Dragon Quest VI: Realms of Revelation: Difference between revisions

no edit summary
No edit summary
No edit summary
Line 3: Line 3:
| type = Main series games
| type = Main series games
| title = Realms of Revelation (NA)<br>Realms of Reverie (EU and AUS)
| title = Realms of Revelation (NA)<br>Realms of Reverie (EU and AUS)
| image = [[File:DQVI_Logo.png|320px|center]][[File:DQVI cast.png|320px|center]]
| image = [[File:DQVI_Logo.png|250px|center]][[File:DQVI cast.png|250px|center]]
| caption=
| caption=
| developer = [[Heartbeat]] ({{SFC}})<br />[[ArtePiazza]] ({{DS}})
| developer = [[Heartbeat]] ({{SFC}})<br />[[ArtePiazza]] ({{DS}})
Line 11: Line 11:
| composer = [[Kōichi Sugiyama]]
| composer = [[Kōichi Sugiyama]]
| engine =
| engine =
| released = '''{{Super Famicom}}'''<br />{{vgrelease|JP=December 9, 1995}}'''Nintendo DS'''<br />{{vgrelease|JP=January 28, 2010}}{{vgrelease|NA=February 14, 2011}}{{vgrelease|EU=May 20, 2011}}{{vgrelease|AUS=June 16, 2011}}'''Android & iOS'''<br />{{vgrelease|JP=June 10, 2015|NA=June 24, 2015}}
| released = '''{{Super Famicom}}'''<br />{{vgrelease|JP=December 9, 1995}}'''[[Nintendo DS]]'''<br />{{vgrelease|JP=January 28, 2010}}{{vgrelease|NA=February 14, 2011}}{{vgrelease|EU=May 20, 2011}}{{vgrelease|AUS=June 16, 2011}}'''Android & iOS'''<br />{{vgrelease|JP=June 10, 2015|NA=June 24, 2015}}
| genre = [[Wikipedia:Console role-playing game|Console role-playing game]]
| genre = [[Wikipedia:Console role-playing game|Console role-playing game]]
| modes = [[Wikipedia:Single player|Single player]]
| modes = [[Wikipedia:Single player|Single player]]
Line 22: Line 22:
}}
}}


{{Translation|'''''Dragon Quest VI: Realms of Revelation'''''|ドラゴンクエストVI 幻の大地|Doragon Kuesuto Shikkusu Maboroshi no Daichi|literally meaning; Dragon Quest VI: Land of Illusion}} is the sixth installment in the {{DQSeries}}. It is the penultimate title for the Nintendo Super Famicom as well as the last game in the [[Zenithia trilogy]], and the first game in the series to be developed by [[Heartbeat]], rather than [[Chunsoft]].   
{{Translation|'''''Dragon Quest VI: Realms of Revelation'''''|ドラゴンクエストVI 幻の大地|Doragon Kuesuto Shikkusu Maboroshi no Daichi|literally meaning; Dragon Quest VI: Land of Illusion}} is the sixth installment in the {{DQSeries}}. It is the penultimate title for the [[Nintendo]] {{Super Famicom}} as well as the last game in the [[Zenithia trilogy]], and the first game in the series to be developed by [[Heartbeat]], rather than [[Chunsoft]].   


An adventure filled with perils and phantasms, the mystery of ''Dragon Quest VI'' spans two massive worlds filled with ferocious monsters, devious demons, and soul-shattering realizations.  
An adventure filled with perils and phantasms, the mystery of ''Dragon Quest VI'' spans two massive worlds filled with ferocious {{MFamilies}}s, devious demons, and soul-shattering realizations.  


==Setting==
==Setting==
Like every other {{Main Series}} game, the setting in ''Dragon Quest VI'' is very medieval, complete with castles, knights, and magic. The main world is divided into the [[Lower World]] and the [[Upper World]], each with a separate but similar map. To get from one world to the other, the party uses special warps (such as in wells) or by ascending/descending colossal stairs on the world map.  
Like every other {{Main Series}} game, the setting in ''Dragon Quest VI'' is very medieval, complete with castles, knights, and magic. The main world is divided into the [[Lower World]] and the [[Upper World]], each with a separate but similar map. To get from one world to the other, the {{Party 6}} uses special warps (such as in wells) or by ascending/descending colossal stairs on the world map.  


If something cannot be found in the Real World, chances are it has appeared in the Upper World, such as with Spiegel's Spire , in the middle of the quest. Also, another similarity to much of the series is the [[Dread Realm]]. This separate map features a foreboding island with a psychedelic sea surrounding it and some of the toughest monsters in the game, including [[Mortamor|The final boss]]. Also, once the Archfiend is defeated, the player can access the [[Bonus Dungeons|bonus dungeon]] and the secret final boss, [[Nokturnus|a wide-awake nightmare]].
If something cannot be found in the [[Lower World]], chances are it has appeared in the [[Upper World]], such as with [[Spiegel's Spire]] , in the middle of the quest. Also, another similarity to much of the series is the [[Dread Realm]]. This separate map features a foreboding island with a psychedelic sea surrounding it and some of the toughest {{MFamilies}}s in the game, including [[Mortamor|The final boss]]. Also, once the Archfiend is defeated, the player can access the [[bonus dungeon]] and the secret final boss, a [[Nokturnus|wide-awake nightmare]].


==Plot==
==Plot==
{{spoiler|start}}
{{spoiler|start}}
[[File:DQVI DS Hero.png|thumb|80px|left|The ''Dragon Quest VI'' {{Hero 6}}.]]
[[File:DQVI DS Hero.png|thumb|80px|left|The ''Dragon Quest VI'' {{Hero 6}}.]]
''Dragon Quest VI'' opens as the {{Hero 6}}, [[Milly]], and [[Carver]] approach the castle of [[Murdaw]], the demon king. After [[Milly]] summons a dragon, the party enters the castle and comes face to face with [[Murdaw]]. Overpowering the trio, [[Murdaw]] appears to destroy each member of the {{Party 6}}. The {{Hero 6}} wakes up in [[Weaver's Peak]], and cannot remember anything before the fight with [[Murdaw]]. [[Tania]], a small girl from [[Weaver's Peak]], insists that he is her [[Hero (Dragon Quest VI)|brother]].
''Dragon Quest VI'' opens as the {{Hero 6}}, [[Milly]], and [[Carver]] approach the castle of [[Murdaw]], the demon king. After [[Milly]] summons a dragon, the {{Party 6}} enters the castle and comes face to face with [[Murdaw]]. Overpowering the trio, [[Murdaw]] appears to destroy each member of the {{Party 6}}. The {{Hero 6}} wakes up in [[Weaver's Peak]], and cannot remember anything before the fight with [[Murdaw]]. [[Tania]], a small girl from [[Weaver's Peak]], insists that he is her [[Hero (Dragon Quest VI)|brother]].


On his way to {{Somnia U}} Castle, where information on [[Murdaw]] can be found, the {{Hero 6}} stumbles into a strange portal which brings him to [[Wellshire|another unfamiliar town]]. However, no one can see or hear him. After finding a similar portal, the {{Hero 6}} reaches {{Somnia U}} and meets Captain Blade, the leader of {{Somnia U}}'s army, and [[Carver]], who appears not to remember the Hero. To defeat [[Murdaw]] they will need the [[Ra's Mirror]], and the captain sends them forth to find the missing relic. The {{Hero 6}} and [[Carver]] discover another portal along their journey, which brings them to [[Port Haven]] where they can neither be heard nor seen. [[Milly]], who does see them, reunites with the two and helps them become visible with the aid of [[Madame Luca Luminista]].  
On his way to {{Somnia U}} Castle, where information on [[Murdaw]] can be found, the {{Hero 6}} stumbles into a strange portal which brings him to [[Wellshire|another unfamiliar town]]. However, no one can see or hear him. After finding a similar portal, the {{Hero 6}} reaches {{Somnia U}} and meets Captain Blade, the leader of {{Somnia U}}'s army, and [[Carver]], who appears not to remember the Hero. To defeat [[Murdaw]] they will need the [[Ra's Mirror]], and the captain sends them forth to find the missing relic. The {{Hero 6}} and [[Carver]] discover another portal along their journey, which brings them to [[Port Haven]] where they can neither be heard nor seen. [[Milly]], who does see them, reunites with the two and helps them become visible with the aid of [[Madame Luca Luminista]].  


The {{Party 6}} discovers a {{Somnia L}} Castle in the “[[Lower World|Phantom World]]” and learns that the prince is missing and that the {{Hero 6}} looks like him. They also meet Captain Rusty, who bears a striking resemblance to Blade. Gaining entrance to the [[Moonmirror Tower]], the party meets [[Ashlynn]], a woman who was invisible in the “[[Upper World|Phantom World]]” as well and together they find the [[Ra's Mirror]].  
The {{Party 6}} discovers a {{Somnia L}} Castle in the “[[Lower World|Phantom World]]” and learns that the prince is missing and that the {{Hero 6}} looks like him. They also meet Captain Rusty, who bears a striking resemblance to Blade. Gaining entrance to the [[Moonmirror Tower]], the {{Party 6}} meets [[Ashlynn]], a woman who was invisible in the “[[Upper World|Phantom World]]” as well and together they find the [[Ra's Mirror]].  


The four of them travel to [[Murdaw]]'s [[Underkeep|castle]] in the original world. After defeating [[Murdaw]], the Hero uses the [[Ra's Mirror|Mirror]] and [[Murdaw]] then turns into the king of {{Somnia U}}, confused and unaware of what happened. The king reveals that the "original" world is in fact the [[Dream World]] and the so-called “Phantom World” is the [[Real World]]. Upon traveling back to the [[Lower World|Real World]], the King of {{Somnia U}} thanks the {{Party 6}} for defeating [[Murdaw]] in his dreams, but that the real [[Murdaw]] lives and that the {{Party 6}} must travel to [[Ghent]] to retrieve a boat to get to [[Murdaw's Keep|Murdaw's lair]]. In [[Ghent]], [[Nevan]] the devout joins the {{Party 6}} and allows them to use the [[Ghent]] Clan's sacred ship. Upon exploring the island, [[Carver]] discovers a statue bearing his exact likeness and realizes that [[Murdaw]]'s actions in the opening scene separated his, [[Milly]]'s, and the {{Hero 6}}'s souls from their bodies, trapping them in the [[Upper World|Dream World]]. During the fight with the real [[Murdaw]], the {{Hero 6}} gets sent back to [[Weaver's Peak]] like before; however with the [[Ra's Mirror]] the {{Hero 6}} warps back into the battle and defeats [[Murdaw]].
The four of them travel to [[Murdaw]]'s [[Underkeep|castle]] in the original world. After defeating [[Murdaw]], the {{Hero 6}} uses the [[Ra's Mirror|Mirror]] and [[Murdaw]] then turns into the king of {{Somnia U}}, confused and unaware of what happened. The king reveals that the "original" world is in fact the [[Dream World]] and the so-called “Phantom World” is the [[Real World]]. Upon traveling back to the [[Lower World|Real World]], the King of {{Somnia U}} thanks the {{Party 6}} for defeating [[Murdaw]] in his dreams, but that the real [[Murdaw]] lives and that the {{Party 6}} must travel to [[Ghent]] to retrieve a boat to get to [[Murdaw's Keep|Murdaw's lair]]. In [[Ghent]], [[Nevan]] the devout joins the {{Party 6}} and allows them to use the [[Ghent]] Clan's sacred ship. Upon exploring the island, [[Carver]] discovers a statue bearing his exact likeness and realizes that [[Murdaw]]'s actions in the opening scene separated his, [[Milly]]'s, and the {{Hero 6}}'s souls from their bodies, trapping them in the [[Upper World|Dream World]]. During the fight with the real [[Murdaw]], the {{Hero 6}} gets sent back to [[Weaver's Peak]] like before; however with the [[Ra's Mirror]] the {{Hero 6}} warps back into the battle and defeats [[Murdaw]].


After the victory celebration back at the castle, the Queen of {{Somnia L}} tells the {{Hero 6}} that he is the Prince of {{Somnia L}} and that his current existence is incomplete--[[Murdaw]]'s curse still lingers, and his dream-self has not returned to his body. Told to go forth and find himself, the {{Party 6}}'s journey leads them to [[Arkbolt]], where a [[Lizzie|terrible monster]] is blocking a nearby [[Wayfarer's Pass|tunnel]] to the rest of the continent. The reward for defeating the [[Lizzie|monster]] is the famed [[Sunderbolt blade|Sunderbolt sword]], but before the party can confront the beast a warrior by the name of [[Terry]] slays her, winning the sword.  
After the victory celebration back at the castle, the Queen of {{Somnia L}} tells the {{Hero 6}} that he is the Prince of {{Somnia L}} and that his current existence is incomplete--[[Murdaw]]'s curse still lingers, and his dream-self has not returned to his body. Told to go forth and find himself, the {{Party 6}}'s journey leads them to [[Arkbolt]], where a [[Lizzie|terrible monster]] is blocking a nearby [[Wayfarer's Pass|tunnel]] to the rest of the continent. The reward for defeating the [[Lizzie|monster]] is the famed [[Sunderbolt blade|Sunderbolt sword]], but before the {{Party 6}} can confront the beast a warrior by the name of [[Terry]] slays her, winning the sword.  


After travelling both worlds, the {{Party 6}} learns that [[Murdaw]] was not the only evil in the world, having confronted several other powerful {{MFamilies}}s that all seem to be connected. [[File:DQVI DS Ashlynn.png|thumb|100px|right|The sorceress [[Ashlynn]].]]
After travelling both worlds, the {{Party 6}} learns that [[Murdaw]] was not the only evil in the world, having confronted several other powerful {{MFamilies}}s that all seem to be connected. [[File:DQVI DS Ashlynn.png|thumb|100px|right|The sorceress [[Ashlynn]].]]
As the journey goes on, the {{Party 6}} saves several towns and kingdoms from supernatural onslaughts and monstrous sieges, hearing legends of a forgotten city of magic known as [[Sorceria]]. Forebodingly, they also hear tales of a dreaded Arch-fiend who controlled [[Murdaw]] and the other powerful ringleaders the common {{MFamilies}}s obeyed. After slaying a [[Gracos|demonic fish]] at [[Seabed Shrine|a shrine]] in the [[Undersea|depths of the ocean]], the ancient city of [[Sorceria]] is restored in the [[Upper World|Dream World]].  
As the journey goes on, the {{Party 6}} saves several towns and kingdoms from supernatural onslaughts and monstrous sieges, hearing legends of a forgotten city of magic known as [[Sorceria]]. Forebodingly, they also hear tales of a dreaded Arch-fiend who controlled [[Murdaw]] and the other powerful ringleaders the common {{MFamilies}}s obeyed. After slaying a [[Gracos|demonic fish]] at [[Seabed Shrine|a shrine]] in the [[Undersea|depths of the ocean]], the ancient city of [[Sorceria]] is restored in the [[Upper World|Dream World]].  


In [[Sorceria]], the {{Party 6}} learns that this is [[Ashlynn]]'s home. The elders tell [[Ashlynn]] that the Demon Lord is watching her and give her the powerful spell [[Magic Burst]] to fight him. The {{Party 6}} also learns that the only way to get to the Demon Lord is through a tower known as the [[Pillar of Pegasus]], but to activate the tower they need to collect the sword, armour, shield, and helmet of legend. While doing so, the {{Hero 6}} meets his double in the real [[Weaver's Peak]], who gets spooked, and speaks “Y-You. Y-You're m-m-me!”, and says that he must prove himself to be faithful to his family if he is to join powers. Returning to the real {{Somnia L}}, the king and queen tell the {{Hero 6}} that he is indeed the prince. When he fuses with his clone, the Hero gains his memory back, much like Milly and Carver had done.
In [[Sorceria]], the {{Party 6}} learns that this is [[Ashlynn]]'s home. The elders tell [[Ashlynn]] that the Demon Lord is watching her and give her the powerful spell [[Magic Burst]] to fight him. The {{Party 6}} also learns that the only way to get to the Demon Lord is through a tower known as the [[Pillar of Pegasus]], but to activate the tower they need to collect the sword, armour, shield, and helmet of legend. While doing so, the {{Hero 6}} meets his double in the real [[Weaver's Peak]], who gets spooked, and speaks “Y-You. Y-You're m-m-me!”, and says that he must prove himself to be faithful to his family if he is to join powers. Returning to the real {{Somnia L}}, the king and queen tell the {{Hero 6}} that he is indeed the prince. When he fuses with his clone, the {{Hero 6}} gains his memory back, much like [[Milly]] and [[Carver]] had done.


The party reaches [[Stormsgate Citadel]] and meets [[Dhuran]], who claims to have taken over the castle. He summons Terry to fight the party and then fights the party himself. Dhuran then reveals that all the enemies the party has faced were just pawns of [[Mortamor]], the Demon Emperor. Milly reveals that Terry is her brother and Terry decides to join the party and fight against Mortamor.
The {{Party 6}} reaches [[Stormsgate Citadel]] and meets [[Dhuran]], who claims to have taken over the castle. He summons []Terry]] to fight the {{Party 6}} and then fights the {{Party 6}} himself. [[Dhuran]] then reveals that all the enemies the {{Party 6}} has faced were just pawns of [[Mortamor]], the Demon Emperor. [[Milly]] reveals that [[Terry]] is her brother and [[Terry]] decides to join the {{Party 6}} and fight against [[Mortamor]].


Once Stormsgate Citadel has transformed back into its true form, [[Cloudsgate Citadel]], the party speaks to [[Zenithia|King Zenith]] who informs them of Mortamor's doings and how to reach the [[Dark World]]. Mortamor plans on merging both worlds. The {{Party 6}}’s [[Peggy Sue|horse]] fuses with Pegasus, allowing the party to fly to the [[Dread Realm|Dark World]]. With the help of two brothers, Isaac and Benjamin, the party enters [[Mortamor's Dreadlair]]. After solving many puzzles, they come face to face with Mortamor and defeat him. Isaac reveals that the [[Dread Realm|Dark World]] is falling apart and [[Peggy Sue|Pegasus]] helps them escape.
Once Stormsgate Citadel has transformed back into its true form, [[Cloudsgate Citadel]], the {{Party 6}} speaks to [[Zenithia|King Zenith]] who informs them of [[Mortamor]]'s doings and how to reach the [[Dark World]]. [[Mortamor]] plans on merging both worlds. The {{Party 6}}’s [[Peggy Sue|horse]] fuses with Pegasus, allowing the {{Party 6}} to fly to the [[Dread Realm|Dark World]]. With the help of two brothers, Isaac and Benjamin, the {{Party 6}} enters [[Mortamor's Dreadlair]]. After solving many puzzles, they come face to face with [[Mortamor]] and defeat him. Isaac reveals that the [[Dread Realm|Dark World]] is falling apart and [[Peggy Sue|Pegasus]] helps them escape.


In a similar fashion to {{Dragon Quest III}}, the hero's weapons and armour were renamed for this installment in the [[Zenithia trilogy]].  They are known as the {{Sword of Ramias}}, {{Armour of Orgo}}, {{Shield of Valora}} and {{Helm of Sebath}}.  After the events of this game, these armaments become the [[Zenithian Equipment]] and are renamed as such.
In a similar fashion to {{Dragon Quest III}}, the {{Hero 6}}'s weapons and armour were renamed for this installment in the [[Zenithia trilogy]].  They are known as the {{Sword of Ramias}}, {{Armour of Orgo}}, {{Shield of Valora}} and {{Helm of Sebath}}.  After the events of this game, these armaments become the [[Zenithian Equipment]] and are renamed as such.
{{spoiler|end}}
{{spoiler|end}}


Line 60: Line 60:
*{{Hero 6}}: A lad with blue hair who lives in the mountain village of [[Weaver's Peak]] with his sister [[Tania]].
*{{Hero 6}}: A lad with blue hair who lives in the mountain village of [[Weaver's Peak]] with his sister [[Tania]].
*[[Carver]]: A wandering [[Martial Artist]] first encountered in the kingdom of {{Somnia U}}, where he enlists alongside the {{Hero 6}} in the military.
*[[Carver]]: A wandering [[Martial Artist]] first encountered in the kingdom of {{Somnia U}}, where he enlists alongside the {{Hero 6}} in the military.
*[[Milly]]: A mysterious waif who apprentices under the famed fortune teller [[Madame Luca Luminesta]], and aids  the {{Hero 6}} and Carver]] in [[Port Haven]].
*[[Milly]]: A mysterious waif who apprentices under the famed fortune teller [[Madame Luca Luminesta]], and aids  the {{Hero 6}} and [[Carver]] in [[Port Haven]].
*[[Ashlynn]]: An amnesiac girl who forces herself into the {{Party 6}} at [[Moonmirror Tower]] who's a dab hand at spell casting. She warms up the {{Hero 6}} rather quickly.
*[[Ashlynn]]: An amnesiac girl who forces herself into the {{Party 6}} at [[Moonmirror Tower]] who's a dab hand at spell casting. She warms up the {{Hero 6}} rather quickly.
*[[Nevan]]: The prodigal grandson of the head [[priest]] of the [[Ghent]] tribe. It takes a moment of divine intervention to motivate him into joining the group.
*[[Nevan]]: The prodigal grandson of the head [[priest]] of the [[Ghent]] tribe. It takes a moment of divine intervention to motivate him into joining the group.
Line 72: Line 72:
===[[Vocation system]]===
===[[Vocation system]]===
Marketed as a main selling point of the game, player-chosen vocations return after a two game absence in a greatly expanded implementation.
Marketed as a main selling point of the game, player-chosen vocations return after a two game absence in a greatly expanded implementation.
Once the party reaches {{Alltrades Abbey 6}}, they have the option of becoming one of nine base vocations. Once a character takes up a trade, his or her class causes certain attributes to increase and decrease. To learn new abilities or spells associated with a trade, the character must fight a set number of battles in that trade in order to improve their rank. These gradients are measured from 1 to 8, and marked with a star (★) that can be seen on the status menu. Not all battles will qualify for position advancement, with a character's level being checked against the area's limit: if the level exceeds this limit then none of the battles fought therein will accumulate.
Once the {{Party 6}} reaches {{Alltrades Abbey 6}}, they have the option of becoming one of nine base vocations. Once a character takes up a trade, his or her class causes certain attributes to increase and decrease. To learn new abilities or spells associated with a trade, the character must fight a set number of battles in that trade in order to improve their rank. These gradients are measured from 1 to 8, and marked with a star (★) that can be seen on the status menu. Not all battles will qualify for position advancement, with a character's level being checked against the area's limit: if the level exceeds this limit then none of the battles fought therein will accumulate.


Changing vocations will not cause a character to lose any spells or skills from the old class, but special powers such as the [[Thief]]'s [[Thievery|ability to steal items]] will be lost when the character is not in the appropriate vocation.
Changing vocations will not cause a character to lose any spells or skills from the old class, but special powers such as the [[Thief]]'s [[Thievery|ability to steal items]] will be lost when the character is not in the appropriate vocation.
Line 106: Line 106:
A "Kakkoyosa" (かっこよさ, effectively Charisma) stat makes its debut, allowing the cast to compete in a fashion show. [[List of character statistics#Style|Style]] measures how charismatic and well-dressed the characters are; it will be high for attractive characters and monsters, and low for ugly and non-humanoid ones. Various weapons and armour can increase or decrease the stat; the effects of these equipments can themselves be altered at the [[Fashion Forge]]. A matching set of equipment will increase the stat further through hidden bonuses; these pieces of equipment are often joined by a theme such as [[Princess's robe|faerie tale]] [[Glass slippers|elegance]].   
A "Kakkoyosa" (かっこよさ, effectively Charisma) stat makes its debut, allowing the cast to compete in a fashion show. [[List of character statistics#Style|Style]] measures how charismatic and well-dressed the characters are; it will be high for attractive characters and monsters, and low for ugly and non-humanoid ones. Various weapons and armour can increase or decrease the stat; the effects of these equipments can themselves be altered at the [[Fashion Forge]]. A matching set of equipment will increase the stat further through hidden bonuses; these pieces of equipment are often joined by a theme such as [[Princess's robe|faerie tale]] [[Glass slippers|elegance]].   


The Best Dressed Contest has eight ranks, which the player enters in order. Depending on rank, the contest may be limited to men, women, or monsters. While the contest is one of the mini-games in ''Dragon Quest VI'', the party must win the third rank of the contest to gain an important item that will advance the plot.
The Best Dressed Contest has eight ranks, which the player enters in order. Depending on rank, the contest may be limited to men, women, or monsters. While the contest is one of the mini-games in ''Dragon Quest VI'', the {{Party 6}} must win the third rank of the contest to gain an important item that will advance the plot.


===Player conveniences===
===Player conveniences===
*There is a system to memorize speeches made by the townspeople. Pushing a button after speaking to someone causes their text to be remembered. Then casting the [[Remember]] "spell" will cause the memorized conversations to be replayed. At higher levels, the Hero can replay more messages or delete messages from the list. This system is also used in the {{SNES}} and {{GBC}} remakes of {{Dragon Quest III}}, but not in any later games.
*There is a system to memorize speeches made by the townspeople. Pushing a button after speaking to someone causes their text to be remembered. Then casting the [[Remember]] "spell" will cause the memorized conversations to be replayed. At higher levels, the {{Hero 6}} can replay more messages or delete messages from the list. This system is also used in the {{SNES}} and {{GBC}} remakes of {{Dragon Quest III}}, but not in any later games.
:*This feature was removed in the remake, but the [[Party Chat]] feature serves a similar purpose.
:*This feature was removed in the remake, but the [[Party Chat]] feature serves a similar purpose.
*Walking pace is quickened in towns, castles, and dungeons. The screen no longer scrolls off the edge of a town map; instead the party will begin to move towards the edge of the screen, moving the message window if necessary.
*Walking pace is quickened in towns, castles, and dungeons. The screen no longer scrolls off the edge of a town map; instead the {{Party 6}} will begin to move towards the edge of the screen, moving the message window if necessary.
*Wells can now be explored, with some leading to simple dead-ends, others small alcoves with treasure, and many leading to ambushes by [[Scarewell]]s and their relatives.
*Wells can now be explored, with some leading to simple dead-ends, others small alcoves with treasure, and many leading to ambushes by [[Scarewell]]s and their relatives.
*Once acquired, the world map can be accessed via the R button for viewing at any time in the field, with the grayed-out sections filling in as the player explores.
*Once acquired, the world map can be accessed via the R button for viewing at any time in the field, with the grayed-out sections filling in as the player explores.
Line 125: Line 125:
===Battle refinements===
===Battle refinements===
[[File:Monster Battle Victory DQ VI group.png|right|border|250px]]
[[File:Monster Battle Victory DQ VI group.png|right|border|250px]]
*All monsters are fully animated in battle, with most having three frames per action.
*All {{MFamilies}}s are fully animated in battle, with most having three frames per action.
*Stat growth becomes pre-set upon leveling up, with no random width as in the previous five games.  This would be slightly modified in the remake, allowing for a slight range of growth.  
*Stat growth becomes pre-set upon leveling up, with no random width as in the previous five games.  This would be slightly modified in the remake, allowing for a slight range of growth.  
*The limit for non-HP and MP stats has been raised from 255 to 500.
*The limit for non-HP and MP stats has been raised from 255 to 500.
*{{Luck}} has been removed from the game.
*{{Luck}} has been removed from the game.
*[[Status effect|Curse]]s as monster abilities have been removed from the game, with cursed equipment no longer requiring a benediction to remove.
*[[Status effect|Curse]]s as monster abilities have been removed from the game, with cursed equipment no longer requiring a benediction to remove.
*The infamous “learning period” experienced through the artificial intelligence has been abolished, with A.I. controlled party members immediately recognizing the resistances of monsters from the first turn. However, characters will never use items when using the A.I.
*The infamous “learning period” experienced through the artificial intelligence has been abolished, with A.I. controlled {{Party 6}} members immediately recognizing the resistances of {{MFamilies}}s from the first turn. However, characters will never use items when using the A.I.
*A.I. decision making now takes place after each action in battle instead of after all four player character have acted, meaning a character will not waste their turn casting a support spell on another character who was killed at the start of battle.  
*A.I. decision making now takes place after each action in battle instead of after all four player character have acted, meaning a character will not waste their turn casting a support spell on another character who was killed at the start of battle.  
*The ''Show No Mercy'' strategy has been added, which tells characters to defeat enemies as quickly as possible with no regard for MP.
*The ''Show No Mercy'' strategy has been added, which tells characters to defeat enemies as quickly as possible with no regard for MP.
Line 153: Line 153:


===Monster Companions===
===Monster Companions===
[[Monster recruitment|Monster companions]] are treated more like human party members in this game; they stay at [[Patty's Party Planning Place]] and can change vocations, but they will not join the party unless one of the active PCs belongs to the Monster Master vocation. Monster Companions are less valuable in this game, because there are a large number of human characters, who can learn through vocations most of the same skills and powers monsters obtain via leveling up .  However, each bestial buddy boasts resistances that humans do not. There are 18 types of monster that can join the party, but Patty has only 15 seats for monsters in her bar, considerably less than the fifth game.
[[Monster recruitment|Monster companions]] are treated more like [[human]] {{Party 6}} members in this game; they stay at [[Patty's Party Planning Place]] and can change vocations, but they will not join the {{Party 6}} unless one of the active PCs belongs to the Monster Master vocation. Monster Companions are less valuable in this game, because there are a large number of human characters, who can learn through vocations most of the same skills and powers monsters obtain via leveling up .  However, each bestial buddy boasts resistances that [[human]]s do not. There are 18 types of monster that can join the party, but [[Patty]] has only 15 seats for monsters in her bar, considerably less than the fifth game.


This feature has been removed from the DS Version, as the Monster Master is incapable of recruiting monsters. It has been replaced by a system allowing recruitment of [[Slime family]] monsters only through [[encounter]]ing them in towns/dungeons/etc. The available slimes are:
This feature has been removed from the DS Version, as the Monster Master is incapable of recruiting monsters. It has been replaced by a system allowing recruitment of [[Slime family]] monsters only through [[encounter]]ing them in towns/dungeons/etc. The available slimes are:
Line 166: Line 166:


===[[Monster Arena]]===
===[[Monster Arena]]===
Monsters of the {{Slime}} type can fight in a special arena dubbed [[Slimopolis]]; one chosen slime fights a series of three battles in a tournament (controlled by the AI), and if it wins, the party receives a prize dependent on the level of the tournament (which ranges from rank A to rank H). Winning the Rank H tournament twice will allow the slime to participate in the Championship battle.
Monsters of the {{Slime}} type can fight in a special arena dubbed [[Slimopolis]]; one chosen slime fights a series of three battles in a tournament (controlled by the AI), and if it wins, the {{Party 6}} receives a prize dependent on the level of the tournament (which ranges from rank A to rank H). Winning the Rank H tournament twice will allow the slime to participate in the Championship battle.


==Development==
==Development==
Line 174: Line 174:
After the release of ''I + II'' in 1993 development of ''VI'' began in earnest, with a goal of returning to the more adventurous, less on-rails structure of the [[Erdrick trilogy]] and also parodying the ''very'' common trope of the "hidden world" scenario that RPGs and adventure games employed in the 90's. By introducing the concept of the [[Upper World|Upper]] and [[Lower World|Lower]] Worlds within the first ten minutes of gameplay, [[Yuji Horii|Horii]] avoided the cliche of the late-game introduction of a hidden area where the cast would be forced to explore before confronting the final evil, and allowed ''VI'' to carry an air of genuine mystery from beginning to end.
After the release of ''I + II'' in 1993 development of ''VI'' began in earnest, with a goal of returning to the more adventurous, less on-rails structure of the [[Erdrick trilogy]] and also parodying the ''very'' common trope of the "hidden world" scenario that RPGs and adventure games employed in the 90's. By introducing the concept of the [[Upper World|Upper]] and [[Lower World|Lower]] Worlds within the first ten minutes of gameplay, [[Yuji Horii|Horii]] avoided the cliche of the late-game introduction of a hidden area where the cast would be forced to explore before confronting the final evil, and allowed ''VI'' to carry an air of genuine mystery from beginning to end.


In order to balance the heavy plots and characterizations that {{IV}} and {{V}} enjoyed with the player's ability to explore at their leisure, the vocation system from {{III}} was re-implemented and given a substantial overhaul. Instead of defining a character in a fixed role, ''VI's'' vocations gave players the ability to completely customize their party as they saw fit.  
In order to balance the heavy plots and characterizations that {{IV}} and {{V}} enjoyed with the player's ability to explore at their leisure, the vocation system from {{III}} was re-implemented and given a substantial overhaul. Instead of defining a character in a fixed role, ''VI's'' vocations gave players the ability to completely customize their {{Party 6}} as they saw fit.  


In July 2007, Square Enix announced a series of remakes of {{DQ4}}, {{V}} and ''VI'' for the [[Nintendo DS]]. This marked the first time the game was available on another console and outside of Japan. Prior to this, it had only been available through [[fan translation|fan translations]].  ''Dragon Quest VI'' was the final game of the subseries to be released, following {{Dragon Quest IV}} in 2008 and {{Dragon Quest V}} in 2009.   
In July 2007, Square Enix announced a series of remakes of {{DQ4}}, {{V}} and ''VI'' for the [[Nintendo DS]]. This marked the first time the game was available on another console and outside of Japan. Prior to this, it had only been available through [[fan translation|fan translations]].  ''Dragon Quest VI'' was the final game of the subseries to be released, following {{Dragon Quest IV}} in 2008 and {{Dragon Quest V}} in 2009.   
Line 180: Line 180:
In January 2010, the game was re-released in Japan on the [[Nintendo DS]]. On December 20, 2010, it was [http://press.nintendo.com/articles.jsp?id=26902 announced] that Nintendo of America would be publishing ''Dragon Quest VI'' on February 14, 2011. The subtitle was officially named "Realms of Revelation."
In January 2010, the game was re-released in Japan on the [[Nintendo DS]]. On December 20, 2010, it was [http://press.nintendo.com/articles.jsp?id=26902 announced] that Nintendo of America would be publishing ''Dragon Quest VI'' on February 14, 2011. The subtitle was officially named "Realms of Revelation."


*A prequel, {{DQM}} (''Dragon Quest Monsters: Terry's Wonderland'' in Japan), was released in 1998. This game featured Terry and Milly years before the events of ''Dragon Quest VI''. It was released in North America the next year, even though ''Dragon Quest VI'' was never released in North America. Along with Terry and Milly, several of the main enemies, including Mortamor, reappear. However, their previous roles have been eliminated, making them appear as just normal enemies. Mortamor and [[Murdaw]] (Mudou in the game) do appear as very challenging, very late in-game bosses, though.
*A prequel, {{DQM}} (''Dragon Quest Monsters: Terry's Wonderland'' in Japan), was released in 1998. This game featured [[Terry]] and [[Milly]] years before the events of ''Dragon Quest VI''. It was released in North America the next year, even though ''Dragon Quest VI'' was never released in North America. Along with [[Terry]] and [[Milly]], several of the main enemies, including [[Mortamor]], reappear. However, their previous roles have been eliminated, making them appear as just normal enemies. [[Mortamor]] and [[Murdaw]] ([[Murdaw|Mudou]] in the game) do appear as very challenging, very late in-game bosses, though.


===Release===
===Release===
Line 209: Line 209:
*The monster recruiting function of the [[Monster Master]] vocation was removed, replaced with a system of slime companions that can be recruited during the journey. Some of these slimes, like the mottle slime, were not available in the original version.
*The monster recruiting function of the [[Monster Master]] vocation was removed, replaced with a system of slime companions that can be recruited during the journey. Some of these slimes, like the mottle slime, were not available in the original version.
*A new mini-game called [[Slippin' Slime]] can be played, utilizing the DS stylus.  
*A new mini-game called [[Slippin' Slime]] can be played, utilizing the DS stylus.  
*Enemies have 75% HP and give 120% EXP compared to the SNES version. Some enemy groups have been increased in number to compensate for this. This change was decried by some fans for making the game too easy.
*Enemies have 75% {{HP}} and give 120% EXP compared to the {{SFC}} version. Some enemy groups have been increased in number to compensate for this. This change was decried by some fans for making the game too easy.
*[[Magic Burst]]'s damage multiplier is reduced to 2x MP (similar to later installments), instead of 3x MP.
*[[Magic Burst]]'s damage multiplier is reduced to 2x {{MP}} (similar to later installments), instead of 3x {{MP}}.
*The hero's conversational memory spells have been removed.
*The {{Hero 6}}'s conversational memory spells have been removed.
*Party members' natural resistances are now gone. However, [[Lizzie]] and slime companions retain the native resistances of their monster counterparts.
*Party members' natural resistances are now gone. However, [[Lizzie]] and {{Slime}} companions retain the native resistances of their {{MFamilies}} counterparts.
*Re-equipping armour during battle no longer resets the effects of [[Sap]]/[[Buff]] spells.
*Re-equipping armour during battle no longer resets the effects of [[Sap]]/[[Buff]] spells.
*The layout of some towns and dungeons have been slightly altered.
*The layout of some towns and dungeons have been slightly altered.
Line 255: Line 255:
''Dragon Quest VI'' was listed as #7 among the 10 Best Japanese Games Never Released in the U.S. by ''GamePro'' magazine in their May 2005 issue. {{Dragon Quest V}}, another Japan-only game, was also on the list, placing at #2. (the whole list can be seen here [http://www.woodus.com/den/gallery/graphics/sightings/gamepro_may2005_pg46.jpg])
''Dragon Quest VI'' was listed as #7 among the 10 Best Japanese Games Never Released in the U.S. by ''GamePro'' magazine in their May 2005 issue. {{Dragon Quest V}}, another Japan-only game, was also on the list, placing at #2. (the whole list can be seen here [http://www.woodus.com/den/gallery/graphics/sightings/gamepro_may2005_pg46.jpg])


In terms of contributions to the series as a whole, ''VI'' is considered by several fans as being very significant: the addition of skills allowed further refinement to combat and added significantly more layers of depth to battles, the bag reduced the amount of frustration players could face by putting an end to shuffling items between characters, and the Hero's ability to memorize and recall lines of dialogue directly lead to the creation of [[Party Chat]] in {{VII}}. Furthermore, the raising of stat limits from 255 to 500 allowed for more dynamic character growth and battle potential, complimented by a significant increase in stat-enhancing accessories. Smaller touches also enhanced the quality of the series from then on, such as the four tone vocal range for men, women, children, and monsters, as well as the mini medal exchange program becoming one where awards are dispensed based on the total collected rather than being used as an alternate type of currency.
In terms of contributions to the series as a whole, ''VI'' is considered by several fans as being very significant: the addition of skills allowed further refinement to combat and added significantly more layers of depth to battles, the bag reduced the amount of frustration players could face by putting an end to shuffling items between characters, and the {{Hero 6}}'s ability to memorize and recall lines of dialogue directly lead to the creation of [[Party Chat]] in {{VII}}. Furthermore, the raising of stat limits from 255 to 500 allowed for more dynamic character growth and battle potential, complimented by a significant increase in stat-enhancing accessories. Smaller touches also enhanced the quality of the series from then on, such as the four tone vocal range for men, women, children, and {{MFamilies}}s, as well as the mini medal exchange program becoming one where awards are dispensed based on the total collected rather than being used as an alternate type of currency.


While ''VI'' may not be among the most popular games in the series, it is assuredly one of the most important in ''Dragon Quest's'' history.
While ''VI'' may not be among the most popular games in the series, it is assuredly one of the most important in ''Dragon Quest's'' history.
manager
37,445

edits