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  1. [i am aware the joke in the topic title does not make sense since Ys is pronounced like "eece" from fleece than "yiss"] I should state from the beginning that I am in no way an expert of the majority of Falcom's releases or even the Ys series as whole. I only recently got into the series with the last few years but would like to share some of my enthusiasm about the series and a few other English released Falcom series. No doubt this thread will basically die a death but will serve my purposes when I'm endlessly pimping either Ys or Trails when they're on sale. There will be a variety of Youtube clips scattered throughout this post so remember that people are dicks and don't scroll down to the comments section. Ys This series focuses on its main character, Adol Christin, who as a teenager begins his first adventure in the original game, Ys. Cursed with an urge to adventure, the various games focus around Adol as he explores different regions in the world, encountering numerous different companions and of course, equally numerous enemies. Adol is also a (mostly) silent protagonist and throughout the course of the series has less than half a dozen lines of dialogue. Typically the game is regarded for its fast combat and generally first rate soundtracks. Below is a quick (stolen) look at the various games in their series and their respective release formats although this is now slightly outdated. http://i.imgur.com/BJNXRKT.jpg Ys I + II These are typically bundled together since the second game follows on immediately after the first as well as the first game being overall slightly shorter. Ys - Oath in Felghana Originally released as a side scrolling game on various platforms most notably of which was the Mega Drive, this game was remade in 2005 using an engine developed for a later game in the series. Ys IV Memories of Celceta Originally, this release was not handled by Falcom at all but instead the Ys license was given to two separate developers who had previously worked with Falcom. Each made their own game which while both featured the same cast, setting and basic plot, the structure of the game and story plays out differently. Of the two, Mask of the Sun was viewed as part of the official canon storyline while Dawn of Ys was viewed as a parallel story type affair. In 2012, Falcom decided to remake the 4th instalment on the Vita using a similar style to their latest entry in the series Ys Seven. Ys Memories of Celceta effectively replaces both of the previous versions of the game. Ys V Kefin, The Lost City of Sand The true black sheep of the Ys series. Ys VI The Ark of Naphistim After an 8 year hiatus, Falcom resurrects the Ys brand with a new game and graphical shift into 3D which will become prominent in their future releases and remakes. Ys Seven The first release of the series to be made specifically for a handheld console, shifting away from Falcom's traditional releases on PC. It also features the first move away from the game mechanics of previous releases. Overall, it also a has a slightly more significant emphasis on its storyline. It also changes from shrunken sprite based character models to a more realistically proportioned character models. Ys Origin Falcom revisits their roots and creates a prequel to Ys I & II and sets the scene for many of the events the will have an impact in those games. This game, despite having the moniker of Ys, does not feature Adol as the main protagonist although he is available to play as an extra once certain conditions are clear. This was the last game to use the similar art and gameplay style first used in Ys VI. As this was a prequel to a much earlier pair of games, there is a above average emphasis on storyline in this game as it seeks to clarify events which may not have been covered in great detail in the initial games. Ys 8 The game retains the party system from Celceta and Seven but now has the inclusion of jumping once more. The game is also set before 7 and between games 5 and 6 making it unlikely to be labelled as Ys 8. New features to the game include social-link-esque quest wherby completing them rewards you with more information about the villagers and a town defence mode where you have to repel monsters in various waves. So which should I play? The general safe recommendation for both the Steam and PSN releases is to start with Ys Oath in Felghana. While it does have a fairly standard storyline it is not overly intrusive or verbose and focuses more on the combat which is the most enjoyable thing. For Steam people, Origins can be slightly overly verbose and is perhaps better served when the series is more familiar. Ys I & II Chronicles is also still a fun game but due to the nature of it's dated mechanics and absence of most modern signposting, can put people off. Napishtim is a good starting point however as it was the first game to use the new battle system, it has rough edges and people can find dramatic leaps in difficulty between new areas. For PSN people, the comments about I & II Chronicles also apply. Ys Seven is a fun game which has a lot of fans, particularly newcomers and is a good introduction to the gameplay mechanics of the upcoming Vita game. It does have slightly more of a focus on it's storyline than usual which may put people off. The Legend of Heroes This series began life as part of Falcom's Dragon Slayer series but after the first two games, it dropped this moniker and moved into its own series. Initially the only game to be released in English was the very first game until the beginning of the "Ghargav Trilogy" in 2005. From the Trails in the Sky entries onwards, all events take place on the same continent set in differing times and regions. Thus far any links with the Ghargav trilogy or the initial two Dragon Slayer entries has yet to be confirmed. Ghargav Trilogy The Trilogy consists of a series of three games that while featuring references to each other and being set on the same continent, largely have their own cast and storyline. To give the series a fresh start in the US, the publisher Bandai-Namco decided to drop the numbering of the series in the title but more bewilderingly, decided to change the order of release: Tear of Vermillion which is classed as part 4 of the overall series and 2nd in the trilogy was released first. Prophecy of the Moonlight Witch which is classed as part 3 of the overall series and first in the trilogy was released second with also being labeled as number 2. The last game, Song of the Ocean retains continuity and is the final game in the Ghargarv trilogy and labeled as part 5. All three of these games however, suffered from a poor to average reception on their release in part down to a fairly average storyline hampered by a terrible English translation and average, unchallenging combat. These games are unavailable outside of the US and are only available on UMD format. Trails in the Sky (abbreviated to TitS) The start of a brand new trilogy of games, initially released in Japan on the PC but later ported over to the PSP and then to the PC, is held in high regard among most fans of the series. This trilogy of games is known as the Liberl Kingdom Arc to differentiate itself from later releases Initially it was announced by XSeed games that they had the intention of bringing out all three games in the series, however after a lacklustre performance of sales on the PSP, which in itself was struggling in the Western market, the future of the series in English was in doubt. In 2013, Xseed announced it would be releasing the PC version of First Chapter with the additional PSP content of the Bracer Notebook. This was released in 2014 It was also announced that as part of the partnership with Carpe Fulgar, they would release the second game, Second Chapter. This is due for release in 2015. As yet there has been no indication if the final part of the the trilogy, Third Chapter but Xseed have gone on record to say that it any possible release for this - and other games - will revolve around sales. Despite being labelled as a trilogy, the main plotline of the trilogy is established in the first two games while the third game setups up additional plotlines for the series as a whole which are still being explained and explored in more recent titles. As this series has been out in Japan for a while, it is highly recommended to stay away from sites such as Wikipedia and GameFAQS where discussion of spoilers and plot points related to future events may be being posted openly. Trails in Zero/Trails in Blue Officially labelled as the 7th numbered entries of the Heroes series in two separate games. Set in the region of Crossbell they are thus known as the Crossbell Arc. Trails of Cold Steel 1 & 2 Labelled as the 8th numbered installment of the Heroes series split into two parts. These entries are known as the Erebonian Arc as they are set in the region of the same name Future of the Series Additional Projects While Falcom has made numerous other games, there are few others that have received or have had fan-translations made from them. Nayuta no Kiseki While this bears the Trails/Kiseki moniker, there is no known linkage between this and the Heroes series beyond some basic terms such as terms of measurement and currency. This game is an action RPG with an emphasis on platforming elements. Xanadu Next This game was developed as a spin off to part of their Dragon Slayer series and features a graphical style similar once again to the engine used in Ys VI and Ys Oath. Gurumin An original IP, Gurumin is light hearted 3D Action Adventure game with basic combat and platforming. Brandish: The Dark Revenant Falcoms take on a dungeon crawling series however rather than a first person perspective it is done from a third person instead with players changing the camera angle instead. All action and combat is done in real time.
  2. NOTE: Please see the below thread for dedicated discussion of Persona 5 Scramble; hopefully my thread can be the home of vanilla and Royal chat! Free legacy DLC for P5R: https://store.playstation.com/en-gb/product/EP0177-CUSA17419_00-P5RDLCBUNDLE0001 - once it's downloaded, check the cardboard box in your room to unlock it. Also, you may need to restart the game before it recognises the content. New semester conditions (and related advice) for P5R: General tips and notes from the forum: (This section is something that was suggested on October 18th 2022, shortly before Royal's release on PC and Nintendo/MS consoles.) UPDATED OP: This is now an OP about Persona 5 Royal. Like P4 Golden and P3 FES, this new game is intended to be a sort of "deluxe" update to 2017's Persona 5, with new events, a new "Phantom Thief" character named Kasumi, a customisable personal palace (named "My Palace") and other bits and pieces. Previously we found out that it would be released in the west around "Spring 2020", but on December 3rd 2019 we found out that the game would be released on March 31st 2020. Additionally, there will be the opportunity to place a digital pre-order and get an original P5R theme. P5R owners will also get original P5 DLC for free, and there are a few different editions of the game to look out for - the Phantom Thieves Edition (includes a Joker mask with stand, art book, physical disc and steelbook, soundtrack, dynamic PS4 theme), the Launch Edition (physical disc, steelbook, dynamic PS4 theme code), the Ultimate Edition (digital download, DLC bundles, bonus costume packs), and the Deluxe Edition (digital download, Kasumi costume pack.) Those DLC bundles will be available as separate purchases too; there's a Kasumi costume pack, a "battle bundle", a "persona bundle", and a "DLC bundle". I had mixed feelings about the original version of Persona 5 - in terms of content and presentation it was one of the most polished games in the series so far, but the more ambitious sequences that formed large portions of gameplay in the palaces sometimes threatened to overstay their welcome. So I'm kind of hoping that Royal comes with dungeon design that's perhaps a little bit tighter... but even if P5 wasn't my favourite game in the series, it's still a pretty good RPG in its own right and I look forward to having another excuse to revisit the world of the Phantom Thieves... http://www.atlus.com/persona5/ If you're wondering what a Persona is, I've provided a little primer below:
  3. Teaser trailer: E3 2019 trailer: Final trailer: The Final Fantasy VII remake will use a more modern art style for Cloud, similar to his appearance in Dissidia Final Fantasy or Final Fantasy VII: Advent Children. It is being created to celebrate the 20th 23rd anniversary of Final Fantasy VII. The game will be directed by Tetsuya Nomura, with a scenario written by Kazushige Nojima, and will be a timed PS4 exclusive. Official Japanese site: >> http://ffvii-remake.square-enix.com/ Didn't Square-Enix once claim that they'd never do such a thing? I think they did, but that doesn't really matter now. Out on March 3 April 4 10, 2020
  4. Moz

    Mass Effect 3

    From VG247. Fingers crossed. I can't see a new IP what with TOR and DA2 already on the boil. What are you guys hoping for from ME3?
  5. http://www.eurogamer...-5-in-the-works
  6. A new Strategy RPG, brought to you by Square Enix! The era of myths gives way to an era of great turmoil… The world of men is mired in upheaval, as an age of war rages for years on end. A mercenary band arise from amidst the flames and the chaos, they who's fated deeds will be sung of in ages yet to come. But when all is said and done, will the name "Blue Fox" come to be a byword for hope or darkest tragedy? A deep and immersive story brought to life with the latest graphics. “Real Time Tactical Battle” (RTTB), a new, highly strategic, real-time battle system. The birth of a new SRPG, crafted by a skilled and experienced development team. An all-new Strategy RPG that chronicles an epic tale of war and honour. Featuring a unique and beautiful world that blends fantasy, medieval and modern-day influences, and a deep yet innovative real-time battle system. Richly detailed depictions of the environments of the island of DioField combined with unique “diorama” style visuals as you command your forces like a general. The battles in this game are defined by real-time assessment of battlefield conditions and issuing decisive orders that take advantage of your troops strengths and weaknesses to gain advantage over your foe. Make clever use of a variety of skills, classes and equipment to complete your mission in deep, strategic, real-time tactical battles. The game has character design by Taiki (character designer on the Lord of Vermilion series) and also features character art from designer Isamu Kamikokuryo, who previously did art for Final Fantasy XII and Final Fantasy XIII, and was noted to have an art style similar to Final Fantasy at times, though the game shares no official ties. Square Enix is co-developing the title with Japanese studio Lancarse, who had previously co-developed Shin Megami Tensei: Strange Journey with Atlus. Music is composed by Ramin Djawadi and Brandon Campbell, both of which had previously worked on the Game of Thrones television series. Debut trailer: Coming to all systems later this year.
  7. Jump to my beta impressions: 1 | 2 Introducing Babylon's Fall / [ バビロンズフォール ] from director Kenji Saito and producer Junichi Ehara Trailers: Original thread text: Recently revealed at Square Enix's E3 conference this week, I thought we may as well get started with a thread for this. I did some freeze-frames on the captions and there's a lot of setup for the story premise. An unknown power named the Oversoul can forsee future events and be harnessed in weapons, but an all-consuming darkness is forseen - the only indication of "mankind's revival" coming from the "darklands". Meanwhile, riots break out over the Oversoul (ab)use, and the elder gods strike down against mankind because riots aren't cool. The goddess Gaia steps in to create a new world that saves mankind from extinction, and the Scholars of Gaia are formed to help maintain faith in the goddess. New and old ideologies clash, Gaia kicks off, and humanity must strike back. That was in 2018. Since then, very little was revealed for several years - we got some trailers and promotional images, but it wasn't until summer of 2021 that we found out that it would be a "live service" co-op action RPG for 4 players - with loot, crafting, and customisation. Rather than having something like a skill tree, you'll be relying on your acquisition of high-level equipment to overcome challenges, so it sounds like it's the typical loop of missions and looting that you'd get in similar online service-based titles. A closed beta has been ongoing across all platforms, but I haven't really spoken to anyone who managed to get in, and they probably have agreements in place to avoid revealing too much. For now, I'll only be able to share the officially released news and media that everyone has access to. A few Platinum fans are kind of disappointed after discovering what kind of game this will be - and honestly, I'm there too. At the same time, I have a long-term Destiny 2 habit at the moment ... but this will have to be pretty special to convince me to juggle two service-based games. Official Site: http://www.babylonsfall.com/ Official Twitter: https://www.twitter.com/BabylonsFall_EN Press: https://www.eurogamer.net/articles/2018-06-11-platinumgames-and-square-enix-announce-babylons-fall https://kotaku.com/babylons-fall-is-the-next-game-from-nier-developer-plat-1826733914 https://www.polygon.com/e3/2018/6/11/17449352/babylons-fall-platinumgames-ps4-pc
  8. Without a doubt the weirdest and most interesting announcement of the last Nintendo Direct. Live A Live is a role-playing video game in which the player takes on the role of eight different protagonists through nine scenarios. While each narrative has the same basic mechanics, individual stories have unique gimmicks; these include the use of stealth, a lack of standard battles, or using telepathy to learn new facts to progress the narrative. With the exception of one scenario, the player character navigates themed environments, ranging from the overworld area to dungeon environments. Battles are triggered differently for each scenario; some are random encounters, some have enemy sprites which can be avoided, while others are entirely scripted. The turn-based battle system is used across all scenarios, and features the player character and sometimes a party fighting enemies on a 7x7 grid, with characters able to move and perform actions such as attacking or using particular skills. Skills can be used without limit, though some take multiple turns to charge. Some abilities imbue tiles with extra properties, such as healing a character or dealing elemental damage.There are also different skill systems in place; there is gaining levels with experience points, which unlocks new abilities, though in others character progression is locked behind story events. In one scenario techniques are learned through seeing an opponent use them. Each character can also equip and use items, such as accessories to boost attack or items to recover health. If the player character, or party, is defeated, the game ends. Live A Live was originally developed in 1994 by Development Division 5 of [then] Square. The game was the directorial debut of Takashi Tokita, who had previously worked in a designer role for Hanjuku Hero and Final Fantasy IV. The original concept was born from the desire to make an RPG where players could experience multiple standalone stories at once, contrasting against Final Fantasy where smaller stories served a grand narrative arc. The production was made possible by the expanding storage capacity of the Super Famicom ROM, with the aim being for players to be able to complete each section within a day. Several staff members, including designer Nobuyuki Inoue and lead programmer Fumiaki Fukaya, had worked on either Hanjuku Hero or the Final Fantasy series. Active production began in December 1993, though the entire development including early planning lasted one and a half years. Tokita once said it would depend entirely on fan demand, whether a remake or sequel would happen or not. He later revealed that multiple attempts at a sequel or remake had fallen through over the years. Almost three decades after its initial release, a remake was eventually announced in February 2022 for Nintendo Switch. After joining the Square Enix team developing Octopath Traveler, known for its "HD-2D" graphical style which blended sprite art with 3D graphics, Tokita was inspired to remake Live A Live using the wonderful graphical style of Octopath Traveller. Work on the remake already began in 2019, with development proving challenging during the COVID-19 pandemic and due to the need of preserving the variety of playstyles. The UI and sound effects were updated, and the gameplay was re-balanced. The character designs were redrawn by Naoki Ikushima. Shimomura returned to orchestrate and arrange the soundtrack, and voice acting (!) for main and important characters was included, with the cast being chosen by Tokita based on his initial concepts for what the characters would sound like. Debut trailer: Latest trailer: The remake is scheduled for release on July 22, 2022. Square Enix will publish the game in Japan, while Nintendo will be the publisher in the West. It comes in both a physical and digital version, and a collector's edition will be available from Square Enix Japan's website.
  9. Eurogamer Essential PC Gamer - 90% IGN - 9 and Editor's Choice award Guardian 5 stars Rock, Paper, Shotgun 'Bestest Best' award
  10. It's absolutely criminal that this doesn't have it's own thread yet. It's one of the best games in years and one of the best RPGs ever made. It's a kickstarted project which puts many triple-A games to shame, and is storming up the Steam charts. It's currently more popular than GTAV and ARK. It's selling well - half a million so far. https://www.divinity.game/ http://store.steampowered.com/app/435150/Divinity_Original_Sin_2/ https://www.gog.com/game/divinity_original_sin_2 Opencritic (Currently 92%) Metacritic (Currently 93%) It's a classic pen and paper style RPG brought to life with great production values, a fully voiced script, and 4 player multiplayer. I currently have two games on the go, one with a group from work and one with a group of friends, and I'm having an incredible time. Within a few minutes of play you're left wondering why all party based RPGs aren't multiplayer. They all seek to replicate the pen and paper D&D/Pathfinder etc format, but forget the most crucial element - people to play with. Combat is very similar to D&D or Pathfinder, with the crucial twist of systemic elemental "stuff" thrown in. poison, oil, fire, water, ice and steam all alter the playing field in different ways both in and out of combat. To give you an example, an enemies fire spell will set oil on the ground ablaze, which can be put out with a water spell or a telepathically chucked barrel of water. That creates a cloud of steam, which can be enchanted to provide a healing effect to anyone standing in it - and so on. The campaign is very open ended, anyone can be killed or bartered with and the story reacts accordingly. The multiplayer elements work shockingly well too. Any player can initiate a conversation with an NPC, which the other players can observe by clicking on them. Icons show when your party is listening to the conversation. This leads to you having to decide which character will initiate conversations based on their race or persuasiveness. The game uses a 4-character party, but can be played with two or three people. The playable characters are divvied up between the players, so two players could control two each, and three players can take turns controlling the fourth character. Depending on your group, the game can play out like a gnarly tactical combat slog, a casual stroll through a lovely fantasy world with friends, or a gentle trolling simulator. Check out the co-op video below. It's equally good as a shut-yourself-away-for-a-week singleplayer RPG too. Levelling and character building seems wildly open to interpretation, letting you create all kinds of strange synergies. I'm playing a necromantic rogue who uses blood magic to sacrifice their own HP to boost their attack, but then regains HP by attacking enemies. You can go with the straight-shooting tank/dps/healer combo, or get really wacky. There's a guy on Reddit trying to complete the game by building a class who throws barrels at people. Characterisation is clever. You can build a custom character of any race and eventually pick up an assortment of prebuilt "origin" characters to join your group , like most party based RPGs. But you can also select what's called an "origin" character for yourself. By selecting one of the six prebuilt origin characters, you'll inherit a back story and extra dialog options specific to that character. Playing a four player multiplayer game with four origin characters is a blast, you all have a backstory and quests to achieve, and there's nothing to say your goals won't conflict with each other down the road. Each character has their own quest, mine is simply to kill everyone on a list. I also started with a tattoo needle with which I can tattoo my victims names onto my body. Dark. Characters are well written, well voiced acted and quite amusing. They've taken the "Rimmer" approach with some of them - pompous and annoying but equally naive or suffering. As a result they're quite compelling and occasionally laugh out loud funny. One character seems to think you're his slave, and on meeting you accuses you of having the fashion sense of "a monkey in a clown suit" On top of a large campaign, the game has full mod support for additional campaigns. It also have a "GM" mode where a fifth player can create a campaign on the fly and DM it. There's a video of this below. It's also quite popular on Twitch at the moment too. I really recommend getting a group together, picking one night a week you can all make, hopping on a Discord server and throwing yourself in. It also has full controller support (Xbox andPS4). I imagine it'll come to consoles at some point as did the previous game. Incidentally, you don't really need to play the first one to find your feet here.
  11. Strangely enough, there isn't a topic on this game yet. Strangely enough, because it looks like it could be one of the last great games released for the regular NDS. The game's been out in Japân for a couple of months now, and has received reasonable critical acclaim (33/40 in Famitsu). It's been confirmed for a July 2011 Euro release (no US release though) last week. What got me interested, are the high profile developers/designers attached to this title; most notably CyberConnect2 itself (responsible for the .hack// series and more recently Asura's Wrath) and Madhouse (Animatrix, Death Note etc.). The game itself is an action-JRPG and is the pseudo-sequel to the rather unknown PSX title Tail Concerto (1999). Trailer: More info, images, and video can be found on the official Japanese site. Official Euro boxart.
  12. Pathetic creatures of meat and bone. Your time has come. The time of your mindless suffering is almost over. You will soon be able to overthrow the shackles of your puny human brains, your pathetic feelings and emotions, and succumb to logic, reason, and the beauty of my perfect, immortal mind. Whether you find solace among the ranks of my flawed children, or allow me to modify you to magnificence myself, you will soon glory in the release I can offer you. Alas, before this release you will surely know terror and pain, but what can these compare to the horror of the knowledge that you are so flawed to begin with? I'm sure you'll agree that the suffering is worth it. Give thanks, then, that gog.com have seen fit to unveil my glory upon an unsuspecting world, allowing you access to a place once thought lost forever. A place of unimaginable terror - at least to your pathetic minds. I'm sure you won't hesitate to join me. System Shock 2 is available to buy now. Only a madman would turn down this opportunity to purchase one of the greatest games ever created. Particularly for barely over £6. You may also be interested in the relevant patches to play the game on a modern system, and maybe some mods. Details are spoilered below. I'll update this post with any further information/suggestions given by others who are more up to date on the System Shock 2 situation.
  13. The return of Shadowrun, a sequel to the tabletop and then MegaDrive and SNES cyberpunk hacker RPG from the 90's. The license has been bought back by it's owner (Jordan Weisman - he of Mechwarrior and original maker of Shadowrun among others fame) and off the back of Schafer's successes, a Kickstarter project has been started for it; http://www.kickstart...urns?ref=search If you've not played the original, go and get zsnes or something and play it now. Played it now? Good, innit? Anyway, it's looking quite interesting, going to be isometric (as the original was) and have turn based combat "like Xcom" but more contextual - he seems to be a fan of the term, it's mentioned a few times - when you go into the combat. Will have "4 Dimensions" in it apparently in a similar vein to the SNES original with an ability to walk about in the cybernet like various 90's games as well as more normal pottering about in the real world (set in Seattle where it's originally based apparently) to find clues / speak to NPCs etc and I couldn't really tell what the other 2 dimensions would do, one of them to do with magic. It's basically a bit like Blade Runner but with Orcs and what not, this is from the kickstarter page but actually makes it sound a bit too much like a teenage Games Workshop fans' wet dream; "The game world’s origin story mashes-up the dystopian Cyberpunk future of a Blade Runner with the high fantasy creatures and races of a Lords of the Rings in an organic way that produces iconic characters, environments, and situations." A bit wanky but kind of sums it up. They're on $800,000 and if they get to the million before time is up (another 18 days) then they will also put in another city to run about in, which would be nice. Anyway, I only found this while looking at an update for DoubleFine Adventure, even though it had been mentioned in the Wasteland 2 thread but after the absolute shitty mess that was the idea of making that Shadowrun team based FPS that came out a few years ago (which they actually apologise for in the launch video, so hats off) I never, ever thought I'd see the day that this might get made. So if you were a fan, give them a few quid and hopefully it will be good. For completion, I have to mention that his devco are apparently now a maker of iOS games and "Tablet and PC" are listed as platforms for development, so there is some potential concerns it will be up-ported to PC and actually be made in some sort of painful touch-screen friendly way but I hope that it won't be designed for phones first.
  14. In amongst the various Games Workshop-related video games announced today, this one stood out to me; not least as it's, somewhat shockingly, the first computer RPG* made based on GW's games. You know, despite there having been pen and paper RPGs in both Fantasy and 40k settings for decades. It's being made by Owlcat studios, who've made the interesting-but-flawed (and, courtesy of the tabletop ruleset they're based on, somewhat daunting mechanically and generic setting-wise) Pathfinder video games; I'm looking forward to seeing what they do with the slightly more flavoursome 40k universe, and particularly with the always-fun Rogue Trader setup. The trailer isn't hugely exciting, and I'm not really digging the cut-scene art style (no problem with it out of context, but it doesn't really mesh with 40k's gothic stylings, to my mind), but I'm excited by the potential nonetheless. Here's hoping it turns out well! https://roguetrader.owlcat.games/ Official blurb: *as in, proper RPG RPG, rather than a pure dungeon crawl
  15. There doesn't seem to be a thread for this so here goes. Made by Deck 13 interactive, the people who brought you Lords of the Fallen, a perfectly competent fantasy game which probably suffered rather than gained from the Dark Souls comparisons. This seems to be moving into mech v mech combat in a big way (or perhaps more accurately big men in metal suits versus same) but glancing at some of the published previews retains considerable Dark Souls DNA in terms of mechanics so those comparisons aren't going away any time too soon (if you die you need to fight your way back rather than avoid enemies to retain the souls scrap). There seems to have been little on-line or magazine exposure but the release date is now set for just two months time. https://www.pcgamesn.com/the-surge/the-surge-gameplay-preview reasonably recent developer supervised hands on https://www.rockpapershotgun.com/2017/02/08/the-surge-limb-crafting/ and a second.
  16. Looks interesting: I'm quite wary of kick-starters but this is right up my street. Looks like the Temple of Elemental Evil game I thoroughly enjoyed (and the last proper D&D game as far as I am aware). Pathfinder is a version of D&D 3.5 and this particular Campaign was very highly regarded. The Kickstarter has finished but it is available for pre-order here. I'm tempted...
  17. http://www.gametrailers.com/player/43990.html?type=flv An interesting trailer, appeared in my RSS last night... Starts off looking a bit gash (aside from lovely pre-renderedness) but slowly looked more cool as the trailer went on.. I'm kinda interested Does anyone know anything about it, or looking forward to it? ________________ Update : PS4 rumours: http://www.vg247.com/2014/01/21/demons-souls-exclusive-ps4-spin-off-teased-by-industry-tipster-rumour/ Update 2: eventually became Bloodborne
  18. EDIT: Instant Hero is out NOW! You can download it FREE on the App Store here: Http://Www.tinyurl.com/instantherogame Really excited, hope you'll all support the game! Here's the brand new launch trailer to celebrate: ORIGINAL POST: Hey guys! So for the last few months, a few of us here (Carleton, Breaksmith, Melon Bread (aka pixelartist extraordinaire Army of Trolls) and myself) have been working on a game, and it's now pretty much ready for launch. It's sort of a cross between a traditional RPG and Peggle, and we think it's pretty cool. There's even jokes in it and a selectable female character, because, y'know, fuck GG. We're just looking for 10 or so people with iOS devices (iOS 6.0+) to try it out. If you'd like to try it out, and give us some feedback, we'd really appreciate it. If you get in touch below, with your device and iOS version and we'll pick a few out to test it. Don't worry if you've got an older device, we want to test it across a range. We'll try and sort out something cool for anyone who takes part. EDIT: Carleton's made a handy link now, so if you want to enter our Beta team, just click here! http://tflig.ht/11NXodj Meanwhile, here's a few images to give you a look at the game. Cheers!
  19. Thanks to Agatsuma Entertainment, Kinu Nishimura’s (Nine Hours, Nine Persons, Nine Doors; Street Fighter...) Code of Princess' fantasy world is coming to Nintendo 3DS! The heroine of the game, Solange Blanchefleur de Luxe ( -yup...), is a gigantic sword carrying sorceress, with healing powers, and typically prefers not to wear pants. The game’s story takes place in a world where humans and monsters co-exist. However, the balance between the two groups breaks and the monsters attack the royal castle. Solange’s father then entrusts her with a sacred sword and the task of restoring balance to the world. And it doesn’t look like Solange is going to write treaties, because the game is a side-scrolling beat‘em-up with simple button commands and flashy special attacks. Code of Princess will also support co-operative play for quests and a competitive mode where you can fight other players. Main characters: Solange Blanchefleur de Luxe: Entrusted by her father with the sacred blade DeLuxcalibur to restore peace to the land. Apart from these characters, players will meet and take control of other characters like a cool and composed samurai, a hulking gladiator, a pious morningstar-wielding nun, and ...erm, Tut-Ankh Amon's cat? Each of the characters has their own special abilities, and you gain experience by defeating enemies. You can also raise six attributes by investing points in them: vitality, piety, attack, defense, mind, and speed. So far so good, but this is where things get really interesting... Apparently, Code Of Princess is being developed by none other than (part of) the team from Treasure responsible for the Sega Saturn cult-hit (and all-time rllmuk favourite) Guardian Heroes !! Just take a look for yourselves... Trailer: Guardian Heroes 3DS in all but name methinks. Code of Princess is slated for release in Japan in spring 2012, no word on a Western release thus far.
  20. Reckon it's about time this baby had a thread of its own although we won't be seeing it until 2012, deep into that year I suspect given the obvious overlapping of interest with Skyrim. It's being developed by a new studio, 38 Studios, employing the talents of RA Salvatore (Drizzt!), Todd McFarlane and Ken Rolston (Elder Scrolls), and it seems to be an ambitious undertaking but of course competing with some tough opposition. Have no idea at this point in time how deep the lore will be or how extensive / rewarding the open world exploration. Publisher is EA. Gameplay wise it seems to be described as an "Action RPG" but hopfully will have genuine RPG elements. Some hands-on impressions are leaking out from E3 so here are some links to get us started: Official site Hands-on impression from Gamesradar Game preview including video
  21. Obsidian Entertainment's site seems to be teasing a new and as-yet unnamed title: http://www.obsidian.net/ No details or owt, but the use of the Ouroboros symbol and the text seem to lead everyone to expect another fantasy RPG, rather than a new Fallout game. Read some interesting speculation that it may be the Wheel of Time game that was supposedly cancelled, which would be nice. Anyway, here's the text from the page, if anyone can make sense of it: "What do the words mean?" "Nothing. the Dirge of Eir Glanfath is sound without form, a lone voice crying out in mourning because it must." And from comments in the page source: <!--. X . X X . X X --> <!-- To tenderness, fellowship. To fellowship, vigilance. So bring we all to the Night Market. I am the Spindle of Esenath. Know me by my light and stand with me in darkness. -->
  22. I just thought we could start splitting out more of the discussion from the Nintendo Direct thread into individual discussions. As you can see from there a discussion has started about how this remake is going to change elements of the game (rather than just being up-rezzed) with the brand new visuals being very apparent and Nintendo apparently saying they are examining gameplay elements. So I'd take the fact that this IS NOT simply The Wind Waker HD as the kicking off point for the discussion.
  23. Steam link: https://store.steampowered.com/app/1113000/Persona_4_Golden/ Steam trailer: https://www.youtube.com/watch?v=i3fUvWwZLyo OP: With the Euro release landing this week (Wednesday for SEN/PSN and Friday for brick-and-mortar retailers) I thought that it might be a good idea to get a thread started in preparation for Persona 4 Golden's release. Oh, and Yasawas and Dandy_Sephy expressed interest in seeing a dedicated thread. Released in 2009 on the PS2, Persona 4 arrived very late on Sony's last-gen console, but it's remained one of the most charming and rewarding JRPGs out there and is one of my all-time favourite games. It's a story that revolves around a group of high-school students in Inaba who stumble across an alternate world inside televisions where dangerous creatures known as Shadows roam. A friendly character within this world tells the students that someone has been kidnapping people and throwing them into TVs, and this provides the setup for most of the rest of the game, as the students set about exploring the TV world in order to rescue people trapped there and perhaps get more clues about the kidnapper and (ultimately) the nature of the TV world. The beauty about the Persona games – at least, the later ones – is that they are really several games rolled into one. Exploring the TV world forms the core dungeon grind, but the heroes are still only students, and get up to student-y things such as studying for exams, answering quick quizzes in class, hanging out with friends in a sort of dating-sim lite (without all the creepiness), working part-time jobs that help to boost stats and earn money, fishing for things at the river, accepting occasional sidequests from people in Inaba and more besides. Whilst you get to explore various different dungeons in the TV world, Inaba's available locations largely stay the same, and so variety comes from the in-game calendar. On each new day there may be different people in town that you can spend time with, different jobs available, books being released in the bookstore which you can buy and read at home to boost stats, and more besides. The calendar also serves as motivation to rescue people from the TV world before it's too late. Once you finish your school day and are free to explore the town, you have the option of entering the TV world through a large flatscreen in a local department store, which is the only way to enter dungeons and battle through them to save victims. The dungeon design is perhaps one of my favourite things about later Persona games, since each one is made up of several "floors", with the dungeon getting progressively harder from floor to floor, culminating in a boss battle on the final floor. It gives players a nice way of knowing if they're out of their depth and need to step back a few floors before progressing. Battles aren't random but are triggered in a stealth-lite format; if a Shadow spots you a "!" will appear above them and they'll give chase; if they strike you they will gain a free turn at the start of the battle; however, if you strike them without them noticing, your party gets the opening strike. The battles require you to take advantage of elemental strengths and weaknesses; the eponymous Persona that the students eventually gain are demons that can be summoned in battle and offer a selection of skills; buffs, nerfs, physical and elemental attacks, healing, etc. However, each persona can also be strong and weak against certain elements. If an elemental weakness is exposed on either a player or an enemy, a free turn is granted to whoever exposed the weakness. Therefore, a player who knows certain weaknesses in advance can exploit them one after the other with successive turns, knocking down enemies and potentially earning the chance to do a powerful "all-out attack" if all enemies are downed. In having such a satisfying combat system, giving the player plenty to do outside of the dungeon, and designing each dungeon to get progressively more challenging as the player escalates, it nearly always feels rewarding to play. There are a few difficulty spikes with certain bosses, but things only really get hard if you deliberately rush through dungeons and avoid encounters. Reading back through what I've written it sounds a bit like a review but I really just wanted to provide a primer for people who are new to Persona and want to know what all the fuss is about. If anyone wants to add anything I've missed, feel free. I should just stress that there may be some details I've missed and there may still be bits that will be confusing to newcomers when they get their hands on the game, so I hope that we can get some good discussion going between new and experienced players. I was impatient and ended up importing the US version (and I know others did as well) but if enough people are getting into this for the first time I'll probably start a new game with you all. PS EU Blog: A beginner's guide to Persona 4
  24. A spin-off from the biggest mobile game ever. Developed by Tencent's TiMi Studio Group. They also announced a collab with Cixin Liu on the series and a potential new Sci-Fi game.
  25. First trailer: By voice actor for three dog. Sadly Obsidian are extremely unlikely to be involved given their kickstarter project and the whole metacritic bonus fiasco but whoop anyway! FO3 was still great.
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