FUCK YEAH DRAGON QUEST (Part 2)

didn’t know I was missing out on these icons by playing the 3DS version!

I love how every time the game introduces a new side activity it gets dumped as a new item in the Misc menu that you have to go hunting for. it’s already overstuffed with options filling the whole screen at the start of the game. I think I’m happier not knowing whether they tried to gussy that up for the western PS2 version.

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I’m not really feeling the DQ3 HD2D remake. Of course it still looks great and DQ is still the undefeated GOAT of charm but… Having played DQ1 and DQ2 NES semi-recently, all of the QoL improvements added to the game (quest markers, quest logs, automaps, zoom can be used anywhere, etc) are really taking away any thrill or sense of danger or discovery that I enjoyed in the NES versions of 1 or 2… it more or less seems like the same bones of the original with these things grafted on and it kind of feels like I’m playing the game on auto even on draconian quest mode with the quest markers off… if I don’t need to make manual maps and can teleport back to town immediately at any time and know exactly where I need to go always it just feels like 100% grind…

I might just scrap this playthrough and restart on the NES or GBC version, and come back to it later as a comparison point.

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yeah im losing interest halfway through 2 for similar reasons (and playing it immediately after finishing 1)

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I’ve never played the original DQ3, but I’ve been really enjoying DQ3HD. However, I’ve really suspected the NES version might be more compelling for all the reasons @cask just enumerated… The original DQ1 shocked me with how consistently engaging it was, with its numbers perfectly tuned to make you think hard about when to press on and when to retreat, and its perfectly spaced moments of sudden power gains when you get new items. I suspect the HD remake of that game doesn’t replicate that balance, and I suspect DQ3HD doesn’t either.

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this is GBC DQ3 erasure

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I was more of a Dragon Quest Monsters kid…

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I do recommend modding the HD version if you can but even then I do often wonder why I am playing it rather than the GBC version, which I prefer on every front

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big mark for the sfc version personally, has a unique vibe and looks/sounds just as great as you’d hope for a december 96 sfc release

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Im kinda sad the DQ8 menus arent the design direction of the series I really like the images, esp the heart cheese.
I really think SNES, PS1 when I think jrpg.

Oh i just looked up the j DQ11 menus. They are dedicated to minimalism, damn.

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one of the many things wrong with [US] DQ8… there’s an interview with the SFC-era developers who are like “boy this would’ve been easier if we could’ve done final fantasy style fullscreen menus, actually trying to fit enough stuff onto a sprite layer without wiping the screen is actually very annoying…”

I get it though because the US DQ7 menus are not very legible (mostly due to latin character limits), this is another thing that I think they very rarely got right with their US releases (with the exception of 3 GBC) until the DS remakes and 11, and since 11 they’ve just been cooking.

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I really like the old menu style and I hadn’t connected until this thread that might be part of why 8 feels off to me.

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japanese dq8 has noticeably faster loading as well

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damn, that and the menus might make me enjoy 8 a lot more.

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DQ3 SFC is very playable and pretty but the only fan translation out there has a bunch of inaccurate and/or incorrectly swapped item descriptions. the inaccuracies don’t start popping up until a good ways in so it tricked me into thinking it was accurate until i realized the accessories my guys had on were doing completely different things than the text said. it’s probably doable if you know DQ3 and have a FAQ handy to verify but this made the game into more of a slog for me and was a real snag to my “play this on my anbernic gameboy thing cozy in bed” plans

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sounds like youve found the perfect excuse to play the game boy color version

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https://x.com/McDonaldsJapan/status/2001517783104762167

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I hate that I want these

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I finally feel like I understand the writer->game columnist->game designer progression.

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A magazine is a bit like a JRPG.

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No game dev looks like he loves gambling more than Yuji Horii

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