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Jin Fujisawa's (ex-Dragon Quest) new game is Fortune Tellers Academy (iOS/Android)

Nirolak

Mrgrgr
Trailer: https://www.youtube.com/watch?time_continue=1&v=L1a16A2CFuA

Website: http://yogensha.jp/

Famitsu Article: http://www.famitsu.com/news/201512/24096114.html

It sounds like a monster catching x visual-novel-ish game about being a girl at a college where you're training to be a fortune teller.

Judging by the main character, the theme song, and the look of the cast, it's likely targeted at the burgeoning mobile Otome market.

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Ok, live demo of some kind. It looks about as exciting as an Excel Spreadsheet so far.

Edit:

Weird randomization thing, it rolled amongst 8 options, presented as cells in a spreadsheet -- didn't even do the Gatcha. That's an interesting take on it cause it showed the 8 options you had. Although if you don't think it's fixed to manipulate you into rerolling until you're dead broke you're delusional.

Combat...

Characters represented as cards. 4 cards / portraits, one monster. There was an actual menu so it's at least not one button combat, maybe? Although they appear to just be doing their own thing once you click on it. Some percentage thing that started at 100%, now at 73%. Some sort of stamina/mana bar for your entire party?

A gatcha filled up around 33%, a thing spun around, it landed in the lit up thing. Standard random chance thing, that sort of spin setup is used in casinos when you're down to your last quarter on a modern WMS dollar machine, or thereabouts. Appeared to be a monster scout thing.

It really looks like combat on par with Rage of Bahamut or somesuch - 1 button combat, unless the menu system is more extensive than we saw. The mechanic where you appear to have a stamina bar and stronger attacks leech from it more than weaker ones might be interesting. They got it right with DQM Super Light / FFRK and Dragon Quest Worlds, this appears to be a step backwards. Maybe not, though.
 

SolVanderlyn

Thanos acquires the fully powered Infinity Gauntlet in The Avengers: Infinity War, but loses when all the superheroes team up together to stop him.
Art style looks a bit like Shin Megami Tensei x Fire Emblem
 

Nirolak

Mrgrgr
Oh apparently there's combat.

Ok, live demo of some kind. It looks about as exciting as an Excel Spreadsheet so far.

Edit:

Weird randomization thing, it rolled amongst 8 options, presented as cells in a spreadsheet -- didn't even do the Gatcha. That's an interesting take on it cause it showed the 8 options you had. Although if you don't think it's fixed to manipulate you into rerolling until you're dead broke you're delusional.

Combat...

Characters represented as cards. 4 cards / portraits, one monster. There was an actual menu so it's at least not one button combat, maybe? Although they appear to just be doing their own thing once you click on it. Some percentage thing that started at 100%, now at 73%. Some sort of stamina/mana bar for your entire party?

A gatcha filled up around 33%, a thing spun around, it landed in the lit up thing. Standard random chance thing, that sort of spin setup is used in casinos when you're down to your last quarter on a modern WMS dollar machine, or thereabouts. Appeared to be a monster scout thing.

It really looks like combat on par with Rage of Bahamut or somesuch - 1 button combat, unless the menu system is more extensive than we saw. The mechanic where you appear to have a stamina bar and stronger attacks leech from it more than weaker ones might be interesting. They got it right with DQM Super Light / FFRK and Dragon Quest Worlds, this appears to be a step backwards. Maybe not, though.

I hope to god the MC is drunk enough to ask him "You used to make real games like Dragon Quest X, where do you think your career went wrong?"
 

oneida

Cock Strain, Lifetime Warranty
I've just started DQIV on DS and it's so charming

this is not giving me similar vibes
 

Nirolak

Mrgrgr
of course there's a combat... there's バトル (battle) option below the story on the main screen(?)

also... RXG... never heard of this genre before lol

No one reports on Japanese mobile games anymore so it's harder to make these threads. :(
 

kadotsu

Banned
Regardless of quality I have a weird, almost subconscious, negative reaction to the Japanese mobile game UI template. That said this game is clearly aimed at a female, Harry Potter liking audience, so it isn't for me.
 
I like the art.


And with this announcement SE has three new IP's planned for mobile in the coming months (the other two being Alice Order and Grimms Notes).

Pop-Up Story released last month but it doesn't seem to be a big earner (still better than Rampage Flop Rankers though).
 
Are jap mobile games available in the west? I only played some kairosoft so far to kill time really and some pocket planes/ tiny tower/free parking hd lol.
 

Nirolak

Mrgrgr
Are jap mobile games available in the west? I only played some kairosoft so far to kill time really and some pocket planes/ tiny tower/free parking hd lol.

It varies. You can download the Japanese versions, but English localization is spotty at best.
 

KiTA

Member
Are jap mobile games available in the west? I only played some kairosoft so far to kill time really and some pocket planes/ tiny tower/free parking hd lol.

Those kind, yes, frequently.

These kinds of stamina gatcha cash grabs? Only a few.
 
D

Deleted member 17706

Unconfirmed Member
Regardless of quality I have a weird, almost subconscious, negative reaction to the Japanese mobile game UI template. That said this game is clearly aimed at a female, Harry Potter liking audience, so it isn't for me.

Same. I see that ever-present menu bar at the bottom of the screen and it just kills any desire to play. It's kind of crazy how quickly the mobile game UI template seems to have matured and solidified in Japan. Almost no one deviates from it at this point.
 
It varies. You can download the Japanese versions, but English localization is spotty at best.

Those kind, yes, frequently.

These kinds of stamina gatcha cash grabs? Only a few.

I was also wondering why the Japanese market has in fact gone totally mobile crazy despite their history with quality handheld games. It's a bit offtopic but is there a general topic around here?
 

JordanN

Banned
God fucking dammit.

You know, I use to be like this but I don't think it's that bad anymore.

It seems like Japanese developers are treating mobile like the Wii, where they just announce games that are more like pet projects but they're still saving big productions for consoles.
 
D

Deleted member 17706

Unconfirmed Member
I was also wondering why the Japanese market has in fact gone totally mobile crazy despite their history with quality handheld games. It's a bit offtopic but is there a general topic around here?

No one really has a definitive answer, but you couldn't really ask for a better climate than Japan for mobile games to succeed.

Mobile games and the general idea of paying for small things (ring tones, wallpaper, etc.) on your mobile phone have been around for a long time in Japan, well before the iPhone was ever released.

More importantly, it's a nation of people who commute primarily via public transit, and a very large percentage of these people have long commute times (well over an hour in many cases). This is part of why mobile game systems were so popular in the past, but with the advent of powerful smartphones, most people feel like the offerings are not only good enough, but more convenient than carrying around a dedicated gaming platform. You can play most games with one hand, which is pretty important when you can't get a seat in a crowded train, and there's no stigma attached to staring down at your iPhone or Android device for the entire train ride compared to pulling out a dedicated handheld gaming system.

If you're in a city, you also have convenience stores located every 100 feet or so where you can pick up Google Play/iPhone points cards so you don't even need a credit card to pay for anything.
 

finalflame

Gold Member
You know, I use to be like this but I don't think it's that bad anymore.

It seems like Japanese developers are treating mobile like the Wii, where they just announce games that are more like pet projects but they're still saving big productions for consoles.

I kind of understand, but unfortunately the cash-grab, stamina bar, microtransaction, "pay-for-more-turns" format of mobile simply does not jive with me, nor will it ever. I'd rather just pay < $10 for the game. It's a shame that isn't what sells on mobile, because people would rather be put into a skinner box to spend 5x as much as they usually would be asked to spend to just outright buy the game, and game developers are hoping to get their "whales".
 

Kyuur

Member
I kind of understand, but unfortunately the cash-grab, stamina bar, microtransaction, "pay-for-more-turns" format of mobile simply does not jive with me, nor will it ever. I'd rather just pay < $10 for the game. It's a shame that isn't what sells on mobile, because people would rather be put into a skinner box to spend 5x as much as they usually would be asked to spend to just outright buy the game, and game developers are hoping to get their "whales".

And hundreds or thousands of people get to play without paying a dime!
 

KiTA

Member
the lack of showing off what the combat is in the famitsu article doesn't give me much confidence

They showed it during the livestream. It's one button auto-combat like Rage of Bahamut.

There was a menu setup so there might be some depth, and there seemed to be some form of "stamina bar" that depleted based on if you were using strong attacks or not, but it really didn't seem to have the depth of FFRK, DQMSL, or HnDQ -- i.e., they've already solved this problem, why are they forgetting about it now?
 

entremet

Member
Thread title says mobile.

People come in and complain it's mobile.

OK.

Looks cool. Not sure if it will be localized though. SE hasn't been the best at localizing mobile stuff not FF/DQ.
 

Kieli

Member
You know, I use to be like this but I don't think it's that bad anymore.

It seems like Japanese developers are treating mobile like the Wii, where they just announce games that are more like pet projects but they're still saving big productions for consoles.

I used to hate mobile games as well, but this aspect of it is actually quite beneficial.

Now I don't mind gatcha-mobile so much.
 

KiTA

Member
Thread title says mobile.

People come in and complain it's mobile.

OK.

Looks cool. Not sure if it will be localized though. SE hasn't been the best at localizing mobile stuff not FF/DQ.

They're not even good at localizing mobile stuff that IS FF/DQ. DQ in particular is getting the shaft, but I know there's a few FF games we just didn't get.

DQ side of things, we're missing:

DQM Wanted
DQM Super Light
DQ Worlds (Hoshi no DQ)
DQ Caravan whatchamacallit

... think there's one more, but I can't remember it. DQM SL got an English release, just not in the West, and Worlds is still super new. Hopefully FFRK's success will mean we'll see Hoshi and Super Light over here someday.
 

KiTA

Member
As another aside, the gatcha at the end of combat for recruiting monsters was just like Dragon Quest Monsters Joker's. Makes me wonder if it's the same type of "beat them but do Scout Damage instead of HP damage" setup?
 
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