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Random JRPG News Thread

duanth123

Arcane
Joined
Mar 22, 2008
Messages
822
Location
This island earth
Look what I stumbled across...

https://www.reddit.com/r/visualnove...enki_pc_version_english_beta_patch_released/?

Apparently, someone lifted the translation from the PS3 all-ages NA release of the game and patched it into the JP PC H-version, then restored all the H scenes.

May be worth a spin now...

As a reminder,

https://vndb.org/v6458

Conquer the world with an army of moe moe girls in this highly-anticipated adult strategy game. As leader of the island nation of Zipang, you find yourself in a world full of cute and powerful girls, all of whom are based on real historical figures. There's Oda Nobunaga, Napoleon, King Arthur, Vlad the Impaler, even Aristotle and Leonardo da Vinci! Control over seventy playable characters designed by Ooyari Ashito of Littlewitch fame. Using a fun and sophisticated gameplay system, you will strengthen your army, conquer enemy territories, and build your very own harem of moe heroines. The world is your oyster—now reach out and take it!

eiyuu-senki-the-world-conquest-listing-thumb-01-ps3-4nov15

22905399086_63a7ded5b9_b.jpg
 

WhiskeyWolf

RPG Codex Polish Car Thief
Staff Member
Joined
Nov 4, 2007
Messages
14,989
Look what I stumbled across...

https://www.reddit.com/r/visualnove...enki_pc_version_english_beta_patch_released/?

Apparently, someone lifted the translation from the PS3 all-ages NA release of the game and patched it into the JP PC H-version, then restored all the H scenes.

May be worth a spin now...

As a reminder,

https://vndb.org/v6458

Conquer the world with an army of moe moe girls in this highly-anticipated adult strategy game. As leader of the island nation of Zipang, you find yourself in a world full of cute and powerful girls, all of whom are based on real historical figures. There's Oda Nobunaga, Napoleon, King Arthur, Vlad the Impaler, even Aristotle and Leonardo da Vinci! Control over seventy playable characters designed by Ooyari Ashito of Littlewitch fame. Using a fun and sophisticated gameplay system, you will strengthen your army, conquer enemy territories, and build your very own harem of moe heroines. The world is your oyster—now reach out and take it!

eiyuu-senki-the-world-conquest-listing-thumb-01-ps3-4nov15

22905399086_63a7ded5b9_b.jpg
Finally.
 

Hobo Elf

Arcane
Joined
Feb 17, 2009
Messages
14,152
Location
Platypus Planet
I bought EOU and played it a bit today. Game is pretty 'kay, although I'm missing some minor QoL improvements that EOU2 saw, like chest icons on the map appear as opened when you loot them. I'm running a party with a Landhark, Dark Hunter and Ronin in the F. Row and a Troubadour and Alchemist in the B. Row. I'll be focusing mostly on exploiting the fug out of elemental weaknesses by debuffing and buffing elemental damage/resistances with my B. Row, doing elemental damage with my Alchemist and Ronin and using elemental chasers with the Landshark. Since everyone is squishy as hell I'll be using the Dark Hunter to bind enemies to boost my survi. It works better than the Protector, although it's very luck based.
 

duanth123

Arcane
Joined
Mar 22, 2008
Messages
822
Location
This island earth
Contribute to the turning of Steam into an anime game dumpster for filthy weeaboos

Beginning June 3rd.

Sakura Dungeon is a first-person dungeon crawling RPG set in a fantasy world where monsters and humans have been at war with one another for generations. However, a new battle is brewing....

In this story players will assume the role of an ancient fox spirit who awakens after several hundred years of deep sleep to find that possession of her lovingly made dungeon has been taken from her! As if that wasn’t enough cause for alarm, she has also been robbed of her power, leaving her weak and vulnerable. She soon discovers that it was a heroic knight who woke her from her slumber, and after a brief fight and “negotiation,” the knight decides to join her on an adventure to reclaim the dungeon! Together, they will unearth great treasures, reveal secrets and hidden rooms, and recruit monster girls to fight by their side...all while avoiding traps, fighting off dangerous enemies and bosses across multiple floors, and uncovering the devious plans of the new dungeon lord. One of the most important mechanics of Sakura Dungeon is the ‘capture’ mechanic, wherein the player will be able to capture monster girls they encounter and add them to their party.

In addition dungeon exploring, Sakura Dungeon is also packed with extensive dialogue and plenty of gorgeous backdrops and cutscene artwork for the player to unlock as they carefully navigate their way through the dungeon.

Also

https://twitter.com/Denpasoft_pr/status/736693310102769664
Denpasoft‏@Denpasoft_pr
We'll be releasing Sakura Dungeon on June 3rd. It'll have 25+ extra hentai cg~~




http://store.steampowered.com/app/407330/

ss_360cbc08dabfbb05f938d1e9a20e7c8f2643d60d.jpg
 

80Maxwell08

Arcane
Joined
Nov 14, 2012
Messages
1,154
Denpasoft‏@Denpasoft_pr
We'll be releasing Sakura Dungeon on June 3rd. It'll have 25+ extra hentai cg~~

+M



The Odin Sphere remake is getting a EU release next week for the PS Vita, PS3 and PS4. Released on the 10th in Finland. I never played the original one so I'll be sure to pick this one up for the PS4.

If the demo's any indication, it's going to be better in every way. The stamina bar for attacks has been replaced with one exclusively for skills and magic, inventory management has new tabs for items and equipment, and the visuals look great for being from a hand drawn PS2 game.
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
Ara Fell, non-Japanese JRPG made with RPG Maker 2003, has released: http://store.steampowered.com/app/440540/



ss_296f70972f1e26470d286991c11eed2d19ef670b.600x338.jpg


"Long, long ago, the elven sorcerers cast a spell to save the floating world of Ara Fell from destruction. Instead, they doomed it to fall from the sky. By chance, the fate of the world has been placed in the hands of a young woman. Join her as she and her friends endeavor against all odds to save their homeland, all while the clock ticks ever nearer the final hour..."

988Xt7y.png


Ara Fell combines the best parts of Japanese-style roleplaying games with the best parts of western RPGs, as well as including elements of visual novels and adventure games to create a truly unique experience. Atmosphere, emotion and surprise lie at the forefront of Ara Fell's story, driven by deep and accessible characters, each with his or her own past, their own desires and their own motivations for joining Lita's quest. Relive the golden age of the RPG with a game that both pays homage to the past greats, as well as blazing its own trail.
  • EXPLORATION - Ara Fell is a world meant to be explored! Jump, crawl, swim and even fly through the air to solve puzzles and discover new locations filled with hidden treasure, secrets and adventure! Every corner of Ara Fell is designed with exploration in mind.
  • OPEN WORLD - Most of the world can be explored from the moment you leave Aloria Village, the heroine's home town... provided, of course, you're strong enough. A clever explorer may be able unlock secrets and discover powerful equipment early in the game if he or she commits to taking advantage of the open nature of the game world.
  • TACTICAL COMBAT - Ara Fell may be a story-heavy game, but the world is still fraught with danger. Choose specialized equipment and statistics, customizing each character to best suit your play style, and to best thwart each boss battle's unique mechanics.
  • CHARACTER DRIVEN - When you join Ara Fell's unwitting heroine on her quest to save her homeland, you'll discover a world filled with vibrant characters who laugh, cry, crack jokes, lose their tempers, and even their will to go on as the size and scope of the curse that plagues Ara Fell becomes apparent. Friends and villains alike are not who they seem as the stakes grow ever higher...
Looks cool.
 

Hobo Elf

Arcane
Joined
Feb 17, 2009
Messages
14,152
Location
Platypus Planet
AtelierSophieTheAlchemistoftheMysteriousBook_thumb.jpg


Atelier Sophie is getting a PS4 release next week in EU. It's on the 10th of June, the same day as the Odin Sphere remake. Somehow this slipped by me since my local game store oddly isn't listing Sophie as an upcoming game. Dunno why they'd not release it since they are *the* store for niche weeb releases and they have released every single Atelier game so far. I might have to just order it from Amazon.
 

Siveon

Bot
Joined
Jul 13, 2013
Messages
4,510
Shadorwun: Hong Kong
Wow, that's confusing. Loving the Shiren the Wanderer class, though.
 

aweigh

Arcane
Joined
Aug 23, 2005
Messages
18,142
Location
Florida
i feel they should have allowed optional option to enable in-dungeon saving and then that would disable the map auto-walking.

presently the way this game is laid out for the player it is like a checklist:

- enter area.
- auto-walk to ambush spot(s).
- clear out the floor's ambush spots and/or simply need to return to town because you've accumulated loot/EXP and...
- ...you need to SAVE THE PROGRESS.

remember that original Wizardry games did not utilize anything even remotely resembling this system: original release apple II / DOS Wizardry games, up until Wiz 5, hard-saved the entire game state upon every "tile interaction", which includes spinning around in place. a total wipe from a trapped chest would not end the game but rather send you to the town where you could use your back-up chars to go rescue some corpses or simply create a whole new party.


(or re-load from your hard-copied diskettes which you, OF COURSE, made ever so diligently every level-up, tee-hee).

that means the tension was always there because... every. single. thing. you. did. MATTERED.

in a fight? yeah, it's literally the most important fight of your life... better win it, yo or the game will save immediately as soon as the last character's status changes from "good" to "dead"! oh, you won? well homie, better put on your Depends because it's time to pray your shitty Thief doesn't fuck up disarming this chest. SHIT! NO! Magnetics melted all your armor!! aaaaaaaaaaargh... oh well, moving on!

however the way stranger in sword city is designed it makes dungeon exploration feel like filling out a checklist, and once an area is "cleared" the game's auto-walking is so fast, much faster than manually going there yourself, that you never really truly achieve a real sense of deep, dank dungeoneering.

the prospect of "finding your way back" is not only something that is completely off the table, even if it already was off the table with free auto-map (at least you have to bring it up and study the map itself); now all you have to do is auto-walk back to home base in super-speed and you never need to learn the area design or layout.

and *because* you can only save your progress in town then this in turn puts this whole "routine" i have outlined above into what is basically COMMON USE, or rather "STANDARDIZED". i don't know about anyone else but the last thing a Wiz-clone, or any dungeon crawler, is to be rote.

wizardry empire series utilize a similar iron-man style save system as the original wizardry games (1-5 only), and the elminage series utlizes a save anywhere, save at any time approach that was chosen specifically because the modus operandi is to have the elminage player literally always be exploring. sure, there is no need to fear the next combat, or the next chest, because you have plenty of saves literally from seconds before... but the game's mechanics are so intricately sophisticated and the Wiz-clone design philosophies are polished to such unbelievable levels of *shine* that you are never really even thinking about how "all this saving is reducing the game's tension", rather you are always thinking "mmm must keep playing elminage, must reach next floor, game is so good". nothing rote whatsoever.

"ambush zones" seem to me to be the most casualized, or... rather, the most SIMPLE MINDED interpretation of classic Wizardry fixed encounters and how those are layered expertly into the actual dungeoneering. something which was carried over and arguably BETTERED in the elminage series.

however in here it comes off as a very... yes, like i said, a very simple minded implementation of an idea that does not work as well as the idea it was taken from.

you know what, taking into account SSiSC's town-saving and agonizingly slow rate of EXP progression they actually should have eschewed with the Wizardry-style levelling only in town and have characters level on the spot.

that would have injected a little "spice" into the routine checklist.

EDIT: all that said the game is mechanically as sound as anything else. Wizardry-lite so to speak in terms of numbers but the numbers are solid. It is basically the exact same systems from Generation XTH: Code Hazard but simplified and, amazingly, in this case BETTERED due to this. a rare occurance.

i've railed against exp. inc's / team muramasa's almost pornographically offensive crafting systems before and the blatant, desperate gameplay strings the devs are using to make the player's experience almost completely centered around the manipulation and storage of tons of item types and item pieces.... but in THOSE games you could save inside the dungeon.

i can't believe i'm typing this but: considering SSiSC's town-save system... it is actually the first exp. inc / team muramasa Wiz-clone to actually have been designed from all angles with the entire focus on doing rote "area farming" and then returning to town to craft!

ooops.

er... except they excluded the crafting system in the one game they'eve ever made where it would most naturally dovetail into the overall "flow" of the standard playing session... instead of auto-rushing back to town only to save, it could have been a moment of satisfaction as the crafting commenced.

it would have also been a welcome break from the monotone ambush trawling.

it's crazy stuff... because in all of their PREVIOUS games the crafting system actively detracted, whereas in this one it would have fit perfectly.
 
Last edited:

Hobo Elf

Arcane
Joined
Feb 17, 2009
Messages
14,152
Location
Platypus Planet
Aweigh, we get it. You're really enthusiastic about the dungeon crawler genre and that's great. But when you start sperging out, as you tend to do, at least try to do it in the right thread. :lol:
 

yes plz

Arcane
Patron
Joined
Jul 14, 2008
Messages
2,159
Pathfinder: Wrath

InD_ImaginE

Arcane
Patron
Joined
Aug 23, 2015
Messages
5,953
Pathfinder: Wrath
While it's great that we're getting it in English, it doesn't really matter all too much if we're getting a translation with the quality of your average NES game. :?

Maybe I'm being too picky.

At this point I prefer to have translation with quality of average nes game than to play SRW in moonrunes
 

Siveon

Bot
Joined
Jul 13, 2013
Messages
4,510
Shadorwun: Hong Kong
The translated dialogue in the trailer for OG: Moon Dwellers looked fine.
I disagree. It reads like a literal fan translation. Not like I'm expecting literary excellence from SRW of all things, but imports aren't cheap.

At this point I prefer to have translation with quality of average nes game than to play SRW in moonrunes
I suppose it is better than nothing at least.
 

Latro

Arcane
Joined
Jun 5, 2013
Messages
7,389
Location
Vita umbratilis
Spike Chunsoft bring Mystery Chronicle: One Way Heroics to Steam this Summer: http://store.steampowered.com/app/409000/

This is a console remake of the original PC version.
Do we know anything else about this one? Does it have more or less content than OWH: Plus? I liked the game for a rogue-lite, but the content was pretty light. Hopefully they didn't make it easier too.
 

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