![]() ![]() ![]() He talks about the game’s remarkable highs and equally remarkable lows, and about the oddness of trying to write about or think about or even just engage with a work that’s so ever-incomplete. And here’s Aidan’s first piece on “weaponized nostalgia” in Final Fantasy VII Remake.Here’s the Action Button review of Boku no Natsuyasumi that discusses, among a great many other things, the radically combat-free opening hours of Dragon Quest VII.For a look at why the Dragon Quest games didn’t come West for a while there, here’s a lovely Paste piece looking back at Dragon Quest V these 30 years on.The remastermeisters at M2 were involved in Seiken Densetsu: Legend of Mana (Square Millennium Collection), so at the risk of being reductive, that’s probably why it’s a good’n.Here’s Legend of Etad, which was built for the Playdate.That wasn’t going to work on the Famicom, both for storage reasons and for interface reasons-and in reworking the game for button-based menus, Horii laid the groundwork for the menu-based JRPG interfaces to come. FIGHT, MAGIC, ITEMS tells the full story of The Portopia Serial Murder Case, but in short: It was one of Dragon Quest creator Yuji Horii’s earliest games, and it was first released for the NEC PC-6001 was a visual novel controlled with a text parser.Here’s Aidan’s Astrolabe post about “pre-release jitters”.You can also follow Aidan on Twitter, one of the places you can subscribe to Astrolabe. You can get FIGHT, MAGIC, ITEMS, both physically and digitally, all the places listed here. Today, he releases his first non-fiction book, FIGHT, MAGIC, ITEMS: The History of Final Fantasy, Dragon Quest, and the Rise of Japanese RPGs in the West-and he stops by to attune to our aetheryte and have a chat. Aidan Moher is probably best known for his long-running, Hugo-winning blog A Dribble of Ink and its spiritual successor Astrolabe, or else for his short-form fiction, which prods at the boundaries of various sci-fi and fantasy subgenres. ![]()
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