Nintendo Life: Dragon Quest III is a cherished gem around the globe, especially in Japan. Was it intimidating to take on a classic like this, and what were your main considerations while working on the remake?
Masaaki Hayasaka, Dragon Quest III HD-2D Remake producer: Absolutely, it was a challenging undertaking. A beloved classic holds dear memories and moments for countless people, so we had to live up to those fans’ expectations in every aspect. Even though this remake serves as an easy entry for newcomers to the Dragon Quest universe, our core audience remains the original fans. Personally, I think that no matter how many new players we bring in, if the remake doesn’t satisfy the long-time fans, it will be seen as a failure. Therefore, my main aim was to craft a remake that meets, if not surpasses, what the original fans want.
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The original Dragon Quest III brilliantly captured the spirit of adventure and discovery, allowing players to stumble upon things organically. How did you build on that idea in the remake?
My intent was not to greatly expand the game. Instead, we focused on staying true to the original gameplay and feel in this new version. We’ve introduced convenient features such as objective markers and guides, which weren’t present initially. However, players can choose to disable these aids, giving them the freedom to explore and unearth discoveries on their own, just like in the original. This approach was designed to cater to both players who favor a faster, streamlined experience and those who wish to enjoy the game as they did back in the day.
Akira Toriyama, who sadly passed away earlier this year, and Koichi Sugiyama, who passed in 2021, were pivotal to the original Dragon Quest III’s success with their art and music. Could you share how you’ve honored and preserved their work in the remake?
When it came to the music, our goal was to remain as faithful as possible to what players remember, like “This track played during this scene,” or “This melody was for this map.” Sugiyama-san crafted each piece with specific scenes or maps in mind, so we conscientiously chose not to alter the music just because it’s a remake.
In terms of art, you’ll notice that in this remake, you can see the backside of your party members during battles, and changes in weaponry are reflected in the pixel art. However, the clothing remains largely unchanged. This decision was made to maintain Toriyama-san’s original costume designs for the various vocations, allowing players to revel in them fully. There are several other details like this, but overall, we endeavored to respect and honor Sugiyama-san and Toriyama-san’s original visions as much as possible.
We’re thrilled to see the return of the Monster Master vocation as the new ‘Monster Wrangler’ class. Did you think of including any other classes for this remake?
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No, we didn’t consider other vocations. First off, the town and field maps in the remake are bigger than in the original, so we needed fresh gameplay elements to motivate players to explore every nook of the world. Also, we introduced a new feature, the Monster Arena, and delved into how we could seamlessly integrate it as a pivotal part of the gameplay.
In summary, the Monster Wrangler vocation was born from these factors: rescuing stray monsters in the expanded fields and towns, entering monsters into battles in the Monster Arena, and Monster Wranglers possessing unique traits that make them adept at saving monsters for battle. Thus, Monster Wrangler was the sole new vocation we considered.
Adding new storylines to the HD-2D Remake must have been exciting. Were any other story elements you wished you could have added?
Honestly, I was initially a bit apprehensive about adding to a story crafted by [Yuji] Horii-san himself. But I’m now genuinely excited for everyone to experience it, especially with Horii-san’s seal of approval. There wasn’t anything we wanted to add that we couldn’t.
When incorporating the new driblets, including fresh episodes, our mission was to remain true to the original’s heart. We aimed to enrich the storyline without losing its essence, treating it all as “bonus content.”
Many enthusiasts have begun their Dragon Quest journey with Dragon Quest XI. Are there aspects newcomers, or fans of XI, should be on the lookout for if they’re diving into III for the first time?
For newcomers to Dragon Quest III, it would be fantastic if they could experience it as a game that became a cultural phenomenon and a defining moment in RPG history. We’ve made upgrades to better suit today’s audiences while retaining the original charm of the game. This speaks volumes about the initial system’s depth, as it required only modest tweaks. We want players to appreciate the brilliance of the original work.
Fans of Dragon Quest XI will likely spot familiar elements sprinkled throughout, sparking a “Hey, that looks familiar…” moment, and I hope they relish these discoveries!
With Dragon Quest I & II arriving next year, what would be your thoughts on remastering the Zenithia trilogy (Dragon Quest IV, V, and VI) in the future?
We’re grateful for your enthusiasm. For now, our focus is wholeheartedly on delivering the best for Dragon Quest I & II, so stay tuned!
Image: Nintendo Life
This review has been lightly edited for clarity.
A big thanks to Masaaki Hayasaka for taking the time to chat with us and to Kyle at fortyseven for organizing this interview. Dragon Quest III HD-2D Remake is now available on Switch, PlayStation, Xbox, and PC.
Are you diving into the remake this weekend? Which vocations are you choosing? Share your thoughts in the comments!
Alana joined Nintendo Life in 2022, and while she has an unwavering love for RPGs, Nintendo holds a special place in her heart. She revels in deep-diving into battle strategies, characters, and narratives. She also secretly wishes she could be a Sega air pirate.