Dragon Quest Hero-chan - Art by えびら |
- Hero-chan - Art by えびら
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- I have finally, with exactly 77 hours, achieved the game. (I've been the hole night on it and it's currently 5:30 am when I'm posting this) [ Gonna take a break before starting the post-game ] This game was worth every cent I spent on him, and even more.
- Now goku has a sword?
- Looks like they finally fixed the camera issue with the new iOS phones! Yippie!
- I have peaked as a human. This was on the first flop. Still wondering if I should've double or nothing-ed.
- Dragon Quest XI S: Is it just me or this scene's giving me Sailor Moon vibes for some reason?
- this picture was missing something
- Anyone with Dragon Quest Heroes 2 demo on PS4?
- Dragon quest 6 falcon blade
- I finally did it.
- Any one else wish Dragon Quest games had NG+
- Planning to get into the series what should I expect?
- Ludonarrative in the DQ series
Posted: 15 Dec 2019 03:07 AM PST
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Posted: 14 Dec 2019 08:43 PM PST
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Posted: 14 Dec 2019 08:44 PM PST
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Posted: 14 Dec 2019 05:11 PM PST
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Looks like they finally fixed the camera issue with the new iOS phones! Yippie! Posted: 14 Dec 2019 05:36 PM PST
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Posted: 14 Dec 2019 05:34 PM PST
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Dragon Quest XI S: Is it just me or this scene's giving me Sailor Moon vibes for some reason? Posted: 15 Dec 2019 09:42 AM PST
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this picture was missing something Posted: 14 Dec 2019 04:30 PM PST
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Anyone with Dragon Quest Heroes 2 demo on PS4? Posted: 15 Dec 2019 03:33 AM PST Anyone with Dragon Quest Heroes 2 demo on PS4, can they confirm if there are controls help screens in this version (accessible from the in game menu)? Can anyone provide screenshots? I have the Switch version, the controls are all in Japanese, here are the screenshots of each screen: (it's flagged as 18+ content for some reason, no idea why, I can vouch for it as SFW) If someone has the PS4 demo and can give the equivalent screenshots in English it would be most helpful! I don't have a PS4 personally. [link] [comments] | ||
Posted: 15 Dec 2019 03:22 AM PST Hey, is it as good as the other games like 4,8 and 9? I dunno if it s worth it this time. I m probably gonna get some anyway. Also, does falcon blade stack with falcon slash? [link] [comments] | ||
Posted: 14 Dec 2019 05:44 PM PST
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Any one else wish Dragon Quest games had NG+ Posted: 14 Dec 2019 05:49 PM PST I mean seriously I freaking love it when a JRPG has new game plus as then I cen enjoy the story again without haveing to recomplet long side quests for best wepons or just haveing the ability to breeze through the whole game again with a maxed out party for the LOZs. I personaly think the Bravely games do this the best where you get to chose everything you want and dont want to take with you in the catagories of items, levels, jobs, and money meaning you could do a clean run but have every job unlocked to try out more unique stratagies from the start. Reason im thinking about this is I'm about 2/3s through DQ5 and Im thinking dam I want to try this out again with the other 2 girls but I dont want to lose all my monster recruits and drag myself through the early parts of the game again for several hours -_- Eh oh well [link] [comments] | ||
Planning to get into the series what should I expect? Posted: 14 Dec 2019 10:24 AM PST Hey guys So I'm planing to get into the DQ series but before I do,I would like to hear about the main strengths of the series and what makes unique compared to other jrpgs of course aside from it following the traditional formula. Thanks in advance [link] [comments] | ||
Ludonarrative in the DQ series Posted: 14 Dec 2019 12:11 PM PST Ludonarrative is a term used in game critique to refer to the connection between elements of narrative as presented through the story of a game (as in, premise, text, cutscenes, etc.) and narrative as experienced through the gameplay. It's generally held that you want a strong ludonarrative--that is, an experience where choices you're able to make as a player are in sync with the scenario of the game's narrative--rather than ludonarrative disonance, or experiences in which actions you make, or are able to make, as a player present a disconnect from the text of the game. I wanted to talk about this in Dragon Quest and get people's thoughts and experiences. I think it's important particularly in RPGs, where a large part of the enjoyment of the game hinges on providing and responding to the player's own adventure. At this point, I've only played the original trilogy, and the early portions of XI. A little while ago, I hit two experiences in XI that got me thinking about this. They were examples of ludonarrative disonance: the first I'd hit in the series. The first is in the return to the hero's hometown. Soldiers are set to arrive there from Heliodor in a matter of days, yet at this point in the game, you can spend as long as you like camping (passing in-game days), etc., rather than making any haste. Conversely, while I don't know with certainty what happens if you manage to return within a single-day of in-game time, I'm guessing the town is still ransacked. A second one. which might be harder to spot, occurs around the same point, as you retrieve the Red Orb from the temple. Two griffins have killed the soldiers stationed to guard it, and are in the mist of removing the orb from its pedestal when you enter the final room. That's fine if you make a straight shot through the dungeon, but you're completely capable of going in, checking the bodies, and then exiting to camp for a few nights before coming to fight the boss. (Camping at least one night before finishing the dungeon is even somewhat likely.) Pretty slow thieves. I think what made these stick out to me so much was coming off of the original trilogy, which have essentially flawless ludonarrative, by virtue of never employing time-sensitive story events. The goals given to you are overarching and distant, with the bulk of the main adventures consisting of smaller episodes in and around different towns, but even within those smaller episodes, they largely (maybe even wholly) avoid any time-sensitive elements that would create disconnect with you exploring at your leisure. What few bosses there are, likewise, have reason to be staying put until you encounter them: Yamata Orochi posing as the ruler of the Japanese town in III; the Boss Troll who is posing as a king in the same game; the golem and dragon in I. You're always solving a problematic status-quo rather than having to deal with something in the act. In II, when the prince falls ill from a curse in the remakes, there isn't really anything story-wise to imply you should either make haste to heal him sooner or later--he's simply sticken for whatever amount of time it takes you to find a Leaf of the World Tree and come back; no real issue. The way the early ones avoid it is by forgoing time-sensitive events wholly, so that there's never a disconnect with your free exploration. I do prefer that approach overall, because of it working in tandem with openness and decision-making, but if it's too restrictive, I do think there are ways to make time-sensitive sequences work (used sparingly) with more restrictions on the player. An example from another series might be returning the dying Midna to Hyrule Castle in The Legend of Zelda: Twilight Princess--most paths are blocked off to you, the soundtrack changes, and you're stuck in a rather incapable wolf form until you deal with the situation (which also doesn't take long). To draw from another series again, Dragon Quest is far from the only one where this seems to become an issue more often in later titles. In Pokemon, for example, the first two generations of games offer nearly perfect ludonarrative with their low-stakes plots, lacking time-sensitive story-sequences. (You do solve problems, but as with early DQ, they are the status quos by the time you arrive--putting them off longer doesn't present any obvious narrative problems.) By the third generation, however, you have the option of, say, going to hatch eggs for 24 hours during an ongoing environmental catastrophe the plot expects you to stop. (Though I find this slightly less egregious than the XI examples above, as there aren't indisputably in-game days and nights passing; some later Pokemon entries do hit exactly that problem though.) I'm curious about this in the rest of the DQ series. People who have played more: In which titles is it done particularly well? Are there other examples of ludonarrative dissonance in the series, and, if so, how would you change them? Finally, is this an issue for you, or something you tend to not notice at all? [link] [comments] |
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