Wednesday, September 12, 2018

Dragon Quest XI Review (part 3)


The sound effects in DQ were fantastic. I don't normally take much note of sound effects, because they are usually the type of standard effects you would expect in any game. However, the sound effects in DQ further enhance the cartoon-like fantasy nature of the game, appropriately exaggerated just the right amount. The swipe of a sword felt a little bigger than you'd expect, and the swoosh of a boomerang gave it a bold presence. The sound effects even drew my eyes more quickly to the action, such as a moment when my character blocked an incoming attack with his shield—the “Konk!” sound caused me to notice his successful deflection and made me want to see it again just because it all felt so cool. The sounds of the monsters were equally exaggerated and very distinct. Whether it was the sound of electronics and grinding gears in a robotic chicken, the hollow, echoing laughter of evil clouds, or the deep, bellowing thumps of enemy taiko-like drummers, everything felt fun with distinct presence and personality. The background music also has lots of character, and familiar DQ orchestral themes returned along with some themes that were very effective for establishing and enhancing the mood for a scene. The voice-acting was excellent and embellished the text with character and nuance far beyond the written word. People from different towns and status levels in society even had different accents and expressions, which further enhanced their fun caricatures. The sound design of DQXI made the game even more enjoyable!


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