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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