Dude, you and me should be homies.
W...what? Are you trying to increase some sort of... S-Link?
Anyway in regards to PS3, it sounds that once you get further along and get characters with... techs, it gets a bit more strategic and interesting, but the early parts are kind of... eh.
If you were to hand them to an RPG gamer who had no familiarity of the PC versions of those games, they would stand up fine.
4 and 6? Yes. Runes of Virtue games? Not ports, but probably. Ultima 7 SNES? No. That was just bad all around. Like... I don't know, some sort of Alundra on a dangerous cocktail of meth and DMT.
Ultima 5 NES is weird. looks like it had potential but it runs at a whopping 2 frames per second. Meaning it's not really playable. I think it'd probably have held up alright otherwise, though.
What I find so gripping about about Dragon Warrior 1 that none of its sequels have been able to duplicate is its sense of exploration. You are basically given free reign to explore this world and the boundaries between one section of the game and another never really concrete...
Well, as far as boundaries go, you have bridges, which indicate when enemies will probably ramp up in difficulty, but yeah. I'd like to actually write up something about this, why I think it's actually an appropriate reason to use experience levels*, and why it's a more "natural" progression than a strictly story based one.
DQ4 does this kind of, it seems, from where I'm at, but it takes like... several hours to get to Chapter 5, and then to get the boat, which is when stuff opens up, so...
This is actually my biggest problem with DQ7. I'm probably in the minority in that I really love the game, but the overworld sucks. Also, it is a bit too linear.
I kind of had a similar problem with CT. The very last bit of the game is neat where it opens up, you get the Epoch, and you can explore stuff on your own for a bit, but I kind of wish the game had done that throughout. To an extent, Chrono Cross does, or at least let's you go off on your own a bit earlier on, and that is one of the reasons why I liked Chrono Cross.
* I think this also applied to Pools of Radiance, from what I remember. Something like New Phlan has a certain finite number of tasks that need doing, and you can do any whenever you want, but they're all varying in difficulty, so your level sort of gauges what you CAN do? And if I remember correctly, Savage Frontier gets back to this style, whereas the other Pools games were more linear dungeon crawls?
(I could use this as a launch point to explain some other things I think but I don't think I'll do that right now).
(Also could probably use the comments about how DW1 progresses as a springboard for yet ANOTHER thing, but I'll save that for another day, although technically that is an 80s RPG. Hrm).