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Incline Phantasy Star 4

Joined
Nov 22, 2018
Messages
289
Oh, I see you're playing "say the opposite of what's true" game. Nice! It's a fun game, hehe.

Hey now, I mean the music in Genesis games might be "good," it's not SNES good. The Genesis is just not as powerful a system as the SNES. There are good tracks on, say, the PS games, Sonic, and others but it's just not as sophisticated and pleasing to my ear as the sounds from, say, Chrono Trigger.
 
Self-Ejected

aweigh

Self-Ejected
Joined
Aug 23, 2005
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Nah. Genesis soundchip was superior, it was just too complicate for plebian devs to know how to use. It requried a higher level of talent.
 

Eggs is eggs

Learned
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Mar 12, 2015
Messages
256
Genesis chip does FM synthesis which sounds crazy good for certain music types, like if you want heavy bass, drums and synths. But if you want the music to sound symphonic or realistic then it's pretty bad. Unfortunately only a few games really took advantage of the Genesis sound but the ones that did it are amazing: Streets of Rage series , Sonic series, Shining Force series, Phantasy Star IV, etc.
 
Joined
Nov 22, 2018
Messages
289
Nah. Genesis soundchip was superior, it was just too complicate for plebian devs to know how to use. It requried a higher level of talent.

I stand somewhat more educated. I played the Genesis right when it came out, but when I got a SNES I mostly stuck to the newer system. The Genesis chip seems to have better distortion and fuzz than the SNES, which I appreciate way more now than when I was younger. Thanks for sharing those tracks!
 

Falksi

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Both SNES & Genesis smashed out the fucking tunes beatomatically massive thrivestar stylee, but when both were at the top of their game Genesis just had the edge IMO. Mainly because it had a very unique techno-rock sound, which may not have been intentional, but made it sound like it's own instrument, and nowts quite sounded like it since.

The older I get, the more I think PS4 is actually the best RPG of the 16-bit era. The Genesis RPG's seem to have a much more mature tone and presentation than the SNES games, and though at the time I played the shit out of Chrono Trigger, FFIII, Mario RPG, etc., I only plowed through the Genesis RPGs basically to say I finished them. Now, I wouldn't bother going back to Chrono or FF, but watching a video on PS4 had me emulate that shit and not stop until the end.

The only thing I really wish could be better is the music, because the Genesis sound chip is just not up to good music. The graphics, plot, and the presentation are sublime.

I'm currently playing through Chrono Trigger and, whilst it's enjoyable enough, it never stuck with me anywhere near as much as PS4 and I'm begining to realize why. It's fun, but fluff. Whereas PS4 I've finished around 10 times, and still yearn for more.

But dude, the tunes in PS4......they fucking rock das Casbah!..........







 
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Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
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Messages
15,010
They both had some amazing tracks. CT is still probably my fave ost but the techno rock stuff on genesis is unforgettable. That chemical plant zone track is seared into my brain.
 

Lutte

Dumbfuck!
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But if you want the music to sound symphonic or realistic then it's pretty bad. .
But because of the super low quality sampling and sources the SNES ""symphonic"" and ""realistic"" music still sounds pretty bad, while Genesis soundtracks that used its chip for the kind of music it could produce well haven't aged badly. Final Fantasy style fake violin, trumpets and other real instruments being parroted by a terrible sound system does not good music make.
 

RuySan

Augur
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Even Amiga shovelware has better music than most of the Megadrive/SNES AAA releases. I like many console games of that era, but I hardly recall any soundtrack.
 

deuxhero

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Jul 30, 2007
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Flowery Land
Alys died before Rune could fukk her right in front of Chaz.

osnn7lK.jpg
I still have no idea why virtually nothing copied this cutscene style.
 

Jinn

Arcane
Joined
Nov 8, 2007
Messages
4,957
Has anyone played Phantasy Star Generation 1 and 2 (the PS2 remakes of Phantasy Star 1 and 2)? I played both Phantasy Star 1 and 2 a long time ago and never finished them, but kind of want to do a full playthrough of the series sometime this year. Was wondering what people's thoughts on these 2 remakes are. Big fan of Phantasy Star IV, and actually look forward to giving the strange Phantasy Star III the attention I never did back when I played it on the Genesis.

Such a shame this series essentially ended with Phantasy Star Online. Never played that one, but was always disappointed it went from an awesome single-player JRPG series to a weird MMO.
 

Ysaye

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Has anyone played Phantasy Star Generation 1 and 2 (the PS2 remakes of Phantasy Star 1 and 2)? I played both Phantasy Star 1 and 2 a long time ago and never finished them, but kind of want to do a full playthrough of the series sometime this year. Was wondering what people's thoughts on these 2 remakes are. Big fan of Phantasy Star IV, and actually look forward to giving the strange Phantasy Star III the attention I never did back when I played it on the Genesis.

Such a shame this series essentially ended with Phantasy Star Online. Never played that one, but was always disappointed it went from an awesome single-player JRPG series to a weird MMO.

In theory I could tell you because I bought them (for Playstation 2) but I can't seem to get them to work with the english patch that is on PSO cave and an emulator (yes I know - will try again sometime but I had other things to do at the time I got it). I have watched a playthrough though and there is definitely more dialogue than the original and whilst the new dungeon walls in Generation are interesting they are in a way not as cool as the original walls were (which had many more frames of animation then were really needed - especially on turning direction). At least they fixed the colour of Alis's hair though!
 

Grampy_Bone

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Wandering the world randomly in search of maps
Both SNES & Genesis smashed out the fucking tunes beatomatically massive thrivestar stylee, but when both were at the top of their game Genesis just had the edge IMO. Mainly because it had a very unique techno-rock sound, which may not have been intentional, but made it sound like it's own instrument, and nowts quite sounded like it since.

The older I get, the more I think PS4 is actually the best RPG of the 16-bit era. The Genesis RPG's seem to have a much more mature tone and presentation than the SNES games, and though at the time I played the shit out of Chrono Trigger, FFIII, Mario RPG, etc., I only plowed through the Genesis RPGs basically to say I finished them. Now, I wouldn't bother going back to Chrono or FF, but watching a video on PS4 had me emulate that shit and not stop until the end.

The only thing I really wish could be better is the music, because the Genesis sound chip is just not up to good music. The graphics, plot, and the presentation are sublime.

I'm currently playing through Chrono Trigger and, whilst it's enjoyable enough, it never stuck with me anywhere near as much as PS4 and I'm begining to realize why. It's fun, but fluff. Whereas PS4 I've finished around 10 times, and still yearn for more.

But dude, the tunes in PS4......they fucking rock das Casbah!..........









That fucking opening song still makes me rock hard. Don't need viagra when you've got Phantasy Star 4.
 

Jason Liang

Arcane
Joined
Oct 26, 2014
Messages
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Crait
Kotaku interview with Reiko Kodama, who was a director on PS IV. The interview is mostly about Skies of Arcadia though (although it is interesting to think of Skies as a spiritual sequel to PS IV).

https://kotaku.com/my-childhood-dream-had-come-true-a-belated-interview-w-1834310414

Skies of Arcadia released in 2000 for the Sega Dreamcast and while it wasn’t a huge hit, its cheerful tale of air pirates inspired countless players, including me. Nineteen years later, I finally got a chance to ask the game’s producer about what went into making this role-playing gem.

My personal history with Skies of Arcadia has been well-documented on Kotaku. It is my favorite game of all time, a bright blast of optimistic heroism released during a time when most roleplaying games were edgy. In spite of its Saturday morning cartoon cheerfulness, Skies of Arcadia was not a simple game. In reconstructing RPG hallmarks, it focused on them in earnest. This is a game about swashbuckling air pirates and an evil empire. It is also a game interested in colonialism, social structure, and much more. To pack these ideas into a game, while keeping the tone optimistic and sincere was a huge task.

Skies of Arcadia is now a cult classic with an enthusiastic fanbase, many of whom were enthralled by the game’s lead characters. Vyse is the main character, a young Sky Pirate destined for greatness and world-redefining discoveries. But his pirate friend Aika and the mysterious mage Fina are treated with equal care. Their core relationship as equal partners in their adventures remains one of the most infectious dynamics I’ve encountered in a game. These heroes and their brave deeds inspire me in ways I cannot explain. And believe me, I’ve tried.

Despite all the articles I’ve written about the Dreamcast, despite all the times I’ve streamed Skies, and despite that fact that I even got one of Fina’s tattoos, I’ve never been able to sufficiently convey why I love the game so much. As a writer, that’s frustrating. Here is this game, this glorious and positive thing, that I have powerful and raw feelings for. It is a piece of art that helped me understand what it means to be a good person. And for all of my writing, my words have never felt good enough. I have never put to page the reality of what I feel for this silly little thing. There is a feeling inside me that defies words. We all have art that is more than just something we like. We all have art that makes us. Talking about it is hard, and I can say after years of trying, it has never gotten easier

Through it all I wondered if I would ever get the chance to speak with the people who made Skies of Arcadia and thank them. I wondered if there was a chance to learn more about the thing that made me. Luckily, I happen to work at one of the largest video game websites in the world. When I asked Sega for help, they enthusiastically obliged and put me in touch with Rieko Kodama, one of the most successful women in the industry, who worked on Skies of Arcadia as a producer.

Kodama’s career has been well documented and led to a Pioneer Award at this year’s Game Developers Conference. In high school, she considered learning about advertising before focusing on graphic design and archaeology in college. After flunking out of school, she started work in graphic design that brought her to Sega in 1984. Kodama has worked on countless classic games, first doing sprite work for Sonic the Hedgehog and Phantasy Star before moving into directions and project management. She directed Phantasy Star IV: The End of the Millennium and worked as one of Skies of Arcadia’s producers.

I wrote to Kodama through email, as she was unable to attend this year’s Game Developers Conference. Email interviews are tricky, as questions and answers are translated between languages. It’s even trickier when you’re talking to someone whose work affected you. Though the exchange was brief, I appreciated the insights, including the fact that Skies was originally a game about trains and not airships, how staff interest in other cultures shaped the game’s focus on exploration, and how Aika and Fina ended up being so great. Here is the interview in its entirety.

Heather Alexandra, Kotaku: What was the original idea for Skies of Arcadia?Was it always meant to involve pirates in the sky? IĘĽm curious about what ideas you and the team did not use. What drew you to sky pirates?

Rieko Kodama: At the beginning of the project, Skies of Arcadia was originally planned to be on the Sega Saturn console, but production eventually was set in motion for the Dreamcast. This is when we started considering the concept of a world filled with airships flying around its skies. This contrasts with a previous concept where the story would have revolved around battling on top of trains and on land in general.

Once the “travelling the skies” concept was set, subsequent ideas fell in place. These ideas were inspired by the Age of Discovery when pirates roamed the vast seas. Back then, people wondered what lie beyond the vast expanse of ocean, and they took to their ships in search of answers. That frontier spirit permeates the game’s narrative.

Alexandra: Skies of Arcadia was designed at a time when many roleplaying games were getting darker in their presentation. Was there a conscious effort to make Skies of Arcadia lighter and more carefree, or did it just happen to turn out that way?

Kodama: Portrayal of dark worlds was certainly what was trending in Japan at the time, but our team preferred to create an optimistic protagonist who explored the world, which gave birth to Skies of Arcadia’s scenario and characters.

Alexandra: You have said that Skies of Arcadia was one of your favorite games to work on. I know it was the first game you worked on as a producer, but are there other reasons why you enjoyed it so much?

Kodama: When I was young, I was interested in historical architecture like the pyramids and the ancient civilizations that conceived them such as the Mayans. Similarly, Skies of Arcadia has elements of discovering ancient ruins and species long thought extinct, which is an adventure that I dreamt of as a child. I believe it was one of our team members, Shuntaro Tanaka, who came up with this concept. He majored in history at university, so I presume that was the inspiration for the “discovery” aspect of the game. I remember being very excited about that; it was like my childhood dream had come true.

Alexandra: Do you have a favorite section of the game? A moment that you remember fondly or enjoyed helping to create? If so, can you recall what went into making that moment?
Kodama: I think scenes like the airships being engulfed in the airstream were impactful. Also, watching event sequences play out with in-game polygon models was impressive too. The staff members put a lot of care into fine tuning each of those scenes.

Flying airship battles are another aspect of the game that I am glad we were able to implement. Although creating two different battle systems was very demanding, those scenes are emblematic of Skies of Arcadia, so it was something we couldn’t give up on.

Alexandra: Although the world is fictional, Skies of Arcadia often feels like a celebration of different cultures. When designing the gameĘĽs world, how did the team ensure that things felt like places we knew while also making them feel like fantasy? What was that process like?

Kodama: As I mentioned, Shuntaro Tanaka, who was responsible for conceptualizing the game’s world and scenario, studied history at university and was knowledgeable on the rise and fall of various civilizations throughout history. I imagine that Arcadia’s expansive world came about as a result of his erudition on this subject combined with elements from film, manga, and anime.

Alexandra: I think about characters like Fina and Aika, and how they are treated with a great deal of care. They are kind women but also given many chances to be as adventurous as any other character in the game. Do you feel it important for games to have characters like this? Fina, for instance, made an important impression on me when I was younger.

Kodama: These female characters were designed to be on the same footing as the male protagonist—not to be saved by him. The stories of the other characters who cross paths with Vyse, Fina, and Aika were written around these three characters.

Alexandra: Was there ever anything that you, as producer, made the decision to cut from the game but wished could remain?

Kodama: Nothing comes to mind, so I don’t think there was anything.

Alexandra: I do not know if the story is true but I heard that Tanaka-san was very touched when he first saw the Skies of Arcadia level in Sonic & All-Stars Racing Transformed. Do you recall your reaction at all?

Kodama: It was very beautiful, and I was equally touched. I really felt the love and care of the staff toward Skies of Arcadia.

Alexandra: When designing an RPG like Skies of Arcadia, what are the goals you have in mind? Is it simply to make something fun and enjoyable, or do you also have certain things you want to see games do?

Kodama: I do not decide the game’s message at the onset of the project. Rather this takes shape over the course of the production as conversations between staff build on each other, and in the end, we are able to remove elements that deviate from that nascent vision. I think it is best to have players discover this themselves, as opposed to forcing them to take notice.

q9gwaddm3dpv07b0lpxf.jpg

Alexandra: Many fans are eager to see Skies of Arcadia also be playable again on the PC or even console like the Nintendo Switch. Would you like to see that happen? Why do you think fans hold this game so tightly in their hearts after so many years?

Kodama: I am very grateful that this game has a special place in the hearts of many fans, and that they are voicing their wishes. Responding to each fan’s experiences and stories may be difficult, but the universal fact that they all cherish Skies of Arcadia is proof that it was all worth the effort.

Alexandra: It almost feels like too much time has passed for there to be a sequel to Skies of Arcadia. Still series like Yu SuzukiĘĽs Shenmue are getting sequels. Would you want to return to the world of Skies of Arcadia or are you content to have already made such a wonderful game and leave it in the past?

Kodama: I personally feel that [the GameCube’s] Skies of Arcadia Legends completed the “director’s cut” of the title. But I am honored when fans of the game who have become game developers themselves express interest in creating a sequel. It makes me happy to think of its legacy being passed on in this way.

I still have a lot of questions I want to ask, and perhaps I’ll have a chance to ask Kodama even more about Skies of Arcadia but also about her impressive career. If anything else, this is a bucket list moment for me. A chance to speak across the world to someone who helped change my life and set me on the course I am today. That’s stunning, and I’ll always be grateful for it.

For now, hearing a little more about how Skies of Arcadia was made is heartening. Having a grasp of gaming history, even more obscure games, is important. Maybe we get Skies of Arcadia on the Switch one day. Maybe gamers will be stuck playing it on slowly dying Dreamcasts and surreptitious emulators. But we’ll keep on enjoying it, and for those of us who played, we’ll carry it with us.
 

Gunnar

Arbiter
Joined
Jul 10, 2016
Messages
819
I just finished the game (for the first time). The best parts are the presentation- music, cutscenes, graphics and callbacks. The dungeons, exploration and itemization aren't great. Dungeons have a very high encounter rate with samey monsters, short linear paths, very few interesting items to find. Skills make combat more fun. I liked the idea of having both techs on MP and vancian skill use. The android characters that heal differently are a great idea to mix things up. There is a part at the very end where you can select a character to come with you; I really wished they had some party selection earlier in the game. The items with effects and less linear dungeons don't start showing up until the very end of the game as well, which is also a shame. The job board was a mistake, the rewards were always just money that I didnt need and when I got one I didn't want to do I couldn't change to a different one, so I only did half the missions. There were times I forgot it was there. I would have preferred these side missions to have been baked into the world to create some sense of exploration.
 
Joined
Nov 22, 2018
Messages
289
Gunnar it felt to me that PS4 just didn't have enough money or dev time. They presented the story and hit all the beats they wanted to, but the game was already blowing past memory limitations for a cartridge at the time and so the amount of content had to be truncated.

PS4 is an artifact of its time. It has plenty of flaws but as you say the presentation and world overcome the limitations. Agree that Hunters Guild was a big let down.
 

Jason Liang

Arcane
Joined
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Messages
8,348
Location
Crait

Some interesting information. Evidently Star Wars inspired Kodama on the Phantasy Star series. Had not occurred to me but now I can see the connection.
 

Curratum

Guest
Honest to god, PS4 is the only jrpg I played to the end. Not sure why... Played it emulated on PC around 2002-2003 and had a blast with it.

Nearly 10 years later, I still remember the ship takeoff music theme...
 

Falksi

Arcane
Joined
Feb 14, 2017
Messages
10,576
Location
Nottingham
Honest to god, PS4 is the only jrpg I played to the end. Not sure why... Played it emulated on PC around 2002-2003 and had a blast with it.

Nearly 10 years later, I still remember the ship takeoff music theme...

The presentation, graphics & music is still top notch. It's easy to see why I thrived on it so much back in the day. Just love those cut-scenes & atmospheric tunes.
 

MRY

Wormwood Studios
Developer
Joined
Aug 15, 2012
Messages
5,716
Location
California
I always liked the sense of scale in PS4 -- there's enough time spent at the bounty hunting phase that it feels "real" in a way that the early game content in, say, Final Fantasy II doesn't. And the late-game planet hopping also feels more real. My jRPG experience is far from universal (it stops with the first round of Playstation RPGs), but I can't think of any game that does that scaling as well except for maybe FF7.
 

BLOBERT

FUCKING SLAYINGN IT BROS
Patron
Joined
Jun 12, 2007
Messages
4,245
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BRO
Codex 2012
BROS NEVER PLAYED 4

2 WAS FUN WHEN I WAS A KID DOUBT I COULD TOLERATE IT NOW

I LOVES PS2 MUSIC THE MAIN THEME IS MY PHONE RING TONE

 

KeighnMcDeath

RPG Codex Boomer
Joined
Nov 23, 2016
Messages
13,019
Has anyone played Phantasy Star Generation 1 and 2 (the PS2 remakes of Phantasy Star 1 and 2)? I played both Phantasy Star 1 and 2 a long time ago and never finished them, but kind of want to do a full playthrough of the series sometime this year. Was wondering what people's thoughts on these 2 remakes are. Big fan of Phantasy Star IV, and actually look forward to giving the strange Phantasy Star III the attention I never did back when I played it on the Genesis.

Such a shame this series essentially ended with Phantasy Star Online. Never played that one, but was always disappointed it went from an awesome single-player JRPG series to a weird MMO.
Difficulty seems a bit ramped down imho. The artwork is nice as is interfacing more with the environment. Supposedly, if done right you can even keep Nei alive for end battle sequence of PSII.

I enjoyed playing 2&4 the most but 1&3 are great too. Supposedly you can play offline versions of old PSOnline games and I tried it a little on the emulators. I know nothing of the current online but its at least a huge Japanese craze.

I don't know how many fan projects there are of the series other than what might be done on RPGmakers. Done poorly, and you'll lose interest. Put your soul into it and it might be great.

I love the various shrines and sites dedicated to this series just like the Lunar series.

That PS4 ending dungeon (Edge of Darkness) lordy...

Later, i tried some hacks like stats on Chaz (uh not related to seattle at all). Its funny killing the first creatures before Alys helps (might even skip a minicut scene). I don't know if any assets weren't used either. Its sad the game didn't get more sequels to refine that old style of play. I guess the polygon thick era was at hand.

Great Gen game imho.

Always nice to see artists works praising the game.
sBFiabC.jpg


This artist made me fear the cloning grandma joker even more
726_8f6893eee30fa6f61d42342ad65aa17e.jpg

oh.. goota admit I didn't realize the series break downs. More games than I thought.


Games

Phantasy Star Online 2 series


Phantasy Star Online series


Phantasy Star Universe series


Phantasy Star original series

Phantasy Star Online
 
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