Since most of the discussion seems to be going on here, I figured I'd update this post to be more of a general information/media spot for this game.
Etrian Odyssey is a first-person turn-based dungeon-exploring DS RPG being developed by Atlus' R&D1 team (the same division of the company that's responsible for the Persona, Shin Megami Tensei, Digital Devil Saga, Devil Summoner, and Trauma Center games).
The general thrust of the game is navigating through enormous first-person dungeons. Along the way, you can use the touch screen to draw your own maps on a grid, like graph paper; you'll be able to place icons for various important things. Along the way you engage in challenging turn-based RPG battles. You customize your characters via a class/skill system.
The game is announced for a US release. Atlus has confirmed that it will be coming to North America in the second quarter of 2007 (retailers say May).
GAMEPLAY VIDEOS
Video 1
Video 1 (Youtube Version)
Video 2
SCANS!
SCREENS
Etrian Odyssey Screens (from PantherLotus' DS Screenshot Thread)
DEV STAFF
Project Planning and Directing: Kazuya Niinou
Previous Credits: Director (Trauma Center: Under the Knife)
Story and World Design: Shigeo Kobayashi
Previous Credits: Story (Shin Megami Tensei: Devil Summoner, Princess Crown)
Monster Design: Shin Nagasawa
Previous Credits: Monster Design (Parasite Eve, Final Fantasy IX); Map Design (Bahamut Lagoon)
Sound Composer: Yuzo Koshiro
Previous Credits: Composer (Ys, Ys II, Revenge of Shinobi, Sorcerian, Actraiser, Streets of Rage, Sonic the Hedgehog, Beyond Oasis, Shenmue, Shenmue II)
REVIEWS
Famitsu: 8 / 8 / 8 / 8
GENERAL INFO
Most of this is courtesy Atlus itself, or either Duckroll and Game Brink.
* create up to 15 unique characters from 9 different classes and store them in the Adventurer's Guild
* rotate characters in and out of your 5-man battle party
* each character class has 20 different skills to learn
* the game runs at a silky smooth 60 frames-per-second (rejoice, dark10x)
* the game will be 30 hours in length, 40+ via sidequests
* dungeons are non-random to go along with the mapping feature
* unlike Trauma Center, Etrian Odyssey is not designed around the touch screen; the game was designed, and then they came up with ways for the touch screen to work with the gameplay
* it's not Shin Megami Tensei DS; the creators wanted to make an original game
* Atlus says they're experimenting with the game and pushing the hardware as much as possible to see how SMT DS might work in the future
* because it's a portable game, game is designed to have straightforward, accessible objectives, but to have the objectives difficult to actually achieve
* heavily influenced by the Wizardry games; "The plans we have now is something we came up with after looking back at Wizardry series of RPGs, trying to think how they may have turned out if we remade them."
* "First of all, lets make it clear that games where you can just do a lot of button bashing to complete isnt very Atlus-like and not very interesting to us."
* "For example, in the case where an enemy has fierce fire attacks, any characters who have chosen to raise their fire defence will be able to defeat the enemy easily while others who have not will have a harder time. ... I wanted to increase the difficulty of the battles by letting players customize their skills without compromising the balance."
* "It might be odd to choose only people that only I myself want to work with but, I think thats the best choice."
F.O.E. SYSTEM
IMPRESSIONS
Etrian Odyssey is a first-person turn-based dungeon-exploring DS RPG being developed by Atlus' R&D1 team (the same division of the company that's responsible for the Persona, Shin Megami Tensei, Digital Devil Saga, Devil Summoner, and Trauma Center games).
The general thrust of the game is navigating through enormous first-person dungeons. Along the way, you can use the touch screen to draw your own maps on a grid, like graph paper; you'll be able to place icons for various important things. Along the way you engage in challenging turn-based RPG battles. You customize your characters via a class/skill system.
The game is announced for a US release. Atlus has confirmed that it will be coming to North America in the second quarter of 2007 (retailers say May).
GAMEPLAY VIDEOS
Video 1
Video 1 (Youtube Version)
Video 2
SCANS!
neo2046 said:
neo2046 said:
neo2046 said:
SCREENS
Etrian Odyssey Screens (from PantherLotus' DS Screenshot Thread)
DEV STAFF
Project Planning and Directing: Kazuya Niinou
Previous Credits: Director (Trauma Center: Under the Knife)
Story and World Design: Shigeo Kobayashi
Previous Credits: Story (Shin Megami Tensei: Devil Summoner, Princess Crown)
Monster Design: Shin Nagasawa
Previous Credits: Monster Design (Parasite Eve, Final Fantasy IX); Map Design (Bahamut Lagoon)
Sound Composer: Yuzo Koshiro
Previous Credits: Composer (Ys, Ys II, Revenge of Shinobi, Sorcerian, Actraiser, Streets of Rage, Sonic the Hedgehog, Beyond Oasis, Shenmue, Shenmue II)
REVIEWS
Famitsu: 8 / 8 / 8 / 8
duckroll said:Some review tidbits:
Yggdrasil Labyrinth
-Mapping is simple and intuitive
- Leveling is a must if you want to survive
- The save system and acquistion of money is pretty harsh
- Party and skills are very customizable
- It's pretty hard to attain equipment
- The appearance of harder enemies beyond the balance of the areas add significant tension
GENERAL INFO
Most of this is courtesy Atlus itself, or either Duckroll and Game Brink.
 Make your own maps with the Touch Screen! Plot your progress through the labyrinth, drawing walls and placing icons to note special events, treasure chests, doors, pits, stairs, and landmarks.
 Nine character classes! Create a woodland survivalist, shield-bearing templar, whip-wielding dark hunter, or any of a half-dozen other types. Populate an adventurers guild with up to 20 characters!
 Turn-based strategic combat! Acquire and collect more than 20 battle skills for your adventuring party of five characters.
Battle System
Etrian Odyssey uses a turn-based battle system, with a gameplay balance similar to the Shin Megami Tensei series; careless errors will bring about a swift demise. The player can acquire and collect skills, but strategy is emphasized over the players skills or levels.
Character Classes
 Landsknecht: A master of close combat who wields swords and axes.
 Survivalist: A woodland ranger with abundant knowledge of forest lore.
 Protector: This holy knights shield defends her and her comrades alike.
 Dark Hunter: A hunter with a long whip that strikes enemies weak points with pinpoint accuracy.
 Medic: Provides much-needed medical assistance with her healing skills and techniques.
 Alchemist: A scholar of arcane knowledge, whose research into the secret arts allows him to control paranormal phenomena.
 Troubadour: A support class who lifts the partys spirits with her singing and dancing.
 Warlock: Has power over life and death, as well as the ability to control minds, using his forbidden magic.
 Bushido: A foreign swordsman with a unique method of bladesmanship. Not many have seen his style used before.
* create up to 15 unique characters from 9 different classes and store them in the Adventurer's Guild
* rotate characters in and out of your 5-man battle party
* each character class has 20 different skills to learn
* the game runs at a silky smooth 60 frames-per-second (rejoice, dark10x)
* the game will be 30 hours in length, 40+ via sidequests
* dungeons are non-random to go along with the mapping feature
* unlike Trauma Center, Etrian Odyssey is not designed around the touch screen; the game was designed, and then they came up with ways for the touch screen to work with the gameplay
* it's not Shin Megami Tensei DS; the creators wanted to make an original game
* Atlus says they're experimenting with the game and pushing the hardware as much as possible to see how SMT DS might work in the future
* because it's a portable game, game is designed to have straightforward, accessible objectives, but to have the objectives difficult to actually achieve
* heavily influenced by the Wizardry games; "The plans we have now is something we came up with after looking back at Wizardry series of RPGs, trying to think how they may have turned out if we remade them."
* "First of all, lets make it clear that games where you can just do a lot of button bashing to complete isnt very Atlus-like and not very interesting to us."
* "For example, in the case where an enemy has fierce fire attacks, any characters who have chosen to raise their fire defence will be able to defeat the enemy easily while others who have not will have a harder time. ... I wanted to increase the difficulty of the battles by letting players customize their skills without compromising the balance."
* "It might be odd to choose only people that only I myself want to work with but, I think thats the best choice."
For the later levels, even though the max level is 70, you level up by having your party "relax" or "retire". When you have them relax at the guild you can reallocate all your skill points, but you will lose 10 levels. This way you can customize your character's skill points to your liking and use the the level deficient to level up and gain more skill points. You also "retire" a character and you can replace the character with a new character with improved stats. This is important since you only get the professions "Bushido" and "Curse Maker" much later in the game and will need to level up those characters from scratch.
duckroll said:- At the start you can pick several classes: Swordsman, Paladin, Ranger, Medic, Alchemist, Dark Hunter and Bard.
- Cast Maker and Bushido were classes that were there but could not be selected yet.
- You name your character after selecting the class, and you can make a maximum of 5 characters.
- Because the characters you create are your characters, there is no particular main character in the story.
- Instead the story progresses in a third-person perspective much like a novel, which is a departure from how Atlus stories usually take place.
- After assembling your party you can get story quest events from the Rada Administration.
duckroll said:- Skills appear to be pretty important because if you have no skills set up and you explore into the Tree Sea, you can easily die.
- When you're in the Tree Sea, the bottom screen serves as a grid mapping util which you use to mark the various places where there are events, items, etc.
- There's a very nice sense of exploration and dungeon crawling.
- Enemies are random, and have their own drops, like in all dungeon crawlers.
- The mapping using the touch screen is pretty intuitive and easy, and well implemented.
- Hopefully these impressions make fans feel better because the game hasn't had much promotional information or details lately.
- The game will be out in Jan 2007.
Edit: Oh yeah, the top screen when in dungeon is in 3D of course.
F.O.E. SYSTEM
"There are the usual random encounters but, you can also see monsters on the top screen wandering about. Youll be able to see many of them by walking around the map. There is an ecosystem among the monsters and every turn you take in battle, they will move a step."
"You could find yourself fighting one monster after the other if you happen to be surrounded while in battle. The more turns you take in battle, the more enemies you find youll be surrounded with."
"If the worse comes to worst, you may find a very powerful monster right behind you (Laughs) Youll be making every step carefully to shake off these monsters but, there will also be random battles to stop you. So if theres a strong enemy chasing you then, the battles could end in one turn (Laughs) Being able to display such enemies on one screen while having a map on the other is something that only the Nintendo DS can do."
"They wont be patrolling in circles as they will have their own AI such as moving according to what they see, what they hear or if the player is directly in front of them. There are all sort of triggers for these f.o.e. Weve added all sorts of little gimmicks such as one where a wolf will attack you if you have some meat. There will be good players who will keep holding the meat and continue through the dungeon but there will also be those that will decide to throw away the meet to avoid the wolf. Players will be clearing this game in stages and once they do, they will remember how to clear the same stage next time they come across it."
IMPRESSIONS
sp0rsk said:It is really hard. Although, I think mostly it has to do with the fact I wasted all my money on buying weapons and stuff without even checking to see if I already had them. Also I didn't realize putting people in the back lessened their ATK and upped their DEF. After I figured that stuff out things got a little more managable. It looks like the price for staying at the inn goes up every time you sleep there, which is bad news, because I've been dying a lot. Also resurrection is expensive, so when you're low on cash, you can dig yourself into a pretty deep hole.
Map making is fun. You draw the borders and color in steps seperately, and you can place icons for events, monsters, items, treasure, make notes and so on.
Character customization is cool, but you have to really be careful where you spend your points. Me, being the retard that I am, took my Alchemist and put "Custom" points into TP and Fire Mastery without realizing I needed to atleast put one point into an actual spell. So, he was useless for a while hahaa. There seem to be a lot of options per class, and it also looks like there isn't just one good way to build a character.
The music ****ing rocks.
Graphics are functional, they aren't "WOWOWOW", but they won't turn you into a 3D-on-DS-hatin' Amir0x.
Game is very text heavy with a lot of kanji, so if you can't read japanese, I'd suggest waiting on the American version (if there is one). Most you can probably figure out with some basic Japanese, but I'm still at the beginning and I don't know how complex the missions get (I haven't even completed the first one yet).
My first impressions as a whole are pretty good. I'm surprised at the quality of the presentation and the addictiveness of the whole thing. Making your own map makes exploring the dungeons even more addicting. Wanting to get every last block on the map filled in will most definitely keep you from doing what you should be doing. I think, if you like these type of games, (I quite liked Shining the Holy Ark) you should definitely try this out.
Jonnyram said:Good game, good game.
This is my first game like this, although it does have a lot of similarities to old-school JRPGs like Dragon Quest, so I'm not totally out of my depth.
The way the monsters move around and you can see their proximity in the "radar" is really freaking me out. Are they actually following me around or just moving randomly?
I've had a couple of close calls but no deaths so far. I put a Medic in my party and gave him Cure before going out on my first wander, so I managed to use that a few times, and now I've gone back up to the surface to rest after reaching level 2.
I can't find anything major to complain about, other than the lack of info they give you when buying items. As sp0rsk said, it's pretty easy to buy something that you are already carrying, at least the first time you are playing. It wouldn't have hurt to use the bottom screen to show your inventory or something.





