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Review - Dragon Warrior III (GBC, 2001)


A grand adventure dressed in 8-bit, turn-based clothing

In the early 2000s, Japanese developer Enix decided to re-release three classic 80s RPGs from their popular Dragon Quest series (known as Dragon Warrior in North America) on the Game Boy Color, gussied-up with improved visuals, streamlined gameplay and additional game modes.  The result was two excellent GBC cartridges, Dragon Warrior I & II and Dragon Warrior III.  I played and loved the former (you can read that review here), and much of this review can be boiled down to “like that, but more.”

This is very much an RPG in the old-school style, and the extent to which you can appreciate that will determine how much you get out of the experience.  There are no flashy cutscenes, no active-time battle system and no voice acting - in short, nothing you would call “pizazz.”  If what you come to RPGs for is high-fidelity visuals, high-energy combat, or deep character development, you will probably be disappointed here.  However, if what you want is exploration and discovery, wrapped in charming visuals and solid mechanics, Dragon Warrior III may just do the trick.

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soapy-illusions replied to your post: Summer “reading” list:

Curious to know how many DQ games you’ve gone through so far? I’ve finished…4 so far. Currently working on DQVI and the original DQ. Apparently I can’t get sick of these games.


So far, I’ve only played the first three.  I am on a self-imposed quest to play every numbered entry in the series, and so far I am loving them.  It probably says something not so complimentary about my personality, but the turn-based battles and grinding progression really appeal to me.  I should have a review of the third game up soon, and you can read my review of the first two here.

I had to use a guide for both, I admit…

I had to use a guide for both, I admit…

(Source: bweebwee23)

cremia:

Mabe Village, Link’s Awakening DX

There are a handful of physical spaces within gameworlds where I feel like I’ve actually been there, and this is one.  I feel like I know this place, not just as a game map, but as a real place to be and explore.

cremia:

Mabe Village, Link’s Awakening DX

There are a handful of physical spaces within gameworlds where I feel like I’ve actually been there, and this is one.  I feel like I know this place, not just as a game map, but as a real place to be and explore.

[NES] The Legend of Zelda

zenofgamedesign:

Some design docs for the original Legend of Zelda, one of my favorite games, and one of the few games I have great nostalgia for that also happens to be objectively good.

The Secrets of Donkey Kong Country 2

I love the Donkey Kong Country games, so to see this analysis of the successful design of DKC2 warms my cold, brittle heart.

imposternostalgia replied to your post: Summer “reading” list 

I’m curious, why the dislike for Madworld? I haven’t played it so I can’t say anything of it. Just wonderin.

It is basically just a bunch of quick-time events and context-sensitive actions, strung together with a pretty stupid plot.  Gameplay-wise, there’s just nothing there.  It’s all just one big quick-time event.  Go here, press the button they tell you to, repeat.  The motion controls are also really sloppy and, as with most motion controls, are completely unnecessary and would have been much better with traditional controls.  There are also some EXTREMELY racist and sexist character portrayals, so much so that it’s difficult to watch, and I began turning off the sound during cutscenes.

nigomonster replied to your post: Summer “reading” list 

It’s a shame, I’m of the opinion that Madworld is a good fun game, with its own charm…not a masterpiece of course, but certainly one of those games that can be mindlessly fun.

What they seem to have been going for, which can be really fun, is a sort of “mayhem simulator,” where the player gets to try out and discover all kinds of different and interesting ways to cause carnage.  That sort of thing is not usually my bag, but I understand the appeal.  But as I said above, the developers limit your involvement so much that it just feels like you are watching a really stupid movie that occasionally asks you to flail your arms around.  The visual design is really cool, but there isn’t much more positive I can say about it, personally.

May 4

riko-the-cat:

Totaka’s Song is a 19-note tune that composer Kazumi Totaka hides throughout almost all the games that he works on. Usually he puts the composition somewhere incredibly difficult to find and in Link’s Awakening this is no exception. If you wait 2 minutes and a half in Richard’s Villa you will start hearing the melody play so if you’re dying to hear it then just wait out the length of time needed for it to kick into gear. Apparently an alternative method can be used revolving around the name-select screen as long as you have a Japanese or German version of the game.

This video is amazing.  It shows a number of mostly 8- and 16-bit characters moving to the right, eventually getting killed, consider going back, and then continuing right to save the day, over excellent music.  Sounds silly, but it’s actually fairly beautiful.

imposternostalgia:

Ocarina of Time, remapped in A Link to the Past style. 
You can see close ups here.

imposternostalgia:

Ocarina of Time, remapped in A Link to the Past style. 

You can see close ups here.

Followed! So what's is your favorite game and why?

Hi! This is always a tough question for me, both because I’ve played so many fantastic games, and also because there are so many more to play. But my standard answer is Metroid Prime. I wrote a little bit about why I love it a few months back, which you can find here.

Basically, it is one of, if not the most immersive game I’ve ever played. I know we’re all having a bit of a debate right now about the use of the word “immersion,” but for now, it very much fits. You really feel a part of the world, and the world the game presents to you is incredibly well realized. It is also a very pretty game, animations are good, the music is wonderful, the shooting and platforming are weighty and fitting, etc., etc., etc.

One of my favorite parts about the game is the way the narrative is delivered. Rather than forcing a bunch of cutscenes or text dumps down your throat, the game lets you decide exactly how much of the narrative and context you will consume. At the bare minimum, there is very little context for your actions. There are bad guys, and you have to kill them to move on. But you can “scan” various objects, runes, and computer terminals throughout the world to gain more information about the planet, the enemy, and even yourself. It’s a brilliant way to tell a story, and one I would like to see more often.

askaclassiczeldacharacter:

(( I really am not a fan of fiddling with Link’s costume design, but I will admit, every time I see him in a cape, that is just a cape, no fancy pants armor additions, I think it looks really snazzy. ))

(Source: xfiercedeity)

The Most Important Changes Zelda Needs to Make

People never tire of talking about how tired the Zelda series has been since Ocarina.  Having only made it to Majora’s Mask, I can’t really talk much about it, but these are some good arguments (if a little tired themselves):

Like a lot of Nintendo franchises, I think Zelda is hung up on its specifics — on a process of advancement perfected in the 16-bit era. Metroid has the same problem. You’re always collecting the same tools, using them in the same basic ways to solve the same basic navigational puzzles and battle the same basic enemies. When you play Zelda, you know you’ll be wielding a sword and gathering a bow and arrows, a boomerang, a hook shot analog, and bombs. You know there’ll be a forest temple, a fire dungeon, an odious stage involving ice or water, and lots of little side quests for cloudcuckoolander villagers.

Hmm that’s going to be pretty tough to find cheaper then that since that game is such a GC classic. We recently picked up Super Smash Brothers Melee and could barely find that anywhere. When we did it was 19.99 still after all these years haha.

I know.  There’s just something about first party Nintendo games that they never seem to come down in price.  I’ve bought canonized classics like Silent Hill 2, Half-Life, Halo, Psychonauts, Okami, and Ico, and never paid more than $10-15, usually much less.  But whenever I look at Mario or Zelda games, it’s like they’re still on the shelf, even if it’s been 20 years.