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Dragon Quest X Wii dated in Japan

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Dragon Quest X Wii will retail for around $70 dollars in Japan from August 2nd this year, which is all well and good. However, if you want a version that you can actually play, then you’ll need to fork out another $20 for the special edition which includes a 16GB USB stick, the minimum storage expansion required to play the game. You’ll need it for patches and content updates, according to Square. So don’t go purchasing that cheaper version unless you already have some memory lined up. lest your game just be the world’s smallest Frisbee.

It’s not like Square haven’t tried to fit all the data into that box, however. The game ships on two discs, quite possibly the first Wii title to do so. At this point it’s unclear exactly what you’ll be doing with the second disc, but I can’t imagine it’s a coincidence that you require 16GB of memory for a game with an extra disc…

However, somehow the above situation hasn’t managed to be the weirdest thing about Dragon Quest’s release.  As you might know, the game has a subscription fee, roughly ten dollars per month. The game includes 20 days to play, but if you don’t pony up after those then you’ll only be able to play during “Kids Time”.

As you, the lucid Vookian have probably surmised, “Kids Time” is a time for kids to play DQXW.  Questions arise, such as “How could they enforce this?”, “At what age does a kid become too old for Kids Time?” and perhaps most importantly, “Why the hell have a dedicated time for children in a game without voice chat?!”

Interesting questions all, to which Square has said they have no intention of setting an age limit on Kid’s Time. But they do ask you to understand that they’re meant for children. 

In case you’ve forgotten and read that line as only mildly passive aggressive, remember it was released by Square’s Japanese press arm.

The game’s probably never coming out in the west, but if it does we’ll let you know. Maybe that mysterious Wii U version that’s been kept under wraps ever since it was announced might make it over here.

Then we could experience the joy of trying to work out how to actually play the game too.

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Thanks for the translation, Andriasang.

 

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Ewan Miller
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