Shining in
the Q&A
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October 21st, 2011 |
10/21- 12:00PM EST
Welcome to another edition of Q&A! This
week we've got all kinds of Shining
talk, in addition to a really cool game
pitch. Not going to blab too much, other
than to say I'm finally nearing the end of Persona 3
Portable and continuing to make
slow progress in Dark Souls. Not really
liking the way the story in P3P is
ending up, but the gameplay continues to be
great.
On to the letters!
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Is it Mr. Big Wheels with whom I
converse? Almost certainly the answer
is yes!
Wheels
I
am always in wonder at how many
different versions of my
nickname you can come up with,
what will be next?
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No word on Lufia, eh? Well,
I'll give you the short dissertation based
on my experiences. The original game,
Lufia and
the Fortress of Doom, is well
regarded by some. I do not share those
feelings, as even after playing through the
whole thing I struggle to remember
much. It came across as a very generic
16-bit RPG to me, with its many dungeons
blending together in a sea of
mediocrity.
Wheels
That's
the feeling I always got looking
at screenshots and such. One of
my best friends raves about both
games however, so I will
certainly have to play them at
some point just to form my own
opinions. Anyway, let's see how
you feel about them.
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Lufia 2:
Rise of the Sinistrals is
universally acclaimed as the high point of
the series, with which I agree. It's a
still-unique specimen that did a lot right,
and while it's not perfect (one apparently
glitchy room comes to mind that wasn't
glitchy enough to make the game be redone)
it's definitely good enough to
experience. The third game on GBC I
never played. The fourth game, Ruins of Lore,
impressed me mightily. So impressed
was I that out of my GBA slot it popped
after a few hours and then went to someone
on eBay who was willing to acquire the
thing, because I never wanted to play it
again. Specifics of my ruinous time
with that game are escaping me, save for
one: as a portable
game it was horribly designed,
having a paltry number of save points and
relying upon the quick-save mechanism that
was mostly used by games which weren't
originally made for the GBA (Breath of Fire
comes to mind). Also, it was
ugly. Then there's the fifth game, the
remake of the second on DS. I tried it
a few months ago and angrily tossed it aside
after a mine-cart sequence infuriating in
its requirement that you precisely
imitate the movements of another mine cart,
with the price of failure being forced to
start from the beginning again and
again. Maybe it was the fact that I
played during a night where sleep eluded me,
but after about the fifteenth time of having
to start that asinine sequence over, I was
done. That game's gone too, and good
riddance.
Wheels
I've
often heard people sing the
praises of the second game,
specifically for its well
designed puzzle dungeons. In
fact, I seem to recall that Wild
Arms was often
compared to it. Anyway, another
game which I've yet to play,
though I've played a bit of the
remake. We'll get back to that
though.
I also had a pretty ruinous
experience with the GBA game, Ruins
of Lore, which I
decided to try after hearing my
previously mentioned friend rave
about the first two games. I
don't remember much of it,
mostly that the battle system
was horrible, and most other
aspects of the game were equally
so. In fact, I don't think I
even made it far enough into the
game to be annoyed by the save
system. It did not last long in
my collection.
Now as far as the remake of Lufia
2 goes, a lot of things
about it confused me. Certainly
if they wanted to remake the
first two games, doing the
second one first makes sense,
since it was the first of the
two chronologically. My question
is, why change so much about the
original game? I can understand
trying out a more action
oriented system, which would
seem to fit in better with the
puzzle dungeons, but changing
the entire setting? Certainly
the original's fantasy setting
isn't all that unique, but
changing things to an equally
generic steam punk type setting
doesn't exactly fix things.
Considering this is from the
same developer that cursed us
with Shining Force Neo,
maybe I shouldn't be surprised
by such things.
Anyway, sounds like at the very
least I should give the original
Lufia 2 a go.
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Ah, Shining
in the Darkness. I initially
tried it about ten years ago and just
couldn't get into it, because writing maps
on paper has never appealed to me, and for
that reason I approached Shining the
Holy Ark with serious
trepidation. I ended up playing
through the latter game three times, so
obviously it did some things right that the
former game just didn't manage. Now,
let's look at the very first Shining
game, just for a little while.
Wheels
I'm
happy to. Though I think it
isn't a very good game, there
are some things it did pretty
well. For the most part, its a
lot easier to play this game
than just about any other first
person dungeon crawler of that
era. Combat was easy to figure
out, dungeon layouts weren't
insanely complicated, and of
course you didn't have to deal
with any of the annoying
operating systems of that era by
virtue of it not being a PC
game. Too bad that these things
still didn't make it all that
fun.
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Holy Ark
was nice enough to grant an inventory that I
never felt constrained by. I seem to
remember that there was a limit, but after
the beginning of the game, when the party
roster started to expand, it never mattered. Darkness
on the other hand leaves exactly twelve
slots for items after the equipment for each
character is incorporated, and that fills up
real fast.
Wheels
Speaking
of party members, that's exactly
something that Darkness
did quite poorly. If I recall
corectly, it took a bit for the
first party member to show up,
so the player is stuck way too
long with just the main
character, who can do nothing
but attack and use items. This
got old very fast. Also, I don't
ever remember having any issues
in Holy Ark as
far as inventory space goes,
except when I overloaded the
characters with healing items.
Starting with a party of three
characters right off the bat
helps in this area immensely.
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Darkness
also has a few enemies that appear through
means other than 'suddenly appearing in
front of the characters.' A couple
come down from holes in the ceiling, there
are crabs that come from around corners, a
few nasty things that speed straight down
hallways, and a recycled boss that appears
from underground. The vast majority of
enemies just come out of nowhere, though,
but in the few that don't the seeds of Holy Ark's
encounter system can be seen. Since
I've probably been the more verbose of us
thus far, I'll let you tell the (many) who
are unfamiliar with Holy Ark
how it works there.
Wheels
Now
this is one my favorite features
of Holy Ark, even
if it does wear out its welcome
at times thanks to a high
encounter rate. Anyway, Holy
Ark uses random
encounters like many RPGs of
that era, but instead of just a
static transition into battle,
the enemies will dynamically
show up into battle in a large
variety of interesting ways.
Some examples include enemies
walking around corners, jumping
out of nearby water, appearing
from behind you, and even water
puddles and other seemingly
static environmental items
morphing into various types of
monstrosities. It was an
excellent touch, one I'm hoping
to see one day in future entries
of the Etrian Odyssey series.
It really does do a fantastic
job of mitigating the silliness
that enemies appearing at random
can be. I think at times enemies
could even appear at the side or
behind the player. Another nice
though is that if a player
successfully runs away, they
will been spinned around, making
it difficult for them to regain
their bearings. Holy
Ark was just a
thoughtfully put together game,
and I'm shocked that many of its
features have never shown up in
other first person dungeon
crawlers.
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Also, call me a graphics stylist if you
will, but I kind of like to see the
participants fighting in an RPG
battle. Watching flashes of light
stand in for the attacks of my characters
gets old quickly, and watching the enemies
wiggle instead of doing something else also
gets old. As for the map system of Darkness,
of course it's antiquated. No first-person
game of that era had a good map system. Holy Ark
and its automap were still years away.
One other thing about Darkness
relates to Sega's translation, which is
interesting. I've never seen a game
label critical attacks "awesome blows"
before. Coming in 1991 it makes sense,
but should that terminology be used again in
the present day? Having the party "run
into trouble" is also an odd way to express
surprising the enemy, wouldn't you say?
Wheels
Yes,
getting to see the characters
attack adds a lot of style to
the battles in Holy
Ark, and I love how the
many character's attacks are
animated by having the whole
screen move. The style of these
battle animations would go on to
become a staple of the Golden
Sun series in fact, and
rightfully so.
Going back to Darkness,
I suppose the biggest issue it
has is being in a genre were the
older games don't tend to age
very well. It is really hard for
me to go back to any of them
after using many of the modern
niceties that the Etrian
Odyssey series has. I
don't recall much about the
game's translation, but it
sounds like the translators
either didn't have much time to
do a good translation or just
had some fun with it. Not that
there's anything wrong with
"awesome blows" dude. That's
totally radical.
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I can't call the game unique in having
inventory problems, though. Remember
how clunky the original Shining Force's
inventory was, with everything automatically
going to Max and making you constantly toss
things to other people? The Shining
series had its growing pains like most.The
original Shining
Force also had some grievous
instances of moronic AI. Remember how
dumb the dwarves in early fights were, and
how using ranged attacks from across a
bridge would never prompt a
counterattack? Yeah, Climax (soon to
be Camelot) definitely learned over the
years.
While I'm on this subject, I should touch on
the other Shining
Force installments. Will we ever
see a remake of Shining Force II like we
did of the first game? Given the
apparently lousy sales of that remake, the
odds are bad, but the second game doesn't
really need to be spruced up either.
It's a big game, and being able to promote
from level 20 to 40 makes it different from
all others in the series. Which
actually makes the people who aren't
promoted much much better if you have insane
patience (like I did) and pump them up to
level 40 first. It requires a rougher
middle stretch of the game due to the
inability to equip weapons exclusive to
promoted classes, but their amazing stats
once it finally happens are unstoppable.
Wheels
Yes,
the AI in that first Shining
Force game is a far cry
from the merciless and
aggressive AI in its sequel. I
remember many instances where I
was saved from utter destruction
in some battles in that game not
from smart moves, but from the
AI being incredibly stupid. The
inventory system was certainly
awful in that game, but I don't
think it was that much better in
the sequel. They really needed
to have some kind of central
inventory.
Sadly I don't think we'll ever
see a remake of the second game.
The most I'm hoping for at this
point is an iPhone re-release of
that game, but given how long
the first has been on that
platform with no release of its
sequel, even that is seeming
unlikely. At this point, Sega
seems content to re-release the
Genesis games whenever possible
for some easy cash. Let's not
even talk about the newer "Shining"
games that really have nothing
to do with the older games. It
is not a great time to be a Shining
fan.
I never realized that waiting
till level 40 to promote made
that much of a difference. I am
going to have to try that out
the next time I play through it!
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Then there's Shining Force CD, which
I'll talk about in lieu of most of the Game
Gear titles. The roots of this game
being (mostly) two Game Gear titles are
found in the very streamlined
approach. Instead of being able to
wander around towns and talk to people,
you're shepherded from battle to battle with
a shop that appears between battles.
The first half of the game is based on a
Game Gear installment that never came over
on that system, the second half did find its
way onto the English Game Gear, and the
third 'book' is only six battles long but
allows you to take the characters from both
the first two parts and mix & match your
favorites for some fairly challenging
fights. Then there's a final battle
with all of the bosses from the game, which
is only for those who want a long and
context-less fight.
Wheels
I
like the Game Gear titles, and
this collection of two of them
as well. They work well as
portable titles, and the
simplified towns were a nice
touch, as well as a throwback to
Shining in the
Darkness. I'd like to
see Sega re-release the Sega CD
game in some form. Being
essentially Genesis games with
more storage space this really
wouldn't be difficult to do.
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Due to the lack of interaction outside
battle, there are only a few secret
characters in Shining Force CD.
One of them is our favorite magic-slinging,
flying jellyfish Domingo though, except his
amazingly armored hide from the first game
is no longer proof against most blunt
instruments. Too bad.
The Game Gear saw another title, Shining Force:
Final Conflict. I've never
played it, mostly because I never had a Game
Gear. I don't like emulating games, so
that's out. This one apparently
stitched the plots of all the early games
together, and even had Oddeye join your team
at the end (a one-time-only event,
natch). Maybe if I owned a Game Gear
I'd track the thing down, but it's a rare
cartridge.
I can't remember a thing about Shining Wisdom
except that I didn't care for what little I
played. Naturally, the action-RPG
style of this was what Sega kept emulating
when Camelot and the Shining
games ceased to be linked.
Wheels
I
remember there being a few cool
ones in the second book of Shining
Force CD (I originally
played the Game Gear version), I
think there was a ninja of some
kind? The games were fun despite
some really bad AI, at least in
the Game Gear versions. I can't
recall if they fixed that at all
on the superior hardware
available for the Sega CD
collection. Final
Conflict is one of
those titles I was very glad to
see a fan translation, but have
never been able to play through
the whole thing. The translation
is a decent enough effort, but
playing an emulated Game Gear
game on a computer screen isn't
all that fun at times. If you
ever have a Game Gear you should
track it down, as it is worth
playing.
I'm not sure why they kept
emulating it though. I never
found Wisdom that
interesting. Being translated by
Working Designs and not being
able to use the original
character names certainly didn't
help, but the game itself wasn't
all that fun. Not that I mind
action games or anything, it
just seems out of place with the
style of other Shining
titles.
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I've talked a lot about Shining Force
III before, so I'll limit it to
another instance of how the games connect
for this session. Remember in Scenario 1
when Synbios is assaulted by Fiale's forces
while trying to see his father Conrad, who
has just been used as bait for a trap?
Fiale had a ship key in that battle, and
hitting him would make him drop it. If
Synbios got it from him, Zero will come
along and take it back to Medion. See,
Fiale teleported off to make Synbios's life
miserable right after he'd been doing the
same for Medion, and what he had just done
was trap general Rogan in a sinking ship
(the same ship Medion just seized by assault
from Crewart, which I described awhile back
in another column). If Zero gets that
key, Rogan is saved and accompanies Domaric
during all of his appearances on the
battlefield. If not, Rogan went down
with the ship.
Wheels
I
am still surprised whenever you
bring one these things up. How
is this game (or games if you
want to look at each part
individually) not regarded as an
absolute classic? Again, little
things that don't change the
overall outcome of the story I'm
sure, but such things, like
we've discussed go a long way
towards making a game experience
feel unique to the player. This
is the same reason people love
the Mass Effect games
so much. I really can't keep
delaying my full playthrough of
Shining Force 3,
I need to get on this.
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A similar incident occurs in Scenario 3.
Remember late in the Scenario 1,
the showdown with Basanda in the sewer under
the Aspinian capital? Spiriel appeared
in that fight, and leaving her alive sends
her off into a confused journey which she
gets over when Julian goes north and joins
his force. Or, Synbios can kill her
(she hits hard, so leaving her alive is not
a simple proposition).
Wheels
Yet,
that makes her sound like she'd
be an awesome character to have!
I'll have to remember to keep
her alive...
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A nifty fight early in Scenario 3
I also feel like mentioning. Julian
has to get out of Imperial territory, and
doing so requires going straight through a
fortress commanded by a decent guy named
Defender who has to fight against you if his
family is to remain safe. The assault
finds your force split in two: Julian and
Gracia (the two people who cannot fall in
combat) are with half the force in the
courtyard attracting all the attention, and
Donhort (a centaur who will be very familiar
to you by this point) commands the other
half, assaulting one of the
battlements. What's interesting here
is that cannons of the enemy get to attack
you every turn, and the only way to take
them out is to have Donhort's people take
over a couple of cannons on their battlement
and use them. Those cannons are also
the only way to finish the fight, as a few
hits from them will blow down the fortress
gate and make Defender himself appear to be
beaten.
Wheels
Interesting,
it sounds like Scenario
3 may have the best
battles in the series. It is a
shame that Camelot hasn't made
an SRPG since. I have a feeling
they still have a lot of good
ideas. Come on Camelot, why not
make Golden Sun Force
or something?
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Oh, yeah, Tengai
Makyou III. First of all,
while I'm fairly sure the game can be
completed in less time than the 109 hours it
took me, it's NOT short. 75 to 80
hours is probably a respectable estimate of
how long it will take if you try to power
through. Each new continent is big and
has multiple parts to complete. Also,
while I was around level 84 for every
character at the final boss, it was
definitely not a cakewalk. Skip
ahead
a few minutes to see Himiko. Then
watch the fight with "Power of Fire" to see
the true last boss, just so you can gape at
the background which looks like Tron
mixed with The Matrix.
Wheels
This
game continues to look and sound
completely insane. What system
was this on again? Dreamcast?
It's a shame this never came out
in the US, as I'd surely like to
figure out what the heck its all
about. Also 75 hours is still
nuts!
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Oh, and you wondered about Manto.
Well, in the fourth game on the Saturn, he
is indeed the King of Lake Tahoe, which as
we all know is the only way to get from
Montana (the state in which Seattle and
Portland are located, in case you didn't
know) to the bulk of California. After
successfully mastering "Manto's Challenge
the Trap - IN USA!" he flees to his day job
- the biggest film star of 1899! As
you will see in a quick movie clip of him
smacking around a giant monster and then
basking in the adoration of women. Oh,
and you'll fight him using the majestic Robo
Geisha (composed of the Sashimi Marine, the
Sukiyaki Tank, and the Tempura Fly) in Death
Valley. See what I mean about the
fourth game being absolutely insane?
Wheels
Yes,
yes I do see this, and I kind of
want to play it, despite the
fact it would fail a geography
course. Only the Japanese could
come up with such a thing. Do
you have any other crazy stories
about it?
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Hm. I have to come up with something
else before signing off. Tempt me to
play Knights
of the Old Republic right now,
won't you?
...That may have been a bit much for one
column. Oops.
JuMeSyn
Wheels
Knights
of the Old Republic
made up for the awful prequel
movies. That should suffice.
That was an insane amount of
content, and I've moved the
connection challenges to next
week as well. Not that I'm
complaining!
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Hey Wheels,
Last Q&A felt like I was facing Shadow
Daniel... Or perhaps I was Shadow Daniel and
he was the one in green clothes. Or perhaps
it was a totally different series and either
one of us should now be called "Other
Daniel" with "Other Daniel X" being released
shortly thereafter with extra content and
possibly an art book and an OST CD. I
dunno... anyways, it doesn't matter, because
the point (RPG is a misnomer) isn't really
one that is very close to my heart. I could
turn it into a debate but to what avail?
Wheels
I
dunno, crazy pointless debates
can be a lot of fun! I dare you
to come up with a track list for
this soundtrack, using only
music from the 90s. GO
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So, I apologize for any harm done. It was
not my intention! He ought not worry either,
I am very well aware of the roots from which
our beloved genre springs. As a matter of
fact, I am writing my very own tabletop RPG
rulesets which sort of goes full circle to
take inspiration from console RPGs... But
that is an entirely different matter.
Wheels
No
need to apologize, I don't think
either of you Daniels ever made
the issue contentious. Plus I
want to hear more about this
tabletop ruleset.
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Unless I am going to write a campaign system
to turn it into something Shining Force-esque...
Hmm... That would mean we could have our Shining Force
again, only on the table. Wonder how that
would fly. One note though, my game is not
grid-based but open movement (kind of like Phantom Brave
I suppose), but that wouldn't change much,
now would it?
Wheels
You
picked the perfect week to bring
up Shining Force,
as this is a very Shining
focused Q&A
apparently. I like the idea of
getting rid of the grid as,
issues with Phantom
Brave aside, I think
that game showed a lot of
potential for the idea. It would
certainly work well in a table
top game. Don't the Warhammer
tabletop games work that way?
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Since we are on the subject of Shining Force,
I do too love the fact that it wasn't at all
about micromanagement. It certainly didn't
make the game less enjoyable or even less
difficult. It was still a pretty tough game.
It could've done with a better story
though... However, I only really played it
when it was released on the Virtual Console,
so that does skew my view of the game.
Wheels
The
story wasn't the strongest
point, even back in the day, so
that's not something that has
only changed with age. I think
the second one did a better job,
but still a long way from the
great storytelling Shining
Force 3 and later the Golden
Sun games do. Great
gameplay systems have always
been Camelot's strongest
development skill.
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But yeah, a new game like Shining Force
in set-up would be great. If it has a better
story, all the better. I wouldn't even care
if it had the same graphics, but that's
probably just me. Maybe some indie developer
reads this and thinks "hey, great idea!". As
long as it doesn't ooze RPGMaker I am fine.
Wheels
Agreed!
We've seen enough RPGMaker
looking games. I'm surprised we
don't see more indie and small
developer games like this, as
both the earlier Shining
Games and the Fire
Emblem series seem to
have a decent audience. More to
the point, why has Camelot never
returned to this style with a Golden
Sun spinoff? Oh well,
hopefully the recent Golden
Sun game will mean more
RPGs from Camelot in the near
future. I've always thought Sega
should try to do a Shining
game similar in style to
Valkyria Chronicles,
and it looks like we may
be getting that in Shining
Blade, so I guess
there's still hope for the Shining
games!
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There should be more, better, free RPG
creation systems, including programs for
making music... But I am too lazy anyways
so...
Amazing how I can jump from subject to
subject, eh?
Cheers,
Other Shadow Daniel X
Wheels
Your
subject jumping skills are
unmatched Dan...err Other Shadow
Daniel X. I would love more RPG
creation systems, some company
needs to get on that. Then
perhaps the game Other
Daniel X could become a
reality?
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Hello again Wheels,
You posted another make a game challenge
(even though not to me), and I felt inspired
to try it anyway. So here's my
East-West crossover of my two favorite indie
RPGs:
Recettion
(or Basettear
if you prefer)
Rebuilding the world, one sale at a time.
Wheels
You have me already with the title
alone. Where can I pre-order this?
Seriously, I wasn't expected an
indie cross over! I'm impressed.
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The Cataclysm destroyed the entire world,
and the distant city of Pensee was no
exception. There all that survived was
the two business partners, Recette and Tear,
and their item shop. But what good is
an item shop with no one to sell to?
As they run down the food stockpile they had
planned on selling to their last can of
peaches, their answer falls from the sky as
the Kid so often does. Unfortunately,
the rest of the Bastion has crashed with him
and broken to pieces. Things would
still seem hopeless, the Bastion was wrecked
after all, but the crash of the Bastion
unearthed the mysterious Forge, a device
with the power to rebuild... well, seemingly
anything... Maybe even Pensee and the
Bastion themselves. It has an awful
lot of buttons, though, but fortunately the
crash has apparently also awoken Grebe, and
odd, lizard-like critter that regards itself
as the Forge's caretaker and operator.
Of course, power as great as the Forge's is
likely to attract individuals with other,
more malevolent intentions, but that comes
later.
Wheels
Interesting, I've yet to play Bastion,
but this reads like a clever mixing
of the two game's stories. Certainly
a good start. Certainly sounds indy!
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The game combines Recettear's item selling
with Bastion's
broken world and dungeon crawling style and
an even more in depth crafting system.
The item selling will be quite similar to Recettear's,
except for the the fact that, due to the
Cataclysm, you will not only have nothing to
sell, but no one to sell to,
initially. Using the item crafting
system, you can not only rebuild fancy new
items, but everything else in the world,
including places and characters. Using
the various odds and ends acquired while
adventuring, you can create people to sell
your other odds and ends to. What
items you use will determine who is
available, and influence their shopping
preferences. Build someone using
walnut bread as an ingredient, and they'll
likely have a preference for buying it in
the future, for example. Build someone
using a magnifying glass and they'll try to
sell you more valuable, unusual items.
The more special Mementos found allowing the
creation of significant NPCs (such as the
adventurers from Recettear). As you
create more and more people, Pensee's
economy will rebuild itself reestablishing
the market for common goods, recreating the
adventurer's and merchant's guilds, and of
course, creating competitors for your shop
(imagine the scene, Recette is
reconstructing an unknown new building for
Pensee, and it turns out to be... Big Bash).
Wheels
This is actually pretty brilliant,
combining the open ended nature of
both games. There's so many cool
little interactions you could make
between the two systems. I already
want to play this dang game, get
these indy devs together and make it
happen!
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The dungeoneering, on the other hand, will
reflect Bastion, with the Kid as the main
adventurer. Gameplay will be quite
similar to Bastion, except with a more
traditional equipment style and thus more of
an emphasis on equipment stats (the Tonic
system will be kept on top of this).
After all, the Kid needs to buy stuff
too. Dungeons will be similar to Bastion,
rebuilding themselves as you go. Story
dungeons will be made similarly to major
NPCs using the Forge on important
items. You can also, however, use the
forge to create unstable random dungeons
from any items you want, and the items used
will determine the enemies encountered and
additional items found. These dungeons
can be played through with the Kid, or any
other adventurer you want to hire.
Wheels
Random dungeons sound cool, but what
if instead they were pseudo random,
with many different factors
determined by what you use to put
them together? You can then make a
bunch of very rare items that would
be used to make the best dungeons
possible.
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The story itself will unfold gradually as
the world is rebuilt and repopulated, and
emphasize the trials associated with this
process, as well as the mysteries
surrounding the origins of the Forge.
It's hard to predict what will come out of
the Forge, especially for unique items, so
the major antagonists will have been
reconstructed by Recette and the Kid.
Stylistically, the two games should mesh
pretty well, visually drawing predominantly
from Bastion
(since it is absolutely gorgeous), but
keeping Recettear's
character
portrait
styles for scenes. The Narrator will
of course also be kept, although more on the
adventuring end and less on the item sales
(that would get a little silly).
So there you go. What do you think?
Until next time,
friendOfAgnes
Wheels
I like this idea a lot. It has
everything good RPGs need: story,
play choice mattering, character
development, etc. The game would be
open ended but also very focused on
its gameplay systems, and would
certainly tickle the fancy of all
kinds of RPG fans. You've got the
idea for a big hit on your hands.
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P.S. Thanks for the advice about a new
system. I'm certainly leaning towards
a PSP since I also prefer portable systems.
Wheels
Glad to hear it! The PSP is a great
system for RPGs, and I'd be happy to
give some recommendations if you did
end up picking one up!
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That's it for this episode!
See
you all next week!
-Wheels
|
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