Set for release on February 5, Dragon Quest VII Reimagined for PlayStation 5 reinterprets the classic 2000 PlayStation title, Dragon Quest VII: Fragments of the Forgotten Past. Featuring distinctive 3D diorama visuals with a warm, handcrafted doll-like aesthetic, the remake also introduces new storylines, including one that reunites the hero with his now-adult friend, Kiefer.
Over 25 years after the original release, producer Takeshi Ichikawa shares insights on the creative process and the decisions behind reimagining this beloved RPG for a new generation.
Takeshi Ichikawa, Producer, Dragon Quest VII Reimagined
PlayStation Blog: Before we discuss the upcoming Dragon Quest VII Reimagined, let’s take a moment to revisit the original Dragon Quest VII: Fragments of the Forgotten Past, released for the original PlayStation in 2000. The title drew major attention at the time as the first in the series to feature 3D polygons and for offering an adventure that stretched beyond 100 hours. Do you have any special memories of that game?
I was a young kid in elementary school back in 2000, so my memories are a little fuzzy, but I do remember playing the original Dragon Quest VII. Funny enough, my first Dragon Quest game wasn’t one of the mainline entries – it was Dragon Quest Monsters Terry’s Wonderland. So when I finally played one of the mainline installments, I was surprised to learn that you actually fight as human characters.
Dragon Quest VII is known for its sheer scale, and it takes a while to reach your first battle. Honestly, as a child, I remember getting impatient, wondering when the fighting was going to start. Ultimately, I didn’t finish the game and gave up partway through. However, when I revisited the game later as an adult, I was really struck by how dark and unsettling the game’s world was, and how strangely relevant it felt in this day and age.
*Screenshot of Dragon Quest VII: Fragments of the Forgotten Past on the original PlayStation
It’s one of the more melancholic works in the series, isn’t it?
Yes. In conversations with Yuji Horii, the creator of the series, we often used the word “irrational” to describe the game’s world and its themes.
What parts of the game felt irrational to you?
Even though the protagonists haven’t done anything particularly wrong, the story keeps drifting into darker territory and shows the raw, ugly sides of human nature. I think that lack of salvation and sense of unfairness made the game feel irrational at times.
And that Dragon Quest VII is now being remade as Dragon Quest VII Reimagined. Can you tell us how this project first came about?
The original game was released in 2000 and celebrated its 25th anniversary in 2025. We felt that its distinctive world and story would resonate even more strongly with players today, which is what led to the start of this project.
Why did you choose to develop a full remake from the ground up, rather than a remaster?
After 25 years, we wanted to create a game that was enjoyable for both past players and those new to the series. That’s why we went back and reviewed every single element from square one and r