

However, the Switch version definitely needs more back-end work. Whether this is down to the shift in the development team, that of Omega Force at Koei Tecmo, I am not entirely sure.
DRAGON QUEST BUILDERS 2 TILE TYPES PORTABLE
The Switch version also needs a lot more optimization, as the framerate in places can be very sketchy at times and the game eats through battery power in portable mode like no other game I have seen on the system. You also often encounter mini-boss type monsters across the larger islands and these are worth taking out for all the experience and recipes you unlock.Īs I have mostly played the Switch version since launch, I have had to deal with a lot of progression-related issues and other bugs.

What’s more, exploration and combat ties not only into your character leveling up and getting more health but also in unlocking new weapon and armor recipes. These are effectively the new challenges and they are incredibly numerous. You also have puzzles dotted around the landscape, these reward you with medals that in turn feed into special unlocks. This is partly aided by a lovely 8-bit inspired map setup, which encourages exploration. The game is also massive, with each new island being much larger than those in the first game. Not to mention that much of the satisfaction from combat is greatly reduced, as you just have so little effect now with your attacks. These can be hectic, as not only are you surrounded by enemies but also allies, so keeping track of where you are is a big issue.
DRAGON QUEST BUILDERS 2 TILE TYPES FULL
This weaker combat setup also comes to a head on one of the later islands, where you are effectively thrust into battles that are pretty much full on tower defense. This means you are much weaker than in the first game and this is only compounded by stronger enemies. The combat has also been impacted in a rather negative way, as you not only have Shido accompany you and help you out but also your villagers. The result is that this is much less a game about building and more about fulfilling quests. The biggest departure though is that as you progress through the game, the larger and more complex structures are invariably built by your increasingly large team of villagers. You also have improved messaging on the sub-criteria for quests, with little dots showing you where you need to go but these don’t always work that well, though more of that later. These are normally based around longer objectives that have to be fulfilled and require multiple quest completions in order to finish. Quests are also split into different types now, with the original quests still in place but also larger overarching missions. This pretty much kills the exploit from the first game that allowed you to create infinite numbers of blocks from tiling.

The build tree has also been simplified in terms of ingredients and the ability to tile over large portions of blocks has been reworked into a new tool. The dash is especially cute, as your character runs with their arms outstretched like Arale from Dr. Both of these elements obviously come from Zelda: Breath of the Wild but they work well here. You also have a dash that depletes a new stamina bar and the ability to glide around with a with a special cape.
