But shouldn't stuff like this push Atlus to either spank Ghostlight to get in line or start considering changing the publisher? I'm not an expert on this but there should be plenty of potential EU publishers they could deal with.
I find it hard to believe anyone would want to prolong their dealings with a company who releases broken games after 2 years delay.
Companies like Atlus USA, XSEED, NISA or Ghostlight normally don't have the means to work on the game code directly. Even if they have, more often than not they aren't even allowed to. That stuff is being done by the actual developers. If there are new bugs, these are due changes made in the European version, which have unlikely been programmed by Ghostlight.
If it really crashes every time you try to summon something, I wonder how this gane got through NoE's approval process to begin with...
Hypothetically, if I were to offer a US PSN code for Eternal Punishment in a contest, who from the EU would most want or need it? I'd have no way of telling if entrants are from the EU and would get use it on EP, but that's the gamble I suppose.
Suggestions welcome, maybe it'll lessen the sting of this crap.
To clarify, this crash is when your summoned demons die during a battle and you try to summon replacements. They might have played and never summoned replacement demons, or much more likely, they just didn't give a damn.
That makes sense. Something similar happened to the Mother 3 fan translation; part of the reason why it took so long to translate was because they had to fix the myriad of bugs that came out of making minute changes.
I don't understand why they wouldn't playtest their translated game. Talk about not caring about your product :/
That seems like a plausible explanation, after all this is a really obvious bug and vital part of the game, nevertheless the other bugs such as the name switching is a massive oversight. I'm not even sure how that happened since they probably base the EU localisation on the US version, which didn't have that bug.
from this interview it sounds like Atlus would be making the code changes, which explains the 2 year delay
Even if the game has already been translated, it will still have to undergo changes to the code. As I mentioned earlier, the technical requirements in each region differ and there is also the possibility that additional bugs will be spotted which will need to be fixed.
This usually means having the Japanese dev/publisher make the changes, which can also introduce delays as the particular team who worked on a title may not be immediately available. Unsurprisingly, dev teams never sit idly waiting for localisation work from us, naturally they need to work on new products, so we usually have to find a balance that enables multiple projects to run in parallel. This can mean that we may have to wait to start a project and fit in around developers tight schedules. Downtime can invariably occur here.
Jesus this is pretty shocking. I have yet to pick up a 3DS because I just cannot justify throwing down money on an EU model right now. Too much uncertainty surrounding game releases, they get here late (nearly 2 years in this case!) if at all.
And now when one of them eventually makes it over, it is riddled with brand-new bugs. Ridiculous. I guess I will either pick up a US model in the future or none at all.
On their blog, Ghostlight has stated multiple times that the main reason it took so long was because they were very new to development on the 3DS and that Nintendo and Atlus shouldn't be blamed. So I'm pretty sure it was an inhouse job. Also, I don't think Atlus would screw up such a simple task if they were responsible for this. Either way, it's a sad situation. If Atlus was indeed responsible for implementing the changes then all Ghostlight had to do was do the testing. But they didn't even succeed in that. Who knows how they'll respond to this, maybe they'll just pick an excuse from this thread, data corruption on the way to the manufacturer doesn't sound too bad.