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Sumez last won the day on November 2 2018

Sumez had the most liked content!

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79 Excellent

About Sumez

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    Sword Slinger
  • Birthday 08/18/1983

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  • 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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  1. That would have been really cool if it didn't mean literally 75% of the game was a tutorial. To me the issue isn't whether people ask you to do stuff... I mean, having clear goals is exactly what separates it from Minecraft and makes it its own interesting thing. The balance is in how strict/open what they ask you to do is. Like even after you crash the ship in the demo, you're still drawn along a line of going to very specific places and doing very specific things. An event happens and you are expected to go up to the top of the mountain the be given the hammer, etc. It's so tightly dragged down a specific route, that it feels completely pointless to even be playing the game. I might as well be watching just one long cutscene of someone else doing it - there's really no difference - all the qualities of the fun atmosphere and quirky dialogue would still be there. It's what makes the majority of DQB1 and the entirety of the DQB2 demo feel like a tutorial to me. No matter what, I know I'll be enjoying DQB2, because I at the end of the day I enjoyed DQB1. And simply being able to return to old locations, and not being punished for faffing about building your own ideas due to the existance of some pointless "challenge", are two changes that are enough to immediately make me like this game a lot more than its predecessor. But I just really wouldn't mind if they'd improved the whole quest structure thing, too. Really.
  2. This is my primary reason for holding out on the sequel... Judging by the demo, DQB2 is gonna be just as demanding and stingy about what you're doing all the time - but it's really hard to tell, as it ends before you actually get to build anything. Chapter 4 in DQB1 was still a big improvement over the earlier ones I think, and I would have loved the majority of the game being like that.
  3. Ok, so I'm a little bummed out now that I tried the demo, and it goes right back to the post I made earlier. So basically, the entire demo is a tutorial. Now I'm afraid that this gets back into my feared territory of "the entire game being a tutorial", since I never once had the option to just go out and do stuff. That said though, it's hard to conclude anything from the demo, because it literally ends before you even get to actually build anything. You get to patch up a small room with blocks that you find, and you are given a bunch of blocks to repair some torches, but that's the closest you get. You don't get to create new blocks or tools, and you don't get to dig into anything other than sand. If they want to sell the game, this demo is a really bad way of doing so. The game is call Dragon Quest Builders, not Dragon Quest People Talking A Lot. I like the setting, I like the characters, and I really like the dialogue. But I don't like being forced to just click my way through oceans of dialogue, instead of playing a game. Most of it just trying to teach you stuff anyone who's ever played a video game would be able to figure out if they were given just half a minute to play around with the controls (and it doesn't even tell you some of the more useful, slightly more obscure stuff, like adjusting the height of blocks you position, which I remembered from DQB1).
  4. One of my biggest issues with the first game was that the entire game was pretty much just doing what people tell you to do. It feels more like work than a game, and kind of like just following one long tutorial. Does it seem like they did anything to remedy that this time around? I might be the only person who was turned off by that (though not enough to give up the game, and the final chapter was a minor improvement).
  5. This has been Sony's approach since they started out. Ask anyone who ever tried to release a 2D game on the PS1, PS2, PS3, or PS4. They have always been douches towards indie devs. I have first hand reports from the people who made Limbo and the ones behind Devil Engine. But it's not like it isn't otherwise well documented.
  6. I hope this isn't a sign that they are only just starting up development on the game. Fortunately most of the jobs are artists for superficial details, which usually aren't needed until the devs are well into a game project.
  7. That sounds extremely likely. If anyone has a way to contact Hayato Matsuo, he will probably be able to confirm or deny, and is probably much more likely to respond than Sugiyama himself.
  8. 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.
  9. 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).
  10. What the hey, Kemco still exist?! I haven't heard about them since the early 90s.
  11. 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)
  12. 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.
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