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SOJ Breath of Fire V · The History
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The History of Breath of Fire V: Dragon Quarter

A thousand metres underground, the dragon series started over.

Breath of Fire: Dragon Quarter (PlayStation 2, 2002) is the fifth entry and the great rupture. In Japan it kept the numeral, Breath of Fire V: Dragon Quarter; the West dropped it. Humanity has fled a ruined surface for bunkers a kilometre down, where your D-Ratio, your measured worth as a citizen, decides how high you may live. Ryu is a ranger with a D-Ratio of 1/8192, nearly the lowest number there is, assigned to escort Nina, a girl surgically rebuilt to filter the poisoned air, toward a sky neither of them has seen.

THE MAKING

Production Studio 3 reads Ryū Murakami

The project was headed by series veteran Makoto Ikehara, directing his third consecutive entry, with Hironobu Takeshita producing, Tatsuya Yoshikawa designing, Yukio Andoh writing, and, for the first time, an outside composer: Hitoshi Sakimoto, with Yasunori Mitsuda as sound producer. Development began in April 2000, the month the fourth game shipped, with a team of around forty, half of them on graphics.

Ikehara took the setting from Ryū Murakami's 1994 alternate-history novel Gofungo no Sekai (The World Five Minutes From Now) and a deliberate dissatisfaction: he felt the earlier games were too easy beside rival RPGs, and the difficulty rose as development went on. The finished game was dedicated to the memory of Capcom employee Yasuhito Okada. An online mode and a fishing minigame, the series' oldest pastime, were cut along the way.

THE DESIGN

Restarts as a system, power as a countdown

Three machines replace the old structure. The Scenario Overlay System expects failure and prices it: give up or die, and you may restart from your last save or from the beginning, carrying equipment, skills, and a pool of Party Experience, while your rising D-Ratio opens scenes and areas that a first run cannot reach. The D-Counter appears when Ryu's dragon power wakes: a percentage that rises with every step and every dragon ability, can never be lowered except by restarting, and ends the game outright at 100 percent.

Battles, the Positive Encounter Tactics System, are fought on the field with traps, bait, pre-emptive strikes, and Action Points spent on both movement and attacks, strung into combinations. Permanent saves cost scarce save tokens; the suspend save deletes itself when loaded. Ryu has exactly one dragon form, against the series' traditional menus of them, and a single run lasts around ten hours, because the game is the sum of its runs.

THE BOX

Japan · PlayStation 2 · 2002
Breath of Fire V: Dragon Quarter · Japanese box box art
Breath of Fire V: Dragon Quarter · Japanese boxThe numeral the West never got. Yoshikawa's Ryu reaches out of the cover, Nina beside him, the dragon's eye watching from behind them both.

THE EDITIONS

Three regions, three rulebooks
Japan · Nov 14, 2002
Released as Breath of Fire V: Dragon Quarter; a PlayStation the Best reissue followed in July 2003.
North America · Feb 18, 2003
The numeral was dropped from the title. Otherwise the design arrived intact, save tokens and all.
Europe · Nov 28, 2003
The European version changed the rules: the soft save was removed and roughly twice as many save tokens were scattered to compensate.
PS2 Archives · 2016 to 2019
A Japanese PS3 download arrived February 16, 2016 and was delisted in early 2019. The PlayStation 2 disc remains the standard route.

THE RECEPTION

Praised, argued over, and undersold
Famitsu · 32 / 40
The series' best home score, and a Famitsu silver award. Hyper PlayStation 2 averaged 8.5 of 10.
Metacritic · 78
GameSpot 8.0 and IGN 8.2 at the warm end; EGM 7.7 and Edge 7 among the cooler verdicts.
Japan · 140,073 copies
80,059 in its first week, enough to top the chart, and 140,073 by year's end: a steep fall from the fourth game.
The split, in their words
Game Informer warned it would "tear the Breath of Fire fan base apart"; IGN called it a tough pill for returning fans and its score "pure genius."

GamePro's summary stands for the whole reception: a sequel "that couldn't be more different if it tried," with astonishing combat and a restart structure its reviewer counted as the biggest downfall. The argument was never about whether the game was made with care. It was about whether the care had been spent in the right direction.

THE LEGACY

The last console Breath of Fire

Dragon Quarter closed the console series. In 2004 IGN placed it sixth on a list of the PlayStation 2's hidden gems, noting the strangeness of a flagship 32-bit-era RPG franchise selling under 135,000 copies in North America. Its design, failure carried forward as progress, has only become easier to read since. The Library's companion page takes the reinvention apart system by system.

How Dragon Quarter Reinvented the SeriesThe History of Breath of Fire IVThe PS2 RPG Gallery
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THE FIRST WORD

New pages and new pieces, first.