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Dragon View (also known as Drakkhen II or Super Drakkhen) is a video game developed and published by Kemco for the Super Nintendo Entertainment System in November 1994. Although it bears little resemblance to its predecessor, Drakkhen, it utilizes the same pseudo-3D overworld system for which the series is most famous. Other features of Dragon View are its side-view Action RPG hybrid gameplay (used when exploring more detailed areas such as towns and dungeons), its well-translated second-person storyline, and its emphasis on player-driven "free" exploration.
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An in-depth Let's Play was done by "My Name Is Kaz". Others include ones done by Lantis02, Sir Eldric IV and by Gunarm Dyne.


Dragon View provides examples of the following tropes:

  • Absurdly High Level Cap: Level 46, also referred to as "Master" in-game. You can actually reliably beat the final boss at Level 40 minimum if you've found all the upgrades to your armor and weapons, which makes it seem like this isn't quite played straight. However, starting at Level 35, the experience required for each new level starts rising sharply, going from about 3000 more between each level to now about 30,000 added on to each new requirement. Once you hit Level 40, it would take you another 2,703,214 experience points to reach the cap. The highest amount of experience given by any regular enemy is the 2,611 Experience for killing the Grim Reaper enemies in the random battles in the Underworld map, or more reliably, the Gold Demon Knights giving 2,310 in Giza's Palace.
    • Just to drive home how big a deal this is, calculation of the total experience necessary to go from Level 1 to Level 40 shows you need 1,107,304 total experience to get to a high enough level to beat the game reliably. Yes, to grind those remaining six levels, you would need almost 2.5 times the amount of experience you've acquired since the start of the game, which would take hours to do. While the total number of levels doesn't show it, the overall experience required to face the final boss confidently and the amount required to cap out your levels, the grand total being almost three times the minimum necessary, certainly does.
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  • Aerith and Bob: Fairly common names like Alex, Katarina, Sarah, and... Giza all appear in the game.
  • Bullfight Boss: Piercia and the Efreet do screen-clearing charges in retaliation for being damaged.
  • But Now I Must Go: Katarina believes this is what Alex is saying during the ending when he tells her Methraton has asked him to be king of the island. Averted, because Alex soon tells her that while he is leaving to become king, he wants her to marry him and be his queen.
  • Curb-Stomp Battle: This happens a lot in this game, either as a result of you facing enemies overpowering you, or your levels being so high as to utterly destroy everything in a hit or two.
    • Giza will do this to you in Keire Temple. Ironically, if you actually manage to grind to Level 46, you can return the favor in the final battle.
  • Door to Before: The teleport sigil at the top of Mt. Badsel. You would think it would take you to where the Mouth of the Underworld is since Giza and Argos took Katarina this path, and it takes you...to the Desert Cave. However, it takes you to an unexplored section of that cave in the fire caverns beneath it that you likely noticed but couldn't explore. One path leads you back to where you had explored before, the other path leads to the Mouth of the Underworld.
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  • Dumb Muscle: Played with, since Alex is somewhat implied to be this. Averted, however, since a number of the puzzles the game presents would logically require someone capable of thinking on their feet. Rather, Alex appears to be very easily enraged and blinded by it.
  • Early-Bird Boss: Piercia, with her habit of ramming you almost every time you hit her. You're going to need good reflexes.
  • Freudian Excuse: Giza's Start of Darkness happened after his sister fell ill and passed away despite his desperate prayers to the gods.
  • Game-Breaking Bug: If you defeat Piercia, and Reach the dragon room inside Ortah Temple without saving and reloading your game (or dying), the game will scramble itself into utter madness, and do almost anything, including calling the credits.
  • Guide Dang It!: You do get reasonably reliable hints from the temples, which can help mark things on your map for exploration, but good luck finding all 17 Heart Containers, all 8 Magic Containers, all 4 Armor Energies, all 4 Sword Energies, all 4 Hauza Energies, the techniques for both weapons and ESPECIALLY their upgrades, as well as some of the other items and upgrades to your magic and such without any additional help. There's a lot to find in this game and you'll either have to try everything or read a guide.
  • Improbable Weapon: The Hyuza, which resembles the drunken love child of a boomerang and an axe. Somehow, it both works and is actually effective.
  • Lethal Lava Land: The Cave of Fire, as well as a few other areas in Miraj Desert. Some of them require special boots to go through.
  • Lost Woods: The aptly named Illusion Forest. Going the wrong direction will lead you back to the beginning intersection. You need to have an item from Hujia and then save Ogma from Neil's Old Well to coax the fairy spirit back into it. Using the item will prompt the fairy to guide you through the woods.
  • Meaningful Name: Alex, which means "Protector of mankind". Fitting name for a young warrior hero out to save the world.
  • New World Tease: Given how very open this game is, this is to be expected. You can go just about anywhere after Galys Pass with exception of Mt. Badsel and most key areas, limited only by your equipment and ability to survive the monsters in each place. However, special shout-out goes to the Desert Cave, which you likely found during exploration of Miraj Desert. There's several treasures to be found here, but one path leads to a cavern of fire that you can't cross through without the Fire Boots. Later on, you find this area is actually the path to the Mouth of the Underworld, the final area of the game.
  • Mirror Match: The first enemies in the Sektra Temple are water clones of Alex. Thankfully, they only use the sword.
  • Sdrawkcab Name: Of sorts. When you visit one of the mages that can power up your rings, their incantation for doing so is "Azig taefed!!!" or "Defeat Giza"
  • Shout-Out: To Airplane! of all things:
    As Alex finishes a training regimen
    Damme: Since you're in such a good mood... How 'bout 30,000 more!
    Alex: Your jaw drops, and your smile fades, "Surely you jest!"
    Damme: Ha ha... gotcha! And don't call me 'Shirley'!
  • Unwinnable by Mistake: This is VERY easy to do in the world map as, unlike Drakkhen, there's no way to escape battles in the overworld once they've started, and going the wrong way will see you battle with creatures that will destroy you in a single shot. How unwinnable they are would depend on your skill since you will always do at least 1 damage to an enemy regardless of their defense. Good luck getting in 40 hits before a single touch kills you immediately...

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