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Vapourware "Yasumi Matsuno may or may not be surprised his new game is being released" Unsung Story thread

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
https://www.kickstarter.com/projects/482445197/unsung-story-tale-of-the-guardians/posts/740862

Instead of a square tile system, Unsung Story will use triangular tiles, with units standing not at the center of tiles, but at the intersections. This gives units six possible directions of movement.

This image below depicts different target choices for the player in this triangular based system. In this example, the Active unit has three options:

69526271a0a4853a25015e044976389d_large.jpg


1) Use attack “X” on the adjacent Enemy A
2) Use attack “Y” on Enemy B, two tiles away
3) Use defense “Z” to aid the adjacent Ally C

The attack radius shown above is a radius of 2, in other words. A, B, and C are all within the acting unit's range. A and C are well within range, and B is at the edge of the range. The purpose of this system is to explore what more can be presented to the player, by way of multiple action choices, while having a consistent six possible direction choices available to them.

Triangular, huh?
 

80Maxwell08

Arcane
Joined
Nov 14, 2012
Messages
1,154
Well it finished 2 days ago and got $660,126 which is several times less than it would have gotten if they put it together competently. Such a shame.
 

set

Cipher
Joined
Oct 21, 2013
Messages
940
They'll make up for it I'm sure, phones games make several thousand times more monies than pure PC games.

(Or at leat, I hope the developers believe this.)
 

SuicideBunny

(ノ ゜Д゜)ノ ︵ ┻━┻
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Messages
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Serpent in the Staglands Dead State Torment: Tides of Numenera
i'd be surprised if this doesn't end with another kickstarter or just fizzles out and becomes vaporware...
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
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Messages
15,002
Was browsing another forum and came across this tidbit that was apparently in one of the updates:

Q: "FFTA and FFTA2 moved away from Charge/cast times, which I felt heavily took away from the depth of those games. Will Charge/Cast times be a core component of this game? One of my favorite mechanics in FFT was casting time."

A: Sorry, there won't be casting times in this game. In fact, the reason why FFT included a casting time system at all was to allow the game time to load graphic effects. This was a necessary consideration due to PlayStation loading times and memory concerns. Speaking as a developer back in those days, I can tell you that we weren't happy with it.

So uh... two things here.

1: This is bullshit. I've dicked around with the game using a gameshark on the original hardware back in the day, and even big shit like summons that you can't use with math (which already removes charge time for like 90% of the spells in the game) goes off just fine without charge times. This wasn't a hardware limitation at all.

2: The guy who asked the question was 100% correct. Charge times on abilities was a huge part of the tatical depth of the game, and made things way more interesting. Taking that out is retarded. So he's either a shit devloper that fluked his way into making that game, or he knows he's making a shit game now and is lying about it so it'll sell better.

Maybe after the game is finished they can reveal that it plays itself while you mash the win button, which is what they wanted all along but couldn't due to technical limitations.
 

DragoFireheart

all caps, rainbow colors, SOMETHING.
Joined
Jun 16, 2007
Messages
23,731
Was browsing another forum and came across this tidbit that was apparently in one of the updates:

Q: "FFTA and FFTA2 moved away from Charge/cast times, which I felt heavily took away from the depth of those games. Will Charge/Cast times be a core component of this game? One of my favorite mechanics in FFT was casting time."

A: Sorry, there won't be casting times in this game. In fact, the reason why FFT included a casting time system at all was to allow the game time to load graphic effects. This was a necessary consideration due to PlayStation loading times and memory concerns. Speaking as a developer back in those days, I can tell you that we weren't happy with it.

So uh... two things here.

1: This is bullshit. I've dicked around with the game using a gameshark on the original hardware back in the day, and even big shit like summons that you can't use with math (which already removes charge time for like 90% of the spells in the game) goes off just fine without charge times. This wasn't a hardware limitation at all.

2: The guy who asked the question was 100% correct. Charge times on abilities was a huge part of the tatical depth of the game, and made things way more interesting. Taking that out is retarded. So he's either a shit devloper that fluked his way into making that game, or he knows he's making a shit game now and is lying about it so it'll sell better.

Maybe after the game is finished they can reveal that it plays itself while you mash the win button, which is what they wanted all along but couldn't due to technical limitations.

That point about the Charge times is pure horseshit. LOL "gotta let the load time catch up!".
 

set

Cipher
Joined
Oct 21, 2013
Messages
940
Well, load times were a consideration with discs, and PS was the first major disc-based system, so I'll give him the benefit of the doubt - someone may have told him that's why CT was the way it was. Though I admittedly can't believe FFT had dynamic loading - everything was loaded in one big chunk at the start of the map, as far as I know.

However, casting time does make a game way more strategic and tactical and it literally has nothing to do with making a game today. Note how he never justifies that part of his answer. Kind of a feeble excuse.

They seem like a pretty shit dev so far, I'll be very surprised if a game of any merit is produced. Forget tacticalstrategery though, no way in hell do I see that; didn't see it when the KS launched.
 

set

Cipher
Joined
Oct 21, 2013
Messages
940
It's not fucked up. It's the power of nostalgia and the value of having a previous history. This no-name dev threw "Yasumi Matsuno" in the title and guaranteed their success, no matter how crappy their campaign. They wouldn't have gotten $1000 bux without throwing that name about.
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
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Codex 2014
:necro:

https://www.kickstarter.com/projects/482445197/unsung-story-tale-of-the-guardians/posts/1065540

Story, Development, and Art Updates for Unsung Story

Greetings Backers,

We have an update to share with you on the development progress of Unsung Story, a small exert from the story line (I did place spoiler tags around this portion), and an art update with some images from Akihiko Yoshida, showing one of the first main characters you will come across in the game designed. So keep reading and I hope you enjoy!

Story Background
[STORY SPOILERS]

Sir Vensniel L’Brasca, the “Knight of Knights”, is a character players will encounter early on in Unsung Story. This brave and heroic knight of Alionne is the perfect example of a knight that history books love to retell as the years pass on as his is a story of inspiration and bravery.

When players first encounter Sir Vensniel, he is in the process of planning a diversionary attack on the Jelemond city of Latzera. Jelemond has long been a providence of the Alionne Kingdom, but over the years they have been looking to find a way to assert their independence. Sensing this desire, the Jheksal Empire has invaded Jelemond to take this providence away from the Alionne Kingdom, an act that would become the catalyst of the Seventy-Seven Years’ War.

Sir Vensniel has been tasked with creating a diversion to bring the Jheksal troops stationed in Latzera out of the city walls in order to allow Alionne forces time to advance on the city. The player will take part in this diversionary act as a member of this tactics squad led by this great Knight. Is the plan a success? Is Sir Vensniel able to leave this battle unscathed? Only the history books know at this time…

[END SPOILERS]

Development Update
Recently behind the scenes we have been busy integrating Unity, a game engine that allows for 3D rendering and iterative content creation and game design, with our own proprietary game engine. The integration of Unity with our own engine allows us to have a 3D graphics layer on top of our game logic, AI, general code architecture and online game systems. Episodes and their stages have been broken down into scenario components by the game designers and are being blocked out as well. Along with this preliminary scenario development, the job and class systems have been designed, and are being incorporated into the ongoing work with the Battle System.

The portions of the Battle System our designers have been focusing on are the turn-management system and the action point system. By expanding on the traditional turn based tactics model through the use of a strategic turn-based timeline which can be manipulated by the different actions available for the characters, Unsung Story brings a new game play approach to the tactical RPG genre. Players are given greater control over when and how they can use their characters during battle, which opens up an entire new level of strategy formulation. This turn-management system is dependent on the action points needed in order to perform certain tasks during the character’s turn. Players can choose to perform lesser actions during their turn to influence the activation order and chain the activations of specific units to change the turn order based on their plan.

The start of the scenario will begin with each team’s party members being positioned into an initial starting order based on the character’s allocated base action points. You will be able to see the turn order by looking at the icons placed on the turn-base timeline. Characters will advance down the timeline and once they reach the end of this line they will need to take their turn (attack, move, wait, etc). During the turn, any event that results in the spending of action points is immediately reflected by the unit’s icon position on the timeline. The player can continue moving and acting with the active unit provided they have the action points to perform the desired tasks.

Internally we have been working on this system and have created internal playable builds that I am not able to share with you just yet, however as we move further along in development we will have screens to share with you over the next few months.

Art Update
Earlier in this update we gave you some background information on one of the first characters you will come across in Unsung Story, Sir Vensniel L’Brasca. Sir Vensniel is an honorable knight in the Alionne Royal Army who believes in carrying out justice for justices’ sake, which oftentimes leaves him inflexible and stubborn. He is also the first character Akihiko Yoshida has been working on and we are very excited to have his unique art style helping to influence Unsung Story.

These next images have not been shared anywhere else, so you are the first people to view these images of Sir Vensniel, as well as a conceptualized piece of the capital of the Alionne Kingdom which shows the visual direction the game will head towards in designing the empires.

7829705be58860a141331b3a5c6d055f_large.jpg

568b39c2210358da8eff503962f5dfe8_large.jpg

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Over time we will continue to share with you more artwork from Unsung Story and Mr. Yoshida, so stay tuned!

Survey Update
Shortly after posting this update we will be releasing our survey through BackerKit. We realized that by having so many amazing backers we would need a system in place to make gathering your information easy for us and you, so that is where BackerKit comes in. Their system makes filling out the surveys simple and it will help ensure that all of you receive the items and add-ons you purchased. It will also allow us to gather forum names from everyone so we can start with the consultant work. Now that we are armed with our new tools, we should be able to start working with all of you soon. So when you see the email from BackerKit, feel free to open it and start filling out your survey!

Cheers,

Shyla, Playdek Community Manager
 

LESS T_T

Arcane
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Messages
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Codex 2014
First screenshots: https://www.kickstarter.com/projects/482445197/unsung-story-tale-of-the-guardians/posts/1065801

Development Update

Our designers have been very busy balancing and adjusting the Battle System that we talked about previously. One of the major components we have been able to refine is the 8-Point Movement and Attack System you will see illustrated in the images below. Your characters will be able to move and attack other units in eight directions: front, back, left, right, and all the diagonals in-between. You will notice that our units are placed on a square-based grid; however this is just a placeholder for the time being while we work on a more visually appealing approach to use in the game for this 8-Point System, which is both intuitive and seamless.

All of these images we are about to share with you have been taken from early playable demos that have been used to help us lay out the foundation for the game. These screens are not definitive of what the final product will look like, but represent the iterative steps we are taking in development.

7b745aa95a7063a8c4fac78b66af9d28_original.jpg


c3889dd9ebfdea0a19f140c461ae25ab_original.jpg


e823e01b19b2c1140662f5072fbcd8e5_original.jpg


Another game feature that has been worked on is the presentation and control of the in-game User Interface, keeping an eye towards intuitive controls that do not encumber the player, while maintaining a high graphic appeal. The goal is to provide you the player with the information and controls you need during your battles, without interfering with the flow, so that you have more time to focus on the fight at hand and can devise your strategy to overcome the challenges thrown your way.

Also, we have done extensive work to the character, weapons and armor systems for the Units you create in the game. With this system, you will be provided with multiple combat styles to suit your style of play during combat. We will divulge more information about the character system with the next update, so if you have any specific questions feel free to post them on our forums for our team to review and think about.

Art Update

In our last update we introduced you to the “Knight of Knights”, the “Siege-Breaker”, Sir Vensniel L’Brasca, one of the main characters designed by Akihiko Yoshida. Along with creating the different units for the Alionne and Jheksal armies in the game, the main characters for each episode are also being crafted, including Sir Vensniel, working off of the character design sketches we receive from Mr.Yoshida. Below is a refresher image of the character design we showed of Sir Vensniel, and then following that are a few images from our artists of the game model as it begins being placed into the game world. Again, these images from the game are still in the early development stages and are not finished art, but we wanted to share this early peek with you so that you can watch as the game grows and develops.

Previously released image of Sir Vensniel L’Barasca:

859f3d2fd8a3e8d6e3a1338bd02b23d9_original.png


Artist rendering of Sir Vensniel L’Brasca:

94918d0ccbfaf0002a05e70b74dc6946_original.jpg


Sir Vensniel L’Brasca inside the game:

59647c0223c6747590c649728208d653_original.jpg


More art, screens, story, and development information will be coming soon, so hopefully these will be enough to hold you all over for now. If you have any specific questions about the game, your pledge, or just want to join in on the conversations we have going on our forums, feel free to make an account and join us. I can usually be found lurking about and it’s always nice to see more conversations being started: Playdek Forums

Thank you all for your support; words cannot express how grateful we are to have you with us on this journey.

Cheers,

Shyla, Playdek Community Manager
 

deuxhero

Arcane
Joined
Jul 30, 2007
Messages
11,370
Location
Flowery Land
Actually looks decent. They are well lit despite their surroundings. Not sure if that's because "work in progress" or an intentional move to make stuff relevant to battle more visible.
 

Abu Antar

Turn-based Poster
Patron
Joined
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Messages
13,544
Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
I'm going to withhold judgement for now, but it doesn't like super hot. Still love Yoshida's design.
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
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Codex 2014
Character system and another screens: https://www.kickstarter.com/projects/482445197/unsung-story-tale-of-the-guardians/posts/1157481

Schools and In-Game Screen Images

Greetings Backers,

With the Battle System rules defined, our game designers have been able to turn their focus towards defining the schools that will help characterize the different playable Job Classes found within the game. Previously called “Professions” in early development, these Schools have been broken down into five categories: War, Nature, Divine, Man, and Arcane.
  • Units within the School of War specialize in the use of martial weapons and skills. Soldiers and Lancers are examples of two Jobs found within this school.
  • The School of Nature revolves around the use of weapons and skills that pertain to living alongside nature. Huntsmen and Beastmasters are just two Jobs found within this School.
  • The School of the Divine promotes the use of powers imparted from higher beings which manifest as Miracles or Hexes. Priests and Necromancers are two Jobs that emerge from this School.
  • The School of Man highlights the perfection, ingenuity, and vices of man. Incidentally, Apothecaries and Assassins are two Jobs found here.
  • The last School, the Arcane School, uses magic instead of physical means to overcome obstacles. Here you will find Jobs such as Wizards and Summoners associated to this School.
Other factors that will impact your playable units will be their Lineage (which will be discussed at a later time) and the Unit’s attributes. The starting attributes assigned to each Unit will be determined by their chosen School at the time of creation. The six attributes assigned to the Units include Vitality, Strength, Dexterity/Agility, Intelligence/Mind, Faith/Piety, and Charisma.
  • Vitality governs a Unit's Hit Points and movement.
  • Strength governs the Attack Power of a Unit and improves and Unit's Hit Points.
  • Dexterity/Agility governs a Unit's base chance to hit, perform critical strikes, and dodge attacks.
  • Intelligence/Mind governs a Unit's Mana Pool, the strength of INT based equipment and spells, as well as the number of spells, miracles and/or hexes a Unit can equip.
  • Faith/Piety governs the strength of Faith based equipment and Miracles as well as mana regen.
  • Charisma governs a Unit's ability to influence, lead, and raise the morale of men as well as beasts. While each Unit will receive starting attributes at creation, you will be able to change these attribute values through leveling.
Along with Schools and Attributes, you will have the option to collect and equip gear on your Units. This gear will often have a one or more requirement that the Unit must meet or exceed to equip and thus use it, such as a required Attribute level or assigned School. Equipable gear will include Armor, Shields, and Weapons, and certain gear found within the game have the ability to be upgraded which will improve the gear by adding an additional effect.

And now, we will leave you with these images of the interior of one of the current playable demos we have been building in-house. As always, if you have any questions, please do not hesitate to email us at support@playdekgames.com or post up on our forums here: http://playdek.invisionzone.com/

e126e3c7f04c64cf05c1f73df126d1bd_large.jpg


0b531fb77b6054023d121d6c2cb90490_large.jpg


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Cheers,

Shyla, Playdek Community Manager
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
So there's no update since March.

And on Playdek's Facebook page, while they're answering customers of their other games, they're neglecting backers' comments. How amusing. :roll:
 

countrydoctor

Novice
Joined
Sep 5, 2015
Messages
19
It's been, what, two years since the announcement already and we still don't have anything aside from some low-poly models?
I seriously hope that Matsuno will kickstart his own game at some point and avoid participating in projects of literally whos.
 

Shagnak

Shagadelic
Joined
Sep 6, 2003
Messages
4,637
Location
Arse of the world, New Zealand
...with a "tacked on" SP campaign.

Well, possibly not, but for a Kickstarter campaign that focused on being a "Tactical RPG, envisioned by the master of the genre Yasumi Matsuno", they sure have spent a lot of time on the PvP aspect:

in no certain order, and by no means covering all that has been done:

  • Online backend gaming system for PvP, including matchmaking, rankings, tournament system, create game system, friends lists and chat
  • World story, scenarios and stages for the first five episodes
  • Game design, including character school system and battle system
  • Unity integration with our core engine for 3D graphics
  • Concepts for world locations
  • PvP arenas with grid system, battle system and UI integrated
  • Online PvP game play

Naturally, plenty of people aren't happy that significant dev time has been spent on stretch goals or features that have been added later, rather than the core tactical RPG experience.

Choice quotes:
When I think Yasumi Matsuno, I think online PvP focused games. Oh, wait, that's actually the opposite of what I think, considering every game he's done more than just write for has been a complex, story focused single player RPG, like this was supposed to be. This is the first game I've backed on Kickstarter that I've seriously considered demanding a refund. No updates for months, then you tell us you're completely ignoring the part of the game you sold the project on is being ignored for over a year to focus on something that wasn't even mentioned in the pitch? Scummy as all hell guys, not cool.

Three sentences. There are three sentences in Update #18 that mention the online component. There may be more elsewhere, but I'm not dedicating more time to finding them. (I even just combed through the AMAs on Reddit where they weren't mentioned except by one user not part of the development team.) I was backing for single-player, and the campaign main page and pitch video (which I based my decision to back this game on) had nothing to do with online, and had I known, I wouldn't have been interested unless it also would have the in-depth world you sold us on. Personally, focusing on the online component that no one knew about nor backed you on seems like cash has been going the wrong way.

Obligatory angry man quote:
Fucking show us some images or something. I won't believe shit from you guys until you actually put something on display. Telling us we won't see anything for another month is flat-out insulting & you guys should be ashamed. Fucking upload a picture from your iPhone for all I care.
 

Infinitron

I post news
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Messages
97,399
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Uh oh, drama time!

Unsung Story Is A $660,000 Kickstarter Disaster


1441863722341806480.jpg


In January of 2014, a company called Playdek launched a Kickstarter promising a spiritual successor to one of my favorite games, Final Fantasy Tactics. It made $660,126. I really wish I hadn’t backed it.

I and 15,823 other suckers gave money to Playdek last year for Unsung Story, a game they said would be “a spiritual successor in a storied line of epic tactical RPGs designed by Yasumi Matsuno,” director of FFT andVagrant Story, among other games. The impressive Kickstarter pitch promised a story-heavy strategy-RPG that sounded like the Tactics sequel fans have been craving for years now. I backed it, and I wrote about it several times on Kotaku. Now I regret that. Unsung Story has become yet another one of Kickstarter’s many disasters—a frustratingly opaque project that’s apparently switched focus and has left tons of backers asking for refunds.

When the Unsung Story Kickstarter first launched, Playdek promised that the game would be out in July of 2015, but in an update sent to backers yesterday, CEO Joel Goodman wrote that it’s been delayed to late 2016thanks to layoffs and other unfortunate financial circumstances at the company. Fine. Delays happen. What’s more alarming is that Playdek seems to have switched focus on Unsung Story to make it more of a multiplayer game, and that their new development timeline is all about player vs. player combat rather than the narrative-heavy single-player game that the Kickstarter initially promised.

Check out the new timeline, via yesterday’s update:

Phase One June 2016: Initial PvP beta release for online testing. This will include multiple arenas and two character schools with fully functional game play.

Phase Two August - Sep 2016: Additional schools will be added, post beta feedback from the previous phase. Other online features TBD will come online.

Phase Three October 2016: Online skirmish mode against the A.I. will be added, allowing for A.I. balancing and testing that will include all of the feedback gathered from the online PvP beta game play. The Design and Art backer tiers will be involved with their respected character and scenario creation process.

Phase Four Post October 2016: While the online PvP beta testing is going on, the scenarios for the first two episodes will be blocked out and built, and the scripting will be adjusted as the A.I. is balanced from the beta feedback. When these episodes, along with character creation and item collection are polished, the first two episode campaigns will be released.

Backers are, understandably, furious about this development. They gaveUnsung Story over $600,000 because they wanted a spiritual successor to Final Fantasy Tactics, not a multiplayer game—in fact, the words “PvP” and “multiplayer” aren’t even mentioned on page of the original pitch. The Kickstarter comments are now full of people asking for refunds:

1441863722441850512.png


I feel the same damn way.

Really, I should’ve seen this coming; there’s been an aura of sketchiness surrounding this project from the beginning. In February of 2014, as theUnsung Story Kickstarter was winding down, Playdek offered me an interview with Matsuno, but they added a caveat: I’d have to publish it in Q&A format. I told them that I’d love to do the interview, but that I couldn’t agree to a condition like that, as we at Kotaku prefer not to let outside parties dictate how we publish our stories. They said they’d get back to me. Three days later, they cancelled, saying he wouldn’t be able to do it.

After the Kickstarter succeeded, things went quiet for a while. Updates were sporadic and insubstantial, especially through 2015. Months would pass without a word from Playdek, but in May, they wrote: “Development on the game is progressing nicely. As we continue down this path we will finalize a development timeline to share with everyone later this summer.”

Turns out development wasn’t progressing all that nicely, but backers wouldn’t learn that until way later. Playdek was MIA all summer—we were all left in the dark as to why the game had slipped past the originally-promised July 2015 release date—and when their update finally went live yesterday, it left a very bitter taste in backers’ mouths. I can confidently say this because I am a damn backer.

Last night, I e-mailed Playdek’s Goodman to ask him two questions. For starters: why the sudden switch in focus to PvP? Weren’t players expecting a single-player story game?

“The PvP focus is not a sudden switch, but more importantly to the backers, it does not impact the single player campaign mode as far as content and depth,” he wrote. “The best way to ensure that the campaigns have balanced scenarios with good A.I. is to gather play testing data from online players in head to head matches, and then polish the game with that feedback... Due to the lack of consistent updates the backers did not know that this has been our internal development approach, but the idea that online game play was going to be in the game was covered in the KS video, as well as subsequent updates. It is a bonus to the single player story experience.”

And I asked if Playdek would be giving out refunds to backers who requested them.

“We are delivering the game and rewards that the backers are entitled to,” Goodman wrote.

That’d be a no. So those of us who backed Unsung Story are stuck waiting until late 2016 for something that seems nothing like what was originally promised. Even Delita would be ashamed by this one.

Kz3r0
 

Hobo Elf

Arcane
Joined
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Messages
14,020
Location
Platypus Planet
Wow. What's the game that has Nobuo's name attached? Isn't that quickly creeping into scam territory as well? Seems like Japanese developers giving their name to western nobodies is turning out to be a huge disaster. Glad I never backed this game despite being somewhat of a Yasumi Matsuno fan. This is worse than getting a shit game.
 

Abu Antar

Turn-based Poster
Patron
Joined
Jan 19, 2014
Messages
13,544
Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
I think that one is Project phoenix. I keep mixing them up. Not that strange when you consider how their respective development is going.
 

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