
The main character designs other than Maribel are terrible.
There are only people who look like mobs.
>>1
Maribel has a strong character too.
If you think about it calmly, that’s not a design for a major work’s heroine!
Are you waiting for someone to point out that the image in the thread is standing?
Maribel also feels sufficiently like a mob character, but…
Why did you make the character with the most exaggerated setup the thread image?
In the first place, the character design from this period is just bad.
As for the protagonist, the recent adaptations are a different story.
I think the original work is lacking compared to 6 and 8.
If anything, I think Kiefer is the most traditional Dragon Quest-like character.
>>7
A prince who is also a magical swordsman is kind of normal.
The withdrawal is trash.
The story is unnecessarily dark and long.
Birds occasionally want to lower their body height.
It feels like beautiful people really get better reactions and leave a lasting impression.
>>10
The next work will have Yangus in it.
Gabo’s werewolf character setting remains underutilized.
>>11
You can talk to animals, right!?
When you look at Melvin’s initial status, you can see that it aligns properly with the settings.
Only the soldiers of God are properly aligned.
What?
The character design has been refined to a point where it’s somewhat acceptable, but the character art from the PS version was truly terrible.
An old man living in a girl’s room.
When refined like this, it looks cute.
Before the refinement, it was more sluggish, and when it’s said that it doesn’t match the cool hero image that Akira Toriyama was aiming for, I can’t really say anything…
HP 2600 1550 Attack 1160 Magic 1360 Speed 1220 Defense 10,059 Ultimate Sword Mysterious Asa 4 DRAGON QUEST COLLECTION Special Skill Magic
>>18
Isn’t this too cute for a 16-year-old boy?
>>19
It’s not quite cool either…
It doesn’t feel very much like a Dragon Quest hero, but it seems to fit well as the partner for Maribel.
Kamui, sit down.
Even for game character designs other than Dragon Quest
I think a cool character is more popular than one with a strangely shortened height.
Honestly, when I saw the character design for 7, I felt like it was really lame.
Well, it’s a product of the time when I was getting tired of constantly drawing muscles in DB.
Isn’t it too childish to get caught up in such heavy stories one after another?
When looking at it from the flow of 6 and Chrono Trigger, the gap is significant.
Well, 7 was created after quite a bit of wandering around…
Well, anyway, the lineup is not very impressive, so for external appearances, it’s likely just Maribel and either Kifa or Gabo depending on the occasion… that level of restraint.
It’s a hassle to withdraw, so let’s make it a 5-person party.
>>29
I made it so that you can keep switching parties after leaving, so that’s not possible.
Maribel somehow ended up rejoining the party again.
Even outside of Dragon Quest, here and there.
I think there was a time when I wanted to present designs that had an extremely unadorned feel.
Sass
In terms of status, the protagonist is the strongest tank-like member of the group.
>>33
Is this the first character in the series (excluding Monsters) that can crush a Metal Slime with bare hands?
“`plaintext
DRAGON QUEST VII Your uncle Hondara, the brother of Volkano. Despite being an adult, he still hasn’t gotten married and spends his days in idleness. He often comes to visit the Volkano family, but it seems he doesn’t care much about you, so he often faces various challenges. He apparently doesn’t mind the bad reputation he receives from those around him. The lord of Gran Estard, he has strong trust from the people and is quite a capable ruler. He has a strong will to overcome any difficulties, but he can’t seem to do anything about his son Kiefer, causing him constant worry. The princess of Gran Estard, Lisa. She lost her mother at a young age, and her father, the lord, is always busy, so he rarely pays attention to her. Because of this, she has grown up to be a bit of a spoiled child. She has a gentle personality and loves flowers and birds. She is always writing something in the castle. Mysterious boy Gabo, a wild child full of innocence and vigor. Though still a young boy, he possesses a strong heart. With his swift movements, he can outmaneuver opponents and hide well. His upbringing is unknown. The female warrior Aira, who looks more than just a pretty face. A skilled sword wielder. She was raised in a clan from a faraway island, excelling in dancing as well. However, she seems to have something hidden within herself. What is her past…? The legendary hero Melvin, who is said to have fought alongside the gods when the evil lord once existed in a time of war now past. What became of the aftermath of that battle? Also, where did he go after the fight? Soon, there may be few who remember. If you can meet him and become friends, it could surely make for a heartening journey.
“`
Looking at it this way, I think Kiefer and Melvin are comparatively better.
I realize that sailors have incredible physical abilities.
Isn’t it better to have Gabo completely overdoing it in a comical way?
I feel like being halfway cool is not good.
>>37
The body proportions are…
I thought that since the character design was too childish, there might be a possibility of growing from a boy to a young man like in the case of Main Character 5.
There was indeed a passage of time during the game, right?
I don’t remember how long it was.
Aira is too much.
I like the enemy design.
But I wonder about Balikunaja.
>>40
The monster designs for 7 are by Katsuyoshi Nakazuru, who is well-known as an animator for DB.
Even Kaneko Tō, who drew the slime manga, appears in the staff roll.
I think Akira Toriyama has only designed characters like Orga Demonira.
The job transfer system is based on the premise of continuing to use characters, so if Maribelle permanently leaves, it would become nonsensical in terms of design.
>>42
Isn’t it rather the case that it doesn’t matter how much we switch?
>>44
It’s that it doesn’t change as much as you might think.
>>62
Seeing that only Gabo is not withdrawing and is switching places, is it enough…?
>>42
Well, the system where you can take 4 out of 5 playable characters is quite strange too.
Foz and so on…
I like it, but this is definitely an unfinished product.
It’s the kind of work that makes you speculate about plot changes midway or that they couldn’t fit everything in on time.
I don’t like that it overlaps with Honda.
>>46
It’s my uncle.
Give me a carriage!
Given the hype like that of a legendary hero, I remember thinking, what’s going on that I can only remember things like Heal and the Step Dance?
>>50
And then realize the gratitude.
Well, there must have been a lot going on during the production…
Aira, a descendant of a close friend with the emblem of the earth, and a member of the royal bloodline of divine dancers.
>>54
Just being that guy’s descendant reduces the appeal by about 30%.
>>54
Differentiating from Maribel, the childhood friend type, is easy, but couldn’t it have been handled a little better?
I had been hoping they would completely break apart the remake.
In the end, it turned out to be adjusted to be easier to play.
>>56
Although there are some additions, it’s not something that would greatly change the main point.
>>60
I had high hopes for the story tablet, but I was quite disappointed with the implementation.
>>60
It’s like other Dragon Quest remakes are garbage.
>>67
What is this guy talking about?
The PS version’s job history skills were too messy, so there wasn’t time to fix them… that’s how it feels.
Aira is lacking in charm as a character, regardless of Kiefer or anything else.
So it would have been great if Foz had joined.
>>63
At that time, Foz was a character that didn’t even have character illustrations.
Because of that, the character design will end up in utter chaos.
If you look closely at 7, it has pigtails…
>>68
Speaking of Foz, it’s blue long hair, right?
>>63
Since I’m unlikely to go to the past to change jobs anyway, it’s fine to just have Boss as a companion and change jobs only at the current temple, right?
Isn’t the people of Yubaar just a foolish race that only revived a fake god?
>>66
It’s been like that consistently from the beginning.
What has been passed down from the past is not necessarily correct.
The job system and the late addition of Ayra don’t match up at all.
If a kid is just playing normally, they won’t use a character that they have to specially train from the beginning, even if that character isn’t ridiculously strong.
It seems that Foz doesn’t actually have blue hair.
>>73
The blue part is a veil, but because both players and even the official illustrator misunderstood it, there are two different designs for Foz.
7 is terrible at everything.
There are only terrible scenarios to praise.
>>74
Don’t praise me…
>>91
It’s not that the evaluation of the scenario is crap…
After Kiefer’s departure, there are weapons that can only be equipped by Kiefer being sold in a town that can only be accessed after his departure, which shows traces of a change in direction.
>>75
It’s been delayed this much in development.
Everyone has a visual like a supporting character, right?
It was the period when Akira Toriyama’s art was the most clumsy.
Everyone is as plain as event NPCs.
Keefa was in Dharma, right?
>>82
Despite that, why is Caravan Heart…
Even in Moonbrooke, there are factions based on hair color, so it’s fine for Foz too.
Both are cute.
>>83
Having multiple initial performances is different from just making a mistake.
It’s a title that feels like a representative of domestic RPGs.
There are too many characters with only pixel art visuals!
🦎
The true identity of Orgodemir is Kiefer.
There is a theory that Yuji Horii got angry and made corrections because it was spoiled in an article before the release.
>>87
It’s impossible to change the game’s scenario when the identity of the final boss is revealed in the magazine.
>>95
At that time, Yuji Horii got really mad and vented on his personal site.
There was indeed a flow where it was immediately deleted and the release was postponed.
>>87
There’s an idiot who keeps saying this, it’s incredible, FF7.
It’s been about 25 years since that foolish clinginess has not learned.
>>114
FF7!?
>>114
That’s amazing!
Kiefer and Maribel both have poor balance and look uncool.
It’s at a level where you think, “Is this what an NPC character is like?”
The protagonist probably wanted to deviate from the previous type, so I can understand that.
Despite having a membership change element, having only five members in the end feels strangely small, doesn’t it?
>>89
In reality, it was supposed to be four people, and you were planning to make it perfect, right?
Gabbo’s performance aside, its appearance is somewhat shabby… and the wolf-like aspect is only a special feature.
A journey continues where only characters that don’t evoke any attachment join, and there is no particular purpose.
It probably has to do with the unrefined digital coloring, but overall, it looks quite dirty, which is really not good.
>>96
It’s not just a problem with digital coloring.
The character’s green ratio is too high and it’s so potato-like.
I remember the episodes of the stone tablet world, but I don’t have much memory of the main story.
I’ve heard that Maribel plans to permanently withdraw.
I think it’s amazing how a white wolf can be humanized and become that.
Because I’m a fisherman.
The character design in the 4-panel comic theater is surprisingly good…
The original work is a bit…
Tania from 6 was also drawn by Kaneko for the V Jump strategy guide.
It’s a strange thing that a design drawn while looking at pixel art has almost become the official one…
The adventure begins in a mountain village. SCENE 1 DRAGON QUEST VI When the protagonist wakes up, he finds himself in a mountain village. Awakening to his mother’s voice, he discovers he has a younger sister named Tania, and thus begins his adventure in this village. It is a village with a mysterious atmosphere that will serve as the setting for the first adventure. While the exact location is unclear, the various characters living there add to the lively scene. The son, who is a bit of a sleepyhead, is humorously portrayed, and his mother takes care of him without hesitation. There are elements reminiscent of a classic RPG, with a father watching over the protagonist and a peaceful village atmosphere. Tania provides support as a sister, and various village characters offer warmth and kindness, making the protagonist feel appreciated in his new life.
It’s strange that only the one left over is staying at Maribel’s house alone…
>>103
In most cases, once they become full members, they would probably leave it to Ayla, so the people at Maribel’s house must feel awkward…
The design of 8 has greatly reflected on itself.
In stories, only villages practicing historical revisionism are often featured.
A good man’s attempted poisoning in a soap opera (not necessary for the story) like Greenflake for the second time.
What did you put that in for?
Honestly, I quite like the period when the three of them plus the NPC fight after Kifa is gone.
Fighting alongside the locals really makes you feel a close connection to the world, doesn’t it?
The fact that the main visual is by Toriyama is both good and bad, I guess.
I suppose you couldn’t draw all the characters either.
Bitter endings or scenarios with a bad aftertaste are still okay.
I still can’t accept that I was shown a never-ending daytime drama and couldn’t progress.
I felt a bit of it in 6, but there’s a sense of adventuring with a thin overarching purpose.
The younger sister wasn’t much of an important character…
The Lord doesn’t have the persuasive power to defeat the Demon King in terms of visuals.
>>115
In a game where you can change jobs and become stronger as much as you want, visuals don’t really matter, do they?
>>115
Then why not just become it?
To the monster
It’s not FF, it’s DQ.
Even if Melvin becomes part of the team and is used constantly, it’s a bit ambiguous whether there’s any attachment just from using him…
I wonder if Bird Studio will start doing character design from the 13th.
Originally, Dragon Quest had a relatively dark story, and it was just masked by the lack of volume due to storage limitations. Now that it is free from that constraint, it is only natural that it would be filled to the brim with a plethora of gloomy stories.
>>124
It’s Gachakokko!
The protagonist is incredibly strong now.
During my first playthrough, Maribel was on the bench because the other members had leveled up while she was absent…
>>127
It happens quite often.
The design of birds has quite a bit of variation, doesn’t it?
I didn’t do 5 or 6 either.
There was a sense of discomfort with the fact that an overpowering area attack skill stronger than magic could be unleashed repeatedly without any restrictions.
>>130
The 67 job system lacks sufficient refinement in the balance and timing of acquiring associated skills.
Additionally, the specifications of the failed plan and the lack of potential make attack spells difficult.
Once it became the PlayStation, the capacity increased significantly, so we hired a lot of people.
The scenario staff has also increased significantly all at once.
“Seven” has become quite a lengthy work, to the point where you often see people collapsed in the testing playroom. (laughs)
Yeah, yeah. (laughs) I’ll create a conversation system or something.
This time, various changes were proposed for the remake…
You were trying to change jobs and all, but I rejected everything (laughs).
It loses its Dragon Quest essence, so that’s not right.
>>131
What are you laughing at?
I can’t find the stone slab…
>>132
I threw it once before going on the adventure, DQ7…
It’s a hassle going around the first temple…
>>132
Let’s stop making doors in places that can’t be found without rotating the 3D map?
>>139
This was crap…
>>139
I will never forget the stone slab inside the Lebrasac tent.
I can’t believe I can’t find something so simple.
I’m really glad that you implemented the conversation system.
Thanks to this, even remakes of past works are too much fun.
I think I was almost sick at the age of 7 because I didn’t want to touch Toriyama-sensei’s DB anymore.
>>135
Masiritto also said that it was bad because we crammed too much in.
Thanks to that, it is true that so many masterpieces were created.
That’s a difficult problem because it really shows how well they understood that person’s characteristics.
People often collapsed in the test play room.
I honestly think I can’t make a joke out of that.
It’s not something I can say with this content, even with a postponement…
There are too many loose ends and things that feel messy, like those related to Majastis or the people of Yupaar, as foreshadowing.
What are you thinking, seriously? It’s such a hassle to go to that fortune-teller who tells you the location of the next tablet.
I couldn’t find the tablet in the treasure chest at the church on the hill for about three days, just looking for that.
I was about to get angry when I came out with the camera rolling.
If you don’t have the habit of changing angles on all maps…
Once you can’t find it, the hints from the old hag lead to a total match between the present and past worlds, which is really impossible to deal with.
The scenarios sent separately via fax by the outsourced scenario writers are directly becoming the stories of the Stone Tablet World.
I think it played a part in creating the unique atmosphere of 7, regardless of the quality.
>>148
I think it fits relatively well into the usual atmosphere of Dragon Quest.
The feeling of incomplete combustion in the vertical axis is really tough.
The first memory that comes to mind as a recollection is the painful experience of searching for small medals.
>>149
Having the stone tablet? was somewhat evil.
Anyway, there are so many tedious errands that I just want to break through the time barrier and use the spell to teleport… That’s how I feel.
>>150
There are patterns that connect to other continents in the past, so it raises the question of when it is…
It’s because there is both the present and the past that it’s hard to tell which one I researched…
I bought it quite a while later, but I felt like I was experiencing motion sickness in the initial underground area, and for a few days until I got used to it, my headache wouldn’t stop.
Speaking of which, the first puzzle area was ridiculously long too…
What was that?
I really thought it was insane to have to go back and forth to the Costa del Lighthouse so many times.
>>157
This game has a ton of annoying uses outside of here too.
I really think it’s pointless.
The old lady says she can see a statue, but since my friend who moved on had already seen it, I was left wondering if that was just the next desert.
I had to redo it, and then I was found on Dialect, and I cried out.
After SFC3, the leftover potatoes seem so disappointing.
I couldn’t help but think it’s regressing.
Did it really need to be that troublesome to get Melvin on our side, honestly?
I don’t really know when I can make them my companions, so I notice the tablet that Melvin has instead.
>>161
Where is the fastest, around Gracos?
It seems like I’ve been made to use the desert quite a lot…
I’ve been going back and forth quite a bit with Justice in between.
I like doing battles and leveling up in small bursts.
Unfortunately, moving is tedious.
Back in the day, I didn’t quite understand what the final bosses in FF7 and DQ7 were doing.
>>165
FF7 can’t be helped…
Sorry for interrupting the conversation, but I’ll keep saying things like “that was a lie” or “that was a misunderstanding.”
Let’s give you a poison needle for 45 medals.
I wanted the BGM to change in the final form of the last boss.
It’s just like the first match.