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PohnDip
PohnDip🧙'Murica✓
5d ago

Dragon Quest IX: Sentinels of the Starry Skies (DS)

Overall
8out of 10
Great
Woke
0out of 10
Not Woke
Gameplay:8.4/10
Story:7.6/10
Graphics:8.9/10
Audio:7.9/10
Replayability:8.7/10
Scoring Weights: RPG GamesScoring Weights for RPG GamesScoreWeight% of TotalGameplay8.4220%Story7.6440%Graphics8.91.515%Audio7.91.515%Replayability8.7110%Weighted Avg: 81.1 ÷ 10 = 8.11Wokeness Penalty:Score (0) × Weight (-1) = 0Final Score (rounded to nearest 0.5):8.11 (avg) + 0 (penalty) = 8.11 → 8.0
Wokeness: -1Gameplay: 20%Story: 40%Graphics: 15%Audio: 15%Replayability: 10%
Dragon Quest IX: Sentinels of the Starry SkiesNintendo DSSingle PlayerMultiplayerRole-playing (RPG)Turn-based strategy (TBS)

When Square Enix announced in 2006 that the next mainline Dragon Quest would be a Nintendo DS exclusive, the gaming world raised an eyebrow. Moving from the PlayStation 2 — where Dragon Quest VIII had delivered one of the most visually stunning JRPGs of its generation — to a handheld with a fraction of the horsepower was a bold gamble. But this was a calculated play for Japan's handheld-dominant market, and when Dragon Quest IX: Sentinels of the Starry Skies launched in North America in July 2010, it proved that the franchise's appeal was never about raw graphical power. Developed by Level-5 in collaboration with Square Enix and designed by series creator Yuji Horii, the game casts you as a Celestrian — a guardian angel tasked with protecting humanity and harvesting Benevolessence to feed the World Tree Yggdrasil. When a catastrophic event scatters Yggdrasil's sacred Fyggs across the mortal realm and strips you of your wings, you're thrust into a sprawling quest to recover them and uncover the forces behind the catastrophe.

Woke: 0.0

Dragon Quest IX is a straightforward fantasy RPG rooted in themes of duty, sacrifice, compassion, and the battle between good and evil. The Celestrian mythology — guardian angels watching over humanity, a World Tree as the bridge between realms — is played entirely straight as a narrative device with clear moral grounding. The story's emotional core revolves around loyalty, redemption, and the consequences of betrayal. There is no socio-political messaging, identity-focused agenda, or ideological subversion anywhere in this game.

Gameplay: 8.4

The vocation system is the mechanical backbone of Dragon Quest IX, and it delivers. Six base vocations are available from the start — Warrior, Mage, Priest, Martial Artist, Thief, and Minstrel — with six more advanced classes (Gladiator, Paladin, Armamentalist, Ranger, Sage, and Luminary) unlockable through specific in-game quests. Each vocation has its own skill trees tied to weapon types and class-specific abilities, and critically, skill points invested carry over when you change vocations at Alltrades Abbey. This creates a genuinely rewarding loop of experimentation and long-term character building that few DS RPGs can match. Combat is classic Dragon Quest turn-based fare — responsive, polished, and satisfying without reinventing the wheel. The Coup de Grâce system adds a welcome layer of tension, granting powerful special moves that trigger semi-randomly in battle. Visible enemies on the overworld replace forced random encounters, a massive quality-of-life improvement that lets you engage on your terms. The Krak Pot alchemy system provides deep crafting with hundreds of recipes for weapons, armor, and accessories, adding a whole layer of gear progression beyond what shops offer. Where the gameplay falters is in its campaign structure: the town-to-town progression follows a predictable loop of arrive, discover a problem tied to a Fygg, resolve it, and move on. It's engaging in individual doses but can induce fatigue over the 40-plus-hour runtime. The mechanics themselves are tight — it's the pacing that holds this category back, not the systems.

Story: 7.6

Dragon Quest IX's narrative is a tale of two halves. The individual town side stories — self-contained episodes where you help locals overcome grief, corruption, vanity, and loss — are genuinely well-written and emotionally resonant. A ghost who can't move on, a kingdom deceived by a false cure, a father's desperate bargain — these stories land because they're grounded in human stakes even within a fantasy framework. The Celestrian mythology adds a layer of depth that most DS RPGs don't attempt, and the overarching plot, while slow to build, delivers a strong emotional payoff when it finally pulls its threads together. The overarching narrative does take a long time to find its footing — you spend the bulk of the campaign chasing Fyggs with only vague hints at the larger threat, and the true antagonist doesn't fully materialize until deep into the back half. The most notable narrative trade-off is the silent, fully customizable protagonist and party. You create your companions from scratch at Patty's Party Planning Place, and yes, you lose the scripted banter and character arcs that made Dragon Quest VIII's cast — Yangus, Jessica, Angelo — so memorable. But what you gain is genuine role-playing freedom. The system lets you build a party that's truly yours — assign vocations, craft identities, and project your own personality onto the squad. It's a deliberate design choice that trades authored characterization for player ownership, and for the kind of player who wants to assemble a dream team and role-play their way through the adventure, it works. Stella the fairy companion provides enough narrative personality to keep the story moving, even if she can't replace a full voiced cast on her own.

Visuals: 8.9

Dragon Quest IX features full 3D environments and character models on the DS — not pre-rendered backgrounds or top-down sprites, but actual real-time 3D that evokes the look and feel of Dragon Quest VIII on the PlayStation 2 running on a fraction of the hardware. Very few DS games attempted this, and even fewer pulled it off at this level. The world is colorful, varied, and surprisingly detailed for the platform. Towns feel distinct, dungeons have visual identity, and the overworld has a sense of scale that most DS RPGs couldn't match. Akira Toriyama's iconic character and monster designs translate beautifully into the chibi-proportioned 3D models, and the equipment you wear is visually reflected on your character — a small but satisfying touch that feeds into the customization loop. Frame rate holds steady throughout normal gameplay. The camera is functional but limited by the hardware, and you'll occasionally wish for more control in tight dungeon corridors. Art direction does the heavy lifting where raw polygon counts can't, and the result is one of the most visually ambitious and technically impressive games in the DS library.

Audio: 7.9

Koichi Sugiyama's compositions for Dragon Quest IX deliver a solid and varied soundtrack for the DS hardware. The overworld theme is sweeping, battle music carries appropriate urgency, and the melancholic town tracks set mood effectively. Tracks like the Celestrian theme and the tension-building dungeon music are standouts that stick with you after you put the system down. The classic Dragon Quest sound effects are present and accounted for — the iconic level-up fanfare, spell impacts, and menu sounds are as satisfying as ever. Where the soundtrack falters is in repetition: a noticeable portion of the tracklist is recycled from earlier Dragon Quest entries, and some tracks loop a bit too frequently during longer play sessions, which can wear on you over a 40-plus-hour campaign. The original compositions are strong, but the recycled material means the game doesn't carve out as distinct a musical identity as it could have. There is no voice acting — all dialogue is text-based, which is standard for the platform and the franchise on DS.

Replayability: 8.7

The main campaign runs roughly 40 to 60 hours depending on your pace and side-quest appetite, but the post-game is where the real depth lives. Completing the story unlocks a cascade of additional content: randomly generated treasure map dungeons with scaling difficulty, legacy bosses pulled from previous Dragon Quest entries, over 180 side quests, the revocation system that lets you reset a mastered vocation for additional rewards, and a deep alchemy completion list that will keep crafters busy for dozens of hours. It's entirely possible — and common — to push past 100 or even 200 hours of playtime. The vocation system itself encourages replay and experimentation, as building out multiple classes on your characters opens new strategic possibilities. The single save slot is a genuine frustration that limits experimentation without commitment. Local wireless co-op for up to four players was a unique and well-implemented feature for its time, though the now-permanently-shuttered Wi-Fi services (the DQVC online shop and downloadable quests) represent content that is simply gone forever — a real loss for anyone picking this up today.

Final Thoughts

Dragon Quest IX: Sentinels of the Starry Skies is an ambitious and largely successful attempt to bring a mainline Dragon Quest experience to handheld. The vocation system is deep and rewarding, the post-game content is staggering in scope, and Level-5's technical work on the DS hardware is genuinely impressive. The custom party system is a double-edged sword — you sacrifice the narrative warmth of a pre-written cast, but you gain the freedom to build and role-play a party that's genuinely your own. Some track recycling and looping hold the soundtrack back from greatness, and the campaign's episodic structure means the overarching plot takes a while to coalesce, even if the individual town stories are some of the best in the franchise. If you're a JRPG fan with a DS collecting dust, this is one of the strongest reasons to pick it back up. It's a massive, content-rich adventure that rewards investment — just know that the real game starts after the credits roll.

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Comments (1)

Gary Write
Gary Write@garywrite·5d ago

The stats on Tobi are killing me 🤣

14