<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Jrpg on Locodigital</title><link>https://locodigital.com.br/en/tags/jrpg/</link><description>Recent content in Jrpg on Locodigital</description><generator>Hugo</generator><language>en-US</language><lastBuildDate>Sat, 23 May 2026 10:00:00 -0300</lastBuildDate><atom:link href="https://locodigital.com.br/en/tags/jrpg/index.xml" rel="self" type="application/rss+xml"/><item><title>Dragon Quest at 40: the RPG that stopped Japan</title><link>https://locodigital.com.br/en/games/dragon-quest-at-40-the-rpg-that-stopped-japan/</link><pubDate>Sat, 23 May 2026 10:00:00 -0300</pubDate><guid>https://locodigital.com.br/en/games/dragon-quest-at-40-the-rpg-that-stopped-japan/</guid><description>&lt;p&gt;The Japanese government went so far as to ask that future releases in the series happen only at weekends. Not because the content was inappropriate — but because children were skipping school and adults were walking out of work to buy the cartridge on launch day. If you need a metric for a video game's cultural impact, that one is hard to beat.&lt;/p&gt;
&lt;p&gt;On 27 May 1986, Enix released &lt;strong&gt;Dragon Quest&lt;/strong&gt; for the Japanese Famicom. Forty years on — exactly four days from this Saturday — the franchise has racked up more than 97 million units sold, 11 mainline titles, and has just entered the &lt;strong&gt;World Video Game Hall of Fame&lt;/strong&gt;. But what made this modest 1986 RPG shape an entire genre?&lt;/p&gt;</description></item></channel></rss>