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Lab Zero (Skullgirls) announce Indivisible "Metroidvania” w/ Valkyrie Profile combat"

Are those monsters with an exposed heart, lungs and their entire digestive tracks? Like at first it looks like their base may be a scorpion tail but I'm assuming its actually just the naturally segmented descending/sigmoid colon with an especially distended rectal ampulla? That's......certainly a bold monster design.

https://en.wikipedia.org/wiki/Penanggalan

Also, I guessing the segmentation of the yellow action bar represents X number of actions that could be taken in one turn?

Yeah, as you get more attacks, the bar will segment. Using an attack will consume one segment, and the time it takes to recharge is affected by the strength of the attacks you use.

As an aside, how did you choose which characters would be playable in the prototype? There are clearly a lot of characters you could have chosen from given the backdrop behind Ajna in the trailer. Names out of a hat? Throw darts at a board? Or was there some sort of logic reasoning behind that (and what was that logic)?

Sorry, must've missed this one before!

We chose them based on gender and shape, more or less.

We wanted an equal number of male and female party members, and a variety of heights and body shapes.
 

I feel like every time I ask a question about this game I learn something legit new. You've got something special brewing here.

Yeah, as you get more attacks, the bar will segment. Using an attack will consume one segment, and the time it takes to recharge is affected by the strength of the attacks you use.

Ah ok thanks for the clarification. With regards to combo attacks, are those all like FG combos (like DHCs) or like Chrono Trigger Dual/Triple techs or somewhere in between? (I'm assuming its like the first but I'm just double checking)

Sorry, must've missed this one before!

We chose them based on gender and shape, more or less.

We wanted an equal number of male and female party members, and a variety of heights and body shapes.

Ah ok that makes sense. Just curious and a good rationale. A shame the viking lady has to wait till the full game but this is a cool crew you've assembled here too.

One more thing: I noticed that all the incarnations kind of glide to and from the enemies in combat rather than actually run like Ajna. Is that because you just haven't created run animations for the others yet or you don't intend to (I assume Ajna of course needs more action frames since she moves around in the overworld).
 
Isn't she meant to switch between multiple weapons on-the-fly or did I just make that up? It's like, one-idle-fits-all if the former.

She can switch between them on the fly in the exploration mode, and in battle.

Right when you enter a battle you can change weapons for free, but after that you'll have to us an action to change weapons.
 

Was expecting something good, got something even better than expected instead. It looks like it will be a lot of fun, love the instant transition to combat, the ATB twist, and just about everything about the combat.

In VP there is a menu to use items, spells, change equipment, etc, are there any info on how and if it would be implemented?

Really looking forward the Indiegogo campaign.
 
My god does that look great. It's funny how virtually no games have used this battle style aside from Valkyrie Profile and the Namco x Capcom games.
 
Better art than Tri-Ace's rather crappy looking upcoming new game (which I forget the name of right off the top of my head).

My god does that look great. It's funny how virtually no games have used this battle style aside from Valkyrie Profile and the Namco x Capcom games.

There's loads and loads of RPGs like that where it boggles my mind why nobody else used those kinds of battle systems (Resonance of Fate, Vagrant Story, Parasite Eve, Growlanser; loads). Valkyrie Profile being one of them.
 
In VP there is a menu to use items, spells, change equipment, etc, are there any info on how and if it would be implemented?

For the most part, it won't be.

Spells, Defense, and Super Attacks will all pull from a super meter.

In general, we're trying to streamline everything and keep it fast and flowing well. No need to pause and fiddle with menus, etc.


I was already going to back, but now there is no turning back form that decision.

Can I ask you about how loot will work? And equipment in general, too. If that's okay with you.

Currently, the thought is that equipment progression will be tied to exploration.

So as you explore the world, you'll be finding items that will be used to upgrade your weapons and armor at the blacksmith. Instead of, say, Missile Expansions and Energy Tanks.

While we'll be faking it in the prototype with exp., the thought is that we're going to have relatively few weapon and armor upgrades, but we want them to be very significant when you get them. Like, a weapon upgrade would be another attack segment, for example, potentially doubling your damage output.

So it's more about giving you new tools to play with in battle than it is about just increasing stats.
 
I think the developers should add a Mario Paper-like feature where you can block incoming attacks and counter. It just looks silly when your party just stands there and does nothing at an incoming attack. This is also an annoying design taken from old JRPGs.
 
I think the developers should add a Mario Paper-like feature where you can block incoming attacks and counter. It just looks silly when your party just stands there and does nothing at an incoming attack. This is also an annoying design taken from old JRPGs.

I don't know if it will make it into the prototype, but characters will be able to block by holding down their button while enemies attack. The thought currently is that holding it will consume your super meter, though.

I believe Mike has some ideas for a timed counterattack sort of thing, too. But, again, not sure that will make it into the prototype.
 
So as you explore the world, you'll be finding items that will be used to upgrade your weapons and armor at the blacksmith. Instead of, say, Missile Expansions and Energy Tanks.

While we'll be faking it in the prototype with exp., the thought is that we're going to have relatively few weapon and armor upgrades, but we want them to be very significant when you get them. Like, a weapon upgrade would be another attack segment, for example, potentially doubling your damage output.

So it's more about giving you new tools to play with in battle than it is about just increasing stats.

Are you thinking of having hiding spots for discovery only or will there also be rng? Actually, are there going to be random elements to this game or will it be a totally pre established world (no random stages for replayability etc)?
 
Battle video looks pretty good. I think some of the timing can be sped up a bit, especially for movement animations and the encounters starting, but I'm sure it'll get there. :)

I'll weigh in on the blocking idea though - don't like the idea of a blanket constant blocking system even if it drains a meter. Would prefer exclusively to have timed parries. Straight counters sound like it would be a little unbalanced since a good player would be able to counter every attack and hence deal damage even on the enemies' turns. Maybe a perfectly timed parry could give that character an additional attack in the next turn instead?

For specific characters though, I think having block as a unique ability for them would be interesting. Maybe some heavily armored/shielded characters could have a block move which is easier to time and drains the meter, while some other characters could use the same button to do timed evasive dodges instead? Having more unique active skills like that to set characters apart could be fun.
 
Are you thinking of having hiding spots for discovery only or will there also be rng? Actually, are there going to be random elements to this game or will it be a totally pre established world (no random stages for replayability etc)?

Hidden things, backtracking, etc. No RNG.

And we have some ideas for a random thing, but it'd likely be for a stretch goal for post-release content. But the core game is intended to be all designed.
 
There's loads and loads of RPGs like that where it boggles my mind why nobody else used those kinds of battle systems (Resonance of Fate, Vagrant Story, Parasite Eve, Growlanser; loads). Valkyrie Profile being one of them.

Add The World Ends With You to that list. Hell, add it to the top.
 
Hey Ravi, I was just wondering how well integrated the party members will be to the story? I was watching the reveal trailer again and there's a fair number of them. Is the VP inspiration going to continue here with party members having an introduction but generally staying silent during the main story?
 
Hey Ravi, I was just wondering how well integrated the party members will be to the story? I was watching the reveal trailer again and there's a fair number of them. Is the VP inspiration going to continue here with party members having an introduction but generally staying silent during the main story?

Right now, we're thinking that they'll probably play out somewhat VP-style initially, but later you'll be able to do quests to resolve their personal stories.

There will probably be some kind of reward, like a new attack or something, once you complete their quests.
 
Here's a closer look at the Ahp that we revealed in last week's battle video!

tumblr_nudo8dvqnT1uzx2jzo1_1280.gif
 
Looking good! I don't know enough about VP to understand the differences, but I do like what I'm seeing. Agree with duckroll on the general pacing of combat. I think it could be sped up a bit to make things flow a little better!
 
Looking good! I don't know enough about VP to understand the differences, but I do like what I'm seeing. Agree with duckroll on the general pacing of combat. I think it could be sped up a bit to make things flow a little better!

Yeah, we're paying close attention to the feedback from the video.

We likely won't have time to do new animations, but we should be speeding up some aspects of battle.
 
Re-asking these because I think they got missed

With regards to combo attacks, are those all like FG combos (like DHCs) or like Chrono Trigger Dual/Triple techs or somewhere in between? (I'm assuming its like the first but I'm just double checking)

&

One more thing: I noticed that all the incarnations kind of glide to and from the enemies in combat rather than actually run like Ajna. Is that because you just haven't created run animations for the others yet or you don't intend to (I assume Ajna of course needs more action frames since she moves around in the overworld)?
 
With regards to combo attacks, are those all like FG combos (like DHCs) or like Chrono Trigger Dual/Triple techs or somewhere in between? (I'm assuming its like the first but I'm just double checking)

&

One more thing: I noticed that all the incarnations kind of glide to and from the enemies in combat rather than actually run like Ajna. Is that because you just haven't created run animations for the others yet or you don't intend to (I assume Ajna of course needs more action frames since she moves around in the overworld)?

It's more like fighting game combos - you can do "team attacks" by letting everyone charge up and then attack at the same time, for combos, etc.

And we haven't made run animations for all of the Incarnations - right now we're going with the dash / glide, but that could change to hops or runs in the final game.
 
Right now, we're thinking that they'll probably play out somewhat VP-style initially, but later you'll be able to do quests to resolve their personal stories.

There will probably be some kind of reward, like a new attack or something, once you complete their quests.

I swear to god you are reading my mind before answering my questions.

Just another VP related question, are there going to be special attacks ala VP's PWS or are you guys going for something different?
 
I swear to god you are reading my mind before answering my questions.

Just another VP related question, are there going to be special attacks ala VP's PWS or are you guys going for something different?

Yeah, there will be a super bar and super attacks in the final game.

Not sure we're going to have time to get supers into the prototype, but we're trying to.
 
Oh, you guys are so dirty.

Double was always my favorite design from Skullgirls.
 
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