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Everything posted by ignasia

  1. "#$*!ing Yangus and this new game share service he signed up for with Nintendo..." You could always say you're just play testing for a friend...or to expand the podcast. Or uh...shopping for ideas for your anniversary, though that might require actually finding a pair of bra of "darkness" and panties of "light" legitimately to keep up pretenses.
  2. The heavy blues, the warrior raising his sword, the fallen comrades...it's a pretty grisly and dark cover art that perfectly encapsulates in a more grisly realistic fantasy art fashion, the dark world of 2. It's a very stylized form, reminds me a lot of the Hildebrandt brothers, especially Tim.
  3. I figured things had changed. Since around 2015? Or a bit after? They definitely altered their opposition to interviews and general questions, to being far more open about everything really. Do you have any major interviews or anything recently? The Shrine doesn't seem to have been touched in awhile. I remember you were going to update and fix a few things, but I'd wager it's a matter of how busy you are, or motivation.
  4. I'm shocked no on touched this. Sakaguchi has no creative control over Final Fantasy. Never did. This is because, at the time of its creation, Square was both developer and publisher. Enix was always a pure publisher, so they allowed the studios who developed the games they published, to retain creative control over their work, thus you see copyright was carried by the respective game companies who developed their games, while Enix retained nothing. Yuji Horii's company, Armor Project, owns all rights to the content within Dragon Quest games. Not the dev kits and tools use
  5. For sure, I'm fairly certain they have potential replacements in mind, and Sugi has used other composers before to fill in where he couldn't. He has to be aware of his ever developing senility given the ever increasing borrowed tracks in the mainline series, and the utter lack of any new tracks for spin-offs. Given the continued rerendering of older tracks for new games, he has to be aware on some level his new work, especially from DQ11, barely registers in comparison to his older work (with the exception, and I mean SOLE exception of the Overworld track at the start of Act 2, which was
  6. Interesting. Watching a video of it, it's not half bad in terms of gameplay. Though a LOT of locks and paywalls common to freemium games, so I'll avoid it. If they ever make a proper console game of it, I'd consider it, as I love grid-based gameplay, especially if they add in combination attack elements into it (which I imagine this probably has). It is interesting to note they're using a LOT of DQ6 and 7 music tracks, something I haven't seen all that often, and the remixes are fairly decent (better than the midi in the DS and 3DS versions of both games, and certainly better than DQ6'
  7. I really need to finish Dark Cloud 1 at some point, and 2 demands a replay at least once. They really are making some odd choices. Maybe due to Yokai Watch's general popularity in Japan? It's not selling well outside Japan. This explains it: https://vgsales.fandom.com/wiki/Yo-kai_Watch It's their only million + seller in the country, and given the 2nd game's sales, they clearly felt they had something. 3's numbers are on wikipedia, and they're just shy of 1m in Japan, all sales combined. 4 however, killed the series. It's sales are apparently under 300k in Japan, a
  8. There was also a tease recently to get fans to push for Builders 3. Suggesting they're probably working on it. Omega Force suggested wanting to make Heroes 3 as well almost a year ago, but we've heard nothing since. There's also talk about remaking DQ3 again. Mostly rumour, but from a relatively credible source, however, until we see anything from SE, or Armour Project, there's nothing to go on. I guess my point is that there's more stuff to be known. I'm also wondering when they'll announce Dragon Quest: Infinity Strash for NA/EU markets, given its an Action RPG, and has a decen
  9. Ah, maybe it's my play style then? I tend to take things very slow and methodically, retalking to NPCs after every minor event, or if I'm not sure if I have spoken to someone. Though definitely, 3D does take longer. Maybe it's more like 4~8 for most players for the new content, but the Tickington stuff is about 15~30 hours total to complete.
  10. About 8~15 hours of extra story for the Act 2 bits, depending on how long you take, and the Tickington gameplay is 15~30 hours, again, depending on how long it takes to complete. Do note it starts about the 10% story marker for Tickington, and has a boss rush after the post-game/act 3 boss, then you get a superboss unlock after a series of superboss fights (unfortunately one-time for the Tickington superbosses, but the boss it unlocks can be fought infinitely).
  11. Really? You think it's still that bad? NES era (only period with a 2~3 year gap): DQ1 May 1986 -> August 1989 (so 3y 3m) DQ2 January 1987 -> September 1990 (so 3y 8m, +5m , 1y 1m from DQ1 US) DQ3 February 1988 -> March 1992 (so 4y 1m, +5m , 1y 6m from DQ2 US) DQ4 February 1990 -> October 1992 (so 2y 1m, -2y , 7m from DQ3 US) GBC + PSX era DQM1 September 1998 -> January 2000 (so 1y 4m) DQ1+2 September 1999 -> September 2000 (so 1y, -4m , 8m from DQM1 US) DQT:TLH September 1999 -> November 2000 (so 1y 2m, +2m , 2m from DQ1+
  12. That's been up there for 3 months now. I'd say a bit more than a pinch of a salt at this point.
  13. That's some solid reasoning, but I think we'll see a similar scenario to DQ11, in that the Switch version will have a slightly different graphical system. Not for the Switch Pro/Switch 2, but for the normal Switch, and the PS5, XBS1, and PC/Steam will see the same version. I can see slightly different content between them as well. When Switch Pro/Switch 2 releases, it will get a port of the PS5 version with some new content, assuming the Switch Pro numbers hit a certain level and certain amount of consistent popularity to make it worth SE's time. That or if it's a Switch temporary
  14. There's a silver lining if you cannot get a copy right now for under $50, and especially from GS, so you can assure a $35 price. Right now the market is exploding. A lot of people who cannot watch sports (or because sports royally blows watching without an audience, and because you cannot go to the games), so they're looking for other things to fill in the time. Meaning there's a TON of demand. So prices are going up in most cases. DQ4 and 5 DS for example, are about 30% higher. DQ8 PS2 is about 100% higher. However DQ9 is still in normal range. This will necessarily change
  15. Unfortunately stock is so low, there's no excess in their warehouse. So it's in-store or nothing. I don't know about @DragonQuest2IsGood but my area, and 100 miles around it, there are none. Though this is kind of an RPG haven of sorts. There are a surprising number of JRPG nerds out in the desert South West, if not RPG general (lots of DnD players in my High School, and they all played Wizardry/Ultima, and at least Final Fantasy, I think I was the only Dragon Quest fan and the only one who even knew what this series is amongst them). Wow...DQ8 on Amazon just shot up to 66 new. Even
  16. I said I have a Lite. It's 100% portable. No docking available, or even allowed, as the chip that would allow for it is removed. I will say, yes, it does look better. The screen size is smaller, but the aspect ratio remains the same, so it squeezes pixels together, but quite evenly, and the resulting process gives the visual aesthetic more vibrancy and pop. Some textures as a result, look drastically improved on the Lite versus the normal Switch, and the general scenery in some spots definitely are to me, superior on that small screen. I would agree not all. Shadows for one are horr
  17. I think given what the PS5 is actually offering, I'm not so sure I agree on your first point. MS, I can see that, as the nature of their system is just raw power, which so far the PC market keeps going down that path, and it's an unfortunate bottleneck, as raw number crunching is VERY expensive in terms of hardware, and has VERY hard limitations and caps. We're actually seeing the literal ceiling of what's possible with current hardware on PC. They're not using tricks to skirt around this, much as with the trick of splitting the processor into multiple sub-processors to get around the bottl
  18. Super Famicom versus Playstation 2 are two distinctly separate generations of systems. One is the 16-bit era, one would have been classified, though they dropped the "bit" aspect, as the 128-bit era. We're talking a giant leap in hardware capability, so to use this as a determining factor as though somehow Nintendo was holding back Dragon Quest V's appeal and visual greatness by keeping Enix and Yuji Horii from making a time machine and only making the PS2 version in the future...then sure, ok, that's a wild argument. C'mon, that's not a serious point. Dragon Quest VIII on the 3DS was
  19. It's kind of a mixture. They used to do it that way, especially as they expanded divisions. Like new divisions would run offshoots or new brands. Then they reconsolidated and FF games are split between various divisions, and there's one that's online only. Like while it doesn't say it in the Wikipedia article anymore, Dragon Quest X is handled by Creative Business Unit III, and they actually used the Crystal Tools engine for both FF14 and DQ10.
  20. Ever since DQ10, SE has been using their internal teams for DQ production. They also now own all the development kits as early as 2013, as DQ7 3DS does not have a copyright label for Arte Piazza, which is why Arte PIazza's tool kit, which was formerly Heartbeat's development tool kit, was used for DQ11 3DS, and 2D mode (even has the SFC SFX, like the boomerang and slash sounds specific to DQ's 6 and 3 SFC, and DQ11 3DS's 3D mode's battle system looked identical to DQ7 3DS's with the early 3DS pictures, and it looked like an enhanced version after). https://en.wikipedia.org/wiki/Square_En
  21. It is lazy, as the group they're using is clearly small, clearly cheap, has limited experience and confidence in carrying over PS4 assets, so Switch is easier, and the attempts to upgrade the Switch graphics (even adding more details back into rocks and whatnot), is also indicative of limited skill and experience. However, this wasn't something anyone ever expected. All the DQ teams are booked up. The cost for a 3rd party to handle this that has a competent size was too high for SE to consider in terms of potential risk of not being able to carry over assets when the Switch was built fr
  22. There's also the idea of, if you can get infinite of a piece of equipment, and you have X number of people who can equip that item, do you get 99 total for each as some like to, just 1 of that item for the sake of the list (and any extra just for general equipment purposes, say it's a useful end-game piece of equipment, and you only want 2 even if 4 people can gear up with it), or something like X+1, where there's always an extra in the item list should everyone who can equip it, does, so it doesn't lose it's place in the list itself and go to the end of the bag.
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