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The game follows the Hero and his friends as they discover secrets about the mysterious islands surrounding their isolated home of [[Estard]], the only land mass in the entire world. Through some ancient ruins, they are transported to the pasts of various islands that used to exist and must defeat evil in each new location. | The game follows the Hero and his friends as they discover secrets about the mysterious islands surrounding their isolated home of [[Estard]], the only land mass in the entire world. Through some ancient ruins, they are transported to the pasts of various islands that used to exist and must defeat evil in each new location. | ||
The main flow of the game is different than the other ''Dragon Quest'' games; instead of exploring one large world, the party goes to separate continents by placing stone shards into their appropriate pedestals in the Shrine of Mysteries. Once all of the missing shards are located and placed for a particular pedestal, the party is transported to the trapped location in the past. After solving whatever problems plague the | ==Setting== | ||
''VII'' is best known for its immense playtime. Without completing the game's side quests, a single game of ''Dragon Quest VII'' can take a hundred hours or more. The main flow of the game is different than the other ''Dragon Quest'' games; instead of exploring one large world, the party goes to separate continents by placing stone shards into their appropriate pedestals in the Shrine of Mysteries. Once all of the missing shards are located and placed for a particular pedestal, the party is transported to the trapped location centuries in the past. After solving whatever problems plague the region, the party then travels back to the present. From there, they can travel via boat, carpet, or sky stone to the modern version of the location they just saved. These saved lands appear on the main map, although the originals (from the past) can only be revisited through the ruins. | |||
==Plot== | |||
{{spoiler|start}} | |||
''Dragon Quest VII'' tells the story of a young hero, the son of a prominent fisherman in the village of Pilchard Bay on Estard Island, the only land mass in the world, and his friends in a fantastical, medieval-like world. They set out on adventures through the world's past and learn about its history. Upon discovering different lands in the past and solving the troubles, they reappear in the game's present-day map. | |||
The party begins their adventure when the hero and Kiefer discovers a mysterious stone fragment of a map his father brings home from a fishing trip. Further investigations lead him to discover that the world he lives on, which seems to consist of only his small island, used to contain many continents that have somehow been sealed away. By placing found shards on pedestals in Estard's ruins, the Hero and his friends are sent to different lands in the past which the party eventually realizes. Once they solve the problems in the area's past, the land masses appear in the present. | |||
After the world is restored, Orgodemir, the Demonlord, disguises himself as God and seals several of the islands away once again; this time Estard is sealed as well. The party sets out to revive the elemental spirits: Wind; Fire; Earth; and Water. Orgodemir is then revealed as the Demon Lord to the world whereupon he claims to have done so to trick humanity. Orgodemir then raises his Dark Palace and with the aid of the Flying Rock, the party confronts him in a final battle. | |||
{{spoiler|end}} | |||
'''''For a full synopsis on events that happen in Dragon Quest VII, click on the Dragon Quest VII navigational tool.''''' | |||
==Characters== | ==Characters== | ||
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*[[Aishe]] — Aishe is the lead ritual dancer of the Roamer tribe, an ancient race of people charged with the stewardship of a temple necessary in the act of calling forth God. Raised and trained at swordsmanship as well as gypsy dancing, Aishe is a more than capable fighter and will do well in any physically-oriented vocation. Although capable of doing both significant physical and significant magical damage, Aishe stands in contrast to Mervyn, in that her magic skills tend to lag slightly behind her physical statistics. | *[[Aishe]] — Aishe is the lead ritual dancer of the Roamer tribe, an ancient race of people charged with the stewardship of a temple necessary in the act of calling forth God. Raised and trained at swordsmanship as well as gypsy dancing, Aishe is a more than capable fighter and will do well in any physically-oriented vocation. Although capable of doing both significant physical and significant magical damage, Aishe stands in contrast to Mervyn, in that her magic skills tend to lag slightly behind her physical statistics. | ||
== | ==New features== | ||
===Player conveniences=== | |||
'' | *Total play time is now marked next to save files. | ||
*The ability to change message display speed and audio settings has been moved from the start screen to the in-game menu. | |||
*All items can now be bought in bulk, not just weapons and armor. | |||
*Brief descriptions of items are displayed when the cursor hover over them in the menu. | |||
*The [[Big Book of Beasts]] debuts, displaying monster actions, exp total, gold total, number defeated, and what item is dropped per species. | |||
*If the player accidentally presses a button when there is nothing to interact with, no time-consuming message is displayed. | |||
*When an item or gold is found, a small icon will appear over the protagonist's sprite along with the traditional jingle. | |||
*The contents of bookshelves has been embellished, with hints for the area, anecdotal stories, and bad jokes found in several. | |||
:*A mimic for books has been added as well. | |||
*Characters will typically move and gesture while speaking, making it easier to tell whom is talking. | |||
===Battle refinements=== | |||
*The maximum value for all stats has been set to 999. | |||
*A.I. strategies can be assigned to specific characters now instead of group-wide orders. | |||
*The menu for spells and skills have been split into three categories--''Offensive'', ''Defensive'', and ''Other''. | |||
*Status buffs and debuffs for allies and enemies now expire after a number of turns, along with [[Paralysis]]. | |||
*[[Cursed]] equipment has been reinstated, requiring the use of a priest to remove. | |||
* ''VII'' includes '''thirty-four''' Monster Vocations compared tot he previous game's two, which can be unlocked by using the appropriate Monster Heart at [[Alltrades Abbey]] or by mastering prerequisite Monster forms. This allows a party member to transform into a monster during battle, gaining the resistances (and vulnerabilities) of that species. | |||
:*In the 3DS remake these vocations are often the only way to permanently learn excellent abilities. | |||
===[[The Haven]]=== | |||
Returning from ''III'', the boom town side quest has been reworked from a passive sequence to one the player controls directly. The Haven lets the player recruit people from various towns in the PSX version, which changes depending on the type of people living there (e.g. several merchants will bring more stores to the town). In the 3DS remake the system is dependent on [[Traveller's Tablet]]s after a brief tutorial, and the culture of the settlement is no longer variable. Additionally, all the inhabitants of the haven are reformed monsters instead of mundane folk, with the syntax of their past life carrying over into their current persona. | |||
The party | ===[[Party chat]]=== | ||
The ability to talk with the party members in and outside of battles was first added to the series in ''VII'', adding a great layer of depth to each party member and setting a standard that would be continued in future installments. Party members will offer advice about battle strategies, remind the player about important plot points, or simply comment on how they feel at a given moment when this feature is used. The use of this feature adds considerable personality to each character, so much so that party chat was frequently used as a marketing device for remakes of older titles in Japan. | |||
:*Due to the tendency of party members reminding players what to do, the memory spells seen in ''VI'' and ''III'' have been removed. | |||
===[[Excellence Grading Organisation]]=== | |||
The E.G.O. contests allow the player to compete for the highest stats, like the Best Dressed Contest from ''[[Dragon Quest VI]]''. Excellent equipment is awarded to anyone who can topple the reigning champions, two of whom are NPCs that can be found in the larger world. | |||
'''' | ===[[Monster Meadows]]=== | ||
The ability to [[Monster recruitment|catch monsters]] functions similarly to the Super Famicom version of ''VI'', although they no longer participate in battle. Instead, tamed monsters are sent off to a nature preserve called Monster Meadows: here the monsters can be seen in their natural environment and be interacted with in the same manner as human NPCs. Blueprints are found to add new environs to the park, allowing space for nearly every monster. | |||
==Development== | ==Development== | ||
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* Party member appearance also changes immediately for monster vocations, not just upon mastery like in the PS1 version. | * Party member appearance also changes immediately for monster vocations, not just upon mastery like in the PS1 version. | ||
* Weapons and shields are displayed in battle.[[Image:Running_From_The_Fiends.png|right|border|350px]] | * Weapons and shields are displayed in battle.[[Image:Running_From_The_Fiends.png|right|border|350px]] | ||
* Vocation ranks | * Vocation ranks require fewer battles to advance | ||
* Spells/skills for second and third tier vocations are only usable when in that class, giving the last part of the main game more balance. | * Spells/skills for second and third tier vocations are only usable when in that class, giving the last part of the main game more balance. | ||
* Overall simplification and re-balancing of which vocations get which skills, including elimination of the hybrid skill system. These skills have not been removed, however. | * Overall simplification and re-balancing of which vocations get which skills, including elimination of the hybrid skill system. These skills have not been removed, however. |