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Everything posted by ignasia

  1. Eh, I haven't written one. Might as well. I'll do one DQ at a time, since I don't have too much time to spend on this, and I can't help my unbelievable urge to write a ton (yes, I've actually tried pain therapies to force myself to be concise and to the point in such moments, it doesn't work, but then I have very high pain tolerance). My favourites list, the reasons for why, and my timeless quest to figure out why I spend time I don't have typing things like this up! 1) Dragon Quest VII (PSX version)- Where to start. I'll cover my actual ratings for the game, then discuss why, given the ultra low rating, I qualify this as my favourite Dragon Quest, and my favourite game of all time (literally, I could actually feel comfortable with ONLY Dragon Quest VII to play with, forever, and a gameshark). My ratings: Graphics 6/10 Yes, it's ugly, but it's like watching a Ray Harryhausen stop motion animation. It's just so darn charming and likable, and the funny looks, costumes, and completely out of place character designs in this more realistic, but topsy turvy town maps, with odd angles, curves, and wall shapes that no building could rightly stand up on. Yet, the curves, the bends, the colours, the music, and just the feel of the full experience, combined with the lighthearted way of telling some of the most tragic, depressing, and horrific stories written for a game actually make all of these seeming mishmash of artistic ideas blend beautifully. I actually like it immensely. Music 9/10 While there are few tracks that are memorable in and of themselves, unlike many of the previous games (Dragon Quest V's battle music, or Dragon Quest II's town music for example), I would say it fits every element of the game at every point a particular track is used, more so than any Dragon Quest before or since. This game could not work with any other soundtrack (I've tried, it just doesn't feel right). Sound FX 5/10 You know, I love Dragon Quest sound FX, but after a time they do get old, and some of the more high pitched squeals, while some may enjoy this, I like the updates in DQVIII and IX, which actually sound like a slight progression of many of the old rehashed, ad infinitum sound fx since the original trilogy. Characters 8/10 I love Hobo Link. Hobo Link IS my favourite RPG hero, for a silent protagonist type anyway. The hood and Link dress-alike clothing actually added a certain flair to the game that took away from the knowledge I'm playing as a child, and puts into place the idea I'm playing as the hooded wonder boy with a sword that is quite physically fit, quite adept at puzzles, and while genuine and kind, is clearly an intellectual heavyweight (based on 70% of all NPC dialogue...of course Maribel's opinions counter the entire known world, since she can't but put him down at every opportunity as she refuses to admit to herself her feelings for Hobo Link). Kiefer is one of the best examples of a Prince gone rogue and desiring for exploration, and the initial combination of the trio makes for some great in-party dialogue, and their personalities just work quite well in-sync, since it's clear as day, from Kiefer's perspective, that he would not have the guts or ability to do all this himself without Hobo Link as a friend. Maribel is a treasure and a half. Mostly for her rancor and complete lack of ladylike candor, while still forcing everyone to treat her like one. Like that first girlfriend we've all had, who is completely smitten, but in her fear of admitting it she would prefer to tear you down, Maribel's snarky commentary and posh attitude surprisingly brightens up the party. Helps that she is surprisingly insightful without actually meaning to be, which is a first and an only for a Dragon Quest character. She is still one of a kind. Gabo...and the two extras. What I can I say, but I don't feel like carrying this forward any further due to time limitations. So I'll make this short: Gabo is AWESOME. The other two hold their own, but Gabo is thus far my favourite sidekick in any game, ever. Why the 8 out of 10? Not enough development, not enough party conversation. This game, and these characters deserve more. 8 Years ago I would have given a 10/10, but given the remakes of 5 and 6, and the foreknowledge of more party chat in the remake of 7, the original gets an 8. Darn, it's 2pm already, I have to get going, I'll try to remember to finish this later. I have returned! Story 10/10 What can I say that hasn't been said already. What a story. There are two overarching story quests that overshadow the subplots, and are interwoven in between one another. The first being, why is there but one lonely island with a shrine that no one has any clue about, and no historical record to indicate the true purpose of the shrine, just smatterings of bits and pieces? This leads into the second half of this first arc, after unlocking the tomb and saving Rexwood: what happened to the world! This eventually ties directly into arc number two. The second arc being the story and history of God, and how this relates to the current condition of the world. Where'd he go? This is eventually answered in grand fashion with a twist that wasn't quite hinted at, but could be seen coming, and yet would be hard to fully realize until hindsight kicks in. In the climax of this arc is the first arc finished. Then there are the innumerable subplots. Some are wholly independent, meant to display some semblance of reality as every realm deals with their own problems. Others are tied into the core two arcs, either directly or indirectly, and yet others serve to develop the characters (assuming one reads the party chat ). They cover almost every aspect of adult life, and are shockingly direct and brutal, but written in such a way, as to maintain that Dragon Quest flare of old, where there's a slight sense of lightheartedness interlaced throughout. Some humour thrown into even the most horrible scenarios, but never a tasteless jab or out of place joke. Hori is a master of his craft, and DQ7 is for me his magnum opus in story telling. It even improves every replay, as new details and hidden meanings in carefully crafted dialogue spring forth. Gameplay 7/10 Ah, I'm sure many will find this the stronger element, at least for those who prefer class systems. I'm a huge fan of class systems myself (my four favourite DQs all being class based: 7, then 3, then 9, then 6), however this system, while grand in scale, and certainly ambitious, is lacking in any real balance. Little wonder, it would be different to properly balance the various skills, and repeated skills (so many skills have their exact double with another name!). It's also entirely broken at points, given bonuses from some class are so extreme, while others are left high and dry with no purpose beyond gaining skills. To top things off, most skills are rather pointless and there for fun. Then there are complications with the monster system, most notably hearts, which until Loomin' are rare and subject to the few accessible in the first Casino's Lucky Panel (at a low rate and low success rate), and the rare few found in chests. It doesn't help that the Monster Park's housing system was clearly designed to increase heart drop rates (or at least drop/steal chances) and yet provides no noticeable help and no known website can tell me what filling a house with 4x of a particular monster type will do, making heart drops incredibly difficult. Nor does it help the steal/drop system overwrites hearts. Then there are the innumerable skills that are easy to pass up due to better versions, often with greater universal usage. Do I find any positives in the job system? Plenty! As flawed as it may be, jobs offer a lot of variety, and some of the most obscure skills and job passive bonuses offer some interesting play mechanics. The sheer number of options and paths, and with hybrid skills, I can play 100 times and never have the same experience. While some skills may be not be as strong or useful as others, the more basic versions still offer a lot of value in battle. The game can be beaten without ever using the class system, and within reasonable levels. Battle system is slower than more recent iterations (DS releases) and predecessors (NES/SNES/GBC releases), but it offers some fun party chat that can prepare the party for what may come, which is especially useful in lower level games, or when the game forces a spike in difficulty. Slower, but also smooth, and the spell animations are simple, easy on the eyes, and often fun to watch. Helps to note how short they are compared to most jRPG spells, especially top-tier attacks, while still having enough flare to indicate the overall destructiveness of the spell or skill. Steal mechanics in this game are third to the remakes of DQ3 simply because stealing is tied to level in both, and DQ3 job level = character level, and with the mechanics, steal rates exceed DQ7 rates at high Thief levels. DQ9 having my favourite steal mechanics thanks to Thief Scroll, Thief's Medal, and the basic mechanics of stealing in DQ9, along with being able to steal more than once, and allowing for drops even if an enemy has been "half-inched" and the auto-steal of the scroll triggers, not to mention auto-steal can trigger more than once, the Thief Coup De Grace guarantees a steal from all but Legacy bosses, AND there can be more than one drop...did I mention there are two items per monster rather than 1? As one can see, I love steal mechanics. They're a blast, and certainly help with character maxing, along with finding useful equipment! DQ7 has auto-steal AND a steal on hit mechanic! Plus given some weapons, and picking certain classes, damage can be taken down to a minimum to ensure maximum steal rates. Always a blast to max out in this game. Fixed stats is a major plus. Sure having random stats is great, and allows some manipulation on part of the player, but having fixed stats means using stat seeds with impunity. If this game had any form of randomized system, with such high maximums (first to 999), stat maxing would be a nightmare until level 99 was reached. Overall 7.5/10 For me, this is a very flawed game, with a lot of shocking potentials, and many of the flaws work for the game rather than against it, only adding to the charm. Balance aside, the class system has a lot of potential, and the sheer variety is as much a boon as it is a bane. I can see little room for balancing, with my main gripe being the inability for monster hearts to drop until Loomin (70% through the story), and the seemingly poorly programed housing system in the monster part, making it very difficult to do a monster class playthrough for one, let alone multiple characters (thank you GameShark and Xploder). Ok, I'm starving. Going to grab some food, and I'll write short but sweet bits and pieces of the other games on my list, from 2 on down to DQ1, which is my least favourite of the series (still like it though =p).
  2. FAQs are awesome when such information is conveyed within. Though I haven't finished the locations of everything in every single instance (and I should), here is my weapon and armour faq on GameFAQs (the only uptodate versions of my FAQs are here, and I should get the rest up to date, but then my main faq is still an ongoing project). FAQ: http://www.gamefaqs.com/ds/942424-dragon-quest-vi-realms-of-revelation/faqs/61648 The data you need: Platinum Sword - Medford's Manor (30 Mini Medals), also Dropped by #158 Dragooner at a 1/64 chance (you can also dig these up on the maps they spawn, one being there is one in the Underwater Castle in the real world, it spawns with an Uberkilling Machine and guards 2 treasure chests, you can't dig here because it's a "story" battle where the creature is literally on the map and you have to talk to it to kill it, later it can be fought in the final dungeon as a random battle, and that is where you can dig up more if you so choose to). So when you can go underwater, there are 2 possible instances of this weapon available. Medford's is the for sure deal. Platinum Shield - Somnia (RW) in the NE basement Chest [requires Ultimate Key, which requires being able to go underwater], also dropped by the following two enemies #153 Annihilantern @ 1/256 (late game enemy, near the final area of the game, outside), and #196 Octavian Sentry @ 1/256 (found in the outer oceans, all over, and SW inner ocean)
  3. LOL, you are certainly a source of immeasurable entertainment and a class act robotnik.
  4. Battery issues should just be the save file isn't even there. I need batteries replaced in several games, never once have I seen anything indicating the game was "corrupt", rather they simply weren't there. I can save a game on them, but if I don't replay it within a week, the battery won't continue to store it. Come to think of it, I've never had a "corrupt save" except on the PSX. Redneck, given what you've said, I know the general statement from Nintendo is to hold reset and turn the power off, and the game even says that. I have never done this for any game on the NES, ever. I wonder if that has any significance. Edit: You know, I cannot recall a single instance where I've turned off the game using the church to "turn it off". The only save corruption I've experienced with the PSX is two-fold. One was just a bad card where every game would corrupt after a certain point. the other was on a good card, and only after having a bunch of repeats in my township after using my own save to "trade with". Coincidentally, both saves corrupted after doing so. I believe I had over 4 merchant repeats.
  5. You know, I've had over 100 plays of NES DW3, 20+ of DW4, maybe 20+ of DW2, and only 2 of DW1 NES, and I have never known about this. Ever. Never seen it. Same with any DQ actually, I've just never encountered this problem. Hopefully I never do. That would be pretty scary. Though honestly, it's a great way to mark the occasion of absolute horror. I do find it funny the reaction is negative about the music played and not the actual loss of data.
  6. I'm trying to. My goal is to become an author. I have quite a few projects currently in the works. Nothing published yet, but I have two that are relatively close to completion (9 total, one trilogy of which I've started on two of the books, a set of four books interconnected, two standalone novels, and the start of another trilogy). I've had to postpone things a bit due to life changes, but just a temporary postponement. Other than that I write videogame FAQs on the side, and while nothing is completed, I have three guides on GameFAQs right now. Two for DQ6 DS, one for DQ3 GBC, an upcoming DQ4 DS, an upcoming DQ7 DS, and upcoming FF4 DS. Anyway, my writing is more as a starting point for more ambitious projects on top of being something I've wanted to do for a long time. What about yourself, what do you do?
  7. You don't seem to understand what "brief" means. But your all your points here are vaild to the point that my sleep-deprived brain can understand. LOL, I remember one time someone asked me if I could provide Cliff's Notes. At another point someone asked me if there was a supplemental booklet to help break down the assorted word jargon and word puzzle I developed. Oh ya, and happy birthday man. Many happy returns, good cake, and one day when you're a bit older, a future full of good wine and women!
  8. This list is rather accurate in showing the actual sales figures. http://dragon-quest.org/wiki/Worldwide_Dragon_Quest_Sales There are disputes as to overall sales due to lack of information after certain points in the sale cycle where Enix, and later Square-Enix won't post because they've already hit the significant milestones and average sales have dropped off to a trickle. What could be 3.893 million for Dragon Quest VII, I've also seen as 4.12m for Japan alone on other sites, and it is difficult to say if that 4.12m figure is based on an algorithm and continued sales over time past the point where Enix would have reported at the 3.893m marker (which is an official Enix number), or if it's based on actual sales numbers in Enix quarterly reports that have rarely been used because it's just in their financial report rather than put out in a media blitz to tout the sales. I've also seen quotes of 3.8+m for Dragon Quest VIII as the final total for Japan, and Dragon Quest IX as quoted over 4.6m from other sources. The problem is the same, are they algorithms, or actual sourced data from financial reports that SE did not feel a need to post to the media? There's also the discrepency of the Dragon Quest VII numbers in the US. Several reputable sources quoted the final sales of the games were 210k based on the total number of printed copies, which is what this list uses, as compared to what other sources use as 170k, which was the last official post to the media by Enix a week after the release of the game. Meaning there were 40k copies left in circulation, and of course eventually those sold, but some sites will only use the 170k because it is the only official press release (it's also the only number Magic Box still has as their US release numbers, despite having had a post at one point with 210+k, something like 217k, which I can't find via google cache, probably because it was pulled before someone had linked to it via google since the cache servers have been up). Anyway, I'll go ahead and answer all your questions to the best of my ability, and I'm sure a few others could add or correct me on a few things...since there are some guys here with VERY solid knowledge about the details of everything that has gone down. As per above, yep. 500k (it was more, probably closer to 600k) total copies produced and sold or given away of Dragon Warrior. Around 150k (I've seen real numbers around 170k and 140k, but I can't find the 170k anymore) for Dragon Warrior II, about 89k, which the Wiki says is 100k as the highest number I've ever seen quoted for Dragon Warrior III. 76k is the highest number I've seen for Dragon Warrior IV, which the wikia uses 80k as the standard accepted number since we had so little info to go with beyond Magic Box. A few from RPGamer, but usually they quoted Magic Box, same with RPGFan. You may, and they were, but recall there was always that disconnect we saw through the section near the end that displayed game popularity (hard to say if it was a list of votes for various games, or actual sales...I don't recall in what form they tallied that section), and just at the end there was a list of what types of games were most popular with Pros, Players, and Dealers, or something to that nature. Pros always favoured Adventure and RPG, Dealers were almost strictly action, while Players were all over the board, usually Action, but also throwing in Adventure and Platformer, and on occasion, as in the time Final Fantasy and Dragon Warrior were released, RPG's. So there would be high praise for RPG's and Adventures, or games that mixed in RPG elements. Dragon Warrior for sure saw very favourable reviews with each new iteration, but it's also the amount of attention. I mean this is the US, we have had our commercial industry functioning as is or some time now. We'd already grown up used to TV's being a common household item that every family or near enough would sit around. We were used to commercialism, and many studies have shown constant drumming of information tends to be one of the most effective ways to sell an item. The other being crafting a truly memorable and/or catchy commercial. Anyway, most marketing for success was done through Magazines, and NP had, unlike any other point in history before or since, the greatest saturation amongst a player base of a console manufacturer. I would say, at minimum 50% of all NES and SNES owners had a Nintendo Power subscription. Heck, they came in the box, they were all over store shelves, your friends had them, and they usually gave you an insane number of those subscription cards, which I believe was designed for kids to give to kids, or parents to give to other parents. NP was highly respected, and liked by parents, and Nintendo was family friendly. So an easy sell. Dragon Warrior, due to the giveaway, had a lot of articles covering it, including a special strategy guide. I wonder if anyone has done a study on the number of magazines where Dragon Warrior's were noted, and in what fashion (page spreads, how it was mentioned, photos, whether they're reviews or previews, any advertisements, etc.). I couldn't say for sure, but to my memory there was less exposure from Dragon Warrior II onward. I don't recall advertisements after Dragon Warrior, and that was to give away the game with new subscriptions. There was also a lot of fan appeal with Dragon Warrior, and most people who mention the game remember it with that nostalgic joy and sorrow of an adult who remembers going on an adventure as a kid he or she can never experience again. They did, but I couldn't say for sure. One thing I do know is that simply because a product is released at one point, it's success is derived by continual reminders to shoppers that the new version of the product exists. Few companies live on word of mouth and acclaim alone, especially if that service is few and far between when there are numerous competitors. Most of those companies offer services rarely found, such as paramilitary, protection services like vehicle restructuring, personalized paint jobs, chop shops, tattoo parlors, restaurants (though some do advertise), etc. Sure some have competition, but in the case of Tattoo's, they're expensive, and many take several trips, and if they like the artist, word gets around fast because there are plenty of terrible tattoo artists out there, and really exceptional ones are sought out. Even without that, people get tats all the time...same deal with bars. That said, even amongst those many industries, the ones who don't advertise and have plenty of competition are usually the ones most likely to go under. I've seen tattoo parlors come and go, bars often come and go, restaurants, etc. It's quite different when the product is of course, a pure want, and every new iteration takes a year or more to show up. So that's a massive time gap where players have had no exposure to the name brand, or even to the game, so they'll be less likely to have an attachment or wanting to look for the next game, especially when no one has any clue when that next iteration would come, or even if one WOULD be made. So, I see it as a matter of Enix's failure to understand the market at the time. Afterall, videogames were a new product, and while RPG's tended to be few and far between, it's not the same as something a person would continuously use until the next product comes out. Plus to garner new interest and new fans, how can they know to look for the game or if they'd want it until they're told or shown in a way that would spark interest? So I don't believe they saw the series as failing. I think they assumed the initial market distribution and the newness of videogames would automatically trigger sales and would require less input and marketing on their part. This, especially given Japan's monumental success. Though they DID advertise in Japan. So possibly a misjudge on the US market? Perhaps there was a disconnect between the EoA at the time and EoJ. Perhaps they hired people with little to no market experience. Or perhaps they hired market managers with a lot of experience but were unable to obtain the funds from EoJ to market the games. Afterall, DW only had such fantastic market penetration because Nintendo gave the thing away with NP after sales went nowhere, and there were at least 5 different NP's with such offers along with a ton of pushes for DW after the initial release, showing how awesome the game was. I'm sure it didn't hurt that Final Fantasy saw it's media blitz in NP around the same time, likely because Nintendo saw the successful market penetration, albeit through free copies, of DW1 AFTER they pushed it, and so they started Final Fantasy's push long before the game's release, rather than after, as they had done with DW1. I really don't know how Enix of Japan took all of this in, and what the dialogue was between both companies. I just know that there was no push to sell DQ, and whether companies paid NP for reviews, and maybe a small spotlight, most of this was after the fact. Your point about Dragon Warrior IV I believe was well after the game was already released, but I have all my NP's packed up, so I can't cross reference and check dates. Given Nintendo's sales with Super Mario Bros. 2, the faux SMB2, and imo, the better version despite being a totally different game, is hard to pinpoint. I've seen arguments saying that Nintendo dropped the ball on the game, didn't properly anticipate the market, and so undershot initial prints, and when it sold slowly at first, assumed it wouldn't sell, once it caught on they had already decided the game wasn't worth printing new copies. I could argue that again, Videogames were very new, and combined with your point about Atari, there was clearly a fear of another overprint of a game no one wanted, and Nintendo was very strict in their controls, rarely changing their minds. Afterall, it was technically a dictatorship (worked out pretty well for them though, until the n64 anyway, but wow did they mess up in not working with Sony). You were still on point though, the SMB2 would be related in the sense of companies misjudging the US market, and not being willing to risk losses by printing new copies despite seeming fan demand. It could even be as simple as, WE know there was fan demand, NP had plenty of fans writing in about certain games, and Pros were certainly keen on specific games that did not fair so well, but there was no system in place to assure Nintendo such fan sentiments were mainstream and would amount to real sales. Even today most companies assume fan campaigns for a release will not result in actual sales. There are a few exceptions, like Tales of Grace's which actually did sell well and prompted Xillia's push for the West from Namco. There's also Xenoblade Chronicles, which had a very strong Western campaign for a release, and both the European and US releases sold more copies than the Japanese, and there's enough circumstantial evidence to suggest the US release not only outsold both Japan and Europe, but outsold both combined by a substantial margin despite no hard data, but just based on tracking patterns and initial sales, and realizing the algorithm would be way way way way way off the marker. There's also the fact that the spiritual sequel to Xenoblade Chronicles has seen virtually every Japanese podcast brought to US shores for English podcasts. Anyway, there's a lot of ifs/buts/maybes and little hard data I'm sorry to say :/. I hope that answers your quandaries.
  9. Well, we don't really know. What we do know is this: At the time Enix had a newsletter, at least Enix of America did (they were actually pretty open, and willing to talk if you sent in any letters/mail/etc.). This was like a 3 or 6 month newsletter (to my memory it wasn't consistent, and I have only the last two, the rest I threw out). Anyway, the final two talked about DQ5 and 6. Second to last was like a year prior to EoA closing its offices. It had a whole article covering how DQ5 was being localized as Dragon Warrior 5, and they were talking about Dragon Quest 6 in-house, so it might get the green light. Then came the last newsletter, which was like: Yep, still working on 5, 6 is greenlighted and is going into localization after we finish off 5. A few months later EoA closed its offices. No word on why. When they reopened, it was to new staff, and nothing was ever said, or seemed to be known or understood on why the initial closing and two year gap before reopening their offices. When the boards opened up at the end of 2000 there was no official mod, and no way to directly communicate. Sometime in 2001 Nob, a translator and localizer working for Enix of America, took up the task of moderating the boards and communicating with us. From what I and others on the boards could gather...EoA ran out of money, or EoJ pulled funding. Whichever the case, they did not have the funds to continue with releasing new games, so they closed up the offices and EoJ started anew. Even after Nob left the boards for more translation duty, and they brought in a new moderator, who I think started with a J...I can't remember. Anyway, he had no idea of anything. That's all I know, but to recap: So yes, they WERE going to release DQ5 and 6. Offices closed due to funds, no known cause, and that was that. No more talk of 5 or 6 when they reopened because DQ7 was up and coming and the SNES was long since dead. Anyway, speculation on my part, but I believe they postponed 5 due to the decreasing sales with each new Dragon Warrior after Enix took over localizing. 2 sold about half of 1 (well, assuming every giveaway of 1 counts as a sale), 3 sold far less than half of 2, and 4 even less than 3. The other games were as a result of refocusing their efforts. Actraiser proved immensely successful, though to be fair it was technically a launch title, and one of the few games available not named Super Mario World that was truly enjoyable and fantasy oriented without being painful (Drakken comes to mind as a "when WRPG's go horribly wrong" scenario). After that it was hits and misses, with a few truly abysmal failures, and a lack of imagination to anticipate gamers or have any plans to reprint when a game is highly demanded (Ogre Battle, the only game that suddenly sold for a bundle soon after release, given no one knew about it until after they stopped printing, then EVERYONE and their mum wanted it, but nope, Enix wasn't printing, but then it was harder to find contact info back in the day).
  10. LOL, well, I suppose you'll post as you see fit. We're all a product of ourselves or so the saying goes. I never said classes were not optional. Simply because classes are optional does not mean the system as devised is not flawed. I don't have the energy to cover the various flaws inherent in the class system of the original Dragon Quest VII, maybe at some point if I have time and I remember. Helps to have several TV shows I watch (really only Tuesday and Wednesday nights).
  11. Wait wait wait. Let me get this straight. Square-Enix is "greedy" because it choose to make a costly remake, that you feel took away from new Dragon Quests as Horii could have devoted more time and energy to X and XI (whenever we hear word of that), instead of a cheap cash-in like a digital download release that is bound to have numerous bugs given S-E's history with digital download releases? Are you sure this is your line of reasoning? I'm not trying to be condescending here, I'm just saying perhaps you should rethink your analysis. There are a few things here that must be addressed which would be patently untrue in light of how this works. Point 1. Square-Enix is a combination of Square and Enix. Yes, Square's acting President at the time of the merger is SE's President. It's VP was from Enix (forget his former role but it was high high up, and I believe he was the CEO of Enix), the next acting head is from Square, and the board chairmen is from Enix. That's relatively 50/50 for the top of the top. After that the vast bulk of the company, including most board members, teams, team leaders, team managers, programmers, etc. are all Square. So in terms of overall board representation, the majority is Square, with many former Enix executives getting a nice severance package of buying into most of the stock, leaving former Enix employees with a 55% control as a combined share (be they members retired, left, or who remained on board), and Square employees having an overall stock representation of 45%. Granted, I do not know the actual stock holdings figures of the largest shareholders in the company from either Square or Enix. I can say that most of Square-Enix's tactics in how they treat the West mimic those of Square prior to working with Sony, and during much of their time with EA leading up to the merger, with Enix having been the more open company during that 1998-2003 period. However, Enix was also closed leading into the SNES era. The general focus has clearly been on Square games, though many of Square's old franchises, like Enix's, have been tabled. However, in Square's case they owned every product fully, and in Enix's it was always a shared ownership, having little to no in-house staff beyond a few creators but no real development teams. Thus Dragon Quest was always developed by external sources, as with other products like Star Ocean, a Tri-Ace developed game that Enix produced, and the Quintet games from the days of yore. So for Square-Enix it has been easier to produce more Square products and thus give the indication it is Square with the SE brand. Especially, as you've mentioned, Final Fantasy. Though there has been good reason for this which I'll explain later. We'll call it Point Extra. However, because this is a collaboration of voices from both Square and Enix, and because the chairman of the board is a former Enix employee, there is plenty of pull in the direction of the board chair. However, like I said, it could be Wada has the largest stock holdings of every board member and thus his voice and decisions carry more weight. It is also true that typical of Japan, corporations are run like dictatorships, with the rest of the members typically falling in line and rarely showing dissent and direct disagreement. However this is not the case with every corporation. What I do know is I can find NOTHING indicating how SE is run. Nothing concrete that isn't speculative. Not like say, for Nintendo, which we know is run like a dictatorship from Japan on down, in the sense that NoA is autonomous until NoJ makes a call and that's that. We simply have no clue, but we do know Wada has always had a history of not caring about fans, not listening to fans, and not knowing any single thing about what makes his company successful. Afterall, the man was positively shocked to hear in like 2007, maybe 2008, that fans wanted a remake of FF7, which has been pushed for since the internet went mainstream, so pre-2000. There are various reasons for the desire for a remake (back then a lot of fans wanted a "finished" FF7, myself included and there were quite a few of us on various chatrooms), but the point is the President and CEO of Square-Enix doesn't even know what Japanese fans want until he himself orders a poll to be conducted in Famitsu and decides to read it. Now, onto Point 2. Greed. Your point is that Square-Enix is taking a greedy road in rebooting Dragon Quest VII. They are taking advantage of the fans and extorting more money, which, while not your wording, is your implication. That somehow if they did a digital release of Dragon Quest, like they did Final Fantasy 7, 8, and 9 for the Playstation, it would be the right and proper thing to do as the game is, in your estimation, perfect (this is your word). Here's the problem with this. To make a remake means spending a lot of money up front. Not to mention spending a great deal on advertising. The 3DS may be a new console, it's tool kit may be based on the DS, thus making it easier to develop for as it requires very little time learning the ins and outs, but it's a whole new audience. There is no way to be sure the entire DQ audience from the DS era moved to the 3DS. There's no way to be sure that people who played Dragon Quest VII on the Playstation and who wish to play it again on a new system have a 3DS. So, the only way to ensure maximum sales is to create a serious marketing campaign, which to my knowledge it received. Now, sure the cost to buy the game would indeed be higher for the 3DS release, however, the question is profit margin. Digital downloads are almost 90% profit, sometimes lower depending on several factors, like whatever cost the server provider and game developer charge. A 3DS cartridge is costly by comparison, especially when DQVII is released so early into the 3DS's life cycle. Square-Enix must pay for the production of each 3DS cartridge, and likely profit margins per sale are probably somewhere between 7 and 15% for the first million sold, and perhaps 10-20% and going up slightly with each new additional sale, as the cost of game production is taken care of, but I don't expect it to exceed 30% per unit sold. There's also the fact that Digital Downloads reach a larger audience in that it would cost them very little to prep the download for PSP and PS3, and then PS4/Vita. The general concept of greed is "cash-in", or cop out if you want. No effort releases that cost virtually nothing, show no effort, have perhaps limited to no marketing, and would be up and around forever with almost 100% profit margins per sale. No sir, your suggestion of what they should have done would have been the essence of greed if anything. However I wouldn't even call it that. I say more DQ period, however I like remakes, I like replaying a game in a new light that brings new elements. I LIKE change, and when I don't want it, I go back to the original version. This remake shows care, it shows class, it shows a consideration to bring the games to a new audience that would have a harder time taking to it due to how most gamers exist today. There is a lot more media to explore, attention spans are reduced, and as a result both young and old audiences need something to cater to that. I actually have to set aside time to replay DQ7, even if I attempt a speed run. I actually have to shift my day to account for the game. Of course with a digital download I wouldn't have to do that either (CFW is the same way, but with more complications), but it would be the same ol' same ol'. Personally I'd rather see both, and until we know what version of DQ7 will be ported to mobile, perhaps your dream will come true. Now that that's out of the way, Point 3. This was Square-Enix's decision. For being a Dragon Quest fan, it's always funny how few people who are massive fans realize the structure of Dragon Quest's game development. Nothing is done without the goose that lays the golden egg having the idea. Perhaps Square Enix might pitch concepts to Yuji Horii, but in every interview I've ever ready, any and all decisions past, present, and future go through Horii or bust. Here's how it breaks down. Japan has similar copyright laws to the US and most of Western Europe. When there are multiple copyright owners of a product, each and every member must have his/her approval before anything can be done with that product as is, in any future form as is. In the case of Dragon Quest this is broken down in that Square-Enix owns the publishing rights, I once thought they owned the title Dragon Quest, but I don't actually know if they do or if Horii does, or if it's a shared ownership between the trio and Enix, now SE. Yuji Horii, through is studio Armor Project, owns the entire scenario and game rights (the actual game as it exists AFTER development, as in all content created with the development tools). Akira Toriyama owns the rights to all art, design, and animation through his studio, Bird Studio. The development studio that actually develops a particular game (for most of DQ's existence this was Chunsoft, then Heartbeat/ArtePiazza, then ArtePiazza for remakes and Level-5 for main games, now Square-Enix for main games and several spinoffs), owns the rights to the development tools and the shape of the game as it exists while using those particular tools. Next is music, which was never copyrighted until somewhere around DQV I believe, when Koichi Sugiyama finally decided to copyright his work, under his own name. So any decision, like the one to remake Dragon Quest VII, has to have Koichi Sugiyama, Akira Toriyama, and Yuji Horii's permission to even consider, assuming that SE had the idea. However Horii actually LIKES remaking games. He's stated this many many many many many many times. He actually wants to remake his old works and provide new experiences. So what you've just done is not only take away this as his decision, as his desire for his work, but you've also managed to fling poo in his face, and then spit all over him. I'm curious, I don't believe for a second that was your intent, but consider that this is effectively what you've done. Now for Point 4. The trio are taken away from developing other Dragon Quest projects, like new games. I'm a bit out of steam, so I'll make this as short as I can. Dragon Quest VII was developed alongside Dragon Quest X. Finally, we get to POINT EXTRA! My favourite part. I'll keep this brief as well. Square-Enix has and hasn't been "whoring" Final Fantasy. To many of us they have been, however this is due to the popularity of Final Fantasy, a desire to produce the best graphical and cinematic experience per every new Final Fantasy mainstay (Square's own terms, and repeated by Wada), mostly due to the insane popularity of FF7 (which SE clearly has no clue WHY it did so well, and it wasn't graphics, because FF6 was a better "graphical" experience, as were half the PSX 3D releases at the time, but FF7 did have a ton of flash and wow moments), which I won't get to here, because that would literally take me another 8 paragraphs to summarize. Now in this comes tremendous cost. As I've said above, since leaving Sony and partnering with EA, Square's tactics altered in how they marketed games (at least in the West), but even in the East they saw reduced sales of many of their formerly fantastic brands. Seiken Densetsu, SaGa, and even Chrono Cross was severely disappointing. They even organized to bring back the old team for another Chrono Trigger sequel, hoping to capture the insane sales of the original product (CC had done better in the US, and sold better than any other Square product on the PSX outside the FF series, but had sold roughly 1/4 of CT's SNES sales in Japan). It all boils down to cost. Production costs were still low in that era, but PSX costs were substantially higher than NES and SNES. No longer were teams of 30-60 people sufficient. FF7's success showed that RPG's could be insanely profitable and further reaching than ever previously considered. Afterall, in Japan FF7 actually beat out Dragon Quest III for sales. The ONLY Japanese RPG without the title Dragon Quest, that beat out Dragon Quest III (DQ wouldn't pull this off until 7, with 4 seeing a dip, 5 and 6 slow increases, but never quite reaching the plateau upon which 3 stood). Square needed money, and fast to keep production running for their mainstay games, keep profits at a certain level, and allow enough money for expansion to attempt or new games that could create substantial audiences. This has continued into the merger, only after the merger it was a bigger issue. You see, SE actually saw record profits for either Square or Enix a year after the merger, but rather than slowly work out a plan to keep things going, they saw opportunity to buy new companies that were floundering but had major series that had done well in other markets. Thus Eidos was purchased. Then I think it was Taito, which had decent market exposure in the west and east. During these periods there was also the FF12 debacle. I forget exactly what happened, but Matsuno, the initial director (or was he the producer, I'd check but my browser would likely crash) of FF12 left mid game production, when they should have been nearly finished. Few notes on his intended direction for the story and battle system, so the team scrambled to get the game finished and borrowed heavily from FF11's gameplay to come up with a working product. That was costly, especially given 12 was the longest running FF development time at that time by far. Then there was FF13, which arguably Square Enix has yet to profit off of (by that I mean it is highly unlikely the total sales of the game would have covered the immense costs for its production). Initially a PS2 game, the original work was scrapped and they started over on the PS3, the most painful and difficult system to develop for since the Sega Saturn (more so actually because the toolset was based on nothing previous, so it had to be learned from scratch, unlike PS2 from PSX, PSP from PS2, and all Nintendo systems). So the team had to be paid for the period they're actually learning how to create a game, how to get the most usage out of the system, and then they go ahead and build their own system tools based around the PS3 tool kit, to create their vision. So they're adding extra cost to create their own tools. Then they decide to expand it to three games, likely to cheapen costs by utilizing the crystal tools, the new tools they developed, for multiple games in the same universe. To make matters worse, FF13-2 uses a new set of tools. Then there's FF-0, initially part of the FF13 universe, and then transferred as a standalone game, that I think takes place in the same universe but is not related, nor does it use the original tool kit. The WORST part is FF Versus-13. Not only was this game initially developed with the original Crystal Tools, but it was scrapped and rehashed with its own brand new set of tools, and then the project was cancelled and revitalized under yet a third set of tools as FF15 for the PS4, making it THE MOST COSTLY GAME likely in history (we'll never know since SE's own financial reports does not always distinguish FF projects individually and their individual costs, nor does it label overall costs over time, only quarterly costs for production and often as a group). I can go on and on, like FF14's blunder and costliness due to having to completely remake the game, borrowing from the same in-house staff that was working on other projects, including Versus13, including the future 15, including FF11, etc. Then a tremendous amount of time went into new servers and beta testing. That game needed a LOT of fixes before release as well. Even after it went gold it's had more massive patches than FF11. At least in the west. So where's the money going to come from? Most of the production teams are busy with major projects. They release quite a few games a year. Dragon Quest sells well, but it wouldn't pay for or carry the company on its own. Thus the continued FF-whoring. Thus the search for new games that would hopefully match FF and DQ in popularity, thus putting their name on projects like Arkum! Anyway, good night. Also, just a suggestion, please consider breaking up your paragraphs, it's awfully difficult to read one massive block of text.
  12. *scratches head* Wow. I'm not exactly sure what your position is though Robotnik. It seems you feel as though the original game was pristine in all its original glory, and was difficult enough of a game that it required the class system as is, with all its broken aspects, that were balanced in the sense it allowed for defeat of a boss at lower levels. That somehow the act of class mastery does not in and of itself create an over-leveling bubble, which in your own estimation is wrong and bad as THAT, not having class skills that deal 300 and 600 damage regardless of level, is the definition of overpowered in DQ7. Yet at the same time, your initial post's wording is vague enough it can be read as: If you want to play the original, play it, don't defame it, it's perfect in all its glory, but this one whatever changes will also be perfect in its glory. So just let things be and enjoy the remake, but remember the game never required one because it was just dandy in its original incarnation. So...are you up for the remake or not? Or is it more of a need to show why you appreciate the original so, feeling as though the game you've come to love so much has been utterly trashed and misrepresented for the glorious experience you know it to be? I should state outright that I have a very different opinion than you do on what constitutes overpowered and difficult, but that's personal preference. I should also state that, I agree, DQ7 PSX was a fantastic experience, and no it does not NEED a remake, but I LIKE the fact it has one, and when there exists a remake I tend to prefer it's an actual "remake" rather than just a shinier port. I should also finally like to mention that Dragon Quest VII IS by far, and by far I mean there's almost a mile long marker between favourite game 1 and 2, my favourite game. I would say of all games ever made, my top three are as follows: Dragon Quest VII >>>>>>>>>>>>>>>>>>>>>> Final Fantasy XII >>> Resident Evil 4, and the rest alter and change constantly, but these three have remained constant since their releases and my discernment of why I enjoy each experience. With that in mind, I also find DQ7 one of the least balanced games in the history of class based gameplay. I find more faults with it than most. For example, I rate DQ7 a 7/10, FF12 a 9.5/10, and RE4 a 9.5/10. I just happen to enjoy DQ7 more, and enjoy the brokenness of the game, along with the charm, score, and most importantly the characters and story. Gabo happens to be my personal favourite sidekick in gaming history. Hobo Link easily the most charming concept of a child turned Hero, the perfect antithesis of what I would expect of one. However it's easily the most flawed of every Dragon Quest before or since, and possibly ever, and the most exploitable system in DQ history, while making for an arduous task to get even one character to Hero class prior to Coastal, especially given DQ7 has THE lowest encounter rate of any Dragon Quest...ever, save in three areas of the game. So lovable, yes, perfect? No. I wouldn't change the experience as is if I replayed the PSX version. I would not enjoy it as much, but if anything a remake like this would only add to appreciating the original game in all its original glory, no? Afterall, while I find Final Fantasy 4 DS the only FF4 I will play now (don't ask me to even touch the PSP version, I can't stand the bland gameplay and lack of story that was added to the DS), I recognize that for many games it has put the original game on a grander pedestal because of the changes, while bringing in new crowds that would not have played FF4 otherwise. Like it or not, enjoy or appreciate the changes or not, there are always positives to having a remake that actually functions as a remake.
  13. I have to admit, while I'm not always on the same page with Saigan in terms of his game choices, he's got a great dynamic, and while I don't often watch his videos, it is a pleasure to do so. Ya, me too Alexandrious, me too. I already knew I'd like it after watching people play and comparing it to my own experiences, etc. yada...bleh, lol. That and while he hasn't posted in awhile, Tiael's a huge fan and we tend to share commonalities in gaming habits.
  14. Ryu, you actually played RO2. Oh I feel for ya man. I really really feel for you. I've been an RO fan for a long long time now (will remain one forever, though in many respects its best years are long behind), but RO2...oh dear. I'm glad the Korean servers are closing, that game is horrid. Not that FTP models can't work, nor can work well, but ya, the quality and completeness of a P2P model offers a lot more. Sure you may not spend much in FTP up front, until you get into it, then even in the games where it's not Pay to Win, it's still, do you want to spend $100 a week for roughly 2-3 hours a day of play that lends you 500k experience and a 1% chance at a super rare item, or pay $0 and in that same time get maybe 100k experience, have more downtime between runs, and have anywhere from a 0.5 to 0.0125% chance for that/those same rare items? When it comes down to it, sure it's nice you can play a game free, but what if your friends are way ahead of you because they spend their real money? The sad part is $100 a week is pretty standard for most people I know who actually want to get ahead in any FPT model, even if the items only add slight elements of bonus that just speed things up. Pay to win I've seen people drop 200 easy in a single day. Yes, a single day. Then go on to complain about the costs of P2P servers, simply because they don't have to drop 200, but then they can rarely handle a day without their cash-shop goodies. It gets addicting, and conversely quite depressing when playing without the bonuses, however small, of FTP microtransaction items, typically called cash-shop. Not that this has been a big issue, but I thought I'd throw this out there. I don't dislike either, there are pluses and minuses, but I'd personally prefer to P2P model over the FTP model. It also typically means a more stringent security team. FTP companies typically care little about security and the GM teams are usually that much more rude and less willing to help in my experience. Then again, experience is experience. Two men can enter the same restaurant and come out with entirely different experiences...
  15. Oh, so that's why yab stopped at 6x.
  16. Nothing. People just like to find fault with things that aren't there. Yep, it's like someone not having ever read a fantasy or sci-fi book, and claiming that fantasy and sci-fi doesn't appeal to them. Well, it so happens this individual reads Jules Verne because he's..."classical novela". The thing I've always found interesting about a game is, are the complaints made by people who have actually played the game? Or by people who THINK they know what it will play like, and are so convinced by one or few minor details that they assume they won't ever like, and thus feel a need to trash it because they believe it will be a terrible experience, or it forces them to accept something just a step too far in the realm of "different" and "new" for them to accept? What I love about DQX is, while I can't speak for myself, testimonials of players who have actually played it versus people who haven't is the difference between "they love it or hate it". It's the only line I can find drawn. Those who hate it haven't even played it. I have yet to find a single individual who has spent over 2 hours playing DQX that hates it. Perhaps finds faults with it, and can speak objectively on what they don't like, but hate? No. I also find it VERY peculiar that most of the DQ players who are hardcore fans of the series tend to enjoy it immensely. At least when I can find any form of review written by players. So as a result I'm kinda pumped! I really want to see this game over here, even if it means I'd pay and play for a month, then skip a year, come back again with new patches and updates. Or heck, if I had the money and I really like it by the time it does, I'd be more than happy to run several accounts as I have done with every other MMO I've played.
  17. Slime Master, let me put it this way about Blue Dragon's story. It's a fantastic story that would have been far better served if the protagonists were 20+ and had a wider vocabulary range and a greater understanding of the world as a whole. Especially the annoying battle cry's of the main, Shu, "I won't give up!," and the incessant whining of Marumaro. There are a lot of people who played it and simply ignored the story as a result of this, as using children as the core of the group really downplays the significance and impact of every scenario. Not that they don't develop individually and grow, they do, but it is accurate in that they develop as children would. If you can get past this element, you'll find a surprisingly deep story, and a badguy that is more complex, narcissistic, and sadistic than he at first would seem. However, like DQ, it's written with these elements and details underlying what is written and how things play out, so that adults can see it if they want to, while children can play the game and not be overly frightened or lost.
  18. Chrono Trigger was NOT written by Yuji Horii, or even Hironobu Sakaguchi. Both DID write scenarios for the game, but neither spent much time on it, and merely approved or disapproved elements. Kitase, the scenario writer for FF6, was the core writer for most of CT, and compiled the various subscenarios together and formed a more cohesive story surrounding them. I believe there was another writer, but i don't feel like spending 20 minutes waiting for certain sites to load up so I can read them to cross check everything. There are plenty of developer interviews on what went down. Other than that, no Koichi Sugiyama involvement, instead it was Yasunori Mitsuda (his first independent work where he was the sole composer, I believe he did sound work prior). Toriyama had far greater impact in the development of CT than Horii did for sure. That said, great joke! In some ways, Blue Dragon going along this tangent, is also a Black Sheep! Not only was Toriyama directly involved throughout the process, but much of the game borrows heavily from DQ, in story elements, age of protagonists, and certain elements of the job system are a cross-breed between FF and DQ's systems. Not to mention the stat system uses the 999HP/MP and 999stat caps. It's like asking, what if Sakaguchi made Dragon Quest, and you actually had an answer!
  19. Most MMO's have a subscription base around 10,000. It all depends on what they think will be sufficient to run the servers, keep things going, and make a reasonable profit. There are a TON of MMO's in this country and my own experience is most of my FPS friends also play MMO's, since it's like downtime. You get to relax more and conversate more, while focusing on collecting stuff to get more powerful. There are even a large number of US players who play foreign MMO's, much like we have a decent number of US players here (along with Americans in general, Europeans, Middle Easterners, etc.) who play DQX. Even a few people here play PSO2, another game only on Japanese servers. Heck, last time I had a PC I was playing three MMO's. I did not play that often, but I did play. There's always an audience, and that producer interview was clear that SE was going to release in a major foreign market, and China would not be it, especially given the implication was a market FF11 and 14 are already part of. Then there was the obvious DQ+FF MMO quests, where on the US FF MMO sites and in the game it's clearly labeled as from Dragon Quest X, something you don't do unless there are plans to release. Japan did not need to release that quest on this side of the pacific. It might not be priority numero uno, we might not see or hear anything for awhile, but I can guarantee, and I feel it in my bones: DQX will come to US shores at some point. I don't think for a second they realize there's enough market here given the lack of MMO's that cater to "families" or "kids" or to anyone who wants "dragonball in an MMO", given the actual DB MMO is kinda meh (nor do I believe a true English release was ever done, so it would require a patch like many Korean/Japanese MMO's that never make it over here), and Akira Toriyama's style is pretty distinctive even today. Then there are the obvious DQ fans who WOULD play an MMO of DQ, and beyond those who are already playing on Japanese servers. Then there's the question of how many of those guys would switch to the US servers. Or if they connect them all like FF's are, would SE allow those people to transfer their Japanese server accounts to the US account server, since play and account/login servers are always independent? However, I have to agree, I don't think there's anything to this yet. There have been insiders who've said it's coming for sure, but with all the changes and additional ways to play from PC to Mobile, and I'm sure Nintendo would want some piece of the pie, who knows how complicated discussions are, and what the ultimate plans will be. Could be things are sitting because they still don't know which version... My 2c.
  20. RPG's right, but hey, on the bright side it does help PUSH for certain games by getting some public attention. Even if said attention is only amongst the existing communities who are hardcore fans of said games. So sure, it's a jump on the gun, no announcement, perhaps there is some insider, or maybe they're not trolling fans, but are trolling SE...
  21. $35 is pretty standard as Woodus said. Melon, what about using the AR to create alternative saves with the optimal "everything rust go" and "orb week" items in the DQVC list?
  22. I agree. I also like that "Thordain" sounds like the marketing name of some new wonder drug. I'm now imagining the "Take Charge" jingle from those old TV commercials for Valtrex - but with "Thordain" in place of "Take Charge." Thordain, the newest treatment for genital slurpes. Yelling "Kazzaple!" makes me feel like I'm demanding a bottled beverage. Like "Snapple!" Brilliant! We go into production tomorrow. One man's genital slurpes today is a whole town's tomorrow! Do you think it cures metallaria? How about fizzed toenails? It might even cure slime pattern baldness! Yes, I most whole heartedly agree, "Do you want your Kazzaple with that Hummus?" feels natural. "Fear the wrath of God and the intensity of his Kazzaple!," does not.
  23. Heh, yes, I've considered it. I don't like forced deadlines though. My writing is simply how I am. I'm quiet most of the time until I have something to say. I want to become a writer, but my core passion is in creative writing and storytelling, for which I'm currently writing like 8 books simultaneously. Don't ask, I get ideas nonstop running in my head, and a good half of them I've put aside as notes for future projects. So far one book is like 75% through the initial write, it's 100% outlined, and that is my planned first entry as an author. After that point, my plan is to use money earned from writing to start a game development company. I have several projects already mapped out pretty thoroughly, including an adult themed game that borrows heavily in gameplay and graphics from Mother 2. Another that would play like a cross between any Tom Clancy shooter such as rainbow six, due to the team mechanics, and Elder Scrolls. Another game that borrows heavily from DQ, and thus far that's it for fully fleshed out games. After that I have other plans, such as educational games, Virtual Reality games that play like normal videogames, especially RPG's, but are designed to throw simple and complex problems with worthy rewards based on the level of completion. Ideas for Aerospace and free energy, along with space travel...ya I actually want to see something akin to realistic interstellar travel beyond rocket production. Dreams, and I'm still a long way from it, but I've had this planned out for about 8 years now. There are a lot of complications...but eh. I will say that it's a lot more realistic than my childhood dreams to be Godzilla or an F-15 Strike Eagle. Yes, the actual plane, not the pilot, though by age 5 or so it developed into wanting to be a pilot, and Godzilla into wanting to study dinosaur bones (I used to have like 20, maybe 30 paleontologist books about dinosaurs at the age of 8, and none of them were considered "kid books", mum got me the real thing, but then we lived in New York City at the time, and I my favourite place to be outside of home or the Bronx Zoo was the Natural History Museum). Sorry, got off track, but ya, writing is definitely one of my goals, and I've been working on it for awhile (four of my books have been in ongoing development since I was 15, from an idea I had back when I was 12...seen a lot of changes too, like they were initially 7 and 3 complimentary books with psychological profiles to explain the characters in the seven, but now it's all intermixed).
  24. Well, I suppose I don't have to worry about making a new campaign to push Square-Enix to support their own games. This is something no one can fix. Not unless someone can offer to run the service themselves. Now what we really should get is a release of all the Wi-fi server code for every one of these games so gamers can make their own servers to run if they wish to continue playing with online features. It's also one reason why I despise online functionality in a mainly offline game. However, now the methods are as follows: 1) AR. Right now most of the existing codes for several "online-only" features, mostly the DLC quests, are buggy and poorly done as they unlock unused data blocks initially planned for quests, and this can lead to some bugs. Only the DQVC exclusive lists, by either overwriting shops or overwriting the DQVC list are new. The inn codes are "semi-old" and have some bugs, but there are newer versions, though apparently even those need a little work to clean it up. 2) A second cart and an NDS Adapter Plus. Perhaps the single greatest thing ever created to supplement the DS is the NDS Adapter Plus, as it allows overwriting the save files. Thus allowing for infinite DS9 saves. With this just upload one of MelonGx's saved games with inn Guests, DLC quests, and one of the many DQVC exclusive lists, then "multiplay" with your main cart to access all this. Inn guests will be unlocked, as will the quests, and while the Inn won't be filled up you can use multiple saves to "unlock" the inn through tagging. Plus one can purchase the DQVC items off the host-game's list. 3) Setting up an emulator to allow Wifi Connection with the DS, then doing everything stated in #2. 4) Someone figures out how to build a server to run all DLC content off of. 5) Meet up with people who have the game, or multiple games, and along with them, multiple saves with various special things like different DQVC item lists. Multiplay to access/unlock and purchase DQVC exclusives. 6) I forgot one, but effectively it's the safest way to do this solo and the cheapest. Buy an NDS Adapter Plus to rip and reupload saves to the game, take the ripped save, download the translated save-state hacker from yab's site, and alter whatever you wish. Ultimately this is the best method since it avoids any and all bugs, and doesn't require people to travel or buy an extra DS and gamecart, or feel skeevy about emulation for those who don't like it, nor worry about an AR for those who hate "cheats" and worry about possible bugs. So it's doable. It will just be more complicated, and it sucks, but nothing is entirely out of reach.
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