Well, I've been waiting for this game for a relatively long time, you could almost say since the release of the port of the second Bayonetta to Switch. The only downside of that part for me was not really high difficulty, and also its duration, I would have liked more, yes. However, I was satisfied with the sequel(Unlike the first part, it's clunky, yes). From the trailers and gameplay videos I liked the game a lot. I found the first hour or two of gameplay extremely enjoyable, however things started to fall apart closer to chapter 4. I started to notice that I wasn't using my ability boosters at all (Which I did in the first part, but didn't do in the second part because it was too much fun). They never fixed it. I broke down on the Chinese multiverse, I realized the platforming was too bad and finding animals was more tiring than enjoyable. Having a lot of weapons, but having some of them partially replicate the muvset of the existing ones is not a good realization of the "the more the better" idea. Jumping around multiverse is bad unless it's Kingdom Hearts, I learned that a long time ago and Bayonetta 3 was no exception. A lot of people berate the summoned creatures, but they're perfectly fine. This is one of the most, if not the most graphically perfect game on Switch, that's its undoubted plus. However, in some aspects, I would even prefer the first part to the third.

It's too easy to spend all your ammo in this game and be left completely naked and helpless, which is why I highly discourage it for most people, since it's based on the "don't waste ammo on anyone but bosses" gameplay more than anything else in the series. I don't like it, a lot. However, the graphical execution here is just phenomenal for 2017, kinda pluses no more

I don't like how the game acts like an idiot to you, that intrusive mini-map, those pink question marks, it's a disgrace. I know Dragon Quest is a game for the whole family, but hey, in part 8 I just had a compass and my desire to explore, in part 11 that's gone because the mini-map does everything for me.

The main problems with the game are casualness and Unreal Engine
4. The casualness of the game is that all the mobs are very weak, very. Even if you skip most of the enemies - still you are always strong and you don't have to think. If you turn on the difficulty boost, the game on the contrary will make you grind a lot. It feels like nobody tested the game in terms of combat system and tried to make just a very easy combat system. The problem with Unreal Engine
is that almost all games made on it look dead and this game is no exception.

At the same time it borrows its own ideas, like the same prince who lies to his father, which was already in the great eighth part, which was done WAY worse than in the eighth part. An item like holy water is completely devalued due to the fact that mobs are now visible on the map. The new music, well, it's there, but it's not good, the good thing is the old great music.

Anyway, verdict. Those who have NEVER, I repeat, NEVER played a jrpg, in principle in games little played, books have not read - he will like it. Everyone else - play 8, look for mods for graphics and be happy. This game is not worth it.

Never play this game if you respect rpg and one of the greatest game series, it breaks what it has been building for almost 30 years. No more searching for books, no more complexity of battles, stealing story arcs from the greatest 8th part, turning the whole world into a "gut", camping that causes the hotels in the city to lose all their original meaning, lifeless world on one of the worst game engines of anreal 4. Better play the godlike 8th installment, the great 5th, the epochal 7th on Nintendo 3DS, the first 3 installments on SNES(Waiting for the new remake of the 3rd installment), including don't miss the 4th on Nintendo DS and give the 6th on the same platform a chance. But don't play the 11th part. It's a disgrace.

I can’t run, the character is constantly out of breath, which is why the gameplay is deliberately drawn out.

A very small map where found objects and visited rooms are not marked, although Silent Hill solved this problem back in 1999. If your game has a huge number of doors and floors, then be kind enough to implement in your games the function of marking doors and objects, or at least let the player do it himself.

The only thing I can really praise about this game is the graphics, they work at the limit of the PS 2's capabilities, it's not surprising, the game came out at the end of the era of this console.

Despite the archaic nature of the series, despite being one of the longest running games in history, it can be said that it is one of the best and most underrated games in the western gamer audience. The game embodied everything that the sixth installment did either worse or not expansive enough due to SNES constraints. The game is undeservedly often compared to the cheesy Persona 5 in terms of length and meditative gameplay. However, unlike the aforementioned Persona 5, in Dragon Warrior(Quest)VII you visit a huge number of small but very well-written stories that you believe in, unlike Persona 5's generic-angry-uncles. In Dragon Warrior VII you have a huge number of class combinations, you can create your own city that will appear depending on the type of its population(Dragon Warrior 3 idea, but who cares if it's interesting?). Other activities from casino and collecting medals makes you explore the world and win rare items. This is what a true 100 hour long adventure is all about. It's a shame that such a great game only got a relatively clunky and slightly cut down remake on the 3DS, rather than a full remake on the PS 3/4.

In a few more years, a huge number of people will associate this game with childhood. Just like Ocarina of Time did back in the day. 20 years apart, but it was still worth it.

This game is a disgrace to the jrpg genre

I've been thinking for a long time what grade this Zelda deserves and realized that it can't jump above 3, and 2.5 is too low for it.

Even despite the minor QoL in the remaster after a whole 10 years this game still feels weird. Let's start with the worst part, which is the controls. The idea of playing as Link by controlling his abilities with your own hands felt amazing and desirable, but the implementation was lame, so much so that in 2011 you even had to use Wiimote+ for better responsiveness. But even the motion in the joycons of the Switch couldn't cope and I had to recalibrate the sensor every damn time.

This results in a deplorable feature, the registration of movements is difficult, because of this it is sometimes unpleasant to hit enemies, and after all it is a significant part of gameplay. The AI of the enemies also leaves much to be desired, although in the beginning you are convinced that the procedure of stupid jamming will not help you, but after getting Neiru's flame the game becomes too easy, everyone dies very quickly except for the fat bokoblin with a shield. It's depressing.

The game has pretty stupid backtracking, because of which you have to fly slowly on a bird to the old locations every time, but why, if you could just make a teleporter?

The quests in the game are worked out pretty well, or at least steadily provoke to explore the locations and interact with the joycons. However, it is worth noting the ultimate pointlessness of this activity, because you are given not rupees, not pieces of hearts, and idiotic crystals of happiness , which you exchange for rupees and increase inventory. Why were there various rewards for skulltula in Ocarina of Time, and this was almost 15 years before Skyward? It's not clear. However, the fact remains that the rewards for good quests are retarded.

The hub, which contains everything from shields and arrows to potions and the warehouse - are not needed almost the whole game, after 10 hours / after buying the last of the three shields you can basically forget about its existence except for a couple of quests and if you only need potions, although the game is so casual that you can live without them, especially there are fairies. Only Biddle on the chopper will make any sense the entire game, gifting you with inventory slots and badges that further ocassualize the gameplay.

Now what to praise for:
- As always, the soundtrack is gorgeous
- Despite the chamber-like nature of the locations - they're fun to explore, especially the first two locations
- One of the best storylines in the series in my humble opinion, standing next to Twilight Princess and Botva
- Visual style - interesting, you can put it in the pluses as well
- Sometimes the motion still gives you a bit of fun
- Some of the best dungeons in the series, this is where they put everything they have into it

I would recommend playing this Zelda only when you've played ALL the significant Zeldas from Link to the Past to Botw.

No, FF9 has totally bored me.

- Casual
- Most of the music is either fucking mediocre or ok, there's very little memorable music.
- Exploring locations is VERY boring, FF7 was way fucking better.
- VERY drawn out because of that camera overtaking thing
- The mechanics of the trans takes a very long time to charge, because of which very rarely get used in contrast to the limits of the seven. Well, and the fact that most of the buffs and debuffs make sense exclusively on bosses, while any ordinary enemy is killed by literally two blows
- very underplayed with the spirit of the fairy tale, if they had paid more attention to this atmosphere, then I might have finished the game.
- dull card game

Liked the ability learning system, but with caveats:

- A huge portion of the abilities are either too imba, which vanshots opponents, or only get in the way like the autozelier for example
- You have to keep your old armor and weapons and swing until you fill the skill scale, it would be better if they would allow you to use an item to switch skills between weapons and armor.
Often it happens that some of the abilities of the item can not be opened for a given character, because of this you have to either put on stupidly because of stats, or stupidly because of 1 skill.

I don't understand the mass hysteria about this part at all. 7th = better in all respects except character models outside of combat, including soundtrack, combat system, plot and exploration of locations

Well, I was hoping for a lot actually, the beginning was even disposing very much, but when I got to Midgar and saw those quests from Korean MMOs, I instantly turned it off.

I can praise the artist work, the quality of the animations and Uematsu's arrangement, that's it, that's where the pluses end.

Also - I hate it when they make slashers out of old jrpg's.

I saw this game as a typical Zeldoid, and it reminded me a lot of Twilight Princess, even though they came out in the same year. There is a lot of similar content: faceless enemies that appear on certain mini-arenas, "cursed" zones, on which you need to complete a quest to clear them (in Okami it's better, because in Twilight Princess we just collect beads), well, and some other stuff. Well, that's just a lyrical digression.

My main complaint about the combat system, it is boring and monotonous, much worse than the same Wind Waker 2002 (Yes, I will compare with Zelda for obvious reasons), where we can just press 1 button and draw on pause. The whole abomination of drawing on pause is the annoying looped music and having to exit and enter this "mini-game" every time. If the game had an option to slow down time and paint with a brush in those moments, it would be much better. Basically yes, I played this game for about 3 hours and it didn't show me anything interesting as the battles themselves are very casual.

The soundtrack is also very bland, but the visual style is pretty good and original.

Perhaps in the future I will try this game better and change my opinion

I don't like how the game acts like an idiot to you, that intrusive mini-map, those pink question marks, it's a disgrace. I know Dragon Quest is a game for the whole family, but hey, in part 8 I just had a compass and my desire to explore, in part 11 that's gone because the mini-map does everything for me.

The main problems with the game are casualness and Anreal Engen 4. The casualness of the game is that all the mobs are very weak, very. Even if you skip most of the enemies - still you are always strong and you don't have to think. If you turn on the difficulty boost, the game on the contrary will make you grind a lot. It feels like nobody tested the game in terms of combat system and tried to make just a very easy combat system. The problem with Anreal Engen is that almost all games made on it look dead and this game is no exception.

At the same time it borrows its own ideas, like the same prince who lies to his father, which was already in the great eighth part, which was done WAY worse than in the eighth part. An item like holy water is completely devalued due to the fact that mobs are now visible on the map. The new music, well, it's there, but it's not good, the good thing is the old great music.

Anyway, verdict. Those who have NEVER, I repeat, NEVER played a jrpg, in principle in games little played, books have not read - he will like it. Everyone else - play 8, look for mods for graphics and be happy. This game is not worth it.

Never play this game if you respect rpg and one of the greatest game series, it breaks what it has been building for almost 30 years. No more searching for books, no more complexity of battles, stealing story arcs from the greatest 8th part, turning the whole world into a "gut", camping that causes the hotels in the city to lose all their original meaning, lifeless world on one of the worst game engines of anreal 4. Better play the godlike 8th installment, the great 5th, the epochal 7th on Nintendo 3DS, the first 3 installments on SNES(Waiting for the new remake of the 3rd installment), including don't miss the 4th on Nintendo DS and give the 6th on the same platform a chance. But don't play the 11th part. It's a disgrace.

They tried their best to give this game a modern look, but the archaisms didn't go anywhere. If in 1990 the idea of separate chapters with different characters seemed to be something new and even interesting, now it seems to be a pointless superstructure and time stretching, because local stories are very primitive even by the framework of jrpg of the late 80s, what is the same FF2 on the background of DQ4, which was the first time to try in the story, starting a new era in the DQ series, which was successfully continued by the 5th part, leaving the 4th part behind.

Perhaps I shouldn't devalue the merits of this particular installment of DQ too much given its age, but having played the more modern installments that came out on SNES, PS 1, PS 2, etc I don't really want to go back to this one. Let it just remain a great legacy of an equally great series of games that didn't get a decent remake.

Well, this game can rightfully be called the best 3D beatemup of the 6th generation console era. Released at the dawn of the era, it didn't show beautiful graphics, wasn't technically up-to-date and didn't have an interesting plot. However, it gave full control over the actions of the protagonist due to a very flexible system of customization of blows and variety of these blows. The character is clumsy, because of which it is very difficult to change the direction of movement, but in battle it is compensated by the ability to sharply move away from enemies to the sides. Thanks to a very thought-out AI of enemies you are unlikely to have completely identical fights even for many passes, because of which the game can be called quite replayable not only in its genre, but also in principle, because the number of experiments with the variety of blows is quite large and depends only on your style of play. If you loved the old beatemaps from 8-16 bit consoles, you should definitely play God Hand, no exceptions. The only downside to the game is that the game's difficulty bar is dynamic and few people will be able to complete the game when the bar reaches its last mark. I'm not kidding, this is true hardcore.

This game is prescribed to too many things great and good. Yes, it's a pretty good Japanese RPG, quite significant considering it even partially influenced the formation of Pokemon. The story is indeed interesting to follow almost the entire time, but by the very end it disappoints with an overly mundane ending. When it comes to the DS version specifically, it's no different from IV or V, but it's got the best dungeons of the trilogy and the best story. But this game doesn't deserve as much praise while still being one of the best parts of Dragon Quest. However, it is recommended for any fan of the genre