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Dragon Quest Builders Switch Game Review

FAMILIAR, YET SURPRISINGLY INNOVATIVE

The Nintendo Switch surprised the competition in 2017 thanks to innovative technology and a great range of games. It therefore raises the legitimate question of whether the triumphal procession can be maintained in the new year. With “Dragon Quest Builders” Square Enix brings the previously only on Sony consoles build-up game in the hands of Nintendo fans.

As a spin-off, “Dragon Quest Builders” has little to do with the role-playing qualities of the main series. Instead, the game is based on open-world games such as “Terraria” or “Minecraft”. In a short introduction, we learn that the evil Dragonlord has taken away from humans their most valuable tool: their creativity.

However, we do not seem to be affected by this and, through our ability to combine simple materials, become the heroes and inspiration of the few remaining humans. Although the rather cliché-laden introduction does not suggest, “Dragon Quest Builders” is setting itself straight through the history of similar games.

We find ourselves after a few minutes in the ruins of a former city of the people again. The first chapter of the game is about that we attract more and more residents and help the city to new splendor. Incidentally, we also discover piecemeal what happened to the former residents. The whole thing is crowned with a boss fight, which demands not only yourselves, but the entire city its whole.

After the 20 to 30 hours that we spend with it, it becomes clear that this was only the beginning of our journey and there are four other former kingdoms that need our help. In every kingdom we have to work from the bottom up with the simplest materials and tools. Yet Dragon Quest Builders manages to stay fresh at all times, as each area requires a different approach and new stories to discover.

A VILLAGE FULL OF LOAFERS

Playfully, “Dragon Quest Builders” starts quite simple, we can break down blocks and re-place. If we destroy opponents or plants, we get materials that we can combine into weapons, torches and doors. We do all this to solve the tasks that the villagers ask us. For example, at the beginning we build a kitchen so that the villagers can produce food independently.

Later we build a blacksmith’s shop, a hospital or even an armory. “Dragon Quest Builders” even remotely reminds of “The Sims”, even if the villagers get along surprisingly well without our help. In addition to the construction of our base is also the exploration of the world. In addition to rare ores and dangerous monsters, we find the one or the other side task off the story path.

For example, we meet a cemetery warden who tells us to replace the broken tombstones. The only problem: Nobody knows how to make tombstones. These tasks often require the player to look around at different locations and use his entire repertoire of tools.

The tasks of the villagers are often aimed more at players who need a clear goal. Anyone who experiments a bit often has already solved the tasks before they are asked. Even if nothing is set to music, the villagers manage to build their own personality through the humorous dialogues.

It’s a bit irritating that these otherwise elaborate characters are completely unable to operate outside the village. An example: Some items that we should get are a few steps from the client to find – the residents are probably just a little stubborn.

Written by Mickey Bucks

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