested Dragon Quest VII Reimagined on Nintendo Switch 2, which is where I spent most of my time. I also spent time with the PS5 version.

On Switch 2, the game runs smoothly. Frame rate holds steady even during chaotic multi-enemy encounters. The toylike visual style means the graphics aren't demanding, so even in handheld mode, everything looks crisp and clear.

Loading times are minimal. Transitions between areas are fast. Menu navigation is snappy. The game respects your time by not making you wait.

On PS5, obviously, it looks sharper and renders at higher resolution. The diorama aesthetic actually scales really well to bigger screens. Details in the background that I missed on Switch become visible on a television.

I didn't encounter any bugs or crashes across either version. The game feels stable and polished. That's not a small thing for a game that's this large and ambitious.

One note: the game is substantial. You'll need about 100GB of space if you want to install it. That's on par with other modern RPGs, but it's worth knowing upfront.

Performance and Technical Considerations - visual representation
Performance and Technical Considerations - visual representation

The Charm Factor: Why This Game Is Actually Fun

Here's something I don't always say about games: this one is just fun to spend time in.

I'm talking about a specific kind of fun. Not white-knuckle, adrenaline-pumping fun. Not the kind of fun that comes from competitive pressure or skill expression. I'm talking about the comfort-food fun of hanging out in a world where you want to be.

Dragon Quest VII's world is inviting. The music is pleasant without being distracting. The characters feel like real people. The story cares about you. The gameplay loop is satisfying without being demanding.

A lot of modern games try to be everything. They want to be challenging and accessible, story-driven and gameplay-focused, epic and intimate. They stretch themselves too thin and end up feeling like nothing.

Dragon Quest VII Reimagined knows what it is: a cozy, story-driven RPG that respects your time while rewarding your investment. It's not trying to be the hardest game or the most innovative. It's trying to be genuinely good, and it succeeds.

That sounds simple, but it's actually rare. Most games are either grinding out a formula or trying too hard to be unique. Reimagined threads the needle. It's comfortably familiar while feeling completely fresh.

The Charm Factor: Why This Game Is Actually Fun - visual representation
The Charm Factor: Why This Game Is Actually Fun - visual representation

Comparisons to the Original: What's Actually Different

If you played the original Dragon Quest VII, you might wonder: what's actually new here beyond better graphics and quality-of-life improvements?

The short answer: the foundation is the same, but the details are significantly refined.

The story beats are basically identical. The major plot points hit in the same order. The character arcs follow similar trajectories. If you know the original, you won't be surprised by major narrative turns.

But the pacing is tighter. The character development is richer. Certain plot points that felt slow now move at a better clip. New side quests add depth to the world. Character interactions that were minimal in the original get more screen time.

The vocation system is fundamentally the same but better tuned. Moonlighting is the big addition, but even beyond that, the grinding feels less punishing. The vocations feel more balanced against each other.

Combat is mostly the same mechanics with better UI and the additions I mentioned. The Let Loose system is new. Auto-battle is new. But the core turn-based system is faithful to the original.

The biggest change is visual and tonal. The original had a softer, more whimsical PS1 aesthetic. Reimagined leans into that whimsy and makes it gorgeous. The world feels more alive and colorful.

If you're a franchise veteran, Reimagined is worth playing. If you've never touched Dragon Quest, you won't feel lost. It's designed to be accessible to both audiences.

Comparisons to the Original: What's Actually Different - visual representation
Comparisons to the Original: What's Actually Different - visual representation

Who Should Play This Game

Let me be direct: if you like RPGs, you should play this game.

I'm not being hyperbolic. I'm saying that regardless of your RPG preferences, Dragon Quest VII Reimagined likely has something for you.

If you like story-driven games: the narrative is compelling and the characters are worth caring about.

If you like mechanical depth: the vocation system and Moonlighting create enormous build variety.

If you like relaxing games: the cozy aesthetic and optional combat difficulty make this perfect for chill sessions.

If you like challenging games: crank up the difficulty settings and the game respects that choice.

If you've never played an RPG: this is honestly one of the best entry points. It teaches you systems gradually, and it respects your time.

If you're a Dragon Quest veteran: this is a love letter to the franchise that also modernizes it respectfully.

The only caveat is if you hate turn-based combat or you need constant high-adrenaline action. If those things bother you, this game might not click. But if you can accept turn-based combat as a system, you'll be fine.

Who Should Play This Game - visual representation
Who Should Play This Game - visual representation

The Value Proposition: Is It Worth Your Time and Money

Dragon Quest VII Reimagined costs $59.99 on most platforms. For that price, you're getting roughly 80-120 hours of content depending on how deeply you engage with side quests and vocation grinding.

That's somewhere between

0.50and0.50 and
0.75 per hour of entertainment. For context, a movie theater ticket costs about
1518fortwohoursofentertainment,or15-18 for two hours of entertainment, or
7.50-
9perhour.Astreamingservicesubscriptionistypicallyaround9 per hour. A streaming service subscription is typically around
15 per month for unlimited content.

If you engage with Dragon Quest VII Reimagined at the level I have, the value is obvious. Even if you play faster than I do and finish in 60 hours, you're getting incredible value.

But beyond raw numbers, there's qualitative value. This is a game that respects your time. It doesn't require grinding for 40 hours to experience the full story. It doesn't lock story content behind difficulty walls. It doesn't force you to engage with mechanics you don't enjoy.

The game trusts you to have the experience you want. That kind of design is worth paying for.


The Value Proposition: Is It Worth Your Time and Money - visual representation
The Value Proposition: Is It Worth Your Time and Money - visual representation

FAQ

What is Dragon Quest VII Reimagined?

Dragon Quest VII Reimagined is a comprehensive remake of the original Dragon Quest VII (2000), a classic Play Station 1 JRPG. It features updated graphics using a distinctive diorama art style inspired by artist Akira Toriyama, modernized gameplay systems including the Moonlighting vocation feature, and quality-of-life improvements like auto-battle and difficulty customization. The game maintains the original's story and structure while making the experience more accessible and engaging for modern players.

How does the Moonlighting vocation system work?

Moonlighting allows characters to have two vocations active simultaneously once the feature is unlocked in the game. Your character gains the abilities, skills, and stat bonuses from both vocations, creating powerful combinations. For example, you can combine a Warrior's physical damage bonuses with a Priest's healing abilities to create a tank-healer hybrid. This system encourages experimentation and creates exponentially more build variety than being locked into a single vocation.

What are the benefits of the Moonlighting system?

Moonlighting dramatically increases build flexibility and reduces the need for excessive grinding. Instead of forcing players to fully level one vocation before moving to another, you can mix vocations and experiment with synergies immediately. This creates more varied team compositions, makes grinding less tedious, and rewards creative thinking about vocation combinations. It transforms the vocation system from a gating mechanism into a tool for player expression.

Is Dragon Quest VII Reimagined good for players new to JRPGs?

Yes, it's one of the best JRPG entry points available. The game introduces mechanical concepts gradually, offers customizable difficulty settings so you can adjust challenge to your preference, and doesn't require knowledge of the original game or Dragon Quest franchise. The story is engaging on its own, and the systems are intuitive. That said, turn-based combat is central to the experience, so you need to be comfortable with that system.

How long does it take to complete Dragon Quest VII Reimagined?

Most players will complete the main story in 60-80 hours. If you engage with all side quests, optional vocations, and collectibles, you could easily reach 100-120 hours. The game's systems reward engagement but don't require you to do absolutely everything to finish the story. You can adjust the experience length through difficulty settings and how much optional content you pursue.

What's the main difference between Reimagined and the original Dragon Quest VII?

The core story and structure are the same, but Reimagined modernizes every system. The vocation system gains Moonlighting for better flexibility. Combat gets auto-battle, animation speed controls, and the Let Loose mechanic. The presentation is completely overhauled with a gorgeous diorama art style. Character development is enriched with more dialogue and side quests. Story pacing is tightened. Essentially, Reimagined preserves everything good about the original while eliminating most frustrations modern players would encounter.

Does Dragon Quest VII Reimagined have difficulty options?

Yes, extensively. Beyond standard Easy, Normal, and Hard presets, the game offers granular difficulty customization. You can adjust enemy damage, your character damage, experience gain rates, vocation skill gain rates, and how often Let Loose triggers. These settings can be adjusted at any time during your playthrough, giving you complete control over your experience.

Is the story of Dragon Quest VII Reimagined any good?

Yes, it's genuinely compelling. The narrative takes you across a globe and through time itself as you restore stolen islands and uncover a mystery surrounding a great darkness. Character development is rich, with well-developed party members who feel like real people rather than archetypes. The story respects the player's investment and delivers satisfying payoffs. It's not groundbreaking, but it's genuinely engaging throughout its 60+ hour runtime.

What platforms is Dragon Quest VII Reimagined available on?

The game is available on Nintendo Switch 2, Nintendo Switch, Play Station 5, Xbox Series X|S, and PC. All versions run smoothly and maintain the same quality, though naturally PS5 and Xbox versions render at higher resolution. The Switch versions, including handheld mode, perform well due to the art style's optimization. Your platform choice should come down to your preferred way to play rather than technical concerns.

Is Dragon Quest VII Reimagined worth $59.99?

For the amount of content and quality of that content, yes. You're getting 80-120 hours of well-designed entertainment for roughly

0.500.50-
0.75 per hour. The game respects your time by not forcing grinding and offering customizable difficulty. It's one of the best value propositions in modern gaming, especially if you engage with a significant portion of the game's content.


FAQ - visual representation
FAQ - visual representation

Final Verdict

Dragon Quest VII Reimagined is that rare thing: a remake that honors its source material while feeling completely fresh. It takes a beloved classic that's over 25 years old and modernizes it not through graphics alone, but through thoughtful design changes that respect both the original vision and the expectations of contemporary players.

The vocation system gains depth through Moonlighting. Combat becomes accessible without losing its strategic layer. The story gets richer character development. The world becomes visually gorgeous while maintaining its charming, whimsical identity.

Yes, the early game can feel repetitive if you're impatient. Yes, if you actively dislike turn-based combat, this isn't for you. Those are real limitations worth knowing about.

But for everyone else—and I mean everyone, from JRPG veterans to people who've never touched the genre—Dragon Quest VII Reimagined is a masterclass in modern game design. It's proof that remakes don't need to either slavishly copy originals or completely reinvent them. Sometimes the best approach is to understand what made something special and refine every element until it shines.

I couldn't put this game down, and honestly, I'm already thinking about when I can start a second playthrough with different vocation combinations. That's the mark of something genuinely great.

Play Dragon Quest VII Reimagined. You won't regret it.

Final Verdict - visual representation
Final Verdict - visual representation


Key Takeaways

  • Dragon Quest VII Reimagined respects the original while modernizing every system through smart design choices like Moonlighting and auto-battle mechanics
  • The Vocation system's Moonlighting feature creates exponentially more build variety and reduces grinding by letting characters dual-class
  • Combat feels modern through auto-battle, Let Loose mechanics, and animation speed controls that respect player time without sacrificing depth
  • Akira Toriyama's character designs translate beautifully to 3D through the intentional diorama art aesthetic rather than pursuing photorealism
  • This is an excellent JRPG entry point for newcomers while remaining compelling for franchise veterans due to rich story and engaging characters
  • With 80-120 hours of content at
    59.99,thevaluepropositionisexceptionalatroughly59.99, the value proposition is exceptional at roughly
    0.50-0.75 per hour of entertainment
  • Granular difficulty customization lets players dial in their exact experience preference, making the game accessible to all skill levels

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