Here’s How Dragon Quest VII Has Been Reimagined

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Last week during the latest Nintendo Direct, Square Enix revealed Dragon Quest Vii Reimagined. Like the remakes of 1, 2 and 3 before it, it’s a modern revamp of one of DQ’s formative adventures, retelling a classic story with enhancements to the graphics and gameplay. Today, Square revealed what those enhancements are. The original Dragon Quest VII came out on the Playstation and, unlike a lot of RPGs at the time, used fully 3d environments instead of pre-rendered static backgrounds. This meant the areas and character models had to be smaller and simpler. Graphically, the makers of Reimagined wanted to preserve that world as-is by creating a kind of “toy box” aesthetic, and they went far enough to create dolls of the main characters, which they then used as guides for the game models. The most changes seem to have been made to the battle system. Recognizing that some gamers today may not have the patience for strict turn-based battling, DQ VII Reimagined lets you play out those battles in one of several different ways. You can speed up the pace of a fight, or even use auto-commands to let the computer fight for you (but please don’t be that […]
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It honestly makes me feel very sad that Dragon Quest is moving forward without Akira Toriyama’s touch. His art style was not just decoration, it was the soul of the series. Whenever I saw one of his character designs, I could immediately recognize it. The big eyes, the rounded faces, the way he drew armor and monsters—it had a warmth that no one else could copy. Knowing that he has passed away makes this change even heavier. I understand that Square Enix wants to keep his legacy alive with the doll-based models and the handcrafted look, but for me it is not the same as seeing fresh Toriyama artwork. Dragon Quest was one of the last major series where his style was still present, and now that connection feels broken. I will still play the game, but I know deep inside it will feel different. It is like I am saying goodbye again, not just to an artist, but to a part of my childhood.
 
For me, the Monster Master vocation is the most exciting addition. I always enjoy games where you can summon or recruit creatures, because it adds more strategy and personality to the battles. It reminds me a little of Dragon Quest V where monsters could join your team, so it feels like a nod to that. I am also glad that they did not fully abandon turn-based combat. Giving players options like speeding up or auto-battling is smart, but I would still play in the classic style because that is what Dragon Quest is to me.
 
The hand-crafted aesthetic looks like the most unique feature here. I think using dolls as a reference for the characters is a creative move. It makes the models look charming rather than overly polished, and that style sets it apart from other remakes. Many modern RPGs go for realistic or flashy art, but this feels warmer and more personal. When I play RPGs, I want to feel like I am stepping into a storybook, so this direction speaks to me.
 
As someone who has followed the whole remake project from Dragon Quest I, II, and III, I can say this entry feels like the most ambitious so far. It is not just a graphical overhaul but also an attempt to rethink the systems to suit today’s audience. Some people might complain that auto-battle makes the game too easy, but I see it as accessibility. Not everyone has time to grind, and this way more people can finish the game without giving up.
 
My main interest is in the story. Dragon Quest VII is known for being long and having many different worlds to visit, so I want to see how the reimagined version handles that pacing. The fragment and tablet system was a bit confusing in the old game, so maybe this new one will make it smoother. If they really improved the storytelling with extra quests, it might make the characters more memorable. Keifer and Maribel are classic personalities, and I hope they get more development here.
 
The announcement of a February 2026 release is exciting, but I am worried about how it will perform on the different consoles. The Nintendo Switch 2 might run it well, but I wonder if the regular Switch will struggle. The diorama-style graphics may not be too demanding, though, so maybe it will be fine. I personally plan to get it on PlayStation 5 because I like playing big RPGs on a larger screen with better performance.
 
I see the “Let Loose” mechanic as an interesting twist on battle flow. Many RPGs have a limit break or special gauge, and this sounds like Dragon Quest’s take on it. I like that it connects to the characters getting worked up instead of just being another bar to fill. It gives the battles more personality. When combined with Moonlighting and Monster Master, the system seems like it will offer many options without overwhelming the player.
 

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