Dragon Quest V is not like its predecessor. In this one, instead of leading a pack of heroes, you lead one; and instead of a big quest, you have to fulfill a family legacy. Since Dragon Quest V has never been released in the USA, its going to be different the the ones we have.

For starters, DQV drops the previous game's chapter-based narrative approach. While there are definite divisions within the generally linear story, players follow the progress of a single character rather than a host of heroes. DQV follows the player's character throughout his life, from childhood to fatherhood, and much of the game's appeal lies in the fulfillment of a family legacy -- a process the player takes an active role in. Despite the straightforward narrative perspective, most players will likely find DQV's story more fully realized than DQIV's thanks to the inclusion of a feature cut from the English version of the previous release: party talk. The main character is your classic silent protagonist, but pressing the B button will prompt the current party members to comment on the current situation -- and they're a chatty bunch. Each companion character has something to say about about every single room of the game and in response to every single line of NPC dialogue or plot twist. Regular use of party talk doesn't just expand on the minimalist plot, it also (optionally) fleshes out the personalities of everyone who surrounds the player's character -- well, the humans, anyway.
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