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Saving the World, One Synthesized Monster at a Time

The Dragon Quest Monsters spin-off series has been one of the more unexpected revival subjects I’ve seen in my time in the industry. Three games came out almost back-to-back on the Game Boy family, and the third was…

Dragon Tome6 min read
Saving the World, One Synthesized Monster at a Time

The Dragon Quest Monsters spin-off series has been one of the more unexpected revival subjects I’ve seen in my time in the industry. Three games came out almost back-to-back on the Game Boy family, and the third was never localized. Then, three more games were released much further apart on the DS and 3DS, the third of which was also never localized. After 2016’s Joker 3, the series felt effectively done, surviving only through remakes that were, say it with me, never localized.

Then, out of nowhere, we got a brand-new Nintendo Switch timed exclusive, The Dark Prince. Only three years later, as part of the parent franchise’s 40th anniversary, Monsters is making its English-language PlayStation debut with the radically different Dragon Quest Monsters: The Withered World. That history alone makes its arrival significant, but the deeper appeal is seeing how this new entry expands the synthesis-driven progression that has always distinguished Monsters from other creature-collecting RPGs.

Bianca and Nera Return in Dragon Quest Monsters: The Withered World

I spent some early time with Dragon Quest Monsters: The Withered World at PAX West, beginning with half an hour at the very start of the game before exploring some of its broader systems. Although I came away with some questions, I have a feeling the team has cooked up exactly the monster-synthesis extravaganza longtime fans have been waiting for.

After a cutscene explaining how Dragon Quest V heroes Bianca and Nera appear in a brand-new world that looks positively post-apocalyptic- hey, that’s why the game is called that- players get to choose which of the two will act as their lead character. Each comes with their own set of combat powers that can randomly activate during battle.

The system feels a little like how Persona‘s navigators work, as Bianca and Nera are non-combatants who can jump in with a quick, single-use ability but aren’t active frontline fighters. The game notes that I might be able to change my decision later, but I don’t yet know the circumstances.

That’s followed by a short questionnaire that determines your starting monster, with mine being a Wax Murderer, which felt like a threat. Then, players are taken right into a monster combat and recruitment tutorial. I initially thought half an hour wouldn’t offer much more than a quick glimpse and a few cutscenes, but the speed with which Withered World gets players into the action proves that this Monsters title is much less interested in the depth of its plot than most other games across Dragon Quest. Still, I enjoyed what it was setting up.

Monster Synthesis Opens Up Deep Party Customization

From there, I gathered a full squad, organically coming across a variety of details that reinforce the game’s emphasis on player agency. A full party is composed of four active fighters and up to four reserve monsters, and those reserves will continue to receive a percentage of the experience earned in battle. At three-level intervals, monsters earn three skill points that can be spent by the player, and the way these skill trees work feels deceptively simple, but appropriately so.

The Monsters franchise has always skewed closer to Shin Megami Tensei than Pokémon, in that players aren’t necessarily intended to get emotionally invested in a single team. Instead, they’re encouraged to continuously shuffle out and combine their beasts in order to change their party and develop something stronger.

Each wild monster comes with two skill trees, and players simply decide which one they’d like to assign their available points to. Crossing thresholds on one will unlock active combat abilities, while the other is usually full of passive stat bonuses. Monster Synthesis, the means by which the heroes combine monsters into potentially stronger ones, allows the created monster to inherit three skill trees selected from those of its parents, as well as some of the points that had been invested into them. This creates a potentially massive layer of customization. If you want to forego higher stats in order to create a monster with a huge assortment of battle skills, you have that option.

Restoring the Withered World One Watering Can at a Time

Upon reaching the castle the heroes had been directed toward, the king ruling over this wasteland says he can potentially give them the leaves they seek to heal their families. Before he can do so, though, they’ll need to revitalize his kingdom. Offering them a lead to their next destination and a watering can, he sends them off on a grand adventure. I discovered shortly afterward that the watering can restores the save and fast-travel points that dot the map.

I didn’t get much further into the story, but the ruined kingdom and its emphasis on restoring life to the surrounding world feel familiar to the setup of Dragon Quest Builders 2. I can only hope that even this lightweight tale might still provoke some real intrigue and emotion as it goes on.

The Fisheye Camera May Cause Motion Sickness

One of the first things I noticed on my journey across the map was the game’s unique look. A fisheye-esque camera creates the illusion that you’re running across the crest of a hill, or the curvature of a small planet, à la Animal Crossing, the entire time. This presentation was easily the most mixed part of my demo experience, as I was thankfully warned before starting that the camera had caused motion sickness for several other attendees.

Dragon Quest Monsters: The Withered World features two accessibility functions that mitigate this. One is a fixed camera angle that looks down toward the map, while the other is a filter that darkens parts of the screen in order to reduce the visual disparity that causes nausea in some people. As someone who experiences motion sickness fairly intensely, the latter option significantly reduced the queasiness I felt. However, I could definitely tell why the camera would be an issue, and the discomfort didn’t go away entirely.

If you’re the type of person who has to medicate before someone gives you a ride to work, like I am, it’s definitely worth experimenting with both options. Still, even the fixed camera didn’t compromise the experience enough for me to say that anyone should skip Withered World entirely.

My brief time with Dragon Quest Monsters: The Withered World proved that it deserves to be on the radar of players who enjoy creature collecting but want deeper control over how their teams and abilities develop. Its emphasis on synthesis, inherited skill trees, and constant party experimentation gives it a distinctly different appeal from the next Pokémon title, even if both offer a similar sense of approachable adventure.

With the series finally coming to all platforms simultaneously, an entirely new audience might be able to check out Monsters and see what they’ve been missing this whole time. Thankfully, it’s arriving just in time for the holiday season, meaning the whole family can enjoy it. Hopefully, they don’t get Wax Murdered like I did, though I do hear that can build character.

Dragon Quest Monsters: The Withered World releases on PlayStation 5, Xbox Series consoles, Nintendo Switch, Switch 2, and PC via Steam on December 3, 2026.