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Subject: 999 (Nintendo DS)
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6916  Media / Single-Player RPGs / Stupid RPG conventions/cliches you can't get past. on: August 31, 2008, 05:40:51 PM
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That's the problem with nearly all of Kawazu's games.


Kawazu didn't really have anything to do with the design elements of LoM from what I remember. He was the producer although whether or not this amounted to anything more than certain SaGa Frontier enemies showing up is anyone's guess.

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I mean I liked it when I was like a teenager, but now that im in my early twenties, its like...ok Id like to play someone who can down a beer without being yelled at by his mom for underage drinking...or something. I dunno.


Because, IIRC, in Japan, teenagers are still the main target audience for games.
6917  The Rest / General Discussions / Square Enix trying to take over Tecmo on: August 31, 2008, 05:34:40 PM
I hope Square isn't the new EA :(
6918  The Rest / General Discussions / RPGFan Gaming Journal: The Road to Infinity on: August 31, 2008, 05:20:03 PM
I tried to play King's Quest V and stopped pretty shortly after I read about the rat puzzle that if you fail makes the game unwinnable. Basically in this puzzle, you apparently have a two-second time frame to stop a rat from being eaten by a cat, and it involves using a really, really difficult to find item (a boot from the ENDLESS DESERT) and there aren't any clues that the boot is the right item to use, or that, apparently, the scene even matters (as lots of Sierra games have cutesy one-off scenes that don't really matter). Anyway, it's not so much unwinnable puzzles that bug me, but ones that are based around inaction when you don't know you're supposed to act. That's just unfair. I mean, people tend to cite Return to Zork's empathy plant, where if you pull it up or cut it out, you're sort of screwed (you can actually get more, though), but if you dig it up, it lives and you're fine, but in this case, it's a LITTLE more obvious that you did it wrong, because you don't get a point, and also the level of interaction in Zork games compared to late-era King's Quest games is pretty big by comparison.

What REALLY made me say hell no, though, was that fucking owl. "Hooo, Graham! It's a POOOoioOIOIioisonous snake!"
6919  The Rest / General Discussions / Kevin Pereira defends Too Human on: August 30, 2008, 04:06:15 PM
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I didn't realize he was so stupid.


WTF it's Tech TV.
6920  Media / Single-Player RPGs / Secret of Mana coming to Japanese VC on: August 30, 2008, 04:04:33 PM
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I see SD3 as the technically superior game, and for complexity of plot, also more detailed.


What's so complex about the plot :/ There's barely any story development in the second half of the game anyway.
6921  Media / Single-Player RPGs / Secret of Mana coming to Japanese VC on: August 30, 2008, 12:00:44 AM
It'd be cool to get SD3 for completion's sake (I think CT DS might have a bigger effect on that, though), but I think SD2 was the better game. As far as action RPGs go a real US release of Terranigma would be better. That's already translated, too.
6922  The Rest / General Discussions / RPGFan Gaming Journal: The Road to Infinity on: August 29, 2008, 11:21:25 PM
I thought GBA Shining Action RPG 2 was pretty neat. Not particularly deep but it was cheap and fun -- my only real problems were stuff that was only available in multiplayer and repetition. I found the mechanics to be very solid; just something you have to play in short bursts. I heard Exa was pretty similar, however, I also heard EXA had bad slowdown and that really, really made it hard to play.
6923  The Rest / General Discussions / RPGFan Gaming Journal: The Road to Infinity on: August 28, 2008, 09:24:23 PM
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This combined with everything else said afterwards kinda makes me not want to bother with the game anymore :P


We could go on, I'm sure. It'd just be hearsay from me though, cause as I said, I quite shortly after you quit.

I think Star Ocean 2 was a really damn awesome game, though. Its dungeons were a LITTLE boring but it did so much cool stuff with relationships and the AI and the skill system.

Quest For Glory 2: Did some thieving. The entire sequence was cool because it took me a couple tries to get it right but the puzzles involved made sense. Like, I figured it out with just experimenting with it. Really great so far. I need to play the rest of this series.

Oh, I caught a chocobo in FFVII and sent it to the stable but apparently it has retardation. Maybe I can feed the tardness out of it.

Oh, and I did some battles in Puzzle Quest. I'm not really in the swing of the game right now. I really, really underestimated how time consuming it is.

FFVII- Did Yuffie's wutai tower thing. I really like this game for some reason. It reminds me of happy rainclouds. and eating grass.
6924  The Rest / General Discussions / RPGFan Gaming Journal: The Road to Infinity on: August 28, 2008, 07:40:38 PM
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Bigger doesn't always mean better.


And again I cite Daggerfall as an example. I'm not going to say Morrowind didn't have problems because it did, and I'm not going to say that it had really AMAZING dungeons, but it did have some pretty neat dungeon designs and they were all fairly unique. Daggerfall's dungeons were just huge.

Similarly, Ultima 7's world was actually fairly small. It just SEEMED huge because of detail.

In general, though, I'd prefer detail to bigness. It's great if you can get both, but I mean, what's the point of a world the size of England if it's completely empty?

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City of White Nights


... St. Petersburg? Anyway my only problem with Radiata Stories is the same problem I had with Persona: No goddamn save points !@#$ing ever. Except I could play Persona with save states and after that it worked beautifully, whereas I really, really can't do that with Radiata Stories.

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such as DQVIII.


DQVIII dungeons had interesting layouts and jillions of tiny medals to find.

I like it when dungeon crawlers do long, mazish dungeons (As previously mentioned, however, I like Persona. But I don't like its dungeons. Note that I said maze-like and not completely random-ass) but that's an entirely different modus operandi or whatever. Tales is not a dungeon crawl. SMT:N is.

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Ironic how SO3 inverts that to a fault for the overworld stuff.


SO3 failed completely at giving a sense of scale, though.
6925  The Rest / General Discussions / RPGFan Gaming Journal: The Road to Infinity on: August 28, 2008, 05:18:55 PM
It was the crappy castle dungeon followed by the crappy forest dungeon that killed it for me.

See, this is what's cool about TotA dungeons. I've been playing a lot of PSX-era RPGs with prerendered backgrounds lately -- Chrono Cross and Final Fantasy VII specifically -- and one of the neat things about the dungeons in that style of games is that they're concise, fairly detailed, and rather adventure game like -- puzzles and little things like that. TotA and Symphonia were BOTH in that style. Star Ocean 2 was in that style, obvious. Star Ocean 3, on the other hand, just has huge, endless, empty dungeons made up of nothing but identical looking hallways -- just winding mazes of twisty little passages.
6926  Media / Single-Player RPGs / Eternal Eden - (indie RPG) on: August 28, 2008, 11:49:55 AM
Okay truthfully I'm just not used to old-school-style RPGs that don't have chunky, pixelly fonts.

:(
6927  Media / Single-Player RPGs / Eternal Eden - (indie RPG) on: August 28, 2008, 02:35:03 AM
Reading through the press release, I have a few comments. I'm not trying to be hypercritical or anything, but if you ever make a patch, these are just some things I noticed:

* I don't know if the font you used is particularly fitting. It looks like it's just arial or something similar. Is it possible to use a more... unique or attractive font in RPGMaker? Oddly enough, font can go a long way. A generic font tends to make a product look amateurish, whereas a more unique font -- even if it's not specifically created for the project -- can go a long way to making the product look more professional which will, for you, translate to more sales.

* http://www.blossomsoft.com//uploads/EternalEden_demo05.png <- Lines like that sort of concern me. That's not a grammatically correct sentence, and that's not a particularly natural sounding sentence. Have you had an outside proofreader go over this? It might not seem like a big deal, but things like improper comma usage and lots of little grammar errors can make the product look unprofessional, and make potential buyers question whether or not the game as a whole is polished.

* In regards to the press release itself, you still haven't really explained what makes your game unique. I don't know if that's necessarily what a press release is for, I guess, but if you give a more detailed summary later, here are some things I'd keep in mind. You talk a lot about how you think it's good, but other than the Light and Dark Dimensions you bring up, I still really don't have a feel for what makes your game special -- why I'd want to play it. You mention that the player can acquire new skills. Why not talk a little about how the skill system works? You also mention Lufia-styled puzzles earlier, if I remember correctly, but those are also barely mentioned. Also, the two dimensions seem to be a pretty big deal, but they're relegated to the last couple of paragraphs at the end, and there's not much detail on them. So, maybe consider your main selling point. You do bring up an appeal to nostalgia quite a bit, and while that CAN work to an extent, it's hard to make it your only or main point. If you do, potential buyers might wonder why they should buy your old-school styled game instead of just re-playing old-school games they already own.

What is your personal favorite aspect of the game, that you can discuss without spoilers? What do you feel that you guys spent the most time on? What particular feature do you think will be most memorable to the players?

Another thing to keep in mind: When describing the story line, discuss how the story elements relate to the gameplay elements. This is, again, where the puzzles and dimension-crossing elements would come into play. Don't discuss the story and the gameplay as detached elements. Time travel in Chrono Trigger was a plot device, but what made it so cool was that it also had a gameplay-related effect in a lot of places. I'm assuming that your game works the same way, so focus on that.

Additionally, avoid using too many superlatives. People tend to be wary if it sounds like you're overselling the product. I'm sure your game really IS good, but years of crappy paper towels by brands like Homebest have made people cynical ;)

Finally, a brief comment about the... hm... layout, there. You have a small number of paragraphs with a lot of information in each paragraph. It's a bit disorganized. Have an opening blurb, a paragraph summarizing the story (and characters, which your current press release doesn't really do), a paragraph that gives a brief description of the setting, locations, or something, a paragraph that briefly describes the gameplay as a whole, two to three paragraphs that give a brief description of your favorite gameplay systems (or most sellable, or what would resonate the most with players), and then a closing summary. Throughout this, make sure you're clear and concise.
6928  The Rest / General Discussions / RPGFan Gaming Journal: The Road to Infinity on: August 28, 2008, 02:08:24 AM
Played Quest for Glory 2 some more. Apparently, you have to click the talk icon on yourself sometimes to answer NPCs questions. Anyway, I haven't done a whole lot. New events happen from day to day, so I've been fairly passive. I HAVE been trying to level up my thief skills. Also, doing the Thief Guild Sign is also accomplished with click the talk icon on yourself, so I'll PROBABLY be able to progress, there.

I wonder if I can make out with Rakeesh...
6929  Media / Miscellaneous Games / Jagged Alliance on the DS isn't vaporware after all! on: August 28, 2008, 02:04:31 AM
That's not kind of close enough.

Also, this is the point where I'd like to say that I never had the original Jagged Alliance, but as far as I know, I have it, along with that pseudo-sequel, and then JA2. I just never played them much because they're *hard*.
6930  The Rest / General Discussions / Talk about going to great lengths to prove somebody wrong. on: August 27, 2008, 08:27:06 PM
Dincrest that's not THAT hard to do.
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