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The Dragon Quest Thread

Hyperion

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Copied and pasted from a Gamefaqs thread based on differences:

Shorter introduction: A player could easily sink in two hours chasing Prince Keifer around the starting island before ever seeing combat. The new introduction is still long, but also cuts out unnecessary conversations and a few red herring fetch quests.

The ruins that house the fane/assembly room have been transformed into two different locations. The new game moves the armor pieces the hero must gather to unlock the assembly room to a grave yard. This is good because it cuts down a lot of tedious walking (and ladder climbing) to reach the tablet pedestals (a place you return to frequently throughout the adventure).

The remake has also introduced a new NPC. There's an imp who takes your tablet fragments and provides minor plot-line exposition. This reduces the assembly room into a single menu. In the old game the player had to run across four separate rooms in order to pair stone fragments with their matching pedestals.

The bad?
Developers cut out all the introduction puzzles. The armor gathering task is now a handheld fetch quest that requires zero critical thinking skills. Some players see this as a plus as it shortens the prologue.

Walking to the ruins is still a bit tedious as developers added a long empty corridor/cliff-side forest that players have to run through to reach the shrine. Still faster than climbing through the old ruins though.

Name changes: many non-player characters have had their names changed. For example the Hero's mom was changed from Mollie to Pearl, and his sleazy uncle Honduras is now called Pike.

The hero's pet lizard is gone completely. In the original game the lizard showed up in character art and the opening cut-scene never to be seen or heard from again.

Dialogue changes: Modern Dragon Quest games use written phonetic accents to differentiate between cultures and the remake uses this technique specifically to signify people from the past (spoiler: DQ7 is all about time travel).

World map: the over-world is gone, and the islands are now big explorable environments.

Visible enemies: the Dragon Quest series no longer uses random encounters and this new release is no exception. Monsters spawn in the dungeons giving the player the (slight) chance to run around them before triggering a combat encounter. Dead monsters re-spawn quickly, you'll never have to wander far to grind.

Party members are visible in combat. You can see their backs in combat, and their weapons change to match their equipment.

Fragment locator: without a guide, locating all the mandatory fragments in the original game was like hunting down needles in a field of haystacks. The new game gives you a locator graphic on the bottom screen map that lights up when a fragment is close by.

Classes: In the PSX game characters retained all class skills learned. In the remake base skills and monster skills stick around but character forget the over-powered advances skill when switching to a new profession. Leveling up classes is different as well - used to be based on the number of battles fought. This led to a lot of grinding around Dharma temple. Now it's XP based and each region has a level cap for job levels.

Haven: The build-your-own township is still included - except now all the lost villagers are reformed-monsters-turned-human and recruiting them nets the player special tablet fragments that lead to special dungeons that can be explored for item rewards. Sadly the town variations are gone too. In the old game there were multiple town types you could grow organically by recruiting certain types of villagers. Find a bunch of farmers and you had a rural village to buy special items from, or bring in bards and dancers to build a casino. No more, Haven is one town regardless of who moves in.

Also the leveling curve has been reduced for faster story progression.​

Personally, I hate on-screen enemies, certain challenging aspects were removed, such as an anti magic field against one early game boss being cut, XP growth was increased by a pretty large amount, the shard radar thing REALLY kills the exploration aspect imo. The change to the town buildin aspect, while convenient, is really frustrating. It was a lot of fun recruiting a bunch of thugs, and bunny girls and having your home become Las Vegas with GREAT casino rewards.

I also really prefer the 2D sprites on a 3D background look the original had, but if you've already got the game give it a whirl. If it feels too casual for you (like DQIX did) I say get an emulator, and give the original a shot.

Edit: Some changes for readability.
 
Last edited:

Eggs is eggs

Learned
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I played a bit of 10 a few years ago. It was just an MMO version of DQ. Didn't seem to be too interesting.
 

Vorark

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Is DQ4 on the DS fine? I already have that, ready to go.

DS version of DQ4 is alright. My only issue is the localization team went all out on the accents, gets a bit tiring after a while. Party talk was removed but it didn't bother me, or else I'd probably spent halt my playtime reading every single line the characters had to say. It also introduced a post game chapter.

In other DQ related news...

Dragon Quest XI Nintendo Direct set for June 21
http://gematsu.com/2017/06/dragon-quest-xi-nintendo-direct-set-june-21

A Nintendo Direct focused on the upcoming RPG's 3DS-only features.
DQXI-Direct-June-21-Ann.jpg


Nintendo will host a Dragon Quest XI: In Search of Departed Time-themed Nintendo Direct on June 21 at 20:00 JST, the company announced.

The Nintendo Direct will focus on the 3DS-only features of Dragon Quest XI, such as StreetPass.

Dragon Quest XI: In Search of Departed Time will launch for PlayStation 4 and 3DS on July 29 in Japan. A Switch version is also planned, but has yet to be shown or dated.

Oh, and to whoever is interested in the PS4 version:

Dragon Quest XI Shows New Screenshots And A Highlight Of PS4-Exclusive Content
http://www.siliconera.com/2017/06/1...-screenshots-highlight-ps4-exclusive-content/

With Dragon Quest XI releasing next month in Japan, Square Enix put together a batch of screenshots for the game’s PlayStation 4 version, including highlights on features that are exclusive to PS4.

(...)

The following screenshots show content and features that are exclusive to the PlayStation 4 version of the game:




The “Free Movement Battle” will let you change the perspective of battle as well as allow you to move around your character.





There’s also the “Auto-Camera Battle” that brings out dynamic angles for you to enjoy the action.







The above is a look at the recently revealed “Bowgun Adventure” feature. This is another PS4-exclusive feature, where you’ll get to use a Bowgun to hit various targets scattered around the world for rewards. You’ll get to take advantage of it after accepting an invite from someone at a certain town.






The “Magic Slot” game comes with gorgeous scenes and mysterious events. They say that monsters you defeat in this slot machine mini-game can even join your party. It begins when you hit all 7s on a slot machine.



There’s even a boss fight at the end of the bonus game. It’s full of all kinds of mysteries.






If you prefer the more traditional casino approach from the older Dragon Quest games—no worries, they’ll also be available.
 
Self-Ejected

aweigh

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lol of course DQ 7 is #1 out of all DQs.

i completely forgot to put it in that list, as it goes without saying it's the pinnacle of the series.

4 i like because it has the strongest characters, without question.

5 i like because it has a good plot and story and is the first DQ to include what are now mainstays in DQ games like monster capturing and other shit.

6 is good because it actually has well-designed dungeons and is actually somewhat difficult; a welcome change after 4 and 5 which are mostly "story mode" in terms of challenge.

and like i said, above 4, 5 and 6 is of course 7, and in between all of those is DQ 3.

DQ 3 is basically DQ 9 but 100x better.
 

Vorark

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Dragon Quest XI Nintendo Direct details 3DS-exclusive features
http://gematsu.com/2017/06/dragon-quest-xi-nintendo-direct-details-3ds-exclusive-features

Go to the worlds of past Dragon Quest games.

DQXI-Direct_06-21-17.jpg


Nintendo hosted a Dragon Quest XI: In Search of Departed Time-themed Nintendo Direct today, revealing a host of details specific to the 3DS version of the game. Among those details, it was revealed that players will be able to take on various quests in which they travel to the worlds of past Dragon Quest games.

Here are all the new details:

  • In 2D mode, there are secret locations called “Hidden Spots” that you can find.
  • In 3D mode, there are symbol-based encounters. By using the A button, you can perform a preemptive attack.
  • 2D mode uses random encounters.
  • The bottom screen displays the map. You can switch between the full map and the area map.
  • There is a “Travel Memories” feature that lets you look back on events in 2D and 3D modes.
  • The circle pad is used for 3D screen movement, while the d-pad is used for 2D screen movement.
  • The 3DS version uses “StreetPass” functionality.
  • The main element of StreetPass sees players interacting with a race known as the Yocchi.
  • The Yocchi will request that you rescue the Yocchi in critical situations that you encounter along your journey.
  • The key to rescuing Yocchi is a dungeon called the “Labyrinth Beyond Time.”
  • You can form a party of up to eight Yocchi from among the Yocchi you gather, and send them off into the dungeon.
  • In the dungeon, you can choose whether to control the Yocchi directly or proceed automatically. Choosing the latter means both movement and battles are automatic.
  • There are treasure chests and you can obtain items in the dungeon.
  • The abilities of each Yocchi differ, and various types exist from weak to strong. They will not return if they’re killed by the enemy. You can gather Yocchi in the field or from other players through StreetPass.
  • By defeating the “Gate Keeper” awaiting at the end of the dungeon, you will obtain an “Adventure Log Password.”
  • By giving the Adventure Log Password to the Yocchi elder, you can go the worlds of past Dragon Quest games.(In the Nintendo Direct, we see the player visit the worlds of Dragon Quest and Dragon Quest V.)
  • There are problems occurring in the worlds of past Dragon Quest games, and resolving them has something to do with saving the Yocchi.
The Nintendo Direct also revealed that starting today, 3DS users in Japan will be able to pre-load Dragon Quest XI from the Nintendo eShop.

Dragon Quest XI: In Search of Departed Time will launch for PlayStation 4 and 3DS on July 29 in Japan. A Switch version is also planned, but has yet to be shown or dated.

Watch the Nintendo Direct below.



Meh, mostly about StreetPass.
 

DragoFireheart

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Edit: Some changes for readability.

Maybe I'll go get the PS1 version.

Cutting out the intro dungeon stuff doesn't seem like a big deal either way.

"Fragment locator: without a guide, locating all the mandatory fragments in the original game was like hunting down needles in a field of haystacks. The new game gives you a locator graphic on the bottom screen map that lights up when a fragment is close by."

What are your thoughts on this change?
 

Hobo Elf

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Even with the locator it didn't feel like the game was giving away too much info on how to find the fragments. It was more like the game giving you a nudge in the general direction you should be going, which is fine.
 

Eggs is eggs

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Yeah it seems like they're putting a lot of effort in the 3DS version. Do they have lots of special features like that in the PS4 version? I wonder which is intended to be the "true" version of the game?
 

DragoFireheart

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Even with the locator it didn't feel like the game was giving away too much info on how to find the fragments. It was more like the game giving you a nudge in the general direction you should be going, which is fine.

Going to other forums the vast majority of people like the 3DS version over the PS1 version.

A small minority prefer the PS1 version.
 

DragoFireheart

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Alright, I'm going to plunge into the 3ds version of DQ7. Maybe sometime I'll play it on the PS1 version just for comparison sakes.
 

Doktor Best

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Been playing DQ5 on my phone for a while now (ds version) and while i do enjoy the plot more than the final fantasy titles ive played cause its less convoluted, the combat system and gameplay mechanics leave MUCH to desire. There basically is no decisionmaking in leveling up your characters, combat consists 90% of spamming the attack button and the game is just way too goddamn easy.

Also the encounter rate is through the roof. And i hate it hate it hate it so goddamn much. If i had to mention one feature that bugs me the most about jrpgs then it would be endless random fights with creatures that spawn out of the blue because you walked a certain amount of squaremetres. Without meaningful resource management and a combat system that constantly challenges you to balance said ressource management the whole feature comes down to one thing: Bothersome.

And thats what it is. 80% of the whole fucking genre is based around the misconception of a gamefeature.
 

Damned Registrations

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There's a lot of things people bitch about while playing jrpgs that is there own fault, but this is definitely a legitimate complaint. There are only a handful of games after the NES era that have a proper difficulty/attrition system to go with the random encounters. Sadly, they tend to get hated on for not having save(scumming) points everywhere so they remain relatively unknown.

I've been playing DQ2 the last while. It's great as an open world game- there's no real hand holding, and everything important can be discovered simply through exploration and paying attention to things NPCs tell you. It's refreshing to actually be interested enough in random townsfolk to talk to them all in the hopes of discovering a new secret. I've been playing on the SNES version though, and the difficulty has definitely taken a decline compared to the original after checking some differences in the wiki. I've still died several times trying to explore out of my depth though, which is a testament to the open world design allowing and encouraging such things without being wildly unbalancing.

The SNES version also seems to have some very stupid additions and some bugs I'm assuming weren't in the original. Very very sloppy from a QA standpoint.

Going to finish it soon and move on to DQ3, though my hopes for the open world trend to continue are dim, since it's not something the series is really known for I'm assuming it gets abandoned relatively early in the series.
 

Hyperion

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DQ3 was basically a better version of 9. Starts off railroaded, then it opens up and you have to collect a bunch of orbs, rather than fyggs.
 

MRY

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There's a lot of things people bitch about while playing jrpgs that is there own fault, but this is definitely a legitimate complaint. There are only a handful of games after the NES era that have a proper difficulty/attrition system to go with the random encounters. Sadly, they tend to get hated on for not having save(scumming) points everywhere so they remain relatively unknown.

I've been playing DQ2 the last while. It's great as an open world game- there's no real hand holding, and everything important can be discovered simply through exploration and paying attention to things NPCs tell you. It's refreshing to actually be interested enough in random townsfolk to talk to them all in the hopes of discovering a new secret. I've been playing on the SNES version though, and the difficulty has definitely taken a decline compared to the original after checking some differences in the wiki. I've still died several times trying to explore out of my depth though, which is a testament to the open world design allowing and encouraging such things without being wildly unbalancing.
As a kid, I couldn't beat DQ2 because I couldn't figure out my way through the cave near the end with the pit traps. I think I beat it 20 years later.

I think this point is an interesting one, but it's a bit, I dunno, overfond of these older NES games. Among the problems I have with them are:

(1) To the extent that the key "strategy" is how far you push your luck before returning to the inn to rest (i.e., the balancing of "rest tax avoidance" against "death tax avoidance"), it's just not a very fun strategy because the grinding combats aren't that tactically or aesthetically interesting and are very slow.

(2) Open-world designs with difficulty gradients and spikes work best when the spikes can "deflect" the player toward other interesting activities. They work worst when the spikes are everywhere and you just have to incrementally work your way up their steep slopes. My recollection of DW2 of NES RPGs was not primarily of being deflected in fun directions, but of just working my way up slopes.
 

Damned Registrations

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The combats can be tactically interesting when you need to choose how to use your spells/turns. Whether to burn MP on offensive magic to end things early or rely on melee and heal afterwards, which character to use those spells with, etc. It's not just a matter of choosing when to give up, but also a matter of getting as far as you can before you need to make that call. Getting to within 15 steps of a new town or the top of a tower and then dying or turning back because you made the wrong call in combat a few times is something you don't see these days. And skill really does have an influence here, learning when and where to use spells like sleep vs damage spells vs defense debuffs, when to heal to full vs when you heal only when critically low to conserve mp.
 

MRY

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I'm not saying they're devoid of tactics, just that I found them not particularly tactically interesting either as a child or as an adult. I suspect they could be made so, and you could have a jRPG built on the principles that people derive from the oldest-school ones -- indeed, my understanding is that some of the post-modern jRPGs like the Zeboyd ones are along those lines -- but I'm not sure that DW2 itself actually justifies the praise.
 

Vorark

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Dragon Quest XI details 3DS-exclusive features
http://gematsu.com/2017/06/dragon-quest-xi-details-3ds-exclusive-features

Square Enix has updated the official website for Dragon Quest XI: In Search of Departed Time with new information and screenshots about the game’s 3DS-exclusive features.

Get the details below.

With 3D Mode and 2D Mode, You Get Two Experiences in One Game

Dragon-Quest-XI_06-26-17_001.jpg


In the 3DS version of Dragon Quest XI, you can experience two visual styles in one game. In “3D Mode,” characters move vividly in a three-dimensional world, and in “2D Mode,” the game is depicted in nostalgic pixel graphics. Experience Dragon Quest XI in your favorite visual mode.

At the start of your adventure, 3D Mode is depicted on the upper screen, and 2D Mode is depicted on the lower screen.

When the two modes are displayed at the same time, conversations and such are displayed on the upper screen when using the slide pad, and on the lower screen when using the d-pad.

Dragon-Quest-XI_06-26-17_002.jpg


As you progress on your adventure, you will choose which one of the two modes to you want to continue playing with. After that, you can visit the church to switch between modes.

Dragon-Quest-XI_06-26-17_003.jpg


■ Two Battle Styles

3D Mode

—Battle with lively moving monsters on the field.

Dragon-Quest-XI_06-26-17_004.jpg


—You can get surrounded by enemies, too.

Dragon-Quest-XI_06-26-17_005.jpg


—Monsters will attack if they notice the protagonist running by.

Dragon-Quest-XI_06-26-17_006.jpg


—During battle, the party’s status and actions are displayed on the bottom screen.

Dragon-Quest-XI_06-26-17_007.jpg


2D Mode

—Battle with classic pixel graphics.

Dragon-Quest-XI_06-26-17_008.jpg


—Various expressions decorate the battle.

Dragon-Quest-XI_06-26-17_009.jpg


—You will encounter monsters randomly while walking.

Dragon-Quest-XI_06-26-17_010.jpg


—During battle, the party’s status and actions are displayed on the bottom screen.

Dragon-Quest-XI_06-26-17_011.jpg


■ Memories of Your Journey

As you progress on your adventure, you will be able to see the “Memories of Your Journey” at certain places. In the 3DS version, you can look back on important scenes in the story that you have already seen in your favorite visual mode, allowing you to also see how that scene played out in the style you are not playing in.

Dragon-Quest-XI_06-26-17_012.jpg


Dragon-Quest-XI_06-26-17_013.jpg

There's more info if you check the link, but it's mostly about the StreatPass Yocchi feature.
 

Siveon

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2D mode sounds like a lot of fun. I really want to try it out. Especially to see how it holds up like a classic DQ game would.
 

Damned Registrations

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I'm not saying they're devoid of tactics, just that I found them not particularly tactically interesting either as a child or as an adult. I suspect they could be made so, and you could have a jRPG built on the principles that people derive from the oldest-school ones -- indeed, my understanding is that some of the post-modern jRPGs like the Zeboyd ones are along those lines -- but I'm not sure that DW2 itself actually justifies the praise.
Fair enough, the selection of spells is quite limited, so you tend to spend 2-3x more time rotely repeating previous tactics than testing new ones. I guess it's a matter of perspective; compared to something like FF6 where you can mash Fire Dance and Bio Blaster for 95% of the game, it's a vast improvement. OTOH, it's certainly not on par with the highest tier jrpg combat like LoT or SMT: Nocturne. I do find the pace of the battles pretty acceptable though, since without animations for anything except spells, rounds go by about as fluidly as you could expect. Only Suikoden does this better than the old flicker-damage NES era games.
 

MRY

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Mmm. I played a lot of jRPGs from like the mid-80s to the late 90s, but I never really played the systems-rich ones like SMT. To me, the evolution was basically away from a model that was not very fun but had some minimal brain engagement to one that had no brain engagement but a measure of fun simply from the aesthetics (including not just audiovisuals but the way in which the player's sense of power was shaped -- for example, inflating damage and HP numbers, increasing the size of spell effects, increasing the number of enemies you face at one time, etc.). FF6 had obviously dumb combat, but at the same time, I think I probably enjoyed the experience of its combat more than I enjoyed the experience of the NES-era RPG combat in games like DW2. In terms of the pace of the battles, what I recalled as frustrating was the interface itself was quite slow and even a bit grindy.

The problem with even the NES-era games is that the currency of the gambling model was ultimately player time, and the major sense of accomplishment often arose from things outside the player's control (like getting a critical hit or the enemy missing an attack, both RNG victories, not player victories). When I designed the battles for Infinity, I would say that they are somewhat closer to NES-era sensibilities (you are expected to grind, almost any battle can kill you, especially when you first enter an area) though overall the game is very linear and thus more SNES-era like in that regard. But the innovation that I think the game has relative to both NES and SNES combat (aside from the basic mechanics being quite fun, something I can't take credit for) is that the fights are much more puzzle-like -- there are choices the player can make that yield considerably more efficient combat outcomes, and you figure that out as you grind (since the number of hits an enemy takes to die, or the order of movement, or whatever, may not be immediately clear). The result is that at the exact same power level, a player can reduce the attrition of a fight across every resource (HP, MP, and player time) by developing better tactics.

I don't really remember much of that from NES era, and one thing I distinctly remember was that there wasn't much hope of making fights go faster. What I like about Infinity is that when you get good at the tactics for a given fight, you blow through the battles quickly -- so there is a pacing thing. Slower at first as you need to think more and as you have basic tactics, faster later as you need to think less and have advanced tactics. It's not like the tactics are super elaborate or the game is brilliant, but still, it's something that NES era games lack (by having too few tactical dimensions and thus no real way to get tactically advanced) and SNES era games don't invite (because you can easily win just by spamming attack).
 

DragoFireheart

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So I just beat the Alltrades Abbey section in DQ7.

Summary:

muh sister

ASSHOLE DEMONS

muh sister

auto lose boss battles.

muh sister

I just want to change my class reeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee

LOTS of boss battles

muh sister

ghetto

muh sister

long ass dungeons

ughzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz

I'm glad I got Edged Boomerangs for Ruff and Hero.

Anyone got any class suggestions? I know Maribel is gonna be a whore and leave at some point since I looked up a nasty late-game glitch on the 3DS version involving her.

I made Ruff into a Priest because fuck, more healers is a good thing.

So what to do with my Hero... :M
 

Damned Registrations

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Speaking of nasty late game glitches, I just killed the final boss in DQ2 for the SNES. On my way back, the second NPC I talked to spit out an infinite text loop. Jesus christ, how does that shit get to release. There was a similar glitch to the stupid inn sickness sidequest, making it simply a game breaking bug.
 

Hyperion

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The Hero is a beast, so something physical is always his best bet. Your end goal is to make him into the Hero class which has been made even stronger.
 

Nope

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Anyone got any class suggestions? I know Maribel is gonna be a whore and leave at some point since I looked up a nasty late-game glitch on the 3DS version involving her.

I made Ruff into a Priest because fuck, more healers is a good thing.

So what to do with my Hero... :M
I aimed for Champion with him and found it made a good decision for the endgame thanks to Double-Up and Blade of Ultimate Power. (Druid wasn't as strong)
Getting a mastered Monster Masher trivializes most random encounters through Schorch if that's your thing.

The grind was also really overstated for the 3DS version ITT, I spent maybe 2.5~ hours total grinding out classes with the help of a Monster Masher in the party (some of it unnecessary), and the only time I actually had to stop and grind a bit was at the final boss. (though I ignored the two bonus dungeons, monster classes and opted not to use the "Treasure Hunt" DLC that trivializes grinding levels and ended up clocking in at 61 hours of playtime total)

Great game at any rate, the whole new continents with their own little stories, their future different versions after they've been saved and that lighthearted fun feeling throughout that avoids being generic was seriously refreshing after not having played a JRPG for ages. I'll probably get around to trying out other DQ titles after this.
 

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