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  1. 8 points
    Here is a sprite sheet for anyone wanting these sprites. I plan on submitting the 16 bit versions here in a day or two.
  2. 7 points
    Hey guys, so some years back there was a topic asking who the cover artist for DWII was in NA. Nobody managed to figure it out, however years later I tracked down Chris Hopkins as the artist for DWIII and IV on NES and I did an interview with him. Well the only thing we had to go off of for DWII's cover art was a lone signature in the corner. Now @Dwaine seemed to think the signature was "kis" however it looks like we may have been looking at it the wrong way. This painting wasn't done by a Western Artist, but a Japanese one! The very same signature appears on the works of Kensuke Suzuki, a pen name for artist Hiroshi Kajiyama who did character designs for the Shining Force series. Thats the very same signature! It has to be him! Now I'm wondering if he did DWI as well, had no idea Enix got a Japanese artist to do this. Also I'm sad to say that Mr. Kajiyama passed away two years ago in July it looks like. I'm glad this mystery can be put to rest now at least.
  3. 6 points
    Paced poorly? Yes. Quest flaggy? Absolutely. Bland? What? No. Seriously, there are some valid complaints out there about 7. Bland isn't one of them.
  4. 6 points
    Super Smash Bros. Ultimate director Masahiro Sakurai appeared on the launch livestream for Dragon Quest XI S: Echoes of an Elusive Age Definitive Edition today, and he and Dragon Quest creator Yuji Horii discussed how Hero got into Smash Bros., and more. Here are the highlights: It all started with Sakurai and Nintendo saying that they had a proposal, which turned out to be asking if they could add Hero to Super Smash Bros. Ultimate. The proposal itself was very detailed, and Sakurai and Nintendo spoke very passionately, saying “We want to use Hero.” There was some discussion about whether a monster could be better, but in the end they agreed upon it. From Sakurai’s side, he says that requests to add in a Dragon Quest representative have been around for a long time, but he felt it wasn’t possible. However, Nintendo approached Sakurai, saying it might be possible, and so he ended up doing the presentation proposal with the intent of working with Dragon Quest, although what from Dragon Quest would be worked out later on. If he was told ‘no’ to Hero and ‘yes’ to Slime or something like that, he’d do it, but Sakurai felt Hero was the best option. That said, he did know that there would be many hurdles to working on Hero. For example, Hero hasn’t been seen fighting other characters before. And they haven’t gotten voiced before too. Sakurai was quite convinced that he’d be rejected really quickly, but the agreement came surprisingly quickly. According to the Square Enix side, it was partially because of Sakurai’s passion, and partially because the ‘best of’ element in Super Smash Bros. Ultimate was quite similar to that of Dragon Quest XI S, which brings together many elements from across the series. From Yuji Horii’s point of view, while before there was a resistance towards seeing Hero fighting other characters and other Heroes, it’s slowly become less strict, seeing as there is the smartphone game Dragon Quest Rivals, and such. With Smash Bros. being such a popular series as well, Horii wanted Hero to join. Sakurai acknowledges that there are people who hate characters like Hero who add in random elements. However, in the first place, Super Smash Bros. is an unpredictable game where you have fun and move onto the next game anyways. One particular spell Sakurai had trouble with was differentiating the Frizz line of spells (neutral B) and Sizz/Sizzle (via Command Select). He had to look up how the spell functioned in the original games, and how Frizz would float out to hit the enemy, while Sizz would fly quickly and sear the enemy when it hit the enemy. Making the Yggdrasil’s Altar was indeed very troubling, to the point Sakurai thought of giving it up. Some other alternatives included the volcano. In the end, they decided upon the altar as it would show the world tree that symbolizes Dragon Quest XI. The world map as seen in the stage references the world map in the PlayStation 4 version, but otherwise is made entirely from scratch. image: https://www.siliconera.com/wordpress/wp-content/uploads/2019/09/horiisakurai2_thumb.png Originally, there were only two Heroes set to join Smash Ultimate, being Erdrick and Eleven. But Horii later said it would be fine to have four Heroes join. According to Sakurai, he was ready to make eight different Heroes, but that wasn’t a realistic option. After Erdrick and Eleven, the hero of Dragon Quest VIII was decided as he was popular overseas. However, popularity wasn’t the only factor, as then the hero of Dragon Quest V would be included. But that Hero wasn’t known for using swords, but rather staffs. In the end, it came down to either the hero of Dragon Quest I or Dragon Quest IV, but as there wasn’t a unified image for Dragon Quest I’s main character across media, IV was decided upon. image: https://www.siliconera.com/wordpress/wp-content/uploads/2019/09/horiisakurai3_thumb.png Q & A part The two directors were asked about what sort of job being a game designer is. For Sakurai, he feels it’s all about bringing together that sort of “fun” which is usually intangible and subjective into a product. For Horii, it’s something from a more practical angle, as in game designer = game creator. Regarding the good or fun points of being a game designer in terms of the work itself, Sakurai finds it nice when he’s working on something alone, as he’s usually in the director role and talking to people. Instead, it’s more fun or interesting for him when he’s working on inputting data and the like, especially the moment there are successful results. For Horii, as an RPG creator he loves the part where he’s setting the stats and characteristics of battles. Are there any secret techniques to coming up with ideas? No, according to Sakurai. He’s the type to work under pressure, and he approaches his work not in an imaginative approach (like coming up with imaginary movesets beforehand) but rather, thinking more task-like such as, “Okay, what should be the moves, which also manage to have Dragon Quest characteristics?” For Horii, he’s the type to get a lot of inspiration from other media, which transform into other ideas for his works. Sakurai is instead the type to get inspiration by playing many games, such as Dragon Quest Walk, The Legend of Zelda: Link’s Awakening, and Borderlands 3 for recent examples. How does he fit in so much game time? He plays games while doing other things like watching Netflix, or gaming while riding the aerobic bike. Are there any rules or policies they set for themselves as game creators? For Sakurai, while it’s quite an obvious one, it’s to think of what the players want. However, player opinions vary a lot. Overall, he tries to go for a wide range of players, but still keeping a certain amount of depth. For Horii, while it’s something similar, it also has to be fun to play for himself. How does Sakurai keep his work life and private life separate? The answer according to Sakurai is that he doesn’t think too much about it. It’s not that he thinks they are the one and the same for him, though. Sakurai has other hobbies like going driving, although he doesn’t want to make a driving game. For Horii, he’s more relaxed, until meetings where he sort of shifts into working mode. image: https://www.siliconera.com/wordpress/wp-content/uploads/2019/09/hero1_thumb.jpg Director Advice The two directors were finally asked if there is anything they’d like advice on from each other. Sakurai went first, and asked about a certain dilemma that’s bothering him. When making a game like Dragon Quest XI that has such a large volume of content, how do you outdo it or go one step beyond for the next game? According to Horii, it’s not really a dilemma, as he doesn’t worry too much about outdoing each game in content, but it’s when he adds in all the ideas, the game just ends up really large in scale. So he just focuses on adding in the ideas he has. For Sakurai, he’s uncertain what to do next if there is a next game in the series. He’s making the current one with the mindset that this is the last one, and he thinks that it might be impossible to top this one, both cost-wise and expectations-wise. image: https://www.siliconera.com/wordpress/wp-content/uploads/2019/09/horiisakurai4_thumb.png Horii had a more lighthearted question for Sakurai: Usually Sakurai is seen as a very reserved person, but does he ever take off that mask of stoicness, and what does he find fun? Sakurai laughed and said yes, he does, both privately and in his work. For example, in Kid Icarus Uprising, Pit and Palutena are always trading jokes, and that was all written by him as well. “I’m not that serious of a person!”, said Sakurai. Of course, as a game director, he puts on a stoic mask, and might say harsh things to his staff, but Sakurai thinks that if people were actually that serious, they wouldn’t be able to make fun games. He does acknowledge he has some trouble showing off that fun side of him though, and even demonstrated a big “Yatta!” on the stream. Super Smash Bros. Ultimate is available on Nintendo Switch. Dragon Quest XI S: Echoes of an Elusive Age Definitive Edition just released in Japan today for Nintendo Switch, and will release tomorrow in the West. I beat @Dakhil on posting something DQ news article related wise? What’s up with that? 😜
  5. 5 points
    Well, this is awkward... a Slime Time episode about Final Fantasy! About a month ago @YangustheLegendaryBanditand I got talking about... well, talking. Talking more! We knew there were a great deal of former and future guests that wanted to get together and talk about some topics other than DQ. Heck, look at the forums & threads that get the most love around here more than a year after any news about non-mobile DQ titles. We're all playing other things so we figured we'd take a Sidequest and discuss other things. Thanks to @Pendy @RyuKisargi and @Bururian for joining us on this first foray, our first Sidequest!
  6. 5 points
    Dragon Warrior VII is contender for the absolute best game of all time, tied with Crash Bandicoot 2: Cortex Strikes Back and Dragon Quest X ONLINE: Rise of the Five Races
  7. 5 points
    Five years ago I asked all over the internet for help to translate the Wii game Dragon Quest Monsters Battle Road Victory and I got really discouraged by the lack of response. I am a huge Dragon Quest fan, I collect all the games in North America and all those that came out in Japan. I even collected all the various controllers, special editions, collector's editions of games, all the various consoles that came out with a Dragon Quest theme, figures and other merch I find interesting. My entire living room is a Dragon Quest museum. I have been doing this since Dragon Warrior came out. Recently, I started playing Wii games again and I was very much frustrated by the fact that I couldn't play Battle Road Victory properly (I even have the special controller that came out for it by Hori). So I asked on the facebook group Dragon Questers for help with 2 or 3 screenshots of my previous translation work to see if I could even get ONE translator or some help and I did. In the last two weeks, I have translated most of the menus, all the information screens, the hint roll outs at the bottom of the screen, made progress in finding a way to translate the dialog of the RPG mode and even found a way to translated the trading card (Way too many for me translate, theres like 315) Below are some sample screenshots of the translated stuff, and trust me when I say the word sample. Theres a lot of work thats already been done. I am posting here because I think I saw years ago someone who had most of the cards translated, and if you are out there, I'm reaching out to you. I know how you feel, not getting the required help. I feel you. Join me and the others in finally getting this project done. Meddling with the files is a lot of work, but I can do it and I can translate some stuff with my limited japanese knowledge.
  8. 5 points
    Prologue + Chapter 1 up now: https://drive.google.com/drive/folders/1uoRF-HcDR3U3cR23OeEMhssLF4Jd5jGj
  9. 5 points
    Out of all the words I could use to describe the DQ community, toxic isn't one of them. There aren't enough of us yet for that to be a problem, I feel.
  10. 4 points
    https://anchor.fm/dqslimetime/episodes/Episode-023---Samantha--Dragon-Quest-Everything-ejpa44 We were pleased to have our very own Denizen @Michi on the Dragon Quest Slime Time podcast. Check out the interview as she talks about fandom, working at Square Enix, DQ cosplay, working with Yuji Horii, and more. This podcast also features our resident Slime Time artist, @Dwaine. YT version pending.
  11. 4 points
    Hello everyone. I made a Chart containing all the monsters of the series that I could find with model/name. I mainly used info from the Fandom Wiki and this website (and some others that I found on the web). It list all the monsters Splash art and Name) and in which game they appear in. I don't know if you can do something with it, but I think it's worth sharing (That's a lot of info), so if you want to use it (for a Mega Page or something), please do so. It sadly doesn't list every monsters in existence cause some that are in non translated Jap versions of games (like DQMJ3, Super light or Stars) that i just can't access/know about them. I would have loved to add some option like knowing the rate of apparition of one through the series (Slime that appears in all Games, She-Slime in all but 4, etc..) or the percentage that each game added in the series or posses (40 monsters in DQ1/2463 monsters in the entire series = 1.62%, etc...), but sadly I'm limited by the technology of my time. I counted all the version of a game into one range (like DQ11 3DS, PS4, PC and Switch all in one). https://docs.google.com/spreadsheets/d/1WT6mmtoUf6w-nP0-LteUJNbJuIuUBm5GvPqH5nmQOZ8/edit?usp=sharing Here's the link of the Chart if you want to look at it.
  12. 4 points
    During the past half year of lockdown, I've gotten into importing Japanese games, including several boxed DQ games. Besides getting them for my DQ collection, I scanned most of their manuals and uploaded them to a dummy Google Drive folder (I don't want to put them on my Google account with my real name): https://drive.google.com/drive/folders/1EvblbX9BAQVFQlzUBwstvBMFDKvhx6b3?usp=sharing Right now, it has manual scans for DQ IV and VII on PS1, Slime Morimori/Rocket Slime 3 on 3DS, and Monsters 1, Cobi, and Tara on GBC. I had contributed a scan for Slime Morimori on GBA to here some time ago, but I noticed there was apparently dirt on the scanning area for that upload. I included a better-quality, rescanned version and the first version in the Drive folder for the sake of comparison. I'm also looking to, at some point, scan the manuals for Torneko no Daibouken on Super Famicom and a bunch of DS games: Monsters Joker 1 and 2, DQ V, DQ IX, and Itadaki Street DS. I also got DQ XI and Monsters 2 on 3DS, both of which have a manual "leaflet" instead of a booklet like Slime Morimori 3.
  13. 4 points
    Dragon Quest did sneaky things like this. One of my favorite memories as a child was figuring out how to get to Garin's tomb from Garinham. The NES graphics were very well done and you couldn't immediately tell there was a hole in the wall. I started at the far end and kept trying to walk up until all of a sudden I was outside. It was pretty exhilarating to my 12 year-old self. I have a feeling I had a small booklet walkthrough for Dragon Warrior 2 so I don't think I figured out that Rhone (Rendarak) Shrine sneakiness on my own.
  14. 4 points
    And I have returned with the 16 bit tile sets. Also no thanks or reference required if any are used. Maybe just check out the game when I finally announce it.
  15. 4 points
    Also, give BenXC a try, if you want to see some really cool Dragon Quest Builders builds, including his entire rendering of the Zelda: Link to the Past map. We interviewed him recently on the Dragon Quest Slime Time podcast.
  16. 4 points
    Saigan does good work. Some DQ YouTubers are real mush mouths, hard to listen to for too long.
  17. 4 points
    Got a big crew together for yet another Sidequest! Thanks to @AustNerevar, @Pendy, @YangustheLegendaryBandit, @Bururian, and @Brother Jaybird for talking about so many cool games last night!
  18. 4 points
    I feel sorry for those who will have to buy this all over again but I can say this much: It's a must-buy for any fan of this game who missed out on the Switch version
  19. 4 points
    ^ I mean, the fact that it’s portable gives it an edge over the other console versions imo.
  20. 4 points
    Here is the first of the interviews. Interview Riku Sanjo What was it like hearing that there was to be an anime adaption the first time? I was surprised. Kind of like, "What, you can make an anime of it?" This was because, at the time the popular works in Jump would normally get an anime adaption, but I thought that "Dai" could not be an anime since there was the original "Dragon Quest" productions that it was based on. Then, once it was decided, I was shocked at the unusual speed that everything progressed. But at the time besides writing the script for "Dai" I was also writing articles for Jump, and I was writing the articles about articles about other anime so my impression was just that "My work has kind of increased". I was spending the whole day at the Jump Editorial department so it did not feel that difficult. My entire workload was too much. I was young (laugh). How were the meetings between you and the anime staff for things like script writing and series composition? We often had meetings with me the producer, the director, and the script writer discussing the larger direction of the story. Particularly I would do things like offer suggestions for things like new characters for content that was not in the manga such animated movies. It is at this time that I met Nobutaka Nishizawa, who years later I would meet up with again when I did script writing work for Toei Animation. When I was young, the animated movie that I found the most provocative was "Mazinger Z tai Ankoku Daishōgun". So I was very excited to meet and talk with it's director. The contents of the movie "Shinsei Rokudai Shoguo" highly reflect those emotions. At the time that the anime was aired toys were also being sold, and things were exciting across various media. I liked character toys from the start so I was touched to see the characters for a series I was involved with lined up on store shelves. In discussions with the toy producers, Takara (Now known as Takara Tomy) I was asked, "Sanjo Sensei, is there any type of goods that you would like?" So I said I would like something like the Star Wars figure line that was sold overseas. Since Dai is a party battle manga I wanted to keep the taste that "everyone is the main character" and wanted a toy series that had a lot of side characters released. After hearing this they made the "Adventure Hero Selection" toy series, which is the one I am most fond of. It is the only one that has Hadler and his 6 Commanders in color. I excitedly explained to the person in charge "There is even a toy of Carbonite Frozen Han Solo" which I think even now was the hint to the Frozen Leona campaign (laugh). In the anime (Both TV series and Movies) please tell us an episode that you most closely empathized with. The memory that is most vivid is the first movie. Since we were attempting trial of "anime debut through a movie" I collaborated with the staff as we puzzled over everything starting from the plot creation. If we started from "Derupa! Iruiru!" like in the manga then we could not show Dai's heroics. If we did "Dai Explodes!!!" then the final boss was a bit weak. So to deal with these sorts of issues we had the evil idol if Hadlar as an original feature to the anime, mixing elements from the one shot stories and the serialization. With the addition of Toshiko Fujita's lively voice to the finished work, I remember feeling extremely touched watching Dai moving around. This is the only animated work of "Dai" that has not been released to any home video product before, so along with my personal emotions it makes me especially happy. Please give a message to the fans who have purchased the Blu-ray Box. Everyone, thank you for the purchase. I thank you from my heart for not forgetting Dai over all these years, and for taking this Blu-ray Box into your hands. It's been so many years since the original broadcast, and we jumped over a laser-disc and DVD release (laugh), to go straight to a Blu-ray release. It is kind of like "Dai" to do that, and I think it is thanks to all of your continual support. Please keep your emotions over from these 30 years running, and continue to support the developments of "Dai". I am counting on you.
  21. 4 points
    Surprised nobody mentioned Yakuza: Like a Dragon. The main hero actually says he likes Dragon Quest and the game makes numerous little jokes / references towards Dragon Quest. Very excited and very happy that they will be having turn-based combat in this new Yakuza installment. Sega is just the best it has ever been right now... I'd even say that they have all the means of going back to console making business.
  22. 4 points
    I've written several essay posts on this. Deleted each of them. I'm not sure if I really want to get into this without overcomplicating matters. Dragon Quest VII is my favourite game with good reason. It's a HEAVILY flawed game, and sadly, while the 3DS version is my favourite, while it addresses many flaws in the original, it creates whole new flaws on its own. The beginning of the game is slow on purpose. It's meant to be a slow burn built around the curiosity and intrigue of an island in the middle of a huge empty ocean. The ONLY island, and it's a veritable paradise. No one dies, no fisherman is ever recorded having been lost at sea. They always come in with a harvest of fish. There are some stories of monsters in the past, but no direct history of Estard actually having a monster invasion since its founding. Nor any wars to speak of. It is in every sense, a literal Eden. The issue I think a lot of people have with the start, is the excessive dopamine addiction probably 80~90% of the population in the US and EU have. Whether it's because of social media, whether due to the nature of commercials and the well studied effects of short-term attention spans created by excessive TV watching. Whether it's created by the multitude of Freemium games that use simple-yet-sadistic skinner-box mechanics to hook people into them like addicts, or the cheap one-time purchase games with added content you need to repurchase that utilize skinner-box dopamine hits at a higher rate than most games, or the sad reality of loot-box games that started with Diablo, and which most MMO's hooked and dragged to them, over time with each subsequent MMO making those drops easier and easier to obtain, generating more and more consistent dopamine hits (especially with WoW, which was the first MMO to virtually guarantee rare drops from bosses, creating the need to "roll" for said item or pass it up depending on who needed/could equip). This was a drastic shift from maybe 1 in every 100~1000 battles for the good truly rare drops, and matched more closely to Diablo 2's model of constant, but not too constant, rares, especially from bosses. Then you have another intrinsic issue some people have with DQ nowadays that wasn't an issue in time's past. The ability to put oneself in the shoes/mind of the protagonist at will, without the story generating so much emotional draw, trauma, and non-stop action and suspense to force that connection. With the advent of CD games, this changed the nature of RPG storylines, especially since FF7. That created the Cinematic RPG, and it's a trait WRPG's have adopted almost wholesale, with a few minor exceptions in that it's only a slight adoption (Fallout New Vegas, Knights of the Old Republic, looter games with stories like Dungeon Siege and Torchlight). This is something Dragon Quest, despite general presentation, doesn't adopt, despite each subsequent game, especially starting with DQ7, drastically increasing the number of cutscenes (and except for a few here and there, almost ALL of them are in-game engine based....dear lord DQ7 PSX's 3 FMV cutscenes are cringe beyond cringe, memorable, but like an Ed Wood movie is memorable). Most gamers just lack that ability to tap into that. Then again role-playing in school in its old form, of roleplaying different jobs, or roleplaying different scenarios, isn't as prevalent. It's more about roleplaying different "races" or "sexes," which doesn't allow for the fantasy of a different world, a different way to look at life. Nevermind the cutting of arts programs in schools in the US especially, since the 1980's. Now sports programs (and schools get about 3~10x the amount of money now than they did then...makes you wonder where it all goes). There's also the kids growing up in the 90's and 00's, and how many of them lacked parents, and were in daycare centers. These kids inherently lack the ability to identify with others, including with other types of roles, such as a job, and do not generally seek to do so. Meaning their creative center is essentially cut off. I'm sure that has to factor greatly into the ability to isolate the self and transmogrify the brain and sense of place into the game without being forcibly swept along with a constant dopamine adrenaline rush storyline. Something DQ's just cannot create, as they're slow adventure's with some cutscenes in between a lot of traveling. It's very old-school in that sense, and 7 more than any other with traveling back and forth. Then there's time, and how many gamers are busier now than at any point in the past. Houses are made with more easily destroyed materials, causing a lot of breaks and fixes (which is good in that it keeps aspects of the economy going, and there is at this point, a sense we've taken this too far, and should be making slightly more durable materials, as the overwhelming number of required fixes is beyond both the number of people who can afford it, and the number of people able to do the job...such as the reality at least 3 in every 10 houses has a water leak due to broken pipes underground, which can be VERY expensive, over 10~15k, in some areas over 50~80k due to HEAVY regulations). Then work, kids, family issues. More grandparents are in a state of perpetual sickness and inability to function, and at FAR earlier ages than in generations past (a lot of 50 and 60 year olds today look like 80+ year olds pre-depression, and are even LESS able to handle normal life functions than a 90 year old in the depression era). So it's a lot of time, weight, and limited patience. This probably has the greatest impact on older gamers. @Bob_the_Almighty pointed out to me in several conversations, and at several points on these forums, as well as others (like GameFAQs), that he's no longer interested in a 70+ hour game. He doesn't have the time, and would rather play a 20~40 hour game, even if he knows he wouldn't enjoy the experience as much. He'd rather games be more compact and get to the point, while telling a good story, have solid and fun gameplay, etc. So I think this as well plays a significant part. One has to WANT to sit down and slowly play through a game that clearly indicates from the getgo, that this is a long haul. Nevermind tacking in kids, the various bills we now pay (how many insurance agencies do we have to consider now, and how many "protective" services do we pay for now compared to 10 years ago, nevermind 20+?). There's a LOT to pay attention to now, a LOT more to take up our time, and drain our energy in just daily life. Nevermind all the "threats" left and right people have to consider and account for, and budget for, and prepare for future events. This game isn't conducive for that sort of lifestyle unless you willingly choose to engage. At least the 3DS does allow tracking, but some people still won't want that continued play to last that long, so I'm sure for some it becomes more frustrating as they'd rather things move along more speedily. There's a general lack of awe, of curiosity, of wonderment in today's society. Everything is so fast paced. So overwhelming, and full of constant dopamine drips. Nevermind general mindsets crafted in the forge and fires developed for the younger generations when I was in High School, or the precursors to that when I was a child. It's an uphill battle to climb for a game like DQ7. One where just 20 years ago, this game would have been praised for the 3DS version (especially if it had the puzzle elements from the PSX version restored, and easier transit to and from islands in between time zones...like Zoom spots in the past, and automatic Zoom locations for each past-location that appears in the present). ====== I won't get into other complications, such as certain people's needs for EVERY game to have a grey area (complex motivations for every bad guy, and little to no acceptance for something to be evil because it enjoys it...it's like no one believes Psychopaths actually exist, nevermind the concept of Demons and even just entertaining what they are, beyond how Atlus portrays them as potential allies, which is more acceptable apparently, than the historical context in literally every single culture since the dawn of time, because it's a grey area mindfield rather than black and white). There's a LOOOOT of various elements in human psychology I could cover, that is more consistent with today's world, and how DQ7 especially, but DQ in general fits in with that, but I'm not. I do want to get back to doing stuff, and this has taken 4 hours out of my day so far with the multiple rewrites. ======= Issues with Dragon Quest VII (both versions) from a gameplay perspective (I had a long as fudge list before I started writing the above, and it now escapes me): Very limited information on how classes work. Especially the nature of upper classes, monster classes, pre-requisites, hybrid skills for the original 3DS opening being streamlined is a VERY good thing, however, the lack of the puzzles which introduced much of what was to come, including some foreshadowing elements of the later storyline, oversimplifies to a point of literally dumbing down the original intent (this was almost certainly due to lack of time to complete...they only worked on DQ7 3DS for 3~4 months, compared to DQ6, which is less than 1/10th the actual size in terms of general content, having 10~11 months...it took them that long to rewrite the PSX code, then revise the dev kit and tweak it to maximize the 3DS, and likely a very strict development period/cost). Shard finding in the original was a hassle, which the 3DS fixes with multiple avenues to pinpoint, including the game map on the lower screen. 3DS lack of Padfoot, and no Vanish-like spell makes it very difficult to navigate dungeons without getting into constant battles (PSX battle counts per dungeon crawl are considerably lower). Combine this with a +50% EXP rate, and a much faster human class growth rate, and you've got a recipe for being overpowered fast. The adjustments to enemies in the 3DS do not account for any of these changes, rendering any challenge virtually impossible. It might be very streamlined, but several sections in the original, especially concerning Dune/Al-Balad, are confusing for a lot of players. The first post-game dungeon requires finding a special shard in a well during the ending sequence, in Estard castle, which is EASILY overlooked, and in the original PSX version, that shard had to be taken underground in Estard, and placed in this lone chest on a ledge. It's a fairly long ending sequence, and in the PSX in general, a fairly large final dungeon with puzzle rooms (good puzzles, but one of them takes awhile to get through as you touch certain parts of the wall that automatically carry the party to particular positions, and if you take or accidentally touch the wrong one, that can take awhile to get back to the start, and choose the right path again). At least the 3DS version just requires picking up the Shard/Fragment. No explanation for the interplay of functions, such as which special weapon attributes work with what. There's a LOT, and a LOT of surprising function exchange. As well with damage buffs. Given the sheer volume of skills, it's hard to figure out for most players, and the game offers no guidance or even awareness this is so. Though this is DQ in general, and only since DQ9 have we seen any attempt to address this, and it's through quests...unfortunately a lot of people do not pay attention to these quests and fail to grasp the nature and purpose of the gameplay teaching quests...most of which is to encourage experimentation as they clearly indicate this is just ONE option available of many. DQ's since 6 have a LOT of layers of gameplay stacking, surprising amounts, especially in 7 and 9, that almost no player, even major DQ fans, are even aware of (thus people like me are needed, lol, and it seems a common thing in Japan to unlock abilities). Less an issue in the original game, more in the 3DS. The need for a Zoom function in the past, and carry-over of Zoom places into the present. The PSX original has a world map (in the 3DS, the map used for vehicles) that is about 1/4 the size of the 3DS map in scale. However, the actual area map in the 3DS where characters run, is about 500x larger than in the original game. Even accounting for running speed, it takes MUCH longer to get from place to place. So without Padfoot, without Vanish to cut down on enemy spawns in the past, and with the one shoes that boost running speed only boosting it by about 20%, the lack of instant Zoom really exacerbates the game's requirement of returning to old haunts a second time in the Present. Not that this is a bad thing to have that return, as you'd clearly have new items to find, but it takes so long each time, after each repeat, that it becomes a bit tiresome for most. I love it, but if I'm in a hurry, it's not fun, if I'm able to take my time, I thoroughly enjoy it. Doesn't help that the map layout is overly simplistic, unlike DQ8, and each island spawns on its own, so resource management is very inefficient (they load all battle data along with the islands in 7, in 8, they flush and reset them in RAM...and this would be a non-issue if they patched the New 3DS to make use of the extra RAM and processing power for both games, nevermind the extra buttons). A lack of purpose in some present day towns. Some have a bit of story or some fun mini-game (or for some, an annoying simple mini-game that leads to maybe something useful, like the Big Book of Beasts). Would have been nice to have a scenario like in DQ6's first lower-world town, such as the temporary Kidnapping event. Or a monster attack on some town (like after the Dig Site opens up, there should have been some towns that needed help for some extra items). 3DS extras, the tablet creation system, is rushed and needs a lot of work. Would be nice to have stuff like upgrade stones won from battle, and boss level factors into what stones etc. Would be a nice way to include the style forge -> alchemy pot -> DQ11's forge into DQ7, and give a grander purpose to the tablet system. As well as expanding on boss powers and abilities (and base monster abilities). No tying of wisdom to magical damage/healing. Would have been nice to see that addition from DQ8 brought into DQ7 and 6, as magic is just not up to snuff in those games, especially middle and late game. ...so many, if I recall the original list I had in my head, I'll write up some more. It's a great overall game, but a very flawed game. Quite enjoyable though, and the vignettes especially, the way they're written and the details and variety of storylines makes for a very intriguing and for me, a very engaging emotional ride. Even now I find myself tearing up at a few lines here and there (like Sharkeye's lines about his son).
  23. 4 points
    Dragon Quest VII (PS1 version) is one of my favorite games of all time. The 3DS version is pretty decent, too. The overarching story and all of the supporting vignettes are pretty damned good. If anyone said it's boring or bland it's most likely due to a general dislike of the Dragon Quest series. The class system in the PS1 version is amazing.
  24. 4 points
    Dragon Quest 7 is to me one of the best games in the series and is my personal favorite game from DQ. It isn’t perfect, but the game has so much to see and do and has some of the best town vignettes of the series. Seeing the world constantly grow thanks to your actions is very satisfying and makes your quest feel worthwhile. Definitely worth playing. But I’m a little biased towards it since I like it so much. 🤣
  25. 4 points
    ...People say that? Where? I like DQVII, it's fun. I do think it tries too hard to be DQVI but bigger, but that doesn't mean it's a bad game on its own.
  26. 4 points
    Oh, they already are. Lately more and more people seem to view masks as more of a safety blanket. Wearing a mask, but the nose is still exposed. Wearing a mask, yet sipping from a Starbucks cup. Yesterday I was headed to Target and a lady just walked into the middle of the road as she was putting on her mask and gloves. That may protect you from Corona, but not CAR-ona!
  27. 4 points
    Hi Den, I submitted my first guide to GameFAQs yesterday and it got accepted!!! *squee* https://gamefaqs.gamespot.com/switch/272749-dragon-quest-ii-luminaries-of-the-legendary-line/faqs/78327 It's a comparison guide about the stat and name changes for DQ2, mostly our English versions on the NES, GBC, and iOS/Android/Nintendo Switch. I wade a little bit into the original FC version, but not so much for the SFC or its fan translations. A lot of stuff didn't change or you can find it in lists for specific versions, but I wanted to see a side-by-side comparison. I think the only really new information is probably the increased experience values for monsters in the iOS/Android/Switch versions. I didn't see them anywhere (English or Japanese websites) so I recorded them during my recent Switch playthrough (so much more fun than on my phone, god knows why).
  28. 4 points
    Hey everyone! Similarly to what I'm doing with Dragon Quest XI, I'm finally getting around to editing my initial play through of Dragon Builders 2 and figured I'd post it here as well in case anyone was interested. Also, just like DQ11, don't worry, I won't be spamming replies to the chain every time a new video is posted. But if you're curious about the play through, all videos will be located in the spoilers section below. And if you like what you see, feel free to like, comment, and subscribe! (gotta have that shameless plugging! ).
  29. 4 points
    The Unofficial Dragon Quest Roleplaying System The Unofficial Dragon Quest Roleplaying System is a tabletop RPG that aims to allow players to intimately revisit the worlds of their favorite adventures from the Dragon Quest video game series. Combining staple gameplay mechanics, locales, and monsters with well-proven conventions of dice-and-paper role-playing, above all else the game intends to combine the charm and style of Dragon Quest with the realism-to-fantasy that made successful Dungeons & Dragons so immersive. Below, I discuss what I consider my image for the game and future goals so that you may contribute your thoughts and ideas to the project. The Universe Dragon Quest has taken players on dozens of adventures through hundreds of cities, ruins, forests, caves and even subaquatic civilizations. In fact, the franchise has spanned multiple universes, and then within those universes themselves Dragon Quest games have spanned multiple worlds and then further within them multiple realms! These universes and worlds and realms viewed as a whole create what we call "The Dragon Quest Multiverse". Alefgard of the Erdrick Trilogy, and Zenithia, and the Almighty, the Dracovians, and the Celestrians are all recognized as existing simultaneously within the bounds of The Unofficial Dragon Quest Roleplaying System. However, not all of them -- nor any of them -- need to exist within any world that hosts the player's adventure. Every campaign inhabits its own independent universe inside of The Dragon Quest Multiverse, which runs by its own rules and is governed by its own laws, forces and deities and which is only connected to the rest of The Multiverse by raw chance and the mutual existence of themes, creatures and people shared only by the thread of fate. Thus, players are free to ignore or incorporate any lore from the Dragon Quest series that suits their game world and their narrative choice! The Player Character Player characters will be given a name and a a title for flavor. A section will be provided for players to freely describe hair color and style, eye color, height, weight, and their costume (the outfit the character wears inexplicable despite the equipment they carry with them). Their stats, skills and spells are defined by their Vocations. Vocations are catch-all terms which determine how characters grow stronger as they level up, what weapons they can use, what skill trees they have access to and what spells they learn. The capabilities of a character are determined by their stats. These are: Strength: the character's ability to deal damage with physical attacks. Resilience: the character's ability to sustain physical damage Agility: how fast the character can move, how likely they are to dodge Magical Might: the character's ability to deal damage with magic. Magical Mending: efficiency of healing spells Deftness: the character's ability to deal damage with ranged attacks, critical hit chance and when they act in combat. The Vocation System: All Vocations featured in the Dragon Quest series will appear in The Unofficial Dragon Quest Roleplaying System, and then some! The system present will be a reconciliation of the systems of Dragon Quest VI and VII, and that of Dragon Quests III and IX. Every player character will begin with a single Vocation. Whenever you level up, a die will be rolled to determine how many skill points you earn; these will be allocated to one of five skill trees determined by the player character's Vocation. These make the character more proficient when wielding certain weapons and allow them to gain access to new special abilities using a milestone-like format. Whenever 150 skill points are allocated, the character is considered to be a Master of their vocation. Whenever a player visits an Alltrades Abbey, they may change their vocation. When they do, their level is reset to 1, and all of their stats are equal to the value of their previous Vocation's stats halved, rounded up. This character can use any spells they've ever learned if the new Vocation has it in their spell-list. Furthermore, all Vocations use the same skill tree for a particular weapon, and any progress made in a skill tree in one Vocation will be carried over into any other Vocation that uses the same weapon. The Vocation is negligible if the character has become an Omnivocational Master of their particular weapon (100 skill points in that weapon's tree), allowing them to use the weapon as any other Vocation. Should the player become a Master of two Vocations, they have a chance of gaining access to an Intermediate Vocation, which shares qualities of the two child Vocations! An Intermediate Vocation can cast all Spells learned by the child Vocations, and will learn new ones. They, however, may not necessarily share all skill trees with their child vocations! What Else? This isn't a lot of progress, but it's a start. Unfortunately, though, making a tabletop RPG is a time-consuming process, and can take months if not years of balancing and designing. Even now, there's a lot of things I'm not 100% sure about in making this game. Included below are some goals I have for finishing the game and turning it into something playable, fair and fun. Combat -- I don't know if I'll use a traditional Dragon Quest-like turn-based JRPG format or a hex-based tactical TTRPG format. Growth -- Converting the stat growth, and determining base stats, from a video game to a TTRPG is a behemoth challenge to undertake. This also includes scaling everything to the players' growth. Out-of-Combat Skills -- I don't know how I'll determine how good a character is at tasks outside of combat. Spells -- Should I create new spells to provide more D&D-like functionality or fully retain Dragon Quest's simplistic charm? Magic Items -- How would I handle magic items on a functional level? Rolls -- Do I want to use a d20 format that utilizes all the dice or do I want to use a d100 system to replicate chances by percent? And even now, I'm probably forgetting hundreds of things I need to keep in mind for creating this game. This thread is simply to call attention to the project, and get everyone on board with what is intended as the greatest intimation of players to the world of Dragon Quest!
  30. 4 points
    So I came across this website. I guess other people like me exists? I'm a family man, I have a career, Basically your average busy married 30 year old with kids... but there is something about me I don't really discuss much with people. I play dragon quest, like a lot of it. I have my whole life. And never really talked about it with other people until now. Once upon a time I was a 9 year old kid who randomly chose Dragon Quest Monsters for GBC from a shelf at EBX without really knowing much about it. It started a now 20 year journey of me and the dragon quest franchise. I have gone through many phases in life. I became a "normie" mid 2000s teenager playing Halo and Madden and heavily involved in sports, but I kept playing Dragon quest and other JRPGs when I was home alone at night. and I have never stopped. Its funny DQM got me into this, because previously I had pokemon and FF7 but never really picked up the JRPG bug until DQM. But no matter what stage in life I have been at I have never stopped my ritual of JRPG before bed. Its like I treat them as books. But yea here I am, your average man walking around in a shirt and tie every day in business meetings. Holding it inside me that I have played most Dragon quest games. You know I just never felt the urge to ask the people next to me watching football at a bar if they play Dragon Quest, like nintendo, or anything like that. Its refreshing that I am not alone, glad I found this site.
  31. 4 points
    So the FM guys didn't hate it. BJ was ambivalent toward it, and Austin liked the ending. I'm seeing that more and more, that many westerner DQ fans support the ending more than Japanese audience did. I am still sticking with the mindset that if they were going to write that type of ending that there's a better way they could have done it. At the end of the day if you got something positive from watching the movie then it did it's job. I liked it for the most part. It was full of laughs. I just happen to be one of those people who think they should have stuck with the story, instead of build up an hour and a half of plot only to reveal a giant red herring.
  32. 4 points
    Hmm. I see there's a disagreement in the Den and I'm not participating in it. Let's fix that with a controlled shock. *Smarty Pants Hat On* Let's Define a Term: An adaptation, in this usage of the word, is when a story is fitted from one medium to another, in this case transferring DQV from video game to cinema. What makes an adaptation good or bad depends on how well the story survives the translation (hence "faithful adaptation" is a compliment), which is a separate question from how good the actual story is -- counter-intuitively this means you can have a bad adaptation of a good story, a good adaptation of a bad story, or even a bad adaptation of a bad story that still makes a good final product because it improved/fixed the original bad story (note: this is very, very rare). So for Your Story to be a good adaptation, it would have to do a good job translating the DQV story to cinema. I argue, given that Your Story deliberately subverts the DQV story in order to make it a vehicle for its Teachable Moment about The Value of Playing Video Games, reducing the DQV story to a mere example of "someone's beloved video game", and given that as a mere example DQV is therefore irrelevant to the "true" story (because the example game could be anything: DQIII, DQVIII, Final Fantasy Whichever), that Your Story is not a good adaptation of DQV. To the storytellers, presenting DQV is not an end in itself, which is what every sane and honorable person would think, but a means to the end of lecturing the audience about The Value of Playing Video Games. The audience already knows The Value of Playing Video Games, it came to see a damned video game movie. I don't think an RPG adaptation would be necessarily disjointed -- I laid out an rough plan for boiling DQV to its bare essentials earlier in the thread -- but I do agree that it would be better served by a series. Each Dragon Quest game has enough material for at least a single cour's worth of anime, and after the first game three or four cours' worth if you know what you're doing. That could work, but you'd have to spin character value from basically nothing. DQ1 has only two major characters with any personality, Princess Laura and the dragonlord, and both of them are essentially plot devices.
  33. 4 points
    On my way home I spotted three big dogs. They'd gotten out of their yard and were going on a grand adventure. Didn't want them to get lost or hurt, so I corralled them at a park and loaded them into my car. They were very friendly and happy dogs. Luckily they all had collars with their name and address. They didn't live too far away and the owner was very happy to get them back. Although, they were very muddy buddies and I spent my lunch hour shampooing my car seats.
  34. 4 points
    Probably shouldn't be putting out so many family photos out there, you never know who has an axe to grind.
  35. 4 points
    So I was doing some digging on the summoning mechanics from the middle Dragon Quest games (VI, VII, Monsters 1 & 2) and via Google Image Search I discovered some neat moderately hi-res art from the DraQue Seal Collection which had been sold previously on Mercari, specifically of Terry? and Bazhoul. What I find interesting is that this version of Bazhoul is younger than the other art of him from the old V-Jump scan featured on Dragon-Quest.org. They've got other DQ merch there, but I haven't really dug through it.
  36. 4 points
    The World Tree's Hoe, and Her Blight, Below.
  37. 4 points
    Netflix has a page dedicated to Dragon Quest: Your Story. Now it's time to play the waiting game and see how bad it actually is once it releases on Netflix.
  38. 4 points
    Welcome! Only thing I can say about these forums is that topics are merely suggestions around here. So expect a lot of threads to derail into something unrelated on a daily basis.
  39. 4 points
    I already did the questionnaire thanks to the announcement topic for it. https://www.woodus.com/forums/topic/39567-famitsu-dragon-quest-survey/
  40. 4 points
    There ya go. That's why. Also, you did not say that until now.
  41. 4 points
    https://nintendosoup.com/dragon-quest-xi-s-developers-we-have-finally-fulfilled-our-promise-to-satoru-iwata/ Thank you, Satoru Iwata.
  42. 4 points
    Well, it was 2D Mode. It invokes the era of no voices in RPGs. Back in our day we didn’t have no fancy voice actin’! We made up voices in our head and we liked it that way, carnsarnit! Ahem...sorry, not sure what happened there. I actually like that we can turn voices off entirely in 3D mode and it replaces it with the classic DQ speech sound effects for when characters talk. I was really surprised by that in the demo and honestly I’m thinking of playing 3D mode at some point without the voices since the PS4 version didn’t offer that. Edit: Ok, what is with the 3D to 2D mode (and vice versa) switching? Why the hell are you forced to go back to a specific point of the game instead of it being a seamless transition from one to the other? The 3DS version let you go back and forth no problem, so why on earth did they change that in the Switch version? BUNCH OF BULL #$*!, BY COR BLIMEY! Seriously though, that’s a dumb decision.
  43. 4 points
  44. 3 points
    No set release date aside from August 2020, but we'll be getting a single player campaign complete with skill trees and other RPG mechanics. At the same time, the game will be retitled to Dragon Quest Rivals Ace, and add a bunch of new cards. More details coming August 6th, and I'll post them as soon as I have them.
  45. 3 points
    I'll begin with the easiest aspect: physical appearance. In the entire game, I was only able to find four people with blue hair and blue eyes: Erik, his sister Mia, the Seer, and Morcant. Erik's hair is a frequently noted part of his appearance, notably in the Echo Chamber's rendition of Weaver's Peak, and when afflicted with Shypox. Now I'll look at the connections between these characters and the region of Sniflheim. During the course of the story, we find that Erik and his sister are orphans, with no known family beyond each other, and their Viking guardians/employers/masters. Beyond this, we know that they have lived in the Sniflheim region for most of their lives, having acquired the regional accent. It is possible, though not 100% certain, that they are native to this region. Morcant has strong ties to the Sniflheim region himself. Having been the original mage to seal away Krystalinda in the Witch's Tome, he is an important figure of legend there. Books relating to magical power that he wrote can be found in the nearby Royal Library, as well as his own personal study. According to Snorri, and a book in Snifleheim Palace, the kingdom was founded by scholars and intellectuals making use of the Royal Library. Morcant is revealed to be of noble birth, with sufficient wealth and power, it may be possible that Morcant's family are tied to the scholars that founded Sniflheim, and are also based in this region. Obviously, considering Morcant's fate, it is highly unlikely that Erik and Mia are his direct descendants, instead being connected to the family he left behind. Finally, I shall look at the role of these characters. The relationship between the modern allies of the Luminary and the four heroes of legend focuses on the roles that each person serves. The Luminary is treated as the reincarnation of Erdwin, his predecessor. Serena and Veronica are explicitly treated as the reincarnation of the sage Serenica, dividing her characteristics and powers between themselves. 'Eight' is an explicit successor to Drustan, having been born of the kingdom that he founded, and following in his footsteps as a powerful warrior (following the trial at the Kingsbarrow, I believe that Sylvando also embodies Drustan to an extent, reinventing the role with characteristic flair). As a powerful sorcerer who would later master the arts of Angri-La, as well as the spells that Morcant himself wrote and left in Sniflheim's library, Rab is the most overt candidate to fill the sorcerer's role in the modern age. However, much like Serenica and Drustan, I believe that Morcant's role is divided in the modern day between two people. Erik retains some of Morcant's physical qualities, and also fills his most important role. Erik was the Luminary's first, and most stalwart, companion. They spent the majority of the game together, beginning with the escape from Heliodor. I believe that the Seer instructed Erik to find the Red Orb, and follow the Luminary, in order to fulfil the role that he ultimately failed; to aid the Luminary in defeating the Dark One. Of course, these links may not necessarily be the strongest; a decent portion of this theory is based in speculation, though I'd like think that these small connections were an intentional way of deconstructing and reinventing the original four within the player's team. Please let me know what you think of these ideas, anything you might want to add, or theories of your own!
  46. 3 points
    Hey lads, I recently finished uploading and organize a lot of DQ music to my youtube channel and I wanted to share it with you guys. I've got all of the mainline game soundtracks (excluding 10's) and their symphonic suites + a couple extra like the monster games, mystery dungeon, slime morimori etc. I know there's a couple other channels with this stuff but I always found it hard to find one that had everything in one place. Link to the channel here. https://www.youtube.com/channel/UC-bWHZ5h5-1hnphA4UhnrbQ A benefit to this is that I was able to organize all of the games' music and make playlists for occurring themes in the series, like tower themes, town themes, etc. I have a channel introduction that explains this a little more, but here's a document that shows all of the tracks organized by their theme. https://drive.google.com/file/d/1wiofl_Q9kOIMeJ9tfmfYp-OgzInXoohv/view I hope you guys find this all useful in some way, let me know if you have any questions or suggestions. Credit to mufasaa here on this site for his mega collection of DQ OSTs by the way, 95% of my uploads came from his mega.
  47. 3 points
    I've been getting stupid luck with my lucky chests. Got Erdrick's Sword one week and then Sword of Kings the next. I promptly destroyed both to extract the skills for my Battle God Sword. Really enjoying this game so far.
  48. 3 points
    Dragon Quest VIII is weird because you could make a case for why one version or the other is better and they’d both be pretty valid. PS2 looks better and has orchestral music. Also has the better Jessica. But 3DS has more story and an extra ending. Plus, being portable is a big deal for people, myself included. I honestly don’t know which I prefer.
  49. 3 points
    I was emerging from my "Dark Times" (not playing video games and generally denying my nerd side) in 1992, a friend game me his NES to play FF1. Absolutely loving that game i sought out similar games and came upon Dragon Warrior 1. I was unaware of all the sequels and when Dragon Quest 8 came out on PS2 I was angered they had "ripped off" Dragon Warrior. About ten years ago I discovered they were one and the same and I've been collecting the games I missed. I'm currently playing DG 1 2 3 and X1 on Switch.
  50. 3 points
    For some reason I'm having trouble uploading a little Gold Golem .gif I made! I keep getting a "-200" error! Weird... anyway, here's wonderwall another slime!
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