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Dragon Quest Monsters: The Dark Prince

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Dragon Quest Monsters: The Dark Prince

Dec 1, 2023

Main game

3.59 average rating based on 27 ratings

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Journey into a fantastical world on a quest for revenge in DRAGON QUEST MONSTERS: The Dark Prince. Psaro is cursed and is unable to harm anything with monster blood. Now, he must become a Monster Wrangler to create an army for battle. The hunt for high-ranked monsters takes Psaro through the ever-changing seasons of Nadiria and its unique environments, with rivers of bubbling lava, mysterious ancient ruins, and soaring towers of cake. Along the way, Psaro meets the kind-hearted elf, Rose, who joins his adventure to seek out ever-stronger monsters. The key to Psaro's success lies with synthesis: the ability … More
Journey into a fantastical world on a quest for revenge in DRAGON QUEST MONSTERS: The Dark Prince. Psaro is cursed and is unable to harm anything with monster blood. Now, he must become a Monster Wrangler to create an army for battle. The hunt for high-ranked monsters takes Psaro through the ever-changing seasons of Nadiria and its unique environments, with rivers of bubbling lava, mysterious ancient ruins, and soaring towers of cake. Along the way, Psaro meets the kind-hearted elf, Rose, who joins his adventure to seek out ever-stronger monsters. The key to Psaro's success lies with synthesis: the ability to combine two monsters and create a stronger offspring. Each new creation brings Psaro one step closer to his goal of becoming the Master of Monsterkind. Less
Release Dates
Dec 01, 2023 Full Release (Worldwide)
Nintendo Switch
Sep 11, 2024 Full Release (Worldwide)
Android, PC (Microsoft Windows), iOS
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User Stats
142
In Collection
43
Wish Listed
7
Playing
59
Backlogged
How Long Is Dragon Quest Monsters: The Dark Prince?
Main story: 31.8 hours
Main + extras: 72.0 hours
Total completions: 3
lingsdook
lingsdook gave Jan 9, 2024
lingsdook gave Jan 9, 2024
Gotta grind 'em all
This review is for the Nintendo Switch version

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Dragon Quest Monsters: The Dark Prince is a game I checked out on a bit of a whim. I have a love/hate relationship with the Dragon Quest series, which I check out occasionally. I love a lot of things about the series, but I find the games to often be so bloated and grindy that I have never actually finished any one title in the series. This is despite getting pretty deep into IX, VII and XI.

I liked the idea of merging the things I like about Dragon Quest--Akira Toriyama's designs, the old school JRPG mechanics and brilliantly written dialogue--with the monster collecting mechanics of Pokémon, so I finally decided to give this spinoff series a try over the holidays. The Dark Prince is an interesting title in that it retells the story of Dragon Quest IV from the perspective of Psaro, an antagonist in that game. Psaro is a half-human, half-monster hybrid who harbors some resentment against humans. After a confrontation with his father, he is beset with a curse that leaves him unable to harm monsters, so he takes up the role of a Monster Wrangler to train monsters to do the fighting …

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enter image description here

Dragon Quest Monsters: The Dark Prince is a game I checked out on a bit of a whim. I have a love/hate relationship with the Dragon Quest series, which I check out occasionally. I love a lot of things about the series, but I find the games to often be so bloated and grindy that I have never actually finished any one title in the series. This is despite getting pretty deep into IX, VII and XI.

I liked the idea of merging the things I like about Dragon Quest--Akira Toriyama's designs, the old school JRPG mechanics and brilliantly written dialogue--with the monster collecting mechanics of Pokémon, so I finally decided to give this spinoff series a try over the holidays. The Dark Prince is an interesting title in that it retells the story of Dragon Quest IV from the perspective of Psaro, an antagonist in that game. Psaro is a half-human, half-monster hybrid who harbors some resentment against humans. After a confrontation with his father, he is beset with a curse that leaves him unable to harm monsters, so he takes up the role of a Monster Wrangler to train monsters to do the fighting on his behalf.

While a Dragon Quest story told from the perspective of a character with a more antagonistic role is a very interesting idea, the story feels awkward at best. Aside from the monster designs, the visuals can be quite ugly too, especially if you put it next to Dragon Quest XI. What actually hooked me was the tightly structured gameplay loop, which has an addictive cycle of recruiting monsters, leveling them up to take on the fearsome boss at the end of each level, and then using the Synthesis mechanic to fuse them into newer, more powerful minions that you can level up again.

As you get further and further from the beginning of the game, though, leveling up newly synthesized monsters becomes a bigger and bigger time sink. Bosses become much more difficult, necessitating more thorough planning and more deliberate and time consuming grinds. This is where the game lost me. I don't mind a bit of a grind, but by the time I got to the Upper Echelon levels, the requirements were getting to be too much for what was initially a casual playthrough.

I had hopes that The Dark Prince would be the first Dragon Quest game in my Completed shelf, but it was not meant to be. After getting to the first few Upper Echelon levels, I started to be presented with two bosses back-to-back, with the latter being incredibly difficult. It doesn't help that the game's later levels begin to recycle a lot of the same tired environmental themes, and palette swaps begin to be introduced as "new" monsters with more frequency. After 20 hours, I just don't feel like putting more time into a grind that I'm not enjoying very much.

For what it's worth, I did like a lot about this game. This is a Dragon Quest game first and foremost, and there is something about its vibe that never failed to put a smile on my face while playing. It may have a low budget B-tier feel to it that it never escapes, but it regardless captures all of the things that the series typically does well. If you like the series, this is not a game to miss. If not, then maybe try one of the mainline games instead.

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Chawls
Chawls gave Jan 29, 2024
Chawls gave Jan 29, 2024
An Acceptable New Entry in What Could be the Peak Monster Taming Series

Evaluating a new entry in a series your a big fan of can be tricky. It can be difficult to rein in high expectations and all of your thoughts on what would be ideal for making the best game possible based on your preferences. I'll give a quick, somewhat grounded, view of my experience with DQM3: The Dark Prince and save my ramblings on what I'd like to see for the series for the end.

Overall The Dark Prince is a pretty by the numbers entry in the series with the highlight being a focus on a more dynamic storyline and characters than in the previous entries, Joker series included. The new features like seasons and finding eggs helps to change up gameplay just enough while progressing the story. There are still some issues, but the core gameplay loop manages to still be fun and compelling enough to make for a good time. For better or worse, the overall game design philosophy here appears to be an attempt to simplify and streamline some aspects of the series by keeping the number of monster families restricted, keeping monster sizes limited to large/small when previously it was possible to have 3 slot …

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Evaluating a new entry in a series your a big fan of can be tricky. It can be difficult to rein in high expectations and all of your thoughts on what would be ideal for making the best game possible based on your preferences. I'll give a quick, somewhat grounded, view of my experience with DQM3: The Dark Prince and save my ramblings on what I'd like to see for the series for the end.

Overall The Dark Prince is a pretty by the numbers entry in the series with the highlight being a focus on a more dynamic storyline and characters than in the previous entries, Joker series included. The new features like seasons and finding eggs helps to change up gameplay just enough while progressing the story. There are still some issues, but the core gameplay loop manages to still be fun and compelling enough to make for a good time. For better or worse, the overall game design philosophy here appears to be an attempt to simplify and streamline some aspects of the series by keeping the number of monster families restricted, keeping monster sizes limited to large/small when previously it was possible to have 3 slot and 4 slot size monsters, and tweaking what monster traits are possible.

Pros:

+Core gameplay of scouting, battling, and synthesis is still in tact with a solid difficulty curve

+Seasons, weather, and egg hunting adds some more exploration depth to the otherwise limited areas

+Story does offer some fun scenes, characters, and moments that is a general step up from previous entries and their simplistic stories.

Cons:

-Monster cuts from previous games, and the dramatic number of recolors being counted as individual monsters is very frustrating. The thrill of finding or creating new monsters is soured a bit by the new monster just being a previously seen monster but now in red or blue or green. It also stings older fans who looked forward to recruiting their old favorites just to find them completely missing for the first time in the series.

-The story has some big moments with diminished impact due to confusing transitions, dialogue, and/or were just executed poorly.

-Performance issues on release like framerate drops, pop-in, and some generic, flat or barren looking places all create a cheap feel that make the game seem rushed or completed under a very limited budget.

-Day one DLC besides being a gross practice in general, includes content that would have been fun additions if well implemented into the core game. Content like extra dungeons with party restrictions like only allowing monsters of a certain family to be used, etc.

-Making specific monsters be egg exclusive finds necessary to make some other monsters is a frustrating design choice.

Some ramblings about the DQM series: As a fan of the series from the start, I appreciated the addictive loop of exploring, recruiting, and synthesizing new monsters. I also grew to enjoy the subsystems such as the monster personalities impacting their battle AI in the first game, and the monster family system. These systems helped make DQM feel unique among other monster taming games.

I was naturally excited when DQM2 added a new family with the water based monster family and then disappointed when later entries would combine several families together into one: Bird, Plant, Bug, and Water Family Monsters all got reassigned, with most of them going into a nebulous Nature Family. I'd love to see new entries expanding this system again. It was a neat and distinct way to categorize monsters. Mechanics-wise, it helped group monsters by shared attributes such as general stats, weaknesses, resistances, and traits. It also gave more depth and possibilities to the synthesis recipes. I think it's also easy to enforce understanding of these families and their differences with in game flavor and lore. Stuff like the library on monster families in the first game, monster scholar NPCs, and having primary habitats and settings where you'd be most likely to find monsters of a specific family. You could even have specific monster family themed dungeons, and themed NPC teams to challenge. The series does have specific attack skills that do extra damage to monsters of a corresponding family but it could be taken further and both add unique flavor to the world building but also to combat and strategy.

Besides expanding families and experimenting with systems, I'd like to see more randomized dungeons and challenges incorporated in the main game, especially something like the key system in DQM2. The number of unique areas in DQM3 and the changing seasons is great, and I think consistent areas like that should stay to a degree, but I think the series does well with the randomized places to explore as well assuming they are well varied enough.

I also just tried DQM Tact on mobile, which looks a lot like DQM but with tactical grid based combat, and I really hope they consider a full spin off non-mobile exclusive game with that kind of battle system. Movement and spacing your monsters in battle would add just the perfect next dimension of depth and strategy to that addictive loop of team building already present in the core series. There continues to be a lot of potential for this series that I hope gets better utilized in future entries.

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lingsdook
lingsdook updated their status Jan 5, 2024
lingsdook updated their status Jan 5, 2024

Hit a really bad difficulty spike at the last of the middle echelons that is making me want to drop this. I know complaining about Dragon Quest being grindy is like complaining about the sky being blue, but it's getting to be too much for me. Seems to be a common experience with almost every Dragon Quest game I try.

lingsdook
lingsdook updated their status Dec 21, 2023
lingsdook updated their status Dec 21, 2023

Giving this game a try, it’s my first time playing a Dragon Quest Monsters title. The environments are hideous (Not unlike Pokémon in this respect….) but I’m intrigued by this spin on monster collecting gameplay. The Dragon Quest charm is a bonus.

Chawls
Chawls updated their status Dec 10, 2023
Chawls updated their status Dec 10, 2023

I'm guessing that I'm about a third into the game just based on places you unlock to explore, and I feel I gotta put some of my thoughts down:

-I thought the number of recolors in DQM Joker 3 was bad, but this is getting ridiculous. Nevermind mind bragging about having 500+ monsters if nearly every monster has 1 or 2 color swaps that is counted as a separate monster which makes it more like a couple hundred unique monsters. It kinda kills the excitement of creating new monsters when more and more of the options are just recolors of the previous monsters. I'm otherwise happy with the monster models and variations, even if way monster size fluctuates in this game kinda ruins the sense of scales and proportions you'd expect for some species when compared to others.

-The story beats were promising at first but there's definitely some very awkwardly scripted moments that could have been handled a lot better.

-So far it kind of seems like monster size and traits were more varied and impactful in the Joker series. But it could pick up later on.

jademonkey
jademonkey updated their status Dec 8, 2023
jademonkey updated their status Dec 8, 2023

I'm only 6 hours in, but this may actually end up in contention for my personal game of the year. The graphics and optimization aren't great, and the story is standard silly JRPG stuff, but man does the game make me happy. I love the goofy monsters and puns. The monster fusion and talent systems are a lot of fun and hit a good mix of allowing for optimization and not feeling bad to fly by the seat of your pants. While the graphics aren't impressive, I really like the area designs. Every zone changes between the 4 seasons, changing not only the visuals, but what monsters are available and what objects are interactable, which I find leads to some enjoyable exploration.

DQM has always been a grindy series, so they leaned into it this time by giving you a highly customizable auto-battle allowing you to set general behaviors (Go All Out, Focus on Healing, etc.) but also encourage, discourage, or even disable the use of particular moves. Additionally, a 2x speed up is available at the click of a shoulder button. This makes the battles you fight while searching for monsters or just getting a new monster up to …

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I'm only 6 hours in, but this may actually end up in contention for my personal game of the year. The graphics and optimization aren't great, and the story is standard silly JRPG stuff, but man does the game make me happy. I love the goofy monsters and puns. The monster fusion and talent systems are a lot of fun and hit a good mix of allowing for optimization and not feeling bad to fly by the seat of your pants. While the graphics aren't impressive, I really like the area designs. Every zone changes between the 4 seasons, changing not only the visuals, but what monsters are available and what objects are interactable, which I find leads to some enjoyable exploration.

DQM has always been a grindy series, so they leaned into it this time by giving you a highly customizable auto-battle allowing you to set general behaviors (Go All Out, Focus on Healing, etc.) but also encourage, discourage, or even disable the use of particular moves. Additionally, a 2x speed up is available at the click of a shoulder button. This makes the battles you fight while searching for monsters or just getting a new monster up to speed easy to breeze through, but you still need to try on the harder battles (well, unless you overgrind). On top of that, you get excellent fast travel within the first hour of the game. The quality of life is just excellent here.

Anyway, I'll see how well it holds up as I get further in, but right now, I can't wait to get home from work and be able to play more.

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Chawls
Chawls updated their status Sep 18, 2023
Chawls updated their status Sep 18, 2023

As one of my most anticipated games of 2023, I'm having some mixed feelings about the demo. The demo appears to be the type that just lets you play the beginning of the game up till a certain point, but the messaging around what transfers over to the full game sort of implies that you aren't just continuing where you left off in the demo, so we'll see how much things are different in the full game.

+The compelling gameplay loop of recruiting, battling, and fusing monsters seems to be just as good as ever

+The monster variety seen in the demo areas is quite high

+The story premise, despite some awkwardness still feels interesting and has potential

-The story pacing, perhaps reduced for the demo, is really awkward and comes off as rushed? I normally like quick paced story segments that don't drag, but here I felt like I was missing a lot of details that would have helped me get into things

-The framerate drops and the ways some areas seem barren make the game feel cheap at times, and lacking in the content and details that you expect with a full priced title

-The rotating seasons mechanic …

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As one of my most anticipated games of 2023, I'm having some mixed feelings about the demo. The demo appears to be the type that just lets you play the beginning of the game up till a certain point, but the messaging around what transfers over to the full game sort of implies that you aren't just continuing where you left off in the demo, so we'll see how much things are different in the full game.

+The compelling gameplay loop of recruiting, battling, and fusing monsters seems to be just as good as ever

+The monster variety seen in the demo areas is quite high

+The story premise, despite some awkwardness still feels interesting and has potential

-The story pacing, perhaps reduced for the demo, is really awkward and comes off as rushed? I normally like quick paced story segments that don't drag, but here I felt like I was missing a lot of details that would have helped me get into things

-The framerate drops and the ways some areas seem barren make the game feel cheap at times, and lacking in the content and details that you expect with a full priced title

-The rotating seasons mechanic seems really interesting but the way it is demonstrating in the demo doesn't really add much, and would be a poor trade off from riding monsters if that feature doesn't return

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