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DRAGON QUEST HEROES: The World Tree's Woe and the Blight Below

Review · RPG · PlayStation 3 · PC · PlayStation 4

DRAGON QUEST HEROES: The World Tree's Woe and the Blight Below

Reviewed: 30 Apr 2026

PlayStation 3 · PC · PlayStation 4

Square Enix · 2015

Ludograph rating

C

Mixed

51 /100

DRAGON QUEST HEROES is an action RPG that fosters problem solving, spatial awareness, and strategic thinking through combat and exploration.

06010030BenefitLow riskB 34 · R 2
The Ludograph reading, plotted from the published benefit and risk sub-scores.

Growth (BDS)

34

Risk (RIS)

2

Daily limit

120min

Age guidance

13+

Developmental benefits

B1Cognitive
0.46
B2Social-emotional
0.13
B3Motor
0.35

Dragon Quest Heroes offers engaging action RPG combat that requires strategic thinking and problem-solving to overcome hordes of monsters. Players will develop hand-eye coordination and reaction time. The game's narrative encourages empathy and emotional regulation through its story.

Design risks

R1Compulsion-loop pressure
0.03
R2Monetization
0.00
R3Social risk
0.00

The game features fantasy violence, typical of the Dragon Quest series, where players combat numerous monsters. However, this violence is not graphic, and there are no defenceless targets or sexualized violence. There are no significant compulsion-loop design tactics or monetization pressures.

Content (not in risk score)

R4.1Violence Level
0.67
R4.2Sexual Content
0.00
R4.3Language
0.00
R4.4Substance References
0.00
R4.5Fear / Horror
0.00

Content risk is displayed separately and does not affect the time recommendation.

Regulatory design checks · DSAAssessed: meets criteria·GDPR-KAssessed: meets criteria·ODDSAssessed: meets criteria

  • DSA:What Ludograph checks: whether the game's design gives minors the transparency the EU Digital Services Act expects: plain terms, honest defaults, and clear reporting routes.: Estimated from review data. No dark pattern or child-targeting concerns found.
  • GDPR-K:What Ludograph checks: whether age assurance and consent flows are designed for under-16s, in the spirit of GDPR Article 8.: Estimated from review data. No privacy or child-targeting concerns found.
  • ODDS:What Ludograph checks: whether paid random-reward drop rates are disclosed, as required in China, Japan and South Korea.: Estimated from review data. No paid random-reward mechanics found, so drop-rate disclosure requirements do not apply.

These reflect Ludograph's assessment of the game's design practices against each framework's criteria, not a legal compliance determination.

Parents ask…

Is DRAGON QUEST HEROES: The World Tree's Woe and the Blight Below safe for kids?

Ludograph gives DRAGON QUEST HEROES: The World Tree's Woe and the Blight Below a rating of 51/100, recommended for ages 13 and up. It delivers genuine benefits but carries design risks that deserve a close look.

What age is DRAGON QUEST HEROES: The World Tree's Woe and the Blight Below appropriate for?

Ludograph's rubric recommends a minimum age of 13+ for DRAGON QUEST HEROES: The World Tree's Woe and the Blight Below, based on benefits, risks, and content review.

How long should kids play DRAGON QUEST HEROES: The World Tree's Woe and the Blight Below?

Our session recommendation for DRAGON QUEST HEROES: The World Tree's Woe and the Blight Below is up to 120 minutes per day. It is derived from the game's own structure (natural stopping points, compulsion-loop design, monetization pressure, and social dynamics), not from a universal screen-time dose.

Session recommendations are design-based heuristics. Evidence linking specific daily durations to child outcomes is limited, and context matters as much as time; treat this as a starting point for household rules, not a clinical threshold.

What are the main risks of DRAGON QUEST HEROES: The World Tree's Woe and the Blight Below?

The game features fantasy violence, typical of the Dragon Quest series, where players combat numerous monsters. However, this violence is not graphic, and there are no defenceless targets or sexualized violence. There are no significant compulsion-loop design tactics or monetization pressures.