Dragon Quest VIII On Smartphones Runs On Unity

By Sato . January 20, 2014 . 1:29pm

Square Enix recently released the mobile port of Dragon Quest VIII, and it looks like the game runs on the popular Unity engine.


During 4Gamers end-of-year talks with developers, Unity Technologies Japan’s director Hiroki Oomae talks about how Square Enix and other mobile developers  have recently started using the engine for their games.


“This year, we’ve had plenty of people utilize Unity for their games; the PS3 had those from Sony Computer Entertainment use it for rain,” Oomae says. “And on smartphone we had Square Enix use it for Dragon Quest VIII and Colopl for Quiz RPG: Magician and the Black Cat Wiz, and many other significant titles that were released in Japan.”


“I feel that Japanese developers have solidified their basic know-how,” continues Oomae. “While Unity continues improving with 2D functions, we’ve started things like ‘Unity Prefecture Meetings’ and [mascot] ‘Unity-chan’ as we get closer to ‘a world where just about anyone can make games’.”


He adds, “We’re doing our best so you all can enjoy the ‘game life’ even if it’s a little at a time. Also, in the year 2014, I’ll be releasing my own game! I swear!”

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  • otakumike

    *goes to website*
    *spam-clicks “Unity-chan’s voice”*
    Well isn’t she adorable?

  • JonathanisPrimus

    Oh gosh, don’t tell me this is what became on those job listings years ago on Vita/PS3:


    • Kaetsu

      Oh for **** sake Squeenix! Unless they actually plan to release this on PS3/Vita I really hope that job listing was for a different project.

    • TheExile285

      Please god no…..

  • Atmey

    Big fan of Unity (actually trying to make a game), maybe this time I will be able to finish a DQ game.

    • Kaetsu

      Good luck with the game! The most I’ve are small projects in RPG Maker but at least it’s a start :P

      • Atmey

        Thanks, I hope you don’t mind if I sent you a beta key.

  • DesmaX

    Unity is the shit. Only problem I have with it is that, when changing the value of a variable on the code, it doesn’t really change on the project at all (You still need to go to the script menu in the object to do that).

    • If you know what you’re doing, you can make avoid that problem.

    • Aha Disco Elf

      This is a pretty vague problem you’re addressing. If you mean that you want to change the value of a variable in runtime, you need to store it in playerprefs and have the script access it when needed to.

      If you’re talking about changing the value using the Inspector, this shouldn’t be a problem because the editor will keep the value as edited.

      An amateur Unity coder here, but I’ve developed a sizable amount of application and a few games with scratch-coded customization script (for armor, weapon, etc). I’ll be glad to help out bits and pieces that I have knowledge of.

      • DesmaX

        Sorry for being vague. My problem is altering a variable value on start via script.

        When initializing a variable with a certain value, and then compile the script; changing the value of that variable and then compiling again doesn’t change said value in the project.

        To be fair, it’s more of a minor nuisance. Changing the value on the inspector (I forgot that was the name of it. Been a while since I’ve last worked with it) is easy enough, and I did find a work-around anyway.

        But thank you for the help anyway

        • Aha Disco Elf

          If you put the variable as public in the script, the variable will appear in the Inspector and easily modified for testing purpose. No need to recompile the script with new value as the value in Inspector will take precedence over the value of script.

          What I can deduce from your problem is that you changed the value in the script but not in the Inspector, that’s why you find that the value is still the same even after you recompile the script.

          Value of variable in script is only for initialization purpose, the default value for said variable whenever you equip(?) the script on a new object. To individualize each object with its own value, you need to change the value on Inspector. This way, one script can have many different effects/outcomes, so you need to only code one script and only change the value in Inspector for objects that behave similarly.

          For example, an enemy AI script. You can create different difficulty AI object using the same script and only change the speed or damage variable for different level.

          tl;dr: change value in Inspector not script. It might be an annoyance to adapt, but imho, it’s very time efficient and resource wise, I like to think that having only one script as opposed to several is lighter and cleaner on the project. It also goes in accordance with their tagline, “code once use anytime” or something.

  • brostar

    Does everything need an anthropomorphism version as an anime girl to sell in Japan?

    • Warboss Aohd


      But they do it anyway.

    • It helps. I mean, it managed to increase military enlistment of all things…

    • Yes. And you have to admit, it works.

      • Ric Vazquez


    • David García Abril

      Actually, anthropomorphisms as anime girls is a sub-category, so to speak, of another trend in Japan:

      Cute mascots.

      Mascots are EVERYWHERE in Japan. And not only for selling stuff. Even policemen or firemen have their own.

      Anime girls are but one kind of cute mascot. There are also anthropomorphic animals, objects with animal features (like the mascot of the “Taiko no Tatsujin” series), etc…

    • Lalum

      Cute anime girls help absolutely everything.

    • Namuro

      Well, they’ve been doing it for years, and this trend seems to only get stronger. So yeah, I think there’s enough demand in Japan for companies to do it.

      It’s just like humanoid robots in films and literatures (non-combative ones, at least). A lot of them were made to resemble humans, as opposed to functional machineries that would be able to carry out their work much efficiently, because the humanoid form makes them seem more like us, closer to us, making it easier to relate to them and care for them.

      So when a company tries to sell something like let’s say, a voice synthesizer program, they could have just leave it at that, just a blank piece of program that lets you tweak your voice. They could have also gone with an animal mascot, but then it wouldn’t fit, since the program is about synthesizing your voice, a human. So it seems logical to put in a humanoid character that represents the product, something that is relatable to us all, which in their cases, are cute girls. This is just like how you have booth babes at various events, ring girls at matches, and so on. Attractive and beautiful people help draw the crowds in, get them hooked and interested, that’s a fact.

      In the case of this “cuteness” factor, that’s just Japan’s preference (and mine! I prefer “cute” over “sexy”…), and for most places in Asia. It’s just like how Americans grew up with action flicks and comics, and so they idolized characters like Rambo, and Superman. A lot of Japanese grew up with an entirely different media like Glass Mask, Sailor Moon, etc.

      So it makes sense for them to make “cute” girl characters to promote their products, because that’s what grab people’s attention!

      Lastly, if some people can make a sexualized mascot for an insurance company like this, I don’t see what’s wrong with Japan…

  • Juan Andrés Valencia

    Any chances for a Vita or 3DS port?

    • Kaetsu

      I wish but Squeenix hasn’t said anything about it. Although correct me if I’m wrong but I don’t think Unity is optimized for the 3DS. I know that Vita can run it though.

      • ronin4life

        Unity is supported on PS4, PSVita, WiiU… maybe XBONE.
        3DS does not support Unity last I heard.

    • Fox

      Nope. You can tell from the screens, can’t you? The game is designed for vertical screens.

      Well, not that that necessarily means anything, given how badly SE screwed up the FF6 port.

    • British_Otaku

      Not directly from this as Fox and Kaetsu suggest, but Square Enix have been remaking a bunch of old DQ(M) gameso n the 3DS with a 3D models, monsters and worlds like Dragon Quest VIII, so I wouldn’t be surprised if they put it on the 3DS (and Vita, why not?) when they run out of games to remake.

  • tubers
  • I’m still hoping this does well so they may consider making an HD remake of some sort.

    • ManSizeSextet

      A DQVIII remake is next in line (w/ DQVII being the last one) but it might take a while.

  • Ric Vazquez

    t‘Unity Prefecture Meetings’ and [mascot] ‘Unity-chan’ as we get closer to ‘a world where just about anyone can make games’.” NOPE! Because not everyone knows how to program.

  • Shady Shariest

    Unity chan looks cute :3


    Hey, whatever helps keep them from Gonorrheal Engine and its mascot, diarrhea-chan.

  • KnifeAndFork

    The fact that this is even on a smartphone and not on a Vita/3DS or better yet, HD version is disheartening.

    • yomachaser


  • Kaihaku

    Unity? Hmm. Please port this on the Wii U post haste. I’d love to play it again and I might actually get the second ending this time.

  • CirnoLakes

    This could be very well for porting it to multiple systems. Perhaps the next Square Enix game we’re getting on Steam is Dragon Quest VIII, rather than another Final Fantasy.

    I at least expect this game to be ported to the PlayStation 4, given its popularity.

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