I just finished the demo for Dragon Quest XI S on the Switch, surprised it ended up being like 20% of the main quest or something. Anyway, I'm still trying to figure out what makes DQ feel so "playable" compared to other JRPGs. I don't feel the friction here that I do with other JRPGs. I got the same feeling from trying out the first few hours of IX -- the only other DQ I've gotten around to trying so far.
The best reasons I can figure out are:
1) It tends to not get carried away with cut scenes. They aren't too long, there's never too much dialogue, and it's not unnecessarily dramatic. In DQIX I was shocked to already be exploring the first town and world map within like 90 seconds of starting a new game. Post-FF7 JRPGs have a tendency to insist upon themselves with slick cut scenes, big words, and lots of uninteractive story to get you to buy into their settings. DQ seems to want to get you out and exploring and soon as possible.
2) More of the story, or just the general emotion, is carried out through the gameplay itself, be it the environments or normal NPC dialogue. How the opening village and all the events regarding it are conveyed is an excellent example.
3) Good controls and sound design along with quick gameplay. I guess the 3x speed in the S version helps, but so does the sound design likely carried over from the classic games. The interface feels crunchy and fast. One of my biggest issues with turn-based JRPGs is the combat being too repetitive and time-consuming for how simple it often is. Even at 1X speed DQ doesn't have this problem compared to, for instance, the first two Breath of Fire games which I played earlier this year. I also noticed it's balanced so you don't really need to fight every enemy on the field.
4) The story actually feels pretty unique. I'm not noticing all the typical otaku anime tropes here, I guess because DQ doesn't have to rely on otaku money to sell. Sure DQXI starts out as a tacit admission of the most fundamental RPG story -- I feel like the "Luminary" could've been the Avatar from Ultima, it starts to flip on that pretty quick. The story so far doesn't at all feel complex or "mature", but I'm at least somewhat interested in seeing what happens next.
In general the DQXI demo feels like a SNES JRPG in 3D, though a lot more refined and balanced (maybe because it's also designed around having a 16-bit mode), particularly in terms of pacing. It even conveys the story generally how a SNES JRPG would, only you can actually see the characters emote now. Compared to many post-PlayStation JRPGs, DQ feels more confident in actually being a video game. In another thread someone made the comparison to Ni No Kuni, and both games do have that "SNES game in 3D" feeling. NNK1's story just feels a lot more formulaic and predicable, probably more unnecessarily wordy too. A lot of people also had a problem with NNK1's combat animations (though I didn't).
Anyway, if I do continue XI, it'll probably be after I try out the rest of IX, then V, then maybe VIII. I hope Square Enix decides on doing Definitive Edition for PlayStation and PC by then. A game like DQ fits the Switch really well, but the image quality just felt too compromised for me. If I went in right now I think I'd get the PC version with the orchestral music mod.
What does everyone think the chances are of there being a Definitive Edition PS5 upgrade for DQXI? How would they even take advantage of PS5? Less loading and transitions between zones?