- Joined
- Feb 28, 2019
Yeah, you can change the size of monsters somehow in Joker2/3 I think? I don't remember if it's only sizing up, however -- definitely remember seeing some Size 4 Slimes and the like in the online arena while it was still up, and I really seem to remember shrinking some of the Size 3/4s down to at least 2?I don't like sizes because I want 3 big boy monsters (BossTroll, GreatDrak, Gigantes combo ftw). Maybe there's a way around that in the games and I never figured it out? Yeah the key system was so cool. With a little more effort and variation, you could have nearly infinite mini-adventures. I know people nowadays are jaded by procedural generation but it was implemented well in Monsters 2. I used to write short stories about key worlds and their history, all their heroes and legends and various monsters tamers from other worlds coming and going.
Also, I really hope DQXII brings back one feature: hitting your head when you zoom indoors. It really bugged me that you could zoom under roofs in XI and I hope it comes back. It's such a minor detail I know, but stuff like that is what gives the games soul and XI made me very sad.
As for Zoom... DQ12 won't have hitting your head when zooming for the same reason Skyrim wasn't allowed to have RPG mechanics, and why DQ7R is piss easy compared to the previous DQ games.
Cavemen who would have mocked us for playing these games played Morrowind or Oblivion and couldn't grasp the concept of to hit rolls, armor, et cetera. So they screeched like trained howler monkeys, shit all over the franchise, and went back to Halo. Instead of going "welp, market segmentation" the brainchildren in charge nowadays went "what if we just sanded ALL the edges off EVERYTHING and made ALL our products generic formless grey slop for EVERYONE to enjoy?"
That is to say, DQ12 won't be allowed to have something like that becuase Square Enix has been making games for the lowest common denominator BY the lowest bidder employees for a decade or more now. Difficulty is too much to expect in a JRPG, and as I've mentioned in the thread before, I really expect them to get rid of Turn Based Combat becuase "huuuuur don't you know they really wanted to do the thing I like but those old icky 'retro' systems like the PS3 couldn't handle Action RPG. Look, I can press X to not die!"
Remember, if any of us did that faux accent shit, we'd be immediately canceled for Turbo-Racism.I'm going through 7R right now. With all of the Dragon Quest games I've played I did half of them in english and half in jap so far, the english ones were the old Monsters games on GB, 11 and currently 7R. I did 1-4 in Jap.
7Rs script is so bad its unreal, its unbelievable that someone looked at it and said "Yeah this looks good". Its been a lot of years since I played 11 but I don't remember it being so bad with the written in accents as 7R. I thought the island where people were German was bad, but I just made it to one where they're French and I can't believe what I'm reading.
The DS games had villains that spoke in fucking cryllic ascii art. Like seriously, they spoke in Russian characters they slammed together to make look like English characters. It was quite literally unreadable in significant places.I have no clue about the DS games but I heard they were awful for it. These are from just wondering around the town. There was a scene when you enter the town or a building that some forced dialogue happens and it was worse than all this.
DQ11's last boss had a thing in Japan where he spoke backwards. Like, his text would be rendered "siht ekil." Doing that in English would be too hard, so IIRC they just "localized" it as A L L C A P S W I T H S P A C E S and a slow animation?