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Topic | What are the best Dragon Quest games? |
NinjaBreakfast 05/16/20 5:10:16 PM #48: | Delirious_Beard posted... it's a textbook example of how not to do visible encounters. the original game's dungeons consist entirely of cramped hallways, meaning with new on-screen encounters you have almost no space to navigate without running into enemies. in some cases there will actually be no choice but for you to fight an enemy if it's blocking an access point or if it is large enough. as if this weren't bad enough there's basically no grace period after fights before more enemies spawn, and the sheer amount of them is just completely absurd. and the game had a nasty habit of spawning them right in front of you. this leads to an experience (in dungeons) that is 100% more disruptive than random encounters ever wereYeah this is better put than in my old topic tbh. Honestly I found what you might call the gameplay loop v tiresome too. The spawning enemies are almost too easily avoided on the world map which is kinda funny by contrast --- https://imgur.com/nGZeEqw Do you really think you can beat me? ... Copied to Clipboard! |
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