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How Dragon Quest Vii Reimagined Modernizes a 100-Hour Classic on Ps5
Dragon Quest VII Reimagined launches on PlayStation 5 on February 5, reinterpreting the 2000 PlayStation RPG for modern audiences. Producer Takeshi Ichikawa outlines a ground-up rebuild anchored by three pillars – story, visuals, and combat. The remake embraces a distinctive diorama, doll-like art style, refines the sprawling narrative, and introduces fresh mechanics and side content. It also adds voice-overs to Dragon Quest VII for the first time.
The creative team revisited every system and scene more than 25 years after the original release, aiming for what they call “nostalgic yet innovative” – preserving the core identity while modernizing how it plays and looks on current hardware.

Release and Scope
The team positions this project as a full remake rather than a remaster – a rebuild intended to be approachable for returning fans and newcomers alike. The original’s reputation for a 100-plus-hour adventure remains, but the structure has been carefully reworked to improve clarity and momentum.

“We aimed to preserve Dragon Quest VII’s signature essence and nostalgic charm while adding new touches that fit a modern installment,” said producer Takeshi Ichikawa on the PlayStation Blog.
Story and Structure – Streamlined, with New Arcs

While the mood and themes of the original remain, the developers trimmed or condensed sections that did not impact the core narrative. At the same time, they added new scenarios – most notably a storyline that reunites the protagonist with an adult Kiefer. Ichikawa describes the world’s tone as often “irrational,” with an unflinching look at human nature – a quality the team sought to preserve while tightening pacing.
Series creator Yuji Horii endorsed the structural approach and provided hands-on feedback during development. One notable change is the main menu’s shift to tab-based navigation instead of traditional pop-up windows, with Horii suggesting UI tweaks – including the shopping interface – to improve usability.

Visual Direction – Handcrafted Dolls Meet Diorama Towns
The remake adopts a doll-inspired aesthetic that complements Akira Toriyama’s shorter-proportioned character designs from the original. To capture tangible texture, the team worked with Studio Nova, commissioning handcrafted wooden dolls of the main cast, then scanning and converting those into game-ready models. The result is a 3D diorama look with visible fabrics, wear, and small flourishes – from Kiefer’s plush royal attire to the scuffed leather shoes of the fisherman’s son protagonist.

Environments follow suit: towns are styled like dioramas and interiors like dollhouses, with Estard Island receiving extra attention as the starting showcase. A signature mechanic returns intact – players can spin the camera to search for hidden chests, pots, and barrels.
Combat – Faster Encounters, Trickier Bosses

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Regular encounters were rebuilt to be quick and snappy, aided by battle speed options and a new Field Attack that lets an experienced party one-shot weaker enemies. By contrast, major fights are tuned to be more deliberate and strategic, with balance adjustments that received direct feedback from Horii.
The reworked Vocation system adds dynamism. Characters can become “worked up” mid-fight and “let loose” with Vocation-specific perks. Later, the Moonlighting feature allows two Vocations at once, letting players equip two Vocational Perks and combine skill sets and attributes. Example pairings include warrior + martial artist for heavy offense or warrior + priest for balanced utility. Mastering warrior and martial artist unlocks the gladiatrix, which can then be paired with Beginner or Intermediate Vocations.

New Side Content – Solo Battle Arena and Lucky Panel
The remake adds a Battle Arena at Buccanham Palace with a different format from standard combat. Instead of a four-person party, players send in a single character to clear challenges for rewards, with extra prizes for finishing within a set number of turns. It is designed as an optional test of skill and a way to nudge progression.

The Lucky Panel can also grant powerful items or weapons earlier than usual. As Horii jokingly calls it, this can feel like “cheating,” but it is intended as a playful system that rewards persistence.
Audio and Presentation – Voice-Overs Debut for Dqvii

For the first time in any version of Dragon Quest VII, the remake adds full voice-overs to story scenes and battles, aiming to heighten immersion and character presence. Combined with the new UI and diorama presentation, the team’s goal is to maintain familiarity while delivering a cleaner, more modern experience.
Final Takeaway – a Careful Balance of Past and Present

Arriving more than a quarter-century after the 2000 original – and alongside the series’ ongoing anniversary celebrations – Dragon Quest VII Reimagined focuses on respecting a classic while removing friction. For players, that means a sprawling RPG that feels closer to today’s standards without losing the tone, structure, or exploration beats that defined it.
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