Dragon Quest III features a much larger world than its predecessors, as well as a much larger array of items, equipment, magic, and enemies. Another innovation is an arena where the player can place bets on the outcome of monster battles. Furthermore, upon reaching level 20, a character may change classes at Alltrades Abbey. The choice of class greatly affects the character's stats and spells he or she can learn. While the hero always keeps the Hero class, the other characters can choose among the following: Soldier/Warrior, Fighter, Pilgrim/Cleric, Wizard/Mage, Merchant/Dealer, Goof-off/Jester, and Thief. Dragon Quest III adds a class system, in which each character has a certain class. Gameplayĭragon Quest III is noted for greatly expanding upon the original Dragon Quest and Dragon Quest II.
#Dragon quest 3 snes vs gbc series#
Personally, though, I think the series got markedly better from here and would recommend later games first. Overall: This is another game worthwhile mostly for the nostalgia value, and I don’t know about the newest mobile version, but this version of it is noticeably better than the NES or GBC versions. Reading someone playing through DQ4 on Talking Time concurrent to playing this made it very obvious how many things they re-used but also improved on for that game. I feel like later DQ games took cues from other series and got more linear and a bit more focused-the “traveling hero solving problems in each town” absolutely started here and absolutely stayed with the series, though. I'd forgotten how much open-world and reliant on clues from townsfolk this era was-the first two games also relied on it heavily. I do wonder if Invisibility has any use besides sneaking into one city or if Change does anything other than let you shop from the elves. Not that the quest to get the Final Key is actually more obtuse than finding several of the orbs or the ridiculous chain leading to the Sword of Gaia. Something that I discovered with this cheating method, though: the spells Open, Invisibility and Change are learned at high level, allowing you to theoretically grind past some of the game's puzzles if you're bull-headed enough. The experience curve is weird-you need to be level 20 to change classes, so you’ll probably reach that a few times (by grinding), but you’ll probably beat Zoma around level 40, even though the system goes up to 99. Also, my playthrough took literally half as long as my previous one, which says something about the necessity of grinding in this game. (All while she had the Sexy personality, so she ended up with effectively maxed stats and almost every spell.) This meant that the rest of my team was drastically underleveled for most of the game, but I charged through just fine. This time, I was in the mood for the exploration but less for the grind, so I cheated up a couple of Gingham Whips and Sage’s Stones right at the beginning, and once I reached the Shrine of Dharma, I created a Jester, jumped her to level 99, changed her to a Sage, and jumped her to level 99 again. The last time I played, I did so “honestly”. The fact that the Dark World doesn’t use the names I grew up with (and that Dragon Quest Builders uses!) irks me greatly. I would generally prefer the NES translation, but would also accept the later conventions (especially for spell names-I like “Zing” and “Insulatle”). I think I’m playing a slightly tweaked version of the fan translation this time, but it’s still (irritatingly) using the more literal translation scheme that the Game Boy Color versions of the games used. On your 16th birthday, you’re named the new hero of the realm, and need to recruit a bunch of friends and go off to fight the Archfiend yourself. Your father was the great hero Ortega, but he vanished years ago when he left to fight the Archfiend Baramos.