When I was younger, I had
a poster.
To set the scene a little: The original Dragon Warrior (AKA the localized American version of Dragon Quest) was the first game I ever beat. It wasn't the first game I ever
played (the NES did come with Super Mario Bros./Duck Hunt, after all, and I'm sure there were others,) but it was the first one that had an ending that young me was able to reach. The Dragonlord was defeated, Alefgard was saved. I did it. It was over. I won. The rush I got from that, to someone who had never experienced it before, was... immense, a feeling I can still remember.
We never owned Dragon Warrior 2, and I never got to play it until just now. However, we sure had that poster. I think it was part of some Nintendo Power promotion or another (much like Dragon Warrior 1 itself had been,) a giveaway advertisement meant to entice people to continue their adventure with this all new game. I'm honestly not sure why we never bit on that, because I couldn't have been more into the
concept of it. I read and reread this poster, the enemies and items, and just imagined what this game could be like. I'm not sure whatever happened to the poster, but it disappeared ages ago, and I kind of regret its absence to this day. I've been meaning to track down a replacement on eBay or something, but they're kind of expensive these days.
As for the game itself... well. I guess I finally got tired of being wondering about it from afar and realized that, hey, I'm an adult now and I could just play the dang thing if I'm that curious.
Early Dragon Quest titles, like early Final Fantasy titles, have been ported and remade and ROMhacked and fan-translated a zillion times over, so the first step in the journey of correcting this age-old oversight was deciding
which Dragon Quest/Warrior II to play. Each version has a lot of pros, cons, and apples-to-oranges comparisons about the localization versus the game balance and quality of life features versus the touchscreen controls and so on. In the end, for a variety of reasons, I settled for the good old original NES version, including the original western "Dragon Warrior II" localization and script. The only modifications I accepted (which admittedly were fairly big and important ones) were
an XP/GP reward doubler because original NES DW2 is grindier than Breath of Fire II, and
a thing to fix some menu display issues.
(And for those keeping track of self-imposed challenge levels: in addition to the payout doubler, there is an well known exploit that lets you farm Staves of Thunder to raise lots of gold as soon as you have access to all three keys, and an exploit that lets you get two Water Flying Cloths, both of which I used. There are similarly well known exploits that let you get the attack power of cursed equipment without the drawbacks, and those I
did not use.)
After the events of the first game, the Descendant of Erdrick and Princess Gwaelin went on to found not one, not two, but
three new kingdoms. You are [enter name here], the young Prince of Midenhall, and one of the Descendants of the Descendant of Erdrick. The evil priest/cultist Hargon is up to no good, and his army sacks and burns the kingdom of Moonbrooke. News of the tragedy reaches Midenhall, and your adventure is underway. You must team up with your cousins, the Prince of Cannock and the now-missing Princess of Moonbrooke, stop Hargon's army, and save the world.
Dragon Quest/Warrior II is an ultimately fascinating milestone of JRPG history, in that you can move from 1 to 2 and instantly see how it's the same game at heart but also see all the upgrades and innovations they were able to add.
Like, recall primitive Dragon Quest/Warrior 1 was.
It starts with a text dump of the king of Tantegel giving you the entire story and sending you on your way. It has so many engine limitations that they accidentally establish
rules--a town tile on the world map always leads to a friendly town, which plays the town theme and has no random encounters, you only hear the dungeon theme in caves and actual dungeons, and so on. That was what made Hauksness (the ruined ghost town from this icon) so traumatizing as a child and a gaming location I still find creepy and unsettling to this day: when it broke those rules, it was like... you can't do that, that's illegal. D:
The second game, by contrast, starts with an honest to God cutscene, using battle sounds and sprite flashing and disappearing to depict actors fighting and dying. It has a party of heroes and groups of enemies instead of one-on-one encounters. It has a boat, making water tiles accessible. It's... well, by modern standards this is still something you could probably make in RPGMaker, and it would be considered a fairly low-effort beginner game even then. But back then? Young me would have been
blown away... and, somehow, current me kind of still is. DW2 remains similar enough at its core to DW1 that I find myself able to slip into the mindset I had back then, and see it with a DW1 fan's eyes.
I also saw it with the eyes of someone who grew up with that poster and it was
really weird seeing the game namedrop all these enemies and spells and items after I'd heard and fantasized about the names for so long. Lottery tickets are kind of garbage items in this game, it turns out, because it's absurdly hard to win anything more valuable than a medical herb. The first time I ever found one, though, I instantly had a flashback to the poster and its cool artwork of it, and treated it like some kind of precious holy relic.
Mind you, all this isn't to say that DW2,
especially the NES version, doesn't have its share of balance issues and bad game design decisions. I was playing with the doubler patch and
still had to stop and grind a few times, especially in Rhone. Rhone... now I understand why the Cave to Rhone and Rhone itself are infamous That One Levels among series fans. The entire endgame isn't
difficult so much as it is
broken. The heroes' ever-advancing levels and power are counterbalanced not with tougher enemies, but
cheaper enemies, the kind that know 100% unfailingly accurate party-wide instant death spells (if anyone ever casts Sacrifice that's a wipe, period) and various nonsense tricks like that. The final bosses... actually went down pretty quickly for me, mostly because they have a lot of cheap tactics they probably
could have used but the RNG decided not to. The endboss can completely 100% full-heal himself at will, for example, but the only time he ever did that was at the start of the first round, acting before the party and casting it before anyone had even had a chance to damage him yet. Then we beat him in three and a half rounds before he had a chance to try that again. I can list at least five random encounters that gave us more trouble than he did. In fact, the only time the party ever ate a full-on Game Over party wipe was when one of said random encounters got off an unlucky Sacrifice.
The party inventory space is horribly restricted, at least in the NES version. Large parts of the main quest feel self-guided. (That is, the king gives you very little to go on besides "Go stop Hargon." There happens to be a dungeon over there, which you may decide to explore because that's what dungeons are for. The locations of a lot of required-to-complete-the-game key items are... not obvious. I feel like this was intended to be a "share secrets with your friends at recess" kind of game at the time; these days it's "you'll need a walkthrough.") There are large stretches of the game wherein the party's equipment is more powerful than they are--as in, "You over there, your function in this party isn't so much as a
person as it is someone who goes into your inventory and use the Staff of Thunder as an item every round." The Prince of Cannock in particular is a roller coaster of a character who goes from being an absolute essential lifesaver and team MVP, to
completely obsolete once Shields of Strength become available, then some of his buffs and debuffs and ability to heal
other people (like when the Prince of Midenhall is too busy hitting bosses with his sword to have time to use his own Shield of Strength) finally start to become useful again just in time for the game to be over. There are probably other things I'm forgetting, too.
This game has a lot of new-for-its-time innovations but is still incredibly rough around the edges, is what I'm saying, here.
Still, there is an undeniable charm that shines brightly beneath the unpolished surface, especially for the kid in me who grew up with the original. This is Dragon Warrior 2. It's Dragon Warrior, only 2. Even now I can feel that it is everything that I would have wanted back then, and I'm thrilled that we finally got to experience it.
Especially because it was the "I dunno, I want to play this game but I should probably get through DW2 first" prerequisite to a whopping three other games on our radar (Dragon Warrior 3, Dragon Quest 11, and Dragon Quest Builders 2.) That plus finally answering the ancient curiosity from that poster made for a pretty worthy accomplishment here, I feel.