The Archfiend Baramos, as evil as he is mysterious, is up and about.
Hes got ill designs on the world.
Your Dad tried to stop him, and he died.

He fell into a volcano.
We absolutely cant be having that.
This is, more than anything else, a game about Going On An Adventure.

The overall impression is that of looking down into a model village the size of a medium sized country.
Dragon Quest IIIs map is an enormous, squashed-play-doh recreation of Earth.
You begin in the city of Aliahan, on an island which serves as the tutorial zone.

Go and get the Archfiend.
How can he be beaten?
Wouldnt you like to know.

“Keys”, he says, breezily addressing the broad category rather than the specific.
Theres a kickabout feel to it all, like a playground game.
Find the waking powder to free the sleeping village.

Defeat the serpent monster.
The squashed Earthlike approach extends beyond the landmasses.
As soon as you emerge into the vast main map you start running into direct analogues.
Romaria is obviously, glaringly, Rome.
Portoga stands in for Portugal.
Ibis is very clearly ancient Egypt.
And, for the most part, the character sprites are all the same wherever you are.
It wasnt the last time I did that.
Before the first little king will let you out of Aliahan, you have to construct your adventuring party.
but here your compatriots are defined almost entirely by their class and have no dialogue.
Roving gangs of Draculas on stubby wings.
Your comrades start with a limited selection of spells or abilities but, foreshadowed by tantalising ?
menu items, they soon develop varied tactical toolsets.
They might get tired and fall asleep, or sneeze loudly, startling everybody on the battlefield.
Theres good money in bloodsports, and the Wrangler acquires more monstrous abilities with each unfortunate critter you collect.
Travelling from one town to the next, your party is gigantic in the overworld.
Forests foam up around your ankles.
In the games dungeons I grew to resent the random encounters especially deeply.
My frustration reached its nadir as I discovered (O, delight!)
an item that purportedly prevented random encounters only to learn (O, horror!)
that it had no effect at all within the dungeons.
Listen to melisten to methe ocean is very,verywide.
Little mechanical wrinkles ripple through the game.
You start exploring the world in new ways.
Youll find villages tucked away in areas you thought youd explored.
Some portions of that adventure are better than others.
Some are downright ugly.