Dragon Warrior III: out with the new, in with the old. Now get in the game.

User Rating: 10 | Dragon Quest III GBC
Let me start with what's wrong with it. No fancy ring menu combat model to have to relearn every time you step away from it. No voice overs in cutscenes to take your mind off your objective. No, ladies and gentlemen, this is not your run-of-the-mill, cash cow of a game that has no replay value once you've seen the scrawny fallen angel in a bikini with more holes than coverage with a haircut like Rob Thomas tell you, "Thank you for saving my worthless butt, but I can't be with you, so go kill yourself while I turn into a tree or something."

This game will, I promise you, keep you riveted and dedicated to splattering every monster in sight. It even helps you keep track of what you've "offed" by a random medallion bonus called a Monster Medal, which is used in an unlocked area of the game.

Dragon Warrior III begins in a little town called Aliahan, in a world that purposefully mimics our own. Your Hero/ine has a dream that s/he is speaking to a mysterious voice. The answers you give determine what kind of leader you will be, and, in turn, how well your party will listen to you.

You then set off on the most massive quest I've seen in a GBC game, on par with the quest of Sword of Mana and Fire Emblem on the GBA. While the quest is a bit linear to a point, after you get a ship by means of some spice trading, the world is your oyster. The monsters are all animated (a first for GBC) and act differently when casting spells or delivering a stronger hit than usual.

All weapon strikes are animated, as well, and are distinctive according to type. There are 2 bonus dungeons to keep you coming back for more, not to mention a class changing system and distinctive weapons for each class.

This game lives up to its hype and beyond. It is not Final Fantasy X. It is not GTA: San Andreas.

It is what it is, and it doesn't try to be what it's not. That's what you'll love about this game. From beginning to "The End."