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Dragon Quest XII: When do you expect it to release and what are your predictions/hopes?


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If it means anything, I never played the original PS1 game, but I played through the first couple islands of the 3DS remake, and I didn’t feel like I was missing something in that opening chunk. I tho

Yes.    Or more. Like 100, or 200. 

I’m guessing we’ll see DQ12 in 4 to 5 years. I’m guessing we’ll see a remake of DQ9 first.

On 4/23/2020 at 11:07 AM, Erdrick The Hero said:

The opening to DW7 perfectly set the mood for the game. The remake trashed that.

 

On 4/23/2020 at 9:23 AM, cprmauldin said:

I highly doubt it. 

I think the best we may get is a slightly cleaned up version of the 3DS remake. 

 

Actually, I think they would.

DQ7 3DS was a very ambitious project, but one that was so rushed and intense, Arte PIazza took a literal 2 year vacation.  Usually they take 1~3 months if they do rest between projects.

When the DS remake projects were announced, there was about a 1~2 month gap before the first photos, then with each subsequent game, a larger gap from first photos to release.  DQ4 was about 4 months, DQ5 was about 5 months, DQ6 was about  1 year of development.

DQ7 was different.  It was announced, but there was almost a year between announcement and the first photos.  Meaning in that time period, it took them that long to rebuild the game, rebuild the engine to take advantage of the 3DS hardware, and plan out the game.  Clearly took them longer than planned, and they were obviously given a strict timeline.  DQ7 had even less time between first photos and release as did DQ4 DS.

There were a LOT of things they never finished, and a lot of bugs.

  1. The text format code is so interlocked to the game, the localization team couldn't separate it, so created additional code to run the Japanese text in the background, but it also runs all text at the same time, just the chosen text in the foreground.  For this reason the game has heavy menu lag.  That was a design decision made less so because they planned a Japanese only release, than because they didn't have time to properly code the text format data in a way where they could tweak it at a later point.  That will require rebuilding it, as it's tied down to several sections of the game, causing certain bugs.
  2. The story-DLC is ONLY available in the post-game, which makes no sense for the two with boss battles, as those battles are as difficult as story fights in the Lefa/Aeolus' Vale section, and the period they're available makes no sense as they're well past their actual story points.
  3. The story-DLC has only 3 tablets.  One of which implies more story to come.  HEAVILY implies another tablet or three, and potential reunification is lightly implied.  One is unfinished, and one connects only to Alltrades, a specific scenario, which feels very light.
  4. There are missing data sets and even party chat text.  There's even a bug where sometimes certain party chat may not show up, but is there, and will at other points.  Might take several resets at the church, or going in and out of the town, and talking to the same NPCs, or specific orders of NPC talk.  I've found several in Probina/Providence in my last playthrough.  This is clearly due to event triggers related to party chat being somewhat buggy, as it's very inconsistent when it doesn't work and text is there, and there's nothing specific to indicate why it wouldn't that I can find.
  5. There are missing and unused DLC monsters.  Even unused DLC map names.
  6. The tablet reward system is very half-assed.  There are certain DLC items that appear within them, while most others are DLC only, and it makes no sense.  Certain new items are only locked to tablet rewards, and there are certain equipment in the normal game not present in the rewards system, and a lot of repeats, many of which make no sense as they're repeats way late, from early to mid-game monsters and mid to late game monsters.
  7. There lacks tracking of a lot of things.  The page in the bag, equipment specific data when checking character on-hand items, yet shows up when the item is checked in the bag.  The tablet monster picking system lacks tracking monster numbers. 
  8. The buttons pressed in the graves in the start, to access the Saint equipment.  The game gives an indicator for puzzles with one passage Dermott reads, implying they intended to put puzzles there, and wanted to expand the nature of the island, and give a more direct relationship between the kings of Estard and the ruins, but that was never realized.
  9. Most of the early maps are WAY too narrow, perfect for random encounters, as they're a 1:1 ratio of the original maps, then change up to wider and different, as well as different spawn rates.  They didn't have time to change up certain maps to account for the spawning system.
  10. There's very little rebalancing to account for the EXP boost of +50%, except to make human classes require only 2/3rds ~ 3/4 of the battles they used to require.
  11. The rebalancing of skills and spells makes little sense.  They didn't properly test them.  One skill from Ruff, which has a wolf attack once, that used to deal 0.8~1.25* damage
  12. The simtown changes implied a castle at the end, and several other updates that correlate to the story of Phlegmrique, much as with DQ4's simtown.  This never happens.  We just get the story, and the town's development is totally separate from the sim storyline.  The final upgrade at least happens after Coastal/Buccanham, but that leaves the player with a very basic town for a very long time (until Hamelia/Wetlock), than a slightly upgraded town through to the end of Coastal.  That from a very complex original format.
  13. Certain bugs that are random, like Miracle Sword and the new Miracle Slash not working with Oomph at times, and othertimes working.  Double-Edged Slash often factoring in boosted damage on returned damage, and othertimes it doesn't.
  14. Sometimes enemy data won't register if a summoned monster kills it.  Summoned monsters also sometimes come in with previous HP data.  Usually it's 100% HP, but there are times when if you finished a battle at 20% of their HP, they return with 20%, and if they die, they cannot be resummoned that battle.  It's random as f, so hard to predict when it happens.   I thought for awhile it was the norm.
  15. Enemy data never registers as a kill, if trailing damage kills the monster.  So you'd get the monster book data outlined, but you won't get any item, any heart, and kill count would be 0 for that trailing damage (sometimes on the kill count, always on the heart and item).  The last normally killed monster factors for the item or heart drop.  This doesn't impact EXP, Gold.  This only works as such if the only damage done was by trailing damage.  So if you hit a monster with the Fire Claw, and that trailing damage finishes that same monster off, it may not count the kill, but items and drops count.  If you hit and kill a monster with the Fire Claw, and it dies, and there's another monster on screen, and the trailing damage lands on that monster, and it is the only damage done to it, and it gets killed, it will probably not count as a kill, and you will not be able to get that second monster's item or heart, if they carry one, at the end of battle, assuming that was the last monster killed.  This can impact boss data, so you can actually have killed a boss, and have a permanent "0" kill count.
  16. The party placement bug, which is a slight carry-over from the original game, though the original game didn't wig out and permanently lock the party out of completing the game.  In this case it does, and it only relates to Maribel end-game.  That's an oversight of the original build.
  17. Barns still DO NOTHING directly, though at least in this game it means you can make a tablet with 3 of the same kind.  However there is a new bug related to the park that is hugely impacted by the barns.  If all 282 normal game monsters are recruited and sent to the monster park, the game locks off any new monster recruits.  This impacts barns that are unfilled, it impacts any monster let go from a barn, as they return to the wild in this game, not the park (it's not a bug either, it's actually stated the monster is released back into the wild, so they intended for players to rerecruit them).  This means any DLC monsters not recruited, are locked out of recruitment.  Well...you CAN recruit them, but the park manager will not take them in.  Meaning you cannot access them in the park, and cannot use them for making tablets.
  18. They go further to imply and tease Kiefer could have returned, or they wanted him to, like the easter egg that he gains 660 Resilience exactly, on his 50th level (which is also a throwback to a rumour Kiefer was intended to be the original main boss, and became possessed by Orgodemir, who then separates from him to create a new body that looks a lot like Kiefer, thus the "almost" 666 as a tease).
  19. They went out of their way to enhance ONE puzzle, in Baloch's Tower.  It's a really thoughtful puzzle as well.  Used to be a spinning maze room.  This implies they intended to change up the puzzles, but had little time, so just nixed certain puzzle rooms instead of reworking them.
  20. Certain skills that are still in the code (some are removed, like EagleEye), like Padfoot and Nap, but aren't present in the game.  Implying they intended Nap and Padfoot to return, but couldn't work out the details, or maybe even get to them by the completion date.
  21. Certain cutscenes are the same length and have those extra moments where the player has to speak to the next person to carry things along, like several parts of Greenthumb Gardens.  However, most parts are streamlined to the point where they just play out multiple cutscenes from the original as a single cutscene.  Some are expanded on as well, like the Nila river scene with the water dragon that carries the party aboard it, while most others are shortened or dumbed down (or removed, like the original opening).
  22. The landscape.  Very inconsistent, and poorly tested.  The game loads all battle data for a given area at the same time, or they could have either a lot more trees, or far less pop-in (they'd appear further away).  There are also inconsistent sections of shapeliness here and there, where a few "grasslands" have some shape to them, but almost all of it doesn't.  It feels very rushed, especially in light of the mountains and critical points like towns and dungeons, which had a lot more attention.
  23. The inconsistent and odd placements of items on the world map.  There isn't much thought to many of those items.  A Magic Water mid-game?
  24. The odd-ball lazy maps battle maps, like the in-town map for the bandit boss battle in the prison town ruins.  The low-grade textures for the grass and even walls make no sense when compared to most other battle maps.  There are a few others where they clearly didn't have time to work on visual details, and just scrounged the closest approximation.  While other maps are highly detailed and very active/functional.  You can tell where some the clouds almost never move, and in others they're moving a lot.  Some the water barely moves, or is still, and is a river, while most others it's very active movement.
  25. In battle there are only 3 settings for battle speed.  Slow (very slow), fast (very fast), and player controlled (you press buttons at every new line).

 

I had a whole list last night, wrote it up, and accidentally deleted the post before I could send it.  So this is a very partial list as I'm trying to recall bits and pieces.  There are a lot of other details not mentioned.

Especially the DLC story aspects, the tablet creation system, the single updated puzzle vs removed puzzles, the overly simplistic puzzles or replacement of puzzles with basic button presses, the inconsistent cutscenes, and of course the township.

I think they would love to go back and rework the game.  Especially the puzzles.  The book and Dermott imply there are puzzles and other details hidden, just like in the original.  Yet there's suddenly this whole out of place burial ground.  We're also told by the new imp character to pick wisely which saint equipment goes to which saint, implying we're supposed to solve the riddle, yet the game automatically selects each saint equipment, removing player involvement.  It's a bit disconcerting.

Some maps also have extra space, while others do not.  Like the camera continues in a certain direction.  In the Temple, this is to the West, the direction of the "graves" relative to the temple, implying to me they intended a passage way from the graves to the temple.

It's a very incomplete game.  They also need to carefully go over the bugs and missing data.  Like Gabo/Ruff, I forget what level, but for HP he gets 0 as a baseline instead of 10.  So someone was up late plugging in those tables to get that data dumped quickly so they could get to working on the new content and rebuild.

It's so incomplete it's almost a beta.  Almost.  I love the new direction though, and certain elements are a vast improvement, plus the behind the back look is really fun in battle, and one of my favourite compromises with new and old DQ.  The monster animations are priceless, as they really went out of their way to focus on enhancing the work they did with 4~6, especially for monster classes.  It's a really good build, and a really good base, but it's clear to me they didn't have time to get it done right, or the way they wanted to.

I don't doubt for a second the next iteration they would either redo a lot of things, or take what they built and complete/finalize it.  Especially the added story tablets.

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I really don't know what I would want from a Dragon Quest XII at this point in time. The only thing I can think of is having a class system come back. I thought the skill panel system in 11 was really well done. I just want to see the class system come back again.

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17 hours ago, ignasia said:

[...]

I don't doubt for a second the next iteration they would either redo a lot of things, or take what they built and complete/finalize it.  Especially the added story tablets.

I wish SE would release PC versions of all the remakes. Or at least port the mobile versions and improve it.

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3 minutes ago, Billy MK said:

I wish SE would release PC versions of all the remakes. Or at least port the mobile versions and improve it.

Improve their mobile ports? Does Square Enix even bother going to the effort of doing that? Only Steam release of a mobile port they fixed up was Chrono Trigger from what I remember.

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4 minutes ago, YangustheLegendaryBandit said:

Improve their mobile ports? Does Square Enix even bother going to the effort of doing that? Only Steam release of a mobile port they fixed up was Chrono Trigger from what I remember.

Isn’t Square Enix famous for cheap remakes and ports of older games that are somehow the worst versions of those games? Only time I ever hear anything positive is when you can buy it from a retail store, and even then they usually have pros and cons.

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11 minutes ago, eal said:

Isn’t Square Enix famous for cheap remakes and ports of older games that are somehow the worst versions of those games? Only time I ever hear anything positive is when you can buy it from a retail store, and even then they usually have pros and cons.

Yep. That’s why I commented on Chrono Trigger. That’s the one time I can think of where Square Enix actually tried to fix one of their mobile ports.

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4 hours ago, YangustheLegendaryBandit said:

Yep. That’s why I commented on Chrono Trigger. That’s the one time I can think of where Square Enix actually tried to fix one of their mobile ports.

In the case of CT, they had no choice.  The game was unplayable, literally.  The feedback was 100% negative at the time due to the touchscreen controls being so poorly managed.  Even worse was the PC release, which was the mobile port.  That took time to patch in proper controls and menus.

On 4/25/2020 at 5:37 PM, Billy MK said:

First, let's hope Hori survives the pandemic

He'll be fine.  He's fairly active and healthy.  The death rate in Japan is fairly low, given general eating habits there are far superior to the US especially.

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5 hours ago, Billy MK said:

I wish SE would release PC versions of all the remakes. Or at least port the mobile versions and improve it.

That would be Horii's decision.  I'd guess we might see a PS5 release of 1~8, the most current builds.  So mobile 7 would be the most likely, and 8 with the dlc either added in directly, or tacked in through some offline system where you still connect and it auto cycles.

Then that would see a Switch and PC port, probably a PS4 as well.  This remains to be seen of course, but I do expect it before the next remakes.  Horii isn't exactly anti-port anymore, as he was in 2000, given the iOS/Droid ports of 1~3 were so bloody lazy and half-assed slight updates to the original mobile releases.  I'm wondering if he just gave his blessing to the project, but didn't oversee it.

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5 minutes ago, ignasia said:

In the case of CT, they had no choice.  The game was unplayable, literally.  The feedback was 100% negative at the time due to the touchscreen controls being so poorly managed.  Even worse was the PC release, which was the mobile port.  That took time to patch in proper controls and menus.

He'll be fine.  He's fairly active and healthy.  The death rate in Japan is fairly low, given general eating habits there are far superior to the US especially.

I was talking about the PC release. It was a port of the mobile version.

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There are currently about three major "flavors" for modern 3D DQ games. The DQ7 remake style (i.e. translating from sprite-based games to 3D), DQ9/DQotS style (simple 3D), and DQ8/DQ11 style (full 3D).

I wouldn't be surprised if DQ12 ends up a full 3D-style game like 8 and 11, but hopefully it will have better platforming and exploration. 11 is weighed down with 8's clumsy jump mechanic.

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5 hours ago, Brother Jaybird said:

There are currently about three major "flavors" for modern 3D DQ games. The DQ7 remake style (i.e. translating from sprite-based games to 3D), DQ9/DQotS style (simple 3D), and DQ8/DQ11 style (full 3D).

I wouldn't be surprised if DQ12 ends up a full 3D-style game like 8 and 11, but hopefully it will have better platforming and exploration. 11 is weighed down with 8's clumsy jump mechanic.

DQ8 didn’t let you jump.

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I do agree that DQ12 is going to be similar to DQ8/11 in the sense that it will be a story-driven game with a full 3D map.

However if i learned anything about DQ is...expect the unexpected....IX/X caught me off guard i wasn't expecting a multiplayer DQ game and even less the celestrian/races theme of the games respectively, 11's

Spoiler

Act 2 was also extremelly unexpected since i just expected the game to be a FF9.

 

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On 4/25/2020 at 9:57 PM, ignasia said:

 

 

Actually, I think they would.

DQ7 3DS was a very ambitious project, but one that was so rushed and intense, Arte PIazza took a literal 2 year vacation.  Usually they take 1~3 months if they do rest between projects.

When the DS remake projects were announced, there was about a 1~2 month gap before the first photos, then with each subsequent game, a larger gap from first photos to release.  DQ4 was about 4 months, DQ5 was about 5 months, DQ6 was about  1 year of development.

DQ7 was different.  It was announced, but there was almost a year between announcement and the first photos.  Meaning in that time period, it took them that long to rebuild the game, rebuild the engine to take advantage of the 3DS hardware, and plan out the game.  Clearly took them longer than planned, and they were obviously given a strict timeline.  DQ7 had even less time between first photos and release as did DQ4 DS.

There were a LOT of things they never finished, and a lot of bugs.

  1. The text format code is so interlocked to the game, the localization team couldn't separate it, so created additional code to run the Japanese text in the background, but it also runs all text at the same time, just the chosen text in the foreground.  For this reason the game has heavy menu lag.  That was a design decision made less so because they planned a Japanese only release, than because they didn't have time to properly code the text format data in a way where they could tweak it at a later point.  That will require rebuilding it, as it's tied down to several sections of the game, causing certain bugs.
  2. The story-DLC is ONLY available in the post-game, which makes no sense for the two with boss battles, as those battles are as difficult as story fights in the Lefa/Aeolus' Vale section, and the period they're available makes no sense as they're well past their actual story points.
  3. The story-DLC has only 3 tablets.  One of which implies more story to come.  HEAVILY implies another tablet or three, and potential reunification is lightly implied.  One is unfinished, and one connects only to Alltrades, a specific scenario, which feels very light.
  4. There are missing data sets and even party chat text.  There's even a bug where sometimes certain party chat may not show up, but is there, and will at other points.  Might take several resets at the church, or going in and out of the town, and talking to the same NPCs, or specific orders of NPC talk.  I've found several in Probina/Providence in my last playthrough.  This is clearly due to event triggers related to party chat being somewhat buggy, as it's very inconsistent when it doesn't work and text is there, and there's nothing specific to indicate why it wouldn't that I can find.
  5. There are missing and unused DLC monsters.  Even unused DLC map names.
  6. The tablet reward system is very half-assed.  There are certain DLC items that appear within them, while most others are DLC only, and it makes no sense.  Certain new items are only locked to tablet rewards, and there are certain equipment in the normal game not present in the rewards system, and a lot of repeats, many of which make no sense as they're repeats way late, from early to mid-game monsters and mid to late game monsters.
  7. There lacks tracking of a lot of things.  The page in the bag, equipment specific data when checking character on-hand items, yet shows up when the item is checked in the bag.  The tablet monster picking system lacks tracking monster numbers. 
  8. The buttons pressed in the graves in the start, to access the Saint equipment.  The game gives an indicator for puzzles with one passage Dermott reads, implying they intended to put puzzles there, and wanted to expand the nature of the island, and give a more direct relationship between the kings of Estard and the ruins, but that was never realized.
  9. Most of the early maps are WAY too narrow, perfect for random encounters, as they're a 1:1 ratio of the original maps, then change up to wider and different, as well as different spawn rates.  They didn't have time to change up certain maps to account for the spawning system.
  10. There's very little rebalancing to account for the EXP boost of +50%, except to make human classes require only 2/3rds ~ 3/4 of the battles they used to require.
  11. The rebalancing of skills and spells makes little sense.  They didn't properly test them.  One skill from Ruff, which has a wolf attack once, that used to deal 0.8~1.25* damage
  12. The simtown changes implied a castle at the end, and several other updates that correlate to the story of Phlegmrique, much as with DQ4's simtown.  This never happens.  We just get the story, and the town's development is totally separate from the sim storyline.  The final upgrade at least happens after Coastal/Buccanham, but that leaves the player with a very basic town for a very long time (until Hamelia/Wetlock), than a slightly upgraded town through to the end of Coastal.  That from a very complex original format.
  13. Certain bugs that are random, like Miracle Sword and the new Miracle Slash not working with Oomph at times, and othertimes working.  Double-Edged Slash often factoring in boosted damage on returned damage, and othertimes it doesn't.
  14. Sometimes enemy data won't register if a summoned monster kills it.  Summoned monsters also sometimes come in with previous HP data.  Usually it's 100% HP, but there are times when if you finished a battle at 20% of their HP, they return with 20%, and if they die, they cannot be resummoned that battle.  It's random as f, so hard to predict when it happens.   I thought for awhile it was the norm.
  15. Enemy data never registers as a kill, if trailing damage kills the monster.  So you'd get the monster book data outlined, but you won't get any item, any heart, and kill count would be 0 for that trailing damage (sometimes on the kill count, always on the heart and item).  The last normally killed monster factors for the item or heart drop.  This doesn't impact EXP, Gold.  This only works as such if the only damage done was by trailing damage.  So if you hit a monster with the Fire Claw, and that trailing damage finishes that same monster off, it may not count the kill, but items and drops count.  If you hit and kill a monster with the Fire Claw, and it dies, and there's another monster on screen, and the trailing damage lands on that monster, and it is the only damage done to it, and it gets killed, it will probably not count as a kill, and you will not be able to get that second monster's item or heart, if they carry one, at the end of battle, assuming that was the last monster killed.  This can impact boss data, so you can actually have killed a boss, and have a permanent "0" kill count.
  16. The party placement bug, which is a slight carry-over from the original game, though the original game didn't wig out and permanently lock the party out of completing the game.  In this case it does, and it only relates to Maribel end-game.  That's an oversight of the original build.
  17. Barns still DO NOTHING directly, though at least in this game it means you can make a tablet with 3 of the same kind.  However there is a new bug related to the park that is hugely impacted by the barns.  If all 282 normal game monsters are recruited and sent to the monster park, the game locks off any new monster recruits.  This impacts barns that are unfilled, it impacts any monster let go from a barn, as they return to the wild in this game, not the park (it's not a bug either, it's actually stated the monster is released back into the wild, so they intended for players to rerecruit them).  This means any DLC monsters not recruited, are locked out of recruitment.  Well...you CAN recruit them, but the park manager will not take them in.  Meaning you cannot access them in the park, and cannot use them for making tablets.
  18. They go further to imply and tease Kiefer could have returned, or they wanted him to, like the easter egg that he gains 660 Resilience exactly, on his 50th level (which is also a throwback to a rumour Kiefer was intended to be the original main boss, and became possessed by Orgodemir, who then separates from him to create a new body that looks a lot like Kiefer, thus the "almost" 666 as a tease).
  19. They went out of their way to enhance ONE puzzle, in Baloch's Tower.  It's a really thoughtful puzzle as well.  Used to be a spinning maze room.  This implies they intended to change up the puzzles, but had little time, so just nixed certain puzzle rooms instead of reworking them.
  20. Certain skills that are still in the code (some are removed, like EagleEye), like Padfoot and Nap, but aren't present in the game.  Implying they intended Nap and Padfoot to return, but couldn't work out the details, or maybe even get to them by the completion date.
  21. Certain cutscenes are the same length and have those extra moments where the player has to speak to the next person to carry things along, like several parts of Greenthumb Gardens.  However, most parts are streamlined to the point where they just play out multiple cutscenes from the original as a single cutscene.  Some are expanded on as well, like the Nila river scene with the water dragon that carries the party aboard it, while most others are shortened or dumbed down (or removed, like the original opening).
  22. The landscape.  Very inconsistent, and poorly tested.  The game loads all battle data for a given area at the same time, or they could have either a lot more trees, or far less pop-in (they'd appear further away).  There are also inconsistent sections of shapeliness here and there, where a few "grasslands" have some shape to them, but almost all of it doesn't.  It feels very rushed, especially in light of the mountains and critical points like towns and dungeons, which had a lot more attention.
  23. The inconsistent and odd placements of items on the world map.  There isn't much thought to many of those items.  A Magic Water mid-game?
  24. The odd-ball lazy maps battle maps, like the in-town map for the bandit boss battle in the prison town ruins.  The low-grade textures for the grass and even walls make no sense when compared to most other battle maps.  There are a few others where they clearly didn't have time to work on visual details, and just scrounged the closest approximation.  While other maps are highly detailed and very active/functional.  You can tell where some the clouds almost never move, and in others they're moving a lot.  Some the water barely moves, or is still, and is a river, while most others it's very active movement.
  25. In battle there are only 3 settings for battle speed.  Slow (very slow), fast (very fast), and player controlled (you press buttons at every new line).

 

I had a whole list last night, wrote it up, and accidentally deleted the post before I could send it.  So this is a very partial list as I'm trying to recall bits and pieces.  There are a lot of other details not mentioned.

Especially the DLC story aspects, the tablet creation system, the single updated puzzle vs removed puzzles, the overly simplistic puzzles or replacement of puzzles with basic button presses, the inconsistent cutscenes, and of course the township.

I think they would love to go back and rework the game.  Especially the puzzles.  The book and Dermott imply there are puzzles and other details hidden, just like in the original.  Yet there's suddenly this whole out of place burial ground.  We're also told by the new imp character to pick wisely which saint equipment goes to which saint, implying we're supposed to solve the riddle, yet the game automatically selects each saint equipment, removing player involvement.  It's a bit disconcerting.

Some maps also have extra space, while others do not.  Like the camera continues in a certain direction.  In the Temple, this is to the West, the direction of the "graves" relative to the temple, implying to me they intended a passage way from the graves to the temple.

It's a very incomplete game.  They also need to carefully go over the bugs and missing data.  Like Gabo/Ruff, I forget what level, but for HP he gets 0 as a baseline instead of 10.  So someone was up late plugging in those tables to get that data dumped quickly so they could get to working on the new content and rebuild.

It's so incomplete it's almost a beta.  Almost.  I love the new direction though, and certain elements are a vast improvement, plus the behind the back look is really fun in battle, and one of my favourite compromises with new and old DQ.  The monster animations are priceless, as they really went out of their way to focus on enhancing the work they did with 4~6, especially for monster classes.  It's a really good build, and a really good base, but it's clear to me they didn't have time to get it done right, or the way they wanted to.

I don't doubt for a second the next iteration they would either redo a lot of things, or take what they built and complete/finalize it.  Especially the added story tablets.

Holy Moly. Ignasia, I'm always impressed by your detailed evaluations of things. You often take the time to break things down for us Den Dwellers that we wouldn't otherwise have the opportunity to do ourselves, so thank you. 

 

That being said, I think you made an awesome argument for why they SHOULD do a total remake of the game. DW VII fans like myself would love to see such a thing. 

 

But I just don't see the cost-benefit analysis of putting that much work into the remake, from the perspective of the developer. Would they love to do it? Yes. Would it be worth their time for fans of the game? Yes. Would it be worth their time as a money making entity? I highly doubt it. 

 

But please, if you can also do an analysis of the financial side of things too, prove me wrong. I always end up happier when you do :) 

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A DQ7 Switch version with fixes?
I just pulled out my Swiffer Wet Jet for this, because it's been a while and this has gotten dusty & dirty, but C'mon now! 64d02868c56e86fa6ab48bd687088280.jpg

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54 minutes ago, Plattym3 said:

A DQ7 Switch version with fixes?

They‘ll patch out Maribel?

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1 hour ago, Plattym3 said:

A DQ7 Switch version with fixes?
I just pulled out my Swiffer Wet Jet for this, because it's been a while and this has gotten dusty & dirty, but C'mon now! 64d02868c56e86fa6ab48bd687088280.jpg

Yes...It does feel like it has been a while.

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On 4/27/2020 at 4:42 AM, YangustheLegendaryBandit said:

DQ8 didn’t let you jump.

My mistake (I think I may have misremembered from the Heroes games).  All the more shame on XI, then.

Edited by Brother Jaybird
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DQ X was the first one with the ability to jump

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DQX didn't let you "jump" so much as "hop". It doesn't affect your colission at all, it just plays a jumping animation. You can't jump over/through/onto things.

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9 hours ago, Erdrick The Hero said:

DQX didn't let you "jump" so much as "hop". It doesn't affect your colission at all, it just plays a jumping animation. You can't jump over/through/onto things.

True, but the mechanic is there more than any previous game

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Posted (edited)
On 4/27/2020 at 8:38 PM, Plattym3 said:
On 4/27/2020 at 8:37 PM, eal said:
They‘ll patch out Maribel?

Now I'm down for it.

Actually, I think they shoul add another one so we can have two Maribels. 

Edited by Billy MK
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That is Love in Stereo for Platty, made me think of the Warrant song, squirrel

 

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