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/vr/ - Retro Games

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>> No.8981361 [View]
File: 3 KB, 256x240, Dragon Warrior III (U) [!]_082.png [View same] [iqdb] [saucenao] [google]
8981361

>> No.8745527 [View]
File: 3 KB, 256x240, Dragon Warrior III (U) [!]_082.png [View same] [iqdb] [saucenao] [google]
8745527

>>8745443
It has a lot to do with the monster designs and how soulful they are. Even the most basic and cliché enemy looks amazing

>> No.8698109 [View]
File: 3 KB, 256x240, Dragon Warrior III (U) [!]_082.png [View same] [iqdb] [saucenao] [google]
8698109

>>8698049
oh and the AI also prioritizes targets well

One thing that amazed me about the series, especially from 2 onwards; is how great presentation was. 2 came out in January 87 but I feel like it could have come out in 94 and, outside of overworld graphics which gradually got better in the series, the game would have been identical.

Because they nailed it with 2 and it just never got better than that on Famicom.
The best example would be how smooth overworld-battle transitions are, most notably with the musics. The dungeon/overworld themes really fade into the battle music and vice versa, it never feels like an abrupt change like in so many RPGs, and I have to say that looking at videos of the remakes of DQ2/3/4 on YT, that's one thing they fucked up in the remakes.

Also menus and text are fast and snappy while so many Famicom RPGs struggle with that.

Compare this for example with Final Fantasy which came out almost a year after DQ2, and the text and menus are sluggish in comparison (though far from the worst I've seen), the musics constently get abruptly interrupted and restarted; and it has much longer loading times (not to mention that puke inducing rainbow effect)

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