Dragon Quest III: The Seeds of Salvation

Dragon Quest III: The Seeds of Salvation

released on Nov 19, 2009

Dragon Quest III: The Seeds of Salvation

released on Nov 19, 2009

A remake of Dragon Warrior III

Dragon Quest III is noted for greatly expanding upon the original Dragon Warrior and Dragon Warrior II. The game uses basic console role-playing game conventions, such as leveling up by gaining experience points and equipping items. Battle is turn-based like the other games in the series. Dragon Warrior III features a class system, in which each character has a certain class. While the Hero always keeps the Hero class, the other characters can choose among the following: Soldier (Warrior in the GBC version), Fighter, Pilgrim (Cleric), Wizard (Mage), Merchant (Dealer), Goof-Off (Jester), Sage, and Thief which was available only in the later versions. The choice of class greatly affects the character's stats and spells he or she can learn. Furthermore, upon reaching experience Level 20, a character has the option of changing classes at the temple of Dhama, found halfway through the game. The game starts with just the Hero in the party, who then is able to recruit a party of three at the local tavern. Unlike most Dragon Quest parties, aside from the Hero, the party is not made up of characters involved in the story. Although only four characters can be in the party at a time, extra members of the party can be kept at the tavern, allowing room for new recruits. Another innovation is an arena where the player can place bets on the outcome of monster battles. The remakes incorporated some interface changes from later games in the series, such as simplified door opening; the bag, which replaced bank item storage; the item sorting "Tidy Item" and "Tidy Bag" commands; and the "Full HP" command, which can be used outside of combat to automate the process of casting healing and status restoring spells. While the earlier Dragon Quest games were also non-linear, Dragon Quest III was the most substantial example of open-world gameplay among the early Dragon Quest games. It also allowed the player to swap characters in and out of the party at will, and another "major innovation was the introduction of day/night cycles; certain items, characters, and quests are only accessible at certain times of day."


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Ótimo jogo, claramente uma evolução do DQI e II em muitos aspectos. Sendo essa trilogia o meu primeiro contato com Dragon Quest, o III parece estabelecer a base definitiva do que são os jogos seguintes, e por este motivo fico animado para jogar os próximos da série.

Porém, eu achei desnecessariamente longo, especialmente considerando que ele ainda possui muitas burocracias e decisões de design questionáveis de JRPGs clássicos, como a necessidade de grind e alguns elementos narrativos que deixam o jogo artificialmente inchado.

Consegui jogar maior parte do jogo sem guia, e foi muito interessante conversar com os NPCs, explorar e descobrir sozinho as coisas. Mas chegou uma hora que encheu a porra do saco ter que conversar com um NPC numa ponta do mapa pra pegar um item do outro lado do mundo pra ser entregue pra outro NPC na puta que o pariu pra ganhar outro item só pra entregar pra outro filho da puta na casa do caralho, tudo isso pra abrir uma porta. Chegou num ponto em que estava usando guias, e mesmo assim passou a ser um estorvo.

You know, sometimes you play through an old classic, and despite the jank and outdated game design you can't help but think: yeah, I see why it's a fan favourite. This is definitely one of those games. Would I replay it? Maybe not (at least in this iteration - I'm excited to see what the 2D-HD remake does with it!) but I had a fantastic time running around with my team of little dudes (or as it were, little gals) and I really felt like I was seeing the start of the SNES-era JRPG design... despite this originally being a NES game. It wasn't perfect - I often felt pretty directionless once the world opened up and while interesting, the personality system felt a little too arcane to understand casually. But then, I suppose half the fun of these old games is the stories you make up inside your head, and having a little descriptor to assign to each of your party members helps with that. The job change system was also neat on paper, but a little too bothersome to deal with in practice unless you feel like grinding metal slimes for hours.
Also, I am once again going to be a curmudgeon and complain that the mobile and Switch remakes look like RPGmaker assets and static pictures. Come on, give me the animated sprites!

I put off Chrono Cross for 2-3 weeks to beat this. It was worth it. Can’t wait to play the rest!

fun adventure and the customizable party makes it feel even more special

immigrant town is peak fiction

Incrível, I N C R Í V E L. Eu quase chorei com uma galinha voando.
Incredible, I N C R E D I B E L. I almost cried seeing a chicken flying