At a London press event for the European release of Dragon Quest VIII on PS2, the creator of the RPG series mentioned his feelings about the Revolution controller. From Eurogamer:
I like the idea of interactivity with the hardware, so there, where you mention the Nintendo controller, it's a new interface, and it's exciting to have that reaction. You do something, and it reacts to you. It's human nature that to have some feedback from your actions it rewarding."
The Dragon Quest series is massively popular in Japan, but has not appeared on a Nintendo console since the Super Famicom days. It still makes occasional appearances on Nintendo's handhelds, including the recent release of Slime no Mori Mori 2 for the DS.
Visit Eurogamer at the link above for Horii's full quote and some additional information.
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Originally posted by: Ian Sane
Always nice to hear encouraging words for a major developer. But we heard similar stuff about the Cube too and it usually didn't amount to anything. So feel good about the positive feedback but don't get your hopes up yet.
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Horii was in London to promote the European release of the eighth game in April, which has been renamed Dragon Quest: The Journey of the Cursed King for PAL territories, the number being dropped as this is the first Dragon Quest game to hit Europe.
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Originally posted by: couchmonkey
People said more than just "the Cube is easy to develop for". Tons of developers were praising Nintendo for innovation and saying the GameCube was important to have because Nintendo was the one out of the three competitors that cared about the industry, etc. etc.
I agree that the Revolution is more of a true innovation than the GameCube ever was, and that will probably entice developers, but I have to agree with Ian on this one - it doesn't mean anything until they announce actual games.
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Originally posted by: Mario
Maybe there is some substance to that old "Dragon Quest EXPLODES on to Nintendo Revolution" rumor after all?
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Originally posted by: KDR_11k
TYP: The flying didn't distract as much from the game, most importantly because it wasn't used as often and required powerups. With FLUDD, the levels included many parts that noone would associate with Mario (especially the whole cleaning up slime stuff). I don't think anyone objected to the "secret" levels (though I think they could have used a few mid-level checkpoints) because what you did in those was going from point A to point B and dealing with hazards along the path, they complained about level goals like "race on a blooper" or "clean up all the slime" and that almost all levels were mandatory (no getting stars/shines out of order or leaving a world untouched).