

Now, Dragon Quest is not a series normally known for its story. Usually these games are rather simplistic journeys seeking out a Dragon Lord or baddie of some sort. Dragon Quest VII for example, has you journeying to indistinguishable towns where you often save the populace who has been turned to stone (or some other malady). Your mission is to recover pieces of the world for the purpose of reassembling it. It's a fairly basic affair with few plot twists and hours of boredom. Dragon Quest IV on the other hand, is far from a barebones experience; it takes a unique approach to storytelling that would influence many future RPGs.

During the first chapter, you'll start off as a Royal Knight named, Ragnar McRyan, who is sent on missions by his lord. This lord who speaks in a Scottish accent, sends him on a quest to investigate recent disturbances that have befallen the kingdom. This Royal Knight with a moustache that would put Stalin's hair patch to shame, sets out on a journey to investigate the disappearances of children from villages.
The second chapter is even more exciting. You control the daughter of a Tsar, named Tsarevna Alena, who doesn't enjoy being cooped up inside of the castle. She yearns for adventure, and escapes the castle against her father's will. She brings along a few sidekicks who help her combat royal imposters, uncover mirage villages, and fight in an arena that would put Rome's Coliseum to shame. I believe that DQIV's Coliseum was the first combat arena ever to grace an RPG, and it set a precedent that would be followed by titles such as Final Fantasy VI, Star Ocean, Tales, and Jade Empire.

The final scenario with a unique set of characters has you playing as two attractive dancers: Meena and Maya. Even though they're the best dancers in the land, they're not satisfied with their daily routine. Their father, a famous alchemist was murdered by one of his disciples, and they set off pursuing this elusive assassin.

By the end of Chapter 5, you'll have reached the game's original conclusion, but Chapter 6 is new to the DS version. Chapter 6 is relatively weak compared to previous chapters; it's more of a grindfest that gives you access to new bosses, characters, and equipment. It's only really worth playing if you're a completist, but most adventurers will probably want to stick with the main quest and avoid the hundreds of extra battles you'll have to fight.
Clearly, the way in which the story was told was quite unique for its time, but how does the 8-bit gameplay hold up? It's actually quite enjoyable. I hate random battles as much as the next guy, but Dragon Quest doesn't really force you to fight much more than most Final Fantasy games. I rarely had to run around in circles fighting enemies--that was only necessary before the final showdown. Unlike later installments of Dragon Quest, the battle system is fast-paced, yet strategic, so you won't have to worry about battles lasting over a minute unlike, this recent game.
Each of your characters' abilities are unique, so it's up to you who you want to mix and match, once you obtain your entire party. You'll have access to characters who have healing spells, defensive spells, offensive and stat boosting spells, and an assortment of fighters. The strategic gameplay found in DQIV is quite refreshing, and partially illustrates why Dragon Quest IV was ahead of its time.

I loved the characters' personalities and DQIV's accents, but some gamers will utterly despise the accented dialogue. In each kingdom you visit, the townspeople have a different accent: Scottish, Russian, French, etc., but it may be difficult for some people to understand, depending on how familiar you are with various accents. Some of the words are spelled incorrectly, and there are grammatical inaccuracies, so this will likely infuriate many intellectuals. I really didn't mind on the other hand, and thought it added to the experience (although the accents were a bit stereotypical).
Finally, I'd like to briefly mention DQIV's music. The music found in this 8-bit remake isn't as moving as what you'll find in a game like FFIV, but it sounds lovely due to part of it being orchestrated. It's not as engaging or emotionally charged as the music in some RPGs, but it really fits the "grand adventure" vibe of Dragon Quest.
Having now completed Dragon Quest IV (even the optional sidequests), I'd like to retract what I've previously said about the series. Some of the later DQ games failed to innovate and felt quite lackluster in comparison to other RPGs, but DQIV put to rest my negative thoughts of the series as a whole. DQIV's innovative approach to storytelling (and charming story underneath), provide for a grand experience that will stick with you for years. Regardless of one's perspective on the dialogue system, Dragon Quest IV's unique set of characters will also have a lasting impact on most players. Thankfully, this thirty hour quest isn't ruined by endless random encounters--they're there, but not to the extent that they'll detract from your enjoyment of the experience; just make sure to take a little time at the end of the game to gain some levels, so you can bludgeon the final boss with your Level 99 whoopin' stick. If you're a Dragon Quest hater, but an RPG fan, I encourage you to try this landmark game in a genre that some claim is growing stagnant. I doubt that you'll be disappointed.
Pros:
- An innovative approach to storytelling
- Charming characters
- A fast-paced, tactical battle system
- Orchestrated music
- A grand sense of adventure
- A thirty-hour quest
Cons:
- Too much grinding at the end of the game
- The extra chapter feels tacked on
- Dying and losing half of your money can be a pain
- A map with named locations would have been nice