Or Realms of Revelation as it's known in the US
Dragon Quest VI, said to be one of the best and the last game for the SNES in the series, and pretty much for Nintendo for a long time until IX changed that. It starts right of as you, the blue haired hero together with a carpenters son and some dancer charges Murdaw's castle, an evil demon. You reach the final room and... gets beaten and seems like turned to stone. Well, that was fast. You wake up in some mountain village together with your sister. A dream perhaps... or a vision of the future? Well, I already know since I've played the game. You are tasked to bring a crown for some important ceremony and heads to the neighbour town, but the crown maker is out so you follow him into the wild and appears near a hole in the ground where the crown maker is hanging on for dear life. You rescue him, but slips and fall into the hole. He appears to be in some strange world where no one can see him and eavesdropping he finds out about a well that apparently people disappear into. Jumping through he returns to his own world. Apparently he have discovered the Phantom World and in a vision is sent out to stop the evil that threatens both worlds.
Traveling to the Kingdom of Somnia he mets up with Carver, the carpenters son from his dream, but he don't know the hero... so was it a vision of the future? They enter the military and is told about Murdaw, the same they fought in the beginning and they travel to the Phantom World in order to get help fighting him. They find the girl from the beginning of the game, Milly and she helps them become visible, but Milly can't remember them either. They seek out an artefact in a tower where they meet Ashlynn a girl that apparently comes from their world as well, since no one else can see her. They fight their way to the demon lords castle, defeating him... or so they think. In reality it was the king of Somnia that have been turned into a decoy by Murdaw and the twist is revealed. The beginning happened and the hero and his companions were split between a dream personality and the real them. The game starts in a dream world where our hero is a loyal brother to a little girl, Carver is the fighter he always envisioned him to be instead of the carpenter his family tried to push on him and so on. Meaning not only do you have to defeat the real Murdaw, but also unite your true self. Our hero for example is the prince of Somnia, but his dream-self ain't. And what happened to their real self? The hero is actually now an amnesiac who live together with this orphaned girl who only wished for a family... manifested in the dream as the hero brother. Do you get how gut-wrenching it is to take away her only family? Again, Enix knew how to write emotional stories.
To reach Murdaws real castle you gather a ship from a town with a prophet called Neva who joins your party and fighting Murdaw again gives almost the exact outcome, but while you are brought back to the dream world, you uses the artefact you acquired and returns immediately and defeat Murdaw, but it's not the end since as in most Dragon Quest games, a darker power hides behind the first threat, the demon lord. You also meet Terry, a roaming sword-fighter you learn is Milly's brother that you can get to join after a series of quest, there's also the knight Amos that during full-moon (?) is turned into a monster and protecting this knowledge from him makes he join your quest (which actually goes against my honesty policy when playing the good hero, but they rationalise it that its the villagers wish to spare him the knowledge that he has been cursed since he pose no danger to them, but telling him would guilt him into leaving).
Anyway, you travel both the real and dream world which have certain differences between them. For example there exist a temple dedicated to class changes only in the dream world since the demons destroyed the real one, same goes for a kingdom of magicians that only exist in the dream world and is where Ashlynn hails from. There's also a realm above where the dragon lord sit, like in every Zenethian Dragon Quest game (game IV - VI with Zenithian armour and such) and basically an underworld where the demon lord exists. And I gotta say, that one is really creepy. A particullary place is where dead souls scramble to reach the bottom of a lake to get a chest, but they never reach it since their greed keeps them killing each other. Nightfall and the lake is filled with water and the dead goes to shore and awakens again and the circle repeats. Basically something inspired by Greek tales of the underworld like Sisyfos trying to get the stone up the hill and so on. All these are designed to drain them of hope and spirit that empowers the demon lord so by breaking the circle of hatred he is weakened. You then confront the demon lord and defeats him witch causes the dream world so separate. Since the hero, Carver and Milly found their real worlds they are free to stay, but if you noticed Ashlynn originates from the dream world and has to leave, and if you read the right party conversation she even confesses her love for the hero. God dammit, can't we keep the trend of happy endings of Dragon Quest games going?
Playing it the first time and figuring out what's going on is rather enjoyable and it actually took me by surprise since I'm more used to the vision of future story-telling. They also gets creative with it. Obviously I figured out that the hero is the prince of Somnia, they pull the exact same thing in Dragon Quest VIII with "Hey, you look like some royal person I know". In the real world the captain Rusty vouches for you as the heir of the throne, the evil chancellor sees his chance and ask what the prince sister was named. Well, I thought, and I guess it's designed that way, that the girl that lived with me in the dream world was my sister, but no. The chancellor have Rusty executed. Rusty's dream-self is still alive, Captain Blade who trained you when you joined the Somnia military and is the spotless soldier and loyal commander. What Rusty always envisioned... This gets me every time, and it's impossible to save Rusty. At least the king of Somnia imprisoned the chancellors dream-self as well so not even in his dreams he will escape the crimes he committed, even though it feels that the dream-chancellor was much nicer. Still, a problem with the game is, and this have occurred in IV as well, that there's to many characters. VIII and IX was better with a limited to just the standard party numbers since they are always there and I can listen to their story all the time. I guess it's replay-ability, but when each playthrough is 60+ hours for me, then it can get rather tedious I tell you. So I missed Ashlynn's love confession the first time around which really sucks, but then again, I replayed the whole game when I lost my chance to get Amos.
Unique for this game was that you could change classes (unique and unique, you could do that in DQIII, but it never came here anyway) and had to level up them one by one. Which probably explain the amount of time I spent here. You could also get slimes to join you, but already stated, when am I gonna use them with 6 ordinary characters, 4 slots to fill and Amos? The others at least have personality. And this was all Dragon Quest games I've played, well except from the Wii game since I've not finished it... maybe I've have time before they release VII. Dammit, cravings to play grow stronger.
Why does the japanesse hero almost always have blue hair? Either that or red?
Traveling to the Kingdom of Somnia he mets up with Carver, the carpenters son from his dream, but he don't know the hero... so was it a vision of the future? They enter the military and is told about Murdaw, the same they fought in the beginning and they travel to the Phantom World in order to get help fighting him. They find the girl from the beginning of the game, Milly and she helps them become visible, but Milly can't remember them either. They seek out an artefact in a tower where they meet Ashlynn a girl that apparently comes from their world as well, since no one else can see her. They fight their way to the demon lords castle, defeating him... or so they think. In reality it was the king of Somnia that have been turned into a decoy by Murdaw and the twist is revealed. The beginning happened and the hero and his companions were split between a dream personality and the real them. The game starts in a dream world where our hero is a loyal brother to a little girl, Carver is the fighter he always envisioned him to be instead of the carpenter his family tried to push on him and so on. Meaning not only do you have to defeat the real Murdaw, but also unite your true self. Our hero for example is the prince of Somnia, but his dream-self ain't. And what happened to their real self? The hero is actually now an amnesiac who live together with this orphaned girl who only wished for a family... manifested in the dream as the hero brother. Do you get how gut-wrenching it is to take away her only family? Again, Enix knew how to write emotional stories.
Milly, don't ask me what the bands are for
To reach Murdaws real castle you gather a ship from a town with a prophet called Neva who joins your party and fighting Murdaw again gives almost the exact outcome, but while you are brought back to the dream world, you uses the artefact you acquired and returns immediately and defeat Murdaw, but it's not the end since as in most Dragon Quest games, a darker power hides behind the first threat, the demon lord. You also meet Terry, a roaming sword-fighter you learn is Milly's brother that you can get to join after a series of quest, there's also the knight Amos that during full-moon (?) is turned into a monster and protecting this knowledge from him makes he join your quest (which actually goes against my honesty policy when playing the good hero, but they rationalise it that its the villagers wish to spare him the knowledge that he has been cursed since he pose no danger to them, but telling him would guilt him into leaving).
Carver with a purple mohawk
Anyway, you travel both the real and dream world which have certain differences between them. For example there exist a temple dedicated to class changes only in the dream world since the demons destroyed the real one, same goes for a kingdom of magicians that only exist in the dream world and is where Ashlynn hails from. There's also a realm above where the dragon lord sit, like in every Zenethian Dragon Quest game (game IV - VI with Zenithian armour and such) and basically an underworld where the demon lord exists. And I gotta say, that one is really creepy. A particullary place is where dead souls scramble to reach the bottom of a lake to get a chest, but they never reach it since their greed keeps them killing each other. Nightfall and the lake is filled with water and the dead goes to shore and awakens again and the circle repeats. Basically something inspired by Greek tales of the underworld like Sisyfos trying to get the stone up the hill and so on. All these are designed to drain them of hope and spirit that empowers the demon lord so by breaking the circle of hatred he is weakened. You then confront the demon lord and defeats him witch causes the dream world so separate. Since the hero, Carver and Milly found their real worlds they are free to stay, but if you noticed Ashlynn originates from the dream world and has to leave, and if you read the right party conversation she even confesses her love for the hero. God dammit, can't we keep the trend of happy endings of Dragon Quest games going?
Don't leave Ashlynn
Playing it the first time and figuring out what's going on is rather enjoyable and it actually took me by surprise since I'm more used to the vision of future story-telling. They also gets creative with it. Obviously I figured out that the hero is the prince of Somnia, they pull the exact same thing in Dragon Quest VIII with "Hey, you look like some royal person I know". In the real world the captain Rusty vouches for you as the heir of the throne, the evil chancellor sees his chance and ask what the prince sister was named. Well, I thought, and I guess it's designed that way, that the girl that lived with me in the dream world was my sister, but no. The chancellor have Rusty executed. Rusty's dream-self is still alive, Captain Blade who trained you when you joined the Somnia military and is the spotless soldier and loyal commander. What Rusty always envisioned... This gets me every time, and it's impossible to save Rusty. At least the king of Somnia imprisoned the chancellors dream-self as well so not even in his dreams he will escape the crimes he committed, even though it feels that the dream-chancellor was much nicer. Still, a problem with the game is, and this have occurred in IV as well, that there's to many characters. VIII and IX was better with a limited to just the standard party numbers since they are always there and I can listen to their story all the time. I guess it's replay-ability, but when each playthrough is 60+ hours for me, then it can get rather tedious I tell you. So I missed Ashlynn's love confession the first time around which really sucks, but then again, I replayed the whole game when I lost my chance to get Amos.
Unique for this game was that you could change classes (unique and unique, you could do that in DQIII, but it never came here anyway) and had to level up them one by one. Which probably explain the amount of time I spent here. You could also get slimes to join you, but already stated, when am I gonna use them with 6 ordinary characters, 4 slots to fill and Amos? The others at least have personality. And this was all Dragon Quest games I've played, well except from the Wii game since I've not finished it... maybe I've have time before they release VII. Dammit, cravings to play grow stronger.