Dragon Quest VII Reimagined Producer Explains Story Changes, Job System Overhaul, and Visual Direction

Originally released on the PlayStation in 2000, Dragon Quest VII became one of the best-selling entries in the franchise, renowned for its sprawling story and vocation system. Now, with Dragon Quest VII Reimagined, Square Enix is bringing the classic back with a bold new vision.

We sat down with Dragon Quest VII Reimagined producer Takeshi Ichikawa, who also served as Assistant Producer for Dragon Quest Builders 2 and Dragon Quest XI S: Echoes of an Elusive Age Definitive Edition, to talk about the challenges, inspirations, and philosophy behind this ambitious reimagining.

Streamlining Without Losing Soul

One of the biggest changes in Dragon Quest VII Reimagined is the restructuring of its story. The original was notorious for its sheer length and pacing issues, but Ichikawa insists the team approached this carefully.

“By rearranging the order of each scenario and making some optional or cutting some, we’ve adjusted the pace to provide a more intense scenario experience,” he explains.

“I think you’ll enjoy this slightly different DQVII, with a faster pace and more density.”

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Despite these changes, Ichikawa emphasizes that the unique atmosphere and main storyline remain untouched. “The original work has been reconstructed without changing its unique atmosphere or the main storyline,” he says.

Reinventing the Vocation System

The vocation system has always been a pillar of Dragon Quest VII. In Dragon Quest VII Reimagined, it receives one of the most dramatic overhauls, now implemented with a new Moonlighting mechanic that allows characters to hold two jobs at once.

“By adding the ability to hold multiple jobs this time, we’ve made it easier to enjoy changing jobs,” Ichikawa says. “Since you can enjoy combining two jobs, we think you’ll enjoy a deeper job system that’s a little different from the original version.”

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He acknowledges the original’s dilemma, where changing jobs at maximum proficiency temporarily weakened characters. “We restructured it so that you can enjoy changing jobs easily by having the ability to hold two jobs at the same time,” he explains.

The team also took care to ensure accessibility for newcomers. “Multiple jobs are unlocked as you progress through the story, so even players experiencing Dragon Quest for the first time will feel comfortable,” Ichikawa notes. “The gameplay gradually expands, so we hope you will play with confidence.”

A Diorama World Brought to Life

While recent Dragon Quest remakes have leaned into HD-2D aesthetics, Dragon Quest VII Reimagined adopts a distinct style with its handcrafted, diorama-inspired art.

“A doll look was adopted as a visual expression that matches the character design of VII, which has a lower body proportion than other numbered works,” Ichikawa explains.

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The team even built physical models for the main characters, scanning them into the engine to achieve a tangible, stop-motion feel. “For the main characters, we actually created dolls and scanned them to create game models,” Ichikawa says. “Other NPCs, monsters, and backgrounds were created directly using CG. We then built up appealing visual expressions and direction centered around the characters.”

This early decision shaped the entire art direction. “We put together visual expressions and direction that suited the doll look,” Ichikawa adds.

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Balancing Nostalgia and Modernization

Modern conveniences, such as roaming encounters, battle speed options, and accessibility features, have been added, but Ichikawa stresses that the team drew a careful line.

“The original work has been reconstructed without changing its unique atmosphere or the main storyline,” he reiterates. “We are striving to make the game easy to play for both customers who have played DQVII before and those experiencing DQ for the first time.”

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Even nostalgic quirks, such as piecing together stone fragments to restore lost islands, remain intact. “DQVII has a huge game volume, and adding a single element would have a major impact on the entire game,” Ichikawa says. “So we had careful discussions about what to add.”

Inspirations and Legacy

Ichikawa acknowledges that the team looked at fan reactions to recent Dragon Quest titles for guidance. “We do use customer reactions to the most recent DQ titles as a reference for development,” he says.

There are also nods to the broader franchise. “In the Arena, which is a side trip element, we have prepared additional DLC that allows you to fight bosses from the Roto trilogy,” Ichikawa reveals.

Ultimately, the project’s title reflects its philosophy. “While this work is based on the original version, all elements have been completely revised so that it can be enjoyed in today’s world,” Ichikawa says. “After consulting with Mr. Horii, we decided to title it Reimagined to reflect the fact that it has been rebuilt from scratch.”

A New Beginning for New Players

For Ichikawa, Dragon Quest VII Reimagined is about opening the door to new fans along with honoring the past.

“Of course, it’s easy to play, but VII also stands out among the series for its unique story,” he says. “So even if it’s your first Dragon Quest game, you can enjoy it with confidence.”

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Dragon Quest VII Reimagined is coming to PS5, Xbox Series, Switch 2, Switch, and PC, on February 5, 2026.

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