DS Dragon Quest VI: Why This Remake Still Divides the Fanbase

DS Dragon Quest VI: Why This Remake Still Divides the Fanbase

Ask any long-term fan of Japanese RPGs about the "lost" games, and they’ll eventually land on the 16-bit era. For the longest time, Dragon Quest VI: Realms of Revelation was the white whale of the series. It was the massive, sprawling finale to the Zenithian trilogy that Westerners just couldn't touch unless they messed around with sketchy fan translation patches and Super Famicom emulators.

Then 2011 happened. Nintendo and Square Enix finally brought the DS Dragon Quest VI to North America. It should have been a victory lap. Instead, it became one of the most debated entries in the entire franchise.

People love it. People find it exhausting. Honestly, both groups are probably right.

What Actually Changed in the DS Version?

If you're coming from the original 1995 Japanese release, the DS version feels like a different beast. It isn't just a fresh coat of paint; it’s a fundamental retooling of how the game plays. The most glaring change—and the one that still makes purists salty—is the monster recruitment system.

In the original, if you had a Monster Master in your party, you could recruit tons of different enemies. It was basically Pokémon before that was a global phenomenon. In the DS remake? That's gone. Mostly. Instead of catching anything that breathes, you get a fixed set of "Slime" companions. You'll find Goowain the Slime Knight or Healie the Healslime at specific plot points.

Is it better? It's definitely more balanced. The original game's recruitment was notoriously RNG-heavy. You could spend ten hours trying to get a specific bird to join you and end up with nothing. The DS version trades that chaotic freedom for a more curated, narrative-driven experience. You also get Lizzie, the Hacksaurus, who is arguably the strongest physical powerhouse in the game. If you aren't using her, you're basically playing on hard mode.

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The Difficulty Tweak

Speaking of hard mode, the DS version is objectively easier than the SNES original. Enemies have about 25% less HP, and they cough up roughly 20% more experience points.

Back in '95, DQVI was a grind-fest. It was brutal. The DS version smooths those edges, but some fans argue it lost its "teeth" in the process. You don't have to spend three days in a cave just to survive the next boss, which is great if you have a job and a life. But if you wanted that old-school struggle? You might find the DS remake a bit too forgiving.

The Dual-World Chaos

The core hook of DS Dragon Quest VI is the "Dream World" and the "Real World." It’s basically The Legend of Zelda: A Link to the Past on steroids. You’re constantly jumping between two maps that look almost identical but have subtle, world-altering differences.

It's confusing. Seriously.

You’ll find a hole in the ground in the Dream World, fall through it, and end up in a town in the Real World where everyone thinks you're a ghost because they can't see you. Then you have to find a special mirror to become "real" again. It’s a brilliant narrative device that reflects the protagonist's search for his own identity, but as a gameplay mechanic, it’s a lot of bookkeeping.

Luckily, the DS version adds a much-needed map on the top screen. In the original, you were basically flying blind. Now, you can at least see where you are in relation to that one well you forgot to check three hours ago.

Mastering the Vocation System

The job system (Vocations) in this game is the precursor to what we saw in Dragon Quest IX and even Final Fantasy's job mechanics. Once you unlock Alltrades Abbey (after beating Murdaw, which is the game's first massive "wall"), the world opens up.

Here is the thing most people get wrong about the vocations: they think they need to master everything. Don't do that. You’ll burn out before you even reach the halfway point.

  1. The Hero Vocation: Most characters need to master three or four "Advanced" jobs to even unlock the Hero class. But the Protagonist? He only needs to master one. This makes him a god-tier unit very early if you path him correctly.
  2. The Gladiator Route: Give this to Carver. Always. His natural strength paired with the Gladiator's multipliers makes him a wrecking ball.
  3. The Sage Route: This is for Ashlyyn or Milly. Magic is slightly less dominant in the DS version because of the MP nerfs to "Magic Burst," but a Sage's utility is still unmatched.

The beauty of the DS Dragon Quest VI system is that spells and abilities stay with you forever. Once you learn "Thin Air" or "Hustle Dance," you can switch to a completely different job and still use them. This leads to some "broken" builds where you have a tanky Paladin who can also cast top-tier healing spells.

Why Does It Still Matter?

We're living in an era of HD-2D remakes and high-budget re-imaginings. So why play a DS game from 2011?

Because it’s the most "experimental" the series ever got. Dragon Quest V is a better story. Dragon Quest VIII is a better spectacle. But Dragon Quest VI is a better world. It feels vast in a way the others don't. It deals with themes of existentialism—what makes a "soul" vs. a "body"—that are surprisingly heavy for a game with bright Akira Toriyama art.

Also, the Party Chat. The DS version added thousands of lines of dialogue. If you aren't hitting the "B" button after every single NPC interaction, you're missing 50% of the character development. This is where characters like Nevan and Terry actually get some personality beyond just being "the healer" or "the cool swordsman."

Actionable Tips for New Players

If you’re picking up a copy of DS Dragon Quest VI today (and be warned, the physical cart is getting pricey), keep these things in mind to avoid frustration:

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  • Talk to the Fortune Teller: If you get lost between the Dream and Real worlds—and you will—go back to the starting village and talk to the old woman. She gives actual hints that save you hours of wandering.
  • Don't Over-Grind Early: Area level caps exist. If you stay in one spot too long, you’ll stop gaining "job points" toward your vocations. If you aren't seeing stars next to your job title after a few battles, move to a harder area.
  • Find the Flying Bed: It sounds ridiculous, but once you get the flying bed, the game's exploration becomes much less of a chore.
  • The Amos Quest: There is a character named Amos in the town of Scrimsley. Do not tell him the truth about his condition early on, or he will leave the town and you can never recruit him. He is one of the best physical units in the game, so watch your dialogue choices.

The DS version isn't perfect, but it's the definitive way to experience one of the weirdest, most ambitious RPGs ever made. It’s a game about finding yourself by literally traveling through your own dreams. Just make sure you bring a guide for the underwater sections. Trust me on that one.

If you're hunting for a copy, look for the title "Realms of Revelation" in the US or "Realms of Reverie" in Europe. They are the same game, just different localized names for the same dream. Grab a stylus, settle in, and prepare to be very, very confused by world maps for about forty hours. It's worth it.