

I spent a few more hours in the casino, learned how to farm liquid metal slimes for massive XP, hunted down crafting books to make some of the game's best equipment, and learned the true story of the legendary hero who preceded me. You have dozens of hours to spend in the world after it's fully unlocked, with fast travel and just a ridiculous number of things to do. What would've been a post-game in most RPGs, aimed at players who just want to wring more challenge out of combat, is, for Dragon Quest 11, simply the rest of the game.

There are new sidequests, characters back from the dead, challenge dungeons that remix old locations in new ways. Soon the story is taking you on a totally different path, and it all plays out like the mirror universe version of the 30 hours or so of game you've just been through.

They're curious why you seem a bit different (and where you got your new sword), and the extra levels you've gained let you tear through random battles with ease. When you return to your party, they're exactly as you left them a good 20 or 30 hours before, right down to their items and equipment. I loved how Dragon Quest 11 refuses to cut any corners for this moment. Long story short, you find your way into a giant temple that was teasingly inaccessible earlier in the game and discover you can send your protagonist, and your protagonist alone, back in time to relive your first battle against Mordegon, when everything went to hell. The world has been rebuilding and mourning its lost. Dragon Quest 11 gives you back control after the credits roll, as you reunite with your friends some months after taking care of the evil Mordegon. Why had a cutscene a few hours earlier focused in on a mysterious character, practically screaming this is important? What was the deal with the giant fireball in the sky that the villain destroyed, which my heroes had been trying to do themselves? Why had I been accruing so many items and crafting resources in the final dungeon if I'd never get a chance to use them? The third act is all about committing wholeheartedly to the pursuit of a happy ending, even if that means going back in time to set things right. But they weren't the real problem: The real problem was that so many things felt unresolved, it was hard to believe this was the ending to a languidly-paced RPG that could've tied everything up with a bow. The big bad had a cliché final form, and that was it? After a quest this long my characters were simply going to fly away, cue credits? Both of those those made for a disappointing finale after so many hours. Sixty hours into Dragon Quest 11 the credits rolled, but I wasn't satisfied after defeating the evil wizard and restoring peace to the world.
