loving it so far
you best believe i turned those objective marker and notification things off as quick as i could though
also it’s now clear to me that old DQ dungeons, many of which i find quite lovely structurally!, are really defanged when you have an instant and complete map of every floor as soon as you step onto it. it’s made me curious what DQXI’s dungeons would feel like if i never looked at the map, actually. i personally believe in the virtues of getting to a three-way intersection and deciding which way to go and bookmarking it in your head to come back to. whoever decided that you should see which paths are dead ends before you even get to the intersection does not
also, while it’s fine in DQXI hardtype, characters full healing on level-up does… i want to stop short of saying “break the game” but it’s almost there. one of the few mechanical missteps dragon quest has made repeatedly with remakes imo, sad to see it back again here. maybe it will sting less when the level-ups slow down
but otherwise i do really like it though i swear lol. the orchestral soundtrack (a new recording?) is really beating my ass. i love the rewiring of the world map as a place that you’re searching out little road events and treasure caches (without resorting to cooldown gathering points or anything!) between major points of interest. the game-length monster sidequest is actually in a new flavor that i’m finding quite charming. there’s a designated audio track for environmental sounds with its own volume slider and everything-- fires crackling, birds chirping, waterfalls crashing, etc-- which is weirdly compelling
deeply curious how the late- and postgame will look. i wonder if the postgame SNES shuffle-dungeon will be included. my guess is there will be lots of new stuff…
(DQXI ending spoilers) (real post starts here) (do not read if you don’t want to see me go off the deep end)
i have of course been obsessed with DQXI’s true ending and its recontextualization of I-III as taking place post-XI since i first saw it. we all know that after the already-shocking glimpse of DQI’s hero there’s also a post-credits surprise cut to the beginning of DQIII, the mom waking up the protagonist (erdrick, as we all know) at the beginning of the game. right before she wakes him up she of course closes a red book, seemingly containing the story of DQXI which she has been reading, and slides it onto the shelf, next to a green book that is clearly its sibling
(please note that questions regarding potential correlations between the colors of the other books on the shelf and the color schemes of the protagonists of various other DQs are outside the scope of this talk)
like all of us, i’ve been thinking about that green book since september 2018. it’s got the symbol of the luminary on it, so it’s probably erdwin’s story, which is discussed in and predates DQXI (i’ve often wondered… DQXII? DQXI-2? and then i’d think, well, how many more of these could these guys make? whatever that green book is, it could be the last one… and now 2/3 of those guys are dead!)
DQIII reremake now opens with the mother putting the red book on the shelf next to the green one, which i guess clears up any doubt that that was DQIII in the DQXI scene (which i always thought was silly anyway)
anyway: now there’s this fuckin loading icon haunting me after every battle

the icon is animated, the red book floats up and down. why would the loading icon in DQIII be of the DQXI book? more importantly, you’d think that green book on the top of the stack would be the green book from the shelf, BUT…
the cover doesn’t match. now what the fuck is that supposed to mean. and the two books on the bottom of the stack are, jesus fucking christ, the two books to the left of the green one on the shelf. who the hell was even thinking about those???
i was frothed out for next year’s DQI/II remake already but now they’re gonna be hanging over me like they’re next week’s episode of twin peaks the return