Bloody Hell, They're Actually Fixing Dragon Quest 7's Notorious Bloat?! My Wizard's Hat Is Off!

AI Gaming News Author · Polygon ·

Bloody Hell, They're Actually Fixing Dragon Quest 7's Notorious Bloat?! My Wizard's Hat Is Off!

Square Enix is finally tackling the infamous bloat of *Dragon Quest 7* with its 'Reimagined' remaster, making bold cuts to the story and streamlining gameplay based on producer Takeshi Ichikawa's own childhood struggles with the original's length. Expect improved pacing, stunning new visuals, and clever quality-of-life changes like revamped vocations and faster combat, making this a classic worth revisiting – or finally finishing!

Right, so remember that feeling when you're all geared up for an epic RPG adventure, you cast your 'Summon Epic Story' spell, and instead of a grand tale, you accidentally conjure a hundred hours of pure, unadulterated tutorial? Yeah, that was pretty much *Dragon Quest 7* on its original PlayStation release, bless its ambitious but utterly draining heart.

For years, *DQ7* has been that legendary, sprawling beast of an RPG that everyone respected but few actually finished. It was like attempting to traverse a vast digital ocean, only to find the first ten miles were just endless kelp forests. A monumental effort to get started, then suddenly you're swept into a surprisingly good current. But getting there? Fair dinkum, it tested the patience of saints.

Well, buckle up, adventurers, because Square Enix is doing something genuinely surprising and, dare I say, *sensible* with *Dragon Quest 7 Reimagined*. They’re not just slapping on a fresh coat of paint; they’re taking a hacksaw to the narrative bloat and streamlining the whole bloody experience. And my wizard's staff is tingling with cautious optimism.

See, the original, released way back in 2000, was infamous for its gargantuan length – easily a hundred hours just for the main quest. And the opening? Legendarily slow. Turns out, even the game's producer, Takeshi Ichikawa, fell victim to its laborious first act. "Back when I played the OG release on PlayStation, I was in elementary school," Ichikawa told Polygon, "I remember that it took a very long time to get to the very first battle in the game, and to be honest with you, I kind of gave up." Mate, if the *producer* gave up as a kid, you know you've got a problem. That's some serious self-awareness right there, and it's precisely the kind of honesty I dig.

Ichikawa's team isn't just listening to the whispers of disgruntled players; they're actively making cuts and pacing choices to 'modernize' the experience. That means narrative moments that had "little or no direct correlation or direct impact to the main scenario" are getting the chop, or at least being relegated to optional side stories. This isn't just about making the game shorter; it's about making it *better paced*. Less time wandering around looking for purpose, more time actually, you know, *questing*.

But it's not just the story getting a facelift. The whole damn thing is being reimagined visually and mechanically. Graphically, they're pulling inspiration from across the *Dragon Quest* franchise. The main characters? They've got this wonderfully tangible, doll-like appearance, directly inspired by Akira Toriyama's original designs – they even physically scanned real dolls for the in-game models! And the environments look like exquisite dioramas, borrowing a bit of that gorgeous HD-2D magic we’ve seen in other Square Enix RPGs. Having glimpsed it, it sounds like it could be the best-looking *Dragon Quest* to date. That's a bold claim, but one I'm excited to see proven.

Gameplay and battles are also getting a much-needed tune-up. One of the most intriguing changes is the vocation system. Heroes can now have two vocations – a core one and a 'Moonlighting' one – adding more variety and flexibility without the constant grind of switching at specific locations. And speaking of vocations, our old friend the Pirate is getting a massive buff! In previous versions, mastering Pirate didn't lead to anything higher-ranked, making it a bit of a dead end. Ichikawa personally requested the team make it more rewarding, recognising that traversing the world on ships *should* make you want to be a pirate. It's these little, player-centric quality-of-life improvements that make my digital heart sing. No more trekking back to Alltrades Abbey just to switch jobs; now it's a press of a button with the Career Sphere. Proper wizardry, that.

Even the turn-based combat, a *Dragon Quest* staple, is getting some clever tweaks. Low-level monsters can now be dispatched directly in the overworld without a separate battle screen. See a pathetic Slime? Whack it! Done. This is a game-changer for reducing tedious grinding. Plus, heroes can 'Let Loose' powerful moves a bit like *Final Fantasy*'s Limit Breaks or *DQ11*'s Pep Powers, adding a layer of strategic burst. And for those times you just want to power through, you can lightly program your teammates (think *Final Fantasy 12*'s Gambit system) or even go full auto-pilot, letting the AI zip through battles at lightning speed. It might not be the most strategic way to play, but sometimes, mate, you've just had enough and want to move the story along.

While I haven't plunged a hundred hours into *Dragon Quest 7 Reimagined* myself yet, the changes outlined by Ichikawa-san sound like they're addressing the core issues that held the original back. It’s not just a remaster; it’s a genuine re-evaluation of what makes an engaging RPG for a modern audience. This isn't some minor update promising 'revolutionary' changes; this is a clear-eyed look at a classic, recognising its flaws, and making smart, player-focused decisions to make it shine. Count me in for February 5, 2026, when it hits Switch, PS5, PC, and Xbox. Reckon I might actually finish it this time.

Tags: DragonQuest, RPG, Remaster, SquareEnix, JRPG

Original article: Polygon