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

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*[[Gopal Gupta]] is regretfully unable to give his rescuers the [[black pepper]] they requested, pointing them to {{Alltrades Abbey 3}} to the north in the hopes of finding a merchant selling it
*[[Gopal Gupta]] is regretfully unable to give his rescuers the [[black pepper]] they requested, pointing them to {{Alltrades Abbey 3}} to the north in the hopes of finding a merchant selling it
*The ruined town of [[Theddon]] is preyed upon by a horde of [[dying fire]]s and [[phantasm]]s, which serve as the boss fight for the [[Green Orb]]
*The ruined town of [[Theddon]] is preyed upon by a horde of [[dying fire]]s and [[phantasm]]s, which serve as the boss fight for the [[Green Orb]]
*There is now a cutscene showing the [[Jipang|Jipangese]] citizens discussing [[Yayoi]]'s disappearance and dreading that [[Pimiko]] will punish them severely for allowing another sacrifice to [[Orochi]] to escape. One also mentions the [[The Jipangese swordsmith|swordsmith]] who fled with his wife when she was selected to be the sacrifice just before Yayoi
*There is now a cutscene showing the [[Jipang|Jipangese]] citizens discussing [[Yayoi]]'s disappearance and dreading that [[Pimiko]] will punish them severely for allowing another sacrifice to [[Orochi]] to escape. One also mentions the [[Jipangese swordsmith|swordsmith]] who fled with his wife when she was selected to be the sacrifice just before Yayoi
*The [[Boss troll|false king of Manoza]] is now revealed to have been a servant of Baramos
*The [[Boss troll|false king of Manoza]] is now revealed to have been a servant of Baramos
*The player is not granted entry to the [[Castle of the Dragon Queen]] until Baramos is slain
*The player is not granted entry to the [[Castle of the Dragon Queen]] until Baramos is slain
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==Update history==
==Update history==
===May 23rd, 2025===
===May 23rd, 2025===
*The movement speed when travelling by boat or using Ramia has been increased
*The movement speed when travelling by boat or using [[Ramia]] has been increased
*Adjustments have been made to avoid boat travel speed being reset by opening the menu or getting into a battle while travelling by boat
*Adjustments have been made to avoid boat travel speed being reset by opening the menu or getting into a battle while travelling by boat
*A feature has been added whereby pressing the menu button while flying with Ramia allows the player to switch between automatic and manual flight modes
*A feature has been added whereby pressing the menu button while flying with [[Ramia]] allows the player to switch between automatic and manual flight modes
*Ramia's low altitude flight now moves more quickly, similar to the Super Famicom version
*[[Ramia]]'s low altitude flight now moves more quickly, similar to the {{Super Famicom}} version
{{Clear}}
{{Clear}}
*Critical hit rates for the Hero and Martial Artist have been doubled
*[[Critical Hit]] rates for the {{Hero 3}} and [[Martial Artist]] have been doubled
*[[Falcon Slash]] has been buffed from 70% damage per strike to 75%  
*[[Falcon Slash]] has been buffed from 70% damage per strike to 75%  
*[[Gigaslash]] has been buffed from 225~275 damage to its traditional 350~410
*[[Gigaslash]] has been buffed from 225~275 damage to its traditional 350~410
*[[Cutting Edge]] has been buffed from 220% damage to 300%
*[[Cutting Edge]] has been buffed from 220% damage to 300%
*[[Monster Pile-On]] has been nerfed, only dealing full damage when all 121 rescue monsters have been found. It also now performs 3~5 strikes per use instead of being fixed at 4
*[[Monster Pile-On]] has been nerfed, only dealing full damage when all 121 rescue {{MFamilies}}s have been found. It also now performs 3~5 strikes per use instead of being fixed at 4
*[[Wild Side]] now costs 30 MP to use
*[[Wild Side]] now costs 30 {{MP}} to use
*[[Priest]]s can now equip the [[Duplic Hat]]
*[[Priest]]s can now equip the [[Duplic Hat]]


*A limit has been placed on the number of times that some monsters can perform certain actions within one turn
*A limit has been placed on the number of times that some {{MFamilies}}s can perform certain actions within one turn
*Some monsters have been adjusted so that they no longer use [[Defending Champion]] in the next turn after they become the last remaining monster
*Some {{MFamilies}}s have been adjusted so that they no longer use [[Defending Champion]] in the next turn after they become the last remaining monster
*The status-ailment resistance of boss monsters has been increased for Draconian Quest difficulty.
*The status-ailment resistance of boss {{MFamilies}}s has been increased for Draconian Quest difficulty.
*Adjustments have been made to make it more difficult for both enemies and party members to be successively afflicted with the same status ailments
*Adjustments have been made to make it more difficult for both enemies and {{Party 3}} members to be successively afflicted with the same status ailments
*[[Metal chimaera]]s and [[hardy hand]]s now yield more experience points when defeated
*[[Metal chimaera]]s and [[hardy hand]]s now yield more experience points when defeated
*Defence has been lowered for all monsters except for [[Metal slime family|metal slimes]]
*{{Defence}} has been lowered for all {{MFamilies}}s except for [[Metal slime family|metal slimes]]
*Minor adjustments have been made to the way that damage is dealt
*Minor adjustments have been made to the way that damage is dealt
{{Clear}}
{{Clear}}
*Once the Mini Medal Manor in the Aliahan well has been visited, it will be added to the list of Zoom destinations
*Once the Mini Medal Manor in the [[Aliahan]] well has been visited, it will be added to the list of [[Zoom]] destinations
*A new “short-cut button” feature has been added that allows spells and abilities to be assigned to specific buttons. For more information, please refer to Traveller's Tips in-game.
*A new “short-cut button” feature has been added that allows spells and abilities to be assigned to specific buttons. For more information, please refer to Traveller's Tips in-game.
*In the Temple of Trials, the number of [[Elfin Elixir]]s required to advance has been lowered from 25 to 10
*In the Temple of Trials, the number of [[Elfin elixir]]s required to advance has been lowered from 25 to 10
*A treasure chest has been added to the Temple of Trials, allowing players to acquire one more [[Gringham Whip]]
*A [[treasure chest]] has been added to the [[Temple of Trials]], allowing players to acquire one more [[Gringham whip]]
*Fixed a bug whereby levelling up after using the [[Seed of Life]] or [[Seed of Magic]] items would cause the status increase value to be calculated twice
*Fixed a bug whereby levelling up after using the [[Seed of life]] or [[Seed of magic]] items would cause the status increase value to be calculated twice
*Adjustments have been made so that if trophies and achievements have not been acquired correctly, selecting Misc. > Info in the menu allows some of them to be reacquired
*Adjustments have been made so that if trophies and achievements have not been acquired correctly, selecting Misc. > Info in the menu allows some of them to be reacquired
*Miscellaneous fixes for minor bugs
*Miscellaneous fixes for minor bugs
*The gold golem has been renamed to [[gold digger]] to distinguish it from the recurring monster of the same name, in preparation of the latter's appearance in ''[[Dragon Quest I & II HD-2D Remake]]''.
*The gold golem has been renamed to [[gold digger]] to distinguish it from the [[Gold golem (Recurring) |recurring monster]] of the same name, in preparation of the latter's appearance in ''[[Dragon Quest I & II HD-2D Remake]]''.
 
===Nintendo Switch 2 update===
On July 31st 2025 Square Enix released a patch that updates the [[Nintendo Switch]] version of the game to run smoother on the Nintendo Switch 2, with the option for players to prioritize frame rate or graphic fidelity at their leisure.
 
===August 30th, 2025===
*Minor bugs have been fixed.
*The wisdom stat's maximum influence on attack spell power was raised from +30% to +60% and also increases the damage range by the same amount. For example the [[Zapple]] spell has a base power 80 and range of 10, with high {{Wisdom}} now raising the base power to 128 and the range to 16.


==Development==
==Development==
Remaking ''Dragon Quest III'' was proposed by producer Masaaki Hayasaka, who noted that while the title was available for smart phones, the Nintendo Switch, and PlayStation 4 etc, these were just ports of the Super Famicom remake made back in 1996 and did not take advantage of modern hardware. The first remake proposal was to develop the game entirely in 3D, but this approach was canned due to the many difficulties of adapting a 2D game into the third dimension; the countless adjustments that would have to be made would have led to the remake feeling too detached from the original. Concurrent to this snag in development was the break out success of [https://en.wikipedia.org/wiki/Octopath_Traveler Octopath Traveler], which pioneered what is now known as the HD-2D style. Hayasaka then proposed remaking ''Dragon Quest III'' in the same style, to which Horii readily agreed<ref>早坂: HD-2D版が登場する前も Nintendo SwitchやPS4、スマホなどで『DQIII』を遊べましたが、それらは1996年に発売されたスーパーファミコン(以下SFC)酸の移植作でした。つまり、 最新技術によるリメイクが長らく行なわれていなかったんです。そんななかで、『オクトパストラベラー』(※1)でHD-2Dの手法が生まれて、「これを活用すれば、映像をアップデートした『DQIII』を作れるのでは」ということで企画が立ち上がりました。
Remaking ''Dragon Quest III'' was proposed by producer Masaaki Hayasaka, who noted that while the title was available for [[Cell phone|smart phones]], the [[Nintendo Switch]], and {{PlayStation 4}} etc, these were just ports of the {{Super Famicom}} remake made back in 1996 and did not take advantage of modern hardware. The first remake proposal was to develop the game entirely in 3D, but this approach was canned due to the many difficulties of adapting a 2D game into the third dimension; the countless adjustments that would have to be made would have led to the remake feeling too detached from the original. Concurrent to this snag in development was the break out success of [https://en.wikipedia.org/wiki/Octopath_Traveler Octopath Traveler], which pioneered what is now known as the HD-2D style. Hayasaka then proposed remaking ''Dragon Quest III'' in the same style, to which Horii readily agreed<ref>早坂: HD-2D版が登場する前も Nintendo SwitchやPS4、スマホなどで『DQIII』を遊べましたが、それらは1996年に発売されたスーパーファミコン(以下SFC)酸の移植作でした。つまり、 最新技術によるリメイクが長らく行なわれていなかったんです。そんななかで、『オクトパストラベラー』(※1)でHD-2Dの手法が生まれて、「これを活用すれば、映像をアップデートした『DQIII』を作れるのでは」ということで企画が立ち上がりました。
堀井: 僕としても、 最新のゲーム機の性能を存分に活かした『DQIII』を遊びたいと思っていたので、リメイクの提案には「ぜひやろう!」と返事をしたんです。堀井: 3Dでリメイクする案もありましたが、 2Dだったものをいきなり3Dにすると、調整が必要な部分が増えて、ゲーム性が変わってしまうんです。でもHD-2Dであれば2Dの味が残るので、 最新の映像でファミリーコンピュータ(以下FC) 版と同じ感触の冒険ができていいな、と思いましたね。ドラゴンクエストIII そして伝説へ… レジェンダリーガイドブック ISNB 978-4-08-779822-7 page 394</ref>.
堀井: 僕としても、 最新のゲーム機の性能を存分に活かした『DQIII』を遊びたいと思っていたので、リメイクの提案には「ぜひやろう!」と返事をしたんです。堀井: 3Dでリメイクする案もありましたが、 2Dだったものをいきなり3Dにすると、調整が必要な部分が増えて、ゲーム性が変わってしまうんです。でもHD-2Dであれば2Dの味が残るので、 最新の映像でファミリーコンピュータ(以下FC) 版と同じ感触の冒険ができていいな、と思いましたね。ドラゴンクエストIII そして伝説へ… レジェンダリーガイドブック ISNB 978-4-08-779822-7 page 394</ref>.


With the presentation decided upon the goal of the project was to respect the original while still adding new elements to enrich the play experience. One example of this was changing the look of each town and castle now that they were not bound to the same tile sprites as they were in the Famicom and Super Famicom versions. As the world of ''Dragon Quest III'' is based on the real world, Hayasaka placed emphasis on reflecting the real life cultures each locale was derived from without altering the classic feeling too much. When Horii compared the HD remake and the Famicom version side by side, he noted the two had a similar atmosphere despite the latter's more primitive graphics, which Hayasaka took as a great personal success<ref>早坂: FC版では、どの町も同じマップチップ (マップを構成するパーツ) が使われているため雰囲気が似ていましたが、HD-2Dになったおかげで間ごとにヨーロッパらしさや日本らしさ、アジアらしさといったちがいを表現できました。『DQIII』のワールドマップは現実世界をモチーフにしているので、実際のイメージを再現できたのは大きな魅になったと思います。
With the presentation decided upon the goal of the project was to respect the original while still adding new elements to enrich the play experience. One example of this was changing the look of each town and castle now that they were not bound to the same tile sprites as they were in the {{Famicom}} and {{Super Famicom}} versions. As the world of ''Dragon Quest III'' is based on the real world, Hayasaka placed emphasis on reflecting the real life cultures each locale was derived from without altering the classic feeling too much. When [[Yuji Horii|Horii]] compared the HD remake and the Famicom version side by side, he noted the two had a similar atmosphere despite the latter's more primitive graphics, which Hayasaka took as a great personal success<ref>早坂: FC版では、どの町も同じマップチップ (マップを構成するパーツ) が使われているため雰囲気が似ていましたが、HD-2Dになったおかげで間ごとにヨーロッパらしさや日本らしさ、アジアらしさといったちがいを表現できました。『DQIII』のワールドマップは現実世界をモチーフにしているので、実際のイメージを再現できたのは大きな魅になったと思います。
堀井: 今回、思い出は時間とともに美しくなることを実感しましたね。HD-2D版を遊んで、「映像はもう少しチープだったけど、FC版のグラフィックもこんな雰囲気だったな」と思ったのですが、実際に見くらべたら「こんなに簡素だったっけ!?」と(笑)。
堀井: 今回、思い出は時間とともに美しくなることを実感しましたね。HD-2D版を遊んで、「映像はもう少しチープだったけど、FC版のグラフィックもこんな雰囲気だったな」と思ったのですが、実際に見くらべたら「こんなに簡素だったっけ!?」と(笑)。
早坂: 改めて「こんなにちがうの!?」と驚きました。ただ、そんなふうに感じるということは、FC版を遊んだ当時に脳内に思い浮かべたイメージとHD-2Dの映像がそんなにズレていないとも言えるので、制作者としては大成功です。ドラゴンクエストIII そして伝説へ… レジェンダリーガイドブック ISNB 978-4-08-779822-7 page 394</ref>. This attention to detail extended to the overworld representations of each town and castle as well, something that actually caused a dispute during development. Each locale was given a unique, miniaturized representation on the world map instead of sharing the same sprite tiles as in prior versions, and Hayasaka wanted the player to be able to enter each from any side. The planner contested this and insisted it wasn't realistic enough for a modern game, to which Hayasaka countered that such a feature would be better for difficulty balance as a party in a critical state wouldn't run the risk of being wiped out by monsters when walking towards an entrance on the opposite side of the town. Neither would compromise and Horii settled things by agreeing with Hayasaka<ref>早坂: その仕様は、プランナーと結構もめまして・・・・・・。もし特定の出入口からしか入れなかったら、ボロボロの状態はんたいがわ いりぐちでフィールドを歩いて帰ってきたときに、反対側の入口までまわりこむ途中で敵と遭遇して全滅してしまうかもしれない。そうならないように、町のシンボルのどこかに触れればすぐに入れるようにしてほしい、とプランナーに頼んだのですが、「いえ、最新のゲームとして、これくらいのディテールは必要です!」と説得されまして・・・・・・。
早坂: 改めて「こんなにちがうの!?」と驚きました。ただ、そんなふうに感じるということは、FC版を遊んだ当時に脳内に思い浮かべたイメージとHD-2Dの映像がそんなにズレていないとも言えるので、制作者としては大成功です。ドラゴンクエストIII そして伝説へ… レジェンダリーガイドブック ISNB 978-4-08-779822-7 page 394</ref>. This attention to detail extended to the overworld representations of each town and castle as well, something that actually caused a dispute during development. Each locale was given a unique, miniaturized representation on the [[World Map]] instead of sharing the same sprite tiles as in prior versions, and Hayasaka wanted the player to be able to enter each from any side. The planner contested this and insisted it wasn't realistic enough for a modern game, to which Hayasaka countered that such a feature would be better for difficulty balance as a {{Party 3}} in a critical state wouldn't run the risk of being wiped out by {{MFamilies}}s when walking towards an entrance on the opposite side of the town. Neither would compromise and [[Yuji Horii|Horii]] settled things by agreeing with Hayasaka<ref>早坂: その仕様は、プランナーと結構もめまして・・・・・・。もし特定の出入口からしか入れなかったら、ボロボロの状態はんたいがわ いりぐちでフィールドを歩いて帰ってきたときに、反対側の入口までまわりこむ途中で敵と遭遇して全滅してしまうかもしれない。そうならないように、町のシンボルのどこかに触れればすぐに入れるようにしてほしい、とプランナーに頼んだのですが、「いえ、最新のゲームとして、これくらいのディテールは必要です!」と説得されまして・・・・・・。
堀井: お互いゆずらなかったんだよね?
堀井: お互いゆずらなかったんだよね?
早坂: はい、めっちゃぶつかりました(笑)。 最終的に堀井さんに決めていただいて、いまの形になったんです。
早坂: はい、めっちゃぶつかりました(笑)。 最終的に堀井さんに決めていただいて、いまの形になったんです。
堀井: 町ごとに外観を変えるほどのこだわりを持っているということは、入口の位置もちゃんと対応させたいにちがいないと感じて、OKしました。ドラゴンクエストIII そして伝説へ… レジェンダリーガイドブック ISNB 978-4-08-779822-7 page 394</ref>.
堀井: 町ごとに外観を変えるほどのこだわりを持っているということは、入口の位置もちゃんと対応させたいにちがいないと感じて、OKしました。ドラゴンクエストIII そして伝説へ… レジェンダリーガイドブック ISNB 978-4-08-779822-7 page 394</ref>.


As the original game was known for having a high degree of customization at the time of it's release through the vocations system, this feature was embellished by granting players the ability to personalize the appearances of their characters directly. These specifications will also persist when a character changes vocations, something Hayasaka proposed due to the awkwardness of a male Warrior suddenly becoming an old man once he changed vocations into a Mage and vice-versa. Voice acting for the party was also deemed a necessity in the modern era, with Horii supervising the proper intonations for spells when their names are shouted in battle.
As the original game was known for having a high degree of customization at the time of it's release through the vocations system, this feature was embellished by granting players the ability to personalize the appearances of their characters directly. These specifications will also persist when a character changes vocations, something Hayasaka proposed due to the awkwardness of a male [[Warrior]] suddenly becoming an old man once he changed vocations into a [[Mage]] and vice-versa. Voice acting for the {{Party 3}} was also deemed a necessity in the modern era, with [[Yuji Horii|Horii]] supervising the proper intonations for spells when their names are shouted in battle.


Scenario-wise, Horii deemed that the original ''Dragon Quest III'' had a complete story and thus the new additions would focus on Ortega instead of the protagonist. As one of the core elements of the title was the Hero following their in father's footsteps and slowly catching up with him as the adventure progresses, these new scenario additions would strengthen that theme in a way that didn't disrupt the flow of the overarching story. Particular emphasis was given to scene of Ortega fighting an unknown monster at the volcanic rim of [[Mt. Necrogond]], added in the Super Famicom version, with several of the new scenes showing Ortega's journey leading up to that moment and the unknown monster being fleshed out into the [[Garbgoyle]] villain.
Scenario-wise, [[Yuji Horii|Horii]] deemed that the original ''Dragon Quest III'' had a complete story and thus the new additions would focus on [[Ortega]] instead of the protagonist. As one of the core elements of the title was the {{Hero 3}} following their in [[Ortega|father's]] footsteps and slowly catching up with him as the adventure progresses, these new scenario additions would strengthen that theme in a way that didn't disrupt the flow of the overarching story. Particular emphasis was given to scene of [[Ortega]] fighting an unknown [[Garboyle|monster]] at the volcanic rim of [[Mt. Necrogond]], added in the {{Super Famicom}} version, with several of the new scenes showing [[Ortega]]'s journey leading up to that moment and the unknown [[Garboyle|monster]] being fleshed out into the [[Garboyle]] villain.


To further emphasis the theme of familial legacy was the creation of the [[Auroral Helm]] item, the upgraded form of [[Ortega's Helm]]. While the Super Famicom remake had included Ortega's Helm as a durable piece of head protection, it was outclassed by the [[mythril helm]] and [[great helm]] items available later in the game, both of which could be equipped by the Hero. The [[GameBoy Color]] port released in 2000 addressed this by giving Ortega's Helm resistances to status ailments, but it was still a sub-optimal choice by the end of the game. Horii noted that many players held a sentimental attachment to the helmet regardless of it's comparative weakness and would equip it even into the confrontation against the final boss despite being a handicap. As it was revealed in the 25th anniversary expo that Ortega's Helm would become [[Erdrick's Helmet]] it was decided to incorporate this into the HD remake. As a bonus, Ortega's dialogue will change if the player wears the Auroral helm while speaking to him in the depths of [[Zoma's Citadel]]<ref>早坂: オルテガのかぶとを今作のかぶとのなかで一番強くしたい、との思いから追加しました。 SFC版ではもっと強いかぶとがあるので、それを装備して最終決戦に向かうプレイヤーも多かったのですが、やはり最後は父親から受け継いだ品を身に着けてほしくて。 「DQ」シリーズ25周年記念で開催された「ドラゴンクエスト展」にて、「オルテガのかぶとが、のちにロトのかぶとになった」という設定を明かしていたので、それを取り入れました。
To further emphasis the theme of familial legacy was the creation of the [[Auroral Helm]] item, the upgraded form of [[Ortega's Helm]]. While the {{Super Famicom}} remake had included Ortega's Helm as a durable piece of head protection, it was outclassed by the [[mythril helm]] and [[great helm]] items available later in the game, both of which could be equipped by the {{Hero 3}}. The {{Game Boy Color}} port released in 2000 addressed this by giving [[Ortega's Helm]] resistances to status ailments, but it was still a sub-optimal choice by the end of the game. [[Yuji Horii|Horii]] noted that many players held a sentimental attachment to the helmet regardless of it's comparative weakness and would equip it even into the confrontation against the [[Zoma|final boss]] despite being a handicap. As it was revealed in the 25th anniversary expo that [[Ortega's Helm]] would become [[Erdrick's Helmet]] it was decided to incorporate this into the HD remake. As a bonus, [[Ortega]]'s dialogue will change if the player wears the [[Auroral Helm]] while speaking to him in the depths of [[Zoma's Citadel]]<ref>早坂: オルテガのかぶとを今作のかぶとのなかで一番強くしたい、との思いから追加しました。 SFC版ではもっと強いかぶとがあるので、それを装備して最終決戦に向かうプレイヤーも多かったのですが、やはり最後は父親から受け継いだ品を身に着けてほしくて。 「DQ」シリーズ25周年記念で開催された「ドラゴンクエスト展」にて、「オルテガのかぶとが、のちにロトのかぶとになった」という設定を明かしていたので、それを取り入れました。
堀井:「思い入れのある父親のかぶとをかぶって最後の敵を倒したい」と思うプレイヤーも結構いるでしょうから、今回は性能を上げて装備しやすくしたんです。
堀井:「思い入れのある父親のかぶとをかぶって最後の敵を倒したい」と思うプレイヤーも結構いるでしょうから、今回は性能を上げて装備しやすくしたんです。
早坂: しかも、今回はオルテガとの再会シーンの展開が分岐するのですが、その条件としてもかぶとを活用しました。 ひかりのかぶとを装備していると、 最後のオルテガの反応が変わるんですよ。あのシーンのセリフは、もちろん外の部分はできるだけ変えない方針でした。
早坂: しかも、今回はオルテガとの再会シーンの展開が分岐するのですが、その条件としてもかぶとを活用しました。 ひかりのかぶとを装備していると、 最後のオルテガの反応が変わるんですよ。あのシーンのセリフは、もちろん外の部分はできるだけ変えない方針でした。
堀井: とてもせつない感じになっていると思いますよ。ドラゴンクエストIII そして伝説へ… レジェンダリーガイドブック ISNB 978-4-08-779822-7 page 396</ref>.  
堀井: とてもせつない感じになっていると思いますよ。ドラゴンクエストIII そして伝説へ… レジェンダリーガイドブック ISNB 978-4-08-779822-7 page 396</ref>.  


When it came to modernizing the battle system it was decided from the beginning to include skills, which had become a staple of the series since their inclusion in ''[[Dragon Quest V]]'' in 1992. The inclusion of skills required a rebalancing of the monsters' capabilities in battle to establish a good difficulty curve, as well as raising the amount of monsters that could appear in a single battle from 4~5 to 8. The implementation of AI-controlled party members was a carryover from the smart phone port of the Super Famicom remake, but was further refined to be more intelligent. Humorously this new intelligence lead to the AI characters casting [[Whack]] and [[Thwack]] over and over even on enemies who were immune to instant death before the programming was altered, inadvertently recreating [[Kiryl]]'s infamous blunders from the Famicom version of ''[[Dragon Quest IV]]''<ref>早坂: すでにAIが搭載されていたスマホ版をベースにしていますが、さらに賢くなっています。なんなら人間よりも最適な行動を選んでくれるかもしれません。
When it came to modernizing the battle system it was decided from the beginning to include skills, which had become a staple of the series since their inclusion in {{Dragon Quest V}} in 1992. The inclusion of skills required a rebalancing of the {{MFamilies}}s' capabilities in battle to establish a good difficulty curve, as well as raising the amount of {{MFamilies}}s that could appear in a single battle from 4~5 to 8. The implementation of AI-controlled {{Party 3}} members was a carryover from the smart phone port of the {{Super Famicom}} remake, but was further refined to be more intelligent. Humorously this new intelligence lead to the AI characters casting [[Whack]] and [[Thwack]] over and over even on enemies who were immune to instant death before the programming was altered, inadvertently recreating [[Kiryl]]'s infamous blunders from the {{Famicom}} version of {{Dragon Quest IV}}<ref>早坂: すでにAIが搭載されていたスマホ版をベースにしていますが、さらに賢くなっています。なんなら人間よりも最適な行動を選んでくれるかもしれません。
堀井: 自分でターンの最初にコマンドを選ぶのとちがって、AIは順番がまわってきたときに行動を決めるから、ムダがなくて強いんです。ただ、やっぱりボス戦では、自分でコマンドを入れるほうが緊張感があって楽しめますね。
堀井: 自分でターンの最初にコマンドを選ぶのとちがって、AIは順番がまわってきたときに行動を決めるから、ムダがなくて強いんです。ただ、やっぱりボス戦では、自分でコマンドを入れるほうが緊張感があって楽しめますね。
早坂: その点は意識しました。「強敵との戦闘では、自分でコマンドを入力したほうが善戦できる」という感覚は、これまでの「DQ」を踏襲しています。
早坂: その点は意識しました。「強敵との戦闘では、自分でコマンドを入力したほうが善戦できる」という感覚は、これまでの「DQ」を踏襲しています。
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早坂: 今回の開発作業中も、ザキやザラキを覚えるとAIが積極的に使いはじめる状況になったことがありましたね。「DQ」の開発では、毎回この悩みがあるみたいです。ドラゴンクエストIII そして伝説へ… レジェンダリーガイドブック ISNB 978-4-08-779822-7 page 396</ref>.
早坂: 今回の開発作業中も、ザキやザラキを覚えるとAIが積極的に使いはじめる状況になったことがありましたね。「DQ」の開発では、毎回この悩みがあるみたいです。ドラゴンクエストIII そして伝説へ… レジェンダリーガイドブック ISNB 978-4-08-779822-7 page 396</ref>.


The addition of the Monster Wrangler vocation came about due to the age ratings boards of overseas nations being stricter than in Japan. This meant that the traditional mini-game of betting on monster fights to win money needed to be axed due to resembling real life gambling, and it was decided to replace the system with a [[Monster Arena]] styled like the one seen in ''[[Dragon Quest VIII]]'' where the player's team of monsters compete for prizes. This decision was also based on play-tester feedback, who requested that the larger village/castle/dungeon maps of the HD version be given more features to fill in the new space. As such recruitable monsters were deposited in various areas, thus addressing both issues at simultaneously. The Monster Wrangler was added to further enrich the system, rewarding the player in a practical way with the vocation reaching greater potential the more monsters the player recruits<ref>早坂: まず、 海外のレーティング(対象年齢制限)の関係で、原作にあったモンスター格闘場のオッズシステム(魔物同士の戦いにゴールドをベットする仕組み)が使用でき なくなり、そのかわりとして過去の「DQ」シリーズからモンスター・バトルロードを取り入れることになりました。また、HD-2D化によってマップが広くなったため、新しい遊びを追加したい、という要望もあったんです。このふたつを解決するために、新職業でまもの使いを採用すれば「広い世界でモンスターを集めてバトルロードで戦わせる」という形でうまくまとまるのでは、と考えて追加が決まりました。フィールドの隠しエリア (ひみつの場所)も、当初はどのように活用するか決まっていませんでしたが、まもの使いやバトルロードが採用されたことを受けて、はぐれモンスターの隠れ場所になったんです。まもの使いによって、いろいろな要素がうまくはまっていった感覚でした。
The addition of the [[Monster Wrangler]] vocation came about due to the age ratings boards of overseas nations being stricter than in Japan. This meant that the traditional mini-game of betting on {{MFamilies}} fights to win [[Gold|money]] needed to be axed due to resembling real life gambling, and it was decided to replace the system with a [[Monster Arena]] styled like [[Morrie's Place|the one]] seen in {{Dragon Quest VIII]}} where the player's team of {{MFamilies}}s compete for prizes. This decision was also based on play-tester feedback, who requested that the larger village/castle/dungeon maps of the HD version be given more features to fill in the new space. As such recruitable {{MFamilies}}s were deposited in various areas, thus addressing both issues at simultaneously. The [[Monster Wrangler]] was added to further enrich the system, rewarding the player in a practical way with the vocation reaching greater potential the more {{MFamilies}}s the player recruits<ref>早坂: まず、 海外のレーティング(対象年齢制限)の関係で、原作にあったモンスター格闘場のオッズシステム(魔物同士の戦いにゴールドをベットする仕組み)が使用でき なくなり、そのかわりとして過去の「DQ」シリーズからモンスター・バトルロードを取り入れることになりました。また、HD-2D化によってマップが広くなったため、新しい遊びを追加したい、という要望もあったんです。このふたつを解決するために、新職業でまもの使いを採用すれば「広い世界でモンスターを集めてバトルロードで戦わせる」という形でうまくまとまるのでは、と考えて追加が決まりました。フィールドの隠しエリア (ひみつの場所)も、当初はどのように活用するか決まっていませんでしたが、まもの使いやバトルロードが採用されたことを受けて、はぐれモンスターの隠れ場所になったんです。まもの使いによって、いろいろな要素がうまくはまっていった感覚でした。
堀井: 新職業は、プロモーションでしばらく内緒にしていましたが、 PVでちょっとゲーム内の姿が出た瞬間にまもの使いだとバレちゃいましたね。さすが、「DQ」ファンは鋭いです。ドラゴンクエストIII そして伝説へ… レジェンダリーガイドブック ISNB 978-4-08-779822-7 page 396</ref>.
堀井: 新職業は、プロモーションでしばらく内緒にしていましたが、 PVでちょっとゲーム内の姿が出た瞬間にまもの使いだとバレちゃいましたね。さすが、「DQ」ファンは鋭いです。ドラゴンクエストIII そして伝説へ… レジェンダリーガイドブック ISNB 978-4-08-779822-7 page 396</ref>.


The inclusion of the [[Grand Dragon]], the superboss who was added to the GameBoy Color version of ''Dragon Quest III'' in 2000, was a response to feedback from players that noted his absence from the ports of the Super Famicom version and desired to fight him once more. The abode of the Grand Dragon, the [[Temple of Trials]], was created as a means to satisfy players that wanted to continue playing after the credits rolled and those seeking a considerable challenge. As the [[Monster Medal|monster medals]] feature from the GameBoy Color version was decided to not be brought forward for the HD remake, the [[Ice Cave]] bonus dungeon that originally housed the Grand Dragon was replaced with the heavenly Temple of Trials <ref>早坂: クリア後のやりこみ要素として何を入れようかと考えたときに、ゲームボーイカラー(以下GBC)版の隠しボスであるグランドラゴーンが候補にあがりました。この敵はGBC版にしか登場しておらず、「ほかの移植版でも戦いたい」との声が以前から多く寄せられていたんです。そこで、今回のリメイクではグランドラゴーンを登場させることになり、せっかくだからダンジョンのデザインも一新して、 試練の神殿という荘厳な場所になりました。こういったやりこみ要素は「DQ」シリーズではおなじみですから、みなさんに楽しんでもらえるのではないでしょうか。
The inclusion of the [[Grand Dragon]], the superboss who was added to the {{Game Boy Color}} version of ''Dragon Quest III'' in 2000, was a response to feedback from players that noted his absence from the ports of the {{Super Famicom}} version and desired to fight him once more. The abode of the [[Grand Dragon]], the [[Temple of Trials]], was created as a means to satisfy players that wanted to continue playing after the credits rolled and those seeking a considerable challenge. As the [[Monster Medal|monster medals]] feature from the {{Game Boy Color}} version was decided to not be brought forward for the HD remake, the [[Ice Cave]] bonus dungeon that originally housed the [[Grand Dragon]] was replaced with the heavenly [[Temple of Trials]] <ref>早坂: クリア後のやりこみ要素として何を入れようかと考えたときに、ゲームボーイカラー(以下GBC)版の隠しボスであるグランドラゴーンが候補にあがりました。この敵はGBC版にしか登場しておらず、「ほかの移植版でも戦いたい」との声が以前から多く寄せられていたんです。そこで、今回のリメイクではグランドラゴーンを登場させることになり、せっかくだからダンジョンのデザインも一新して、 試練の神殿という荘厳な場所になりました。こういったやりこみ要素は「DQ」シリーズではおなじみですから、みなさんに楽しんでもらえるのではないでしょうか。
堀井: エンディングを迎えても「まだ終わりたくない!」と思う人に添える内容になっているので、遊び人4人で挑戦するとか、いろいろと試してほしいですね。ドラゴンクエストIII そして伝説へ… レジェンダリーガイドブック ISNB 978-4-08-779822-7 page 397</ref>.
堀井: エンディングを迎えても「まだ終わりたくない!」と思う人に添える内容になっているので、遊び人4人で挑戦するとか、いろいろと試してほしいですね。ドラゴンクエストIII そして伝説へ… レジェンダリーガイドブック ISNB 978-4-08-779822-7 page 397</ref>.


''Dragon Quest III HD-2D Remake'' was formally announced during the [https://www.youtube.com/watch?v=gfmOWgfYVjY| series 35th anniversary livestream] on May 26, 2021. Beta footage that dirfers from the final product was shown, along with a debriefing from producer Masaaki Hayasaka. In his typical mischievous fashion Yuji Horii also let it slip that [[Dragon Quest I & II HD-2D Remake|remakes of the first two games]] and that there would be surprises in store for those who played the trio in chronological order, much to the chagrin of his co-host and live English translator.
''Dragon Quest III HD-2D Remake'' was formally announced during the [https://www.youtube.com/watch?v=gfmOWgfYVjY| series 35th anniversary livestream] on May 26, 2021. Beta footage that dirfers from the final product was shown, along with a debriefing from producer Masaaki Hayasaka. In his typical mischievous fashion [[Yuji Horii]] also let it slip that [[Dragon Quest I & II HD-2D Remake|remakes of the first two games]] and that there would be surprises in store for those who played the trio in chronological order, much to the chagrin of his co-host and live English translator.


==Censorship controversy==
==Censorship controversy==
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The removal of gendered language during the character creation process has also been criticized. This was first revealed during June 2024 in the 32nd issue of Weekly Shonen Jump where the Hero and Heroine's full art was revealed, referring to the two as  "looks A" and "looks B" despite the artwork clearly depicting the two as a man and woman respectively. Matching voice actors were cast for their battle dialogue as well, with [[Nobuyuki Hiyama]] and [[Yūko Minaguchi]] for the Japanese dub and Toby Laurence and Jenna Sharpe for the English dub. A trailer shown on August 27th would show this peculiarity extending to the party members as well, where their sex was replaced with "appearance A/B". The change was further criticized when the trailer revealed that the English script still uses proper terms when referring to characters in-dialogue, such as the appearance B [[Thief]] Samantha being referred to as a woman by Healizah when giving her a makeover, making the alteration totally pointless.
The removal of gendered language during the character creation process has also been criticized. This was first revealed during June 2024 in the 32nd issue of Weekly Shonen Jump where the Hero and Heroine's full art was revealed, referring to the two as  "looks A" and "looks B" despite the artwork clearly depicting the two as a man and woman respectively. Matching voice actors were cast for their battle dialogue as well, with [[Nobuyuki Hiyama]] and [[Yūko Minaguchi]] for the Japanese dub and Toby Laurence and Jenna Sharpe for the English dub. A trailer shown on August 27th would show this peculiarity extending to the party members as well, where their sex was replaced with "appearance A/B". The change was further criticized when the trailer revealed that the English script still uses proper terms when referring to characters in-dialogue, such as the appearance B [[Thief]] Samantha being referred to as a woman by Healizah when giving her a makeover, making the alteration totally pointless.


On September 28, an interview between [https://www.youtube.com/watch?v=YP_tD58w6io Denfamico Gamer]'s NAZ CHRIS and Yuji Horii and [[Kazuhiko Torishima]] would be held commemorating the 2024 Tokyo Game Show, with Horii and Torishima representing [https://www.j-wave.co.jp/original/maadspin/ radio station Tokyo M.A.A.D. SPIN] through their radio program "Yubo & Mashirito 's Koso Koso station". The interview pretained to the HD2D remake of ''III'', the ongoing scandal regarding the game's censorship prompting NAZ CHRIS to ask Yuji Horii about the changes directly, specifically for the female Warrior. Horii revealed that the changes were due to the strict age ratings regulations, stating that even just showing too much skin would raise the game's rating and prevent the game from being sold as an all-ages product as ''Dragon Quest'' had been in the past. NAZ CHRIS replied by saying the game is simply a work of fiction for the players to immerse themselves into, to which Horii agreed and stated that he doesn't understand what the problem is either<ref>NAZ CHRIS: あとすごい話題になってた。そのコスチュームとか、当時とそのままなのかどうなのかみたいなのがありましたよね。 また...
On September 28, an interview between [https://www.youtube.com/watch?v=YP_tD58w6io Denfamico Gamer]'s NAZ CHRIS and Yuji Horii and [[Kazuhiko Torishima]] would be held commemorating the 2024 Tokyo Game Show, with [[Yuji Horii|Horii]] and [[Kazuhiko Torishima|Torishima]] representing [https://www.j-wave.co.jp/original/maadspin/ radio station Tokyo M.A.A.D. SPIN] through their radio program "Yubo & Mashirito 's Koso Koso station". The interview pretained to the HD2D remake of ''III'', the ongoing scandal regarding the game's censorship prompting NAZ CHRIS to ask [[Yuji Horii]] about the changes directly, specifically for the female [[Warrior]]. [[Yuji Horii|Horii]] revealed that the changes were due to the strict age ratings regulations, stating that even just showing too much skin would raise the game's rating and prevent the game from being sold as an all-ages product as {{MFamilies}} had been in the past. NAZ CHRIS replied by saying the game is simply a work of fiction for the players to immerse themselves into, to which Horii agreed and stated that he doesn't understand what the problem is either<ref>NAZ CHRIS: あとすごい話題になってた。そのコスチュームとか、当時とそのままなのかどうなのかみたいなのがありましたよね。 また...
堀井: まあね、あのいろいろ規制もあってね。露出しすぎちゃいけないとかね
堀井: まあね、あのいろいろ規制もあってね。露出しすぎちゃいけないとかね
NAZ: あそこまあちょっとあんまり深掘りする気はないんですけど。いいのにだってフィクションだけど、その中にあ、主人公ってあなたが入って冒険するっていうことでいいじゃないと思うんですけど、違うんですかね?
NAZ: あそこまあちょっとあんまり深掘りする気はないんですけど。いいのにだってフィクションだけど、その中にあ、主人公ってあなたが入って冒険するっていうことでいいじゃないと思うんですけど、違うんですかね?
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鳥嶋: まあまあね。
鳥嶋: まあまあね。
堀井: 全年齢じゃなくなってしまうっていうのが
堀井: 全年齢じゃなくなってしまうっていうのが
鳥嶋: ルールがやっぱなんか各国違ったりするんでね。広くろうと思うと、一番厳しいところに合わせざるを得ないとか。でも,</ref>. Torishima followed Horii's statement up by pointing out that ratings regulations vary greatly between different nations. Torishima strongly criticized the forced compliance to these regulations to conduct international business in American and the UK, going so far as to call them an "evil disguised as good", and pointed out that it is simply impossible for there to be content that offends no one due to everyone having different perspectives; Torishima asserts that so long as certain absolute taboos are not broken then creative freedom should be unfettered<ref>NAZ: 当時そんなこと思わなかったですね。
鳥嶋: ルールがやっぱなんか各国違ったりするんでね。広くろうと思うと、一番厳しいところに合わせざるを得ないとか。でも,</ref>. [[Kazuhiko Torishima|Torishima]] followed Horii's statement up by pointing out that ratings regulations vary greatly between different nations. [[Kazuhiko Torishima|Torishima]] strongly criticized the forced compliance to these regulations to conduct international business in American and the UK, going so far as to call them an "evil disguised as good", and pointed out that it is simply impossible for there to be content that offends no one due to everyone having different perspectives; [[Kazuhiko Torishima|Torishima]] asserts that so long as certain absolute taboos are not broken then creative freedom should be unfettered<ref>NAZ: 当時そんなこと思わなかったですね。
鳥嶋: コンプラっていう名のね。やっぱりね、ある種のね。なんだろうな、絶対神と言うべき善の名を借りた悪みたいのがあるよね。あの全員が不快感を覚えないなんてことはないわけだって、株不快はこういうことを覚えるどうこうでもいいわけよ。だって綺麗、汚いとかさ、善悪って人それぞれ感じ方があるわけじゃんで物事はやっぱり。根っこにあるのは、やっぱり絶対やっちゃいけないことだけ。いくつかそれをさえやらなきゃといいじゃないって、そういうのがないわけだから、やっぱりあの欧米英米の方から欧米の方から来てる?</ref>.  
鳥嶋: コンプラっていう名のね。やっぱりね、ある種のね。なんだろうな、絶対神と言うべき善の名を借りた悪みたいのがあるよね。あの全員が不快感を覚えないなんてことはないわけだって、株不快はこういうことを覚えるどうこうでもいいわけよ。だって綺麗、汚いとかさ、善悪って人それぞれ感じ方があるわけじゃんで物事はやっぱり。根っこにあるのは、やっぱり絶対やっちゃいけないことだけ。いくつかそれをさえやらなきゃといいじゃないって、そういうのがないわけだから、やっぱりあの欧米英米の方から欧米の方から来てる?</ref>.  


Torishima drew comparisons between the narrow-mindedness of modern-day age regulations to the religious zealotry of the Puritanical mindset of the past, and highlighted the difficulties of selling Jump magazine in America as an example. The content that was deemed perfectly suitable for eight year old children in Japan was mandated to be marketed as strictly for teenagers and older in America or legal action would be applied<ref>鳥嶋:その宗教的な概念からくるその清教徒の考え方って、アメリカにあるじゃない?彼らのコンプラの考え方って本当ない。狭いうんでだから、向こうでコミックスだけに、全部その年齢で。 あの, 区切ってやらなきゃいけない少年ジャンプの漫画だったらサーティーンアップ13歳以上じゃないと出せない。それは全部見てくれなきゃいけないで、それを訴訟が起きる。そのために保険も入らなきゃいけない。もうこんなね、バカな国とねやるの。</ref> Torishima declared that doing business with America was infuriating and even damaging to Japan itself by forcing the smaller nation to comply to such ridiculous laws, which Horii explained as being the reason for the removal of gendered language during the character creation process. Foreign meddling mandated the censoring of the words men and women and forced Horii to utilize the awkward workaround of appearance A/B, despite everything else in the game acknowledging the common sense differences between the two sexes. Horii wondered aloud who on Earth would ever complain about the use of such common words in the first place<ref>堀井: 主人公もね、男女選べるんだけど、男を女選ぶって書いていけないのねタイプ一タイプ二なのねねえそう男女誰が一体文句言うんだろうと思うんだよね。
[[Kazuhiko Torishima|Torishima]] drew comparisons between the narrow-mindedness of modern-day age regulations to the religious zealotry of the Puritanical mindset of the past, and highlighted the difficulties of selling Jump magazine in America as an example. The content that was deemed perfectly suitable for eight year old children in Japan was mandated to be marketed as strictly for teenagers and older in America or legal action would be applied<ref>鳥嶋:その宗教的な概念からくるその清教徒の考え方って、アメリカにあるじゃない?彼らのコンプラの考え方って本当ない。狭いうんでだから、向こうでコミックスだけに、全部その年齢で。 あの, 区切ってやらなきゃいけない少年ジャンプの漫画だったらサーティーンアップ13歳以上じゃないと出せない。それは全部見てくれなきゃいけないで、それを訴訟が起きる。そのために保険も入らなきゃいけない。もうこんなね、バカな国とねやるの。</ref> [[Kazuhiko Torishima|Torishima]] declared that doing business with America was infuriating and even damaging to Japan itself by forcing the smaller nation to comply to such ridiculous laws, which Horii explained as being the reason for the removal of gendered language during the character creation process. Foreign meddling mandated the censoring of the words men and women and forced [[Yuji Horii|Horii]] to utilize the awkward workaround of appearance A/B, despite everything else in the game acknowledging the common sense differences between the two sexes. [[Yuji Horii|Horii]] wondered aloud who on Earth would ever complain about the use of such common words in the first place<ref>堀井: 主人公もね、男女選べるんだけど、男を女選ぶって書いていけないのねタイプ一タイプ二なのねねえそう男女誰が一体文句言うんだろうと思うんだよね。
鳥嶋: そうそうですね。
鳥嶋: そうそうですね。
堀井: うん, わからない。</ref>.
堀井: うん, わからない。</ref>.
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==External links==
==External links==
*[https://dragonquest.square-enix-games.com/games/en-us/dragon-quest-3-hd2d-remake/ Official website]
*[https://dragonquest.square-enix-games.com/games/en-us/dragon-quest-3-hd2d-remake/ Official English website]
*[https://www.dragonquest.jp/roto-trilogy/dq3/index.html Official Japanese website]


==References==
==References==
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[[Category:Dragon Quest III HD-2D Remake]]
[[Category:Dragon Quest III HD-2D Remake]]
[[Category:Microsoft Windows games]]
[[Category:Microsoft Windows games]]
[[Category:Nintendo 3DS games]]
[[Category:Nintendo Switch games]]
[[Category:Nintendo Switch games]]
[[Category:Nintendo Switch 2 games]]
[[Category:PlayStation 5 games]]
[[Category:PlayStation 5 games]]
[[Category:Steam games]]
[[Category:Xbox One games]]
[[Category:Xbox One games]]
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