Release Date: May 27, 1986
Developer: Chunsoft Co., Ltd.
Publisher: Enix Corporation
Sometimes, nostalgia clouds reality for me.
The dawn of the JRPG hit me relatively early. It hit me in the form of Dragon Warrior, a game for the NES that was as surprising as it was confusing.
I only discovered it when I asked the guy at the video rental store where I rented NES games from if they had any role-playing games for the NES. My knowledge was limited back in 1986; outside of Nintendo Power and Electronic Gaming Monthly, there wasn’t a lot of information to be had on games. Since I did not have a subscription to either, I was mostly in the dark about NES games. I usually relied on word-of-mouth and my local video rental store guy.
He twigged me to Dragon Warrior in 1989. After an hour of play, it became one of my favorite games ever. After 28 years of retrospect, the game does not look as favorable. All of the tropes present in JRPGs are present. Simplistic stories, turn-based combat, and an incessant amount of grinding rule the day in Dragon Warrior. It is everything people supposedly hate about JRPGs nowadays. It looks primitive and plays even more so.
But I still love it. My nostalgia-tinted goggles blind me to its faults.
Dragon Warrior began life as Dragon Quest in Japan. This game was developed by Chunsoft, a company that employed people that are now considered Japanese legends. The main writer for the game was Yuji Horii, a man that surpasses even the iconic Shigeru Miyamoto in Japanese stature. Lead programmer Koichi Nakamura and composer Koichi Sugiyama enjoy similar praise there. And the character designer for Dragon Quest was an artist from Japan’s Shonen Jump anime publication, a gentleman named Akira Toriyama. He’s famous for another series not related to gaming: DRAGON BALL!!!!
The history of the game that would become Dragon Warrior in the states and the genre in general is fascinating but way too long to cover here. Fortunately, the Clan of the Gray Wolf’s Roo did a great retrospective of the history of RPGs a few years ago as part of his 16-Bit Gems series. I highly suggest that RPG fans check out their YouTube video about it.
Dragon Warrior’s story is as simplistic as an RPG can get. Once upon a time in the kingdom of Alefgard, a warrior named Erdrick sought to defeat the Dragonlord, a man who could tame dragons but became corrupt. During his quest, Erdrick disappeared. The player is cast as a descendant of Erdrick. The king of Tantegel Castle summons you and asks that you rescue his daughter, Princess Gwaelin, and rid Alefgard of the Dragonlord.
It is here where the player begins the arduous quest. Along the way, the descendant of Erdrick visits new lands, discovers secrets, and vanquishes many monsters. And by many, I mean a whole shitload.
Dragon Warrior introduced North American gamers to the concept of grinding. In order to safely enter new areas, the player’s character must reach a certain level of experience. In order to reach that level of experience, the payer’s character must defeat many monsters and enemies. The concept of killing enemies to gain experience was not new to video game RPGs; Ultima and Wizardry games required experience levels as well. Where Dragon Warrior differed was in its methodology. And it is here where reality clouds my nostalgia.
In order to progress in Dragon Warrior, a player must constantly walk around outside of towns and castles looking for enemies. The enemies attack randomly and cannot be seen until the player is pounced on. The battles with enemies are a turn-based affair. Players are given a turn to attack the enemy, cast a magic spell on them, use an item, or flee. The magic spells are only learned after reaching a certain experience level, and stronger enemies may prevent a player from fleeing. Once a player selects an action, the computer-controlled enemy performs an action. Players cannot attack again until the enemy has had his or her turn.
This gameplay style is the bedrock of early JRPGs. It’s mostly seen as outmoded and boring by today’s gamers, but I still enjoy it. I like to zone out while playing a game like Rainbow Moon or Final Fantasy VI and grinding. But it does work on your nerves after long grinding sessions.
Everything else about the game is very simplistic. Movement is grid-based, allowing only four directions of movement. Graphically, the game is very rudimentary. Animations are sparse while walking, and enemy sprites during battles are static. Musically, there is little variety between locations. The music, however, is great for its time. And the game’s overworld theme is one of my most beloved chiptune compositions in the 8-bit era.
Does Dragon Warrior still hold up? Not really. As much as I love and revere this game, I admit that its mechanics and aesthetics are outdated. Newer games like Rainbow Moon do the same thing with more flair, and RPGs in general have largely reduced the amount of grinding a player must do in order to advance in level. For fans of classic JRPG games, there are better games to try out, including later games in this series.
For those that wish to try Dragon Warrior, the only legitimate options available are the original NES version and the Japanese-only SNES remake. Neither options are cheap, so emulation may be a consideration. For JRPG gamers who want to explore the roots of the genre, Dragon Warrior is a necessity. Less enthusiastic fans may want to try Dragon Warrior III, Final Fantasy, or even SEGA’s Phantasy Star for the Master System, games that better represent JRPGs in 8-bit consoles.
Faults and all, I still love Dragon Warrior. It introduced me to true console RPGs. It hasn’t aged well at all, but it still holds a special place in my heart.
Good: Pioneer of console JRPG gameplay; great chiptune soundtrack
Bad: Primitive graphics; turn-based combat may rankle some; excessive grinding
Final score: 6.5/10