Compare Dragon Fantasy: The Volumes of Westeria prices across 50+ stores and find the best deal. Developed by Muteki. Published by Choice Provisions. Released on 4/9/2015. Available on PC, Mac, Linux. Genres: RPG.

Witty NES-era nostalgia in a compact package, but the grinding economy and short chapters will test your patience before they win your heart.

My first instinct with Dragon Fantasy: The Volumes of Westeria was affection, and my second was mild frustration, and honestly both reactions held up the whole way through. This is a parody-flavoured homage to the earliest Dragon Quest and Final Fantasy titles, built around four chapters that each put a different protagonist centre-stage. Ogden, the pudgy retired hero dragged back into service, is the strongest of the bunch: a solo adventurer running one-on-one turn-based combat in the style of Dragon Quest 1, where spell management and basic gear optimisation carry more weight than they initially appear to. Prince Anders gets a small party to command. Thief duo Jerald and Ramona shift into treasure-hunt territory. Then there is the Minecraft-themed bonus intermission, where a Woodsman can capture weakened monsters using MP instead of nets, and crafting materials out of the dungeon environment is the main gimmick. Each chapter experiments with the formula in small ways, which is admirable, if not always successful. The writing is the actual reason to be here. Every enemy in the game has its own unique humorous entrance, attack, and death phrase, which gives even routine random battles a sliver of personality that most retro throwbacks completely skip. NPC dialogue and item descriptions carry the same energy. Pop culture references scatter throughout, some landing cleanly and a few feeling strained, but the overall tone stays charming rather than cloying. The developers clearly made this game with care, and that care shows in the small details more than in the broad strokes. Here is the honest catch: the grinding is real and the pacing is uneven. The gold-drop economy in early chapters can feel punishing for something this short, with enemy coin drops lagging well behind equipment costs and no auto-battle option to soften the repetition. The chapters are also structurally separate, each launched from the new-game menu rather than a unified save, which fragments any sense of building narrative momentum. By the time you feel genuinely attached to Ogden and his world, his chapter wraps and you start fresh somewhere else. It is a structure that works better as a collection of short vignettes than as a cohesive RPG. Presentation-wise, you get a switchable 8-bit or 16-bit graphics mode, letting you run the game as either a facsimile of an NES title or something closer to an early Super Nintendo release, with music to match each mode. Visible enemies in dungeons (with an option to toggle back to random encounters if you prefer) and streamlined shop stat-comparisons are the quality-of-life concessions that keep the whole thing from feeling purely archaic. The overall runtime sits somewhere in the ten-to-fifteen hour range across all four chapters, which is right for the asking tier but short enough that dedicated JRPG players will feel the credits arrive just as the momentum picks up. If your JRPG diet has ever included Dragon Warrior on the NES or the first Final Fantasy, you already know exactly whether this game is for you. If those games bored you, this one will too, full stop. If they delighted you, the Volumes of Westeria will deliver a few genuinely funny hours with a cast that punches above the game's mechanical weight. Monika, Scout Team

Dragon Fantasy: The Volumes of Westeria
RPG

Dragon Fantasy: The Volumes of Westeria

Apr 9, 2015MutekiChoice Provisions
GamerScout Says

Witty NES-era nostalgia in a compact package, but the grinding economy and short chapters will test your patience before they win your heart.

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About Dragon Fantasy: The Volumes of Westeria

My first instinct with Dragon Fantasy: The Volumes of Westeria was affection, and my second was mild frustration, and honestly both reactions held up the whole way through. This is a parody-flavoured homage to the earliest Dragon Quest and Final Fantasy titles, built around four chapters that each put a different protagonist centre-stage. Ogden, the pudgy retired hero dragged back into service, is the strongest of the bunch: a solo adventurer running one-on-one turn-based combat in the style of Dragon Quest 1, where spell management and basic gear optimisation carry more weight than they initially appear to. Prince Anders gets a small party to command. Thief duo Jerald and Ramona shift into treasure-hunt territory. Then there is the Minecraft-themed bonus intermission, where a Woodsman can capture weakened monsters using MP instead of nets, and crafting materials out of the dungeon environment is the main gimmick. Each chapter experiments with the formula in small ways, which is admirable, if not always successful. The writing is the actual reason to be here. Every enemy in the game has its own unique humorous entrance, attack, and death phrase, which gives even routine random battles a sliver of personality that most retro throwbacks completely skip. NPC dialogue and item descriptions carry the same energy. Pop culture references scatter throughout, some landing cleanly and a few feeling strained, but the overall tone stays charming rather than cloying. The developers clearly made this game with care, and that care shows in the small details more than in the broad strokes. Here is the honest catch: the grinding is real and the pacing is uneven. The gold-drop economy in early chapters can feel punishing for something this short, with enemy coin drops lagging well behind equipment costs and no auto-battle option to soften the repetition. The chapters are also structurally separate, each launched from the new-game menu rather than a unified save, which fragments any sense of building narrative momentum. By the time you feel genuinely attached to Ogden and his world, his chapter wraps and you start fresh somewhere else. It is a structure that works better as a collection of short vignettes than as a cohesive RPG. Presentation-wise, you get a switchable 8-bit or 16-bit graphics mode, letting you run the game as either a facsimile of an NES title or something closer to an early Super Nintendo release, with music to match each mode. Visible enemies in dungeons (with an option to toggle back to random encounters if you prefer) and streamlined shop stat-comparisons are the quality-of-life concessions that keep the whole thing from feeling purely archaic. The overall runtime sits somewhere in the ten-to-fifteen hour range across all four chapters, which is right for the asking tier but short enough that dedicated JRPG players will feel the credits arrive just as the momentum picks up. If your JRPG diet has ever included Dragon Warrior on the NES or the first Final Fantasy, you already know exactly whether this game is for you. If those games bored you, this one will too, full stop. If they delighted you, the Volumes of Westeria will deliver a few genuinely funny hours with a cast that punches above the game's mechanical weight. Monika, Scout Team

Tags

singleplayerachievementscontroller-supporttrading-cardstier:sub-5Retro JRPGParody RPGTurn-Based CombatMonster CaptureChapter-Based Narrative8-bit AestheticSwitchable Graphics ModesShort-Form RPG

System Requirements

Minimum

OS
Windows XP
Memory
512 MB RAM
Storage
200 MB available space
Graphics
OpenGL-compatible video card
Processor
Intel Pentium 4
Sound Card
OpenAL-compatible audio card

Reviews & Ratings

No ratings available

Game Info

Developer
Muteki
Publisher
Choice Provisions
Release Date
Apr 9, 2015

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