20 reviews liked by tsdenizen


If you like any DQM game (or monster collecting game in general), you’ll probably like this one too. Some truly miserable puzzle dungeons in the latter half though.

Spent over 600 hours in Torneko's chapter selling swords. Why the fuck hasn't the game progressed yet? Dropped.

This review contains spoilers

The most "good" game there is.

Story:
The story is good. The multiple plottwists and scenes where you think the game is over, then to reveal that it isn't, are pretty cool. I also like the little foreshadowings on what is happening early on which make more sense later in the game. I cannot really say a lot here, the story is good.

Characters:
The characters are good. They are nothing special but still pretty cool. I like the character design of the hero a lot. Especially his "super saiyan" form. The characters are good.

Music:
The music is good. It is not bad, it is not the best. The music is good.

Gameplay:
The gameplay is good. I like the skill trees and weapon types every character has. It adds some variety on how you want the characters to develop. I really really love the monster arena side-quest. Usually I do not like monster catching mechanics in videogames, but it is integrated perfectly in this game. You can make your own team with different team attacks and even call them in real battles and not only the arena. I also like that they are controlled by AI because I'm usually very interested in AI in gaming. I also adore the casinos in this game. This game has made me an in game gambling addict. Every game with a casino in it will automatically be more enjoyable to me than without it. But generally EVERYTHING in this game is fun. From the main story to the smallest and trivial side-quest. This is the only game I have ever played where everything is fun. Even in Kingdom Hearts, my most favorite franchise of all time, there are some short comings. But Dragon Quest VIII (DQ8) is good in every aspect. Sure, this game doesn't reach the same heights as Kingdom Hearts, but it also has NO lows in my opinion. There are a few little nitpicks though. The definitive version of the game is only on 3DS and not on a home console which is sad. Because of that the graphics and music quality are worse than in the PS2 version. And I'm generally not the biggest fan of photo-quests and I do not like the additional playable characters that much from a gameplay perspective - even if they are good. The extra two dungeons are nice but not the reason I love this game so much. The quality of life changes are cool though. And one could discuss that I didn't like the fact that Jessica gets stripped away for one dungeon, so that you have to play with only three characters. I usually do not like it, when videogames forcefully change your party composition, but it only was for a short amount of time and after the boss in that area you get two new amazing spells for Jessica, which makes it not that bad. So in general: the gameplay is good.

Content:
The content is good and long. It is not as big as Final Fantasy XII for example, but it has a lot to do. Be it the long main objective or the medium amount of side-quests, which are all pretty cool. The post game content is also amazing content wise because there is a lot to do and very cool bosses to fight. The content is good.

Replay value:
The replay value is good. Wait, actually not so much. You can replay the game with different weapon types for each character, which can be fun because you cannot reset your skill points at all, but that's about it.

Conclusion:
This game is good. It's in my top 3 videogames of all time. There is no game that is as "good" as this one. This game is good.

This review contains spoilers

(Review at ~24 Hours of gameplay)

A game letting you think you're getting away with something while still balancing accordingly is a powerful motivator to keep playing.

DQM The Dark Prince might be the highest quality turn based battling that I've played in a new release in years, the difficulty curve perfectly compliments the progression of power as you fuse stronger and cooler monsters. I'm on the verge of 12 different decision trees all converging in satisfying ways resulting in systems that feel like cheating but the game is gently pushing you along the entire time. As a consideration, I took notes while playing the game and I feel it improved my experience immensely.

At present the game has shown me 28.8% of its 500+ monster catalog. That tells me that there is not only more content to be seen, but there are plenty of gaps in my bestiary to suggest the creation of even more monster combinations of strategic growth and battle strategies.
I've performed just shy of 100 fusions, where I'm confident over 80% of them result in original species. This means I'm in a constant cycle of making new Monsters, searching for the path of evolution to make the next higher tier.
I've won 318 battles. Between the overworld encounters, arena fights, bosses, and encounters to recruit more monsters, 104 successfully ended in scouting a monster. These are important numbers because it's showing that a third of the time I got into a battle, it was building up my strength through acquiring raw resources, and 2/3rds of the time building up the strength of my team by cultivating resources I already had.
Like all great "Number Go Up" games, it comes down to resource management on a micro and macro scale. Read my Fire Emblem post if you haven't and want to, but I kind of articulate this that if you are investing your gametime into different avenues of getting more powerful, the cohesion for replaying the game is a lot stronger. Your team is getting stronger, your skills are getting stronger. It’s very engaging as you are juggling present and future investments to create the ultimate team of strong and silly guys.

I already believe I’ll put in an embarrassing number of hours into this game. Will the game stick the narrative landing? They’ve handled this game and characters with care, even if I don’t LIKE Toilin, the themes he represents about humanity being guilty and innocent on his path to seek revenge against his father as a representation of the world. The fact that the game is giving this Monsters spinoff something to work with shows that this is both a fully fleshed out game with more voice acting that 4 Treasures stapled together, and something that will appease long term fans as they wait for more information and news on mainline entries.

So this game is an instant recommendation if you enjoy making complex decision matrices, love anti-hero stories, and can’t help but like a picture of a Slime on social media.

Next update at 48 hours or credits, whichever comes first.

i wish british people were real

Creative, stylish, and extremely fun. Peak Mario level design and music. My main gripes were that I wish it was longer and we had more bosses. I think it's time to get a new villain to freshen up that area of the game. If it wasn't for that this could have been a 10/10 game. Everything else is fantastic.

120 goddamn hours, and i've just now started the postgame. this story may seem hopeless at the beginning, but the way the game shows the fraternity between women that makes them persist and be stronger is extremely beautiful and pervasive throughout the experience, both in the light and extremely heavy scenes throughout. maybe my favorite game of all time?? let's see after the postgame!

Galleria is a wildly ambitious game, with a story and setting far greater in scale than I could have ever imagined. It recalls titles like YU-NO and Xenogears; it is not afraid to be big, and it is not afraid to be surprising. If you're tired of games with predictable plots, games that advertise every last character and setpiece ahead of time, then look no further -- Galleria has the confidence not to show its cards, and more than enough twists and turns to keep you guessing where things will end up.

But it's easy to squander a plot, because a plot is nothing without its characters. Frankly, I was not on board with the previous games in the Majo series (Hyakkihei and Refrain), largely because the protagonists were, in a word, unlikable. I wasn't invested in the characters, and so I was not invested in the world they inhabited. Thankfully, this shortcoming has been more than just addressed in Galleria; its two protagonists are wonderfully endearing characters, and the strength of their characterization is the narrative's greatest asset. No matter how elaborate the setting gets, no matter how many characters are introduced, it all revolves around Eureka and Natyl in the end. Their relationship provides an emotional core that the previous games in the series lacked. Without them, it wouldn't be half the game it is.

It's fortunate that Galleria has this driving force in the form of Eureka and Natyl, because it is (perhaps unsurprisingly) an absolutely massive game, requiring a great deal of patience and perseverance from the player if they wish to see it through to the end. I can't really imagine anyone finishing it in less than 90 hours. Mechanically, and in terms of dungeon design, I found it to be a huge step up from Refrain. At the same time. there are many parts of the game I can see people finding tedious, if not outright repellent, namely the randomly generated dungeons in the latter half and the item farming and level grinding required for the final boss. And of course, no discussion of Galleria is complete without mentioning its final challenge: a 3651 (not a typo) floor dungeon, entirely randomly generated and designed to test just how far the player is willing to go to see the true ending of the game. I found it to be a fascinating challenge -- it basically creates a roguelike by bending the game's existing mechanics -- and deeply rewarding to complete, not the least of which because of just how brilliant the ending sequence is, but the fact remains that it's a very tall ask.

I don't think Galleria is perfect, either as a narrative or as a game. There are topics I wish the writing had explored more deeply, characters I wish had gotten more screentime (or more comeuppance). I found myself genuinely frustrated by the stupidly difficult final boss, especially after what I had to do to even be able to fight it properly. The postgame dungeon really made me feel like giving up at times, especially when I managed to lose several hundred (!) floors' worth of progress. But in the end, it was all worth it. I can't remember the last time I felt so satisfied completing a game. My complaints all melted away as I watched the hour-long ending sequence go by. In the end, I just loved Eureka and Natyl that much, I guess. I couldn't help but love their game too.

Galleria is one of the greatest JRPGs of all time, and Nippon Ichi's greatest achievement as a company. And that's coming from someone who didn't even like the previous games in the series very much.

Dauntless and insurmountable feat would it be to fill in Earthbound's ridiculously sized shoes, but nonetheless not only does Mother 3 achieve such task, it charts its own course through one of the most unique and thoughful experiences the medium has ever seen.

In contrast to Earthbound's freeform and loose storytelling, Mother 3 opts instead for a much more laser focused narrative that has its characters witnessing the corruption of their idyllic reality, which destabilizes their community and family bonds in the process. This change of narrative structure translates to a reduction in off the beaten path detours and non sequiturs that decorate much of the diverse and out there adventure found in Earthbound, but Mother 3 more than makes up for it by utilizing the pre-established and beloved tone of the series to subvert it and twist it just enough to frame a much more personal and intimate experience, while still maintaining the foundation that defines the franchise.

Without sacrificing any of the strengths and characteristics that make videogames unique in the storytelling artform, Mother 3 manages to create a surprisingly emotional and meaningful story that contemplates the disruptive nature of time and progress on stagnated unrealistic ideals, the folly of a lack of introspection and hindsight in day to day life relationships, or the need for growth and maturity during the moments life beats you down , without ever having to condescend to the player or step outside its fun, joyful and charismatic universe. It uses the power of nostalgia and childhood, inside and outside the game, to construct a strong connection between the player and the screen, while also acknowledging the danger of said sentiment and even weaponizing it against you, cementing its antagonist as one of the greatest villains in fiction in the process.

As you watch your home town transform during the course of the game just by the act of walking by it and speaking to its neighbours, Mother 3's seemingly surface level anti-capitalism theme opens up to reveal a much more empathetic and understanding examination of the mundane and human misgivings and mistakes we all end up falling into once in a while, never fully condemning the characters that inhabit its world, unlike much more blatant and obvious recent titles aspiring to some artistic merit.

While there's a certain sadness in the inevitability of Itoi never again making a videogame, it is fitting that he would leave us on such a high note. Coming back to this series would in some way detract from the overall message these games have always strived to impart on the player, and trying to one up Mother 3 would be a massive mistake. As it stands, Mother 3 has the qualities of a great novel. You can pick apart its more obvious themes and messages and always find something else beneath it more interesting. I could go on about how engaging the rhythm combat is in contrast to other JRPGs. I could ramble on about the numerous NPCs that betray their 2D aesthetic with incredible one liners that destroy any pretentious triple A story driven shlock. I could fawn over the incredible execution of the final boss and how the game manages to poignantly break the 4th wall once again like its predecessor did.

But why bother? Discussing these aspects would be reducing the art, Mother 3 is meant to be played. Oh, wait. You can't play it. Add it to the ever increasing bucket of baffling and nonsensical Nintendo decisions.

i got stuck in the rat cave can't have shit in romancing saga 3