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Dragon Warrior IV

ドラゴンクエストIV 導かれし者たち

Developer: Chunsoft Publisher: Enix
11 February 1990
Dragon Warrior IV [ドラゴンクエストIV 導かれし者たち] - cover art
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102 Ratings / 1 Reviews
#862 All-time
#4 for 1990
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Releases 2
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1990 Chunsoft Enix  
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JP 4 988601 002394 EFC-D4
1992 Chunsoft Enix  
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US 7 19631 00004 3 NES-D4-USA
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Err… sei lá. É bem correto e durante umas partes eu me diverti e fiquei empolgado. Mas não tem aquele espírito, aquela originalidade, aquela construção de universo e personagem e aquele senso de aventura épica que pra mim são as coisas mais legais de um RPG. Ainda tem a chatice dos episódios no primeiro terço e umas inconveniências que em nada acrescentam além de irritação.

[Versão de Nintendo DS]
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Title
I was sitting at the kitchen table this Thanksgiving. Being thankful that I don't have a significant other because I would have to pretend that I care about their extended family on occasions like this and not just my own. Then I remembered when a game commercial came on that I needed to put such serious thoughts aside because there was a slightly more depressing way I could be wasting my life... I don't remember what that was, but I'm back here to do some game reviews again.

If you read my review of Dragon Quest III you know that historically it was one of the biggest games of all time in Japan. Sales wise and adjusted for inflation it is Japan's number one selling RPG. It is probably the most influential JRPG in history, at least as far as Japan is concerned. It was the "cap-off" to a trilogy and it cemented the legacy of DQ games in general as the series to be and beat amongst JRPG developers.
So how do you follow up the biggest game ever? Do you just do the same thing but more? Do you try something completely different? Before DQIV was even conceived of it had the seemingly impossible task of following the biggest game in history and Enix's approach to making a sequel was to basically do the same thing as the previous game mechanically but try to innovate in terms of story. This isn't that big of a surprise given that the thing that elevated DQIII so far ahead of its peers was its story and its massive twist. So They knew they couldn't repeat that same trick twice, so what they did instead was try to up the quality of these games given stories with a much deeper emphasis on character development in the form of "chapters." What we will see in this review is whether I think this ultimately succeeded or failed.

Let's start by talking about what changed the least between entries in the series and work our way towards the biggest changes. The thing that has changed the least between these two games and just generally hasn't changed at all since DQIII is the music. Pretty much all the same tunes return from the third game and even the "new" tracks sound pretty much the same. I feel pretty much medium about DQ's music in general, it's never bad but it never impresses me either. I'm not even actually sure if this game does have the same music as other entries, but it all sounds so similar that I'm just going to assume that anyway. Music is not this series high point and I would say in general that pre-their merger with Square, Enix isn't particularly well known for making great tunes. Ironically the most memorable thing they ever did musically was the key creators of this series working with Square to make Chrono-Trigger.

The gameplay is not a shakeup either in terms of the series. In fact, since it lacks the complexity of the previous games job system you can say in a lot of ways that IV is a regression back to the first two titles. Not completely because the party members you do get, the permanent and temporary ones have way more variety in their gameplay than the first games did because even though they don't have a job(s) they still have designated classes and aren't just generic magic hobo warriors like the first two.
All of the same items, enemies, spells, and gambling return from the previous games. Aside from taking out the class system this game didn't really take anything else out it just added a little bit to the pre-existing stock of this shit from past games.

Graphically given that this game was still on the NES not a whole lot changed between this and the third game. The most significant change was that character sprites looked a lot more stylized and given that we went from having a party in DQIII of blank slates that existed only to be stat sticks for jobs in your party to back to having actual characters again the quality needed to be upped to help differentiate these characters. One of the few criticisms that DQIII had contemporarily was that the job system made characters in the game seem generic. For as good as these units and their Akira Toriyama designs looked. They weren't quite as good as the now-iconic Amano job units of Final Fantasy's designs that came out the same year as DQIII. About the only positive thing, I'll have to say about FFI in comparison to these games. So DQIV went back to characters and their designs were not only some of the most iconic in the series, in fact, I would say DQIV has the party of people most associated with the series but they also broke the mold on what kind of characters an RPG would focus on. One of the main characters is an overweight middle-aged man named Torneko Taloon who isn't the least bit warrior like, in fact, his dream is to work at an item shop. Torneko despite not being that heroic and kind of an odd character for a series like this became almost instantly iconic and has branched off and had his own series of ongoing Rogue-like/life sim games that continue the story of his attempts to have a successful shop based around items he finds out in the wild. Although it's very temporary this game would give us the first non-human party member in the form of "Healie" a heal slime that joins the party of a warrior in the first "chapter" of the game for an extremely short period of time. This minor footnote of a character would lead to big things in the next game which would go on to have a party filled with recruited monsters, would be an inspiration for a little series called "Pokemon" which I heard is big, but I wouldn't know. Also, it launched its own offshoot series of DQ games the DQ "monster" games. The game also featured snow in a few areas, which despite it not being a big series in the states it inspired the "DQ Blizzard" line of drinks. I was truly shocked to find this out. Alena is a female fighter and bridging off of the success of giving players the option of having a male or female "hero" unit in the third game, which this game also continued. Alena Further carries on the tradition of having a female adventurer, who leaves her kingdom despite her fathers protests that a princess shouldn't go off adventuring. I would say with a moderate to severe amount of confidence that she is the most famous character in the series and after slimes, probably the closest thing the games have to a mascot. She never got her own side series, but she did have her own manga and was going to have her own anime, but alas the idea of a girl martial artist adventurer was just too crazy to become an anime. You might even say it was 1/2 as crazy as most anime shows... Truth be told, I don't know why the anime was never made. The sisters started the series proud tradition of making at least one or two fapbait characters. I'm sure they inspired many young hentai artists to finally start honing their craft. Borya one of the lesser DQIV characters started a series tradition of having really old party members. Something that still isn't that common in games like this. Even in the west where we jack ourselves off for inclusion and all that, Aside from the standard old wizard/Jedi characters that are endless ripoffs of Merlin and Gandalf I can't think of many cases where we have older party members in RPGS. Whereas it's been a staple element of the DQ series since this game. Although the limited nature of NES sprites should have stunted the potential of some of these characters becoming as endurably loveable as they were, their designs are still some of and I would argue just plain are the most memorable and important of the series.
Not all of them were, Ragnar is a basic bitch warrior character with ugly pink/red armor. Kiryl one of Alena's party members is pretty much the same as Ragnar but younger and with better-looking gear. The design of the games actual villain Aamon is lackluster. He isn't different enough from the previous dragon lords and his/Psaro's subsequent transformations make them look uglier. To the point that I'm amazed that the same artist who would go on to be famous for "evolutions" doing variations on the same villains with Frieza and Cell. Which is what Aamon's evolutions look like a beta version of Frieza but with none of the coolness or campy gayness of that character. The game slightly redeems itself in the villain department by having Psaro, the manslayer. Design-wise he is awesome and even though he came before Magus in Chrono Trigger and was designed by the same person it's clear to me that he is the superior silver mulleted slightly evil character. A lot like Magus, in the DS remake he can become a party member. His design was also ripped off and made shittier by Sephiroth. A villain that I think gets way too much praise and is not even as close to good as his silver mulleted forebears, let alone the better FF villains.
This game unlike the first three also never got a SNES port which meant it had to live on the merits of it's NES graphics longer than the first three games and despite that, I think it's character and world designs captured the imagination for far longer than any of the previous or subsequent games have. This ties into what I think this game did right in comparison to DQIII and what I will hope to continue to show as a positive as we start talking about the game story.

Small note here. The first three games are called the Erdrick trilogy because they're loosely about the family lineage of the hero Erdrick. This game and the next two are called the "Zenithian" trilogy because the heroes of these games go around searching for armor with that name and there is a race of angelic beings with the same name who created that armor. They guard a temple in the sky that is ruled by a god... That I'll have more to say about later. The stories don't actually connect like the first three games do, They're "connected" games the way Final Fantasy games are, where they repeat things in the series over and over, but don't actually have a connected story.


This game as I stated at the start saw the most amount of change in terms of story. Instead of one big epic grand adventure like the previous three did, we instead experience the story through "chapters." Meaning that for small segments of the game we're introduced to one or a few characters and we do little mini-adventures with them until the chapter ends and we move onto the next one. We start the game off by creating a hero character be it male or female. I always choose female because Bulma with a teal afro and one stocking is just too hard to resist and then you get to explore your home town for a second before you switch to who is actually the subject of the first chapter a warrior named Ragnar.
It was probably good to start off with him because as I alluded to earlier he is a rather cliche hardened warrior type and his mission is what you expect out of most RPGs of the era, get strong and kill bad guys so good thing happens. Which he does with the help of a heal slime named Healie who wants to be a goo-man. I get the impression that they consciously choose this character to make it seem like they were just going to have a standard male hero adventure story with this game and that part of this game's twist is that this obviously doesn't happen because the game has other chapters. Although, that is merely speculation on my part and they may have spoiled all that completely with the Famicom game the way they did so with the DS title, by having chapters right in the name or in the instruction manual. I'm not sure, about anything.
Anyway, after Ragnar does what he needs to do with Healie, then he goes and tries to find the legendary hero. One thing that is a tiny bit interesting about this character and his design that I noticed is that he kind of looks like an older version of the "Warrior" class outfit from the third game. Like as if this was one of our Warriors from DQ3 all grown up, but I'm guessing this is probably coincidental rather than intentional.
The next chapter is Alena's and she is the daughter of a king who doesn't want his daughter out there adventuring and getting into trouble. So he decrees that she shant be let out of the castle. Your first task is to escape the castle and you do and Kiryl a soldier and Borya an old mage decides to help her as she goes on a little adventure. This leads her ironically to come back and save her kingdom, proving that her father was wrong to try and lock her up. Although happiness in this kingdom doesn't last long as you'll find out in the twin's chapter. She then goes to find and help the fabled hero of legend. I like Alena and Borya as characters. I think Alena is one of the best-designed characters in the series. Her outfit is "cute" as in like a little kid or a kitten is cute. Despite liking it and I know I'm not the first person who ever said this, but before I played the game I assumed she was a mage of some type because it looks like a little wizarding outfit and not something a martial artist would wear. Especially given that most of the time when Akira Toriyama draws a martial arts outfit it always looks like a variation on child/adult Goku's Japanese Gi or like that Chinese-ish style suit he gave "fighters" in the last game. What I'm saying is the design seems to work despite this mix-up.
The next chapter is Torneko's an overweight middle-aged man, whose chapter starts out by selling weapons to other adventurers and then going home to your wife and son. You do this for a few days cycle until you have procured some of the best weapons through trades or you just say fuck it and attempt to fight despite him being weaker than most DQ characters. He goes on a little adventure centered around making money and buying a new shop in a bigger town named after the forest moon from Return of the Jedi, Endor. Despite being a small business tyrant, Torneko is my favorite character in the series. I love the item shop aspect of his chapter and just in general I always like characters who are losers that try to or have to adventure despite not being up to the challenge. Which is why I liked Lester The Unlikely more than most people seem to like it. Unlike Lester enough Japanese people liked the idea of going home and being a family man for Torneko to get his own little rogue-like side series. Starting with a Super Famicom game and going on to have two other entries in that series. It was also the first-ever "mystery dungeon" game and as a "series" those are still going strong with Pokemon, chocobos, and Etrian Odyssey characters in old Torneko's place. The uniqueness of his chapter here in DQIV often makes the character hit or miss with most people. I think the shop aspect makes his the most memorable and the scale of the money you need to spend to end his chapter starts getting more and more grandiose, almost to the point that it has a theme of the excesses of this small town merchants dreams. He does all this and then he leaves his wife and kids in Endor, to go meet that hero we all keep hearing so much about.
The next chapter is about "the twins" and the twins are two women who look vaguely Arabic-Romani-Indian-belly-dancing-ish... I don't know what the fuck they're supposed to be. The point is they're twin girls, one dances, the other sings/does fortune telling and they work at a theater in a desert. Their adventure is that they're looking for a man with six fingers on his hand. Their names are Inigo and Montoya, you killed their father, prepare to die... Ok, so that isn't their names, which is Meena and Maya, but that basically is their story. Some asshole killed their father and now they're looking for revenge. Their father was an expert alchemist and he was killed by his apprentice who was a human but through the power of alchemy, he becomes a big ass dragon ogre dude named Balzack. I didn't make that name up, that is his real name. On their way to fight him for the first time, they run into another apprentice of their fathers some scrub ass maphucka named Oojam. They all make their way to a mysterious castle where they hear Balzack told the inhabitants about deez nuts. That mysterious castle being the one Alena comes from which has fallen on hard times since last she went there and is now ruled by the large, sweaty, pendulous, and scaley Balzack. They also learn that this dude ain't working alone, he is a minion for Psaro and Balzack after using the power of "ascension" to become a big, meaty, Balzack. He then gave this power to Psaro, which can't be good. The girls and Oojam rush at him and he easily whomps their ass. As they escape, Oojam simps so hard for these two that he sacrifices himself so that they may live and I don't blame him, Maya's legs are worth dying for. The girls take a ship to try and find the legendary hero who was fabled to kick the monster's ass or something.
The story goes to the next and final chapter in the original game the one where you finally go back to that hero character you created and play as them. So You're a "chosen" hero and monsters come to kill you and burn your starting town to do so, but like Oojam these people sacrifice themselves so that you may live to fight another day. The rest of this chapter is meeting all the characters you played as during the other chapters and recruiting them into your party after some shenanigans with them happen. After that happens you go around the world looking for information about Psaro and about the hero's role as a legendary hero. The hero starts searching for Zenethian armor and then later the Znenthians themselves and you find out that Dragons, despite being depicted as universally evil in the last three games that one of them, a white one named Paarthurnax, I mean Seath, I mean THE ZENITH. Is actually the god humans and Zenithan's worship. I guess this is kind of a twist, given the progression of the series and the way dragons were depicted in the previous games. It's weird that one of them is now the ultimate good guy and a god, hurry up with his damn croissant. In typical DQ fashion, you do a bunch of other shit and then you fight PSaro, and wouldn't you know it, that hero of legend fulfills the prophecy and defeats Psaro who does through those ugly transformation sequences I talked about earlier.

The reason Psaro hates humans is they killed his elven girlfriend rose and he thinks all humans deserve death for this crime and others done towards monster people just trying to live their lives and you know what I agree with him. If I managed to have a hot elf girlfriend only for her to be killed, I would wish for the death of all humans too. I mean I might wish that for much lesser charges against humanity, but especially that.
One of the interesting things the game tries to do storywise through the characters of Healie, Psaro, and a slew of small NPC conversations with monsters in this game is present the idea that monsters might not be that evil and humans might be the dare I say it, "the real monsters" because they won't just let slimes hop around in their caves willy nilly. Some monsters even plead with you not to attack or beg for their lives, in a fruitless gesture of course, because we know all humans are in fact evil.
It's by no means the best representation of this kind of story, nor do I think it commits enough to this premise to make it truly interesting, but it is a nice little smidgen of depth that is more forward-thinking than most games were at the time with this idea. We would see this premise crop up a lot in DQ games after this one and in a lot of 16-bit tiles that were aping it. Crusader of Centy being the best early example of this premise done right. It still amazes me that people thought Undertale was the first game to do the whole monsters aren't evil in a "JRPG" world. So many games have done this in their stories that I actually think it's almost more of subversion to just have the monsters actually be evil for evil's sake at this point, I mean that guy Satan is a real jerk man. If you read my other reviews you'll already know that I have fallen for the Illuminati's demonic agenda, so you know it ain't "hard" to get me to like demons and monsters. In fact, I was corrupted so fast you'd think I was a senator at a two thousand dollar a plate fundraiser, done by insurance companies.
Given my love of them it wasn't hard for me to continue playing the game when I learned that the story has another chapter in the DS game where after defeating Psaro you join him and actually help him get revenge against who "actually" killed his girlfriend. I still think he should go with the kill-all-humans plan, but cooler heads prevailed I guess. I think it's a good addendum to the game and it expands on a character that was already interesting but gives us just that bit much more to really make him one of the most memorable antagonists of the series and it continues the grand Akira Toriyama tradition of making great friends by beating them to a bloody ass pulp.

After playing this game twice, the two different versions that exist. I felt a sense of being let down when getting to the original "final chapter" because all the other ones were so unique and such good little self-contained experiences that when you finally get to the point that this just becomes a standard Dragon Quest story, that it doesn't quite feel like the game holds up the quality of those previous chapters. It isn't exactly horrible after that point. It's just a typical case of the payoff not being as good as the buildup. I'm not judging the game just on this final chapter though and to answer the question at the start of this review, do I think it succeeds in having better character development and advancing the storytelling aspects of the series? Yes and by whole fucking hell of a lot. The other games had characters who the amount of depth contained therein could be fully illustrated with one sentence. The main point here is that even the lesser characters in this game like Ragnar are still a progression for the series in terms of characterization. They all have arcs, individual adventures and for a series that had relied on blank slates up to this point, it was a real accomplishment to not only attempt to have real characters but to have some of them be such a success that they spawned their own series. It was also an acknowledgment that competition was heating up and on the way and yet I think with this game they managed to match the characterization and memorability of Phantasy Star 1's characters, who I think up to that point that game had trumped this series in that one department, but this game not only matched those characters but surpassed them.
This game is also the first game in the series, where beyond the characters themselves being memorable the character interactions and the interplay between their stories finally reached a level in this one where those things actually mattered. I don't talk about this in my descriptions of the chapters, but in a lot of the chapters, you see characters from the other stories before and after you play as them doing other things in the world. One of my favorite instances of this is before Alena rejoins your party in the final chapter she is with some shitty scrub of adventurers and you see her multiple times with these guys before they get their ass kicked and you have to go save her and them.


I think it would be hard for any game to fill DQIII's shoes, but Enix managed to take the series in an interesting and different enough direction with DQIV that I think they succeeded and even if it didn't sell as many individual copies as the previous game, the fact that it spawned two side series, which would go on to be successful and spawn further series of their own I think we can say this game was still really important and it didn't just rest on the laurels of its previous successes. It isn't my favorite game in the series, but it's a close runner up and at least within the top three or four.
The next game in the series is the first one on the SNES and it just so happens to actually be my favorite Dragon Quest game and has become one of my favorite games of all time. So instead of pretending to love my actual family next time, I'll be pretending to love my video game family in Dragon Quest V.
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andiov1 ドラゴンクエストIV 導かれし者たち 2024-03-26T19:38:35Z
2024-03-26T19:38:35Z
In collection Want to buy Used to own  
Anatommy ドラゴンクエストIV 導かれし者たち 2024-03-12T08:06:54Z
2024-03-12T08:06:54Z
3.5
In collection Want to buy Used to own  
Jazzymomo ドラゴンクエストIV 導かれし者たち 2024-03-08T00:04:12Z
2024-03-08T00:04:12Z
4.0
In collection Want to buy Used to own  
tackyproduct ドラゴンクエストIV 導かれし者たち 2024-02-07T22:59:54Z
2024-02-07T22:59:54Z
4.0
In collection Want to buy Used to own  
tackyy ドラゴンクエストIV 導かれし者たち 2024-01-24T13:20:17Z
2024-01-24T13:20:17Z
4.0
In collection Want to buy Used to own  
TehGuy ドラゴンクエストIV 導かれし者たち 2024-01-13T15:37:06Z
2024-01-13T15:37:06Z
4.0
In collection Want to buy Used to own  
Crentist852 ドラゴンクエストIV 導かれし者たち 2024-01-05T22:20:44Z
2024-01-05T22:20:44Z
3.5
1
In collection Want to buy Used to own  
LocoJake ドラゴンクエストIV 導かれし者たち 2024-01-03T17:25:01Z
2024-01-03T17:25:01Z
In collection Want to buy Used to own  
hevykofe ドラゴンクエストIV 導かれし者たち 2024-01-02T09:02:07Z
NES • JP
2024-01-02T09:02:07Z
In collection Want to buy Used to own  
darkith52 ドラゴンクエストIV 導かれし者たち 2023-12-29T18:04:15Z
2023-12-29T18:04:15Z
3.5
In collection Want to buy Used to own  
ceruleanpunch ドラゴンクエストIV 導かれし者たち 2023-12-28T09:39:54Z
2023-12-28T09:39:54Z
4.0
In collection Want to buy Used to own  
Pashmee ドラゴンクエストIV 導かれし者たち 2023-12-23T22:22:16Z
2023-12-23T22:22:16Z
3.5
In collection Want to buy Used to own  
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  • Dragon Warrior IV
  • Dragon Quest IV
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  • snuffcassette 2023-10-09 21:22:11.932779+00
    Why isn't the DS version available to rate on here?
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    • suddenlywolf 2024-01-16 03:34:41.220617+00
      Dragon Quest IV: Chapters of the Chosen [ドラゴンクエストIV 導かれし者たち]
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