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Monday, 10 March 2008
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"Dragon Quest Swords: The Masked Queen and the Tower of Mirrors" for the Nintendo Wii.

By Billy O'Keefe
McClatchy-Tribune

"DRAGON QUEST SWORDS: THE MASKED QUEEN AND THE TOWER OF MIRRORS"
For: Nintendo Wii
From: Square-Enix
ESRB Rating: Teen (fantasy violence, mild suggestive themes, use of alcohol)


'Tis the season for "Dragon Quest" spin-offs. "Dragon Quest Swords: The Masked Queen and the Tower of Mirrors" is the third such side project to surface in slightly more than a year, and it's arguably the most stark trip off the beaten path the series has taken thus far.

"Swords" borrows some conventions from more traditional "Dragon Quest" role-playing games. There are, for instance, seemingly random encounters with enemies (they're not really that random), and defeating said enemies ultimately will level up your character's attributes. Pieces of the series' lore also make frequent enough appearances to keep fanatics happy.

But the similarities give way once we're past the surface. Instead of traditional RPG play, "Swords" turns your Wiimote into a sword and turns "Dragon Quest" into a first-person action game. Rather than issue commands to attack enemies, you swing the Wiimote and slash away instead. A separate gesture allows you to block attacks with a shield, and you'll learn special strikes as you make your way through the game's eight levels.

Combining a series as rich as "Dragon Quest" with something a ton of gamers want - Wiimote-controlled swordplay - would seem a no-brainer, but only if Square-Enix properly locks the mechanics down.

That, sadly, is where "Swords" stumbles hard. The sword motions feel too rigid, and the lack of 1:1 control means the slashes that take place on the screen don't match the motions you make with the Wiimote. A fickle lock-on mechanic makes switching between sword and shield more cumbersome than it should be. And for all your trouble, the only visual feedback you see on the screen is a bright slash. Given that swordplay is the clear selling point here, it's a little off-putting to not actually see your weapon in front of you when you're swinging away in a seemingly first-person game.

With time, it's entirely possible for fans to get used to and even accept "Swords'" shortcomings, and while the harsh linearity takes something away from the story, there's enough mythology here to please those who care most.

That said, Wii owners waiting for their first great swordfighting game - something that seemed like such a gimme when the system was first unveiled two years ago - will have to keep waiting. There are certain expectations in play, and "Swords" doesn't meet them.

 
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