Riviera: The Promised Land Official Topic
#1
Posted 01 March 2005 - 01:59 PM
What makes this so cool, you ask? Let me give you an explanation in different categories ...
Story
I'm not so clear on the whole storyline here, since it's all told in Japanese kanji, but my guess is that it takes place during some made-up events after Ragnarok back in ancient Norse mythological times. That's all I know.
EDIT: According to Game Spy's article, the story goes like this ...
" ... this RPG concerns a world torn apart by the strife of gods and demons -- a Second Advent is upon this time, and the warriors Ecthel and Ledah come together in a quest to determine the fate of the paradise land, Riviera."
Here's more from National Console Support, Inc.
"In Ragnarok, gods and demons fought and tore the world apart. As a slow recovery from the destruction begins, heroes Ecthel and Ledah venture off in an adventure to prevent the possible destruction of Riviera, aka the Paradise Land."
So, apparently, I was right on the nose about Ragnarok, but I only hit the left nostril. This is actually during the event of Ragnarok, in which the demons, angelic beings, and the spirits of the dead fight a bloody and massive war. Ecthel and Ledah are the two main characters that you see in the beginning of the game. The male character with the metal grey hair and the yellow sword is Ecthel (or, in English, he's referred to as Excel), and the other male with blonde hair, pale skin, wings, and the red zanbatou--a dagger at the end of a long wooden stick--is Ledah (I haven't found his English name yet).
Excel wields the mighty "Excellion"; the ultimate sword (ironic, eh?). It is not yet determined what Ledah's zanbatou's name is. Both characters are angels sent down to the land below during the middle of Ragnarok (which is pretty risky I might say) to save Riviera, the so-called "Promised Land", from going into turmoil and waste from the war.
Further investigation will be held at a later time.
Character Design
The characters are very well portrayed here, although the sprites kind of shy away from what the artwork shows how they really look like. For example, I thought that there was a human with hedgehog features, but when I saw their artwork in the mugshot, it was a guy wearing a purple hermit crab shell. Talk about wardrobe malfunction ...
Graphics
A friend coined the art style and sprites as Boktai-esque. Although, I've only seen very vague tidbits of Boktai (or my memory's crap), I kind of agree with him there. Although, the artwork is very clean and has, what I like to call, a "blinds shading" effect to it. Also, they keep the look and feel of an anime into the battles with different yet unique animations, as well as the special effects like the blurring of a sword when slashed at an enemy, or the summoning a spell.
Sound
The music in this game is very unforgettable if not catchy and addictive. It's just the same thing like the occasional orchestral music you find in Fire Emblem or Golden Sun, but in its own unique way. The sound is very crisp and refreshing, and there are not very many mistakes, if not any mistakes at all. The boss battle themes are very intriguing, as well, which makes me impatient to hear the final boss theme.
Gameplay
There is so much to explain about the gameplay, it's hard to keep it all down in a short and sweet summary. Basically, as far as I'm concerned, this isn't your typical RPG. Why? Instead of all the roaming around town, holding down the button that makes you run faster in a traditional RPG, you explore towns like you would on a turned-based strategy game (without the turn-based part). When exploring, you can go into two modes; Move--which speaks for itself--and Quest. In Quest mode, you can interact with suspicious objects, areas, and even people. This counteracts with just walking up to someone and pressing the A Button to talk or examine something, like you do in other RPGs. In this, it's very complex to maneuver (maybe even less if it were in English, which is the point of the poll).
The dungeons are the same for exploration, but only a little different. You have some semi-linear choices to make, between both Move and Quest modes. Sometimes you can open differents paths in Quest mode that you can go through in Move mode. Also, you can open chests in Quest mode--if there is one in the particular area of the dungeon that you're exploring--but most chests contain a simple but reflex-requiring mini game, in which you'll have to hit a corresponding pattern of buttons without any mistakes. Mess-up, and you lose 5% of your HP, and some other surprises, which can be frustrating to have in battles. And, of course, it wouldn't be a dungeon without some big-arse boss waiting for you at the end.
Moving along to the battle engine, it's a not-so complex system, but it may remind you of Fire Emblem's weapons system. Your party members can use any weapon or item in the arsenal that you're supposed to set up before the battle, which can be formed from choice weapons/items in your inventory. Note that, near the beginning of the game, you can only have up to four weapons/items in your arsenal, but as you progress, the number of weapons/items allowed in your arsenal will steadily increase. Also, you can use magic and support items in battles, but support items (like bread or healing verbs) are in limited quantities; this is why I referred to Fire Emblem.
Finally, within almost every exact event--between battles and interacting with people, objects, or peculiar spots--you can be awarded points, which adds to your score. Now, although this sounds very old school, there can be good things to come if you've gotten a high score for completing a dungeon. You might trigger special events which nabs you a very special item or weapon, and among other things. Also, it depends on how much points you earned that give you high grades in battle (you know the drill; grade F through S). Although that doesn't accomplish much, you'll feel like you've done something extraordinary out of everything else.
EDIT: I've got some info that might help my explanation for the Move and Quest modes. This is from National Console Support, Inc.
"The game is broken up into simple movement, quest, and attack phases. Choose to move by pressing the "B" button and the heroes will automatically move as if the page were being flipped. Arrows delineate where the heroes may move and generally only one path is available per screen. If a treasure chest is encountered in an new area that the heroes have walked into, the Quest mode can be triggered by pressing "A" which allows one of the heroes to open up to chest and plunder its contents."
Update - More on the battle engine ...
There are two meters within the battle scenario. The Overdrive meter is one of them, which can be filled when you give damage to an enemy or recieve it. The meter has three levels, and when it is competely filled to lv. 3, and if one of your party members has enough EXP with their weapon, they can perform an Over Skill, which is the best offensive maneuver in the game. But, if they have enough EXP with a different weapon than what they were originally assigned to, they can perform seperate levels of an Over Skill called a "Break Out". Break Out has three levels of power--prior to the Overdrive meter--and depending on what level the Break Out is, a section of the Overdrive meter will be depleted (e.g. a lv. 1 Break Out will take away one section of the meter). Though, if the character accomplishes a lv. 3 Break Out, it is moreover considered an actual Over Skill, since it drains the Overdrive meter completely.
Also, unlike any other RPG, the Overdrive meter can be broken, in the sense. So far, only the two main characters' Over Skills can break it, but there may be others.
The other meter is your party's Rage meter. This can be effected in a number of ways, but, there isn't any current knowledge of what it can do. One theory is that, the more the meter is filled, the higher the damage an attack will cause, but there will be a more unlikely chance of success.
Overall
Don't really take it from me. I did find this very enjoyable, and I posted this topic in order for you to cast your vote and see if you want this game to be translated or not. And I'm hoping--if this gets translated--that the American version doesn't really rip it apart like some other classic RPGs that have been around. But in any case, this game is unique in its own breath, and it takes you a short while to get used to the complex mechanics. If you want, go download the emulated version (if you can find it).
--------------------------------------------------------
And that's my review. I've prepared some eye candy in the form of screenshots so you don't have to go download it impatiently and see if it really is "remarkable".
EDIT: I added more screenshots.
Update - More screens for the female roles.
#2
Posted 01 March 2005 - 09:16 PM
#3
Posted 02 March 2005 - 09:11 PM
-The status screen for (possibly) the last member that will be added to your party.
-Key Over Skill cinematics.
-A cat who seems to be Excel and Ledah's spirit guide.
-A demon child possibly trying to prevent Excel and Ledah's quest for Riviera.
-The enemy's Break Out/Over Skill ability.
-Various mugshots and scenes.
-The grading scale and the Stage Clear total.
#4
Posted 02 March 2005 - 10:00 PM
#5
Posted 03 March 2005 - 05:48 AM
EDIT: I've looked around, and I never seen nor heard of an American release. This is part of why I put up the poll.
#6
Posted 03 March 2005 - 07:49 PM
#7
Posted 03 March 2005 - 08:56 PM
#8
Posted 03 March 2005 - 09:12 PM
But again, an excellent review.
#9
Posted 03 March 2005 - 09:34 PM
Apparently, this is not the first Riviera title. Beforehand, there was one for the Wonderswan Color; which is a handeheld gaming port that doesn't really catch on and is struggling to survive the gaming wars, but still doesn't stand up to the chance. Not much is known on the game, but some sources say that it's just like the one you've seen me review, only with a different storyline and fewer gameplay features.
But what does this mean? Well, apparently, Riviera does have some background to hold it up to what it offers, but there's nothing more to it. It's enjoyable, but it's not known if it was relieved the same way for the Wonderswan. As much as I anticipate this title's translation to the states, I just hope that everyone would be able to enjoy this as much as I do everyday.
#10
Posted 03 March 2005 - 09:41 PM
Oh yeah, this game looks super awesome, so I hope it does get americanized or whatever. VOTE VOTE VOTE!!!
#11
Posted 06 March 2005 - 08:07 PM
I'd definetly like to see this game on the shelf of EB Games, or another gaming store.
#12
Posted 08 March 2005 - 09:00 PM
Apparently, I haven't really been giving out much more information on Riviera, mainly because I've picked up Kingdom Hearts: Chain of Memories for the moment. Don't worry, I'm almost done with that, and pretty soon, I'll jump back to giving you juicy coverage.
By the way, this isn't as much, but I have been able to give one character a temporary name until it is confirmed.
The female role with the green color scheme and the "Saint Saber" is, whom I'd like to call, Selphie. Now, as I've stated, it is not known that that is her true name, but with a little research and well-spent time, I may be able to recover some or all the names for the party members.
Which brings me to asking you, the crowd who've seemed to have taken interest in this game, to help me in this research. It would be appreciated very much, and I promise that it won't be much trouble.
For starters, start looking on Google or Alta Vista for articles on the names of the characters (other than Excel and Ledah). You should also try GameFAQs, since I remember seeing a walkthrough for the imported version, and the author might have released some valuable information.
Again, I thank you for partaking in the search with me. If we work together, we just might be able to bring Riviera to the states! :angry:
#13
Posted 08 March 2005 - 10:18 PM
#14
Posted 09 March 2005 - 03:55 PM
#15
Posted 09 March 2005 - 07:37 PM
#16
Posted 09 March 2005 - 09:13 PM
Shinkenrui, on Mar 9 2005, 08:37 PM, said:
Thank you, but I've already stated that. And the original Riviera had a different storyline as far as I've read.
#17
Posted 09 March 2005 - 10:43 PM
http://ds.1up.com/do...ory?cId=3138574
heres the link for the official thing saying its being translated
btw sorry for repeating what you already said I didnt notice
#18
Posted 10 March 2005 - 05:02 PM
Good news, everyone. I managed to find the names of the female roles whilst looking upon GameFAQs.
http://img203.exs.cx/img203/4306/lyuriicon5ok.jpgLyuri
http://img203.exs.cx/img203/5493/fiaaicon5qa.jpgFiaa
http://img203.exs.cx/img203/1892/sereneicon4wq.jpgSerene
http://img203.exs.cx/img203/386/cierraicon6iq.jpgCierra
Hope this covers up a lot.
#19
Posted 12 March 2005 - 11:00 AM
edit: I did a little google imaging, here's a really cute picture of them all
http://koisanndou.hp.infoseek.co.jp/image/...e2/riviera2.JPG
#20
Posted 14 March 2005 - 04:22 PM
#21
Posted 16 March 2005 - 09:07 PM
#22
Posted 22 April 2005 - 07:14 PM
There's nothing new for now, but you are welcome to converse about the game whilst you play the emulated version (if you can).
#23
Posted 22 April 2005 - 07:50 PM
I'm not much of a gamer, but I'll try and at least give this a play.
#24
Posted 22 April 2005 - 09:21 PM
EDIT: By the way, in the game, the general rule of thumb for Quest mode is to only use it on certain things in an area that look rather suspicious. You'll see what I mean when you play it.
#25
Posted 23 April 2005 - 10:52 AM
It pwnz.
I sincerely hope that Max will make a spot for it on the main site. =D
#26
Posted 23 April 2005 - 11:05 AM
It looks great!
This post does not contribute to the topic in anyway; simply expressing a blatantly unnecessary opinion is spam. In the future, make your posts constructive. - Riad
#27
Posted 24 April 2005 - 08:30 PM
I have brought you two new screens. But after these, keep in mind, that my attachment space will have been eventually used up. I'll have to present you more screens via link.
Also, I will be giving you mini-strategies for certain areas, bosses, etc. in the game, for those of you who have the ROM, or would like to look back at this topic when you finally have the game.
Today, I'll give you a guide to the game's first real boss (not counting the dragon mid-boss and the phoenix boss in the very first stage).
Isher
HP: 1000
WT: 10
STR: 59
MGC: 16
AGL: 5
VIT: 10
Attacks: Horizontal Slash, Guard, Break Out
This is one tough boss. He approximately takes around 2-4 tries, depending on how much you waned down all your items before the battle. What I recommend is, as soon as you get Serene, you must complete her experience meter with her scythe before you even get to fight Isher. The power of her Over Skill against him is almost legendary, and it would approximately take three hits using it to bring the boss down.
Make sure Fiaa comes along for the ride, since she's pretty good with the staff you've picked up in your trek through the tower. Also, keep her rapier intact just in case she needs to defend herself, and if no one needs any crucial healing.
Also, whatever you do, do not; I repeat, DO NOT use Excel's Over Skill near the beginning of the battle. If you do, not only will you waste the Overdrive meter, but it will break, and you won't be able to use it until your next battle. This is why I recommended using Serene's Over Skill more often instead. If you're ever in a pinch, and Isher's life is down to 100-300 HP, use Excel's Over Skill as a last resort (if he's still alive, that is).
Put your party in the Magic position. Have Serene stand in the front, and Excel and Fiaa in the back. That way, Isher won't be able to reach your main healer nor your "last resort".
The first phase of the battle is surprisingly an unfair fight. None of your weapons, magic, or Over Skills will damage Isher in his protective light blue coating. So, what's the best way to deal with this? Although it may sound drastic, but the game makes a special cutscene when Excel falls in battle, where the Fairy Goddess awakens Excel's true potential, and the Excellion glows, bringing about promising results. Hmm ... well, all's well that ends well.
To keep on the safer side, don't waste any of your normal weapons, and instead, let your whole party attack with the Excellion. It shouldn't take long for Isher to Break Out, in which makes it possible for an easier death on Excel. Once it happens, the Excellion awakens, and the light blue coating on Isher vanishes into thin air, leaving him completely vulnerable to any and all attacks.
Now that the second phase of the battle is here, Isher keeps the same level of power as he did in his light blue coating. In this case, if he activates his Break Out, you're in for a lot of trouble. But even if you die and continue the battle, half of his HP will be extinguished, leaving you an easier opening for the kill.
Mainly, he won't attack for a while, leaving you to chop him down for good measure. Whence he does attack, whip out the staff with Fiaa and make sure your party's HP is intact, because it's better safe than sorry for what Isher has in store. It's known that Isher can take out your whole party just attacking with the Horizontal Slash and his Break Out once at a time for the whole fight. And his Guard move probably dulls the damage of Serene's Over Skill, but that's nothing entirely to worry about.
The moral of this battle is to keep pounding on the sucker for as long as you can. It matters not if you've leveled up a bit by giving your characters a different variety of weapons to wield, since his Break Out is always a hard case to swallow. Make sure you heal plenty, and not just with the staff. Try using the bread you found at Lyrui and Fiaa's house, or the peach you found on your way to the top of the tower. They're good healing items, as well, and restore a lot of HP.
#28
Posted 24 April 2005 - 08:37 PM
Any word on an English version soon?
#29
Posted 24 April 2005 - 09:16 PM
#30
Posted 01 July 2005 - 06:56 PM
Also, all original cutscenes were kept in place. I plan to pick this up tomorrow and if I take enough interest in it, perhaps I shall write guides and/or something.
And if enough people on this forum take an interest, maybe we can develop a site and have it hosted either here or on my host.
#31
Posted 01 July 2005 - 08:56 PM
#32
Posted 02 July 2005 - 03:45 AM
#33
Posted 02 July 2005 - 05:01 AM
However, at first and throughout the game when new stuff is introduced, you can sometimes feel overwhelmed.
#34
Posted 02 July 2005 - 02:03 PM
It is very well explained, but some things are a bit overwhelming. like when a rock suddenly felt down, and I had to tap A and left a few times. same thing goes for finding swords and such.
there is only one thing that bothers me; (spoiler up ahead!!)
You lose your memory after completing the first stage. you dont remember your a Grim Angel, and your uber-strong companion is also gone... (maybe u will get your memory back soon, but im not there yet)
EDIT:
I also played trough the second stage... which took me one and a half hour.
*spoiler*
In the end of the second stage, you will get your memory and powers back ;)
#35
Posted 02 July 2005 - 08:10 PM
#36
Posted 02 July 2005 - 10:02 PM
I could see potential with it.
#37
Posted 03 July 2005 - 01:45 AM
#38
Posted 03 July 2005 - 03:00 AM
#39
Posted 03 July 2005 - 03:30 AM
#41
Posted 03 July 2005 - 06:46 AM
Played a bit. Wierd battle system.
This post has been edited by watch: 03 July 2005 - 07:14 AM
#42
Posted 03 July 2005 - 06:02 PM
A couple things I don't like are:
-Item restrictions - you can only hold 15 items total and only bring 4 to battle, including weapons.
-Items don't compound (If you have a a potion with 3 and a potion with 2, it won't be a potion with 5)
-You can't choose who to attack.
#43
Posted 04 July 2005 - 09:37 AM
it means you can't have ánd weapons, ánd potion/heal stuff, ánd armor to fight in a battle.
and what I also don't like, is that (at least in my save) Ein is quite weak actually... (besides his Overdrive with his diviner ^^)
and fater you've beaten Chapter 3, you'll get some bathing scenes hehe...
#44
Posted 04 July 2005 - 03:49 PM
Quote
What are your stats? You have to train him and the rest with every weapon you pick up.
Here are my stats:
Ein:
HP: 500
STR: 54
MGC: 36
AGL: 11
VIT: 30
Fia:
HP: 445
STR: 38
MGC: 60
AGL: 20
VIT: 26
Cierra:
HP: 405
STR: 19
MGC: 50
AGL: 5
VIT: 23
Serene:
HP: 400
STR: 55
MGC: 29
AGL: 15
VIT: 28
Lina:
HP: 400
STR: 41
MGC: 48
AGL: 25
VIT: 28
I'm at AREA 3-1.
#45
Posted 05 July 2005 - 02:24 AM
#46
Posted 05 July 2005 - 03:37 AM
Ein:
HP: 220
STR: 30
MGC: 22
AGL: 15
VIT: 18
Weapon(s): EinherJar, Thunder Blade
Fia:
HP: 250
STR: 29
MGC: 26
AGL: 22
VIT: 17
Weapon(s): Estoc, Zantetsu
Cierra:
HP: 330
STR: 21
MGC: 44
AGL: 7 (lol)
VIT: 20
Weapon(s): Ruby Staff
Serene:
HP: 310
STR: 47
MGC: 26
AGL: 17
VIT: 24
Weapon(s): Burning Sun
Lina:
HP: 245
STR: 34
MGC: 26
AGL: 27
VIT: 20
Weapon(s): Iria's Bow, Elfin Bow
and I'm in stage 4-6!!! damn your strong then!
#47
Posted 05 July 2005 - 05:01 AM
#48
Posted 05 July 2005 - 06:41 AM
#49
Posted 05 July 2005 - 10:45 AM
Weapon/Item: Flamberg
People that can master it (Skill): Ein (Flame Slash L3), Cierra (Fire Blade L1), Serene (Volcano Strike L1), Fia (Verticle Flare L1)
So Ein gets a master skill from that (Level 3). You go into practice mode and select the Flamberg and any other weapons (preferrably non-damaging weapons). Then you should see little ticks that aren't lit up (some may be though). You keep using the Flamberg until all the ticks are lit up. Then kill all monsters. You learn the skill.
You do that with each character and they will each get a 'level up' with their stats.
#50
Posted 05 July 2005 - 10:51 AM
Ein: swords
Fia: rapiers
Lina: bows
Cierra: staffs and whips
Serene: spears and scythes
Well, thanks for the info... I'll go train alot now :)
#51
Posted 05 July 2005 - 11:22 AM
#52
Posted 31 July 2005 - 02:26 PM
Riviera: The Promised Land --Recommended
#53
Posted 31 July 2005 - 04:15 PM
#54
Posted 01 August 2005 - 03:36 AM
Here are my stats
Ein:
HP: 505
STR: 58
MGC: 31
AGL: 14
VIT: 31
Weapon(s): EinherJar
Fia:
HP: 540
STR: 51
MGC: 60
AGL: 21
VIT: 29
Weapon(s): No definate weapon
Cierra:
HP: 340
STR: 21
MGC: 41
AGL: 6
VIT: 26
Weapon(s): No definate weapon
Serene:
HP: 4850
STR: 68
MGC: 30
AGL: 16
VIT: 31
Weapon(s): No definate weapon
Lina:
HP: 460
STR: 50
MGC: 49
AGL: 26
VIT: 29
Weapon(s): No definate weapon
And im on area 4 - 6
#55
Posted 07 August 2005 - 08:01 AM
At any rate, I'm glad you people enjoy Riviera. Those reviews are a load of absolute bull; they didn't see how much of a true game it really is. The unique style and gameplay is fascinating, and, being true to the Atlus name, they have a fresh and interesting voice cast in their translated versions.
Anyway, hope you continue to enjoy Riviera, and I hope that I found an excellent replacement for Golden Sun.
Have fun.
EDIT: Oh yeah. Here's my current stats as of right now. I'm about to let Serene learn to use a rapier, but I might as well clock in their details right now.
Ein
HP - 315
STR - 33
MGC - 25
AGL - 11
VIT - 21
Weapon - Einherjar
Serene
HP - 245
STR - 36
MGC - 24
AGL - 15
VIT - 21
Weapon - N/A
Lina
HP - 255
MGC - 33
AGL - 25
VIT - 20
Weapon - N/A
Fia
HP - 305
MGC - 41
AGL - 20
VIT - 19
Weapon - N/A
#56
Posted 07 August 2005 - 03:27 PM
Ein:
HP: 790
STR: 88
MGC: 50
AGL: 17
VIT: 45
Fia:
HP: 750
STR: 52
MGC: 93
AGL: 23
VIT: 39
Cierra:
HP: 905
STR: 35
MGC: 103
AGL: 8
VIT: 42
Serene:
HP: 900
STR: 116
MGC: 53
AGL: 18
VIT: 47
Lina:
HP: 830
STR: 77
MGC: 76
AGL: 28
VIT: 45
Yeah, I pwn.
#57
Posted 07 August 2005 - 06:13 PM
Ein
HP - 495
STR - 53
MGC - 34
AGL - 12
VIT - 29
Weapon - Einherjar
Cierra
HP - 500
STR - 24
MGC - 57
AGL - 6
VIT - 27
Weapon - N/A
Serene
HP - 475
STR - 68
MGC - 33
AGL - 16
VIT - 32
Weapon - N/A
Lina
HP - 350
STR - 40
MGC - 38
AGL - 26
VIT - 25
Weapon - N/A
Fia
HP - 455
STR - 39
MGC - 59
AGL - 21
VIT - 26
Weapon - N/A
#58 Guest_redangel1_*
Posted 11 September 2005 - 06:13 PM
Crimson Barrel Knight, on Mar 1 2005, 02:59 PM, said:
What makes this so cool, you ask? Let me give you an explanation in different categories ...
Story
I'm not so clear on the whole storyline here, since it's all told in Japanese kanji, but my guess is that it takes place during some made-up events after Ragnarok back in ancient Norse mythological times. That's all I know.
EDIT: According to Game Spy's article, the story goes like this ...
" ... this RPG concerns a world torn apart by the strife of gods and demons -- a Second Advent is upon this time, and the warriors Ecthel and Ledah come together in a quest to determine the fate of the paradise land, Riviera."
Here's more from National Console Support, Inc.
"In Ragnarok, gods and demons fought and tore the world apart. As a slow recovery from the destruction begins, heroes Ecthel and Ledah venture off in an adventure to prevent the possible destruction of Riviera, aka the Paradise Land."
So, apparently, I was right on the nose about Ragnarok, but I only hit the left nostril. This is actually during the event of Ragnarok, in which the demons, angelic beings, and the spirits of the dead fight a bloody and massive war. Ecthel and Ledah are the two main characters that you see in the beginning of the game. The male character with the metal grey hair and the yellow sword is Ecthel (or, in English, he's referred to as Excel), and the other male with blonde hair, pale skin, wings, and the red zanbatou--a dagger at the end of a long wooden stick--is Ledah (I haven't found his English name yet).
Excel wields the mighty "Excellion"; the ultimate sword (ironic, eh?). It is not yet determined what Ledah's zanbatou's name is. Both characters are angels sent down to the land below during the middle of Ragnarok (which is pretty risky I might say) to save Riviera, the so-called "Promised Land", from going into turmoil and waste from the war.
Further investigation will be held at a later time.
Character Design
The characters are very well portrayed here, although the sprites kind of shy away from what the artwork shows how they really look like. For example, I thought that there was a human with hedgehog features, but when I saw their artwork in the mugshot, it was a guy wearing a purple hermit crab shell. Talk about wardrobe malfunction ...
Graphics
A friend coined the art style and sprites as Boktai-esque. Although, I've only seen very vague tidbits of Boktai (or my memory's crap), I kind of agree with him there. Although, the artwork is very clean and has, what I like to call, a "blinds shading" effect to it. Also, they keep the look and feel of an anime into the battles with different yet unique animations, as well as the special effects like the blurring of a sword when slashed at an enemy, or the summoning a spell.
Sound
The music in this game is very unforgettable if not catchy and addictive. It's just the same thing like the occasional orchestral music you find in Fire Emblem or Golden Sun, but in its own unique way. The sound is very crisp and refreshing, and there are not very many mistakes, if not any mistakes at all. The boss battle themes are very intriguing, as well, which makes me impatient to hear the final boss theme.
Gameplay
There is so much to explain about the gameplay, it's hard to keep it all down in a short and sweet summary. Basically, as far as I'm concerned, this isn't your typical RPG. Why? Instead of all the roaming around town, holding down the button that makes you run faster in a traditional RPG, you explore towns like you would on a turned-based strategy game (without the turn-based part). When exploring, you can go into two modes; Move--which speaks for itself--and Quest. In Quest mode, you can interact with suspicious objects, areas, and even people. This counteracts with just walking up to someone and pressing the A Button to talk or examine something, like you do in other RPGs. In this, it's very complex to maneuver (maybe even less if it were in English, which is the point of the poll).
The dungeons are the same for exploration, but only a little different. You have some semi-linear choices to make, between both Move and Quest modes. Sometimes you can open differents paths in Quest mode that you can go through in Move mode. Also, you can open chests in Quest mode--if there is one in the particular area of the dungeon that you're exploring--but most chests contain a simple but reflex-requiring mini game, in which you'll have to hit a corresponding pattern of buttons without any mistakes. Mess-up, and you lose 5% of your HP, and some other surprises, which can be frustrating to have in battles. And, of course, it wouldn't be a dungeon without some big-arse boss waiting for you at the end.
Moving along to the battle engine, it's a not-so complex system, but it may remind you of Fire Emblem's weapons system. Your party members can use any weapon or item in the arsenal that you're supposed to set up before the battle, which can be formed from choice weapons/items in your inventory. Note that, near the beginning of the game, you can only have up to four weapons/items in your arsenal, but as you progress, the number of weapons/items allowed in your arsenal will steadily increase. Also, you can use magic and support items in battles, but support items (like bread or healing verbs) are in limited quantities; this is why I referred to Fire Emblem.
Finally, within almost every exact event--between battles and interacting with people, objects, or peculiar spots--you can be awarded points, which adds to your score. Now, although this sounds very old school, there can be good things to come if you've gotten a high score for completing a dungeon. You might trigger special events which nabs you a very special item or weapon, and among other things. Also, it depends on how much points you earned that give you high grades in battle (you know the drill; grade F through S). Although that doesn't accomplish much, you'll feel like you've done something extraordinary out of everything else.
EDIT: I've got some info that might help my explanation for the Move and Quest modes. This is from National Console Support, Inc.
"The game is broken up into simple movement, quest, and attack phases. Choose to move by pressing the "B" button and the heroes will automatically move as if the page were being flipped. Arrows delineate where the heroes may move and generally only one path is available per screen. If a treasure chest is encountered in an new area that the heroes have walked into, the Quest mode can be triggered by pressing "A" which allows one of the heroes to open up to chest and plunder its contents."
Update - More on the battle engine ...
There are two meters within the battle scenario. The Overdrive meter is one of them, which can be filled when you give damage to an enemy or recieve it. The meter has three levels, and when it is competely filled to lv. 3, and if one of your party members has enough EXP with their weapon, they can perform an Over Skill, which is the best offensive maneuver in the game. But, if they have enough EXP with a different weapon than what they were originally assigned to, they can perform seperate levels of an Over Skill called a "Break Out". Break Out has three levels of power--prior to the Overdrive meter--and depending on what level the Break Out is, a section of the Overdrive meter will be depleted (e.g. a lv. 1 Break Out will take away one section of the meter). Though, if the character accomplishes a lv. 3 Break Out, it is moreover considered an actual Over Skill, since it drains the Overdrive meter completely.
Also, unlike any other RPG, the Overdrive meter can be broken, in the sense. So far, only the two main characters' Over Skills can break it, but there may be others.
The other meter is your party's Rage meter. This can be effected in a number of ways, but, there isn't any current knowledge of what it can do. One theory is that, the more the meter is filled, the higher the damage an attack will cause, but there will be a more unlikely chance of success.
Overall
Don't really take it from me. I did find this very enjoyable, and I posted this topic in order for you to cast your vote and see if you want this game to be translated or not. And I'm hoping--if this gets translated--that the American version doesn't really rip it apart like some other classic RPGs that have been around. But in any case, this game is unique in its own breath, and it takes you a short while to get used to the complex mechanics. If you want, go download the emulated version (if you can find it).
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And that's my review. I've prepared some eye candy in the form of screenshots so you don't have to go download it impatiently and see if it really is "remarkable".
EDIT: I added more screenshots.
Update - More screens for the female roles.
umm... could you send me a link to where you ddled the japanese version?
it sounded cool and I liked the english version... I own it.
I want to see it and play the japanese version...
plz.... thx... i've been looking forever. i can't find it.
#59
Posted 11 September 2005 - 06:22 PM
Check it out in a couple of minutes. Gonna go kick in Weil's behind.
#60
Posted 11 September 2005 - 06:23 PM
Quote
#61
Posted 11 September 2005 - 06:24 PM
redangel1, on Sep 11 2005, 04:13 PM, said:
The Japanese version is exactly the same as the English, with only minor changes. It doesn't make sense why you'd want the japanese version when the english is already in your hands.
#62
Posted 11 September 2005 - 06:37 PM
Fork this. Mods are SERIOUSLY gettin annoying on this board. I'm not gonna even bother arguing.
#63
Posted 11 September 2005 - 06:39 PM
#64
Posted 14 September 2005 - 08:31 AM
Though, I might be able to pick it back up again. It's just too hard to let go of.