Being a kid who enjoyed video games more than he got to play them while growing up, I have to admit up front that I have never played any titles from the Dragon Quest series. That said, I make no claim about the standard DQ games since I know that ‘Dragon Quest: Rocket Slime‘ is more of a spin-off game rather than a continuation in the series (similar to the direction the Final Fantasy series has been taking lately… and hey whaddya know, Square Enix owns both).
Rocket Slime can best be described by the term “RPG Lite”. It’s not an RPG in the strictest meaning of what most people think of when they think of RPG’s… there is no Leveling system, there is no expansive world to go out and explore. In fact, Rocket Slime has only very minor upgrades you can get as a character (a stronger Elasto Blast attack, and additional containers of health similar to the Hearts system in Zelda games). The real forward progress in the game comes from going to the levels that are unlocked to rescue fellow residents of Boingburg, your hometown which was attacked by The Plob.
As you explore the levels, you will occasionally come across moving rail carts which you may throw items/enemies onto in order to send them back to Boingburg. This is also the primary way you send Boingburg residents home after you rescue them from the treasure chests you find them trapped in. And at the end of the day, the Pokémon-style “gotta catch ‘em all” mindset is what Rocket Slime becomes centered around. You rescue residents, you find items and send them back to town so that you might be able to use them in your Tank Battles (see below), and you send enemies back to town simply so you don’t have to worry about killing them or because you’re still trying to collect enough so that a certain enemy might offer to help you in the Tank Battles (again, see below). Making it through each level is a fairly straightforward path however, with little skill required to keep making progress. Then again, how much skill does a game ask from the player when the one and only move available to you is an Elasto Blast; where you stretch yourself out and then let go of the button in order to shoot into an enemy, knocking them up into the air so you can catch them on your head and put them on the next cart home?
Tank Battles occur at numerous occassions throughout the game, and are the primary form of “battle” that you will encounter throughout the game which help keep the game moving forward. Sitting in the Schleiman Tank, a sort of giant fortress on treads, you go toe to toe with enemies as the tank spits out ammo from your reserves and you launch them high or low in an effort to cancel out your opponents’ ammo midair and try to connect with as much as you can to whittle your opponent’s tank down to 0hp. Once their tank is at zero, you then have to infiltrate their tank and make your way through to the core, where you have to take the time to bash through the final defenses and land a killing blow to the heart of their tank. While fairly simple in essence, the strategy involved in the battles and the pacing keeps you coming back for more – especially as the core gameplay continues to build the available ammo at your disposal.
In order to put ammo in the Tank, you can either use items that you have sent back to town (and become available in your item list) or, after a certain point in the game, go to Krak Pot’s cart in order to partake in a little alchemy where you can combine lesser items to make better ones. Better items have different effects when used in battle and/or cause more damage when they hit an opposing tank. It can be extremely rewarding getting better ammo for battle, but there again lies more of the “gotta catch ‘em all” mentality. Want to make a bunch of really tough iron balls? You’re probably going to need a few dozen of the smaller ones, plus other items, in order to cook up that much of the good stuff in the alchemy cart.
During Tank Battles it is also possible for your character (or your teammates, once you are able to add them into your crew during battle) to “die” while fighting. When you “die”, you have to go back to your tank’s mini church altar where you can be resurrected and jump back into the fray again. First of all, this is a mechanic that I never had to use since the game is so obviously scaled back in terms of difficulty that I not once was afraid of dying. Secondly, it really detracts from any penalty there could otherwise be from dying. Where you die, you become a “ghost” version of yourself until you can make it back to the altar. I would have some teammates die repeatedly during battle, but it was never long before they were back fighting by my side again. Which I will say is a good thing since the AI is so pathetically bad in Rocket Slime, both on friendly and enemy sides. Enemies never defend their tank as properly as they should, will waste countless pieces of ammo while your tank may be shooting fire (which destroys anything in the air between the two tanks while it is going), and can easily be distracted from more important tasks by running interference in their tanks (a job I always set to one of my computer-controlled teammates). The friends are just as bad about wasting ammo, and I would typically stand by our cannons while we were shooting flames and be forced to attack my own buddies just to force them to drop their ammo so they wouldn’t load it into the cannons. Stockpile that shit, guys! Come ON! And let’s not get into the fact that comrades are none too shy about throwing ammo into the cannons even if there is someone else standing right in front of them. I can’t tell you how many times I saw friendly AI end up bouncing one of our teammates into a cannon, wasting god knows how much battle time waiting for the poor sap to come back to base. And nothing infuriates me more than the 2 or 3 times that I was the player bounced into the cannon.
The real inherent flaw of tank battles was never so blatantly realized until I reached the final boss of the game. My tank had a mere 1000hp against the boss’s 1500hp, but I made a valiant effort to win the battle. My own character was teamed with a sole teammate, going heads-up against the sole boss in the other tank. Try as we might, our tank reached 0hp while the boss still had about 850hp in his tank. Game over, right? When it happened I wasn’t surprised, really, since being able to cruise to the end of the game only to have your face kicked in at the end is a feeling I’m used to when playing Square’s games. But when that happened, the boss came over to our tank and I attacked him until he was dead. As he went back to his own tank to resurrect, my partner and I hurled ammo as fast as we could through the air, whittling away at the HP of the other tank. Once the boss was resurrected, I ran ground interference again and once again I killed him. Wash/rinse/repeat a few times and suddenly both tanks are at 0hp with their cores exposed.
I jumped out between the two tanks and waited for the boss to resurrect again. When he came out, a quick skirmish later and I had once again put his face in the dirt. I made a dash for the core, and as I was trying to smash through the defenses he showed up to try and stop me. I took a few pot-shots to get him away from me, but focused on the primary objective. Hey, at least with him trying to stop me I didn’t have to worry about my own tank. And finally, confusingly, I was watching myself destroy the enemy tank’s core and I had won.
But wait a minute. I couldn’t have really just won the game, right? That seems too easy, it just doesn’t make sense. There must be a second level of final boss, or this really isn’t the end of the game… right? Right?! No, sadly, in fact I did beat the game, with plot wrap-up and hints at a sequel and everything. Sigh. At about a 12-hour playthrough, which included my fair share of mucking around wasting time, “RPG Lite” indeed.
Sure, the game does open up a few things in order to keep some longevity. There is a “Tank Battle Tournament” that you can play in once you have beaten the game, rising through the ranks to fame and glory as you face tougher and tougher competitors. And at least the one nice thing about that is you are given the ability to fight in any tank you wish from the game. But beyond that, all you really have left in front of you is to track down some elusive recipes for the alchemy cart, go Pokémon hunting to continue building a better arsenal for your tank, and play local wifi multiplayer if you know anyone else who bought the game.
I hate to sound so overly negative of the game, but the longer I have chewed over my playing experience the more I realized just how hollow the experience was. Is Rocket Slime fun? I would vote yes, but only if you are ever looking for a game that won’t challenge you and won’t drive you to sit and play for hours at a time. If I did know anyone that I could play local multiplayer with, that would probably give me more incentive to beef up my tank’s arsenal (assuming that you bring your actual tank from in-game into the multiplayer battles). But for now I just don’t have a reason to play the game any more. The Tank Battle Tournament? No thanks. Maybe if it had been included during the core of the game as a sort of side quest I would have had incentive to distract myself by it more, but with the main game over it just doesn’t appeal to me.
Again though, if you’re looking for a game in the vein of “light reading”, I would definitely recommend ‘DQ: Rocket Slime’. With that sort of mindset I wouldn’t hesitate to give the game somewhere around an 8/10. If you’re looking for a true RPG or a game that you will really be able to sink your teeth into, however, ‘Rocket Slime’ is going to leave a sour taste in your mouth.