Compare Saros vs Dragon Quest I & II HD-2D Remake

P1 Saros
P2 Dragon Quest I & II HD-2D Remake

Comparison Takeaways

Saros

Where It Has the Edge

  • replay value is 4.7 vs 2.5. Replay value was strong, with reviewers saying they wanted to dive back in or keep running even after...
  • level design is 4.7 vs 2.5. Level design was strongly praised for handcrafted chunks, biome structure, combat spaces, and a balance between freshness and...
  • fast travel convenience is 4.7 vs 2.7. Fast travel and biome teleporting were widely praised as major quality-of-life improvements that reduce tedium.
  • platform-specific feature support is 4.7 vs 2.8. Platform-specific support was praised through PS5 showcase features, Pro upscaling, DualSense use, and 3D audio.

Dragon Quest I & II HD-2D Remake

Where It Has the Edge

  • side character depth is 4.5 vs 2.5. Side characters were praised for compensating for silent protagonists and making the expanded story feel more emotionally alive.
  • emotional impact is 4.8 vs 3.0. Multiple reviewers described unusually strong emotional payoffs, including poignant scenes and endings that made them stop, reflect, or...
  • animation quality is 4.6 vs 2.8. Animation quality was praised in both battle and enemy presentation, with reviewers noting smooth movement and lively spell...
  • map and navigation design is 4.2 vs 2.4. Navigation tools were praised for streamlining play, though objective markers could make some classic item hunts feel too...
Average score
Product 1: Saros
4.2
Product 2: Dragon Quest I & II...
4.3
accessibility options
Product 1: Saros
4.6

Reviewers praised Saros for broad accessibility and difficulty-tuning options, including modifiers, visual recoloring, remapping, and ways to soften or intensify challenge.

Product 2: Dragon Quest I & II...
4.6

Reviewers valued the difficulty options, markers, and other quality-of-life settings for making the old games easier to approach without fully erasing their classic feel.

AI behavior
Product 1: Saros
No score yet
Product 2: Dragon Quest I & II...
2.0

One reviewer criticized the automated battle behavior, saying the AI made poor choices rather than feeling genuinely wise.

aiming precision
Product 1: Saros
4.0

Aiming was generally considered forgiving and readable thanks to auto-aim and tracking, though some no-auto-aim weapons were harder to master.

Product 2: Dragon Quest I & II...
No score yet
animation quality
Product 1: Saros
2.8

Animation comments were mostly negative, focused on stiff dialogue animation and odd or weak face animation outside stronger cinematic moments.

Product 2: Dragon Quest I & II...
4.6

Animation quality was praised in both battle and enemy presentation, with reviewers noting smooth movement and lively spell or monster animations.

art direction
Product 1: Saros
4.8

Art direction was a clear strength, with reviewers highlighting Carcosa’s strong, alien visual identity and memorable environmental design.

Product 2: Dragon Quest I & II...
4.9

The HD-2D art direction was strongly praised for respecting old JRPG roots while making the worlds feel striking and modern.

atmosphere
Product 1: Saros
4.7

Reviewers repeatedly praised the unnerving, dread-soaked atmosphere, even when they disagreed about the story itself.

Product 2: Dragon Quest I & II...
No score yet
boss design
Product 1: Saros
4.4

Bosses were widely admired for spectacle, challenge, and memorability, though a few reviewers found some fights long or uneven.

Product 2: Dragon Quest I & II...
4.5

Bosses earned strong praise when they forced strategy and felt rewarding, though a few reviewers disliked specific frustrating fights.

camera behavior
Product 1: Saros
4.3

Camera controls were specifically praised as quick enough for combat without becoming disorienting.

Product 2: Dragon Quest I & II...
No score yet
character development
Product 1: Saros
4.8

Arjun’s arc drew praise where reviewers felt his development became darker, more complex, and captivating.

Product 2: Dragon Quest I & II...
4.8

Reviewers especially praised Dragon Quest II's party members for gaining stronger arcs, personalities, and interpersonal chemistry.

character roster
Product 1: Saros
3.6

The cast received mixed reactions, with some reviews praising performances while others wanted more depth beyond Arjun.

Product 2: Dragon Quest I & II...
4.7

The added Princess of Cannock and more useful party members were repeatedly praised as natural, valuable additions to Dragon Quest II.

checkpoint system
Product 1: Saros
4.6

Saros’ checkpoint-like structure and biome restart options were praised for reducing repetition and respecting time.

Product 2: Dragon Quest I & II...
No score yet
combat system
Product 1: Saros
4.7

Combat was the strongest consensus point, described as thrilling, precise, tactile, and among Housemarque’s best work.

Product 2: Dragon Quest I & II...
4.3

Combat was widely seen as engaging and more strategic, though several reviewers noted Dragon Quest I's solo fights could become frustrating or unfair.

content variety
Product 1: Saros
4.5

Several reviews found the game rich in sections, weapons, collectibles, and sights, though the content variety was usually discussed through exploration and spectacle.

Product 2: Dragon Quest I & II...
4.8

Reviewers appreciated the expanded worlds, new mechanics, and added content, especially in Dragon Quest II.

controls responsiveness
Product 1: Saros
4.6

Controls were heavily praised for responsiveness, tactile feel, and precise movement/shooting, with only rare complaints about input conflicts.

Product 2: Dragon Quest I & II...
No score yet
core gameplay loop
Product 1: Saros
4.5

The core loop was usually seen as compelling and satisfying, though Polygon felt progression systems weakened the roguelike loop.

Product 2: Dragon Quest I & II...
No score yet
dialogue quality
Product 1: Saros
2.7

Dialogue quality was mixed to weak, with several reviewers noting stilted conversations, unnatural backlog delivery, or long quiet stretches.

Product 2: Dragon Quest I & II...
No score yet
difficulty balance
Product 1: Saros
4.1

Difficulty balance split reviewers: many called it tough but fair and customizable, while some felt ganks, repetition, or modifiers could undermine balance.

Product 2: Dragon Quest I & II...
3.4

Difficulty split reviewers: many liked the tougher, more meaningful challenge, but several criticized RNG spikes, grinding walls, or frustrating solo encounters.

economy and resource balance
Product 1: Saros
3.1

Resource balance drew limited but mixed evidence, with one review noting balance concerns and another criticizing excess currency gains.

Product 2: Dragon Quest I & II...
No score yet
emotional impact
Product 1: Saros
3.0

Emotional impact was mixed, with some reviewers admiring ideas but others saying the narrative and characters did not fully move them.

Product 2: Dragon Quest I & II...
4.8

Multiple reviewers described unusually strong emotional payoffs, including poignant scenes and endings that made them stop, reflect, or cry.

endgame content
Product 1: Saros
2.8

Endgame content was a limited concern, with one reviewer specifically wishing for a dedicated post-game activity.

Product 2: Dragon Quest I & II...
No score yet
enemy variety
Product 1: Saros
4.6

Enemy variety was praised for diverse, escalating, and biome-changing threats that keep combat fresh.

Product 2: Dragon Quest I & II...
No score yet
environmental detail
Product 1: Saros
4.7

Environmental detail was a frequent highlight, with reviewers praising Carcosa’s biomes, architecture, and alien spaces.

Product 2: Dragon Quest I & II...
5.0

Environmental detail stood out through lighting, interiors, water, clouds, towns, and dungeons that made the world feel richer.

exploration quality
Product 1: Saros
4.6

Exploration was praised for hidden paths, secrets, and optional areas that reward revisiting biomes.

Product 2: Dragon Quest I & II...
4.4

Exploration was generally praised for rewarding secrets, treasure, and open-ended discovery, though one underwater segment was called slow and awkward.

facial animations
Product 1: Saros
2.9

Facial animations were a repeated weakness, especially outside cutscenes where faces could not match the vocal performances.

Product 2: Dragon Quest I & II...
No score yet
faithfulness to franchise
Product 1: Saros
4.6

Reviewers generally felt Saros honors Housemarque and Returnal’s lineage while refining or expanding the studio’s formula.

Product 2: Dragon Quest I & II...
4.0

One preview emphasized the games' JRPG legacy as a reason to experience them, supporting their faithfulness to Dragon Quest history.

family friendliness
Product 1: Saros
No score yet
Product 2: Dragon Quest I & II...
4.5

One reviewer highlighted sharing the remakes with children as a positive next-generation experience, supporting family appeal.

fast travel convenience
Product 1: Saros
4.7

Fast travel and biome teleporting were widely praised as major quality-of-life improvements that reduce tedium.

Product 2: Dragon Quest I & II...
2.7

Fast travel convenience was one of the few quality-of-life choices criticized for reducing tension and undermining dungeon-exit magic.

frame rate stability
Product 1: Saros
4.6

Frame rate was generally strong, with most reviewers reporting near-locked or rock-solid 60fps and only occasional dips.

Product 2: Dragon Quest I & II...
5.0

Frame rate impressions were very positive on Switch 2 and handheld play, with reviewers citing stable 60 FPS or no drops.

fun factor
Product 1: Saros
4.9

Fun factor was very high, with reviewers repeatedly describing the act of playing, replaying, and mastering Saros as joyful or addictive.

Product 2: Dragon Quest I & II...
4.7

Fun factor was very high overall, with several reviewers saying the remakes were hard to stop playing or simply a great time.

gameplay mechanics
Product 1: Saros
4.5

Gameplay mechanics, especially the shield, parry, eclipse, and modifier systems, were praised, though one review felt the systems could overprotect players.

Product 2: Dragon Quest I & II...
4.8

Reviewers praised Sigils, Scrolls, and other new mechanics for adding meaningful choices while keeping the classic JRPG foundation intact.

graphics quality
Product 1: Saros
4.7

Graphics quality was praised across reviews for visual flair, PS5 showcase value, and striking Unreal Engine 5 presentation.

Product 2: Dragon Quest I & II...
5.0

Graphics received near-universal praise, with reviewers repeatedly calling the HD-2D presentation brilliant, gorgeous, stunning, or full of life.

grind level
Product 1: Saros
2.9

Grind and repetition drew mixed-to-negative comments, especially around repeated boss attempts and artifact droughts.

Product 2: Dragon Quest I & II...
3.4

Grinding remained a concern for some reviewers, but others felt difficulty modes and balancing made the grind less draining than older versions.

handheld play suitability
Product 1: Saros
4.5

Handheld or remote play suitability had limited evidence, but one reviewer said it looked and played beautifully on PlayStation Portal.

Product 2: Dragon Quest I & II...
5.0

Steam Deck play was praised as an ideal way to experience the remakes, helped by performance and save support.

haptic feedback integration
Product 1: Saros
4.7

DualSense haptics and adaptive triggers were a standout, repeatedly praised as tactile, innovative, and deeply integrated.

Product 2: Dragon Quest I & II...
No score yet
horror tension
Product 1: Saros
4.7

Horror tension was supported through praise for dread, anxiety, cosmic horror, and the unsettling eclipse-driven world.

Product 2: Dragon Quest I & II...
No score yet
HUD clarity
Product 1: Saros
4.4

HUD/readability comments were positive but limited, emphasizing that the intense spectacle remained coherent and not visually confusing.

Product 2: Dragon Quest I & II...
No score yet
immersion
Product 1: Saros
4.7

Immersion was praised through tactile feedback, 3D audio, and audiovisual design that pulled reviewers into Carcosa.

Product 2: Dragon Quest I & II...
4.9

Reviewers praised the presentation, music, and environments for making the adventure feel rich, magical, and immersive.

innovation
Product 1: Saros
4.7

Innovation centered on the shield, bullet-as-resource design, haptic implementation, and a more flexible challenge structure.

Product 2: Dragon Quest I & II...
No score yet
learning curve
Product 1: Saros
3.8

The learning curve was approachable for some but still initially demanding, with trial-and-error teaching and a tough early adjustment.

Product 2: Dragon Quest I & II...
No score yet
level design
Product 1: Saros
4.7

Level design was strongly praised for handcrafted chunks, biome structure, combat spaces, and a balance between freshness and mastery.

Product 2: Dragon Quest I & II...
2.5

Dungeon design drew criticism from one reviewer for feeling visually varied but structurally uninspired and light on distinctive traits.

load times
Product 1: Saros
4.8

Load times had limited but strong evidence, with Digital Foundry praising nearly instant transitions.

Product 2: Dragon Quest I & II...
5.0

Load times were praised in preview coverage as quick, matching the strong Switch 2 performance profile.

loot system
Product 1: Saros
3.1

Loot drew mixed feedback: some liked risky artifacts and weapon discovery, while others disliked artifact droughts or limited replacement control.

Product 2: Dragon Quest I & II...
No score yet
lore depth
Product 1: Saros
4.4

Lore depth was praised where reviewers enjoyed logs, mysteries, and hidden material that encouraged deeper digging.

Product 2: Dragon Quest I & II...
No score yet
map and navigation design
Product 1: Saros
2.4

Navigation drew criticism from one reviewer who found objective direction poor despite liking the map.

Product 2: Dragon Quest I & II...
4.2

Navigation tools were praised for streamlining play, though objective markers could make some classic item hunts feel too rudimentary.

menu usability
Product 1: Saros
2.8

Menu usability had limited negative evidence, focused on hidden information and unclear equipment-screen navigation.

Product 2: Dragon Quest I & II...
No score yet
mission design
Product 1: Saros
4.6

Optional challenge-space design was praised as brutal but rewarding.

Product 2: Dragon Quest I & II...
No score yet
movement feel
Product 1: Saros
4.7

Movement feel was praised as smooth, nimble, precise, and joyful across several reviews.

Product 2: Dragon Quest I & II...
No score yet
narrative quality
Product 1: Saros
3.9

Narrative quality was the most mixed major attribute, ranging from gripping and coherent to underdeveloped, opaque, or overambitious.

Product 2: Dragon Quest I & II...
4.6

The expanded narrative was repeatedly praised for making the Erdrick trilogy feel richer, more cohesive, and less like a bare-bones relic.

onboarding experience
Product 1: Saros
3.5

Onboarding was mixed: some reviewers said mechanics ramped up well, while one felt the many systems were poorly communicated.

Product 2: Dragon Quest I & II...
No score yet
originality
Product 1: Saros
3.8

Originality was mixed, with praise for bold changes and criticism that Saros repeats Returnal-like beats with minimal variation.

Product 2: Dragon Quest I & II...
No score yet
pacing
Product 1: Saros
3.6

Pacing drew mixed responses, from tighter run pacing to complaints that story, repetition, or traversal could drag.

Product 2: Dragon Quest I & II...
3.7

Pacing was one of the more mixed areas: some found the flow excellent, while others felt added content created bloat or uneven late-game stretches.

performance optimization
Product 1: Saros
4.6

Performance optimization was praised overall, especially on PS5/PS5 Pro, with only minor dips or loading-related hitches noted.

Product 2: Dragon Quest I & II...
5.0

Performance optimization received praise from reviewers who reported smooth play and no major performance issues.

platform-specific feature support
Product 1: Saros
4.7

Platform-specific support was praised through PS5 showcase features, Pro upscaling, DualSense use, and 3D audio.

Product 2: Dragon Quest I & II...
2.8

Platform-specific support drew criticism from one reviewer because the Switch version lacked a paid upgrade path to Switch 2.

platforming precision
Product 1: Saros
4.5

Platforming precision had limited but positive evidence around precise jumping, dodging, and reduced geometry snagging.

Product 2: Dragon Quest I & II...
No score yet
polish
Product 1: Saros
4.7

Polish was praised frequently, with reviewers calling Saros smooth, refined, and consistently excellent.

Product 2: Dragon Quest I & II...
4.5

Polish was praised where reviewers found the remake approachable, refined, and modernized.

progression system
Product 1: Saros
4.3

Progression was usually praised for meaningful permanent upgrades, though one reviewer felt it overemphasized numbers over skill.

Product 2: Dragon Quest I & II...
4.3

Scrolls and character growth were praised for adding light customization and clearer progression without becoming overly complicated.

protagonist appeal
Product 1: Saros
4.0

Protagonist appeal was mixed: several reviewers found Arjun compelling or well-acted, while one found him unpleasant by design.

Product 2: Dragon Quest I & II...
3.4

Protagonist appeal was mixed: the lone hero concept intrigued some reviewers, but silent protagonists felt bland to others beside voiced side characters.

remake/remaster quality
Product 1: Saros
No score yet
Product 2: Dragon Quest I & II...
4.8

Remake quality was the clearest strength: reviewers repeatedly called these definitive, transformative, or thoughtful updates to foundational JRPGs.

replay value
Product 1: Saros
4.7

Replay value was strong, with reviewers saying they wanted to dive back in or keep running even after credits.

Product 2: Dragon Quest I & II...
2.5

Reviewer evidence supports replay value across the listed reviews.

save system reliability
Product 1: Saros
4.5

Save/run continuation quality was praised via suspend, leave-and-return, and day-one roguelite quality-of-life comments.

Product 2: Dragon Quest I & II...
5.0

Autosave and expanded save options were repeatedly praised for reducing frustration and supporting portable play.

side character depth
Product 1: Saros
2.5

Side character depth was a common weakness, with reviewers describing the supporting cast as shallow, disposable, or stock.

Product 2: Dragon Quest I & II...
4.5

Side characters were praised for compensating for silent protagonists and making the expanded story feel more emotionally alive.

skill tree depth
Product 1: Saros
3.8

Skill-tree depth was mixed, from exhaustive and satisfying to more of a limited trunk than a deep build system.

Product 2: Dragon Quest I & II...
No score yet
sound design
Product 1: Saros
4.7

Sound design and 3D audio were praised for intensity, dread, positional clarity, and haunting effects.

Product 2: Dragon Quest I & II...
No score yet
soundtrack quality
Product 1: Saros
4.6

The soundtrack was praised for oppressive, unnerving, and complex music that supports Carcosa’s tone.

Product 2: Dragon Quest I & II...
4.6

The orchestral soundtrack was widely praised, though one reviewer found repeated tracks tiring over long play sessions.

tutorial quality
Product 1: Saros
4.3

Tutorial quality had limited but positive evidence, with reviewers noting trial-and-error teaching and encounter design that prepares players for bosses.

Product 2: Dragon Quest I & II...
No score yet
upgrade system
Product 1: Saros
4.6

The upgrade system was praised for making attempts feel worthwhile and improving approachability.

Product 2: Dragon Quest I & II...
No score yet
user interface design
Product 1: Saros
3.3

User interface design had limited mixed evidence, with one reviewer finding it good enough but imperfect.

Product 2: Dragon Quest I & II...
4.7

Interface changes, shortcut assignments, and UI overhaul were praised for making these old games easier to play.

value for money
Product 1: Saros
5.0

Value for money had limited but explicit support from one reviewer who said they would pay full price.

Product 2: Dragon Quest I & II...
4.2

Value was generally positive because two expanded remakes come in one package, though one reviewer wished the price were lower.

visual effects quality
Product 1: Saros
4.9

Visual effects were a major highlight, especially the particle-heavy combat fireworks and colorful VFX.

Product 2: Dragon Quest I & II...
5.0

Visual effects were praised for making attacks and spells feel spectacular while preserving the nostalgic tone.

voice acting
Product 1: Saros
4.7

Voice acting was widely praised, especially Rahul Kohli’s performance, with the broader cast also receiving positive notes.

Product 2: Dragon Quest I & II...
4.7

Voice acting was usually praised for adding emotion and personality, with one reviewer finding the quality uneven but improved.

weapon balance
Product 1: Saros
4.1

Weapon balance was mostly positive for variety and viability, though some weapons or no-autohit variants frustrated reviewers.

Product 2: Dragon Quest I & II...
No score yet
world-building
Product 1: Saros
4.6

World-building was praised through Carcosa’s mysteries, logs, lore, and thematic environmental storytelling.

Product 2: Dragon Quest I & II...
4.7

World-building was strengthened by expanded towns, lore links, and details that made Alefgard and the trilogy feel more alive.

world interactivity
Product 1: Saros
4.2

World interactivity had limited evidence, mostly around movement-reactive effects and environmental destruction.

Product 2: Dragon Quest I & II...
4.5

Mini Medals and hidden interactables were praised for encouraging players to inspect the world more carefully.

writing quality
Product 1: Saros
3.7

Writing quality was mixed, with praise for logs and media-literate storytelling but criticism of hollow or unclear themes.

Product 2: Dragon Quest I & II...
4.6

Writing and localization were praised for adding character, humor, and series-appropriate flavor to the remakes.