47 Etrian Odyssey III
Atlus, 2010: DS Points: 333 Votes: 8
Here it is! The king of Etrians! I don’t have much to say on this game except to gush over surface level features (ironic for a game that’s all about going deep); but what features! Whereas Etrian Odyssey II felt more like a mechanical refinement than a truly transformative sequel, III took the EO formula and gave it one hell of a shake-up. Everything about this game is fire. The concept is rich, the setting wondrous, the mechanics fresh and bold. It is the weird outlier game, the one that goes for new ideas wherever possible, and by golly, they pulled it off.
Etrian Odyssey III sees the player’s adventure guild exploring the port city of Armoroad and its adjacent Yggdrasil labyrinth. But instead of the leafy paths and boscages of the previous world-tree dungeons, here it is a hole into fantastical ocean depths. The maze finds the player crawling through coral mazes, undersea volcanic vents, and even sunken cyclopean acropolises. It’s a standout, marvelous setting. And it doesn’t end there. In addition to the primary dungeon crawl, EO III introduced a wonderfully puzzly ocean to sail that required special equipment and planning to navigate. This optional sailing section offered a large secondary task that could be tackled at the player’s leisure and provided a different type of gameplay to break up the normal delving routine. This concept of secondary, puzzle-focused, overworld exploration proved so rich an idea that Atlus expanded it and made it the central conceit of the next game in the series.
The fresh approach to the EO formula didn’t end there. The character classes and party compositions of III are something special. Eschewing the typical set of knights, mages, and bards that typify the genre, this game introduces a creative gang of weirdos whose roles and mechanics don’t quite line up with expectations. Each one is a little odd, requires a little nuance, and is rich with growth potential and party synergy. And, because they don’t fall into cliched archetypes, they’re wonderfully fun to explore both mechanically and aesthetically. Here, the player’s guild will be full of roguish pirates, melee-focused anchorite healers, sheep-toting farm boys, and of course a saucy spoiled princess to lead the party.
Etrian Odyssey III is also the only game in the series to feature a split path. About halfway through the game you’re asked to side with one of two warring factions, and this radically transforms the rest of the story, the quests and bosses you’ll face, and unlocks one of two exotic new classes. Additionally, the halfway point introduces EO III’s other great innovation: sub-classing. The EO games already had complex character growth and build strategies but now a unit could specialize in a second job to gain access to its skill tree. The number of hybrid builds this makes available and the synergistic strategies this opens up is so empowering, and makes the gameplay sing as sweetly as a siren’s song.
I hear and respect those who classify IV as the better game, but Etrian Odyssey III for me hits with the force of aesthetics, innovation of mechanics, and boldness of vision which, like trident lobbed from the deep, skewers with an impact that I can’t help but see as the apotheosis of the series. This ends our time with Etrian Odyssey, but it was a series that saw much love. Here’s where everything fell out:
#47 Etrian Odyssey III (333 points, 8 votes)
#50 Etrian Odyssey IV (299 points, 7 votes)
#82 Etrian Odyssey (208 points, 6 votes)
#108 Etrian Odyssey V (146 points, 4 votes)
#156 Etrian Odyssey II (70 points, 3 votes)
#193 Etrian Odyssey Untold 2 (32 points, 1 vote)
#205 Etrian Odyssey Untold (20 points, 1 vote)
And zero points for Nexus.
