There was once a time where consumers and Nintendo alike claimed that the company would never move into the mobile gaming space, but as times have changed, the Big N has decided that perhaps a few games wouldn’t hurt. It’s rather fascinating to see how Nintendo’s strategy in the mobile space has altered over time, with there being a gradual shift from bite-size, console-style games to more 'gacha' and microtransaction-oriented titles that are more in line with typical mobile game standards. Dragalia Lost - a new IP from Nintendo made in partnership with Cygames - is the most ‘mobile game’ game to come from Nintendo so far, but it also stands as its most engaging and enjoyable one on the platform.
Dragalia Lost takes place in the fictional land of Alberia, a place where humans and dragons live together. The royal family of Alberia possess a special ability that allows them to form pacts with these dragons and shapeshift into them at will, and the plot follows the seventh (nameless) prince of Alberia and a motley crew of party members as he embarks on a journey to form pacts with the great dragons of the land. Although the plot isn’t exactly riveting, it’s rather staggering how in-depth the developers have chosen to go with this world; every single character, dragon, and equippable item has its own story to a certain degree, and these all play into the overarching lore. Each character and dragon is fully voice-acted, too, and though the performances range in quality, they're much better than we usually get in mobile games.
Gameplay follows a Diablo-like ARPG format in which you view characters from an isometric perspective and guide them through mini-dungeons filled with loot and monsters. Combat and movement is kept simple, as you tap to attack, drag to run and swipe to dodge. As one would expect, it never quite feels as tactile or responsive as using sticks and buttons, but there were very few times during our review where this control set up actively hindered play. Though most enemies are merely fodder that drop much-needed materials, more powerful foes have attacks that are usually telegraphed by a red zone appearing on the ground and rapidly filling in with a colour; you have to move out of the zone before it fills to dodge the attack. This system helps to keep the combat moving at a fast pace, as a standard battle becomes a delicate dance of ripping up enemies while diving to safety from the constantly appearing red zones.
Beyond basic weapon strikes, each character has a series of unlockable skills and abilities that can be used at any point in battle once their respective gauges fill up. These have a broad variety of usage, such as healing or strength buffs or special attacks that are good for crowd control, and each character has unique skills that help to differentiate them from the pack. On top of this, party members can be equipped with a dragon, which they can transform into after filling up a gauge. When you hulk out like this, your character doesn’t take any damage and doles out plenty of punishment with the dragon’s might, but the drawback is that the transformation only lasts for around ten seconds. Though skills and dragon powers aren’t anything groundbreaking, they do a good job of giving the simple combat system more depth while rewarding those who take the time to create a well-synergized team.
Much like in the Fire Emblem series, there’s a 'rock-paper-scissors' structure to combat, with each enemy and ally being one of five elements; light is super effective against dark and vice versa, while fire beats wind, which beats water, which beats fire. Characters can also wield one of eight different weapon types, each of which has a distinct feel, although generally, it seems that the ranged weapons are less effective than the melee ones. Regardless, this weapon and element variety helps to lessen the feeling of repetitiveness that inevitably sets in; different missions require different elements, which ensures that you’ll be trying out many characters and weapon configurations.
In terms of content, Dragalia Lost features potentially dozens of hours of entertainment; the main campaign takes about five to ten hours to clear in total and then there’s a variety of endgame content on offer for those who are willing to grind. Missions and battles are gated by a metric called ‘Might’ which tallies the sum total of a given team’s stats, and players that wish to access the missions offering the rarest material drops and experience jumps will need to spend quite a bit of time working on upgrading various separate elements of a team to bump up that Might number. As one would expect, there are diminishing returns on this front the farther you go; maxing out character levels is a herculean task that either requires weeks of dedication or some deep pockets.
Although Dragalia Lost’s gameplay is primarily experienced through dungeon crawls, a significant portion of your time will doubtless be spent micromanaging team assets to get the best numbers. Weapons can be crafted out of materials you collect in missions, and these can then be levelled up themselves to be crafted into better weapons. Similarly, you can separately level up dragons and 'wyrmprints' (equippable cards that bestow unique buffs) by combining them with weaker variants in a process called ‘Unbinding’, which raises the given item’s max level cap. It’s a lot to handle - even more so when you factor in the sheer volume of characters, wyrmprints and dragons that you get from summoning - but the game does a great job of gradually introducing elements to you as you progress through the campaign.
On top of all this, you also have a ‘Halidom’ to manage, in which buildings can be constructed that provide passive buffs which benefit your whole team, such as gold mines that regularly produce Rupies, the game’s main currency, or elemental shrines that boost the health and strength of matching characters. As your player level increases by playing missions, new buildings are gradually unlocked and level caps on existing ones are raised - although once again, you’re likely not going to reach those caps given the enormous amount of resources and real-world time required to upgrade. The Halidom admittedly feels like a rather tacked-on feature, no doubt included to help drive microtransaction sales, but the value that it offers to a well-rounded team is nonetheless significant.
In case you haven’t gathered, Dragalia Lost is a rather complicated (perhaps unnecessarily so) RPG, but it excels in making all these disparate elements easy to understand and, most importantly, rewarding. There’s always something that Dragalia Lost dangles in front of you, be it the opportunity to promote a character up a star rank or a high-level mission that’s just outside your max Might, and this constant dangling keeps you pressing ever forward. For example, Daily activities distribute rewards to players who check in every day, and there’s a constant barrage of events going on which offer up exclusive items and fun missions, like raid battles against gargantuan bosses. Best of all, most of these goals are easily achievable by a player who doesn’t want to spend any extra money on the app.
The presence of microtransactions is certainly felt in Dragalia Lost, but it never becomes overwhelming; there’s always a relatively reasonable alternative to those who don’t want to pay up. This is due in part to the generous distribution of 'Wyrmite', a virtual currency that’s good for nearly everything which would require real-world money. Every time you clear a mission for the first time or unlock one of the hundreds of in-game achievements, a small bit of Wyrmite is awarded to the player to spend as they see fit. For example, if you don’t want to stump up a few bucks to try summoning that shiny new character being offered for the latest event, you can pay for a summon with the Wyrmite you’ve earned by playing naturally. Granted, players who spend real money will always have an advantage, but Dragalia Lost feels fair in how it treats 'free' players; there are very few instances where it feels like a non-payer doesn’t have a fighting chance.
For those of you that prefer social gaming, Dragalia Lost features a surprisingly robust online experience that helps to pad out the experience. A separate, rechargeable currency called ‘Getherwings’ governs co-op play; spend a few Getherwings and you can enter an online lobby in which up to four players from around the world can participate. In our experience, matchmaking is pain-free and fast, and although there’s no voice chat, a system of preset stickers can be used to call out basic commands and requests. Considering the rather poor AI that typically runs the other three members in your team, playing a tough mission on co-op can make an enormous difference to the outcome, and the smoothness of the experience makes it a welcome inclusion.
From a presentation perspective, Dragalia Lost is a stunner, going for a vibrant and colourful art style that integrates comic-book elements to add to the fantasy themes. Character models and animations are about on-par with a polished 3DS game, and various sounds like 'FZZT!' and 'HaaaAAA' emphatically flash across the screen as swords flash and characters dance. Environments are surprisingly detailed too; although the same basic themes are reused for many dungeons, little features like frogs hopping off the main path into a nearby pond show that Nintendo level of quality. The same could be said of the stellar soundtrack, consisting of a variety of catchy J-Pop tunes that match the rapid-fire pace of the gameplay. Although it would be nice if there were a little more diversity in the soundtrack - one can only listen to the main menu theme so many times before it becomes a bit grating - what’s on offer here is solid and matches the game’s themes well.
Conclusion
If you’ve never been much of a fan of gacha-style mobile games, Dragalia Lost is hardly going to change your mind. With that being said, this is a remarkably well-executed ARPG for mobile devices; surprisingly in-depth lore, easy to pick up gameplay and oodles of customization options make this a game that’s easy to sink hours into, and the generous distribution of free virtual currency helps to keep the microtransactions to a minimum. It may not be anything groundbreaking, but Dragalia Lost is a release worthy of the quality associated with Nintendo’s name. You really should give it a try.
Comments 42
“You really should give it a try.”
It’s a game on cellphones, no thank you.
"Deep"? Lol what?
This is like a Fischer Price RPG.
I'm willing to play decent games on mobile, but the design of this is similar to other mobile RPG's that I don't like.
Give me something like the Dragon Quest mobile ports and I'll happily pay to play it.
Yah, mobile... No, thank you
"You really should give it a try".
When it comes to Europe, sure. For now, how?
Oh boy, here comes the Mobile = Automatically Bad crowd. I've been playing Dragalia Lost since launch and I'm surprised how much I'm enjoying it. The characters are charming and full of personality, the story is decent and the visuals are gorgeous. The music is also amazing too. I can understand why folks would be put off by the gacha system but this is by far the most generous game I've played on mobile in terms of the platinum currency they give away. The devs have been listening to feedback and are actively ensuring that the game is fair and balanced. In terms of characters you can legit play the entire game with 3 star adventurers and clear most of the content without 4/5 stars. Hell, I'd even go further and say that quite a few of 3 and 4 stars are a lot better than the higher tier of characters.
It's a grindy game, that's pretty much a given, but the amount of content that is available helps to alleviate that grind sometimes. Each and every character and dragon have their own stories that you can read when you level them up so you can learn more about their background and who they are which is fantastic - you're not just getting random heroes who are bland as sin and don't do anything but fight for you.
I understand and respect that mobile games are pretty lame and it's easy to write them off as money-grabbing wastes of time but credit where credit is due Cygames are doing something right with this one. I hope more people have a go at it without dismissing it as 'another mobile game'.
@ReaderRagfish nah, this game would be horrible for Switch. It’s built for the ground up for smartphones; the touch screen controls wouldn’t work well with such a big screen, the forced waiting for stamina to recover or buildings to be completed would be way too much to keep returning to the game (it’s made for playing in small spurts through the day, not for longer playtime), the graphics would look horrid blown up to a bigger screen... everything about it is just “standard smartphone game”, from recharging stamina to the town building waiting game to the multiple gachapons to upgrading stuff by sacrificing other stuff.
I could see a different entry in this series working in Switch though, it’s a solid cast of characters and well developed game world.
@Kurusu it’s certainly addictive. I’m just salty I missed some of the Halloween characters because of my horrible gachapon luck and now those ones are gone for good (or at least until next year, doubt I’ll be playing by then). Missing other banner characters frustrates me less, as I can still potentially draw them later (with lower odds). But I mean... that’s just the nature of gachapons. It’s not bad for what it is, though I recently started skipping all cutscenes because I’ve spent way too much time reading text in this game, shame since they clearly worked hard on it all but I have limited time to play this every day.
Shame they won't release it in the UK.
The Huawei "gaming" Phone has a game with an NL 8 score... System seller! 🙃
No landscape support
No MFi controller support (around since iOS7! that is 5 years ago!)
Generic Mobile Touch Gameplay
Lasted 1 day on my phone. Rather pay 13X more and play Cosmic Star Heroine on Switch. And I am not even a fan of Pixel Art.
If this arrives to Europe after Smash Ultimate launches I won't even give it a try.
I'd love to try it, but I'm in Canada.
I really want to try this... but Europe, though. Please, Nintendo!
I still don't think I will be diving into this one myself, but it is nice to know that Nintendo can craft a quality mobile title.
I might try this at some point. I'm just now sinking my teeth into Fire Emblem Heroes, so my mobile needs are satisfied for now.
Been playing this game nonstop since it launched in the states.
I love it. It’s easily my favorite current game right now. It only feels like it gets better every day.
As for the control scheme seeming shallow... honestly, I think I must have played too much phantom hourglass and spirit tracks, because I’m a fan of that control scheme for an action rpg.
As for micro transactions... I still haven’t spent a cent.
I’ve actually wanted to, I’ve put enough hours in that the game has earned some money out of me, but the rewards for the money just kill my motivation to give them money.
Give me like five tenfold summons for 20 bucks (so 40 cents a summon) and I’ll give you 20 bucks.
I’d still like the ability to play it on my switch. Hell they can even make me pay money for it if they added local co op within your own party members and teams.
@Kurusu My man. You even have a 10/10 profile picture.
Personally, I’ve played every day since launch and have dropped only $8 on it. It’s a very well made game with full voice acting for the story and non-voiced side stories for literally every single obtainable character and dragon. They’ve constantly have events going on that really use the co-op well and are great about fixing the games issues and way overcompensating fans. Now, are they just trying to butter us up to get us to open our wallets? Maybe. But CyGames apparently has a really good reputation and Nintendo has their brand name to protect too.
As an aside, the Halloween event that was mostly single-player focused? I could only beat the hardest stage with a 3-star character. None of my 4-stars worked because of their weapon types but the 3-star kicked ass. Just goes to show how everyunit can be useful rather than needing the best of the best.
I would dabble in this if I had a phone that could run it properly. It would be great filler for the rare times I'm without my Switch.
I've enjoyed my time with it so far. When I'm not playing FEH, I'm playing this. The presentation is great, the weapon and character system is deeper than I expected, and it's challenging enough that if you're not paying attention to the recommendations the game makes, you will see the game over screen. I would definitely recommend this (though I would probably enjoy it more on the Switch).
I’d love this to come to Europe, I’d love to give this a go.
I like it, specially the characters. I play it every day to grind for a bit. Having fun.
I find it highly annoying when people limit themselves because, "Oh no, it's a mobile game." Get off your high horse and just try it lol
If you are on Android you can already play it in Europe. Download the apk and start playing. The game is so much fun.
@Kurusu You're right. Mobile does automatically = bad.
@Katelyn1223 No thanks!
This is one of 2 mobile games i'm playing actively right now, enjoying it thus far. The only thing that I have a complaint about is the gacha rates in this game are bad, even if you manage to get a rainbow/5* because it's split 3 ways with Wyrmprints, dragons, and adventurers it can be really difficult to get the 5* adventurers you might want. Luckily a lot of the 4*'s are good enough and even with only having 2 5* adventurer's I've been able to complete both raids so far and only content not done is the top content that only a few people have actually been able to complete thus far due to the difficulty of a special dragon stage.
I loooove this game. This is the first time I've played this type of game and it's taking up nearly all of my gaming time. My second fave games are Pokemon Go and Destiny 2. Both of those are on the backburner due to this game. I love the artwork. At first I balked at all the currency and different stats but that's what makes it engaging--I can focus on grinding my EXP, get bored of that then work on weapons next or on unlocking abilities. Yes it's like a store disguised as a game but it's easy to get by without spending any real money. Just last night, the director of the game gave every player some free goods after updating on things that they hope to improve on the game. The developers really seem to care about the player's opinions and it makes sense--it makes any investment that I make on the game with time or money meaningful. Now I wish we can see Dragalia Lost on the Switch or the cool characters in other games.
@Katelyn1223 I tend to have those "oh no" moments when it comes to f2p games due to its pay to win mechanics, but FEH proved me otherwise that I can still enjoy a f2p game without spending a lot of cash and not getting a high rank character won't necessarily stop me from enjoying most of the content.
I went into Dragalia Lost expecting not to play it very long, but was pleasantly surprised by its polished presentation and RPG gameplay/mechanics. It's a grindy game for sure, but in a fun way and in short bursts. All the virtual currency and resources they throw at you at the beginning is enough to get the ball rolling and start enjoying its content. There's no reason to tackle the harder content, unless you're up for the challenge. Even then, if you're patient and dedicated enough, eventually your characters and gear will grow enough to take on the harder stuff without spending any cash.
It's a fun mobile game. Give it a fair shot and you may find yourself pleasantly surprised like me.
@Katelyn1223 I view it as elitism no different than console loyalty or PC Master Race delusions. It's not just possible, but likely for there to be great games on platforms other than one's favorite. If someone doesn't feel like playing a great, free game simply because it's on mobile, that's their loss.
I gave this game a shot, but it never really connected with me. It's a solid game, and they clearly put a lot of care and attention into it, but for whatever reason it just didn't really grab me. I wouldn't exactly say that it's deep, but there is a lot of stuff going on and I didn't really feel bothered to learn everything.
@klingki I had that initial feeling as well and didn't play it as much, until the first raid came out and I decided to dig into its game mechanics and story. There is a lot to do which seemed overwhelming at first, but gradually made sense to me as I continued playing. It may not be complex for some, but I found it engaging enough. For me, it was the many customizations and building different team compositions that got me hooked. Then from there, the addictive grindy game loop reeled me in. At the moment, there's not much reward for building a well thought out team comp, but hopefully they do create challenges that encourages players to do so in the future.
Ridiculous how this still isn't out in the UK.
Nice! I guess I'll give this a look-see now
@june_l Well, I kept it on my phone, so I'm sure I'll go back to it at some point. You're right, it probably is just a matter of me putting in the time and effort to figure everything out.
Love this game so much! I have not touched my Switch at all for weeks because of this, LOL. To all those who are dismissing this simply because it is a gacha mobile game, you do not know what you're missing.
@Roam85 Get the $7.99 Beginner's Pack. This will net you 1500 Diamantium, effectively giving you 50 Single Summons per day (at 30 Dia each). It technically is the same as getting 5 Tenfold Summons, although stretched out over 50 days.
@SwitchVogel I might try it but I think the thing that bothers me and some others is not the fact that it is on a phone but rather the “free to play” model of the game itself. I’ve dropped 5-10 bucks on games through the App Store and had a blast ( Infinity Blade II, Device 6, Game Dev Story are really fantastic). But I’m just bothered when the whole structure of a game is built around the idea that to get the most out of the experience, you need to continually make IAP. That whole concept goes against what I believe to be sound game design and games are a large allotment of time and I want to spend it playing great games.
There are a number of mobile games which I enjoy, but I'm not going to try this one.
I mean, I TRIED to try this one, but I quickly gave up on that when I launched the game after the initial Play Store download only to find that more downloads (plural!) were required to get going. Steam has spoiled me; I want to have the downloads finished BEFORE I run the game. I ended up quitting Super Mario Run (in which I paid for the unlocked worlds), Fire Emblem Heroes, Kingdom Hearts Union X, Hearthstone, AND Animal Crossing Pocket Camp because of how weary I've become of this state of affairs (not to mention the lack of disk space from keeping these games installed and updated).
Combine this with the fact that my phone has a 3-year-old battery which dies rapidly with any significant screen time, and I've become less inclined to play mobile games in general for the time being; I have enough trouble getting my phone through a full day with two full recharges from a pair of USB battery packs.
"If you’ve never been much of a fan of gacha-style mobile games, Dragalia Lost is hardly going to change your mind." - This
I spit on mobile gaming.
@NotTelevision Generally, I agree with you, but that's why I was so surprised at how Dragalia Lost turned out. It's still definitely built with IAP in mind, but it's a lot more generous and fun than most games of this ilk.
@Strife89 There is an option to download everything at once. It is a little hidden but that makes it a lot less frustrating
Perhaps one of the smash dlc characters will come from this game.
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