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Author Topic: Dragon Quest VII  (Read 248 times)

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Thad

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Dragon Quest VII
« on: February 13, 2013, 10:54:10 AM »

Dragon Quest VII Import Hands-On Preview

Dammit, I do not have 80 hours of my life to play through DQ7 a third time.

But it's just so, so pretty.

Maybe when/if it gets released Stateside I'll have a job and a 3DS.  And even less free time.

But really, DQ7 running on the DQ9 engine?  Strongly approve.  Not only is it gorgeous, but I love 9's approach to random encounters.

Plus, per Parish's video, above, they've shaved off the opening sequence (I'm ambivalent about it as it was a good bit of story pacing but not a good bit of gameplay pacing, but I don't suppose I'll miss it) and made the map pieces easier to find.  Sounds like SE's got a pretty good idea of what needs tweaking.

Wonder if they'll rerelease any other old games like this.  It seems like they just did 4-6, but I'd be interested in seeing if they could use this template for 1-3.  (Or even 8, though if they were to remake that I suspect they'd build it on the Wii/U engine for DQ10.)
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Shinra

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Re: Dragon Quest VII
« Reply #1 on: February 13, 2013, 12:14:20 PM »

Man, I loved DQVII even if it was the most soul crushingly long game ever made. I hope they pushed the class system back to lower levels so you aren't stuck for the first 20-30 hours as 'generic character' for your entire goddamn party.

Seriously, when I discovered the class system I was completely shocked, I had no goddamn idea it was there at all.

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Thad

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Re: Dragon Quest VII
« Reply #2 on: February 13, 2013, 12:59:46 PM »

Hm -- now there's a thought.

The DQ series HAS kind of made a tradition of only introducing the class system late in the game, and also having equipment determined by character and not class (DQ3 notwithstanding on both counts), and DQ7 and 9 also make it take a really long damn time to master any given class (9 especially).

Seems like it'd actually be fairly trivial to move the Dharma Temple/Alltrades Abbey quest to earlier in the game -- just access it from a different pillar and adjust the difficulty accordingly.  (I remember it being pretty tough in the beginning.)

I've been working my way through 6 and it's pretty interesting just how much 7 is a refinement of it -- same moving-across-two-worlds gameplay, and mostly the same classes.  (Course, I'm also playing a remake of 6 that uses the 7 engine, so it's entirely possible some of that stuff is backported and not present in the original SFC version.)

The class system might could use some general rebalancing; it was vast but, again, it took a long damn time to complete any class, and it wasn't always clear what would make a good party.  (I will give it one thing over 6: I find myself using my class abilities a lot less in 6 than I did in 7.)  I remember it being bitch-ass hard to beat the last boss on my first playthrough, and mostly just LONG on my second.

And the postgame was really quite deliberately unbalanced.  You have to grind like 20 levels to have a shot at beating God.  And of course there's no save point along the way.
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Rico

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Re: Dragon Quest VII
« Reply #3 on: February 13, 2013, 02:14:45 PM »

Better class balance/pacing, plus smoothing out the two nasty, nasty boss difficulty spikes immediately after a forced party swap, would go a long way towards helping the story fit together, too. I really love how interconnected all the little island stories end up being, but since they're all out of chronological order it's easy to miss out on some cool stuff because you just spent too long grinding in-between.
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