Dragon Quest VI: Realms of Revelation: Difference between revisions

no edit summary
No edit summary
No edit summary
Line 101: Line 101:
In addition to those accessed through the abbey, there are two hidden classes that require the use of ancient scrolls to be unlocked.
In addition to those accessed through the abbey, there are two hidden classes that require the use of ancient scrolls to be unlocked.
*[[Dragon (vocation)|Dragon]]: A powerhouse profession that yields the strongest [[Breath attack|breath]] skills in the game, and significantly increases HP,  strength, and resilience at the cost of all other stats. Requires the [[Dragonic Diligence]] to be in a character's possession.
*[[Dragon (vocation)|Dragon]]: A powerhouse profession that yields the strongest [[Breath attack|breath]] skills in the game, and significantly increases HP,  strength, and resilience at the cost of all other stats. Requires the [[Dragonic Diligence]] to be in a character's possession.
*[[Liquid Metal Slime (vocation)|Liquid Metal Slime]]:A high-risk, high reward class that cuts HP by 80%, MP by 30%, strength by 40% and doubles agility and resilience. Teaches the most powerful abilities, and grants full immunity to all elements and ailments once mastered. Requires the [[Liquid Metal Mind]] scroll.
*[[Liquid metal slime (vocation)|Liquid metal slime]]:A high-risk, high reward class that cuts {{HP}} by 80%, {{MP}} by 30%, {{Strength}} by 40% and doubles {{Agility}} and {{Resilience}}. Teaches the most powerful abilities, and grants full immunity to all elements and ailments once mastered. Requires the [[Liquid Metal Mind]] scroll.


===Style and the Best Dressed Contest===
===Style and the Best Dressed Contest===
Line 134: Line 134:
*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.
*Significantly more skills have been added compared to the previous game, raising the total from 29 to 93.  
*Significantly more skills have been added compared to the previous game, raising the total from 29 to 93.  
:*A separate window has been created for skills, instead of lumping them together with spells ala the SNES version of ''V''.
:*A separate window has been created for skills, instead of lumping them together with spells ala the {{SFC}} version of {{V}}.
*Several new accessories have been introduced, raising the total from 7 to 20.
*Several new accessories have been introduced, raising the total from 7 to 20.
*The cursor will remain on the last selected spell/skill if the player exists that window and when the character has their next turn.
*The cursor will remain on the last selected spell/skill if the player exists that window and when the character has their next turn.
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 and Lower worlds within the first ten minutes of gameplay, 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 and Lower worlds within the first ten minutes of gameplay, 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 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.   


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."
Line 254: Line 254:
''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'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.


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.
Line 262: Line 262:


==Trivia==
==Trivia==
The game is strongly implied a prequel to ''IV'' and ''V'', based on small details and hints scattered throughout the story. In typical Horii fashion, many of these hints are not concrete and are up to the player to decide for themselves. That being said, the similarities between Zenithia and Cloudsgate Citadel are objectively clear even at a cursory glance, and the speculation has all but been confirmed with the Nintendo DS remake, which expressly refers to two of the possible versions of [[Reaper's Peak]] as being based on future events.
The game is strongly implied a prequel to {{IV}} and {{V}}, based on small details and hints scattered throughout the story. In typical Horii fashion, many of these hints are not concrete and are up to the player to decide for themselves. That being said, the similarities between Zenithia and Cloudsgate Citadel are objectively clear even at a cursory glance, and the speculation has all but been confirmed with the Nintendo DS remake, which expressly refers to two of the possible versions of [[Reaper's Peak]] as being based on future events.


==Credits==
==Credits==
manager
35,984

edits