theradicalchild: (Dragon Warrior)

A Horse and Her Toad

The Dragon Quest series, brainchild of writer Yuji Horii, artist Akira Toriyama--creator of the Dragon Ball franchise--and composer Koichi Sugiyama--was incredibly popular in Japan to the point where early releases of new entries caused enough chaos there to make the Diet regulate the franchise's release dates. When the series' former parent company Enix merged with Square to form Square-Enix, hope seemed to blossom for the saga in America with the localization of Dragon Quest VIII: Journey of the Cursed King for the PlayStation 2, which sparked a renaissance for Dragon Quest in the U.S. and Canada.

Later sales for new installments, however, would suffer, including the remakes of the Zenithian trilogy --games four through six--for the Nintendo DS, to the point where the first English version of the sixth entry was almost canceled, until the Big N took over translation duties. Although they would localize Dragon Quest IX to modest success, thanks to backing by the likes of Seth Green, most spinoffs would remain untranslated, the apparent fate of further rereleases. The seventh title proved an exception, as did the 3DS port of the eighth, which features many changes to make it worth a look from fans and newcomers alike.

The eighth entry focuses on the subtitular cursed king, Trode, bewitched to the form of a small troll alongside his daughter, Princess Medea, vexed to an equine form serving as the party's chief transportation mode on the overworld. The perpetrator is a jester named Dhoulmagus, who receives additional backstory when the player later returns to the game’s initial town, the only unscathed survivor of his infestation of Castle Trodain with a sealed wand's vines being the silent protagonist, perhaps one of the most developed of that particular breed of hero, who receives supplemental background in one of the extra dungeons.

A brute named Yangus, a sorceress named Jessica, and an exiled templar named Angelo join the party, with Yangus's former fling Red recruitable now, alongside monster arena boss Morrie. The cast is generally likeable, and the main plot is initially strong, taking some unique twists partway through the game. There is a bit of resemblance to The Legend of Zelda: A Link to the Past regarding some of the backstory, and there are many dumb scenes, fetch quests, and frequent bad directions on where exactly the hell to go to advance the main narrative. However, the plot wraps up nicely regardless of which ending the player decides to get, two initially accessible and the other two after finishing part of the postgame content. The story generally holds up well even today.

IMG-2511

I pity the ah-fooo

The original PlayStation 2 release of Journey of the Cursed King initiated a series tradition where the dialogue receives an ethnic flair depending upon the region of the world, with ethnicities such as the Russians receiving representation. The English are the dominant "culture" of the game's world, with words in dialogue having British spelling such as "honour." There are some occasional noticeable hiccups in the translation, such as women occasionally being addressed as "sir," and AI-controlled NPCs that occasionally and temporarily join the player's party having incorrect names within the battle dialogue. A few of the dialects, furthermore, are somewhat irritating, such as those of Tom the cat guy and Princess Minnie, alongside other annoyances of Japanese RPG dialogue like spelling out snoring such as "Ah-fooo." In the end, the translation is good, but can sometimes be distracting.

One improvement over the original game is that players will glimpse early on is that all enemies, not just those recruitable into two three-member monster teams, are visible to encounter on fields and in dungeons, but regardless of how the player's visible character contacts them, how the initiated fight actually commences is pretty much random, the player's party sometimes getting initiative and the enemy party other times gaining the upper hand. Despite this irritant, this makes grinding with specific enemies easier, such as with the ever-elusive metal enemies providing exponential experience for occasional level-ups, and there is a special hill accessible late-game with some providing easier leveling, with the right skills.

Fights follow the typical structure of traditional turn-based combat, where the player inputs commands for the party of up to four characters--two sitting on the sidelines if the player recruits the pair of characters new to the rerelease--and they and the enemies execute commands against one another for a round, with turn order mostly depending on agility, although there is frequent randomization, and common occasions where the player intends to heal a dying character, only for the ally to die before healing reaches them. A spell, however, can increase agility for the whole party, oftentimes lessening these situations.

Victory comes when the player vanquishes the enemy party, netting them experience, money, and the occasional dropped item, though item drops tend to have low rates. If the enemies kill the player's active party, however, they revive at the church they last saved at with full health and half their money lost, although one can lessen this financial blow by banking money in thousand-coin increments. Whenever characters level up, they gain a handful of points the player can invest into five different skill trees for each character, the remake showing how many points are necessary to obtain a new ability or special benefit such as supplemental attack power with a specific weapon type.

IMG-2514

Just One Fox--I mean three

Although players can level their characters up to 99, which isn't too big a hassle especially with certain exploitations of metal enemies, they will not acquire enough skill points to max out all their skill trees, with supplemental points acquired only through Seeds of Skill, randomly dropped by specific enemies, with farming, as implied, being somewhat difficult. Thus, the player will need to be careful in plotting their characters' skill paths, considering factors such as how often they'll use magic, which weapon types have the best skills, whether a character will acquire attack-all abilities from innate leveling instead of their skill trees, and so forth.

Even skill trees that seem at first trivial, like Fistcuffs for barehanded combat, may have at least one useful ability, making skill development a daunting task. Other than using human characters to fight, the player can summon one of two three-monster teams to execute random attacks against the enemy for a few rounds, monsters dead by this method revivable only at Morrie's monster arena. The battle system definitely works, although the tradition of mostly-random turn order is still bothersome, alongside the inability to access vanguard characters during most battles within dungeons, and fights can still drag on even with the fast mode activated, only marginally heightening combat speed. Even so, while there are some hitches, the gameplay helps the eighth entry more than hurts.

The 3DS version negates some of the "improvements" made to the PlayStation 2's North American version, such as the cumbersome pictorial interface in lieu of the more traditional text-based menu system series enthusiasts are used to. Furthermore, alchemy to produce new items from inferior ones has received significant streamlining, with fusion occurring instantaneously instead of after a certain number of steps the player takes across the overworld and through dungeons. One particularly helpful feature is that after the player selects one item to use in synthesis, the game darkens all items with which they cannot combine the initial ingredient, which saves plenty of time and trouble.

However, shopping is still a hassle like in other Dragon Quests given the frequent dialogue and confirmations when doing so. The direction on how to advance the central storyline, as mentioned, is poor to the point where I had to search endlessly on the internet. While manual saving at churches can take some time as with other entries, the player can anytime outside combat make quicksaves while still continuing the game, or quit without making another quicksave, which can come in handy when doing things such as gambling at one of the two casinos. There are other annoyances like NPCs getting in your way and no labels of towns or dungeons on the overworld map, and the eighth entry could have interfaced better with players.

IMG-2510

Accept a defoot in your ass as well.

The late Koichi Sugiyama did a great job with the soundtrack, with plenty of neoclassical pieces such as the overworld theme, but he did dabble in different genres with the casino and bar themes, reused from prior Dragon Quests. The eighth entry was further the first to feature voice acting, with most characters having foreign accents and dialects, but I personally found many of them really irritating--some actors with "neutral" dialects would have been welcome, akin to Disney's Robin Hood, which still featured ethnic performers. Moreover, the main battle theme doesn't last for more than a minute and frequently loops if battles drag on, and the digitized sounds from prior series entries abound in combat and cutscenes. Still, the sound is one of the game's high points.

However, the visuals received a downgrade from the PlayStation 2, the portable version not utilizing the 3DS's three-dimensional capabilities at all. The cel-shaded character and enemy models still look nice, with the late Akira Toriyama doing a remarkable job in fleshing out his designs, but the scenery often appears with blurry texturing, and there's plenty of environmental popup when the player is navigating the overworld. In the end, the visuals are at best average.

Finally, the experience is still lengthy, with playtime able to last somewhere from fifty to a hundred hours, given the endless post-game content, compendia completion, and sidequests that can pad the player's experience infinitely.

In conclusion, Dragon Quest VIII for the Nintendo 3DS is for the most part an enjoyable port, with plenty going for it such as the battle and skill systems, the strong story, the nice soundtrack, and plentiful content to pad the experience infinitely. There are, however, occasional strikes against it such as the retention of some series traditions in and out of battle, the derivative nature of the plot part of the ways in, the translation incongruities, and the visual downgrade, although those that haven’t played the PlayStation 2 version will most likely relish at this experience, so long as they don’t mind its length.

The Good

  • Good combat.
  • Enjoyable story.
  • Great soundtrack.
  • Plenty lasting appeal.

The Bad

  • Some traditions are bothersome.
  • Plot is a little derivative later on.
  • Some translation incongruities.
  • Graphical downgrade, with no 3D.

The Bottom Line

A good game but not one of the franchise's high points.

Score Breakdown

Platform: Nintendo 3DS
Game Mechanics:7.5/10
Controls: 3.0/10
Story: 7.5/10
Localization: 6.5/10
Music/Sound: 9.0/10
Graphics: 5.0/10
Lasting Appeal: 7.5/10
Difficulty: Moderate
Playing Time: 3+ Days

Overall: 7.0/10

theradicalchild: (Dragon Warrior)
Dragon Quest VII: Fragments of the Forgotten Past

The only island in the world...or is it?

One of the final RPGs I played for the Sony PlayStation was Enix's Dragon Warrior VII, titled Dragon Quest VII: Warriors of Eden in Japan, which was the first entry of the series I played on a console since the original Dragon Warrior on the Nintendo Entertainment System. Throughout the 2000s, the franchise would undergo a translational renaissance in the West, culminating in retaining the Dragon Quest name outside Japan. However, success in the Anglophone world would vary drastically. Thus, the seventh Dragon Quest remake for the Nintendo 3DS seemed doomed to remain in Japan when released in the next decade. Mercifully, it would be rescued and localized as Dragon Quest VII: Fragments of the Forgotten Past.

The rerelease opens on Estard, the only island in the world, with the protagonist, the son of a fisherman and his wife, working with Prince Kiefer, the kingdom's reluctant heir, to delve into the world's mysteries, which may lead to clues as to why their isle is all alone in the first place. The town mayor's daughter, Maribel, joins them, with the party getting the help of individuals like the scholar Dermot the Hermit to investigate the Shrine of Mysteries, populated with pedestals that can contain the subtitular fragments scattered across Estard, which hold the key to their world's "forgotten past."

The scenarios the hero and his allies encounter throughout the game are endearing, developed well, have backstories, and explain why Estard seems all alone. Some texts from bookshelves add background and philosophy, with many relatable themes abounding, like unsupportive parents, rewriting history, burying inconvenient historical facts, etc. While the periods and connections between past and present scenarios aren't always explicit, they are still intriguing. Drawbacks include glacial pacing, methodical story structure, predictable and derivative plot points, and vague narrative direction. Regardless, the narrative is an excellent draw to the game.

Prince Kiefer prevents his father from Making Estard Great Again

The localization, characteristic of previous series entries translated into English, breathes life into the dialogue, with the PlayStation version's script having amounted to more than ten thousand pages, which could have explained the long translation period. Regional dialects return in full force, representing linguistic groups like the English (Renaissance and contemporary), Scottish, British, Cockney, French, Germans, Russians, and more. Clever naming conventions also abound, like renaming Prince Kiefer's father King Donald in honor of the Sutherlands, numerous pun-based identities for individuals and enemies that include Cardinal Sin, Dermot the Hermit, the forky pig, the tongue fu fighter, etc.

However, the translation retains countless irritating conventions of Japanese RPG dialogue, including a chronic overuse of exclamation points and ellipses, spelled-out laughter (like "ha, ha, ha," which today only sounds natural if done sarcastically), other onomatopoeia rendered in English (like sleepers saying "Ah-phew! Ah-phew!"), and so forth. Occasional awkward dialogue abounds as well, which encompasses the franchise's staple encounter quote "But the enemies are too stunned to move!", and a few punctuation marks are misplaced. There's also maybe one inconsistent spelling of a character's name (Autonymous instead of Autonymus), but the localization overall shines.

As a testament to the glacial pacing, players don't encounter their first enemies until over an hour into the narrative. However, the tempo of the game mechanics beats in the opposite direction. At first, they seem like standard Dragon Quest: the player inputs commands among up to four characters, like attacks with equipped weapons, defense to reduce damage, MP-consuming magic, or various skills that may or may not require MP. The standard rules of traditional turn-based Japanese RPG combat exist, with characters and the enemy, after the players input their party's orders, exchanging commands in an order allegedly depending upon agility, but this can be random and lead to occasional incidents of things like healing allies low on HP coming too late.

The player can attempt escape from combat, but as with 99.99% of JRPGs (except maybe Chrono Cross), this doesn't work all the time. Other features include AI options for all characters except the protagonist (alongside a manual selection of orders), which players can set for individual allies or the entire party. These include not using MP when selecting commands, going medieval against enemies, focusing on keeping HP high, and emphasizing stat-boosting abilities and defense. While AI, of course, can often be artificially incompetent, I found this handy (especially "Don't Use Magic," since dozens of excellent free skills come later in the game), and methinks it shaved a few hours off my total playtime than if I had always selected skills myself.

Victory results in all characters still alive acquiring experience for occasional leveling, money, and occasional items. I should add that the remake ditches random encounters (except in one late-game dungeon, the Multipleximus Maximus) in favor of visible enemies, who charge the player's party when their levels are lower than or equal to theirs and run away otherwise. One spell, Holy Protection, can temporarily make enemies on fields and in dungeons other than those higher in level disappear, nullifying the possibility of accidentally bumping into weaker foes. The difficulty for the first part of the game was fair for me, and I often needed to use consumable healing items in a few tough boss battles.

As is the class system if you play your cards right

When the player unlocks Alltrades Abbey (after Kiefer leaves your party permanently, so don't waste stat-increasing seeds on him or worry about constantly upgrading his equipment), the fun truly begins. Then, players access an engrossing class system, with their party able to select from many base vocations; mastery of these unlocks those of higher tiers. Every class increases and decreases all a character's stats by a certain amount. Fortunately, players need not keep tons of spare equipment available for job changes like Final Fantasy V. As in Dragon Warrior VII, characters acquire experience for their vocation after triumphing in an enemy encounter, but only if the foes' levels are on par with or higher than theirs.

One improvement over the PlayStation version is that class levels rise quicker, but at the same time, characters can now only access abilities in intermediate and advanced classes if in the former or the latter if the middle-tier classes are prerequisites for those upper-tier. Monster classes from the original return (their respective hearts acquired from treasure chests or battle) and allow them to transform into these adversarial vocations to learn their skills. Unlike Dragon Warrior VII, enemy vocations are no longer divided into a hierarchy, with all skills learned from them remaining with the allies who learn them regardless of their current job.

Returning to the matter of free skills, which characters will learn frequently, many can be incredibly useful, like Hatchet Man, which has a 50/50 chance of dealing unblockable critical damage to enemies and can be handy at making mincemeat (or mincegoo) of metallic slime foes that run away quickly but reward ludicrous experience when killed. However, this can be a double-edged sword since it can consequentially level characters to the point where they don't advance in their classes (but in most late-game areas, enemies will reward class experience regardless of strength or weakness).

To sum up, the game mechanics work surprisingly well, especially with the pacing of combat contradicting that of the narrative. I could end most standard battles on the highest speed setting within a round or two without half a minute passing. Furthermore, with character class paths planned carefully, I blazed through the final boss fight without dying. However, many issues from prior series entries recur, like the inability to target specific enemies in groups, the randomization, no telling of when beneficial spells (except Oomph) expire, and the AI not being foolproof. Late-game, furthermore, when the player has five party members, the extra can't come along, which is a step down from previous installments where one could have everyone and switch them in and out of battle on the fly from reserve.

Everybody was tongue fu fighting

Control has rarely been a strong suit in the Dragon Quest series, and the seventh entry's remake continues that trend. Endless dialogue and confirmations when performing simple tasks like shopping and saving your game? Check. Frequent vague direction on advancing the main storyline, even when talking to everyone? Check. Needing constantly to reference the internet regarding said poor direction and other things like hidden secrets and puzzles? Check. However, conveniences like instant teleportation among visited towns and exiting dungeons return, though these have issues, with the former only working in the present and the latter not always readily available. Furthermore, when acquiring the second nautical ship late-game, I couldn't figure out how to get off the thing without using Zoom to a town, and the in-game clock was slow.

Even so, the fragment finder, which indicates whenever the subtitular fragments are nearby, is the best improvement over the PlayStation version. The fairy at the Shrine of Mysteries also often clues players about the location of the next one necessary to access a new area in the past. However, this did fail me at one point later in the game since I had to talk to a nonplayer character to get the detector to work in a respective area. Other improvements include maps for towns and dungeons (but in their case, players can't swap among maps within and without floors to see how they're connected) and an always-convenient suspend save in case reality calls. Overall, the interaction aspect doesn't fail miserably but could have been far better.

The late Koichi Sugiyama's soundtrack, gloriously orchestrated in the remake, excels as always, with the return of the standard series overture, staple franchise tracks such as the save menu theme, and others that fit the various moods and settings. However, many moments are without music, and the franchise's dated sound effects return in full force.

Gives meaning to the phrase "a wolf in sheep's clothing"

The remake's visuals are far better than those in Dragon Warrior VII, fully rendered in three dimensions and taking advantage of the Nintendo 3DS's glasses-free 3-D capabilities. The environments have vibrant hues (but frequent blurry and pixilated textures, characteristic of most three-dimensional graphics), and the illumination effects are superb. The character models fit the late Akira Toriyama's character designs, including lip animations (but facial expressions mostly remain happy), and different vocations yield alternate costumes for the player's party. However, Toriyama's standard enemy reskins commonly recur, horrible collision detection abounds, and environmental elements frequently, abruptly, and unnaturally appear during overworld navigation. Regardless, the 3DS version's graphics are a sight to behold.

Finally, finishing the main quest can take players as little as sixty hours (my final playtime clocked somewhere over eighty), with sidequests galore like countless subplots, completing the monster compendium, and two postgame dungeons, which can pad playtime further. However, the game excessively overstays its welcome, with other detriments to lasting appeal like fixed difficulty, minimal narrative variations, no New Game+, and the constant need to reference the internet to complete anything and everything.

With tight and enjoyable game mechanics, an intriguing narrative, and solid audiovisual presentation, Dragon Quest VII on the Nintendo 3DS is both an excellent remake and one of the far better entries of a series whose quality has ranged from okay to decent. However, issues like the need for foresight in character class path planning, retained dated series traditions, and glacial and vague narrative direction detain it from masterpiece status. Regardless, I enjoyed the time I spent with the game and wish others the same positive experience. Lamentably, events like the Nintendo 3DS eShop's closure and the worldwide gaming industry's apathy towards the preservation of video game history (enforced by American groups like the Entertainment Software Association) have made herculean the capacity to play it affordably and legally, but if it ever receives an enhanced port or secondary remake (provided they don't screw things up), pick it up.

This review is based on a playthrough of a digital copy purchased and downloaded to the reviewer's Nintendo 3DS to the standard ending, with none of the postgame content experienced.


Score Breakdown
The Good The Bad
  • One of the best, if not the best, JRPG class systems.
  • Engaging substories, with endearing localization.
  • Excellent soundtrack.
  • Visuals are a million times better than the PlayStation version's.
  • Character class planning requires some foresight.
  • Retains franchise's dated traditions.
  • Incredibly glacial narrative pacing and vague direction.
  • Good luck finding it at a reasonable price.
The Bottom Line
An excellent remake, but terrible narrative direction and overstaying its welcome prevent it from masterpiece status.
Platform Nintendo 3DS
Game Mechanics 9.0/10
Control 6.5/10
Story 9.0/10
Localization 9.0/10
Aurals 9.5/10
Visuals 8.5/10
Lasting Appeal 6.0/10
Difficulty Easy to Moderate
Playtime 60-120 Hours
Overall: 8.5/10
theradicalchild: (Hare Scoutmaster Akira Toriyama Style 3D)

Dragon Quest VII: Fragments of the Forgotten Past

Finally reached Chapter 3, Sir Mervyn is out of my party, and Maribel's back in, yay. She was a Jester last I left her, and I'll continue to have her master the classes necessary to reach Luminary before turning her into a Druid as well (she had mastered Sage before she left). Shouldn't be too hard a task to pull off.

I've only made minor progress on my Grandia HD review...
theradicalchild: (Hare Scoutmaster Akira Toriyama Style 3D)

Dragon Quest VII: Fragments of the Forgotten Past

Did all the stuff involving the Divine Shrine and now can use the Skystone. A cave has opened up in an excavation site, so that's my next destination. I'm still a Hero, Ruff one as well, Sir Mervyn a Druid, and Aishe a Paladin.

No progress on my Grandia HD review today, but hopefully I should be able to do some more significant work on it tomorrow now that a major commitment has transpired.
theradicalchild: (Hare Scoutmaster Akira Toriyama Style 3D)

Dragon Quest VII: Fragments of the Forgotten Past

All the islands are now in the present. Had to look at a guide to find out my next destination, the Divine Shrine, and I think I know where it is. I'm still ranking up the Hero class, Ruff is still maxed as one, Sir Mervyn is still a maxed Druid, and Aishe is still ranking up the Paladin class.

Making a little headway on my Grandia HD review...
theradicalchild: (Hare Scoutmaster Akira Toriyama Style 3D)

Dragon Quest VII: Fragments of the Forgotten Past

I'm in the past of Buccanham, after getting the moss from the dwarfs' cavern. I'm a Hero now, Ruff has mastered Hero, Sir Mervyn is still a maxed Druid, and Aishe is a Paladin.

Finished one paragraph of my Grandia HD review. Since I got a lot of other stuff out of the way today, I should hopefully be able to do more work on it tomorrow.
theradicalchild: (Hare Scoutmaster Akira Toriyama Style 3D)

Dragon Quest VII: Fragments of the Forgotten Past

I'm in the past of Vogograd right now, and gained a ton of class experience searching for the treasure chest on the eastern peninsula. The Hero is now a Champion, Ruff a Hero, and Aishe a Gladiator. Sir Mervyn has mastered the Druid class, and I'm not having him go through any more vocations since he would lose access to said Druid abilities.

No work was done on my Grandia HD Remaster review...
theradicalchild: (Hare Scoutmaster Akira Toriyama Style 3D)

Dragon Quest VII: Fragments of the Forgotten Past

I'm in the past of Aeolus Vale and got the Sacred Stone from the sanctum, afterward returning to town for a few cutscenes, and I intend to make a pit stop back to the present to bank all the gold I earned. The Hero is a Paladin, Ruff a Armamentalist, Sir Mervyn a Druid, and Aishe a Luminary.

Getting a little work done on my Grandia HD Remaster review...
theradicalchild: (Hare Scoutmaster Beats Switch Game)

Dragon Quest VII: Fragments of the Forgotten Past

Did some more class grinding in Traveller's Tablet worlds before returning to the past Nottagen to finish the final quest. Maribel has left my party, replaced by Aishe, whom I made a Warrior since she has some ranks for that class. The Hero is a Priest, Ruff an Armamentalist, and Sir Mervyn a Sage. Maribel was a Jester before she left.

Grandia HD Remaster

Beat this baby. Expect a review eventually.
theradicalchild: (Anime Gaming Otter Scout)

Dragon Quest VII: Fragments of the Forgotten Past

I did some of the second part of the past in Nottagen involving the malign vines, afterward spending sizeable time creating Traveller's Tablets and going through their respective worlds to grind classes. The Hero is still a Gladiator, Maribel a Sage, and Ruff a Drake slime. Sir Mervyn is close to mastering the Mage class now.

Grandia HD Remaster

I'm at the final save point. I expect to beat this baby tomorrow.
theradicalchild: (Gaming Hare)

Dragon Quest VII: Fragments of the Forgotten Past

Got the Mysterious Fragment from the present-day Sullk Tower, and gave one of the monster-obtained Traveller's Tablets dungeons a shot. Despite the enemies in one being super-weak, battles with them still count towards vocation advancement. The Hero is still a Gladiator, Maribel finally mastered Mage and is now a Sage, while Ruff is still a Drake slime and Sir Mervyn a Malevolantern. Doing the second part of Nottagen's past right now.

Grandia HD Remaster

I'm at the start of Gaia, with Feena back in my party. The end is near...
theradicalchild: (Gaming Hare)

Dragon Quest VII: Fragments of the Forgotten Past

Finished (the first part of) the past in Nottagen to get it to appear in the present. I can now send monsters I've befriended in the Monster Haven to get tablets, and I got two. I'll try their respective levels to see if I get any class points at all for my characters, since only Sir Mervyn is still getting class ranks up. After I visit the present Sulkk Tower, though.

Grandia HD Remaster

At the Icarian City, without Feena in my party at the moment.
theradicalchild: (Gaming Hare)

Dragon Quest VII: Fragments of the Forgotten Past

I completed my visit to Providence in the present, but couldn't find out where the broken goddess status was. I also had no more Fragments to go anywhere else in the past, and the stupid Shrine of Mysteries fairy wouldn't help, so I looked on the internet to discover that I hadn't gotten a Fragment from the Temple Palace in Al-Balad in the past and had to speak with the queen to get access to it. My Fragment Finder didn't give any indicator one was there until I spoke with her, but I got it and am now in the past of Nottagen. The Hero is still a Gladiator (though he did get one rank up), Ruff a Drake slime, and Maribel a Mage. Sir Mervyn mastered the Priest class, and as Maribel is still a Mage, I used a Malevolantern Monster heart on him and am working on that vocation.

Grandia HD Remaster

I crossed the Luzet Mountains to get back to J Base, where Leen gave her dramatic speech, which sounds a lot more emotional in Japanese than it does in English, where she sounds melodramatic. I'm back in Zil Padon, ready for the next plot point.
theradicalchild: (Autistic Controller)

Dragon Quest VII: Fragments of the Forgotten Past

Finished the past Providence to get its island to reappear in the present and am now looking around it. Sir Mervyn is close to mastering Priest, while the Hero hasn't made any advancement as a Gladiator, Ruff as a Drake slime, or Maribel as a Mage.

By the way, a little something that I find odd about the jingle throughout series entries when a character joins your party:


It's a nice tune, but to me, it sort of sounds like it's missing a note or two at the end.

Grandia HD Remaster

Beat the boss in Zil Padon and have to hoof it back through the Luzet Mountains to get back to J Base.
theradicalchild: (Autistic Controller)

Dragon Quest VIII: Fragments of the Forgotten Past

Still in the past of Providence, after the monsters attack. Sir Mervyn mastered Luminary, and I made him a Priest. Did a huge upgrade of all my equipment with the best weapons and armor available, which I could luckily afford.

Grandia HD Remaster

In the Underground Railway Ruins. Feena now has all of her spells, including the three ultimate ones that originally had ?? elemental level requirements.
theradicalchild: (Autistic Controller)

Dragon Quest VII: Fragments of the Forgotten Past

I've reached the island with the war between Rucker and Providence. The Hero is still a Gladiator, and Ruff has mastered Monster Master and Warrior. I want him to master Mage as well so I can make him an Armamentalist class (so I have all base classes and intermediate classes mastered by at least one of my current party members), but since Maribel still hasn't mastered that class. I don't care much for two characters having the same vocation at the same time, I decided to use one of my Monster Hearts on him to change him to the Drake slime class. By the way, in a major improvement over Dragon Warrior VII, monster vocations no longer have prerequisites. He doesn't seem to have made much progress since his experience levels may be a bit high, but I'm still getting class experience for Sir Mervyn, who is now a Luminary, after which I'll make him a Priest to set him en route towards the Sage class before I ultimately unlock the Druid class (which I'm doing for Maribel as well).

Grandia HD Remaster

I'm hoofing it through the Luzet Mountains, and now have the fourth and final permanent party member, who already comes with all elements. Maybe I should have waited to conquer the extra dungeons after I got her so maybe she would have been more on par with the rest of my characters. On another note, the dialogue has a chronic habit of overemphasizing certain words (in some cases dozens of times within the same sentences, like in this screen, which makes an already lousy translation even worse:



Pretty much 99% of the dialogue would have sounded way better with no emphasis at all. I wish they had retranslated the game (and rerecorded the horrible English voice acting, but thank Heaven for the Japanese voices) since it was a remaster, but it was sadly a wasted opportunity.
theradicalchild: (Japanese Self-Defense Forces Flag)



It took several days to do this since I was distracted by other things, but here's my tribute piece to the late Akira Toriyama, modeled after Empyrea the eagle from Dragon Quest VIII: Journey of the Cursed King. I used the old Imperial Japanese Army flag since the sun is in the center rather than the Navy flag, where it isn't.



Also, I'm super-addicted to AI art, so here's what I've generated in the past few days:

https://sta.sh/21ta6ygb5gnn?edit=1


Here's an example of anthro otters in Toriyama's style:

theradicalchild: (Autistic Controller)

Dragon Quest VII: Fragments of the Forgotten Past

Climbed up the Highendreigh Tower and beat the boss, which was slightly tough, but skills to lessen fire and ice damage made a difference. Didn't get much class experience for my characters other than Sir Mervyn since the enemies in the tower were weaker than in the Tallest Tower in the World, and he's close to mastering the Dancer class. I had to go back down on foot since Evac didn't work for some reason. I told the professor and his assistant that I got rid of the monster. Now I'll have to climb back up to meet them at the top. Yay.

Grandia HD Remaster

Finished the Tower of Temptation and got all the goodies at the top. The third of the consecutive bosses (though I could heal in between them) did kill some of my characters a few times, but I made it in the end and will continue with the plot once I get back to town.
theradicalchild: (Chirin the Lamb)


He was 68.

He created the Dragon Ball animanga series and was the character and monster designer of the Dragon Quest franchise and Chrono Trigger, among others. This leaves only Yuji Horii, the scenario writer of DQ (composer Koichi Sugiyama died back in 2021), and it seems the twelfth promised mainline entry (The Flames of Fate) is now far greater vaporware than it was before, and since Toriyama to me is somewhat irreplaceable (and Sugiyama too to an extent), I doubt it will become a Franchise Zombie like other game franchises have become (i.e. Final Fantasy). Rest in peace, Toriyama-san.
theradicalchild: (Autistic Controller)

Dragon Quest VII: Fragments of the Forgotten Past

Got Sir Mervyn in my party, so I'm now capped at four characters in my entourage. Also, in the Tallest Tower in the World where I got him, Holy Protection was no longer warding off enemies, so they now contribute to my party's class advancement. The hero is close to mastering Martial Artist, Maribel Mage, and Ruff Monster Masher. I made Sir Mervyn a Dancer so I can master it along with the other classes needed to unlock Luminary (Troubador and Jester, which I'll eventually have Maribel master as well so she and Mervyn can eventually become Druids). Next, I'll tackle the present-day Highendreigh Tower (heh) and the undersea temple off the coast.

Grandia HD Remaster

I got all the treasure in the Tower of Temptation (except that stupid sword that's now inaccessible, but I can probably live without it...hopefully) before the point of no return that leads to the chain of bosses ending will all the goodies I get from clearing them all, which I'll give a shot tomorrow. If I die, I'll move on with the main plot and try at least one more time before I lose access to the extra dungeon.

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The Radical Child

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