An entire part of the history of video games is offered to us through the release of Dragon Quest III HD-2D Remake on current machines. Having remained out of reach of the European public for a long time, this legendary episode is now accessible to everyone in a version that is both modern and authentic. Its release offers us an unexpected nostalgic foray into the origins of an entire genre. But what explains such fame for a game dating from 1988?
Dragon Quest III : a social phenomenon
The very circumstances of the release of Dragon Quest III in Japan have made history, the software being one of the first to generate monstrous queues and unexpected stock shortages. Even before becoming a saga, Dragon Quest is already establishing itself as a social phenomenon in its country of origin. So, to avoid massive school (and professional) absenteeism, the publisher is forced to resolve to release the following parts only on Saturdays.
The true narrative starting point of the franchise
Placed chronologically before the events of the very first game in the saga, Dragon Quest III allows us to embody the one who will become the ancestor of a valiant line of heroes. It is important to start with this clarification, in order to reassure all those who would be disconcerted at the idea of starting the franchise through this third opus.
Second interesting element to take into account: the continuity of the story is already assured with the launch in 2025 of the remake of the first two parts. We could therefore hardly dream of a better way to discover this saga which still symbolizes today the paragon of the golden age of Japanese role-playing games.
A legendary “dream team”
Seduced by the first attempts at role-playing games designed in the West on the microcomputers of the time (notably Wizardry), Yûji Horii drew in 1986 the outlines of the very first Dragon Quest. The achievement is certainly prehistoric, but the fundamentals are already there: the exploration of a fantastic medieval world is punctuated by random encounters and a turn-based combat system.
The proposition turns out to be so addictive that it unites both roleplayers and the general public. Everyone wants to play Dragon Quest and the third part is often considered a fan favorite of the series.
By surrounding himself with two key people, the late Akira Toriyama (Dragon Ball) and Kôichi Sugiyama, Yûji Horii transformed the announced success into a true legend. The first is responsible for imagining the design of the monsters and characters, while the second delivers incredibly ambitious musical pieces.
If the aura of the series remains as strong today, it is because all its components take us back to a unique visual and sound imagination. The composer's classical training immediately sets the franchise's soundtrack apart.
It gives it a grandiloquent character which will logically lead to memorable symphonic reorchestrations, many years later. On the design side, the irresistible style of the father of Dr. Slump immortalizes forever the contours of the legendary bestiary of the saga.
The alchemy is so perfect that its creators hardly dare touch it, for fear of shaking its foundations. Too bad if we already criticize the series for its lack of risk-taking and renewal, as long as the nostalgic recipe continues to give players thrills.
All these elements will therefore return tirelessly from episode to episode, as if their presence were inseparable from the saga. Until the first animated adaptation of the manga Dai no Daibôken (“Fly” or Dai's Quest) which takes up most of the themes heard in video games to claim the same identity.
The choice of HD-2D as a guarantee of authenticity
the saga Dragon Quest has long displayed a refusal of modernity which could have harmed it. Yet the best evidence of its evolution is the way its most recent main installment (Dragon Quest XI S: Fighters of Destiny) had fun offering two types of playable visual renderings to pay homage to the beginnings of the franchise.
On the Switch version of the eleventh opus, it is in fact possible to switch at any time between an old-fashioned representation (2D pixel art version) or a much more current 3D. Proof that the question of the right balance between authenticity and modernity has long been at the heart of debates.
What if the best way to reconcile the two audiences was to opt for an HD-2D formula which has already been unanimously approved by players? Acclaimed in the game Octopath Travelerthis hybrid visual rendering has the merit of preserving the spirit of an old-school artistic direction, while relying on modern production techniques.
We actually spent a lot of time sorting our screenshots on Dragon Quest III HD-2D Remake in order to highlight the quality of the work carried out by the artists working on this title. A redesign that is not only visual, the soundtrack can count on magnificent orchestrations and the inclusion of voices (English or Japanese) to dub the most important dialogues. In combat, fans will be amazed to sometimes hear the mages pronounce the original names of the spells from the series (Ionazun, Begirama, Hyadaruko, etc.).
The bet of a resolutely old-school formula
If nostalgia is at the heart of the creation of this remake, certain choices remain questionable. For example, we can regret the reduced size of the monsters on the screen while HD-2D is capable of displaying monumental bosses in Octopath Traveler. Same thing for the animations and effects of spells which sorely lack scope. The cursor is very clearly tilted in favor of respecting old-school sensations, but this should not bother fans of the saga. Especially if we consider this remake as a testimony of historical value.
Those who discover the series for the first time may still have more difficulty taming this retro dominance. Because, if this remake includes many comfort options to make the adventure more accessible, it is still based on a resolutely archaic structure.
The frequency of random encounters also remains very high and, even in “Ultra-fast” mode, the fights seem long. This is both the strength and the weakness of this episode which takes a lot of time to lay its foundations to remind us of the conditions in which the public of 1988 discovered the beginnings of the saga.
In reality, the title only really takes off after a good dozen hours of play. The whole part which precedes the search for the orbs scattered in the four corners of the planisphere indeed displays a certain linearity which could discourage some. The sequel, on the other hand, turns out to be much more exhilarating in terms of explorations and challenges.
On land, at sea or even in the clouds, the journey suddenly takes on the air of a much more ambitious journey and extends over several dozen hours of play. Crossing the threshold of the first 12 hours also corresponds to the moment when we are offered the possibility of changing the class of our characters in the vocations abbey.
Change class to gain versatility
To encourage adventurers to test the different jobs offered in the Vocations Abbey, the title ensures that we retain all the magic and skills learned previously. Even if the character starts again at level 1, the experience gains are so rapid that it is not penalizing. We can then really specialize our heroes as we wish to create hybrid classes, as comfortable casting spells as wielding powerful weapons.
A unique monster arena
Beyond the new comfort options already mentioned, this remake introduces a hunt for special creatures which is distinct from the caravan of monsters present in certain parts of the series. This side quest consists of flushing out and then coaxing “false enemies”, generally hidden in secret areas, with the aim of recruiting them. Knowing that some only appear at specific times of the day, collecting them all turns out to be a long-term quest.
The new job of “monstrologer” is obviously the best way to approach these creatures who then do not join our team directly, but fight in dedicated combat arenas. The more congeners of the same race we bring together, the stronger these monsters become.
The assignment of tactics which allow the behavior of monsters to be automated to adapt it to the progress of the turns takes on its full meaning here. This tool also remains infinitely valuable throughout the game, because it allows the most recurring actions to be delegated to the AI to focus on the most interesting characters to play.
A universal and inspiring formula
By subtly introducing all these new elements, Dragon Quest III HD-2D Remake skilfully compensates for the weaknesses of a formula which inevitably shows the passage of years. The game manages to remain faithful to its retro interface while gaining in ergonomics. It also adds objective markers, simplifies teleportation and eliminates the most outdated elements to focus on entertainment.
The challenge being particularly tough, the difficulty is adjustable at any time, as is the speed of combat and the use of automated tactics for our allies. Fully translated into French, the game allows us to go back in time, to the origins of a story that will give birth to a trilogy, then to a cult saga appreciated around the world.
There is in the series Dragon Quest something universal and inspiring that we will probably never be able to explain, but which makes you want to take refuge there to offer yourself a real return to your roots. Even taken in its greatest simplicity, this third part remains both touching and sincere. It reminds us that a good part of our passion is buried there, in its roots.
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