The Besties Podcast: "Is Dragon Quest VII Too Easy? Is Nioh 3 Too Hard?"
Hosts: Chris Plante, Griffin McElroy, Justin McElroy, Russ Frushtick
Date: February 6, 2026
Episode Overview
In this episode, the Besties crew dives into two newly released games: the reimagined Dragon Quest VII and the challenging Nioh 3. The discussion spans both accessibility and frustration in modern game design, exploring what makes a classic RPG approachable and where action games can cross the line into punishing territory. The hosts also share contemporary pop-culture recommendations and answer listener mail, all in their signature exuberant, irreverent style.
Dragon Quest VII Reimagined: Friendly Comfort or Watered Down?
(Starting ~02:35)
What Is It?
- A "freshening up" of a classic JRPG, known for its immense length and anthology episode structure.
- This remake incorporates significant streamlining, quality-of-life improvements, and a facelift reminiscent of Gerry Anderson puppet shows ([13:23], [13:36]).
Key Discussion Points
Series Identity & Approachability
- Chris Plante: Dragon Quest’s challenge lies in its traditionalism, not genre reinvention—"Unlike Final Fantasy, it likes to stay very similar game to game." ([04:44])
- Griffin McElroy: Describes the game as individual short story arcs: “Anthological. You do a little quest in the past, help someone out...and then poof! That island reappeared in the present.” ([07:36])
Remake Changes & Pace
- Streamlined progression: Early-game busywork is drastically reduced, new players get into the action faster.
- Waypoint systems and visible map markers significantly ease the item hunt ([10:27], [10:42]).
- Dustin Bakaran: "It feels very digestible...I played five hours and I didn't feel like, 'When is it gonna start?'" ([08:25])
- Overall, friction is minimal—players are guided to required items rather than forced to exhaustively search or grind ([10:14], [10:56]).
Criticisms from Hardcore Fans
- Chris Plante: Summarizes a divide—"Some say the pleasure was talking to everyone, searching for clues...others say it's comfort food, straightforward." ([11:12])
- Griffin McElroy: Pushes back on “hostile nostalgia”—the length and inaccessibility of the original PS1 Dragon Quest VII aren’t virtues: "What was good about it is not how hostile it was." ([12:00])
Modernization Limits
- Still embraces old-school quirks (saving at churches, slow dialogue), but gains features like autosave and battle speed-ups ([14:09], [14:37]).
- Combat can be “autopilot”—players can set party tactics and fast-forward battles, reinforcing the 'comfort food' vibe ([15:39], [15:56]).
- Griffin McElroy: "This is not a super engaging gameplay experience if that's what you were looking for." ([14:48])
Difficulty, Auto-Battle, and Genre Trends
- Russ Frushtick: Asks whether ‘expediting’ core elements (like auto-battle) is a sign of RPG genre weakness ([18:35]); hosts agree that new design sensibilities improve playability and fit the episodic, lengthy design ([19:53]).
- Increased encounter speed and optional difficulty modifiers allow players to customize their experience ([17:45]).
Notable Quotes
- Griffin McElroy: "The charm of this game is through the fucking roof. The localization is great, especially in this reimagined version." ([12:59])
- Dustin Bakaran: "It feels fun, in a cheaty—not cheaty, but like you're getting good stuff constantly. It feels very low friction." ([10:56])
- Christopher Thomas Plant: "It felt to me more like an idle game meets a visual novel." ([16:56])
- Griffin McElroy: "It ain't hard...you can really take this game at whatever pace you want." ([17:43])
Nioh 3: Skill Check or Roadblock?
(Starting ~25:10)
What Is It?
- The latest in Team Ninja's soulslike action-RPGs, now with an open world and instant dual-style (samurai/ninja) combat.
- Compared to Elden Ring’s accessibility and freedom, Nioh 3 is lauded for depth but lambasted for its brick-wall difficulty at the start.
Key Discussion Points
Open World Hopes, Tutorial Reality
- Russ Frushtick: Excited by the promise of open-world soulslike—"Elden Ring...made the games more approachable...I thought Nioh 3 would do the same." ([27:37])
- New mechanics: instant style switching, stamina-centric parries, a variety of weapons.
- Dustin Bakaran: "It's tough to contextualize because we only made it as far as I made it..." ([28:26])
The “Impossible First Boss”
- The very first real boss is "mean"--punishing players with almost instant failure: "Two and a half hits, I would say, before you're dead." ([30:16])
- Victory requires "15 minutes being perfect fighting this guy" ([31:55]), with little to no access to the tools or builds that should characterize open-world flexibility.
- Dustin Bakaran: "It is just not like—the rhythm isn’t fun...once you understand what they want you to do, it’s still unpleasant to execute." ([36:09])
Genre Expectations and Skill Checks
- Russ Frushtick: Contrasts with Souls games that teach and pace their challenge.
- "Dark Souls 1 gives you an entire level before the first true boss, so you have options."
- Nioh 3, instead, offers only a hard wall and resources can be wasted even before you realize it ([37:24]).
- Grinding as a suggested solution is universally panned ("That's terrible" ([34:40])).
The Frustration and Lost Potential
- Hosts bemoan the game’s design as "antiquated"—modern soulslikes increasingly avoid mandatory, punishing skill checks.
- Christopher Thomas Plant: "The skill check boss fight feels antiquated...As these games get easier and more flexible, this doesn’t make sense anymore." ([36:24])
- Even Nioh series veterans online complain about this boss being over the top ([35:09]).
Notable Quotes
- Russ Frushtick (on the boss): "Harder than anything I played in Silksong...not even close." ([25:27])
- Dustin Bakaran: "This gives you every tool and that's just more frustrating—I'll just switch between the weapons and keep getting my ass handed to me." ([39:19])
- Russ Frushtick: "For people listening that make games: It’s okay, you don't need to throw people in the deep end early on. Make them feel pretty good about your game before you make them die a bunch of times…" ([39:29])
- Griffin McElroy: "Neo has always been this franchise where I'm like, I like fucking everything about this...I just have never really gotten stuck in one." ([40:07])
Listener Mail: Rock Climbing and Jargon
(Starting ~40:45)
- Listeners clarify that the "asshole climber" stereotype isn't actually reflective of real-world rock climbing—most climbers are supportive and kind ([41:32]).
- Fun with climbing terminology (“whipper” is a safe fall, “Elvis leg” is when your leg shakes uncontrollably while climbing) ([43:08], [43:25]).
Pop Culture: What’s On Their Radar?
(Starting ~44:01)
Fallout Season 2 (TV)
- Russ: Praises how Fallout S2 melds game canon with narrative, making references both accurate and organic ([44:01]).
- Dustin: Finds the sheer number of plot threads overwhelming at first, but Russ suggests it finds its footing ([45:22], [45:48]).
Star Trek: Starfleet Academy
- New, youth-oriented Star Trek show with Holly Hunter and Paul Giamatti.
- Dustin: "Wildly uneven...but interesting that this show exists at all." ([46:53])
Make Some Noise (Dropout)
- Comedy improv game show—Griffin strongly recommends the Paul F. Tompkins episode ([51:16]).
Nirvana the Band the Show
- Surreal, video game-loving Canadian comedy; a film is debuting soon ([52:11]).
- Christopher: "If you’re listening to this show, you like video games. Nirvana the Band...might be some of the most loving media about video games that you’ll find." ([53:12])
Notable/Memorable Moments
- Joking About Orbs versus Crystals: "In Dragon Quest we're almost always talking about an orb. And the orb is prismatic. Different colors..." – Griffin ([00:13])
- Running Joke About "Pilchard Day": The hosts riff on low-stakes RPG opening scenarios ([05:46])
- Meta Debates: Should objective game features trump "cozy" nostalgia? What really matters in modern RPGs—the grind, or the story? (throughout Dragon Quest VII segment)
- Friendly Banter on Future Episodes: Russ cracks, "I've never played a game more before recording an episode of the Besties," teasing the next episode’s topic ([57:22]).
Timestamps for Key Segments
- 02:35 — Dragon Quest VII: Remake changes and first impressions
- 07:36 — Story structure ("anthological" design)
- 10:27 — Quality-of-life features and accessibility
- 12:00 — Hardcore vs. mainstream fan divide
- 14:09 — Retained old-school quirks vs. gameplay modernization
- 18:35 — Genre talk: Should JRPGs be “expedited”?
- 25:10 — Nioh 3: Open world premise and first boss horror
- 31:55 — The guide-YouTube trap and un-fun challenge
- 36:24 — The "skill check" boss debate and genre evolution
- 40:45 — Listener mail: Real-life rock climber corrections, climbing jargon
- 44:01 — "Fallout" Season 2 praise and criticism
- 46:53 — Star Trek: Starfleet Academy discussion
- 51:16 — "Make Some Noise" (Dropout) recommended
- 52:11 — "Nirvana the Band the Show" recommended
Tone and Language
- The panel is casual, enthusiastic, and playfully adversarial—as always, lots of tangents and deep-cut jokes.
- Candid about both nostalgia and modern design limitations: "It ain't hard...You can really take this game at whatever pace you want." ([17:43])
- Not afraid to criticize beloved franchises: "This is just frustration." ([38:28])
- Embracing the podcast’s community: "Just by listening, you are a member [of the club]..." ([02:35])
In Summary
This episode explores what makes classic games endure, how remakes navigate nostalgia vs. accessibility, and why difficulty curves matter—especially for games that want to grow their audience. Dragon Quest VII is praised for streamlining grindy tradition into playful, accessible comfort food, while Nioh 3 is critiqued for its lofty early barriers despite an otherwise promising expansion to open-world design. The hosts round out the show with pop culture picks, reader feedback, and the usual blend of game-club camaraderie.
Besties verdict: If you love RPGs and want something to pick at for months, Dragon Quest VII Reimagined is the best version to date—just don’t expect a modern gameplay revolution. And if you’re tempted by Nioh 3, beware: the first boss might be your last!
