But...she was one of the better developed characters in the game :< I cared more for her troubles than most of the characters in that game.
Caspel what's your excuse for no facebook integration
???
and how come Keith David didn't redub Ryudo
I see that Caspel is a dev (edit: PR guy) so hopefully we get a patch soon because this port has bugs that are over a decade old. It's pretty unthinkable IMO that this port couldn't address such a critical bug as the tutorial one. I expect many new players to be frustrated thanks to it.
Lol. I swear some people forget what the year 2000 was like for games. The above statement is true: the Anniversary Edition is based on the DC version, which ran at 30fps. No need to label it as an excuse since we have found that fans appreciated the DC version the most and hated the old PC version the most.
Looks like Skybox Labs
UNANNOUNCED GAME IN DEVELOPMENT
Release Date: To Be Announced
Platforms: PC / Steam
Same. I remember the battle system being fun as hell, and the awful music in Baccla, but other than that...meh. Oh, and it played through it really underlevelled somehow.You know, I've finished Grandia 3...and yet I remember nothing about it. I guess that says enough.
Man, any track that has "ZONE" in the name from a Japanese OST is automatically God-tier adrenaline.
https://www.youtube.com/watch?v=jPb8ZTfQb14
Hmm, just bought the game on Steam, using Windows 10 and the camera is rotating like crazy (as if I'd hold the L Trigger all the time) - does anybody else have that?
The cast itself was really solid, it's the direction that was questionable. It's like the actors were told to just be over the top and then they just kept the first take they did.
Just downloaded a 1.7MB update in Steam, what's been fixed?
Update 1.01
Fix for coins not being awarded if defeating an ememy very quickly and then rapidly pressing the A button on the results screen
Hm, is there anyway to turn down sound effects and raise music volume?
RIP Grandia 2 Anniversary Edition
(No, I wasn't messing with mods - clean install)
edit: To clarify, it hard-locked after. Derp.
Hi all;
I want to help clarify misinformation that has been spread about the Hard Mode. Yesterday, saw the erroneous information being spread that we only added 20-25% more health to bosses and called it a day -- that information is wrong. Below is an official statement on the topic from our developer to help clear it up:
"Yes, there was a lot of work done for Hard Mode both for regular enemies & for bosses. It's not just the raw health & defense numbers that are different, but also the speed of the opponents attack bar (frequency) that have been adjusted. As the user starts to progress the boss battles will start to become very challenging. Some battles later on that may have took 20mins on Normal Mode before could last 45-60mins+ mins on Hard Mode.
General world enemies in Grandia II Hard Mode are more difficult because of an increase in their frequency of attacks, their increased HP, and in some instances their ability to take damage. This makes each enemy engagement more risky for the player, while still providing the same reward and XP curve, ensuring that enemy difficulty does not outpace player advancement. Combat has not been ramped up overly excessively for world enemies, as the player is never a great distance from a save cone and we don’t want Hard Mode devolving into a constant shuttling between the save cone and the next world enemy.
Bosses in Grandia II HD Hard mode however, have been made significantly more difficult. Their attacks are much more frequent, forcing the player to make constant decisions about when to heal, boost, or attack; balanced against the player’s capacity to counter boss attacks with defensive maneuvers. Bosses also have large boosts to HP, defence, and in some cases even their base damage values. Vulnerabilities to specific attacks have also been decreased, but not so much that enemies lose their “personality”. This ensures that players still have an avenue to attack bosses in specific and tactical ways. Regardless of these increases though, players should be able to beat any boss via a tactical approach, regardless of the leveling up choices they’ve made prior to that point in the game."
I hope that helps.
According to SteamSpy, the game sold only 1000 copies on the first day It's pretty sad. I know it's just a rerelease of an old classic, but still. I hope it reaches at list 10000 copies in a month. I wonder what the sales target is, for such a port...
Looks like what I got after one-shotting an enemy (though I didn't get a hardlock). Was this following an instakill?
Hard Mode.
According to SteamSpy, the game sold only 1000 copies on the first day It's pretty sad. I know it's just a rerelease of an old classic, but still. I hope it reaches at list 10000 copies in a month. I wonder what the sales target is, for such a port...
According to SteamSpy, the game sold only 1000 copies on the first day It's pretty sad. I know it's just a rerelease of an old classic, but still. I hope it reaches at list 10000 copies in a month. I wonder what the sales target is, for such a port...
Hi all;
I want to help clarify misinformation that has been spread about the Hard Mode. Yesterday, saw the erroneous information being spread that we only added 20-25% more health to bosses and called it a day -- that information is wrong. Below is an official statement on the topic from our developer to help clear it up:
"Yes, there was a lot of work done for Hard Mode both for regular enemies & for bosses. It's not just the raw health & defense numbers that are different, but also the speed of the opponents attack bar (frequency) that have been adjusted. As the user starts to progress the boss battles will start to become very challenging. Some battles later on that may have took 20mins on Normal Mode before could last 45-60mins+ mins on Hard Mode.
General world enemies in Grandia II Hard Mode are more difficult because of an increase in their frequency of attacks, their increased HP, and in some instances their ability to take damage. This makes each enemy engagement more risky for the player, while still providing the same reward and XP curve, ensuring that enemy difficulty does not outpace player advancement. Combat has not been ramped up overly excessively for world enemies, as the player is never a great distance from a save cone and we dont want Hard Mode devolving into a constant shuttling between the save cone and the next world enemy.
Bosses in Grandia II HD Hard mode however, have been made significantly more difficult. Their attacks are much more frequent, forcing the player to make constant decisions about when to heal, boost, or attack; balanced against the players capacity to counter boss attacks with defensive maneuvers. Bosses also have large boosts to HP, defence, and in some cases even their base damage values. Vulnerabilities to specific attacks have also been decreased, but not so much that enemies lose their personality. This ensures that players still have an avenue to attack bosses in specific and tactical ways. Regardless of these increases though, players should be able to beat any boss via a tactical approach, regardless of the leveling up choices theyve made prior to that point in the game."
I hope that helps.
According to SteamSpy, the game sold only 1000 copies on the first day It's pretty sad. I know it's just a rerelease of an old classic, but still. I hope it reaches at list 10000 copies in a month. I wonder what the sales target is, for such a port...
Glad to see people getting to re-experience G2. It's got my favorite story of the series. Though Xtreme still remains as my favorite title of the series. I can understand how people might not like it, as it's got a deep dungeon crawler focus, but it's definitely the most comprehensive game of the series. Plus, it's got the largest party of the series, and allows for some deep customization. It's really great. If you played G2, I highly recommend giving it a shot.
Hi all;
I want to help clarify misinformation that has been spread about the Hard Mode. Yesterday, saw the erroneous information being spread that we only added 20-25% more health to bosses and called it a day -- that information is wrong. Below is an official statement on the topic from our developer to help clear it up:
"Yes, there was a lot of work done for Hard Mode both for regular enemies & for bosses. It's not just the raw health & defense numbers that are different, but also the speed of the opponents attack bar (frequency) that have been adjusted. As the user starts to progress the boss battles will start to become very challenging. Some battles later on that may have took 20mins on Normal Mode before could last 45-60mins+ mins on Hard Mode.
General world enemies in Grandia II Hard Mode are more difficult because of an increase in their frequency of attacks, their increased HP, and in some instances their ability to take damage. This makes each enemy engagement more risky for the player, while still providing the same reward and XP curve, ensuring that enemy difficulty does not outpace player advancement. Combat has not been ramped up overly excessively for world enemies, as the player is never a great distance from a save cone and we dont want Hard Mode devolving into a constant shuttling between the save cone and the next world enemy.
Bosses in Grandia II HD Hard mode however, have been made significantly more difficult. Their attacks are much more frequent, forcing the player to make constant decisions about when to heal, boost, or attack; balanced against the players capacity to counter boss attacks with defensive maneuvers. Bosses also have large boosts to HP, defence, and in some cases even their base damage values. Vulnerabilities to specific attacks have also been decreased, but not so much that enemies lose their personality. This ensures that players still have an avenue to attack bosses in specific and tactical ways. Regardless of these increases though, players should be able to beat any boss via a tactical approach, regardless of the leveling up choices theyve made prior to that point in the game."
I hope that helps.
probably wouldn't be sold at the full 15$).
Great budget breakdown, but man, the sales estimate sounds awfully optimistic to me. In their original release, Game Arts' biggest games always maxed out around 200,000 copies in Japan, and I'd be very surprised if higher numbers happend abroad other than Lunar~SSS under WD. Since Steam is barely workable in Japanese and there's no Grandia II release (yet?), counting on Western Grandia fans to punch above their weight!I think lifetime a game like this will probably sell around 30-40k units, at 40k units they'd make 420k - 100k of the budget they'd be left with around 320k net revenue.
Speaking of which, what is a successful level of sales for Steam, for small and big releases?
Apologies for the misinformation. Without prior word, I was simply going off what I noticed during my playthrough.
No worries! Feel free to reach out directly to me in the future on anything GungHo related items if you need any questions answered on our content/games/etc.
No worries! Feel free to reach out directly to me in the future on anything GungHo related items if you need any questions answered on our content/games/etc.
No worries! Feel free to reach out directly to me in the future on anything GungHo related items if you need any questions answered on our content/games/etc.
Sure ! What's the next game ?
LOL. I should have figured that someone would ask this question in response
Our main concentration right now is to make sure everyone is satisfied with Grandia II and looking to address as many issues/bugs/glitches/etc as we can so people can enjoy the game =D
According to SteamSpy, the game sold only 1000 copies on the first day It's pretty sad. I know it's just a rerelease of an old classic, but still. I hope it reaches at list 10000 copies in a month. I wonder what the sales target is, for such a port...