Dragon Quest Swords - hands-on
We swipe at a few million blobs in Square Enix's latest
So what can it offer us disgruntled warriors? Swords sports an odd combat flow, clearly limited by the move set on offer and yet surprisingly neat in other regards. Battles are on-the-rails affairs and decided by combined use of sword and shield. Wandering along fixed paths you come across huddles of foes and battle begins. Swipes hurt and the shield attempts to deflect, using a simple design stemming from the original plug-and-play peripheral that Swords is devised from.
Cleverness stems from a system that calls for remote pointer markers that are laid on screen to act as guidance for subsequent swipes. Swish mindlessly and you'll cut through the central point on the screen. For more complex formations you have to deduce the best place for your cuts to land and lay the marker respectively. It's a clever efficiency puzzle. Handily, enemies signpost their attacks, shivering white before a bash and flashing small icons indicating where projectiles will hit. You blockbashes - simply hold B while aiming with the pointer - and swipe projectiles back with the sword.
Right now, we're a little wary of the game's length (about 8-10 hrs) for a series that prides itself on 100-hour live-devours. We're sure that's because Square Enix is trying to capitalize on the mass appeal of the Wii, but we'd prefer something that's not entirely dumbed down. Maybe there will be some added additions that beef up the playing time for the final release this spring.
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