any eta on EU?
No, but we'll let you guys know when we have something to report on that.
-Tom
any eta on EU?
well, I love the EO games, but let's be honest, the story is not where they shine
Super tiny. Our first English build is right around 250 MB. And that's uncompressed -- when it hits PSN, I wouldn't be surprised if they were able to get it down even smaller.
To be clear, it still could! I'm just pretty optimistic about its chances, because our English build is looking really solid right now.
We'd sure like to! But it needs to be adapted from the Japanese for each region, and that's something Falcom would have to take care of. And right now, they're apparently super-de-duper busy, so I have no idea when (or even really if) it'll happen.
We're continuing to push for it, though, so... hopefully?
-Tom
Super tiny. Our first English build is right around 250 MB. And that's uncompressed -- when it hits PSN, I wouldn't be surprised if they were able to get it down even smaller.
-Tom
YES ! finally I was getting worried on this one .
This is going to be my next portable game if it release next month .
Was listening to Headless yesterday on VGM compilation cd and that reminded me this was coming soon .
BASED FALCOM
10 SECONDS IN AND I AM ALREADY HYPE!
GIVE THIS TO ME NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOW!
Holy shit, if they ever somehow get the OK to release Bandish 2 on Steam somehow, this better be the announcement trailer.
Please do! My 64 GB ain't cutin' it with some of these digital only games.
BASED FALCOM
10 SECONDS IN AND I AM ALREADY HYPE!
GIVE THIS TO ME NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOW!
Holy shit, if they ever somehow get the OK to release Bandish 2 on Steam somehow, this better be the announcement trailer.
Dayum...will be worth it thoughThis only plays in an optional boss fight BTW, so be sure to check every wall and room if you don't want to miss it, lol.
Huh?
This only plays in an optional boss fight BTW, so be sure to check every wall and room if you don't want to miss it, lol.
Brandish 2 got a PC release on FM Towns and PC800 series based on this, maybe they can get try to localize it for a PC/Steam release.
http://gaming.wikia.com/wiki/Brandish
EDIT: Oh wait that's for Brandish 1, Brandish 2 never got a PC release >_>;
Ah well if SEGA can put their genesis games up, who knows what the future can hold @_@
I hope one day I get to play Brandish 3 and 4 in english.
...And be ready to hear only the very beginning of that track your first few times, followed immediately by the Game Over theme.
i just checked out a video of the jap. version of the gameplay and...
let's just say it looks super challenging, just how hard IS this game?
Also: is combat real time? It sure seems that way kinda in the vid.
...And be ready to hear only the very beginning of that track your first few times, followed immediately by the Game Over theme.
-Tom
1996 gave us both the last PC-98 Falcom game (Eiyuu Densetsu IV) and the first Windows Falcom game (Lord Monarch Original, which became Lord Monarch Online, a freeware version you can download and read (the manual) in English). But yeah, t'was all Windows going in 1997 onward.Anything from Falcom released for Windows (i.e post-1997) is very likely to be eventually localized. Just don't hold your breath for their pre-1996 classics.
1996 gave us both the last PC-98 Falcom game (Eiyuu Densetsu IV) and the first Windows Falcom game (Lord Monarch Original, which became Lord Monarch Online, a freeware version you can download and read (the manual) in English). But yeah, t'was all Windows going in 1997 onward.
In a way, though I don't know if Online has additional maps, bugfixes, or rebalancing to differentiate it. Lord Monarch Original was accompanied by Lord Monarch Pro, which was the Windows version of Advanced Lord Monarch, so maybe Online comes with those maps also. I'm a bit more interested in Monarch Monarch anyway (ought to be called Monarch Monarch Monarch since it's in 3D).Oops...almost forgot about that :c. So you say Online is actually a free version of Original (just like Vantage Master Online is Vantage Master V2)? Interesting.
I'm planning on buying it but I doubt I'm going to be any good in this game.
It hasn't, but as jdkluv said, we've been pretty good about releasing our games in the EU region thus far, so I wouldn't worry too much.
装甲悪鬼村正;138898888 said:I didn't really get this game. Made it to the last labyrinth and just quit because it was boring as hell. There is no tension accompanying the dungeon crawling, you can save anywhere, health regenerates on its own, getting through any challenge the game throws at you is really trivial and completely unexciting. I mean, the game appears to be this rogue-like dungeon crawler but the mechanics don't make sense in this context, there is just easy progress without much fear of dying.
Wow. Yeah, that's the exact opposite of my experience. Even though I technically wasn't in danger of losing progress (unless I neglected to save or use Retry Bread for a long time), I just felt this constant tension the entire time I was playing. Dying may not have had much of a penalty, but when I died, I felt like I'd "lost" -- I felt genuinely defeated -- and it was just so very easy to die if you didn't progress with the utmost care that I got paranoid... I would progress through dungeons one step at a time, and when I saw monsters, I would get genuinely kind of scared, sometimes backing away or closing the door, my heart racing, as I came up with a plan of attack to survive the encounter.
If you look at it from a pure mechanics standpoint, then yeah, the game's challenge is minimal due to how forgiving it is... but it's not about the mechanics, it's about the IDEA. It's about the atmosphere, and the mood, and the threat itself.
And that's exactly what made the game so engaging, so addicting. It gave a visceral thrill to play it, but was never once frustrating -- there was little punishment for failure, but a tremendous reward (sometimes literally, sometimes just in terms of feeling) for success.
-Tom
装甲悪鬼村正;138903451 said:I do not understand. The Retry Bread for example...makes no sense in a game where you can save anywhere. What's the point of this item.
There was a floor right at the beginning of the game where your health regeneration does not work and I thought to myself "whoa, things finally get serious", little did I know that this was like, the only goddamn floor that works like that in the game. The mechanics of this game are completely contradictory to what it presents itself as.
This game is nothing like a Souls game, it does not want you to die, lose progress and learn. You just...progress, kill things, save, kill things, wait for your health to regen, save, maybe die but who cares you just saved anyway... until the pointlessness of this game devoid of challenge makes it hard to give a shit.
So this arguments raises a couple of questions: was the PC-98/FM Towns original designed around saving anywhere or were there pre-determined areas where the player can save? And if there's health regeneration in that version, how exactly does it passively function? I'm the weirdo here for wanting to play the original game out of historical interest, but what 装甲悪鬼村正 has described sounds less appealing than what I've heard from Ancient Lands of Ys, /vr/, and GAF.
People often seem to think however that this is some sort of hardcore dungeoncrawling experience.
Which it isn't. At all. It's actually the complete opposite, the game is designed to be as pleasant, forgiving and in my opinion unexciting as possible.
Yeah... we definitely disagree on that completely. For me, this was as hardcore as it gets this side of La-Mulana. This is one of the rare games that I played while literally sitting on the edge of my seat. I broke a sweat playing it multiple times over, and even got so scared that I JUMPED during one particular scene later in the game that I don't dare spoil here.
For me, this was very much a hardcore and delightfully intense experience. It's simultaneously forgiving and balls hard, kind and mean. It's a game designed to kill you, and make you shiver with fear, but not to intimidate you so much that you never come back.
-Tom
装甲悪鬼村正;138920287 said:It's cool if you enjoyed the general feel of the game for whatever reason but this is something that just makes zero sense to me, because you're seriously under-selling how ridiculous the rest-function is. Let me call it the infinite-health button because that's exactly what it is, you hold that button down for a split-second and you're pretty much back at full health. If for some reason you are worried about getting hit by an enemy (that basically never happened), just save your game and reload, because you can do that anywhere and anytime!
Now, this is something everyone needs to ask themselves: how appealing does a dungeon-crawler where you can save anywhere, anytime and replenish your health with the press of a button sound? Yeah. I have no idea how you managed to feel tense at any moment in this game. It seriously made me wonder why I'm doing any of this dungeoncrawly stuff, it's so...weirdly pointless without feeling the joy of finding a health potion or a save point or... anything really.
How far did you get? Are you sure you were near the end of the game? Because resting IS almost an instant heal at first, but by the end of the game, your HP is so high that you have to rest for a good 5-10 seconds (at least) in order to heal to full, and time around you is moving at like 50x normal speed while you're doing it, with enemies that can one-hit kill you. If you rely on resting at that point, you'll never get anywhere, because you'll never SURVIVE long enough to actually heal yourself to any significant extent. Potions, and the Heal spell especially, are absolutely mandatory even by the game's halfway point, and especially in Dela Mode.
装甲悪鬼村正;138922159 said:Dude, those couple of seconds mean nothing, you should be aware of the fact that as long as you don't rest in the middle of a room where enemies tend to roam/spawn your chances of getting hit during resting are slim to absolute zero. And even that is possible with the split second resting you mentioned yourself. There's a reason why I didn't know what to do with all of the healing potions I kept finding and it's certainly not because I'm an amazing player.
It's a ridiculous mechanic which creates a completely empty playing experience by itself, it gets even worse if you combine it with the save anywhere feature.
Tom, what will be the price?
Soundtrack and boss battles were great. Hilariously enough, you can actually do the split-second resting during some of them. I mean, it would have been a well-made game if it actually functioned like a proper dungeon-crawler.And even if you weren't challenged, did you honestly not enjoy the exploration? The puzzles? The atmosphere? The enemy patterns? Nothing?
I don't really care about this self-imposed challenge stuff. It's very obvious though that enthusiasts of the genre will have to do these challenge runs to get anything out of this game.EDIT2: Also, I don't mean to dwell on this, but does it make any difference to know that you're graded after the ending credits on how many times you saved and how many times you rested, among other things? So if you wanted to beat the game with an S ranking, you'd have to be crazy fast, never rest, and do the whole thing in as few sittings as possible. For someone like me, that's completely unimportant -- I think I beat the game with a C ranking, maybe a D, and I didn't care because I was playing for the experience, not for a letter grade. But for someone like you, playing toward a higher ranking might be just the impetus you need to finally glean some enjoyment from the game, since forgiving mechanics seem to be your biggest beef with it.
-Tom
Assuming I run into the same problems as him, going for the S rank early on would redeem the game for me. Was ranking a part of the original too? From what I can interpret, Kiya designed a dungeon-crawler that would:EDIT2: Also, I don't mean to dwell on this, but does it make any difference to know that you're graded after the ending credits on how many times you saved and how many times you rested, among other things? So if you wanted to beat the game with an S ranking, you'd have to be crazy fast, never rest, and do the whole thing in as few sittings as possible. For someone like me, that's completely unimportant -- I think I beat the game with a C ranking, maybe a D, and I didn't care because I was playing for the experience, not for a letter grade. But for someone like you, playing toward a higher ranking might be just the impetus you need to finally glean some enjoyment from the game, since forgiving mechanics seem to be your biggest beef with it.
-Tom