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Dragon Quest 11: is Unreal Engine 4 a good fit for JRPGs?

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  • Dragon Quest 11: is Unreal Engine 4 a good fit for JRPGs?

    It's been a long time coming but, at long last, we finally have a proper successor to the legendary Dragon Quest 8. The new Dragon Quest 11 is a big release not just for the series itself but also for future Square-Enix role playing games - it's one of the first in a line of big budget Japanese role-playing games to make the jump to Unreal Engine 4. Epic's middleware has become increasingly popular with Japanese developers, with the likes of Kingdom Hearts 3 and the Final Fantasy 7 remake based on the technology - but Dragon Quest 11 is the first epic-scale project to hit the market. It's out now in Japan with a Western release to follow next year.
    The first thing to note is that there are actually two versions of DQ11 - a PlayStation 4 version and a 3DS release. As you'd expect, only the PS4 version has been crafted using Unreal - the 3DS game was developed by a different team and features its own unique design, including the option to play in 2D or 3D. On PS4, the game is a joint project between Yuji Horii's production company Armor Project and Orca - a studio headed by former Cavia producer Takuya Iwasaki, who had previously worked on Drakengard and Nier.
    At first glance then it's clear that DQ11 continues the visual style first introduced in Dragon Quest 8. Black lines encircle each character, large colorful worlds stretch out in the horizon and players are free to explore as they see fit. Of course, DQ8 was released on PlayStation 2 first and designed for lower resolution standard definition displays. DQ11, on the other hand, joins us in the modern HD era where expectations are higher than ever.
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