Dragon Warrior VII (2000)

Armor Project, ArtePiazza, Bird Studio, Heartbeat

PlayStation

3.67 from 238 ratings

974 members have it in their collection · 56 playing now · 496 backlogged · 325 wish listed

How long? Main story 91h · with extras 75h · 100% 130h (from 13 logged playthroughs)

Dragon Quest VII is the seventh installment of the popular Dragon Quest series of role playing games and the first in the series to not be a part of a larger trilogy. It was the first main series Dragon Quest title to be released outside of Japan since the release of Dragon Quest IV: Chapters of the Chosen in North … Read more
Dragon Quest VII is the seventh installment of the popular Dragon Quest series of role playing games and the first in the series to not be a part of a larger trilogy. It was the first main series Dragon Quest title to be released outside of Japan since the release of Dragon Quest IV: Chapters of the Chosen in North America in 1992, and the last DQ title to be released in North America with the Dragon Warrior name. Read less
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Release dates

  • Aug 26, 2000 (Japan) PlayStation
  • Nov 01, 2001 (North_America) PlayStation

Also available on

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Rating distribution

5 stars
52
4 stars
92
3 stars
63
2 stars
26
1 star
5
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Community All Reviews Statuses

MantaOrlando

Review MantaOrlando 3/5 · Feb 26, 2025

So relieved to finally have finished it!

Disclaimer: I do have the game. I played it emulated with increased speed so the more tedious bits are more bearable.

Don't get me wrong. It's not a great game, not bad either. This one, like Final Fantasy VII, loves to waste your time. Although this one wastes your time in a different way.

Final Fantasy VII vanilla wastes time …

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Disclaimer: I do have the game. I played it emulated with increased speed so the more tedious bits are more bearable.

Don't get me wrong. It's not a great game, not bad either. This one, like Final Fantasy VII, loves to waste your time. Although this one wastes your time in a different way.

Final Fantasy VII vanilla wastes time with slow animations, many random encounters and sometimes endless dialogue.

Dragon Quest VII, at least the 3DS version, has an even worse encounter rate in the form of enemies constantly being right on your path, a level cap, endless dialogue and much padding and backtracking.

What saves this game from being outright bad is that it's still a Dragon Quest game at heart and has a class system. The only problem being with the class system is that nearly no enemy has resistances and when everyone masters the Hero class it's practically a matter of Gigaslash and "Show no Mercy" on bosses. Even without the Hero class there are ways of not having to think too much on boss fights.

I make it sound like a bad game. It's good, just tedious and I'm relieved to be finally done with it after months of playing it.

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Floweypowey

Review Floweypowey 3/5 · Aug 9, 2022

A fun RPG that never ended, thus my playthrough was suspended

Dragon Quest VII is a well-made JRPG. It's episodic anime-style structure with multiple self-contained stories instead of one overarching major plot is a nice contrast to how most RPG-narratives play out. The classic turn based formula stands steady in this outing, with fun options to customise character classes.

However, this game is too long for its own good. I have …

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Dragon Quest VII is a well-made JRPG. It's episodic anime-style structure with multiple self-contained stories instead of one overarching major plot is a nice contrast to how most RPG-narratives play out. The classic turn based formula stands steady in this outing, with fun options to customise character classes.

However, this game is too long for its own good. I have managed to play through 1,5/4 chapters according to a walkthrough, so I'm not even halfway through, despite having played for 30 hours. I'm mainly writing this review as a way of giving myself inner peace, as this title has been in my backlog for over 2 years and only feels like an obligation that prevents me from allowing myself to play another big JRPG.

I'm too far into the game (around 30 hours) to be motivated enough to restart, but so much time has passed that despite how many times I have tried to continue from where I left, I have always lost the will to continue playing after 20-30 minutes.

Dragon Quest VII serves as an excellent reminder of one of my biggest gripes with role playing games - being way bigger in scale than they most often would need to be. Had this been only 50 hours I probably would have been more motivated to finish it, but from my understanding it usually takes more than 100 hours to complete it.

While it feels bad to drop a game I've invested so much time in (since I almost always want to finish a game I have started playing unless I hate it), I also do this as a way of being more kind to myself with my hobby. While I love the thought of consuming as much important pieces of video game history as possible, I think it's important to not force oneself to completing everything you own. More than anything else, I'm trying to distance myself from the self-inflicted viewpoint that a valid and insightful opinion on a game always necessitates a complete playthrough.

Having watched some clips on youtube, I have not gotten the feeling that the game goes through any drastic changes for the remaining 70 hours. Closing this chapter now.

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Capt.ACAB

Review Capt.ACAB 3/5 · Mar 31, 2022

Good game but way too long!

Going to echo the other reviews and say this is a good game, but it's just way too long. They could have taken out a number of the towns to tighten it up. My save file had 150 hours in it but I think my actual play time was 100-120. There is no way to stop the timer while you're …

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Going to echo the other reviews and say this is a good game, but it's just way too long. They could have taken out a number of the towns to tighten it up. My save file had 150 hours in it but I think my actual play time was 100-120. There is no way to stop the timer while you're in the game.

I also found the story not super compelling, like having completed the game I still don't understand why I needed to resurrect those continents in the first place lol.

I'm very glad I beat it though. I've wanted to since I was a kid. I love the aesthetic of the 2.5 Dragon Quest games. I'm going to change gears to something less monotonous like Chocobo Racing

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Zubera

Review Zubera 4/5 · Sep 4, 2020

The best Dragon Quest game?

LIT ON THE SPOT - REVIEW:

Fragments of the Forgotten Past is a great – if not the best – entry in the Dragon Quest series, offering a multitude of complex, touching, and tragic short stories. It certainly can be accused of overstaying its welcome, and its gameplay is also too easy for its own good, but Dragon Quest VII …

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LIT ON THE SPOT - REVIEW:

Fragments of the Forgotten Past is a great – if not the best – entry in the Dragon Quest series, offering a multitude of complex, touching, and tragic short stories. It certainly can be accused of overstaying its welcome, and its gameplay is also too easy for its own good, but Dragon Quest VII still manages to shine by the force of its narrative alone.

The protagonist – who you can name as always – is a sixteen-year-old boy who lives in a small peaceful village in a small peaceful island. His best friend is prince Kiefer, a hot-headed and impulsive boy who wants to discover what else lies beyond their island, across the ocean. Although they are taught that their island is the only body of inhabited land in the whole wide world, they refuse to believe they’re alone in it. The local priest, for example, tells about the time he also questioned their isolated existence and tried to venture into the ocean: he rowed, rowed, and rowed his boat but found nothing but water stretching as far as his eye could see. Their hope, then, lies in an unexplored shrine in the outskirts of the island: Kiefer hopes that if they could just crack its puzzles and discover its secrets the truth about their world would finally come out.

Fragments of the Forgotten Past has a very clearly marked episodic structure: the player collects fragments of stones tablets around the world to put them on a pillar inside the aforementioned mystical shrine, which creates a portal to the past: there, they’ll find a new island and, after saving it from whatever danger, will return to the present time and find that said island has suddenly appeared on the map. After exploring it again to find new stone fragments, the party will return to the shrine, open up another portal and visit another island, and so forth.

The game is massive, clocking in about 80 hours and offering almost twenty islands to explore, all of them with unique characters and storylines. The meat of the game, then, is the islands in the past: their stories are the heart of Fragments of the Forgotten Past, varying in tone and complexity.

The first island you visit, for example, holds a harrowing tale: all the women and children have been kidnapped by monsters, which are demanding that the men tear down every building in the village if they want their families back. It’s just the first story in Dragon Quest VII, but the strength of the game’s writing can already be seen: what would be a simple quest of going to the monsters’ lair and defeating them becomes much more complex as the village’s past is uncovered and the player discovers that the village was built over a lie and named after a coward, unjust act. The monsters are not random but actually the village’s past coming back to haunt them with a vengeance. They didn’t kidnap the women and children simply because they’re evil, but because they want retribution. In a stellar moment, the last boss you fight on the island says a lot with just the action that it will keep performing during the battle, which helps cement it as a tragic character.

The places and locales you visit are usually haunted by their past – be it in the form of unresolved business or old traditions that now will bear ill fruit. You meet a village built under an active volcano whose people worship the “Father Flame” and make fire offerings to their god, which are actually just hastening their demise. You meet a people that live in a cursed village that knows no rain, and so they worship it, praying for it to come every day – but when their wish is fulfilled it only brings ruin to everyone. If there’s one unifying theme in Fragments of the Forgotten Past it is the problem of collective stupidity: most towns and villages you visit will have people uniting in the name of intolerance, foolishness, and prejudice. They’ll pick up arms against peaceful monsters that only want to be alone or even help them; they will sheer for the bad guys to win, being easily deceived by appearances; they will try to harm and blame the “other”  for their woes, and, if not for the hero’s help, certainly perish due to their inane actions.

The narrative’s tone is rightly varied: the funny tale of a village where everyone has turned into animals – the innkeeper is a cow, for example – is, in turn, followed by an extremely dark one in which a town is being stormed by robots. There, instead of a hapless cow, you meet a little girl that is frustrated because she’s unable to lift up weapons to avenge the death of her little brother. There’s a happy soldier celebrating the fact that he has just finished building a wall made from the corpses of his enemies.

Again, the writing makes things more complex, as the characters in this island seem unable to forgive and move on, holding grudges and prejudices that will only confirm the nihilism of one of the key characters in that story, who is another tragic figure: a bitter man who likes to name robots after his deceased Ellie, believing that the robots, unlike his lover, will be more reliable than her, and not die and leave him alone in the world. What he fails to notice, however, is that he will be precisely like his Ellie for his creations: unlike them, he’s mortal and will inevitably pass away one day, leaving them without guidance or purpose, just like he was in life. When you visit the island again in the present and encounter one of the robots, the line “Must administer hot soup...soup will ensure revival...” manages to be at the same time a bit silly and truly heartbreaking.

The game has you return to every island in the present to see what has changed through the course of time due to your actions. Time, however, is rarely kind to people that had to be forced to do the right thing. You revisit them to find that the noble acts of some characters were erased from history, entirely forgotten when not vehemently denied. Some people seem determined to repeat the same mistakes over and over again, denying what has happened in the past – there’s a character that literally smashes to pieces a tablet telling the history of his town because he deems inconvenient the information that it contained.

You revisit some islands just to find that the lesson from the past was not learned. Sometimes, you discover that some practices have even become twisted, and find that a certain religion, for example, has now turned into an excuse to attract tourists and make a profit. But sometimes you visit them to find the people well, safe and living honest lives.

We see the effect of time also in the characters, as you encounter some of them in other islands in different periods of time, sometimes when they’re older and looking for redemption, or younger, and so blind to the tragedy you know will befall them in the future. One of the best stories takes place in a town called Evergreen Gardens and it breaks the adventure formula by being a tragic love story, in which the characters are plagued not by monsters but by their own choices and attitudes. You see characters that care for each other growing apart with time, becoming bitter and sad, living lonely lives, and there’s nothing you can do to help them get together again, because fighting is the only main mechanic in the game, and their problem is definitely not one that can be solved with violence.

With almost twenty islands to explore, the game can get repetitive, especially later on when the stories start to share common themes without adding much that is new to them, such as the one that focuses on a strange people that can fly, but bully a kid that is different. The game also drags on at the end, with an unnecessary epilogue – much, much worse than The Scouring of the Shire – that will make you visit old places yet again to awake some random spirits.

Your party is also far from memorable. The nameless hero has no personality or arc, just standing in for the player. The other characters are just one-note: Kiefer is impulsive, Maribel is snarky, Mervyn is loyal, and so on. The focus, however, is not on them, but on the characters they meet, which lessens the problem.

The writing, on the other hand, is full of charm, with NPCs often playing with words and sounds. A fisherman in the protagonist’s hometown, for instance, tells about how sad he is because he “caught a cold instead of fish” and is now saying “Ahchoo instead of Ahoy.” A farmer, in turn, says to you, “These cows are just like my children. We ever run out of things to talk about. They’re so amoosing.” The names are also suggestive: the scientist who works with automatons is called Autonymus, while a king that grows too ambitious is called Hybris. The village under the volcano is called Emberdale and the volcano itself is called Burnmount. There’s a monster shaped like a pot called “Urnexpected”.  There are even some little alliterations thrown around for good measure, making the dialogues a bit more interesting: “We only ask that you do not bracer, badger, or otherwise bother our beloved king,” a random guard says to the hero.

The towns are also full of life because their inhabitants are not static: NPCs often change their dialogues and move around the town to match recent events, displaying unique traits and personality. Some of them even have their own character arc: in a certain village, for example, you meet a boy who also wants to travel around the world and discover new things. He is, however, unable to leave, because his mother is sick and he has to take care of her. Talking to the mother, you find out that she’s actually pretending to be sick just to keep her son from leaving – as she was told by the local fortune teller that he will never come back after going away. As the party solves the problems of the village, the mother will begin to come to terms with letting her son go, while he – and that’s where the tragic brilliance of their story lies – finds another reason to stay, settle and form a family.

Gameplay-wise, Fragments of the Forgotten Past is a classic turn-based JRPG in the most boring sense of the term. You have a party up to four characters and each one can either attack or use a skill, magic, or item. Twenty hours into the game, however, the characters barely have any spells or skills to speak of, and the basic attack command will still do the trick even when dealing with bosses. The game is ridiculously easy, and twenty hours in, the characters will have around 120HP while the enemies will be dealing 1-3 damage with their attacks. Around the thirty-hour mark, you get access to a job system, but even then the game is still a cakewalk, rarely pushing the player to actually think about what they're doing and develop any sort of complex strategy: just spamming your best skill usually works, as does the old “attack-attack-heal” strategy.

Dragon Quest is a series known for the tendency for sticking to its roots, which can lead to a warm feeling of familiarity – making it the comfort food of JRPGs – but also to an annoying sense of stagnation. The game’s soundtrack, for example, composed as always by Koichi Sugiyama, has the same old problem: it’s good, but also incredibly repetitive. In Fragments of the Forgotten Past, we have dozens of towns each with their own distinct storyline, but they all share the same soundscape. Instead of each town having its own theme to build a distinct atmosphere, they all share the same three tracks: the sad, happy, and jolly town themes. It’s a waste of potential and it makes the game's music tiresome after a while

Dragon Quest VII: Fragments of the Forgotten Past is not a game you come for the gameplay or the presentation. Its strength lies solely on the sheer quality of its short stories, which, in the end, prove to be enough to make the game a memorable experience.

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Mazinkaiser

Review Mazinkaiser 4/5 · May 21, 2017

Dragon Quest VII: Too Much of a Good Thing

Wow. If this game paced itself properly (i.e didn't try to stuff 100 hours of content in), this would be the finest entry in the entire series. A story of uniqueness and epicness that spans the restoration of an entire continent. It's the same old game, yes, but the class system is more manageable than ever and makes battles a …

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Wow. If this game paced itself properly (i.e didn't try to stuff 100 hours of content in), this would be the finest entry in the entire series. A story of uniqueness and epicness that spans the restoration of an entire continent. It's the same old game, yes, but the class system is more manageable than ever and makes battles a steady progression. Small puzzles and adventurous segments help to create more of a game than just a standard JPRG.

For a game I could've loved so much, it could use not to bore my eyes out.

This game is flawed in that it takes ages to level up, class up, progress the story, go anywhere. The game is incredibly slow (not just in the beginning) and every village looks the same, to the point that the user will have great trouble remembering each of their adventures in this monster of a game. Grinding levels and making one's way through the game totals a grand 100+ hours, which without intense appreciation will wear thin on ardent Dragon Quest fans.

The visuals aren't too much to look at and the rotation is a bit wonky to maneuver throughout the game, but it's a small step forward (not compared to Final Fantasy, that series has already dwarfed Dragon Quest for aeons to come) that makes the game an acceptable and enjoyable entry, if not one that over-indulges in its slow-burning sense of adventure.

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