Callibretto
Member
I'm still waiting someone to make suikoden-esque rpg with persona 3/4 dating sim element,
The three biggest game influences for this game right now are probably Chrono Trigger (pacing, on-map battles, multi-character combo abilities), Suikoden 2 (build your own base, simultaneous battle animations, story that focuses on both the big picture and personal stories), and Phantasy Star IV (character art, general setting and feel). What are some of the reasons why you think these games stand the test of time and what are some of the elements you'd like to see us include in Cosmic Star Heroine?
The three biggest game influences for this game right now are probably Chrono Trigger (pacing, on-map battles, multi-character combo abilities), Suikoden 2 (build your own base, simultaneous battle animations, story that focuses on both the big picture and personal stories), and Phantasy Star IV (character art, general setting and feel). What are some of the reasons why you think these games stand the test of time and what are some of the elements you'd like to see us include in Cosmic Star Heroine?
Chrono Trigger: Characters with strong personalities, and a world that could change and build up / erode as you performed actions. I also liked Ozzie, Flea, and Slash; the kind of fun, Doronjo gang-style enemies that feel like they could have a game on their own. Much like Ultros, you only take them seriously, when they have your team on the ropes. Otherwise, you feel "who let these clowns in here?"
Suikoden 2: New castle themes for each stage of castle, and the fact that things changes while you were away. It really punctuated the "we've been away for a long time!" feeling, to get back, and see that life was moving on without you. Few other RPGs did this in such a grand way. Not only did main characters have relationships, but so did the background people. Clive, Persmerga, Luc, Vicki... they all had these little sidestories that made you want to take a break in the gameplay, and have an anime-filler episode dedicated just to them.
Phantasy Star IV: Dem cinematics. I dare say PSIV was as moving as any of Square's CGs, because they were just done so well! Motion-Manga before such a thing was common. One background character arc I'll always remember was that of the Worm Ranch owner in Mile. The town tells you the rumors of Birth Vallery, and the destroyed town near it, while scared of seeing their own town destroyed by the growing desert. However, they have tried to make the best of the situation, made clear by one man opening a Sand Worm ranch. He put all his family dreams on running this ranch, even though it's a bit of a crazy idea. But it's one of few things to do, in this dying land. One day, the Land Worm grew too big, and you had to go and put it down, as a guild quest... sad enough, since this had been his dream. Ultimately though, the Black Energy Wave destroys Mile, killing everyone. It's not enough quicksand was threatening to destroy them, but then something entirely unexpected comes and takes their lives.
You'd followed those people from rumors, to guild assistance, to unexpected death; they were only bit parts, but you felt the weight of what happened, because your life had been intertwined with theirs.
Phantasy Star II mention: I love the autonomous nature of Shir in PSII. The way she'd just disappear, steal some stuff from a shop, and then show up "at home" with new items.. I loved how much it supported the "thief" idea. Wasn't even story related all the time, she just did as she wanted! I rather like "outside of the players control" bonuses like this, as they really seem to strengthen the characters personalities and individuality.
I think the biggest thing I take from Phantasy Star, that barely even exist in many other RPGs, is the well-run line of Lineage and Death. Phantasy Stay killed off Alys (and Nei) way before Aerith was slain by Sephy,. And PS3 introduced a lot of significance to the bloodlines, which are continually hinted at in future games, even in PSO's weapon selection. The idea that many heroic groups, just like your own, had fought similar supreme beast, and had similar adventures, was a strong one. Getting to see children and centuries-later descendants take up weapons and ideals similar to those of the past, help make the games feel like they actually had a history, as opposed to the "All final fantasies are their own timelines" approach.
A single game parallel to this would be to have a character die, and then have one in their line take up their position in party. A child dying too soon, only to be replaced by their Uncle, or something to that effect. It really helps sell the gravity of the situation to the gamer, and makes it feel like anyone could see death at any time, which makes the stakes much more real.
Game sounds hot, love Phantasy Star. I'm very skeptical of Kickstarter, but I'll buy it when it drops.Actually, we did crowdfunding for Cthulhu Saves the World. That was before the big kickstarter boom though.
And we've basically just been getting by so far. Release a game, get enough money to release another game a year later. And actually, Cthulhu Saves the World is our best-selling game to date and that was a few years ago.
We could probably eke out another game just off of our existing royalties, but we really want this game to be a defining moment for us as a team. More available platforms, better animation, a well done story that isn't just an excuse to make a bunch of jokes & references, clever gameplay that is more than just explore/fight/story, a legendary soundtrack, maybe even some Sega CD-style cutscenes here and there. We want to go all out and without some extra funds, that will be very difficult.
let's just say, some mario rpg style timing mechanics is something that can loosen my wallet strings really quickly
This guy has a lot of good ideas!
Some amazing feedback here. I have a lot to think about.
I respect this opinion and I agree.
But on the flip side...
Riou never utters a single word and all of his emotion is displayed on his character. His sister dies, and this is his reaction.
I find it to be a very beautiful feeling to be able to know exactly how my mute character is thinking, without uttering an entire word.
Suikoden II is masterful about that.
Never mind the intro credits:
https://www.youtube.com/watch?v=LztKd4y4k44
Not a single word from any character, and it tells its story through actions and beautiful sprite work. I think that for a good rpg, that's all you really need.
Ah. That's fine. Thanks for the clarification! You're right, I've never seen a classic rpg where the main character acts as a narrator. Looking forward to it! I only remember FFX and X-2 having a narration.
I respect this opinion and I agree.
But on the flip side...
Not a single word from any character, and it tells its story through actions and beautiful sprite work. I think that for a good rpg, that's all you really need.
I agree that silent protagonists can be done well, but that's not something that we're planning for this game. In fact, I was actually thinking of making the main character also double as the narrator which I don't think has been done in this kind of RPG before.
Damn it guys. I haven't completed PS4. D:
Really excited that at least one game developer still cares about the classic Phantasy Star.
Haven't played any Zebyod games, but I've heard they're all great. Good luck on the game.
Phantasy star has an anime art style.
I didn't say I loved Phantasy Star for its art style, and I don't.
Man it must be pain in the ass to play the game while staring the art that you don't like.
please please please don't fall into the trap of promising a scifi rpg thingy, but in the end its just a scifi skinover a traditional fantasy setting story.
aka, i'm a scifi super spy, but i still needa do this block puzzle to progress. I'm still fighting slimes. And those guys are still knights, but now have laser swords instead.
Yeah, but on the other hand, I hope it doesn't sounds like a Genesis
Yeah, but on the other hand, I hope it doesn't sounds like a Genesis
I have to explain myself - most of my early impressions of gaming art were from box covers. The North American versions of PS titles had cover art that looked nothing like what the actual style of the game and I always chalked it up to graphical limitations. I actually like anime - it's just that I didn't realise that PS had an anime-based style. Subsequently, it didn't play a factor in my enjoyment of the game since I appreciated the series for other elements. When I saw Zeboyd ape the art design, I was disappointed since it seemed like a grab at low-hanging fruit, i.e. pandering to the weeaboos. I admit it was a knee-jerk reaction, and a presumptive one at that.
What kinds of kickstarter rewards would you like to see? What (if any) stretch goals would you like?
What kinds of kickstarter rewards would you like to see? What (if any) stretch goals would you like?
What kinds of kickstarter rewards would you like to see? What (if any) stretch goals would you like?
What kinds of kickstarter rewards would you like to see? What (if any) stretch goals would you like?
How about a fake cartridge shaped like either a Genesis or SNES game with the cover art, probably want to do box and color manual at that point too. Vinyl soundtrack maybe?
What kinds of kickstarter rewards would you like to see? What (if any) stretch goals would you like?
What kinds of kickstarter rewards would you like to see? What (if any) stretch goals would you like?
I hate it when Star Ocean games do that so we definitely won't fall into that trap.
What kinds of kickstarter rewards would you like to see? What (if any) stretch goals would you like?
Action RPG Mode
--- The ultimate pie-in-the-sky stretch goal, this bonus mode would change the entire game from turn-based combat, to quick running and slashing! would be the weirdest thing ever. Would you like some Secrets of Mana with your Phantasy Star?