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#i think they fucked once and it was great and a huge boost to phoenix's ego
citruscore · 1 year
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Oooooooooo maybe laywright?
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gay as fuck to be solving puzzles with another man
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gamearamamegathons · 6 years
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Dragon Warrior III: I Retroactively Get Credit For This Peace Also
Circe here! So, now we come to the end of Dragon Warrior III. All that's left to do is to storm Baramos's castle and beat the shit out of him. At this point, how much I retain from particular dungeons is starting to lessen as I just follow a guide instead of mapping them myself. But Baramos's castle is pretty much as you expect, a big mean dungeon with monsters who are obnoxiously strong. Naturally, I spent most of this dungeon just fleeing over and over again and hoping I make it to Baramos in roughly one piece. Baramos himself is this angry crocodile face guy, and he's pretty tough, but with sufficient levels, the standard boss fight approach works pretty well for this guy, bolstered by the fact that we now have an array of support spells like Barrier (magical protection), Increase (defense boost) and Bikill (attack boost). After a couple tries, he goes down, and I head back to Aliahan to celebrate that the world has been saved.
The end.
...
...
Okay, just kidding.
Actually, once we enter the throne room, a voice echoes in the room, telling us that he is the true archfiend Zoma, and he's going to take over the world anyway. The king laments that he doesn't know how to break the news to his subjects, so he orders us not to tell anyone. What a leader. I guess we're gonna have to figure this out by ourselves. But we've pretty much explored every corner of the world. What's left? Well, there's two important places we need to go. First is the Castle of the Dragon Queen, a location tucked in a little ring of mountains that can only be reached by phoenix. There, if we poke around a bit, we can meet the Dragon Queen herself, who gives us a Sphere of Light. Hmmm. Anyway, the second place is the Great Pit of Giaga, a location near Baramos's Castle that previously just had a big pit with a wall around it. Well, now the pit has cracked open and split the walls apart, so we can just hop in, something which is clearly a very good idea.
In the pit, we find ourselves in a new land, where we immediately find a boat. Traveling a bit east, we come across a familiar town...it's Tantagel! That's right. The world of darkness beneath the earth was Alefgard all along. Now, this is cool and all, but it might raise a more pragmatic question: where does this leave our EXP curve for this new leg of our adventure? Glad you asked! The answer is that we're fucked for the rest of the game, basically. We'll be able to level up and ease things a bit, but basically the overworld has endgame-tier monsters, the ocean has endgame-tier monsters, the dungeons have endgame-tier monsters, everywhere we go for the rest of the game we're not going to want to spend too long in combat because almost every encounter has the chance to inflict massive damage to the party.
But leaving that aside for now, what do we need to do next? Well, you may remember that in the original Dragon Warrior, we had to get together the items to acquire a rainbow drop, so we could summon the Rainbow Bridge leading to the Dragonlord's castle. Here, the quest is roughly the same. Unlike in Dragon Warrior II, Alefgard isn't just a cameo, we are in fact re-enacting the quest of the first game in compressed time. And as much as I'd love to recount every quest item in detail, the effect of compressing and simplifying the entire original Dragon Warrior quest is that it's all just kind of a mush of poking around Alefgard in my head. I will say, despite the overly strong monsters, it's decently fun to go around and see what Alefgard is like and accumulate quest items like magical barnacles. There are a lot of important differences, though. The landscape is very different. Hauksness, the ruined desert town, is prospering. Garinham is just a single house, and Garin is alive. A lot of little details suggest not-so-subtly that we might just be, in fact, in Alefgard's past rather than its future. And that might lead you to a suspicion of who our hero is supposed to be.
But let's not worry about that for now. Aside from poking around the towns and collecting quest items and trying not to die a lot from every single monster, the only noteworthy dungeon before Zoma's castle is a tower west of Kol. It's absolutely brutal too, full of ruinously powerful monsters who can take out one or two party members very rapidly. It does have a very important monster in it, though. This tower is one place among many in Alefgard where you can find Metal Babbles, which are stronger, meltier versions of Metal Slimes. These things are EXP pinatas just like Metal Slimes, but they actually give an order of magnitude more EXP, in the neighborhood of almost 15K. The catch is that they're very, very difficult to kill. One good way of killing them off is a hilarious wizard spell called BeDragon, which...does what it says on the tin, I guess. Your spellcaster becomes a dragon and starts breathing fire everywhere. This attack ignores all defenses, so it's a guaranteed kill for all Metal Babbles on the battlefield. That requires them to sit still for two entire turns though, which is...not terribly likely, unfortunately. Still, it's worth it, even if it does make the experience of grinding fantastically tedious. Grinding is unfortunately not optional, though, as you need to get to around level 40 at least, before you really have a chance of taking on Zoma. And I kinda suspect that I was underleveled even by the time I got sick of this process.
So, as before, we get together the Staff of Rain and the Stones of Sunlight, and we scrounge together a sacred amulet or something to satisfy the mean old guy, who is weirdly not that mean this time, and finally, if we do all that, he will give us a Rainbow Drop. This lets us access Zoma's castle. Once again, this is kind of a retread of the same kind of constantly-running-away experience that characterizes late game Dragon Warrior dungeons. Along the way, though, we actually encounter...plot! Remember our dad, Ortega? He fell into a volcano fighting a dragon? No? Well he's here. Turns out that he didn't die, he just fell into Alefgard, and now he's fighting a monstrous hydra! Ortega's doomed battle plays out in real time as a non-interactive fight, which I feel is a...questionable design choice, seeing as this battle goes on for quite a while. Unfortunately, he dies, which seems like...I dunno, kind of an unceramonious way for things to go after the game strings out the chance that he might've been alive all this time. With his dying breath, Ortega, not recognizing you, instructs you to tell his daughter what happened to him. And then he's gone, leaving me with the impression that...not...much has changed, actually. I mean, it's not like we were questing to find our dad. We just thought he was dead, and just kind of incidentally found out he wasn't, except now he really is, actually, dead. Shrug? Okay.
Further into Zoma's castle is an important item that actually changes a lot about how we can approach the dungeon. It's a Sage's Stone. This item, when used in battle, casts a free healing spell that recovers a lot of HP to the whole party, and it can be used repeatably. This single object instantly obsoletes a huge swath of our Pilgrim's spells, which is hilarious. It also means that, since it can only be used in battle, there's actually a good reason to stick around in battles, since recovering HP faster than we can take damage will leave us in a place to spend less MP than if we tried to run and came out of it all beat up. But it reveals another problem, which is that this approach to the dungeon slows things down quite a lot. It is, objectively, the better strategic choice, and in theory, it's closer to the intended way to play the game than to run away from every single battle no matter what. But it makes the game seriously drag, which I think is honestly kind of telling. It's also still possible for your characters to get wiped out even though we're healing back ~100 HP per character per turn, which I think is *also* telling. You wouldn't think the boss would be takeable in this state, but don't be so sure. After crawling our way through the dungeon, surviving with minimal MP use by constantly waving a rock around, we finally get to Zoma. He's kinda huge, like, he's actually four times bigger on the map than a regular character, and of course he has a big dramatic speech about taking over the world, pretty conventional evil overlord stuff. He throws three bosses at us before we even get to fight him, but that's not a big deal, because the Sage's Stone is seriously just that powerful.
Zoma himself is brutal. He has a wide array of heavily damaging spells, does a ton of physical damage, and takes two turns per round. My first attempt at killing him went miserably. But then I remembered something I totally forgot about: you're actually supposed to *use* the Sphere of Light on him. Doing this causes the screen to flash and turn Zoma rainbow colors...for a while...but after that, he turns blue, which of course is the universally understood color of weakness. He's a lot easier now, especially since we're able to build up a ton of buffs like before, letting us deal tons of damage while my Pilgrim keeps furiously waving that rock to keep everyone alive. Zoma does have the ability to dispel all buffs, which sucks, but with perseverence, we pull it off, and Zoma falls dead.
Zoma's castle dramatically crumbles apart, as they do. We escape through a...hole that spits us out the bottom of a different dungeon...okay, I guess? Then we leave and go back to Tantagel to celebrate. This time, really for real, the evil is defeated. The way back to the surface is sealed off, though, so it looks like we're going to be here forevermore. The king of Tantagel bestows us with a title, though -- he names us the Hero of Erdrick. Yes, that's right! Erdrick is a title, not a name, and it's the moniker our hero will be remembered by for generations into the future. So...that's the big twist! This is the story that precedes everything that happened in the first two games. Admittedly, I was kinda semi-aware of that from the start, because it's hard to browse a wiki without accidentally stumbling upon this sort of information. But it's kinda neat regardless, and it makes for a nice way to tie up the Erdrick Trilogy. Even though the storytelling of these games are very simple, I can appreciate that, within its own context, it's built up a little mythology that's meaningful within its world.
So how does Dragon Warrior III stack up? Well...as I've said, it's very similar to Dragon Warrior II. Admittedly, a lot of my experience was eased by the fact that I moved to digital mapping, which means that it wasn't quite so slow and laborious mapping out things as I went. But putting that aside and focusing just on the experience of the gameplay...well, it's pretty clear that the game repeats its predecessor just a bit too much. The moment of getting boat in Dragon Warrior II was huge, but it really only takes one repetition for it to feel formulaic. Dragon Warrior II is a game that's being pulled in two directions. It still has a lot of the puzzle box design of Dragon Warrior, but it's also just way too big and way too open. Much like the search for the five crests, the search for the six orbs is something of a midgame slump where the devs clearly want you to see this big wide open world they've created, but it's so huge and meandering that trying to find and navigate the threads of half a dozen different mini-quests is overwhelming.
As much as I got excited about the new class system at first, it runs counter to a lot of the game's design. The game is so demanding in terms of grinding that taking a huge risk like starting a brand new character, or starting a character over to move them to a new class, feels ridiculous. As much as the game might suggest that you want to change your party over time to adapt and grow, you don't *have* to, and the game never gave me a compelling reason to try. At the very least, it's good that it lays the groundwork for future class systems in later Dragon Quest games, but here, it feels almost superfluous. I had my four party members and that was it, pretty much.
That said, I think I was too hard on this game's combat when I described it early on. Over time, you get a pretty expansive range of combat options...or at least, enough to feel like a standard RPG. By the end, the combat didn't feel quite so one-dimensional, although that isn't to say it wasn't still pretty simple. This game's repertoire of spells is pretty expansive as well, with at least a vague gesture at an elemental system, an actual multi-target healing spell, solid and useful support buffs, and a couple actually usable oddball spells like BeDragon. As a system, what really holds it back more than anything is all the cruft it still has to clear away from the NES era of RPG design.
And that's it for Dragon Warrior III. I think I want to do a post after this, taking a moment to look back on the Erdrick Trilogy as a whole. After that, we'll be moving on to Dragon Quest IV, the final game on the NES. And boy, you'd better believe I'm not going to miss the NES era once we're good and properly out of here.
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