Since we are talking about another online component of the game, I need to talk about the Alchemy mechanic. On its own, I actually like this mechanic and how it operates to a certain extent. Throughout the world, you find items that the description says "Alchemize it!" and you can eventually create all types of consumable items and even equipment and weapons. The biggest downside to this mechanic is how you actually go about alchemizing objects, which is in one location, that I was able to find, for the entire game. In the castle city of Stornway, the first large city you visit after leaving your starting village, through a series of events that are not important to this particular rant, there is an inn (a merry old inn, one might say) where most, if not all, of the online mechanics, are centered. Any characters you meet through StreetPass are located here if you want to recruit them into your party, with the premise being that you will be frequently returning to this one particular inn throughout the game to adjust your party when new StreetPass NPCs show up. With the state of StreetPass being what it currently is (ie dead), there was no reason for me to return to Stornway to check in on the inn since I never got a StreetPass notification about a new character waiting for me at the inn. It also appears that you can quest with other people who also have the game, likely through an in-person co-op wireless connection but that again was not going to be happening.
Actually, a lot of what I have been complaining about is all focused on the online mechanics that made Dragon Quest IX popular when it was released (if that was not already obvious at this point), but if you take those mechanics out of the game or instead have the Krak Pot available at any Inn you stay at and revamp the way vocations work by at least maintaining your HP and MP, then this was actually a really enjoyable JRPG the way that I played it. I found the story to be fairly linear with the exception of a couple of instances right after getting access to the ship so I almost never felt lost. I would travel to the nearest town/castle and check out the weapon and armor shops to see what I could immediately afford as well as how much I could get for selling my gear. Then I would inevitably grind for GP raising several levels in the process and by the time I could afford the best gear, I would continue the main quest which would lead to a boss battle for that area and then open up the next area. I never felt overpowered in a lot of the boss battles and at the same time, I never felt underpowered either. My technique for the final area, because there were no places to save along the way, just like old school Dragon Quest games, after each mini-boss I defeated, I would flee the dungeon (thanks to the Evac-u-bell), fully heal at Alltrades Abbey (because this was the closest place that your limited airship/flying train could land where you could heal and save), then head back to fight the next mini-boss. Granted this meant that I spent a lot of time in the final dungeon, but it also meant that I went up against the final boss with nearly full HP/MP. But what did my final group look like?
I liked that I could create my own party out of blank slates. Names and faces started out as generic fantasy characters that became slightly more developed by the end of the game. It turned out that Dormundr and Markus developed a relationship along the way, partly because they were the two spellcasters in the group who never changed classes the entire time because they knew who they were from the beginning and saw no point in wanting to be anything else. Malexa had likely been in a relationship of some kind before joining the group in Stornway but had decided that she would liver her own life with the skills she had learned being a fighter in her past life. As she journeyed with the group, she found herself taking on a more protective role, wanting to watch over the other members of the party while still maintaining her training, so she became a Paladin, a warrior in her newfound belief and faith in the Celestrines; I also thought that there might be a holy weapon that only a Paladin could wield that would have been beneficial in the final battle, but that ended up not being the case. Although Jaquonæn took on the guise of a human female, that was nearly a form that the humans on the surface could comprehend. They started out as a Minstrel (because that is the default vocation) to both better fit in with the human society and because it would allow them an excuse to travel from town to town without much trouble and assist in the finding of the Golden Fyggs (yeah, there was that whole plotline that I have not touched on). Partway through their journey, Jaquonæn changed vocations to a Monk, one that better suited their outlook on interacting with humans, taking on a more passive and less violent approach. That is what I told myself anyway, but I did have polearms equipped and by the end of the game Jaquonæn was dealing the most damage out of all my characters.
I do not regret at all the 90+ hours I put into Dragon Quest IX and for the most part I did have a lot of fun. If I thought too much about all of the online functions that ended up being limited, then yeah, I would become a little annoyed/sad, but that does not come as close as this article might seem to overtake my enjoyment. I do think that there could be enough changes to the online mechanics to port this to modern consoles, it might just have to be more than an HD Remaster and it would be great to have even more people to be able to play this title.
~JWfW/JDub/The Faceplantman/Jaconian
Unbegun, Undenial, Unforeseen by Thee