Voice of Cards: The Isle Dragon Roars shows why Square Enix is leaving the small game business.
By bigsocrates 24 Comments
When the Voice of Cards games were announced I was excited. I like deckbuilders, I like RPGs, I like most of what Square Enix does, it was co-directed by the fantastic Yoko Taro; the idea seemed like a guaranteed hit. Then the games released to mixed critical reception and I read somewhere that they weren’t real RPGs with stories, just dungeon crawlers that used cards for everything in annoying ways, so I decided to wait for a price drop. And I waited quite a long time because the price stayed high, as most Square Enix releases tend to. Finally I bit after the trilogy plus DLC dipped below $40, and now having played through the Isle Dragon Roars I can say that while the game wasn’t quite what I imagined it also isn’t as dull as its reputation might suggest. This is a combination of an old school JRPG and a D&D session with cards serving more as a visual motif than anything else. All the characters, equipment, and abilities are presented on cards and the environmental tiles are made of cards (there are also visual dice rolls) but this is not a deckbuilder game and the mechanics are very much straightforward JRPG stuff. You have three party members, they each have a few items of equipment, they gain XP and level up, unlocking new abilities, etc… You can only equip four abilities (and passives that unlock as you level but all stay equipped) per character at a time, which is a bit limiting, but it’s far from the first JRPG to restrict you like that.
If the impact of the card element of the game is less than expected then the impact of the voice element is greater. The game is presented as a tabletop roleplaying campaign, with a single narrator who describes the action, reads the dialog and descriptions of events, and also comments on the things that happen, praising you after combat if you win quickly. It’s an interesting mode of storytelling; you lose the benefit of distinct character voices and sometimes dialog altogether as he describes the content of what’s said rather than reading it verbatim, but it also creates an element of intimacy to the proceedings. You feel like there’s someone with you on the adventure, guiding you and creating the experience, like it’s a solo D&D campaign. There are also D&D elements in the way that dice are used (most RNG happens behind the scenes but some attacks add visual damage dice) and the fact that instead of mana you get “gems”; counters that you accrue once per each character’s turn (or through other items or abilities) and are expended to use more powerful skills. The game also uses D&D number scales. Rather than the traditional JRPG trope of having everyone have dozens of HP right from the get go you start with 25 or so and gain one per level, meaning that much of the damage in the early game sticks to the single digits. It helps with this sense of smallness and intimacy compared to many JRPGs and their world spanning plots to kill gods.
The story is also small and contained. You play an adventurer who takes up the call of the realm’s queen to slay a dangerous dragon. Along the way you meet companions and visit towns to talk to people and take on a handful of optional quests. It’s all very straightforward and simple, and I understand why people who are more into those big, dramatic, JRPG plots might not vibe with it. Having narrative description instead of cut scenes to show the action is also an acquired taste (though something that Yoko Taro also experimented with in parts of Nier.) I personally enjoy the grounded approach. Not necessarily more than the standard JRPG nonsense, but as a nice change of pace. There are some twists and turns later in the story that make it a little less plain than it seems at first, and again I’d say that the game’s reputation for having only a rudimentary story is not earned, but though it goes to some pretty dark places it never really leaves the human scale that it starts on. For a 13 hour or so adventure it more or less works and stays reasonably engaging, though I wouldn’t call the game story driven.
What works less well is the way the characters are handled. The game does have characters, with names and personalities and everything, but they’re very lightly drawn. Your main character is a rude jerk, your monster companion is more or less a loyal puppy, and the witch you meet early on is angry at the dragon but otherwise kind of nice and…that’s it. There are a couple of other main characters who join your party and they both provide their share of comedic relief (the game has a lot of humor, especially considering how dark it gets in the back end), but nobody really changes or evolves as the game progresses, other than your main character being slightly less of a brat over time. Side characters, other than your rivals, are encountered once and either give you a quest or say one thing. You can unlock some detail and backstory for some characters (and even monsters) in your card codex, and some of these are kind of sad or funny or whatever, but they don’t make you care about any of these people. If you play JRPGs to fall in love with the cast and the people in the world you won’t find that here.
What you also won’t find is top notch combat. It’s a very basic system where everyone gets a turn, you select an action, and you may get a critical hit or encounter a status effect or elemental weakness, which can add some small wrinkles. Deciding when to use your gems gives it a bit of strategy, as does the effectiveness of certain status effects for “crowd control” (though you never face more than 3 enemies at once.) Combat isn’t terrible but in terms of complexity it’s a system that wouldn’t be out of place on the NES.
A lot of the systems in The Isle Dragon Roars similarly feel very basic and a little undercooked. Its towns are simplistic, with standard shops that are identical from town to town, a few NPCs to talk to, some incredibly menial side quests that won’t take you more than two minutes to resolve, and whatever people and special locations you need to advance the main quest line. Its dungeons are simplistic with only a very few traps or other interactive elements. There’s one tower where you can fall to lower levels if you step on the wrong tile, but because you can jump to any tile you’ve previously discovered it’s trivial to climb back up. There are events that play out randomly in the overworld and even some dungeons, resembling random events in a D&D campaign, but generally you will end up fighting a monster or finding some treasure or encountering a shop, nothing special. Very early on I ran into one event twice that had me fight a special monster for a huge boost in XP granting multiple levels. This led to me being overleveled for the first half of the game (I was level 12 when I found a new party member who was level 7, presumably around what you should be at that point), which would have been an issue were the game not generally quite easy. I never party wiped and the only time I came close was against the final boss. You get choices in conversation at certain point but as far as I can tell none of them actually matter or affect the plot; though rarely they might alter how a specific encounter plays out. They’re just for flavor.
Which is something that the game needs. If there’s one overarching issue with this game it’s that it’s all a bit flavorless. Nothing is terrible or broken. The graphics are fine. The combat system works. The story is bland but sufficient to drive the action and the characters…exist. There are unique elements like the card aesthetic, the random overworld encounters, and the fact that some battles have random events occur throughout them (everyone might take damage or gain attack power for a turn). But as the game wears on and the novelty of the card aesthetic and the narration wear off there’s just not much of a hook. If the story were epic or the characters charming or the combat exciting and strategic they could carry the game, and the rest of the systems would be good enough to hold it together. Even if it just had an amazing soundtrack that might be enough to help carry it, but while there are some good tracks that are reminiscent of Nier, there are also some legitimately awful tracks that are headache inducing in their boring repetition. Overall it’s not a bad soundtrack but it isn’t one that can elevate the game. Instead with nothing spectacular The Isle Dragon Roars is like a dinner of tofu and broccoli. It’s not unpalatable and it will do when you’re hungry, but it’s not something you’d actively want. I wouldn’t warn anyone who liked kind of basic JRPGs away from the game and it didn’t annoy or anger me the way that something like Trinity Trigger did, but it’s almost impossible to think of the kind of person for whom it would be a must play, except perhaps a Yoko Taro megafan who has to play everything he works on.
I think Square Enix made some mistakes in the way the Voice of Cards games were released, which really hurt their reception. Releasing them all within 11 months oversaturated their own market. Yes they are bite-sized and budget priced JRPGs, so players would have time to finish and be ready for the next one, but they are also novelties, and I think for a lot of people a few months is not enough time to want to go through another similar campaign with the same graphical style and ideas (though apparently the mechanics did evolve throughout the series.) It’s the kind of series you want to give some time to breathe so people could say “oh yeah that was fun I could go for another short campaign like that” rather than “another one? I just finished the last one I don’t want to do it again.” I also think that $30 was a high price point. It’s not unreasonable for what is a decently polished and fun RPG with a lot of voice work and illustration, but it’s a short, simple, game and especially with the compressed release schedule you’re asking the same price as something like Hi-Fi Rush, and nearly as much as Sea of Stars. Voice of Cards is a chill, shorter, experience you play between the big releases, and while $30 is far below full price it’s 50% more than a game like Pentiment, which has illustrated visuals and a lot more bespoke content, and twice the cost of Norco. Asking a premium price (for smaller games) for an experience that’s pleasant and low stakes but lacks a wow factor and ALSO has cosmetic DLC is risky, and doing so 3 times in under a year just looks greedy. I paid a little under $40 for the complete versions of all three games and that feels about right to me, so $20 each at launch might have gotten more people to bite.
With Square Enix announcing that it’s no longer going to be making smaller games and instead is focusing on big HD stuff it’s unlikely that we’ll see another Voice of Cards game or even a similar experiment for awhile. I’ve played a lot of these small scale Square Enix JRPGs, including I Am Setsuna and Lost Sphear, and while I don’t hate the games I kind of feel like we’re not losing much if they go away. I’d rather just play remakes and remasters. I certainly had more fun with Grandia, Final Fantasy IX, and Wild Arms than I did with any of these new old school RPGs. Now you can argue those are all stone cold classics, but even something like Okage: The Shadow King, despite being deeply flawed, was a better time because at least it was interesting.
I still like the classic JRPG formula, proven by the fact that I enjoyed both Wild Arms and Okage last year. And I like new games that use that formula to do something interesting, as demonstrated by both Sea of Stars and In Stars and Time, also from 2023. When people are nostalgic for JRPGs from the 16 and 32 bit eras the games they are nostalgic for are those that try something interesting in terms of plot or mechanics or aesthetics or all 3, or games they played as a kid. Nobody is excited about the idea of a bland, simple, RPG done in that style. The Isle Dragon Roars may have worked with the same story and mechanics in 1993 (though obviously with different graphics and no voice narration) but it wouldn’t be particularly well remembered. So why would people want a version of that today? These smaller Square Enix games aren’t bad, but they might be more interesting if they were. Instead they feel passionless and corporate. The kinds of JRPGs an AI might make, with all of the parts properly in place but no actual reason to play unless you just love JRPG-like substance. But there are lots of JRPGs out there. We don’t need more of them unless there’s a reason to need that specific game. And for The Isle Dragon Roars there really isn’t. You’d be better off just finding something well regarded that you missed, unless you really adore the aesthetic for some reason.
In full disclosure I’ll probably play at least the second game in this series. I already own it and I’m curious to see how they evolve things. 13 hours is short for a game like this, and I didn’t have a bad time. It wasn’t like Trinity Trigger, which made me angry with its blandness because it was actively annoying to play. The Isle Dragon Roars was...fine to play. Enjoyable at times. There were some funny jokes, some good music, even a couple of decent fights where I had to use strategy and thinking to win. But I came away feeling incredibly meh. It wasn’t just a 6/10 but a 6/10 across the board in basically every character. Give me Okage, with its 4/10 dungeon design and 3/10 combat but 9/10 world design and bonkers character interactions over that any day. At least it’s memorable. I thought that having Yoko Taro involved would mean that at the very least The Isle Dragon Roars would do some interesting things. I was wrong.
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