Dragon Quest III HD-2D Remake: Difference between revisions
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===Battle changes=== | ===Battle changes=== | ||
*Three modes of difficulty are available: Dracky Quest (Easy), Dragon Quest (Normal), and Draconian Quest (Hard). The difficulty setting can be changed at any time | *Three modes of difficulty are available: Dracky Quest (Easy), Dragon Quest (Normal), and Draconian Quest (Hard). The difficulty setting can be changed at any time | ||
*Faster battle speeds like in the [[Nintendo 3DS]] release of | *Faster battle speeds like in the [[Nintendo 3DS]] release of {{Dragon Quest VIII}} or in the international releases of {{Dragon Quest XI}}. | ||
* Characters now "speak" in battle: shouting while attacking, yelling the names of spells while casting, grunting while being struck, etc | * Characters now "speak" in battle: shouting while attacking, yelling the names of spells while casting, grunting while being struck, etc | ||
* The camera pulls back to reveal the party while the player is selecting actions for a turn | * The camera pulls back to reveal the party while the player is selecting actions for a turn | ||
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*Group-targeting spells will now deal more damage if used against fewer than four enemies, scaling to 110% damage at three, 120% at two, and 130% at one foe | *Group-targeting spells will now deal more damage if used against fewer than four enemies, scaling to 110% damage at three, 120% at two, and 130% at one foe | ||
*The [[Bang]]-family of spells has been separated from the Fire element and given a distinct tag in the game's programming | *The [[Bang]]-family of spells has been separated from the Fire element and given a distinct tag in the game's programming | ||
*New spells have been added: [[Defizzle]], [[Magic Barrier]], [[Moreheal]], [[ | *New spells that debuted later in the series have been added: [[Defizzle]], [[Magic Barrier]], [[Moreheal]], [[Zap]], and [[Zin]] | ||
:*The [[Eye for Distance]] and [[Storeyteller]] abilities have been deleted | :*The [[Eye for Distance]] and [[Storeyteller]] abilities have been deleted | ||
*Several [[List of skills in Dragon Quest III HD-2D Remake|new skills]] have been added such as [[Double-Edged Slash]], [[Mercurial Thrust]], [[Pressure Pointer]], and [[Cop Out]] <ref>Weekly Shonen Jump issue 32, 2024</ref> | *Several [[List of skills in Dragon Quest III HD-2D Remake|new skills]] have been added such as [[Double-Edged Slash]], [[Mercurial Thrust]], [[Pressure Pointer]], and [[Cop Out]] <ref>Weekly Shonen Jump issue 32, 2024</ref> | ||
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*{{Stamina}} has been added to determine HP growth, using the same formula as Resilience did in previous versions | *{{Stamina}} has been added to determine HP growth, using the same formula as Resilience did in previous versions | ||
*{{Wisdom}} now increases magic damage by up to 30% instead of each spell being fixed to a static range, in addition to MP growth, and now influences the learning of certain combat skills in addition to spells | *{{Wisdom}} now increases magic damage by up to 30% instead of each spell being fixed to a static range, in addition to MP growth, and now influences the learning of certain combat skills in addition to spells | ||
*[[Boomerang | *[[Boomerang (weapon type)|Boomerangs]] and [[Whip (weapon type)|whips]] can now score critical hits like any other weapon | ||
*Buffs and debuffs applied to a character are now displayed in icon form next to the HP bar | *Buffs and debuffs applied to a character are now displayed in icon form next to the HP bar | ||
{{Clear}} | {{Clear}} | ||
*The inclusion of new monsters, such as [[Dying fire|a new variant]] of the [[dancing flame]] monster line and the reimplementation of lost monsters from the [[GameBoy Color]] version | *The inclusion of new monsters, such as [[Dying fire|a new variant]] of the [[dancing flame]] monster line and the reimplementation of lost monsters from the [[GameBoy Color]] version | ||
*Monsters either have skills and/or spells added to their repertoire. For example, [[ | *Monsters either have skills and/or spells added to their repertoire. For example, [[Seaslime]]s use [[Soothing Song]] and [[Handsome crab]]s use [[Assassin's Stab]], while [[Cumaulus]]es cast [[Dazzle]] in addition to [[Frizz]] | ||
*Monsters' resistances to attack spells has shifted from stochastic to damage reduction, as has been the series standard since {{Dragon Quest V}} in 1992 | *Monsters' resistances to attack spells has shifted from stochastic to damage reduction, as has been the series standard since {{Dragon Quest V}} in 1992 | ||
*Striking a monster with an element it is weak to displays the damage in red, and hitting it with a resisted element displays damage in blue | *Striking a monster with an element it is weak to displays the damage in red, and hitting it with a resisted element displays damage in blue | ||
*The player is notified if a monster automatically heals at the end of its turn | *The player is notified if a monster automatically heals at the end of its turn | ||
*Proper monster families have been added to the battle system, expanding on the [[ | *Proper monster families have been added to the battle system, expanding on the [[Dragon family]] of the original. The groupings include the [[Beast family]], [[Bug family]], [[Dragon family]], [[Floating enemies]], [[Humanoid family]], and [[Undead family]]. | ||
===Miscellaneous changes=== | ===Miscellaneous changes=== | ||
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堀井: 僕としても、 最新のゲーム機の性能を存分に活かした『DQIII』を遊びたいと思っていたので、リメイクの提案には「ぜひやろう!」と返事をしたんです。堀井: 3Dでリメイクする案もありましたが、 2Dだったものをいきなり3Dにすると、調整が必要な部分が増えて、ゲーム性が変わってしまうんです。でもHD-2Dであれば2Dの味が残るので、 最新の映像でファミリーコンピュータ(以下FC) 版と同じ感触の冒険ができていいな、と思いましたね。ドラゴンクエストIII そして伝説へ… レジェンダリーガイドブック ISNB 978-4-08-779822-7 page 394</ref>. | 堀井: 僕としても、 最新のゲーム機の性能を存分に活かした『DQIII』を遊びたいと思っていたので、リメイクの提案には「ぜひやろう!」と返事をしたんです。堀井: 3Dでリメイクする案もありましたが、 2Dだったものをいきなり3Dにすると、調整が必要な部分が増えて、ゲーム性が変わってしまうんです。でもHD-2Dであれば2Dの味が残るので、 最新の映像でファミリーコンピュータ(以下FC) 版と同じ感触の冒険ができていいな、と思いましたね。ドラゴンクエストIII そして伝説へ… レジェンダリーガイドブック ISNB 978-4-08-779822-7 page 394</ref>. | ||
With the presentation decided upon the goal of the project was to respect the original while still adding new elements to enrich the play experience. One example of this was changing the look of each town and castle now that they were not bound to the same tile sprites as they were in the Famicom and Super Famicom versions. As the world of ''Dragon Quest III'' is based on the real world, Hayasaka placed emphasis on reflecting the real life cultures each locale was derived from without altering the classic feeling too much. When Horii compared the HD remake and the Famicom version side by side, he noted the two had a similar atmosphere despite the latter's more primitive graphics, which Hayasaka took as a great personal success<ref>早坂: FC版では、どの町も同じマップチップ (マップを構成するパーツ) が使われているため雰囲気が似ていましたが、HD-2Dになったおかげで間ごとにヨーロッパらしさや日本らしさ、アジアらしさといったちがいを表現できました。『DQIII』のワールドマップは現実世界をモチーフにしているので、実際のイメージを再現できたのは大きな魅になったと思います。 | The game was originally announced as a co-production with Japanese studio Amata.<ref>Romano, Sal. [https://www.gematsu.com/2021/05/dragon-quest-iii-hd-2d-remake-announced-for-consoles "Dragon Quest III HD-2D Remake announced for consoles"]. ''Gematsu''. May 27, 2021.</ref> With the presentation decided upon the goal of the project was to respect the original while still adding new elements to enrich the play experience. One example of this was changing the look of each town and castle now that they were not bound to the same tile sprites as they were in the Famicom and Super Famicom versions. As the world of ''Dragon Quest III'' is based on the real world, Hayasaka placed emphasis on reflecting the real life cultures each locale was derived from without altering the classic feeling too much. When Horii compared the HD remake and the Famicom version side by side, he noted the two had a similar atmosphere despite the latter's more primitive graphics, which Hayasaka took as a great personal success<ref>早坂: FC版では、どの町も同じマップチップ (マップを構成するパーツ) が使われているため雰囲気が似ていましたが、HD-2Dになったおかげで間ごとにヨーロッパらしさや日本らしさ、アジアらしさといったちがいを表現できました。『DQIII』のワールドマップは現実世界をモチーフにしているので、実際のイメージを再現できたのは大きな魅になったと思います。 | ||
堀井: 今回、思い出は時間とともに美しくなることを実感しましたね。HD-2D版を遊んで、「映像はもう少しチープだったけど、FC版のグラフィックもこんな雰囲気だったな」と思ったのですが、実際に見くらべたら「こんなに簡素だったっけ!?」と(笑)。 | 堀井: 今回、思い出は時間とともに美しくなることを実感しましたね。HD-2D版を遊んで、「映像はもう少しチープだったけど、FC版のグラフィックもこんな雰囲気だったな」と思ったのですが、実際に見くらべたら「こんなに簡素だったっけ!?」と(笑)。 | ||
早坂: 改めて「こんなにちがうの!?」と驚きました。ただ、そんなふうに感じるということは、FC版を遊んだ当時に脳内に思い浮かべたイメージとHD-2Dの映像がそんなにズレていないとも言えるので、制作者としては大成功です。ドラゴンクエストIII そして伝説へ… レジェンダリーガイドブック ISNB 978-4-08-779822-7 page 394</ref>. This attention to detail extended to the overworld representations of each town and castle as well, something that actually caused a dispute during development. Each locale was given a unique, miniaturized representation on the world map instead of sharing the same sprite tiles as in prior versions, and Hayasaka wanted the player to be able to enter each from any side. The planner contested this and insisted it wasn't realistic enough for a modern game, to which Hayasaka countered that such a feature would be better for difficulty balance as a party in a critical state wouldn't run the risk of being wiped out by monsters when walking towards an entrance on the opposite side of the town. Neither would compromise and Horii settled things by agreeing with Hayasaka<ref>早坂: その仕様は、プランナーと結構もめまして・・・・・・。もし特定の出入口からしか入れなかったら、ボロボロの状態はんたいがわ いりぐちでフィールドを歩いて帰ってきたときに、反対側の入口までまわりこむ途中で敵と遭遇して全滅してしまうかもしれない。そうならないように、町のシンボルのどこかに触れればすぐに入れるようにしてほしい、とプランナーに頼んだのですが、「いえ、最新のゲームとして、これくらいのディテールは必要です!」と説得されまして・・・・・・。 | 早坂: 改めて「こんなにちがうの!?」と驚きました。ただ、そんなふうに感じるということは、FC版を遊んだ当時に脳内に思い浮かべたイメージとHD-2Dの映像がそんなにズレていないとも言えるので、制作者としては大成功です。ドラゴンクエストIII そして伝説へ… レジェンダリーガイドブック ISNB 978-4-08-779822-7 page 394</ref>. This attention to detail extended to the overworld representations of each town and castle as well, something that actually caused a dispute during development. Each locale was given a unique, miniaturized representation on the world map instead of sharing the same sprite tiles as in prior versions, and Hayasaka wanted the player to be able to enter each from any side. The planner contested this and insisted it wasn't realistic enough for a modern game, to which Hayasaka countered that such a feature would be better for difficulty balance as a party in a critical state wouldn't run the risk of being wiped out by monsters when walking towards an entrance on the opposite side of the town. Neither would compromise and Horii settled things by agreeing with Hayasaka<ref>早坂: その仕様は、プランナーと結構もめまして・・・・・・。もし特定の出入口からしか入れなかったら、ボロボロの状態はんたいがわ いりぐちでフィールドを歩いて帰ってきたときに、反対側の入口までまわりこむ途中で敵と遭遇して全滅してしまうかもしれない。そうならないように、町のシンボルのどこかに触れればすぐに入れるようにしてほしい、とプランナーに頼んだのですが、「いえ、最新のゲームとして、これくらいのディテールは必要です!」と説得されまして・・・・・・。 | ||
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==Gallery== | ==Gallery== | ||
===Illustrations=== | ===Illustrations=== | ||
<gallery | <gallery> | ||
DQ3 HD2D Boxart US.jpg|US boxart. | File:DQ3 HD2D Boxart US.jpg|US boxart. | ||
DRAGONQUEST HD2D Artwork.jpg|Artwork of the [[Erdrick Trilogy]] HD-2D Remakes by Naoki Ikushima. | File:DRAGONQUEST HD2D Artwork.jpg|Artwork of the [[Erdrick Trilogy]] HD-2D Remakes by Naoki Ikushima. | ||
DRAGONQUEST III HD2D Logo JP.png|Japanese logo. | File:DRAGONQUEST III HD2D Logo JP.png|Japanese logo. | ||
Erdrick Trilogy HD-2D logo.png|The Erdrick Trilogy logo created for the game | File:Erdrick Trilogy HD-2D logo.png|The Erdrick Trilogy logo created for the game | ||
Party camping III HD2D illustration.jpg|The party planning the next day while monsters look on | File:Party camping III HD2D illustration.jpg|The party planning the next day while monsters look on | ||
Heroine and Ramia III HD2D illustration.jpg|The party takes flight with [[Ramia]], paying homage to the box art of the [[GameBoy Color]] version | File:Heroine and Ramia III HD2D illustration.jpg|The party takes flight with [[Ramia]], paying homage to the box art of the [[GameBoy Color]] version | ||
DQ Carnival 2025 banner.jpg|Main artwork for the [https://archive.is/zypQJ| 2025 Dragon Quest Carnival] | File:DQ3HD Launch Art.jpeg|Launch art by concept artist Yo Shimizu. | ||
File:DQ Carnival 2025 banner.jpg|Main artwork for the [https://archive.is/zypQJ| 2025 Dragon Quest Carnival] | |||
</gallery> | |||
===Promotional images=== | ===Promotional images=== | ||
<gallery><center> | <gallery><center> | ||
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<references/> | <references/> | ||
{{ | {{DQIIIHDNav}} | ||
{{ | {{DQSeriesNav}} | ||
[[Category:Dragon Quest III HD-2D Remake]] | [[Category:Dragon Quest III HD-2D Remake]] | ||
[[Category:Microsoft Windows games]] | [[Category:Microsoft Windows games]] | ||