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Dragon's Crown

Dragon's Crown[a] is a 2013 action role-playing game developed by Vanillaware for the PlayStation 3 and PlayStation Vita. It was published in Japan and North America by Atlus and in PAL regions by NIS America. A high-definition port for PlayStation 4, Dragon's Crown Pro, was released by Atlus in 2018. Players navigate environments from a side-scrolling perspective, choosing from six character classes to fight in the style of a beat 'em up and acquiring loot through repeated dungeon exploration. The storyline follows adventurers as they journey across Hydeland and become involved in the search for the magical Dragon's Crown.

Dragon's Crown
Developer(s)Vanillaware
Publisher(s)
Director(s)George Kamitani
Producer(s)Katsura Hashino
Yousuke Uda
Designer(s)Takehiro Shiga
Programmer(s)Kentaro Ohnishi
Artist(s)George Kamitani
Emika Kida
Writer(s)George Kamitani
Wataru Nakanishi
Asahi Matsui
Composer(s)Hitoshi Sakimoto
Platform(s)PlayStation 3
PlayStation Vita
PlayStation 4
ReleasePS3, Vita
  • JP: July 25, 2013
  • NA: August 6, 2013
  • AU: October 10, 2013
  • EU: October 11, 2013
PS4
  • JP: February 8, 2018
  • WW: May 15, 2018
Genre(s)Action role-playing, beat 'em up
Mode(s)Single-player, multiplayer

Director and lead artist George Kamitani originally planned Dragon's Crown as a Dreamcast sequel to the 1997 Sega Saturn title Princess Crown. Following Vanillaware's successes with Odin Sphere and Muramasa: The Demon Blade, Kamitani restarted the project. Originally set to be published by UTV Ignition Entertainment, that company's withdrawal from the gaming market led to Atlus taking up the project. Upon release, journalists praised its gameplay and art style, while the story and repetitive elements drew criticism. It also generated controversy for its exaggerated character designs and sexualized female characters. The game was a commercial success, eventually selling over one million copies worldwide by 2017.

Gameplay

 
A boss encounter from Dragon's Crown; a four-player party fight against a dragon.

Dragon's Crown is a two-dimensional (2D) side-scrolling action role-playing game in which players take on the role of an adventurer exploring dungeons in the kingdom of Hydeland.[1] The adventurer's base is a town at the kingdom's heart. There players interact with different establishments populated by friendly non-player characters (NPCs); the Adventurers' Guild where quests are accepted and the player can unlock new Skills; Morgan's Magic Shop where equipment can be repaired and upgraded; Canaan Temple, where players can pay to resurrect bone piles found in dungeons and receive boons for dungeon runs; and Lucain's Tower, which documents rune magic unlocked by the player.[2][3]

Outside of town, players can explore nine dungeon environments in the surrounding lands; each dungeon has two paths, one unlocked after the first run, and hidden areas.[2][4] Dungeons are reached either through a magical portal called the Gate, or after a certain point using the stables for a fee.[2][3] Players are always accompanied in dungeons by two NPCs; the thief Rannie who unlocks treasure chests and doors, and the fairy Tiki who helps point out hidden treasure.[5] While exploring dungeons, players move constantly from left to right, battling both standard enemies and boss monsters at the end of each stage.[4][6] All characters have the same basic moveset of attacking, dodging and jumping similar to classic beat 'em up games.[4] During single-player, players can find bone piles in dungeons and pay to resurrect them in town, recruiting them as AI-controlled fighting companions.[7] During exploration of some dungeons, players can pacify and mount larger animals with their own health and attacks.[3][8]

After the first half of the game, players can continue onto a random dungeon after finishing a run, which triggers a cooking minigame where the player uses ingredients and seasoning to produce meals which increase a character's statistics.[7] After completing each dungeon for the first time, a side quest is unlocked for that region.[2] Some of these are key to reaching the final boss, with later boss battles including time limits players must beat to get the item needed to progress.[7] Loot in the form of equipment and weapons is found in chests within the dungeons, and given a letter grading; gradings range from the highest "S" and then from "A" to the lowest "E". After returning to the town hub, players can spend gold to appraise the item, which gives it an altered selling value compared to its unappraised state.[7][9] During dungeon runs, players can activate runes, magical abilities triggered using sequences of three symbols, up to two of which can be hidden in the local environment.[2][7]

The adventurer is chosen from one of six character classes, separated by the skill level needed from players. The Knight for all players, the Amazon and Dwarf for players of average skill level, and the Elf, Wizard and Sorceress for players of high skill.[10][11] The Knight is an armored melee fighter based around sword attacks. The Dwarf is similar, but with greater strength and more unarmed attack options. The Amazon is a complex melee class with low health, but strikes grow stronger and faster as she continues attacking. All melee-based classes can launch a powerful area of effect attack, losing their weapon for a short time. The high-speed Elf uses a mixture of archery and close-range melee attacks, replenishing her arrows by defeating enemies. The Wizard and Sorceress are both classes based around magical attacks powered by Mana, needing to replenish Mana by either using normal attacks or charging their Mana meter while stationary. All female classes (the Amazon, Elf and Sorceress) have a high luck statistic, giving players the chance of finding more valuable loot.[5][11] Each character can unlock additional skills, divided into two skill tree types; general improvements, and class-specific skills.[4][7]

Dragon's Crown supports co-op multiplayer; PlayStation 3 (PS3), PlayStation 4 (PS4) and PlayStation Vita have online multiplayer, but local co-op is exclusive to the home console versions.[10][12][13] The online multiplayer is unlocked after players have completed the first half of the story campaign when the harder alternate dungeon routes are unlocked in-game.[2] In addition to class-based difficulty modifiers, there are three difficulty settings.[10] The player begins the game on normal difficulty, and after completing the main campaign the difficulty can be raised to "Hard". After a second run, the difficulty can be raised again to "Inferno". Each difficulty has a level cap, with Inferno difficulty maxing out at level 99, and the higher "Ultimate" difficulty maxing at level 255.[14][15] After completing the game, a tenth procedurally generated dungeon called the Labyrinth of Chaos is unlocked.[14][16] A player-versus-player battle arena can be unlocked, accommodating up to four players.[16] An eleventh dungeon dubbed the Tower of Mirage is unlocked on the Ultimate difficulty setting, featuring a larger number of randomly generated areas and bosses.[15]

Synopsis

The adventurer arrives in Hydeland and gets involved with fights against surging monster attacks from ancient sites across the land, and a political coup attempted by the Prime Minister against the next heirs, siblings Vivian and Dean, following the disappearance of the king. The king killed himself to thwart a ritual by the malevolent Morneon religion to summon a powerful ancient dragon, sealed in the Illusionary Lands by the world's goddesses. Key to their plot is the Dragon's Crown, an artifact that was imbued with the power to control dragons. Following his ascension to the throne, Dean is sacrificed by Morneon, though the adventurer has already destroyed the existing magic to reach the Illusionary Lands. The adventurer finds nine talismans to enter the Illusionary Lands and slays the ancient dragon before it can break free. Vivian is made queen and inherits the now-powerless Dragon's Crown.

The goddesses, one of which was restored by the ancient dragon's defeat, then tasks the Adventurer with defeating two progressively stronger dragons which stole their power. Upon accomplishing these tasks, the restored goddesses declare the adventurer as the "Gate Guardian" for the Illusionary Lands, their name recorded in their mythology. Each character class also has a specific ending; the Sorceress briefly entertains the nobility before returning to an adventuring life, the Knight lives a long life full of adventure, the Elf returns to her homeland and is made Crown Regent for felling the dragon, the Dwarf leads his people into a new golden age, the Amazon is hailed by the people and recognised by a Hydeland noble family as their lost granddaughter, and the Wizard returns to undo a failed magic ritual he performed on his sister.

Development

Dragon's Crown was originally designed by George Kamitani as a Dreamcast sequel to Princess Crown, a 1997 video game for the Sega Saturn which he directed. Due to its platform and publisher pressure, Dragon's Crown would have used 3D graphics.[17][18] This earliest version was inspired by the Wizardry and Sorcerian series.[19] Kamitani's aim was to recreate the gameplay experience of Capcom's Dungeons & Dragons: Tower of Doom, which he worked on.[20] Due to the closure of the studio he was working at following the commercial failure of Princess Crown, the concept was scrapped. Kamitani later reused the female warrior concept art for his work on Fantasy Earth: The Ring of Dominion.[17][21] Over the next decade, he pitched to several different publishers but was always turned down.[22]

In 2009, after finishing Muramasa: The Demon Blade, Kamitani returned to the concept. As the original version had been a hard sell to publishers, he rewrote the pitch.[20] Originally planned for the Wii, Kamitani presented it to Capcom. While initially well-received, Capcom's executives decided to pass on it as it would not sell the same numbers as Monster Hunter.[19][23] The project was next pitched and eagerly picked up by UTV Ignition Entertainment. The original target platform for the game by this point was the Xbox platform, hoping for an international audience.[23] It eventually settled onto PS3 and Vita. The Vita, with its PS3 crossplay functions, was chosen due to the success of the multiplayer-focused Monster Hunter series as UTV Ignition wanted a multiplayer experience. The original producer was UTV Ignition's Kashow Oda.[22]

During 2011, UTV Ignition ran into financial trouble, pulling first from game development and then publishing. This meant funding for Dragon's Crown dried up, threatening its existence.[17][24] Not wanting the game to be cancelled, Kamitani went to Atlus, who had previously published Vanillaware's first title Odin Sphere.[17] As the project was well into development and had promise, Atlus agreed to take it, both becoming its publisher and lending development aid from its Persona series team.[17][25] The game's new producers were Katsura Hashino and Yousuke Uda.[26] This did not end the game's production troubles, as it was further threatened in 2013 with the bankruptcy of Atlus's parent company Index Corporation.[17] Dragon's Crown had Vanillaware's longest development cycle at the time of four years,[27] and was its most expensive with a budget of over ¥100 million (over US$1,000,000).[28] It was also their first title designed for high-definition consoles.[29] The team put a large amount of effort into development, which left them no resources to aid in the localization of their previous title Grand Knights History. This led to its planned Western release being cancelled.[30] Kamitani described the production as being "full of twists and turns".[24]

Kamitani credited programmer Kentaro Ohnishi for steering the game into becoming a beat 'em up, something Vanillaware had never done before. He also asked veterans of those days the games they best remembered for inspiration, and typically they recalled Capcom and Sega's arcade titles of the time with fondness.[19] Ohnishi created the skill system design.[31] Kamitani included elements from games that he enjoyed. He drew direct inspiration from Dungeons & Dragons: Tower of Doom, Golden Axe and The King of Dragons. He also cited Dungeon Master, the Wizardry and Sorcerian series.[27] The loot system and its surrounding mechanics were suggested by Ohnishi, based on those in Diablo.[19][31] Random dungeon generation similar to Diablo was dropped early in development so players could enjoy memorising and mastering each dungeon. The increased difficulty options were incorporated based on Ignition's request for elements that would appeal to the Western market.[19] Ohnishi described getting the online components to work as his biggest challenge.[31]

Scenario and art design

While the framework of the game survived from its days as a Dreamcast title, almost everything else was changed.[18] Unlike previous Vanillaware titles, emphasis was placed on gameplay rather than story.[27] As opposed to the multiple interwoven narratives of Odin Sphere and Muramasa, while there were several ancillary story threads, they all served a single narrative. Nevertheless, the total story content was greater than that of Muramasa.[19] Kamitani put in everything he possibly could into the game rather than leaving anything for a potential sequel, as he was averse to sequels on principle.[17] The earliest plan was for only a town and dungeon environments like the Wizardry series, but the background art team created exterior landscape designs and thus expanded the game's visual scope.[19] This also resulted in the initial design plan being changed to reflect the new environments.[18] Early plans for expansion packs themed after ancient Egypt and the Sengoku period were abandoned due to the extra workload.[17]

Kamitani was in charge of character designs, and also drew most of the background art and full-motion illustrations.[19] Additional artwork was created by Emika Kida.[32] During Kamitani's earliest role-playing concept, he drew on Western art for inspiration. His first experiment with this style was a 2010 New Year illustration of the game's goddesses. After positive responses, he went with this style.[19] Kamitani's artwork for Dragon's Crown drew heavy inspiration from the work of Frank Frazetta.[18] While he incorporated standard fantasy visual elements found in Dungeons & Dragons and The Lord of the Rings, he wanted to give them a unique spin. To do this, he created exaggerated body designs for men, women and monsters; each had their defining characteristics magnified "from different angles", with Kamitani noting that the designs were not intended to be taken seriously.[33]

As with Vanillaware's other titles, the game used 2D artwork.[27] Kamitani continued to be influenced in his art design work by Akira Yasuda, a Capcom artist who worked on several of the company's most iconic fighting games.[17] While the art style mimicked classic 2D arcade titles from Capcom, Vanillaware's style of animated illustrations was more difficult to manage, particularly with different movement sets for weapon types and palate swaps for each character class. As he was tied up with illustration work for the Vita remake of Muramasa, Kamitani was often late delivering his artwork. This meant that other staff members at Vanillaware, including fellow artist Shigetake, stepped in to create artworks.[19] While using the basic design of their earlier titles, the team added a pixel shader which Ohnishi compared to a gamma corrector, allowing water effects in the 2D plane.[31]

Music

 
Hitoshi Sakimoto composed and co-arranged the soundtrack of Dragon's Crown.

The music was composed by long-term Vanillaware collaborator Hitoshi Sakimoto and his company Basiscape. It was Sakimoto's first solo soundtrack in many years.[17][34] Sakimoto wanted to explore how humans confronted the forces of nature and monsters. His chosen overall focus of the music was defined by him as "affection".[35] The musical tracks were divided into three categories accompanying this theme; humans, nature and monsters. Within his score, humans lived life to the full regardless of their morals, nature was impersonal and could provide support, and monsters were supernatural things divorced from everything else.[34][35] While many of his previous scores had been set in worlds of either dominant hope or despair, with Dragon's Crown he wanted to balance the two. He also shifted his style to incorporate more ethnic percussion.[35] The score was arranged by Sakimoto and Azusa Chiba. For the game's vocals, Sakimoto chose singer Eumyth to evoke its fantasy elements.[34]

A 3CD soundtrack album was released on November 30, 2015 through Basiscape Records. The album, which featured a jacket illustration from Vanillaware staff, included exclusive piano arrangements of the themes "World Map" and "City Street".[36] The arrangements were created by Yu Kanai.[34] The album was later released digitally worldwide through iTunes on April 1, 2016.[37] The album received positive reviews from music journalists.[38][39]

For Dragon's Crown Pro, the music was re-recorded, performed by a live orchestra.[40] Chiba arranged the music for a full orchestra. She incorporated folk instruments and extensive percussion into the new versions. Recording took place in Tokyo, Hyogo and Australia.[41] A 3-disc soundtrack originally released exclusively through the limited edition of Pro. The album included an extra track dubbed "Dragon's Crown Percussion Remix", a new remix of the main theme.[40] A standalone soundtrack album was released on February 27, 2020, exclusively through Atlus's online store. The album features three discs, and has a cover art drawn by Kida. The soundtrack includes the same selection as the limited edition version. The album was also released digitally worldwide through iTunes.[42][43]

Release

Dragon's Crown was announced in June 2011.[29] In an interview, Oda said that overseas responses to the game were strong, pointing out the positive reputation of Odin Sphere and Muramasa as reasons for this.[44] The change of publishers from UTV Ignition to Atlus was announced in April 2012, with statements from both publishers on the matter.[45] The game was released in Japan on July 25, 2013.[46] It was localised for the West by Atlus USA, who released it close to the Japanese version's release date. This meant localization had to start while the game was in production.[47] The English voice recording was handled by PCB Productions, a frequent collaborator with Atlus USA, and overseen by Valerie Arem.[26][48] Dragon's Crown was released in North America on August 6.[49] In Europe and Australia, the game was published by NIS America, with pre-orders from selected European stores coming with a small artbook; it was released in Australia on October 10 and in Europe on October 11.[50] The PAL digital PlayStation Network (PSN) version was taken down when NIS America and Atlus ended their publishing partnership in 2016. It was later republished on PSN by Atlus.[51]

Dragon's Crown received downloadable content (DLC) post-launch, which allowed the narration to be changed to one of the six character class voice actors.[52] Five patches, which fixed issues and added new content, were released between August and December 2013.[15][53] The patches included cross-platform play not available at launch, additional difficulty settings, and new gameplay elements.[15][54]

A manga adaptation began serialisation in the December 2013 issue of Comptiq, a magazine published by Kadokawa Shoten.[55] The manga was written and illustrated by Yuztan, an artist then new to manga who later worked on Valkyrie Drive.[55][56] To properly interpret the game's story into manga form, Yuztan played the game himself. He incorporated all the classes as characters and crafted their personalities based on his impression of them.[56] The manga ran from 2013 to 2014.[57] It was published in two tankōbon in June and December 2014 by Kadokawa Shoten.[58][59] In North America, the manga volumes were published by Udon Entertainment.[57] The two volumes were released in the region in November 2017 and October 2018.[60][61] A novelization was written by Hironori Kato, featuring a cover illustration by Kamitani, was published by Fujimi Shobo.[62] An artbook was published by Atlus on January 14, 2016. The book featured concept and character art, interviews with staff, and guest illustrations.[63] Udon Entertainment published the artbook in September 2019.[64] Figurines based on the Sorceress and Amazon characters have been released in Japan.[65][66]

Dragon's Crown Pro

Dragon's Crown Pro was a remastered port for the PS4. It featured enhancements for the PS4's Pro model, replace/redraw hi-res sprites to support 4K resolution, English and Japanese voicetracks, a rerecorded soundtrack, cross-platform play, and all previous patches and DLC.[12][13][67] Originally scheduled for January 15, 2018 in Japan, it was delayed by a couple of weeks to February 8.[68] In the West, Pro was released on May 15 of the same year.[69] A limited Battle Hardened Edition was released exclusively in the West alongside its standard physical and digital editions. The Battle Hardened Edition included a steel case for the game, and seven cards themed after the in-game skill trees.[70]

Dragon's Crown Pro was the first time Vanillaware had sought to update an existing title in this way, which proved a challenge as they needed to do bug fixes and balance adjustment based on the latest patch version of the game.[67] Kamitani acted as a producer for the game, running parallel with his work on 13 Sentinels: Aegis Rim.[32] One of the biggest issues faced in development was getting all assets to show in 4K without jagged edges or distracting graphical glitches, a process which took six months. So jagged edges would not be too visible in-game, planner Wataru Nakanishi worked to put in extra graphical fuzzing to smooth the edges of colour transitions in illustrations and art assets. The final patch which enabled crossplay was the most difficult to date, as they needed to adjust for the changes made since the game's release. While they needed to reduce some in-game storage space to make room for some of the patch features, they considered it a fair trade as they included elements originally cut from the base game.[67]

Reception

Dragon's Crown received "generally favorable" reviews on all platforms, according to the review aggregator Metacritic.[71][72][73] At the 2013 National Academy of Video Game Trade Reviewers awards, Dragon's Crown won in the "Game, Original Role-Playing" category.[83]

Japanese gaming magazine Famitsu gave a positive review to both the PS3 and Vita versions, praising the gameplay and nostalgic style.[79] Destructoid's Chris Carter was highly positive, praising the game for reviving the beat 'em up genre.[74] Andrew Fitch, writing for Electronic Gaming Monthly, praised the game as "a love letter to the classic side-scrolling arcade brawler".[76] Martin Robinson of Eurogamer was less positive than other reviewers, praising some elements but disliking the artstyle and finding it overly long and archaic.[78] GameSpot's Peter Brown found many elements of the visuals either distracting or offensive, but praised the gameplay design and skill system.[4]

Justin Speer of GameTrailers praised the game for breathing life into its genre, saying players who were willing to push through its repetitive aspects would find a lot to enjoy.[6] Writing for Joystiq, Danny Cowan was worried about repeating content in the late game, but praised the game's mechanics and style.[80] IGN's Colin Moriarty was also highly positive, with his only main criticism being the narrative.[10] Danielle Riendeau of Polygon noted the repetitive nature of level design and disliked much of its art design, but said that it was an enjoyable experience.[1] RPGFan's Robert Steinman, reviewing the PS3 version, praised the game but faulted its UI design and the "obfuscation" of its multiplayer.[81]

The narrative was seen by many as either unnecessary or forced at players, though it was also praised for evoking nostalgia.[4][10][79][81] Moriarty called the story "its greatest weakness",[10] while Famitsu praised the story's nostalgic style and compared it to playing a tabletop RPG.[79] The gameplay was praised or at least noted for evoking the design and experience of classic beat 'em up titles from the 1980s to 1990s.[b] The multiplayer was lauded by reviewers as superior to AI-controlled companions despite its unlocking requirements, although many complained that the number of on-screen effects obscured their characters.[4][6][10][79] The original lack of cross-platform multiplayer was criticized by some journalists.[10][74] The searching and commanding mechanic was also faulted in the PS3 version as cumbersome.[6][10][79][78][80] The artwork in general was praised by reviewers,[4][6][10] with Cowan calling it "unique and eye-catching".[80]

Reviewing Dragon's Crown Pro, Chris Moyse of Destructoid echoed many of Carter's comments, calling Pro the game's "definitive edition" while noting that there was little to justify buying it a second time.[75] Mollie L Patterson, writing for Electronic Gaming Monthly, admitted that the only improvements were to the graphics and audio, but felt that the gameplay and art still made it a worthwhile purchase.[77] RPGFan's Alana Hagues praised the existing upgrades and enjoyed the game, but was disappointed by the lack of additional features and content as seen in other Vanillaware re-releases.[82]

Sales

Upon its debut in Japan, Dragon's Crown sold 175,000 physical units. Due to the strong demand, a stock shortage emerged at its release.[84] Dragon's Crown had sold more than 300,000 physical retail copies in Japan within the first week of release across both PS3 and Vita platforms.[85] The Vita and PS3 versions were respectively the first and second best-selling digital games on PSN in Japan during 2013.[86] By December 2013, the game had shipped 800,000 copies worldwide, 100,000 units more than Atlus's Persona 4 Golden.[87] The original Dragon's Crown sold over one million copies worldwide by September 2017.[88] The game's international success took Vanillaware by surprise, with it becoming much bigger than Kamitani expected.[23]

Controversy

Dragon's Crown drew significant controversy in pre-release coverage during April 2013 for its exaggerated character design, particularly the Sorceress' breasts and Amazon's buttocks.[89] Game journalist Jason Schreier of Kotaku strongly criticized the design, calling it symptomatic of the video game industry's treatment of women.[90] While many critics lauded the game's artistic achievements and Kamitani's skill, they also felt uncomfortable with his perceived over-sexualization of women.[27][89][90][91][92] Kamitani responded with artwork of three bathing dwarfs in loincloths that was interpreted as a homophobic attack on Schreier, escalating the controversy.[92][93] Kamitani later explained both his design choices in the game and the Dwarf artwork. The latter was described as not being aimed at Schreier, but being a piece of artwork he created on his own as a "cynical" response to Japanese retailers requesting the female characters in swimwear for store artwork.[33] Atlus defended the game's artistic design.[91]

Several reviewers commented on the artstyle when the game was released. Brown described the Sorceress and Amazon designs as akin to softcore pornography.[4] Speer compared these elements to the inclusion of bodybuilding and "dirty" magazines.[6] Riendeau noted that the Amazon and Sorceress, while sexualized, were empowered and had agency compared to other in-game women being shown as damsels in distress.[1] Robinson found the sexualized female artwork one of the elements that put him off the game, also being critical of counterarguments about the male characters being equally sexualized.[78] Fitch, while noting the Amazon and Sorceress designs, felt that the controversy was overblown, as the entire cast was exaggerated and "grotesque".[76]

References

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Notes

External links

  • Official website

dragon, crown, this, article, about, video, game, dungeons, dragons, module, module, 2013, action, role, playing, game, developed, vanillaware, playstation, playstation, vita, published, japan, north, america, atlus, regions, america, high, definition, port, p. This article is about the video game For the Dungeons amp Dragons module see Dragon s Crown module Dragon s Crown a is a 2013 action role playing game developed by Vanillaware for the PlayStation 3 and PlayStation Vita It was published in Japan and North America by Atlus and in PAL regions by NIS America A high definition port for PlayStation 4 Dragon s Crown Pro was released by Atlus in 2018 Players navigate environments from a side scrolling perspective choosing from six character classes to fight in the style of a beat em up and acquiring loot through repeated dungeon exploration The storyline follows adventurers as they journey across Hydeland and become involved in the search for the magical Dragon s Crown Dragon s CrownDeveloper s VanillawarePublisher s JP AtlusNA Atlus USAPAL NIS AmericaDirector s George KamitaniProducer s Katsura HashinoYousuke UdaDesigner s Takehiro ShigaProgrammer s Kentaro OhnishiArtist s George KamitaniEmika KidaWriter s George KamitaniWataru NakanishiAsahi MatsuiComposer s Hitoshi SakimotoPlatform s PlayStation 3PlayStation VitaPlayStation 4ReleasePS3 VitaJP July 25 2013NA August 6 2013AU October 10 2013EU October 11 2013PS4JP February 8 2018WW May 15 2018Genre s Action role playing beat em upMode s Single player multiplayerDirector and lead artist George Kamitani originally planned Dragon s Crown as a Dreamcast sequel to the 1997 Sega Saturn title Princess Crown Following Vanillaware s successes with Odin Sphere and Muramasa The Demon Blade Kamitani restarted the project Originally set to be published by UTV Ignition Entertainment that company s withdrawal from the gaming market led to Atlus taking up the project Upon release journalists praised its gameplay and art style while the story and repetitive elements drew criticism It also generated controversy for its exaggerated character designs and sexualized female characters The game was a commercial success eventually selling over one million copies worldwide by 2017 Contents 1 Gameplay 2 Synopsis 3 Development 3 1 Scenario and art design 3 2 Music 4 Release 4 1 Dragon s Crown Pro 5 Reception 5 1 Sales 5 2 Controversy 6 References 7 Notes 8 External linksGameplay Edit A boss encounter from Dragon s Crown a four player party fight against a dragon Dragon s Crown is a two dimensional 2D side scrolling action role playing game in which players take on the role of an adventurer exploring dungeons in the kingdom of Hydeland 1 The adventurer s base is a town at the kingdom s heart There players interact with different establishments populated by friendly non player characters NPCs the Adventurers Guild where quests are accepted and the player can unlock new Skills Morgan s Magic Shop where equipment can be repaired and upgraded Canaan Temple where players can pay to resurrect bone piles found in dungeons and receive boons for dungeon runs and Lucain s Tower which documents rune magic unlocked by the player 2 3 Outside of town players can explore nine dungeon environments in the surrounding lands each dungeon has two paths one unlocked after the first run and hidden areas 2 4 Dungeons are reached either through a magical portal called the Gate or after a certain point using the stables for a fee 2 3 Players are always accompanied in dungeons by two NPCs the thief Rannie who unlocks treasure chests and doors and the fairy Tiki who helps point out hidden treasure 5 While exploring dungeons players move constantly from left to right battling both standard enemies and boss monsters at the end of each stage 4 6 All characters have the same basic moveset of attacking dodging and jumping similar to classic beat em up games 4 During single player players can find bone piles in dungeons and pay to resurrect them in town recruiting them as AI controlled fighting companions 7 During exploration of some dungeons players can pacify and mount larger animals with their own health and attacks 3 8 After the first half of the game players can continue onto a random dungeon after finishing a run which triggers a cooking minigame where the player uses ingredients and seasoning to produce meals which increase a character s statistics 7 After completing each dungeon for the first time a side quest is unlocked for that region 2 Some of these are key to reaching the final boss with later boss battles including time limits players must beat to get the item needed to progress 7 Loot in the form of equipment and weapons is found in chests within the dungeons and given a letter grading gradings range from the highest S and then from A to the lowest E After returning to the town hub players can spend gold to appraise the item which gives it an altered selling value compared to its unappraised state 7 9 During dungeon runs players can activate runes magical abilities triggered using sequences of three symbols up to two of which can be hidden in the local environment 2 7 The adventurer is chosen from one of six character classes separated by the skill level needed from players The Knight for all players the Amazon and Dwarf for players of average skill level and the Elf Wizard and Sorceress for players of high skill 10 11 The Knight is an armored melee fighter based around sword attacks The Dwarf is similar but with greater strength and more unarmed attack options The Amazon is a complex melee class with low health but strikes grow stronger and faster as she continues attacking All melee based classes can launch a powerful area of effect attack losing their weapon for a short time The high speed Elf uses a mixture of archery and close range melee attacks replenishing her arrows by defeating enemies The Wizard and Sorceress are both classes based around magical attacks powered by Mana needing to replenish Mana by either using normal attacks or charging their Mana meter while stationary All female classes the Amazon Elf and Sorceress have a high luck statistic giving players the chance of finding more valuable loot 5 11 Each character can unlock additional skills divided into two skill tree types general improvements and class specific skills 4 7 Dragon s Crown supports co op multiplayer PlayStation 3 PS3 PlayStation 4 PS4 and PlayStation Vita have online multiplayer but local co op is exclusive to the home console versions 10 12 13 The online multiplayer is unlocked after players have completed the first half of the story campaign when the harder alternate dungeon routes are unlocked in game 2 In addition to class based difficulty modifiers there are three difficulty settings 10 The player begins the game on normal difficulty and after completing the main campaign the difficulty can be raised to Hard After a second run the difficulty can be raised again to Inferno Each difficulty has a level cap with Inferno difficulty maxing out at level 99 and the higher Ultimate difficulty maxing at level 255 14 15 After completing the game a tenth procedurally generated dungeon called the Labyrinth of Chaos is unlocked 14 16 A player versus player battle arena can be unlocked accommodating up to four players 16 An eleventh dungeon dubbed the Tower of Mirage is unlocked on the Ultimate difficulty setting featuring a larger number of randomly generated areas and bosses 15 Synopsis EditThe adventurer arrives in Hydeland and gets involved with fights against surging monster attacks from ancient sites across the land and a political coup attempted by the Prime Minister against the next heirs siblings Vivian and Dean following the disappearance of the king The king killed himself to thwart a ritual by the malevolent Morneon religion to summon a powerful ancient dragon sealed in the Illusionary Lands by the world s goddesses Key to their plot is the Dragon s Crown an artifact that was imbued with the power to control dragons Following his ascension to the throne Dean is sacrificed by Morneon though the adventurer has already destroyed the existing magic to reach the Illusionary Lands The adventurer finds nine talismans to enter the Illusionary Lands and slays the ancient dragon before it can break free Vivian is made queen and inherits the now powerless Dragon s Crown The goddesses one of which was restored by the ancient dragon s defeat then tasks the Adventurer with defeating two progressively stronger dragons which stole their power Upon accomplishing these tasks the restored goddesses declare the adventurer as the Gate Guardian for the Illusionary Lands their name recorded in their mythology Each character class also has a specific ending the Sorceress briefly entertains the nobility before returning to an adventuring life the Knight lives a long life full of adventure the Elf returns to her homeland and is made Crown Regent for felling the dragon the Dwarf leads his people into a new golden age the Amazon is hailed by the people and recognised by a Hydeland noble family as their lost granddaughter and the Wizard returns to undo a failed magic ritual he performed on his sister Development EditDragon s Crown was originally designed by George Kamitani as a Dreamcast sequel to Princess Crown a 1997 video game for the Sega Saturn which he directed Due to its platform and publisher pressure Dragon s Crown would have used 3D graphics 17 18 This earliest version was inspired by the Wizardry and Sorcerian series 19 Kamitani s aim was to recreate the gameplay experience of Capcom s Dungeons amp Dragons Tower of Doom which he worked on 20 Due to the closure of the studio he was working at following the commercial failure of Princess Crown the concept was scrapped Kamitani later reused the female warrior concept art for his work on Fantasy Earth The Ring of Dominion 17 21 Over the next decade he pitched to several different publishers but was always turned down 22 In 2009 after finishing Muramasa The Demon Blade Kamitani returned to the concept As the original version had been a hard sell to publishers he rewrote the pitch 20 Originally planned for the Wii Kamitani presented it to Capcom While initially well received Capcom s executives decided to pass on it as it would not sell the same numbers as Monster Hunter 19 23 The project was next pitched and eagerly picked up by UTV Ignition Entertainment The original target platform for the game by this point was the Xbox platform hoping for an international audience 23 It eventually settled onto PS3 and Vita The Vita with its PS3 crossplay functions was chosen due to the success of the multiplayer focused Monster Hunter series as UTV Ignition wanted a multiplayer experience The original producer was UTV Ignition s Kashow Oda 22 During 2011 UTV Ignition ran into financial trouble pulling first from game development and then publishing This meant funding for Dragon s Crown dried up threatening its existence 17 24 Not wanting the game to be cancelled Kamitani went to Atlus who had previously published Vanillaware s first title Odin Sphere 17 As the project was well into development and had promise Atlus agreed to take it both becoming its publisher and lending development aid from its Persona series team 17 25 The game s new producers were Katsura Hashino and Yousuke Uda 26 This did not end the game s production troubles as it was further threatened in 2013 with the bankruptcy of Atlus s parent company Index Corporation 17 Dragon s Crown had Vanillaware s longest development cycle at the time of four years 27 and was its most expensive with a budget of over 100 million over US 1 000 000 28 It was also their first title designed for high definition consoles 29 The team put a large amount of effort into development which left them no resources to aid in the localization of their previous title Grand Knights History This led to its planned Western release being cancelled 30 Kamitani described the production as being full of twists and turns 24 Kamitani credited programmer Kentaro Ohnishi for steering the game into becoming a beat em up something Vanillaware had never done before He also asked veterans of those days the games they best remembered for inspiration and typically they recalled Capcom and Sega s arcade titles of the time with fondness 19 Ohnishi created the skill system design 31 Kamitani included elements from games that he enjoyed He drew direct inspiration from Dungeons amp Dragons Tower of Doom Golden Axe and The King of Dragons He also cited Dungeon Master the Wizardry and Sorcerian series 27 The loot system and its surrounding mechanics were suggested by Ohnishi based on those in Diablo 19 31 Random dungeon generation similar to Diablo was dropped early in development so players could enjoy memorising and mastering each dungeon The increased difficulty options were incorporated based on Ignition s request for elements that would appeal to the Western market 19 Ohnishi described getting the online components to work as his biggest challenge 31 Scenario and art design Edit While the framework of the game survived from its days as a Dreamcast title almost everything else was changed 18 Unlike previous Vanillaware titles emphasis was placed on gameplay rather than story 27 As opposed to the multiple interwoven narratives of Odin Sphere and Muramasa while there were several ancillary story threads they all served a single narrative Nevertheless the total story content was greater than that of Muramasa 19 Kamitani put in everything he possibly could into the game rather than leaving anything for a potential sequel as he was averse to sequels on principle 17 The earliest plan was for only a town and dungeon environments like the Wizardry series but the background art team created exterior landscape designs and thus expanded the game s visual scope 19 This also resulted in the initial design plan being changed to reflect the new environments 18 Early plans for expansion packs themed after ancient Egypt and the Sengoku period were abandoned due to the extra workload 17 Kamitani was in charge of character designs and also drew most of the background art and full motion illustrations 19 Additional artwork was created by Emika Kida 32 During Kamitani s earliest role playing concept he drew on Western art for inspiration His first experiment with this style was a 2010 New Year illustration of the game s goddesses After positive responses he went with this style 19 Kamitani s artwork for Dragon s Crown drew heavy inspiration from the work of Frank Frazetta 18 While he incorporated standard fantasy visual elements found in Dungeons amp Dragons and The Lord of the Rings he wanted to give them a unique spin To do this he created exaggerated body designs for men women and monsters each had their defining characteristics magnified from different angles with Kamitani noting that the designs were not intended to be taken seriously 33 As with Vanillaware s other titles the game used 2D artwork 27 Kamitani continued to be influenced in his art design work by Akira Yasuda a Capcom artist who worked on several of the company s most iconic fighting games 17 While the art style mimicked classic 2D arcade titles from Capcom Vanillaware s style of animated illustrations was more difficult to manage particularly with different movement sets for weapon types and palate swaps for each character class As he was tied up with illustration work for the Vita remake of Muramasa Kamitani was often late delivering his artwork This meant that other staff members at Vanillaware including fellow artist Shigetake stepped in to create artworks 19 While using the basic design of their earlier titles the team added a pixel shader which Ohnishi compared to a gamma corrector allowing water effects in the 2D plane 31 Music Edit Hitoshi Sakimoto composed and co arranged the soundtrack of Dragon s Crown The music was composed by long term Vanillaware collaborator Hitoshi Sakimoto and his company Basiscape It was Sakimoto s first solo soundtrack in many years 17 34 Sakimoto wanted to explore how humans confronted the forces of nature and monsters His chosen overall focus of the music was defined by him as affection 35 The musical tracks were divided into three categories accompanying this theme humans nature and monsters Within his score humans lived life to the full regardless of their morals nature was impersonal and could provide support and monsters were supernatural things divorced from everything else 34 35 While many of his previous scores had been set in worlds of either dominant hope or despair with Dragon s Crown he wanted to balance the two He also shifted his style to incorporate more ethnic percussion 35 The score was arranged by Sakimoto and Azusa Chiba For the game s vocals Sakimoto chose singer Eumyth to evoke its fantasy elements 34 A 3CD soundtrack album was released on November 30 2015 through Basiscape Records The album which featured a jacket illustration from Vanillaware staff included exclusive piano arrangements of the themes World Map and City Street 36 The arrangements were created by Yu Kanai 34 The album was later released digitally worldwide through iTunes on April 1 2016 37 The album received positive reviews from music journalists 38 39 For Dragon s Crown Pro the music was re recorded performed by a live orchestra 40 Chiba arranged the music for a full orchestra She incorporated folk instruments and extensive percussion into the new versions Recording took place in Tokyo Hyogo and Australia 41 A 3 disc soundtrack originally released exclusively through the limited edition of Pro The album included an extra track dubbed Dragon s Crown Percussion Remix a new remix of the main theme 40 A standalone soundtrack album was released on February 27 2020 exclusively through Atlus s online store The album features three discs and has a cover art drawn by Kida The soundtrack includes the same selection as the limited edition version The album was also released digitally worldwide through iTunes 42 43 Release EditDragon s Crown was announced in June 2011 29 In an interview Oda said that overseas responses to the game were strong pointing out the positive reputation of Odin Sphere and Muramasa as reasons for this 44 The change of publishers from UTV Ignition to Atlus was announced in April 2012 with statements from both publishers on the matter 45 The game was released in Japan on July 25 2013 46 It was localised for the West by Atlus USA who released it close to the Japanese version s release date This meant localization had to start while the game was in production 47 The English voice recording was handled by PCB Productions a frequent collaborator with Atlus USA and overseen by Valerie Arem 26 48 Dragon s Crown was released in North America on August 6 49 In Europe and Australia the game was published by NIS America with pre orders from selected European stores coming with a small artbook it was released in Australia on October 10 and in Europe on October 11 50 The PAL digital PlayStation Network PSN version was taken down when NIS America and Atlus ended their publishing partnership in 2016 It was later republished on PSN by Atlus 51 Dragon s Crown received downloadable content DLC post launch which allowed the narration to be changed to one of the six character class voice actors 52 Five patches which fixed issues and added new content were released between August and December 2013 15 53 The patches included cross platform play not available at launch additional difficulty settings and new gameplay elements 15 54 A manga adaptation began serialisation in the December 2013 issue of Comptiq a magazine published by Kadokawa Shoten 55 The manga was written and illustrated by Yuztan an artist then new to manga who later worked on Valkyrie Drive 55 56 To properly interpret the game s story into manga form Yuztan played the game himself He incorporated all the classes as characters and crafted their personalities based on his impression of them 56 The manga ran from 2013 to 2014 57 It was published in two tankōbon in June and December 2014 by Kadokawa Shoten 58 59 In North America the manga volumes were published by Udon Entertainment 57 The two volumes were released in the region in November 2017 and October 2018 60 61 A novelization was written by Hironori Kato featuring a cover illustration by Kamitani was published by Fujimi Shobo 62 An artbook was published by Atlus on January 14 2016 The book featured concept and character art interviews with staff and guest illustrations 63 Udon Entertainment published the artbook in September 2019 64 Figurines based on the Sorceress and Amazon characters have been released in Japan 65 66 Dragon s Crown Pro Edit Dragon s Crown Pro was a remastered port for the PS4 It featured enhancements for the PS4 s Pro model replace redraw hi res sprites to support 4K resolution English and Japanese voicetracks a rerecorded soundtrack cross platform play and all previous patches and DLC 12 13 67 Originally scheduled for January 15 2018 in Japan it was delayed by a couple of weeks to February 8 68 In the West Pro was released on May 15 of the same year 69 A limited Battle Hardened Edition was released exclusively in the West alongside its standard physical and digital editions The Battle Hardened Edition included a steel case for the game and seven cards themed after the in game skill trees 70 Dragon s Crown Pro was the first time Vanillaware had sought to update an existing title in this way which proved a challenge as they needed to do bug fixes and balance adjustment based on the latest patch version of the game 67 Kamitani acted as a producer for the game running parallel with his work on 13 Sentinels Aegis Rim 32 One of the biggest issues faced in development was getting all assets to show in 4K without jagged edges or distracting graphical glitches a process which took six months So jagged edges would not be too visible in game planner Wataru Nakanishi worked to put in extra graphical fuzzing to smooth the edges of colour transitions in illustrations and art assets The final patch which enabled crossplay was the most difficult to date as they needed to adjust for the changes made since the game s release While they needed to reduce some in game storage space to make room for some of the patch features they considered it a fair trade as they included elements originally cut from the base game 67 Reception EditReceptionAggregate scoreAggregatorScoreMetacritic PS3 82 100 71 Vita 77 100 72 PS4 80 100 73 Review scoresPublicationScoreDestructoid9 5 10 Original 74 8 10 Pro 75 Electronic Gaming Monthly Original 76 Pro 77 Eurogamer6 10 78 Famitsu34 40 79 GameSpot8 10 4 GameTrailers9 10 6 IGN8 5 10 10 Joystiq 80 Polygon6 5 10 1 RPGFan85 Original 81 80 Pro 82 Dragon s Crown received generally favorable reviews on all platforms according to the review aggregator Metacritic 71 72 73 At the 2013 National Academy of Video Game Trade Reviewers awards Dragon s Crown won in the Game Original Role Playing category 83 Japanese gaming magazine Famitsu gave a positive review to both the PS3 and Vita versions praising the gameplay and nostalgic style 79 Destructoid s Chris Carter was highly positive praising the game for reviving the beat em up genre 74 Andrew Fitch writing for Electronic Gaming Monthly praised the game as a love letter to the classic side scrolling arcade brawler 76 Martin Robinson of Eurogamer was less positive than other reviewers praising some elements but disliking the artstyle and finding it overly long and archaic 78 GameSpot s Peter Brown found many elements of the visuals either distracting or offensive but praised the gameplay design and skill system 4 Justin Speer of GameTrailers praised the game for breathing life into its genre saying players who were willing to push through its repetitive aspects would find a lot to enjoy 6 Writing for Joystiq Danny Cowan was worried about repeating content in the late game but praised the game s mechanics and style 80 IGN s Colin Moriarty was also highly positive with his only main criticism being the narrative 10 Danielle Riendeau of Polygon noted the repetitive nature of level design and disliked much of its art design but said that it was an enjoyable experience 1 RPGFan s Robert Steinman reviewing the PS3 version praised the game but faulted its UI design and the obfuscation of its multiplayer 81 The narrative was seen by many as either unnecessary or forced at players though it was also praised for evoking nostalgia 4 10 79 81 Moriarty called the story its greatest weakness 10 while Famitsu praised the story s nostalgic style and compared it to playing a tabletop RPG 79 The gameplay was praised or at least noted for evoking the design and experience of classic beat em up titles from the 1980s to 1990s b The multiplayer was lauded by reviewers as superior to AI controlled companions despite its unlocking requirements although many complained that the number of on screen effects obscured their characters 4 6 10 79 The original lack of cross platform multiplayer was criticized by some journalists 10 74 The searching and commanding mechanic was also faulted in the PS3 version as cumbersome 6 10 79 78 80 The artwork in general was praised by reviewers 4 6 10 with Cowan calling it unique and eye catching 80 Reviewing Dragon s Crown Pro Chris Moyse of Destructoid echoed many of Carter s comments calling Pro the game s definitive edition while noting that there was little to justify buying it a second time 75 Mollie L Patterson writing for Electronic Gaming Monthly admitted that the only improvements were to the graphics and audio but felt that the gameplay and art still made it a worthwhile purchase 77 RPGFan s Alana Hagues praised the existing upgrades and enjoyed the game but was disappointed by the lack of additional features and content as seen in other Vanillaware re releases 82 Sales Edit Upon its debut in Japan Dragon s Crown sold 175 000 physical units Due to the strong demand a stock shortage emerged at its release 84 Dragon s Crown had sold more than 300 000 physical retail copies in Japan within the first week of release across both PS3 and Vita platforms 85 The Vita and PS3 versions were respectively the first and second best selling digital games on PSN in Japan during 2013 86 By December 2013 the game had shipped 800 000 copies worldwide 100 000 units more than Atlus s Persona 4 Golden 87 The original Dragon s Crown sold over one million copies worldwide by September 2017 88 The game s international success took Vanillaware by surprise with it becoming much bigger than Kamitani expected 23 Controversy Edit Dragon s Crown drew significant controversy in pre release coverage during April 2013 for its exaggerated character design particularly the Sorceress breasts and Amazon s buttocks 89 Game journalist Jason Schreier of Kotaku strongly criticized the design calling it symptomatic of the video game industry s treatment of women 90 While many critics lauded the game s artistic achievements and Kamitani s skill they also felt uncomfortable with his perceived over sexualization of women 27 89 90 91 92 Kamitani responded with artwork of three bathing dwarfs in loincloths that was interpreted as a homophobic attack on Schreier escalating the controversy 92 93 Kamitani later explained both his design choices in the game and the Dwarf artwork The latter was described as not being aimed at Schreier but being a piece of artwork he created on his own as a cynical response to Japanese retailers requesting the female characters in swimwear for store artwork 33 Atlus defended the game s artistic design 91 Several reviewers commented on the artstyle when the game was released Brown described the Sorceress and Amazon designs as akin to softcore pornography 4 Speer compared these elements to the inclusion of bodybuilding and dirty magazines 6 Riendeau noted that the Amazon and Sorceress while sexualized were empowered and had agency compared to other in game women being shown as damsels in distress 1 Robinson found the sexualized female artwork one of the elements that put him off the game also being critical of counterarguments about the male characters being equally sexualized 78 Fitch while noting the Amazon and Sorceress designs felt that the controversy was overblown as the entire cast was exaggerated and grotesque 76 References Edit a b c d Riendeau Danielle 2013 07 31 Dragon s Crown review heavy metal Polygon Archived from the original on 2019 12 23 Retrieved 2019 11 24 a b c d e f Juba Joe 2013 08 06 The Beginner s Guide To Dragon s Crown Game Informer Archived from the original on 2019 08 25 Retrieved 2019 12 30 a b c Dragon s Crown Pro System Dragon s Crown Pro Website Archived from the original on 2019 12 28 Retrieved 2019 12 30 a b c d e f g h i j k Brown Peter 2013 08 01 Dragon s Crown Review GameSpot Archived from the original on 2019 12 03 Retrieved 2015 01 24 a b Dawson Bryan 2013 08 05 Dragon s Crown Beginner s Tips Prima Games Archived from the original on 2019 12 24 Retrieved 2019 12 30 a b c d e f g h Speer Justin Dragon s Crown Review GameTrailers Archived from the original on 2013 11 11 Retrieved 2013 08 01 a b c d e f Carter Chris 2013 08 06 How to rock the dragon Destructoid Archived from the original on 2014 02 10 Retrieved 2019 12 30 Yip Spencer 2013 06 21 The Sorceress and the Saber Toothed Cat Siliconera Archived from the original on 2014 09 11 Retrieved 2019 12 30 Moriarty Colin 2013 07 09 Dragon s Crowns Loot and Equipment Systems Fully Explained YouTube Video IGN Retrieved 2019 12 30 a b c d e f g h i j k l Moriarty Colin 2013 07 31 Dragon s Crown Review IGN Archived from the original on 2014 06 04 Retrieved 2015 01 24 a b Moriarty Colin 2013 07 08 Explore the Six Character Classes of Dragons Crown YouTube Video IGN Retrieved 2019 12 30 a b Dragon s Crown on PlayStation 3 and PlayStation Vita Receiving a Patch in Preparation for Dragon s Crown Pro Atlus 2018 03 19 Archived from the original on 2019 04 04 Retrieved 2019 12 30 a b Barnett Brian 2017 12 06 Dragon s Crown Pro Announced For The West IGN Archived from the original on 2018 02 14 Retrieved 2019 12 30 a b Sato Ike 2013 07 23 Dragon s Crown Will Have Three Difficulties Each With Its Own Level Cap Siliconera Archived from the original on 2019 12 26 Retrieved 2019 12 30 a b c d Lien Tracey 2013 12 20 Dragon s Crown just got a lot harder Polygon Archived from the original on 2016 03 16 Retrieved 2019 12 30 a b Reese Zack 2013 08 06 Dragon s Crown Review RPG Site Archived from the original on 2017 06 02 Retrieved 2020 02 04 a b c d e f g h i j ヴァニラウェアは命がけでゲームを作る会社 クリエイター神谷盛治氏 ロングインタビュー in Japanese 4Gamer net 2013 05 21 Archived from the original on 2016 02 20 Retrieved 2016 10 08 a b c d Miekle Jason 2017 01 04 Vanillaware s Kamitani on Keeping the 2D Flame Alive in the Age of 3D Rolling Stone Archived from the original on 2017 02 03 Retrieved 2017 03 24 a b c d e f g h i j ドラゴンズクラウン は自分が一番作りたかったゲーム ヴァニラウェアの神谷盛治氏に 完成までの道のりを聞く 4Gamer net in Japanese 2013 07 26 Archived from the original on 2014 02 23 Retrieved 2020 01 18 a b Gifford Kevin 2011 06 08 Vanillaware s George Kamitani on Dragon s Crown 1UP com Archived from the original on 2012 10 19 Retrieved 2020 01 18 Kamitani George 2013 08 06 Dragon s Crown Artworks Atlus p 56 ASIN B007V9QKH0 a b Yip Spencer 2011 06 20 Dragon s Crown Interview Details Creation Of Vanillaware s 13 Year Old Game Siliconera Archived from the original on 2012 10 13 Retrieved 2020 01 18 a b c Sato Ike 2019 11 29 Dragon s Crown was Initially Planned for Wii Capcom Passed on Muramasa Pitch Siliconera Archived from the original on 2019 12 02 Retrieved 2019 12 09 a b Kamitani George 2013 08 06 Dragon s Crown Artworks Atlus p 3 ASIN B007V9QKH0 Jabbari Aram 19 April 2012 Dragon s Crown Update Atlus Assumes Publishing Duties for PS Vita PS3 PlayStation Blog Archived from the original on 2012 05 05 Retrieved 2012 04 19 a b Vanillaware 2013 08 06 Dragon s Crown PlayStation 3 PlayStation Vita Atlus Scene Credits a b c d e Kain Erik 2013 08 16 Dragon s Crown Developer George Kamitani Talks Gameplay Controversy Forbes Archived from the original on 2013 11 05 Retrieved 2019 12 09 Romano Sal 2013 07 25 Dragon s Crown is VanillaWare s most expensive project Gematsu Archived from the original on 2013 07 29 Retrieved 2019 12 09 a b Pereira Chris 2011 06 07 Odin Sphere and Muramasa Developer s First HD Game is Dragon s Crown 1UP com Archived from the original on 2012 10 19 Retrieved 2019 12 09 Yip Spencer 2012 05 01 Grand Knights History Canceled For North America Siliconera Archived from the original on 2013 05 21 Retrieved 2019 12 09 a b c d Massey Tom 2016 05 30 A game developer s story with Vanillaware s Kentaro Ohnishi Eurogamer Archived from the original on 2016 06 06 Retrieved 2016 10 10 a b かくして快作 十三機兵防衛圏 は生まれり インタビュー 総括編 キラキラしたものを詰め込んだ 開発のヴァニラウェア神谷盛治氏らに訊く Famitsu in Japanese 2019 12 11 Archived from the original on 2019 12 11 Retrieved 2019 12 12 a b Schreier Jason 2013 04 26 The Artist Behind Dragon s Crown Explains His Exaggerated Characters Kotaku Archived from the original on 2015 09 05 Retrieved 2019 12 30 a b c d Sakimoto Hitoshi 2015 11 30 Dragon s Crown Original Soundtrack booklet in Japanese Basiscape Records pp 7 9 BSPE 1051 3 Retrieved on 2020 01 18 a b c Hughes Sam 2016 06 25 Interview with Dragon s Crown Composer Hitoshi Sakimoto The Sound Architect Archived from the original on 2019 12 27 Retrieved 2020 01 18 ドラゴンズクラウン オリジナル サウンドトラック Basiscape in Japanese Archived from the original on 2019 07 01 Retrieved 2020 01 18 Wilkes Brenna 2016 04 01 Dragon s Crown Original Soundtrack Now Out On iTunes Original Sound Version Archived from the original on 2017 06 02 Retrieved 2020 01 18 Huynh Christopher 2016 04 01 Dragon s Crown Original Soundtrack Video Game Music Online Archived from the original on 2019 12 27 Retrieved 2020 01 18 Urrea Sebasitna 2015 12 05 Dragon s Crown Original Soundtrack Review Original Sound Version Archived from the original on 2016 02 21 Retrieved 2020 01 18 a b 新録オーケストラBGM を試聴動画にて先行公開 Atlus in Japanese 2017 11 10 Archived from the original on 2019 09 19 Retrieved 2020 01 18 Chiba Azusa 2018 02 08 千葉梓 3 05 AM 8 Feb 2018 Twitter in Japanese Archived from the original on 2020 01 04 Retrieved 2020 01 18 十三機兵防衛圏 と ドラゴンズクラウン プロ のサントラが2020年2月27日に同時リリース決定 Famitsu in Japanese 2019 12 16 Archived from the original on 2019 12 16 Retrieved 2020 01 18 十三機兵防衛圏 と ドラゴンズクラウン プロ サントラCD ヴァニラウェアによる描き下ろしジャケットが公開 Famitsu in Japanese 2020 01 17 Archived from the original on 2020 01 18 Retrieved 2020 01 18 PS3とPS Vitaで2DのA RPGが究極進化 ドラゴンズクラウン インタビュー Dengeki Online in Japanese 2011 07 08 Archived from the original on 2011 07 10 Retrieved 2020 01 18 Romano Sal 2012 04 19 Ignition Atlus execs on Dragon s Crown switch Gematsu Archived from the original on 2012 07 29 Retrieved 2020 01 18 Kubba Sinan Dragon s Crown reigns in new trailer bonus art book unveiled Joystiq Archived from the original on 2013 10 05 Retrieved 2013 03 21 Madnani Mikhail 2015 04 06 Atlus Interview Localisation Localisation Localisation God is a Geek Archived from the original on 2016 03 04 Retrieved 2015 04 07 PCB Credits PCB Productions Archived from the original on 2019 02 16 Retrieved 2019 07 16 Moriarty Colin 2013 04 23 This Is Dragon Crown s Release Date on PS3 and Vita IGN Archived from the original on 2013 07 15 Retrieved 2013 05 12 Karmali Luke 2013 08 15 Dragon s Crown Europe and Australia Release Dates IGN Archived from the original on 2014 12 30 Retrieved 2013 08 15 UPDATED Dragon s Crown pulled from PSN amid NIS America and Atlus fall out MCV 2016 06 30 Archived from the original on 2020 01 04 Retrieved 2020 01 18 Pitcher Jenna 2013 05 30 Dragon s Crown free DLC offers six different voice narrations Polygon Archived from the original on 2013 07 10 Retrieved 2020 01 18 Hilliard Kyle 2013 08 23 Dragon s Crown Patch Adds Diagonal Bomb Tossing Among Other Additions Game Informer Archived from the original on 2013 08 25 Retrieved 2020 02 04 Matulef Jeffrey 2013 10 09 Dragon s Crown to receive cross play between Vita and PS3 Eurogamer Archived from the original on 2014 02 16 Retrieved 2019 12 30 a b ドラゴンズクラウン コミカライズ決定 Atlus in Japanese 2013 10 10 Archived from the original on 2019 12 29 Retrieved 2020 01 18 a b yuztanさんから発売記念イラスト コメントが到着 Atlus in Japanese 2018 02 08 Archived from the original on 2019 09 19 Retrieved 2020 01 18 a b Hodgkins Crystalyn 2016 07 21 Udon Ent to Release Street Fighter Novel Dragon s Crown Manga Anime News Network Archived from the original on 2018 08 18 Retrieved 2020 01 18 ドラゴンズクラウン 1 Kadokawa Shoten in Japanese Archived from the original on 2019 12 29 Retrieved 2020 01 18 ドラゴンズクラウン 2 Kadokawa Shoten in Japanese Archived from the original on 2019 12 29 Retrieved 2020 01 18 Ressler Karen 2017 11 07 North American Anime Manga Releases November 5 11 Anime News Network Archived from the original on 2019 07 30 Retrieved 2020 01 18 Ressler Karen 2018 10 16 North American Anime Manga Releases October 14 20 Anime News Network Archived from the original on 2019 05 02 Retrieved 2020 01 18 ノベライズ決定 Atlus in Japanese 2016 06 23 Archived from the original on 2019 12 29 Retrieved 2020 01 18 ドラゴンズクラウン アートブックがいよいよ本日 11月30日 発売 Famitsu in Japanese 2015 11 30 Archived from the original on 2019 12 30 Retrieved 2020 01 18 Dragon s Crown Official Artworks Pre Order Available Udon Entertainment 2019 06 13 Archived from the original on 2019 12 30 Retrieved 2020 01 18 This Dragon s Crown Statue Probably Isn t Safe For Work Siliconera 2013 08 15 Archived from the original on 2019 12 30 Retrieved 2020 01 18 New Dragon s Crown Figure Is A Nightmare Of Muscles Siliconera 2015 11 13 Archived from the original on 2019 12 30 Retrieved 2020 01 18 a b c より美しく 遊びやすくなった ドラゴンズクラウン プロ プレイレポート グラフィックスの魅力を4K解像度の画像や制作者コメントで紹介 4Gamer net in Japanese 2018 02 05 Archived from the original on 2018 06 17 Retrieved 2020 01 18 Sato Ike 2017 10 17 Dragon s Crown Pro Gets Delayed A Couple Weeks In Japan But Gets A Tabletop RPG First Print Bonus Siliconera Archived from the original on 2020 01 18 Retrieved 2020 01 18 Romano Sal 2018 02 08 Dragon s Crown Pro launches May 15 in the Americas and Europe Gematsu Archived from the original on 2018 02 09 Retrieved 2018 02 08 What Is This Sorcery See the Difference Between HD and 4K in the Dragon s Crown Pro 4K Comparison Trailer Gamasutra 2018 04 30 Archived from the original on 2020 01 21 Retrieved 2020 01 21 a b Dragon s Crown for PlayStation 3 Metacritic Archived from the original on 2019 01 27 Retrieved 2015 01 24 a b Dragon s Crown for PlayStation Vita Metacritic Archived from the original on 2019 03 28 Retrieved 2015 01 24 a b Dragon s Crown for PlayStation 4 Metacritic Archived from the original on 2019 04 18 a b c d Carter Chris 2013 07 31 Review Dragon s Crown Destructoid Archived from the original on 2014 03 22 Retrieved 2015 01 24 a b Moyse Chris 2018 05 08 Review Dragon s Crown Pro Destructoid Archived from the original on 2019 10 08 Retrieved 2020 01 19 a b c d Fitch Andrew 2013 08 01 Dragon s Crown review Electronic Gaming Monthly Archived from the original on 2019 12 29 Retrieved 2019 12 30 a b Patterson Mollie 2018 05 08 Dragon s Crown Pro review Electronic Gaming Monthly Archived from the original on 2019 12 29 Retrieved 2020 01 19 a b c d e Robinson Martin 2013 10 09 Dragon s Crown review Eurogamer Archived from the original on 2015 06 09 Retrieved 2019 12 30 a b c d e f g Gifford Kevin 2013 07 17 Japan Review Check Ace Attorney 5 Dragon s Crown Polygon Archived from the original on 2014 04 02 Retrieved 2016 06 12 a b c d e Cowan Danny 2013 07 31 Dragon s Crown review King of brawlers Joystiq Archived from the original on 2014 02 18 Retrieved 2015 01 24 a b c Steinman Robert 2013 07 31 Review Dragon s Crown RPGFan Archived from the original on 2014 03 30 a b Hagues Alana 2018 05 09 Review Dragon s Crown Pro RPGFan Archived from the original on 2018 10 10 Retrieved 2020 01 19 2013 NAVGTR Winners National Academy of Video Game Trade Reviewers 2014 02 17 Archived from the original on 2019 09 28 Retrieved 2020 01 19 MacGregor Kyle 2013 08 02 Dragon s Crown had a strong opening week in Japan Destructoid Archived from the original on 2014 02 12 Retrieved 2020 01 20 Kubba Sinan 2013 08 02 Dragon s Crown ships 300K across first week in Japan Joystiq Archived from the original on 2013 08 10 Retrieved 2016 09 20 Hindman Heath 2013 12 29 Japanese PSN s Most Downloaded Games of 2013 PlayStation LifeStyle Archived from the original on 2015 07 21 Retrieved 2013 12 29 Sinclair Brendan 2013 12 03 Dragon s Crown ships 800 000 GameIndustry biz Archived from the original on 2016 12 06 Retrieved 2020 01 20 ドラゴンズクラウン プロ PS4で完成度に磨きがかかったゲーム内容が公開 Famitsu in Japanese 2017 09 29 Archived from the original on 2019 12 14 Retrieved 2020 01 20 a b McFerran Damien 2014 06 24 Soapbox Was Dragon s Crown Just A Joke That Nobody Got Push Square Archived from the original on 2019 05 30 Retrieved 2019 12 30 a b Schreier Jason 2013 04 23 The Real Problem With That Controversial Sexy Video Game Sorceress UPDATE Kotaku Archived from the original on 2019 11 05 Retrieved 2019 11 24 a b McLaughlin Rus 2013 06 11 Why Dragon s Crown didn t turn me on hands on preview VentureBeat Archived from the original on 2019 05 30 Retrieved 2019 11 24 a b Nutt Christian 2013 04 23 Dragon s Crown George Kamitani and being stupid on Facebook Gamasutra Archived from the original on 2019 04 08 Retrieved 2019 12 30 Cunningham James 2013 04 27 Failure to Communicate George Kamitani Edition Hardcore Gamer Archived from the original on 2019 05 30 Retrieved 2019 11 24 Notes Edit Doragonzu Kuraun Japanese ドラゴンズクラウン Famitsu 79 Destructoid 74 Electronic Gaming Monthly 76 Eurogamer 78 GameTrailers 6 Joystiq 80 GameSpot 4 IGN 10 External links EditOfficial website Retrieved from https en wikipedia org w index php title Dragon 27s Crown amp oldid 1153218789, wikipedia, wiki, book, books, library,

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