Dragon quest 1 only had like 5 dungeons and they were not complicated at all
If were talking about complicated and multi layered dungeons smt has that
NES/SNES/PS1 RPG
most smt type games have a teleport to base item, and even then without them i disagree that its not enjoyable, one of the fun things about dungeon crawling is resource management.
Figuring out if you want to explore that last corner of the map before heading back knowing you're very low, or panicking seeing you forgot your teleport item and fighting for your life to get back home and not lose everything are things that really give you a nice sense of danger and adventure
Zelda still has well designed dungeons. It just seems to be literally every other game, don't ask me why.
Just look at what happened to Tales of. The newest games are just corridors with deadends meanwhile Symphonia had legit dungeons.
>Why on earth would you want that? Game was garbage. It not only looks hideous and consists almost entirely of puke brown corridors with some of the ugliest texture work I've seen, and with characters being jittery, low-poly deformed abominations
I actually agree with this. For a supposedly amazing looking game set in a HUGE city like Lea Monde the payoff for four hours of selunking through caves is a couple of ugly FFT maps set in a blue void. The indoor shit looks nice if you love gothic architechture but it's obvious they wasted all the good shit on the intro because the illusion of being in a awesome gothic city is lost the minute you enter that ugly confusing forest. Oh and that' halfway.
>This is also a game where you have to switch weapons constantly, and to do so requires constant laborious and lengthy scrolling through what has got to be the worst menu system ever made.
Vagrant Story isn;t hard so much as it is confusing as heck. Just having a good affinity can keep weapn switching to minimum, until you reach soemthing annoying like the lizardmen. I found the game isn't hard so much as it is confusing as hell. Like for example my pleb filter is that wyvern in the mines. It's the easiest shit if you target it's tail...but the game doesn't tell you this so you'll think "Is it my weapon affinity?" "Am I not using the right weapon?". Hah no we just decided to give it a weak point like in action game without telling you. Same with the elemental guys, hope you chose the fire chain ability that blocks fire damage instead of the other one chump because a fire elemental boss is next.
>The story is nothing more than the cliche 'bad guy gets corrupted with ancient evil force and goes mad with power' trope told in a needlessly pretentious manner.
Exactly. It has style but it tells a really simple story. Basically a origin story for a sequel that never happened. But it has style.
im going to fuck that smug out of you
Who the fuck made that image is a full time low IQ nigger. We all played both games so comparing the first cave of a RPG with the "use your map" hint NPC to the hardest dungeon of a game purely based on dungeon wandering with items is peak autism
I first noticed that on PS2 playing .Hack/GU
what the fuck were they thinking with those randomly generated dungeons
I guess I never realized or forgot they were random gen.
I also hated Persona 3 and 4 for having bland randomly generated dungeons.
Thankfuly P1, IS, EP, PQ, PQ2 and P5 exist, even though Persona Q's dungeons are a step down from Etrian Odyssey's which were a step down from the DS era Etrian Odyssey games.