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Dragon Quest appreciation thread

Aeana

Member
Dragon_quest_logo.jpg


Introduction

At the time the original Dragon Quest was released, action games dominated the console market. RPGs had seen some success on computers through games like Wizardry and Ultima, but nobody had really taken the initiative to bring that over to a Japanese home console. After winning a programming competition held by Enix, Yuji Horii and Koichi Nakamura decided that they wanted to do just that; but make the genre much more accessible in the process, so just about anybody could play. These two couldn't make the game on their own, however; Horii brought in Akira Toriyama (whom he had met through working for Shonen Jump) to take care of the character/monster designs, and Koichi Sugiyama (to whom he had been introduced through fan correspondence about one of his previous games) to do the music.

The Dragon Quest series is one of the few game series that has managed to hold on to many of the things that made it special, throughout its various iterations. 'Minimalism and efficiency' has always been the name of the game, everywhere from inventory management to the battle system. Battles in the DQ series are always swift, but strategic - you'll get nowhere fast just spamming 'fight'; and it could even be argued that later games have some of the most efficient inventory management ever found in a video game.

The Japanese Dragon Quest games have spell names that are either nonsense, or that derive from various onomatopoeia (example: the healing spell is called 'hoimi,' which means absolutely nothing; but a fire spell is named 'mera,' and 'mera mera' is onomatopoeia for the sound a fire makes). Although these words could have been kept for the English-language versions of Dragon Quest (called Dragon Warrior, due to a trademark held by an American company at the time), the translators decided to go with more logical, descriptive names for the spells. The previously mentioned examples 'hoimi' and 'mera' became 'heal' and 'blaze.' By the time Dragon Quest 8 came around, it seemed like Square Enix wanted to reboot the series in North America. In the process, all of the old spell names were removed, and replaced with names that match the original Japanese names quite accurately.

The scenario presentation in Dragon Quest has remained fairly unique, even to this day. At the simplest level, your final task is presented to you at the very start of the game. It's usually to defeat some super-powerful demon lord who is reviving as we speak. The over-arching scenarios in Dragon Quest games are often criticized as 'clichéd,' and I don't really blame people for feeling this way. What these people haven't yet come to understand, however, is Dragon Quest's unique scenario presentation: the focus is entirely on the journey to your final destination, and not necessarily actually arriving there. The player gets wrapped up in many smaller stories in the process, meeting very interesting NPCs--who, I feel, are much more important than in any other series I've ever played--along the way, which provides an ultimately more rewarding experience in the end. The only other Japanese game series I can think of that takes a similar approach to scenario presentation is Mother/EarthBound.

Many would defame the series for 'refusing to evolve,' mistaking same old, same old for lack of innovation, not realizing how much it has evolved in its own way. Indeed, the Dragon Quest series has grown up at its own pace.

The Games

Dragon Quest - Famicom/NES


The game that started it all. You're simply thrust into the game, and asked by the king to destroy the dragon lord, who has stolen the ball of light. As soon as you exit the castle, you can see your final objective right across the river... but you won't reach it for quite a long time. In order to progress on your quest, you must travel from town to town, and speak to NPCs in order to figure out just what you need to do next. Along the way, you may find that your quest isn't as simple as you thought.

Dragon Quest features a very cool one-on-one battle system, and is actually the only NES Dragon Quest game to feature backgrounds in battle - it wasn't until Dragon Quest 5 that this was revisited. This game was pretty drastically upgraded for its English release, too. The Japanese game features a password saving system (no battery!), and all of the characters are only capable of facing the screen - they can't turn. Due to this, when you select the 'talk' command from the menu, you must choose the direction in which you would like to talk. In the English release, this was removed, and the main character - as well as all NPCs - received the ability to face different directions. The English release also featured battery saves. The game could only be saved in one location: the king at Radatome/Tantegel castle, where you begin the game.


Dragon Quest II - Famicom/NES


This game was a significant upgrade from the first game. For starters, you were now able to control three characters instead of one. Due to the increased character count, the battles had to be expanded in order to allow you to face multiple enemies at once. DQ2 had the beginnings of the familiar battle system, which was tweaked more and more for later games. Churches were also added to this iteration, but only to facilitate the removal of some status effects which were added to the game: curse, poison, and death.

Like Dragon Quest, the original Japanese version of DQ2 didn't have battery saves, and since it was a more complex game, the passwords you received could become a little ridiculous (the maximum size for passwords in DQ2 was 52 characters). Once again, battery saves were added to the English version, in addition to a very cool introduction sequence that shows the destruction of Moonbrooke in detail. DQ2 is also the first game to feature the boat, and to allow you to use equipment in battle for special effects.


Dragon Quest III - Famicom/NES


This is where the series really hit it big. Dragon Quest 3 was released on a Wednesday, and people all over Japan skipped work/school to wait in line in order to purchase it. This is the origin of the myth that the Japanese diet made selling Dragon Quest games during the week illegal. Of course, this isn't true; they simply made a request to Enix that they try to release their games on the weekend from then on.

When you begin a game, not only are you asked to name your character, but for the first time in the series, you can choose the character's gender as well. I really liked this aspect, personally, because every other game seems to force you to play as a male. It didn't stop there, though. In order to offer an even further amount of customizability, DQ3 has you create your party members as well -- allowing you to choose from 6 different character classes. Unlike other games that had a similar feature, however, your characters are not locked into their class. Once they reach level 20 (and a specific location in the game), they can change their class and return to level 1, but retain all of the skills they learned with their previous class. In doing this, one could have a soldier who could cast mage spells, or mage with the ability to cast priest spells.

Dragon Quest 3 marked even more firsts for the series, however. The day/night cycle first appeared in this game, offering a second face to each and every town in the game, among other things. The HP/MP status display's format was also finalized as of this game, and appears in the same format in every other game in the series. This is also the first DQ game where the agility stat affects turn order in battle, and stat increasing seeds also first appeared in this game.


Dragon Quest IV - Famicom/NES


With the original Loto trilogy over, the series continued to move forward. The scenario in DQ4 is presented in chapters, each introducing some of the 7 characters who would later join the hero's crusade. The chapters are all very unique, especially Torneko/Taloon's chapter, in which the goal is to amass as much money as possible. You can even act as a shopkeeper, deciding whether to buy from or sell to the customers who visit you.

DQ4 is the first game to feature the 'tactics' artificial intelligence system, which became a series staple. This allows you to control the way in which your party will fight. Some example tactics rules are "don't use magic!' or "go all out." Once all of the characters have been introduced, and join with the hero, this system becomes required, and no longer allows you to control anyone but the hero manually. Fortunately, the system is generally very smart, so it's not too much of a frustration.

Since you can only have four people in your party at once, the wagon was added in this entry. If the wagon enters a location with you, it's possible to switch your party members around mid-battle. Some additional series firsts came in DQ4, such as the casino, wherein the player can gamble to earn coins, which can be used to buy equipment that may not be available through any other means. Small medals were also new in this iteration, and could be used as a currency at the Medal King's castle to purchase more unique items. DQ4 is also the first game where you save the game in churches, instead of at a king, and the first game to start putting items in pots and dressers.


Dragon Quest V - Super Famicom


Dragon Quest 5 was the first entry in the series to be on the Super Famicom. It's also one of the two Dragon Quest games to never see an official English release. It takes the idea of the chapter system from DQ4, and goes in a different direction. Instead of chapters, the game takes place during different stages of the hero's life, spanning from when he's born, up until he's married and has children of his own, and beyond. It also features a different overarching goal: instead of being told to defeat a purely evil being from the outset, you're instructed to search for someone in particular, and the story unfolds from there.

Although you do have access to some human party members, the majority of your party members in Dragon Quest 5 are monsters that you recruit yourself. With these monsters comes a wide array of new abilities, making DQ5 the first game to include non-magic abilities (called 'skills' in this and later games). Other series firsts hosted by DQ5 include the addition of a shortcut key, which allows you to search and talk with one button, without having to enter the command menu; and for the first time, boomerangs and whips can hit multiple enemies. You can also finally read books on your own starting in DQ5.


Dragon Quest I&II Reprise - Super Famicom/GameBoy Color


Built on DQ5's engine, Dragon Quest I&II is a single cartridge game that contains remakes of both Dragon Quest and Dragon Quest 2. Unlike the original games, this version actually had battery saves, and it also included all of the improvements made to the English NES versions of the games. In general, the games were made easier by improving the amount of experience and gold obtained from most enemies in the games, and additional save locations were added to DQ2. Stat increasing seeds were also added.

A version of these remakes was released in English, eventually, for GameBoy Color.


Dragon Quest VI - Super Famicom


Dragon Quest 6 is the only other non-remake Dragon Quest game to never see an official English release. It has a very interesting "dual-world" scenario, kind of like the light/dark world found in many games around the same time. The difference is that instead of light and dark worlds, DQ6 has a real world and a dream world, and each world has its own unique forms of transportation.

The class system from Dragon Quest 3 returns, but with a significant overhaul. Class levels are now independent of character level, and there are now quite a few more: 9 base classes, and 7 advanced classes which are unlocked by mastering multiple base classes. Each class has 8 ranks, which are attained by fighting battles. Each rank requires a certain number of battles to reach, with the catch being that the battles have to be against enemies who are about your same strength - you can't just go fight lower leveled enemies.

Dragon Quest 6 marks the very first appearance of the bag, which allows the player to carry more items than each individual character can hold. Because of this, the bank was reformed to carry only money, instead of items and money. Some other significant changes over older games include: the addition of monster attack animations; a revamped small medal system, wherein the Medal King rewards you with set items after bringing him a certain number of medals, instead of having you purchase items from him using the medals as a currency; the addition of a 'style' value to equipment, which affects the character's overall style stat - this is used later in the game at the 'best dresser contest,' at which you can win many different prizes; and the ability to memorize NPC conversations to recall at a later date.


Dragon Quest III Reprise - Super Famicom


Dragon Quest 3 Reprise is a very significant upgrade from the original Famicom/NES game. The game is built on DQ6's engine, and because of that, it also inherits the new monster attack animations, and, more importantly, the bag.

To complement the class system that was already in the game, a new personality system was added to the game. The personality of your characters affects their stat growth, and their personality can be changed by the equipment they wear, or by books which were spread throughout the world. In order to determine the hero's personality, a dream sequence was added to the very beginning of the game. In this dream sequence, a mysterious voice asks some things about the player through a series of yes or no questions. Once the questions have been asked, the player is presented with a visual scenario in which they must make one of many choices to proceed. After this, the regular game begins.

Spread throughout the world are game boards called Sugoroku (Pachisi in the English GBC version), which is like a very much toned down version of Monopoly. You roll the dice, and move around the board... each square has some sort of effect- you could gain an item, gain/lose rolls or moves, find an item shop, fall through a trap door, among other things. In order to participate, however, you must gather sugoroku tickets around the world. In addition to the above, the ***** class was added to the original 6 classes already available in the game.

Like DQ1&2, a version of this remake was released in English for GameBoy Color.


Dragon Quest VII - PlayStation


Dragon Quest 7 marks the first time the series tried to use 3D technology, which resulted in 2D sprites on the 3D world, with a rotatable camera, while still retaining the Dragon Quest top-down 'feel.' The dual-world type of scenario presentation is back, but instead of real/dream worlds, this time it's past and present. You visit past and present versions of each location in the game, which affords a very unique world view.

The class system from DQ6 is back again, but made a bit more complicated once again. There are even more classes, and a new concept: hybrid skills. The idea behind hybrid skills is that the character would take some of his or her previous class experience over to his or her new class. For example, if a character is a seasoned dancer, and decides to become a warrior, they can learn a skill called 'sword dance,' which is unobtainable any other way.

DQ7 is the first game to offer the ability to assign tactics AI to individual characters, and the first to offer a playtime count, so you can see how many hours of your life you wasted away. Another cool feature that originated with this game is the ability to speak with your companions directly, just be choosing 'talk' from the menu when there's nobody in front of you. There's also an item called the 'monster picture book' which keeps a record of all of the monsters you've fought, and allows you to see their stats and animations, and some other information.


Dragon Quest IV Reprise - PlayStation


DQ4r is built on DQ7's engine, which offers some major advantages over the original game. The biggest one, as far as I'm concerned, is the ability to set AI per-character, and more importantly: set it to manual. The bag also makes a return in this game, and individual character inventories are expanded to 12 item slots from 8.

A new prologue was added to this, which introduces you to the hero a bit better than the original game did, and also allows you to meet your friend Cynthia, and see why she's able to cast moshasu/transform. A whole new chapter is also available, which takes place after the regular game. It's like the bonus dungeons offered in some of the other games, but with a bit more story surrounding it. The monster picture book from DQ7 also makes a return appearance here.


Dragon Quest V Reprise - PlayStation 2


The series' first outing on PS2 takes a lot of ideas from 7/4r and expands upon them greatly. This is the first fully 3D Dragon Quest game - not a sprite to be found, anywhere. It's also the very first Dragon Quest game to feature idle animations for all of the monsters, and the only Japanese version of a Dragon Quest game to include fully orchestrated background music.

The game itself behaves much like 7/4r in the way it controls, and the way the camera behaves. It also inherits the bag, like most of the other remakes. The really major improvement here, though, is the ability to have a party of 4 instead of 3. Due to this change, every monser in the game had to be rebalanced, and as a result, a good portion of the game feels quite a bit more difficult.

Some other additions include: several more monsters to recruit over the original; another casino, located on a ship; and sugoroku from 3r makes a comeback. There's an item very similar to the monster picture book from 7/4r called the monster box, as well.


Dragon Quest VIII - PlayStation 2


The most recent entry in the series, DQ8 is full of new features. It's fully 3D, much like 5r, but abolishes the old top-down camera in favor of a third-person over-the-shoulder view. Due to this, the overworld is much more detailed and vast, and riddled with treasures waiting to be discovered. This is also the first Dragon Quest game to show your own characters performing actions in battle, and the first game to introduce the tension system, which acts like the old 'chargeup'/'psycheup' abilities from older DQ games, but on steroids. The day/night system--which hadn't been seen since DQ5--was also revived for this game.

DQ8 also has two very significant new features: the alchemy pot, and the addition of the monster arena/monster teams. With the alchemy pot, it is now possible to mix multiple items to create new ones, which is a wonderful money saver, and allows you to get items much earlier than they would be for sale normally (if they're ever sold - you can also get some unique items through alchemy pot mixing). Monster recruiting returns in this iteration, but in an interesting way. Instead of allowing monsters to join your party directly, you can form a team of monsters to fight for you at the monster arena. If you win enough fights, you may gain the ability to send your monster team to fight a couple of rounds for you in regular fights, as well.

With all of these wonderful improvements, there are bound to be a few 'downgrades.' Previous games in the series allowed you to have a large number of characters available at once, but DQ8 only offers 4. The class system found in the previous two games is also completely missing - removed, in favor of a simpler skill point system, wherein you assign points gained at level-up to one of five proficiencies.

The North American release of Dragon Quest 8 finally abolished the old 'Dragon Warrior' name, and was released in the west under its original 'Dragon Quest' name. With this came a very polished translation, and the addition of voice acting and orchestrated music, which weren't found in the original game. As I mentioned earlier, the original spell names were thrown out. Gone are the days of 'Firebal,' 'Blazemore,' and 'Infermost' in favor of more the sillier, but ultimately more faithful 'Sizz,' 'Frizzle,' and 'Kaswoosh.' The user interface was also completely revamped - the original simple command menu was removed, in favor of an inventory screen with icons instead of textual representations of items, character portraits, etc.

This Thread

So, there you have it: a little bit of information about each game in the Dragon Quest series, remakes included. My goal for this thread is to stir some discussion about the series, both good and bad (and so, the thread title is a bit misleading - I very much welcome intelligent negative discussion about the series, as well).
 

speedpop

Has problems recognising girls
Yay!

Awesome thread for those who are keen to learn more about the series when they're jumping ship from FF to DQ :D

Also bring on DQ VIr!
 

carlos

Member
Great post Aeana, it almost brought a tear to my eye, remembering all those good times....
Oh wait, it did bring a flow of tears; why? because it reminded me of how DQ4 remake wasn't brought over to the US....IT WAS ON THE BACK OF THE DQ7 MANUAL damnit! it said "coming soon"! how could enix toy with my emotions like that...sniff....sob...
 

tnw

Banned
I loved dragon warrior growing up. The dw insert that Nintendo power made, I would pore of it at recess on the playground. The illustrations really brought to life the game. staff of rain plus stones of sunlight=:)

I find it frustrating that that illustration is so incongruous with the ever increasing anime-ization of the series. I love the monster design because it's so faithful to the original, but the character design is just not my taste.

I really liked the spell names. 'Heal' and 'Hurt' and healmore and hurtmore, said exactly what they were. The crazy nosense spell names is the main reason I don't enjoy playing the japanese versions of the games.
 

Teasel

Member
i liked DQ8 and to a certain extent DQ7 but i can't play anything pre DQ7 as i think they are just plain too slow to play (note: having 6-7 monster in a battle doesn't make the battle hard) though i went pretty far in DQ5
DQ7 job system is also plain stupid with some job that totaly destroy the other job (i swear never do a thief!) and little direction given to the player (just some basic description on the instruction booklet of the game) having the job grow with number of battles also make them grow really really slow
 

Aeana

Member
tnw said:
I really liked the spell names. 'Heal' and 'Hurt' and healmore and hurtmore, said exactly what they were. The crazy nosense spell names is the main reason I don't enjoy playing the japanese versions of the games.

I'm pretty much the opposite. I've not played many English Dragon Quest games (I've only played the majority of them in Japanese), but I really find the older pre-DQ8 spell names to be pretty boring, especially because the Japanese spell names are so cool. 'Infernos' for a wind spell was always a laugh. :)

Because of that, I very much approve of the new spell names starting in DQ8. I feel that they match the original names pretty well, and evoke the same feelings.
 

tnw

Banned
Aeana said:
I'm pretty much the opposite. I've not played many English Dragon Quest games (I've only played the majority of them in Japanese), but I really find the older pre-DQ8 spell names to be pretty boring, especially because the Japanese spell names are so cool. 'Infernos' for a wind spell was always a laugh. :)

Because of that, I very much approve of the new spell names starting in DQ8. I feel that they match the original names pretty well, and evoke the same feelings.

Yeay infernos :)

Remember, that people get attatched to things, and I've known it as infernos/hurtmore/etc. for almost two decades.

In fact your attatchment to the Japanese could be explained by the same thing.
 

Aeana

Member
tnw said:
Yeay infernos :)

Remember, that people get attatched to things, and I've known it as infernos/hurtmore/etc. for almost two decades.

In fact your attatchment to the Japanese could be explained by the same thing.

Oh, yes, it most definitely is. No argument there. The original spell English names certainly served their purpose, too - I don't hate them, I just don't feel like they bring across the original intent very well.
 
I played all the NES games, as I was hungry for any RPG I could get at the time. I can't play the more recent ones though. I've been spoiled by modern RPGs with battle systems that are... not horrifically boring.
 

Aeana

Member
akachan ningen said:
I played all the NES games, as I was hungry for any RPG I could get at the time. I can't play the more recent ones though. I've been spoiled by modern RPGs with battle systems that are... not horrifically boring.

That's too bad. :( If I may ask, though, did you ever bother trying DQ8? The battle system in that game is upgraded significantly over earlier games in the series.
 
Aeana said:
That's too bad. :( If I may ask, though, did you ever bother trying DQ8? The battle system in that game is upgraded significantly over earlier games in the series.

Yeah, I tried it. I bought it when it was really cheap, like 10 bucks. I couldn't stick with it though. Even though I was liking the story and characters, anytime I started a dungeon I would just get deflated and didn't want to keep going.

Ironically, I really liked Rocket Slime, for what little while it lasted.
 
akachan ningen said:
Yeah, I tried it. I bought it when it was really cheap, like 10 bucks. I couldn't stick with it though. Even though I was liking the story and characters, anytime I started a dungeon I would just get deflated and didn't want to keep going.

Same for me. I love DWM and DW3, and I enjoyed DW1, though.
 
I played DQ2 or DQ3 when I was really young...My cousin and I seriously must have spent a hundred hours playing it at ages 5,6, and 7. We played it for years every time we got together. I don't know which one it was. But I remember looking at the battle menu and asking myself as a kid..."What the heck is Parry?"
 

djtiesto

is beloved, despite what anyone might say
Awesome thread, this is definitely one of my favorite game series of all time... I especially like 3, 4, 5, and 8... probably some of my favorite games ever.

You should definitely add some stuff about the spinoffs, like the DQM games, Kenshin, etc, if you have some time in the future... I'm not too familiar with all of the spinoffs out there, I stick to the regular series mainly (but I loved the Slime Morimori games)

Why do a lot of people look down on 6? I never beat the game (it was one of the more challenging DQ games), but I really liked what I played... the real/dream world concept was cool, and the job system was nice, even though it seemed like it took forever to level up. Was it possible to royally screw yourself over if you didn't take the proper jobs, or was the game balanced (I didn't make it that far... I got stuck in this one area where you needed to do a whole bunch of trials for a spoiled prince)? I'm really hoping for a remake of 6 one of these days, or some time to actually sit down and play it.
 

Error

Jealous of the Glory that is Johnny Depp
cool thread, probably my favorite RPG series (along side SMT).

having played them all, I have my preferences but they are all great games. DQ is also a very consistent series delivering great game after great game. while the core basic gameplay remains basically unchanged throughout the 8 entries so far, each game has its own unique gameplay feature that separates it from the rest of the games in the series.

I cant wait for DQ9.

my favorites games of the series are: DQ3>DQ4>DQ7>DQ5>DQ6>DQ8>DQ2>DQ1

I love them all btw, it's just that i love some a lot more than others ;p
 
I played and beat DQ8 and I have a question. Do all the DQ games have random battles? If random battles were removed and all monsters were visible on the overworld would that detract from the game? Over the course of the game I got into over 1000 random battles it got a bit tedious when you are trying to find your way through a dungeon.

The Dark One
 

zoku88

Member
I really hope the remakes come to a console like the PS2 instead of handhelds. I really want the orchestrated music.
 

Chairman Yang

if he talks about books, you better damn well listen
The DQ games illustrate the importance of making simple, well-balanced, fully fleshed-out battle systems, something that the vast majority of RPGs fail at doing. In other words, RPG developers should stop trying to add gimmicky, illogical, and unbalanced "systems" and focus on getting the fundamentals right first.
 

PolyGone

Banned
fantastic thread

DQ1 was the first RPG I ever played and subsequently finished.

It is difficult for me to be a true fan of the series however, what with the sparse english translations and gaps in the series. As a result I've become more of a distant admirer of what is likely the best RPG series ever.
 

RurouniZel

Asks questions so Ezalc doesn't have to
This thread is made of win and has my seal of approval! XD

I remember the good old days, playing Dragon Warrior on my NES. Sadly while I've played each iteration, I've only beaten 1, 3, 7 and 8 to this day. I will conquer the others I SWEAR IT!! XD
 

DarkFact

Member
Nice thread, I didn't know half this information, being a Final Fantasy fan. Convinced me to try Dragon Quest VIII, since I'm not sure I can find / play the others. I'm spoiled with graphics-wise.

Plus, I didn't find DQV all that interesting, it started off so slow I just lost interest quickly.

Thanks for the writeup!
 

Reilly

Member
DQ7 would have been awesome had your pary members told you where you had to go. I spend probably 20 hours of the 60 I put in so far wandering around not knowing where to go. A hint would have been useful.

Can't find a shard?

Good luck!
 

dog$

Hates quality gaming
Can't find a shard? Talk to the woman by the mouth of that one cave. She always gave hints for the next piece.

I can't wait to play the next great home console Dragon Quest. I wonder when that will be.
 

Raw64life

Member
Aeana said:
Dragon Quest IV - Famicom/NES


With the original Loto trilogy over, the series continued to move forward. The scenario in DQ4 is presented in chapters, each introducing some of the 7 characters who would later join the hero's crusade. The chapters are all very unique, especially Torneko/Taloon's chapter, in which the goal is to amass as much money as possible. You can even act as a shopkeeper, deciding whether to buy from or sell to the customers who visit you.

DQ4 is the first game to feature the 'tactics' artificial intelligence system, which became a series staple. This allows you to control the way in which your party will fight. Some example tactics rules are "don't use magic!' or "go all out." Once all of the characters have been introduced, and join with the hero, this system becomes required, and no longer allows you to control anyone but the hero manually. Fortunately, the system is generally very smart, so it's not too much of a frustration.

Since you can only have four people in your party at once, the wagon was added in this entry. If the wagon enters a location with you, it's possible to switch your party members around mid-battle. Some additional series firsts came in DQ4, such as the casino, wherein the player can gamble to earn coins, which can be used to buy equipment that may not be available through any other means. Small medals were also new in this iteration, and could be used as a currency at the Medal King's castle to purchase more unique items. DQ4 is also the first game where you save the game in churches, instead of at a king. Stat increasing seeds also make their first appearance here.

:bow
 

Aeana

Member
Reilly said:
DQ7 would have been awesome had your pary members told you where you had to go. I spend probably 20 hours of the 60 I put in so far wandering around not knowing where to go. A hint would have been useful.

Can't find a shard?

Good luck!

There's a fortune teller who can tell you where to look for shards, but she's kind of out of the way. She's really helpful, though!
 

firex

Member
DQ is pimp and it's the best jRPG series I've played (granted, I haven't really played SMT). Great stories/characters, fun worlds, and plenty of stuff that looks cliched but isn't at all when you get beneath the surface.
 

Reilly

Member
Aeana said:
There's a fortune teller who can tell you where to look for shards, but she's kind of out of the way. She's really helpful, though!


Almost every time I've talked to her, she'd say "I can't see anything" or something.
 

Aeana

Member
ethelred said:
Wow, what a fantastic thread, Aeana.

Now I want to go replay a bunch of Dragon Quest games, though. :/

Do it!

firex said:
DQ is pimp and it's the best jRPG series I've played (granted, I haven't really played SMT). Great stories/characters, fun worlds, and plenty of stuff that looks cliched but isn't at all when you get beneath the surface.

Absolutely. That's probably one of my favorite things about the games - things are rarely what they seem, and there's always 'just a bit more.'

Reilly said:
Almost every time I've talked to her, she'd say "I can't see anything" or something.

Really? That's weird, unless you already had the shards you needed in your bag somewhere, and were forgetting to place them or something like that.
 

ronito

Member
What a fantastic thread.

In the spirit of talking about the good and bad of series. Am I the only one who views DQVII as the low point of the series? Having been an american gamer and not played DQV, VI when I first played DQVII I almost lost faith completely in the series. Not a single fight for the first three hours? It was insane. I've tried it twice but both times it just seemed like a go to x town go to x dungeon solve x problem rinse repeat, much more so than previous installments. I keep meaning to give it a third try, I never broke the 20 hour mark on it. Is it worth it? Or should I just leave well enough alone?
 

Aeana

Member
ronito said:
What a fantastic thread.

In the spirit of talking about the good and bad of series. Am I the only one who views DQVII as the low point of the series? Having been an american gamer and not played DQV, VI when I first played DQVII I almost lost faith completely in the series. Not a single fight for the first three hours? It was insane. I've tried it twice but both times it just seemed like a go to x town go to x dungeon solve x problem rinse repeat, much more so than previous installments. I keep meaning to give it a third try, I never broke the 20 hour mark on it. Is it worth it? Or should I just leave well enough alone?

No, you're not. Many people find DQ7 to be one of the worst - if not the worst - in the series. I personally enjoy it quite a bit, although I find the class system to be a bit overcomplicated.

I think that in order to enjoy it, you have to either get wrapped up in the small scenarios you do throughout the game, or get into the class system. I think the part where it finally clicked for me was the first time I noticed that these locations and areas aren't as cut off from each other as they seem - they're actually connected, and there's a lot of cool history to be found along the way.

I know Red Scarlet doesn't like DQ6 or 7 very much, despite being one of the biggest DQ fans around.
 

Red Scarlet

Member
Crap, you edited anyway.
Here's some random crap to add:

Dragon Quest - Famicom/NES

I'm not a technical person, but I think the reason DQ2-4 didn't have a background like the first game was so monsters could have more colors to them.

Dragon Quest II - Famicom/NES

There were a couple of non-king saves in this. Also new was the 'lottery' where you could find tickets and get them from enemy drops (also new to the series in this game) to basically play a slot machine to try and win prizes. The 'three key' system was introduced in 2, but it is different from the standard 3 created. In this, there were three different keys in the game (plus a fourth that was used once) for three different kinds of locks, and each key could only open a specific kind of door (silver/gold/prison).

The ルーラ/Return/ZOOM spell also warped you back to the last place you saved the game, which could be useful or annoying depending on if the last place you saved was close to where you were going to go next or not.

Dragon Quest III - Famicom/NES

The gender thing was funny, because some characters still called you a guy, like the King of Aliahan. Also of some kind of note is that you could attack your fellow party members (useful for waking up a sleeping ally). Why it was taken out in later games has always eluded me. The spells for the series pretty much followed 3's model as well. The game could be beaten with 1-4 party members; you could go alone if you wanted and got more experience with fewer party members than if you had four.

Another change that stayed with the rest of the series were a variety of curses that came with equipment. In DQ2, there was only one curse for equipment; sometimes the character would not have a turn in combat due to being 'frozen'. In 3 and other games, there were a variety of curse effects, such as 0 Luck, 25% damage back to the character, and permanent Confuse status. Speaking of confuse, it and a couple other new status ailments were new in 3, like paralysis.

The three keys in this game became the standard for the rest of the series pretty much. You'd get the Thief's Key, then Magic Key, then Final/whatever it originaly was. Each key could open it's set and all prior ones, so once you had the third key, you did not need to keep the Thief's or Magic Key.

Also helpful was the new bank. You could drop off gold (in increments of 1000) to stay safe in case the party was wiped out to avoid the 50% loss penalty for a 'game over'. You could also drop items off that were no longer needed.

Instead of the 'lottery', a couple of places had a fight ring instead where you could bet gold on monsters battling each other; if your monster won you would win the cash.

Another staple feature first present in 3 was the list of places you could warp to. Once you visit a town/locale that will appear on the list, you can choose to warp there or any other spot you've been to on the list. This is pretty handy.

Dragon Quest IV - Famicom/NES

Fortunately, the system is generally very smart, so it's not too much of a frustration.

Except for spellcasters, they were pretty stupid. But playing the game without the AI shows why; there were many overpowering items and spells that made the game very, very easy if they could be used whenever you wanted to.

Also new was a very limited amount of monster animations. Not until 6 were all monsters animated. In this, only Slimes combining to form a King Slime, the boss of Chapter 2 (if that counts), and the last boss.

Something else added were various flashing colors for some spells. I'm personally surprised nobody got a seizure from fighting a bunch of Blazeghosts casting Blaze for a minute having the tv flashing orange and black.

Dragon Quest V - Super Famicom

Nothing to add (surprise) except I guess the recent (by myself and Aeana) discovery that Holy Water cand be used to damage enemies in battle. It may help early on against some enemies in this and the remakes of 1 and 2. Also added in this game were spell animations.

The AI system was changed slightly in this. The 'Try Out' option of random things (almost chaotic) was replaced by a manual control option.

This game almost came out in the US..I remember getting 'Warrior World', some newsletter that you'd get for mailing the DW4 info card in or something. I remember it was really enticing to read about the beginning segment of DQ5, then poof. The newsletter didn't come out, the game didn't, and Enix of America went away. I think this was the first time I realized that Japan got games that the US didn't, and I was disappointed.

Dragon Quest I&II Reprise - Super Famicom/GameBoy Color

and additional save locations were added to DQ2

I don't recall any new save spots..where were they?

Also added was a small sidequest where if you stayed at a particular inn, the second character (Prince of Somaltria/Cannock) would get sick and leave the party. You could cure him or keep him out of the party for the rest of the game, only having the main character and the princess. If you like this game, that is something fun to try. It wasn't as hard as I thought it would be, because the game hates the second character so much.

There may have been a chance for this game to have been released in the US. I don't know how much weight it held, but in an issue of Nintendo Power there was a very small 'review' of this game and near the back of the magazine on the monthly poll, there was a question about if the reader wanted this game released in the US. I voted yes, but I guess that was not enough. :(

Dragon Quest VI - Super Famicom

All I'd add to this is the slime battle arena, some sidequest you could do with Slime-family monsters fighting other monsters for prizes.

Dragon Quest III Reprise - Super Famicom

This game (I believe) added something to the idea of a solitary Hero; the game rewarded you with a Bastard Sword after beating a particular boss if only the Hero vanquished him.

The game also added multiple Book of Enlightenment/Satori, to make more Sages a little easier than the original. The one monster that could drop a book in the original, the Blue Beak, no longer drops anything for some bizarre reason.

Dragon Quest VII - PlayStation

Something to add to this was in addition to the new jobs, characters could become monsters by finding various hearts. The monsters were their own set of jobs with low/middle/high tier types that you could get the hearts for some, or you would have to master different combinations of monsters to unlock newer ones. After mastering a monster, the character would take on the guise of that monster while walking around.

Also added was the new feature of an immigrant town. After finding the character that wants to start a new town, you can find various NPC's all over the world and ask him or her to join the new town's population. There were a number of final forms of the immigrant town with new shops and other goodies. The final forms ranged from a grand slum with a super casino, to a big church place full of priests and nuns.

Dragon Quest IV Reprise - PlayStation

Also added to this was the immigrant town from DQ7, the monster picture book (where you got a prize for completing it, but I don't know if you get a prize for completing it in 7), and a 'player status/ranking' screen that had various information such as the number of battles you have been in, number of game overs, and an ever-changing 'rank' that fit the way you were playing. If you ran away a lot, you probably had a title calling you a coward or chicken, or worse. If you never ran away or got wiped out, you would get the excellent ranking of 'flawless hero'.

Small Medals were changed in this game to the system orignated in DQ6, where you would receive a specific prize for bringing x number of medals to the Medal King.

Taking a step back (possibly to avoid making the game too easy), there was only one whip-type weapon and one boomerang-type weapon in the game, which were not available until near the very end.

Dragon Quest V Reprise - PlayStation 2

not a sprite to be found, anywhere

Items found in pots/chests were sprites! But that's about it.

Of curious note, this game had a super item bag that allowed you to store up to 999 of an item instead of 99. Also of note is that the original Small Medal system of trading x amount of medals for the prize you wanted was retained.

This game also added the museum place that you could put various relics found throughout the game, from a Silver Tea Set from a haunted castle to a Giant Medal that could otherwise be used as a shield.

Dragon Quest VIII - PlayStation 2

All I'd add to this was the 'nerfing' of dungeons in this game compared to previous ones. Most dungeons were rather small and uncomplicated in comparison (Rondalkia/Rhone in 2, Necrogond in 3, Final Cave in 4, Cave to Granvania in 5 all surpass most or all of the dungeons in 8 in terms of complexity and size) and almost all caves had a map the player could find pretty soon after entering.

I guess what I'll add to the discussion idea is a few things I said above. What if that Nintendo Power questionairre did hold weight, and DQ1+2 did come out in the US in the early 90's? Would 5 or 6 maybe have come out too then? And were the dungeons in DQ8 a step back for anyone else? I gave Enix the 'bye' since it was a new perspective and figured the next game would have more complex dungeons.

And I'm there with you, ronito. I didn't really like DQ5 until the remake, and I still don't like DQ6 or 7. I really had no desire to get 8 until a few days before release because I thought 8 would retain the job system of 6 and 7. I was pleasantly surprised to see it was dropped. But there are a lot of people that weren't.
 
DQVII is the worst goddamn game I've ever played, and I don't think I spent more than half an hour on it, so I do indeed appreciate how good it makes anything else look by comparison.

No really, I think the standard line of support for that game was the classic Kirby's Air Ride defense of "It gets really good 60 hours in". I'm glad others recognize it for the utter shite that it is, that's enough for me not to condemn the series outright and give it another shot some day.
 

Red Scarlet

Member
Do you like any games? :lol I just remember your posts about MP2 since you couldn't figure out to go inside the ship at the start to continue on and being pissed off at SotN on XBLA.

Although it wasn't the worst, I did not like 7 for the first few hours either. I wanted to get into a fight. I actually like 6 and 7 a lot until the job system becomes available (and after the intro to 7).
 

ethelred

Member
ronito said:
What a fantastic thread.

In the spirit of talking about the good and bad of series. Am I the only one who views DQVII as the low point of the series? Having been an american gamer and not played DQV, VI when I first played DQVII I almost lost faith completely in the series. Not a single fight for the first three hours? It was insane. I've tried it twice but both times it just seemed like a go to x town go to x dungeon solve x problem rinse repeat, much more so than previous installments. I keep meaning to give it a third try, I never broke the 20 hour mark on it. Is it worth it? Or should I just leave well enough alone?

No, you're not alone. As Aeana said, a whole lot of people dislike Dragon Quest VII, or consider it the worst. It's one of my favorites in the series, though, honestly. I didn't like the game much the first time I played it, but when I tried it again I guess I looked at it with a different perspective and I ended up loving the game.

Actually, the opening segment (the piece without any battles at all) is, I think, fantastic. It's very refreshing. Very focused on exploration, figuring out the situation you find yourself in, puzzle-solving... the slow pace of it and the emptiness helps it gradually sink in more and more how odd and unsettling the world is and makes me eager to see the world beyond the ruins.

A lot of the early towns are very much like disconnecting vignettes, but if you get past the twenty hour mark, there are also a lot of ways in which the various locales and people start to tie together and you get a much better feel for the overall history of the world.

It's definitely one of my favorite stories in the series -- right up there with 5. I like the gameplay too, though. Lots and lots of really well designed dungeons.
 

Red Scarlet

Member
CajoleJuice said:
Dragon Warrior is the game that made me pretty much avoid RPGs for the first 15 years of my life.

Die Hard 4 is PG-13. I saw it on a commercial last night. Look what you made me do!
 
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