Dragon Quest III HD-2D Remake: Difference between revisions

m Reverted edits by 2A0B:F4C2:0:0:0:0:0:15 (talk) to last revision by Follower of Light
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:*''Dragon Quest III'' had not yet been translated into most of these languages prior to this remake.
:*''Dragon Quest III'' had not yet been translated into most of these languages prior to this remake.
* Voice acting support: English and Japanese.
* Voice acting support: English and Japanese.
* Fully animated monsters.
* Fully animated monsters with sound effects.
* Faster battle settings, as seen in recent ''Dragon Quest'' titles like in the [[Nintendo 3DS]] release of [[Dragon Quest VIII: Journey of the Cursed King|''DQVIII'']] or in the international releases of [[Dragon Quest XI: Echoes of an Elusive Age|''DQXI'']].
* Faster battle settings, as seen in recent ''Dragon Quest'' titles like in the [[Nintendo 3DS]] release of [[Dragon Quest VIII: Journey of the Cursed King|''DQVIII'']] or in the international releases of [[Dragon Quest XI: Echoes of an Elusive Age|''DQXI'']].
* The player can customize the party's appearance by eight options per vocation with four for each sex.
* The player can customize the party's appearance by eight options per vocation with four for each sex.
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* 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.
:* Equipped weapons are visible during this period.
:* Equipped weapons are visible during this period.
* Defeated monsters and collected items can now be viewed in the misc. menu.
===Gameplay adjustments===  
===Gameplay adjustments===  
* New vocation: [[Monster Wrangler]].
* New vocation: [[Monster Wrangler]].
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:*{{Resilience}} now determines base defence power instead of HP growth
:*{{Resilience}} now determines base defence power instead of HP growth
:*{{Stamina}} has been added to determine HP growth, using the same formula as Resilience in previous versions
:*{{Stamina}} has been added to determine HP growth, using the same formula as Resilience in previous versions
:*{{Wisdom}} now determines the growth of spell power instead of each spell being fixed to a static range, in addition to MP growth
:*{{Wisdom}} now determines the growth of spell power instead of each spell being fixed to a static range, in addition to MP growth and spell learning
* Certain out-of-combat facets have been modified in a similar manner:
:* You can now save your game at [[church]]es
:* Upon being defeated, you now have the menu option to revert to your previous autosave (without [[experience points]] earned since then), if you don't wish to return to your last save point and lose half your [[gold]]
:* [[Zoom]] now functions as it does in ''[[Dragon Quest XI]]'', being usable indoors, and now lets you travel to many more places on the map
* Upon being defeated, you can now choose to redo the fight you lost without penalty.
* New spells, such as [[Moreheal]], [[Zapple]], and [[Zin]].
* New spells, such as [[Moreheal]], [[Zapple]], and [[Zin]].
* The inclusion of skills for melee vocations, such as [[Double-Edged Slash]], [[Mercurial Thrust]], [[Pressure Pointer]], and [[Cop Out]] <ref>Weekly Shonen Jump issue 32, 2024</ref>. The battle menu lists lists Spells and Abilities separately.
* The inclusion of skills for melee vocations, such as [[Double-Edged Slash]], [[Mercurial Thrust]], [[Pressure Pointer]], and [[Cop Out]] <ref>Weekly Shonen Jump issue 32, 2024</ref>. The battle menu lists lists Spells and Abilities separately.
*{{Boomerangs}}s and [[Whip Weapon Family|whips]] can now land [[Critical Hit]]s, though less frequently than single-target weapons.
*{{Boomerangs}}s and [[Whip Weapon Family|whips]] can now land [[Critical Hit]]s, though less frequently than single-target weapons.
* The inclusion of additional monsters, such as [[Dying fire|a new variant]] of the [[Dancing flame]] monster line, and the [[Garboyle]], who originally was an unfightable monster in the game's SNES and Game Boy Color intro.
* The inclusion of additional monsters, such as [[Dying fire|a new variant]] of the [[Dancing flame]] monster line, and the [[Garboyle]], who originally was an unfightable monster in the game's SNES and Game Boy Color intro.
* Additional boss monsters for certain areas of the game.
* Battle tactics, available for the first time in ''Dragon Quest III''.
* Battle tactics, available for the first time in ''Dragon Quest III''.
* Three modes of difficulty: Dracky Quest (Easy), Dragon Quest (Normal), and Draconian Quest (Hard).
* Three modes of difficulty: Dracky Quest (Easy), Dragon Quest (Normal), and Draconian Quest (Hard).
* 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 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]])
* Monster damage resistances now function as they do in modern Dragon Quest games, reducing damage by the listed percentage instead of providing a chance to negate.
:*Since elemental attacks are no longer negated, damage resistances are now indicated by the color of the damage number
:*On a similar note, the [[Bang]] line of spells now goes against a separate resistance from the [[Frizz]] and [[Sizz]] lines
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