Why on earth have I sat on it since then? I have no idea, to tell you the truth, although I'm guessing it had something to do with it arriving on my doorstep while I was in the middle of playing some other game that I can't remember at the moment.
Now that I've finished Fantasy Life (basically--more on that in the "Shall We Do It?" post I'll be publishing tomorrow), though, I have time to start playing Slime MoriMori Dragon Quest 3.
In fact, I did just that this past weekend, although I only spent about an hour with it, to be honest.
Before I say anything about how it looks and plays, though, let's talk about Slime MoriMori Dragon Quest 3's cover art. It's pretty fabulous, don't you think?
Now, I don't know that I'd proclaim it to be better than the cover art produced for its predecessors--see the GameBoy Advance iteration's here, and the DS sequel's here--but it's still pretty great.
This import-only 3DS game's instruction manual is similarly slick, with its pages of text peppered with loads of adorable illustrations like the ones shown in the photos above and below.
As for my thoughts on the contents of Slime MoriMori Dragon Quest 3's cartridge, I'm going to save most of my impressions for tomorrow's "Shall We Do It?" post (sorry), but what I can say here is that I find this game's aesthetics to be less appealing than those of its fully sprite-based predecessors. (In Slime MoriMori 3, everything is made of polygons except the characters--including enemies--and items, which are sprites.)
Thankfully, the sometimes-wonky visuals don't negatively impact its gameplay. In fact, Slime MoriMori 3 seems to play almost exactly like the DS game that's known to most in the English-speaking world as Rocket Slime so far.
Although that's fine with me, I wouldn't complain if this 3DS title eventually differentiated itself from Square Enix's earlier Slime MoriMori efforts. Of course, I haven't experienced any of this one's ship-on-ship battles, so it's possible they'll provide the uniqueness I crave.