Dragon Quest XI strikes an incredible balance between series/genre tradition and modernization. Playing it (or rather replaying it, although I'm farther now in the Switch version than I ever was in the PC version) alongside DQII and VII really makes me appreciate this. Whereas Final Fantasy's attempts to stray from genre norms miss more often than hit for me (XII being the main exception), DQXI has perhaps the perfect middle ground between traditional and modern (for the series, that is, as I feel tradition is a very important part of the franchise). The overworld is far more detailed and lively, but still distinctly feels like a JRPG overworld. The skill tree is impactful enough to not feel superfluous, while also simple enough to feel like an addition to the progression system, rather than an overhaul of it. Hell, even something as small as including the XP needed to level up in the attributes but keeping the Divination option in churches for the sake of tradition is really nice.
I do wish Party Talk was more dynamic like it was in earlier games though; In DQVII most of the time when I think "I wonder what Maribel thinks about that conversation" she has a party talk line about it, whereas when I'm really curious what Hendrik has to say about a side conversation it's still just the general plot/area party talk. I do understand that it's an immense amount of work (the pictures of DQVII's script are scary), but it's disappointing nonetheless (and probably the only "major" disappointment I have with the game).
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