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Sumez

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Sumez last won the day on November 2 2018

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About Sumez

  • Rank
    Sword Slinger
  • Birthday 08/18/1983

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    Male
  • Tag Country
    DK

Previous Fields

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    84276
  • Games Owned
    Dragon Warrior I (NES)
    Dragon Warrior II (NES)
    Dragon Warrior III (NES)
    Dragon Warrior IV (NES)
    Dragon Quest V (SNES)
    Dragon Quest VI (SNES)
    Dragon Warrior VII (PSX)
    Dragon Quest VIII (PS2)
    Dragon Quest IX (DS)
    Dragon Quest I (SNES)
    Dragon Quest II (SNES)
    Dragon Quest IV (DS)
    Dragon Quest V (DS)
    Dragon Quest VI (DS)
    Dragon Quest VII (3DS)
    DQ Heroes II (PS4)
    DQ Builders (PS4)
    DQ Monsters Joker (DS)

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    SumezDK

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  1. I've read that too, but as far as I recall they didn't really cite any sources. That said, there are really only two possible explanations for ditching the Toriyama style: SE know very well that they can't keep relying on Toriyama forever in the future, or they consider him too big of an expense, and are trying to accustom people to the fact that Dragon Quest doesn't need his signature style. I expect to see games some time in the future (but probably not mainline series right away) going the same road. They want it to do really well in the West. While this is a probable explanation, it's interesting, because the only way to justify it would be via a super aggressive PR move that tries to push the movie on to people who wouldn't normally be watching anime or video game movies. You know that both DQ fans and a majority of anime fans would absolutely watch the movie regardless.
  2. That's really heavily implied. The "true ending" of DQ11 obviously shows "look at all these adventures [that you already know] that are going to happen in the world after this!". But that said, there's hardly any more thought put into it than that. It's a fanservice ending first and foremost, and I doubt any attempt was made to create serious connections between the series. The game also already treats the past of Erdwyn and his team as a callback to DQ3, but of course that's more of a "history repeats itself" fairytale take. All that said, I liked reading your speculations. It actually makes sense, and I don't see any reason the Dragon Queen couldn't be retconned into being the Yggdragon if Square Enix feel like doing that - it wouldn't conflict with what's already out there. Dragon Quest is all about revisiting familiar ideas and concepts, and I don't think it would be entirely foreign to try to tie future games into existing cannons, most notably the Erdrick/Loto one. The Builders games are already doing that (in a kind of one-sided way).
  3. What the hey, Kemco still exist?! I haven't heard about them since the early 90s.
  4. Switch can pull off some nice stuff! I guess it's easy to underestimate it, because if you compare multiplatform releases, they always get the short end on the Switch, and the ones that manage to still look great tend to suffer on framerate. So people rarely design Switch games to show off stuff, and it's become a welcome home to small-scale indies etc. But then you have a game like Super Mario Odyssey, designed for the platform, which looks god damn amazing (and IMO better than DQXI looks on PS4)
  5. I'm really surprised at how few (zero?) people had heard about Monster Boy. I've been waiting 24 years for a sequel to this series.
  6. Some more details on the game https://gematsu.com/2018/12/ys-ix-features-adol-at-his-oldest-age-yet Most important detail to me is that party battles, unfortunately, return. This has been the worst aspect of the last three major Ys games, why do they insist on keeping it in there?
  7. Here's my own hot take Ni No Kuni 2: Didn't play it. Heard it was pretty disappointing to a lot of people, and it doesn't sound like something for me, even if it looks as beautiful as the first one. Lost Sphear: Unlike him, I didn't manage to play this to the end, but it's definitely incredibly forgettable. Or at least, it completely fails to be engaging. Octopath Traveller: I'll agree it was a disappointment. It's a likable project that I really felt like I should play, but at the same time it feels a little too unambitious, and like it could have been a lot more than it was. Some really questionable design decisions in general, that make no sense for me. The game was repetitive, and it did feel like a chore. The soundtrack is amazing. Radiant Historia Perfect Chronology: This game is almost entirely dialogue spread around constantly reused assets, and that dialogue is mostly terribly cringeworthy and extremely poorly written. There are some endearing aspects to the actual story, which made me carry on through, but overall I feel like I wasted my time. Calling it "one of the better JRPGs of this decade" is demeaning to the genre. Dragon Quest Builders: Sure it does some things different than Minecraft, but there's no way you could make the claim that it's more like anything else more than Minecraft with a straight face. Come on. I really love what the game set out to do, but ultimately I think it felt short of that, end tended to feel like a prolonged tutorial. I'm really curious to see how much better the sequel will do that. The best part of the game was honestly the characters and dialogue. Endearing as hell. Secret of Mana remake: It seems like this game apparently made everyone realise that they never liked Secret of Mana in the first place? I do love the original game (though SD3 is better in every way), but I thought this remake looked terrible, so even if it's being sold really cheap nowadays I still don't feel like buying it. The Alliance Alive: Never heard of this. Dark Souls: Does this count as a JRPG? No, no it does not. But I really liked this game. Dragon Quest XI: For me this is the best "comeback" for the JRPG genre I could imagine. It's being sold like a classic old-school RPG, but I feel like this is proof that you can still make a solid modern JRPG like the ones that originally made me love the genre, without having do to either nostalgia throwbacks or "reinventing the genre". One of the best turn based battle systems I have ever tried, and it sticks to the books. Monster Boy: Is this also a JRPG? Well, the Monster World series was always about putting RPG elements into platform games, but so many games do that nowadays that it doesn't mean a whole lot. Anyway, I really enjoyed this game, but if it's one of that guy's favourites of the year, then his standards are either really weird, or it's been a super terrible year. I consider this game's appeal to me more of a guilty pleasure mixed with a bit of nostalgia than a sign of any kind of genuine quality. This is also one of the buggiest games I have ever tried, and it should have probably sticked more to the puzzles than the action gameplay which it doesn't do well. Sega Genesis Classics: Nothing says 2018 more than yet another cheap re-release of all of Sega's old 16-bit games once again.
  8. I'd say all the way up to FF5, the series shares some extremely strong genes with the early DQ games. Though from FF4 on the series started getting more of its own personality in terms of how it tells a story.
  9. Since the game is already localized now, I'd say there's a good chance they are going for a worldwide release of the port. Falcom did that for the Switch version of Ys 8, and that game originally took more than a year to get localized!
  10. Why? I mean, I get it's classic DQ, but it would only be a tactical disadvantage, and you're back to "guessing" who gets to go first when you pick actions. The current system in DQXI basically works the same, except you get to delay picking the action until it is actually going to get played out. It's only due to this advantage that I was even able to beat a majority of the bosses on Draconian strong monsters. You still can't be completely certain on people's order, so there is still a lot of risk taking involved. Going back to the classic action picking isn't going to keep bosses with 3 attacks per turn from potentially getting 6 actions in a row, however it will make you less able to deal with it, as you can't quickly get everyone into defensive actions, take people out of the party, etc. in the same turn as you get screwed. Personally I don't mind the fact that some fights will suddenly cripple your team entirely due to bad luck. It happens rarely enough that it doesn't make fights impossible, yet consistently enough that you need to be able to deal with it. It's a part of the randomness that's a staple of Dragon Quest, and it's exactly what keeps the DQXI battles exciting, as opposed to a trite exercise of just repeating your best moves over and over. In this game you have so many options at your disposal that you can almost always recover if you think about what you are doing. I don't recall ever relying on "kerplunk" as often as I did in this one, and I love that they really managed to make almost every spell feel relevant like that.
  11. Ok damn that's really abstract. Definitely never would have gotten that. Thanks for going into details.
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