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I've looked through the catalog, and there seems to be no JRPG thread. 
Well, we need one now more than ever. It's finally that time, folks: At long last, COZY OKADA's new RPG is officially revealed! The game's title is "Villion:Code". Here's the trailer and a whole bunch of new info. Let's talk about it.

/watch?v=2m_sxlFb3pU

For starters, here's a machine translation of the story description:

>In the near future, humanity stands on the brink of extinction.

>One day, an “anomaly” strikes the “Advanced Resilience Research Academy City,”
>established to confront the impending catastrophe.

>Abnormal creatures—known as “GEMs”—begin attacking the populace.
>Simultaneously, the academy city is sealed off by a mysterious “bubble,” cutting off all means of escape.

>Within this closed, desperate situation,
>people are forced to confront the “karma” they each carry.

>What is the truth behind the anomaly enveloping the academy city?

Sadly, I don't see any western release info yet. Oh well, probably for the best. I'd rather have them take their time with the localization than rush out a shitty one.

As for the gameplay: The game seems to be going for some innovative real-time combat formula. I'm always cautiously optimistic with stuff like that.
Its so weird to me how Idea Factory/Compile Heart is randomly able to scoop up (or at least temporarily hire) massive amounts of famous talent from the industry over the years relative to the amount of money they have.
The OG Atlus guys, Yoshitaka Amano, Nobuo Uematsu, the Disgaea team, the Tales of guys, etc.
Replies: >>301120
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>that single line double break
I couldn't care less what you'd call it but the OP's illegible. Condense the text into a few paragraphs.

That being said, not being too fond of JRPGs the only thing that'd sell me on one is either the aesthetic or the girls. The former from what's been shown here seems like nothing but pastel neon vomit and the latter's got some ugly ponytailed brown girl and two okaish but kind of bland girls.
Overall nothing that's been shown is a good look, and it's cheap as any Compile Heart is. The game could have the most intricate story and it wouldn't matter if they're not fixing how mediocre it looks, and the nigger's not helping.
>it's not even a JRPG but a third person action game like every recent Squeenix game that were certainly a hit
Goddamnit. They had one chance and they blew it, way to show off a dev reunion.
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>JRPG
An idiotic term used by perpetual newfags who failed to distinguish ironic shitposting from serious discussion.  Your failure to lurk moar continues to punish us today with a lowered standard of discourse.
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OP here with another post. I copypasted the world/lore details from the official site and ran them through machine translation:

Advanced Resilience Research Academy City
>The city is fully equipped with all essential facilities for daily life, including residential areas, plants for various foods and fuels, entertainment facilities, hospitals, and waste treatment plants.
>Not only the students of the Advanced Resilience Academy, but also 6,000 residents live entirely self-sufficiently within the island.

Advanced Resilience Academy
>An educational institution established by the United Nations Resilience School Organization (UNRSO) to cultivate young individuals possessing expertise and skills in cutting-edge sciences such as AI and genome science, aiming to address urgent challenges like environmental destruction and global warming.
>It operates on a boarding system, with students assigned to one of six dormitories within the academy and spending their entire six-year program in the same dorm.
>Although located in Japan, only about 30% of students are Japanese nationals; the remainder are international students from around the world.

Alaya
>The quantum AI that manages the entire Academy City.
>It aggregates various data from throughout the city, and if you have any questions, just ask Alaya and it will politely provide the answer.

Manas Helix
>A Helix ear cuff-type device for wireless connection to the Alaya.
>It can only be used by its owner via brainwave authentication and is used to manage and utilize all personal information, including vital signs such as brainwaves, pulse, and body temperature, as well as the balance of “RC (Resilience Coin)”—the electronic money used in Academy City—and access codes for electronic keys to one's private room.
>It also functions as a notebook for classes and includes app features like phone and messaging, making it an indispensable tool for life in Academy City.
>Its shape varies, with each user employing a Manas Helix in their preferred design.

GEM
>A monstrous creature of strange form suddenly appeared within the academy city.
Its appearance seemed to be a mixture of human limbs and various other creatures—animals, plants, insects, and the like.

Bubble
>A mysterious membrane suddenly appeared, enveloping the entire Academy City.
>The city has been physically isolated, and no one can leave.

>>301115
>that single line double break
>I couldn't care less what you'd call it but the OP's illegible. Condense the text into a few paragraphs.
My bad. The formatting's better this time, hopefully.
Personally, I'm not a fan of Ilya Kuvshinov's art style either. I wish they got Kazuma Kaneko instead. Or Katsumi Aizaki, for that matter. As far as I can tell, Aizaki doesn't seem busy with anything at all these days, other than just posting on twitter all the fucking time.

>>301113
Okada formed his own game dev company "Gaia", but it has failed to grow big, so I guess he doesn't have much of a choice when it comes to publishing these days.
Masuko's always been flexible for employment, and Satomi doesn't work much anymore.
The sci-fi setting makes me glad Satomi's on board, because he's known to be good with that. I enjoyed Caligula's story, and if I remember correctly, he also wrote part of Digital Devil Saga, didn't he?

>>301117
Cool story bro.
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How was the Saga Frontier "remaster"? I avoided it at release because Denuvo but that looks like its gone.

>>301111 (OP) 
>male MC who talks but doesn't have a name
>sonic 2 secret levels for dungeons

Meh.
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Here's a Famitsu interview with the man, the legend himself: Koji "Cozy" Okada!

I ran it through machine translation. Apologies in advance if there are any errors:

https://archive.ph/BK7Cp

『Vilion:Code』 Interview with Mr. Koji Okada. An RPG set on a sealed-off island where players confront human karma. The story carries an ultimate message for the youth who will lead the next generation.

>A brand-new title titled ‘Villion:Code’ (ヴィリオン:コード), planned and produced by Mr. Koji Okada, has been announced. It is scheduled for release on June 25, 2026, for Nintendo Switch 2, Nintendo Switch, PlayStation 5 (PS5), and PlayStation 4 (PS4) by Compile Heart.
>Led by Okada, the creator of the 1987 Famicom version of Megami Tensei and the Persona series, the production staff includes his “comrades-in-arms” such as Tadashi Satomi, who worked with Okada on Persona, and Tsukasa Masuko of Shin Megami Tensei fame. Furthermore, Russian illustrator Ilya Kuvshinov has been enlisted for character design.
>This RPG meticulously portrays the human condition through a unique worldview that weaves social and environmental issues with elements of the human body's mysteries, such as “genome editing.”
>This article features an interview with Mr. Okada. Why did Mr. Okada, who also scored a hit with the smartphone game Sword & Poker, return to developing home console games? He shared his passion for this project alongside specific details about the game itself.
>※The interview was conducted in late December 2025.

Weekly Famitsu features a special report on the new title
>This article is an expanded version of the interview featured in the special report on the new title ‘Villion:Code’ published in Weekly Famitsu Issue No.1933 (February 12, 2026 issue / released January 29, 2026).
>The 10-page article details the story synopsis and world setting, along with features like the “tube-shaped dungeon” where every 360 degrees becomes the floor and real-time action battles. Don't miss it!

Cozy Okada
>Served as planning producer. In 1986, he co-founded Atlus with seven colleagues from Tecmo's predecessor company, Teckan, and worked on series such as Shin Megami Tensei and Persona. After leaving the company, he established Gaia and has since produced titles for handheld consoles and smartphone games like Sword & Poker.

A brand-new RPG that resonates with fans, imbued with an ultimate message woven into its story

<Please tell us about the background behind the planning of Villion:Code, the first completely new title for home consoles in a long time for Mr. Okada.
>Okada: After leaving Atlus in 2003, I've consistently focused on creating accessible, enjoyable games. At Gaia, I primarily worked on titles for handheld consoles, and after smartphones emerged, I was also asked to produce and supervise mobile games.
>I proposed projects designed for deep, immersive play on those handheld consoles, but sometimes they didn't align with the needs of the times.
>So, I thought, if that's the case, I want to develop games for home consoles that players can sit down and enjoy thoroughly. I was brainstorming ideas. Through repeated consultations with acquaintances, I had the opportunity to meet Mr. Yasui (※). That became the catalyst for this project.
>※Yasui-san... Producer Hikaru Yasui of Idea Factory/Compile Heart

<So the project you've been nurturing for so long has finally gotten underway.
>Okada: Actually, Compile Heart had initially been considering a different project and had started moving forward with that. However, as we continued discussions and I conveyed my vision and plot, they said, “Well then, let's go with that!”... That's when we decided to restart the project.

<When did the project get started?
>Okada: The project was launched three years ago. We spent about a year solidifying the content, and the team officially began working together around the start of 2024.
>I've long been fascinated by the mysteries of humanity and have researched human karma, genetics, DNA, and related topics. These elements are incorporated into the project's core concept.

<And so the title ‘Villion:Code’ was created. Could you tell us the meaning behind this title?
>Okada: First, the word “Villion” is a neologism combining “virion”—meaning “infectious viral particle” in English—and “billion.” ‘Code’ retains its standard meaning of “information or cipher,” but here it represents elements central to the game's systems, such as genome editing and viral vectors (※). We combined these two words for the title based on their connotations and sound.
>I'd love to explain more, but I'll stop here to avoid spoilers.
>※Viral vector: A type of vector—a carrier commonly used to deliver genetic material into cells—based on viruses.

<The setting is a near-future sci-fi × academy story. What kind of audience are you targeting?
>Okada: I'm not targeting a specific age group; I want people of all ages to play it. I hope not only those who've enjoyed my games before, but also those playing my games for the first time will pick it up.
>As a work, it offers a deeply satisfying gaming experience, and I think it will particularly resonate with RPG fans. Also, the story contains an ultimate message for the future, something like “To the young people who will lead the next generation,” so I want players to see that through.

<This time, we have Mr. Tadashi Satomi handling the scenario and Mr. Tsukasa Masuko handling the sound—both individuals who previously worked alongside Mr. Okada on the Megami Tensei, Shin Megami Tensei series, and the Persona series. How did you two come to be involved?
>Okada: Regarding the scenario, I initially thought it might be better to have a younger writer since the target audience was young people. However, the theme proved difficult, and I couldn't find anyone who could effectively break down my thoughts and translate them into a scenario, so it became quite challenging. That's why I decided to hire Satomi-kun, who knows me well. The same applies to Masuko-kun.

<How did Mr. Satomi and Mr. Masuko react when you approached them?
>Okada: Regarding Masuko-kun, he had helped with game development at Gaia before, but even so, both of us had been out of the loop for about ten years. So when we finally met on set after all that time, we were both really surprised. They both handled even the smallest requests reliably, and it was reassuring.

<Character design is handled by Ilya Kuvshinov, who worked on the anime Ghost in the Shell SAC_2045. What led to Ilya's involvement?
>Okada: I've always collected information on various artists through social media as a hobby, completely separate from my work. I've been following Ilya on Instagram for years, and even before this project, I'd been thinking about collaborating with them somehow.
>After trying various approaches, I finally managed to get in touch. Since Ilya was also interested in games, things progressed smoothly. Initially, I only planned to ask them to handle character design, but when I presented the project concept, they got on board and agreed to create the monster designs as well.

<Monster designs too!? He must have drawn a considerable amount, right?
>Okada: Well, as it turned out, the workload became overwhelmingly large, so we settled on just the monster concept art. However, for the characters, I commissioned all of them, including the supporting cast. He's incredibly fast at his work, and every time I requested something, he just kept drawing more and more.
>I'm sure you all felt it at first glance—his designs feature a unique touch unlike anything before, and they contributed greatly to building the world I envisioned.

<When the actual illustrations came in, was it exactly as you had imagined?
>Okada: At first, I think Ilya was being considerate, because the designs that came back had a very “school setting” feel to them. But I wanted illustrations that felt more authentic to the character, so I told him, “Feel free to draw more freely.”
>Ilya might have been feeling his way at that point. After that, he started sending back illustrations that were perfectly wild and unrestrained.

<Which character was approved first?
>Okada: I believe it was the protagonist. On the other hand, Anastasia, who also appeared on this panel (back right in the photo), went through quite a few rounds of revisions before completion. She might have had the most retakes. We adjusted the balance in detail, including making her hairstyle asymmetrical.

The script is 1.5 to 2 times longer than planned! This story confronting the “human condition” is a must-see.

<Now, let me ask you about the game content. First, could you tell me about the overall structure of this title?
>Okada: While incorporating action elements into battles, the game remains a classic RPG overall.
>We placed significant emphasis on pacing. Depending on your playstyle, each dungeon can be cleared in about 2 to 3 hours. However, we varied the pacing by stage—for instance, the early game features a richer story to help players understand their characters better.
>We also included a genome editing system where you create items to enhance each character and swap them out. Details will be shared in future updates, but we hope players will utilize this feature according to their playstyle.

<Next, please tell us the general flow of the story.
>Okada: The setting is a near-future, tightly controlled managed society within the Advanced Resilience Research Institute City.
>One day, an “anomaly” occurs, transforming part of Advanced Resilience Academy into a dungeon where monsters appear. The protagonist students, utilizing special abilities unique to them, fight to defeat these monsters... This is the basic flow. The protagonists are implicated in triggering the anomaly, leading them to be branded with disgrace. They fight to clear their names.
>Their adversaries are monsters transformed from students and teachers they once knew. As the story progresses, it also depicts their inner conflict between their sense of mission to resolve the incident and their feelings for their acquaintances.

<Academy settings usually have a refreshing image, but this story seems dark.
>Okada: The story itself isn't particularly heavy, but the protagonists caught up in the strange events will confront the sins of humanity.
>As the reasons behind their monster transformations are revealed, how will they face and bear the weight of humanity's sins? Please play and find out for yourself.

<When it comes to Mr. Okada's work, many people probably imagine the presence of “demons.” In this work, mutated monsters appear, but where did the designs for them come from?
>Okada: In line with the main theme of karma, we've incorporated Buddhist elements like the “Ten Evil Deeds” into the game system. However, these are merely one framework—the story, characters, and monsters do not draw from myths or legends from around the world. Think of them as reflections of imagery related to human karma.

<Let me get back to the topic at hand... The Advanced Resilience Research Institute City is a circular floating city in Tokyo Bay, making it a somewhat closed-off location. Is there any significance to this setting?
>Okada: You're absolutely right—it's deliberately a closed environment. Since the anomaly occurred under the unique conditions of viral infection and genome editing, you might think the story would unfold solely on the artificial island...
>I can't go into details yet to avoid spoilers, but by the game's end, the scale of the story expands explosively.

<I'm really curious about the ending! The six main characters, including the protagonist and Anastasia, have been revealed, and with their age differences, they feel like a very distinctive group.
>Okada: Advanced Resilience Academy is an institution that gathers talented young people from around the world to resist impending doom and build a brighter future.
>Students advance to grades based on their abilities regardless of age, so there are age differences within the same grade. Also, since students come from all over the world, the student body is quite international.

<Indeed, the name itself suggests a rich international flavor. While promising young people are gathered at the academy, it's not simply a matter of gathering the brightest young minds, is it?
>Okada: Yes. It's not simply about high intelligence; they are gathered based on various abilities, including talent and a certain charisma.

<I see. Everyone belongs to the Faculty of Science and Engineering, but do you ever have conversations that feel distinctly science-oriented?
>Okada: While the academy has various faculties and departments beyond just the School of Science and Engineering, all the main characters are science majors. That said, rest assured the content isn't limited to topics only science majors would understand.
>For the five characters besides the protagonist, we've prepared separate stories that delve deeper into their inner lives, where various facets of their personalities will be depicted.

<Is the protagonist's gender fixed?
>Okada: The protagonist is always a male student. However, as a key feature of my work, the protagonist is set as the player. Therefore, the protagonist himself basically doesn't speak, except for battle shouts or a single line when selecting an option.
>This was quite challenging, but Satomi-kun managed to structure it well.

<Will any other characters besides the main six appear?
>Okada: There are 6 main characters, but there are about 20 characters in total with unique illustrations.

<Tell us about the game system too! The dungeons seem to have an unusual tube-shaped design, huh?
>Okada: This element was actually suggested by Compile Heart. During planning, we were only considering a random dungeon feature where the structure changes each time you enter, but when they asked, “Why not try a tube-shaped one?”, we thought, “Why not give it a shot?” and implemented it.
>Initially, we were worried that the screen spinning around might cause motion sickness. But when we actually played it, it was surprisingly smooth and enjoyable. Of course, for those prone to 3D motion sickness, we've also made display changes available to help prevent it.

<Given that it's set in the near future, I expected a mechanical, inorganic landscape, but the visual variety is actually quite rich.
>Okada: The dungeon's appearance reflects the master's state of mind. Therefore, they vary greatly in appearance, and you'll likely be surprised when you actually venture inside. Additionally, each dungeon features unique gimmicks tailored to its world, so be sure to give them a try.
>Enemies roam the dungeon, but battles are triggered by symbol encounters when you come into contact with enemy symbols, rather than while moving. Therefore, it is possible to progress while intentionally avoiding battles.

<The battle system features two key elements: fast-paced action and diverse tactics, incorporating various systems. Could you tell us what points you'd particularly like us to focus on?
>Okada: While this differs from the key points, the game offers both action elements and combo mechanics, with numerous options available. We hope you'll find your own unique playstyle among them.
>In this title, you can customize each character's abilities and skills using genome editing. Players who aren't confident in action gameplay can leverage this to strategize their way through challenges. Those who excel at action can enjoy the game even more by utilizing team coordination and terrain-based tactics like “Wall Slides.”
>However, regarding game balance, we're all currently working on it while deliberating.

>(Screenshot note: Approaching a wall in the battlefield triggers a “Wall Slide,” allowing you to dash across to the opposite side at high speed. This enables faster movement than usual. )
>(Screenshot note: You can follow up with a “Raid Attack” to ambush enemies from a wall slide. Since it easily knocks enemies back, you can also aim for out-of-bounds knockouts.)

<I see. Could you tell us about the current development status?
>Okada: While developing it, we kept wanting to add more and more, so the scenario ended up expanding to about 1.5 to 2 times the original plan. However, we've managed to complete the story portion. Voice recording is also finished, and we're currently making final adjustments to balance elements like battles and genome editing.
>We are confident we can deliver it by the scheduled release date of June 25th.

<1.5 times or more!? I can't wait to actually play it! By the way, is the story fully voiced?
>Okada: The main story features full voice acting. While character-specific stories were initially planned to be partially voiced, as we delved into depicting each character's personality and past, we realized, “Voice acting is crucial too!” and decided to fully voice those as well.

<What kind of information will be released going forward?
>Okada: We plan to steadily reveal more about the other characters who enrich the story, and we hope to continue sharing impactful information unique to this title, such as genome editing. Please look forward to it.
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>>301111 (OP) 
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なんで機械翻訳を使うんですか???
変なOPさん
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>>301111 (OP) 
I really hate nu-atlus and want this shit to succeed and hurt them, but they aren't helping it looks very low budget, the artist choice was bad, the names like Kouji Okada seem to be there just for marketing purpose, high chance he didn't really work on it, they do it a lot in Japan, like slapping Urobuchi's name on different anime.
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>>301111 (OP) 
Also how can you convince people that you're restoring Persona's former glory before Hashino made it gay, when the artstyle, one of the strongest selling points for Persona is way off with this game? Those devs aren't celebrities, people recognize the ip not them.
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>>301148
>Character design is handled by a talentless faggot known for tracing other artists works
Haven't heard of him in a while, money and cattle with no taste is why he is still relevant I suppose.
Well, as for the game it looks like bland shit you cannot take seriously, persona 1 was done with all the tiresome schoolwank within first hour. Maybe gameplay is something truly new, I personally can tolerate even the shittiest of gameplay should the character(s) be interesting, but this is cheap poop so far.
>I am not targeting a specific age group with these boring as fuck designs
Only brunette with red colors has a sliver of a character and then her voice doesn't even match her, the yellow shit one oh god I cannot find the words. FUck it, every one of six looks like I already seen them, no originality. As stated above, no surprise here.
>The protagonist is always a male student with faggy ear piercings/attachment
Why even play
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>>301233
Yeah, Ilya's a terrible choice. I wish they picked someone else.
>known for tracing other artists works
I've heard about that shit too. The weirdest part of this interview is that Cozy says he's been following Ilya for years. If that's the case, wouldn't he have heard about Ilya's plagiarism at some point? Or does he just not care?

>>301159
I have to use machine translation because I don't know Japanese (yet), sadly.

>>301154
Thanks, Patrick. I'm flattered you noticed.
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>>301111 (OP)  (checked, nice quads anon)

For any anons who played both SNES and remake of Trials of Mana, which one would you recommend? I keep seeing the remake being very faithful, but I also really enjoy pixel art. I tried remake for about 2 hours or so about a year ago but dropped it for reasons I cannot remember. I honestly want to start it again just because I really enjoyed "Powell" soundtrack and wonder if the entire game has that magical and fun feeling. 

Also any other recommendations for "action JRPG" or whatever the genre is called when it has non-turn based combat? I am looking for such games, as I grew up with flash games with plentiful examples like castaway 2 and arcuz. I thought there would be more, but the only type of game that fits to category I specifically look for is an indie game called "secrets of grindea". A JRPG with meaningful class system and builds is so hard to find. Closest is probably Crosscode but "builds" don't matter and there really isn't any class to dwelve into. Ys 8 was another action JRPG I thoroughly enjoyed, but again, the "RPG" part is too basic and meaningless.
>>301427
didn't the remake censor the slut elf victory pose or something related to her butt?
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>>301427
I have only played snes one. I enjoyed it in multiplayer. Can't say much regarding that as I am not interested in the series.
As for other recommendations. Xanadu Next might be exactly what you are looking for. There is also Astlibra, THE indie videogame, yes it is not top-down like games you described, yet a massive bonus points it feels like a flash game, the ultimate one.
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>>301428
As I recall that was the PS4 version..
>>301427
Remake all the way. Original is way too sloggy and has non-melee characters actively be un-fun to play.
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>>301427
If you live in the Midwest, I will creepily show up at your house with a SNES, SoM cartridge, and a ripped up restraining order and show you the difference in person
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>>301430
If Astalibra is THE game then I would like to know your other recommendations for 2D action games. I do have Xanadu downloaded too so recommendations would be cool too.
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Here's Villion:Code's main cast of characters and their descriptions (machine-translated), in order from left to right:

Protagonist (CV: Kengo Kawanishi)
>An exceptionally gifted boy who skipped a grade after entering school, advancing to sixth grade at the age of a typical fifth grader.
>He belongs to the same Mano Dorm as his friends, is Rika's cousin, and is Sushiro's best friend.
>To pursue the culprit behind a certain incident,
>he forms “ADHVAN REBS” with Sushiro and the others.

Sushiro Sugiono (CV: Shunsuke Takeuchi)
>A bright, kind, big-brother type male student.
>At 19, he's the basketball team captain. He has a strong protective instinct toward younger members,
>and his meddlesome nature sometimes annoys his teammates.
>He shares a brotherly friendship with the protagonist.

Anastasia Ivanovna Valeriyevskaya (CV: Manami)
>A female student with sharp intuition and a knack for getting things done, though she's also lazy.
>Highly guarded and unfriendly at first, but once she warms up, she's deeply affectionate and enjoys physical contact.
>An anime-loving cosplayer and social media sensation.
>She also has a stubborn and superstitious side.

Oliver Heath (CV: Atsushi Tamaru)
>A cynical, isolated male student who is an atheist.
>He consistently ranks at the top academically and is a frequent debate champion,
>but in private, he's sarcastic and tends to be disliked.
>He is often harassed by Sushiro, but always brushes him off.

Chloe Berger (CV: Asami Shimoda)
>A pure-hearted female student raised in a nature-rich environment,
>who loves animals and the great outdoors.
>She possesses photographic memory and excels in math and science, but is extremely awkward with people.
>She once refused to participate in animal testing and was suspended as a result.
>She only opens up to her friends, occasionally showing a slightly relaxed expression around them.

Rika Hayashi (CV: Aoi Nagatsuki)
>The protagonist's cousin.
>She grew up with the protagonist like a sibling since childhood.
>She's energetic and restless, a mood-maker who lightens the atmosphere,
>but she actually suffers from asthma and worries about her health.

---

Pretty interesting stuff. I'd say Oliver seems to be a Kei Nanjo clone in the making. Could make for some hilarious comic relief scenes, potentially.
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>>301462
I can't explain why without going on a really long tangent, but these characters just look really boring.
They're so over designed yet safe and "modern".
>Game expects for me to be willing to walk around as a purple fag with piercings, a pink jacket, pink shoes and jogger pants
lol, no.
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>>301462
>art style looks like a westerner failing to emulate anime
>the "men" all have long eyelashes and plump glossy lips
Shit looks like it was made for twitter trannys.
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>>301468
>art style looks like a westerner failing to emulate anime
It is.
<Ilya Kuvshinov is a Russian illustrator and comic artist based in Japan
>>301430
Thanks for the recommendations nice anon. Xanadu looks a bit too "dungeon crawler" but I will definitely check it. Also keep hearing really good things about Astlibra. Apparently it's really long. Is there a proper term to explain this specific genre? I guess most MMORPG's fall into that category yet I look for singleplayer and possibly 2D combat variant of it (without going full diablo with the loot system). Ironically, Elden Ring also somehow fits to that, as all the loots are obtained once and are in specific areas, not counting rare enemy drops. There is also character builds and magic system you can do, albeit not that deep or interesting. 

>>301451
Which characters were most fun to play in your opinion? I played the spear girl a bit, and combat felt too generic. Perhaps it gets better but I cannot tell. 

>>301455 (checked)
What if I straight up kiss you when you show up, how about that anon?
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>>301474
>spoiler
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>>301476
To be fair joking about kissing an anon is less gay than posting nigger memes.
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>>301477
>>301464
>>301468
I probably would not tell its not a "bad anime" design but all of them lined up together you see the off design philosophy of the artist. It really throws off first when you first notice the shitskin in second pic. He's very angular/chizzled face to show off his features but not enough to stop him from having big anime eyes and defined lips. Also the well detailed,articulated nose too, when anime characters, especially young ones don't normally have that. The fact that he is a minority who is not white is a big throw off from me. Also the little one who is 5th is off because of her jacket. It's like they want to do a younger-looking-but-same-age-as-the-rest-of-the-cast but cannot show any of her body parts out of fear of sexualization. They gave her a giant jacket that gives off that she is a pear shaped fat bitch but you can tell from the legs and head that shes not so it is weird. These design feel like they would be acceptable in an obscure murder mystery VN, but not a persona "hang out at high school and make happy memories" type of design. Their profile faces are open and accepting for a happy fun adventure instead of focused and serious for a harsh world or serious scenario.

There is also the stupid transgender blue and pink in the background which makes everything fucked too. Also no chick with big double D tits. You can
It really does feel like a person in the past who was hired to make fun of an anime to make a skit are now hired to make unironic anime and japanese videogames because it is profitable now instead of western media.

>>301471
And there we go.
>>301471
Wasn't Kuvshinov infamous for tracing? Or was that just a shitty deviantArt rumor.
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>>301480
Isn't that the Freddie Mercury pose in the fourth image?
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>>301427
>Also any other recommendations for "action JRPG" or whatever the genre is called when it has non-turn based combat?
The Kingdom Hearts series is a pretty obvious choice, but the design genius of "Chain of Memories" is criminally understated in this industry. It's one of the most innovative and fun games Square ever made.
The game is from decades before deck-building combat became the trend it is today, and to this date it's IMO still the best one to ever do it.
The dungeon room creation system is pure brilliance as well.
It's also one of those rare cases where the remake is just as good as the original.
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>>301462
One more character introduction, kind of. This one's just a complete mystery figure, it seems:

Phantom Lady
>A mysterious ghost who appears out of nowhere.
>Rumors circulate within the academy that she is the “Phantom Lady.”
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>>301464
That is the MC? I thought he was the potentail gay interest for the faceless MC.
>>301503
She almost looked decent but the thing on her chin =no thankd
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>>301514
>its the chin that does it
>not the ones under the eyes or on the nose
Its like a big "punch here" sign. Or facial, whatever you want I guess
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>>301515
Markings on the eyes and nose could be fine, but the one on the chin is too close to facial hair in concept
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>>301485
I only played kingdom hearts 1 so far and it had one of the most dogshit game design I have ever experienced. I dropped only at last level, but all I can remember is that there really isnt much meaningful magic system. With the mana from NG1, it's so limited that I only had to use it for heal and armor. Combat is bland, the bosses become really annoying, repetitive and frustrating at later half. Ursula and the dragon are peak examples. Kingdom Hearts is very, very opposite of the kind of Action RPG I want to try. Equipments are also rather limited, but I get that you can't really do much about that sort of game. The most change you get with melee is finisher attacks. Other than that there is no change in combat. Level design feels like a neverending filler with no real clear direction on where to go. I hope later entries in the series are better because I was excited to finally play KH as it came to PC. I heard level design gets more linear with 2 so I will try that. And chronologically, Chains of Memories is next. If original and remake are in same quality, I think I will go with GBA one as I am more fond with pixel art. Anon do you think I should still give next entries a try? Or are people fond of this game due to nostalgia? Reminds me of Halo in a way. I thought it would be a fun game as it has a large audience similar to COD maybe, but gunplay of Halo 1 is so horse shit that I thought there was something wrong with my PC specs. I guess people like the "spectacle" and sandbox style of levels, similar to non-gameplay aspects of Kingdom Hearts 1 making it lovable.
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>>301485
>deckbuilding combat had it's biggest success by straight up copypasting a perfectly fine and functional game and locking everything behind cards
Sad but probably true.
>>301530
People like KH1 because of the exploration and because the story is relatively simple (lol) and easy to digest. If you don't care about it then you can hop straight into KH2  which really goes in on the combat. You don't have to worry about the story or anything because it fills you in on more or less everything you need to know up to that point. I would wait until after that to try out CoM if you've already played the first game because that's more of a "filler arc" game even though that kind of thing didn't start until after KH2.
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>>301474
>Which characters were most fun to play in your opinion? 

Play all girls.
>>301530
>I only played kingdom hearts 1 so far and it had one of the most dogshit game design I have ever experienced
What time did you play it? You also have to consider that it was released in 2002. A time when Disney and Squareenix had more goodwill in peoples eyes, weren't a whole lot of 3D action games, and it was babys first action game that square put attention on to play. Not saying that square didn't make action games in the past, just also noting that it was probably 90s era kids who played rpgs who latched onto it most.
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>>301471
>the same fag from Ep in the Stein: W.E.F 2045
終わりだ
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>>301622
I hope he took the covid vax.
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>>301622
Did this shit inspire two different fags to create the exact same shitpost? Unrelated, but come to think about it,
<this one western fag took a huge shit on gits
Consider that Oshii Mamoru was infamous in directing his movies blatantly dismissing most source material, and that the '95 GitS movie had a large tonal shift compared to the manga, just like Patlabor. That, and how Masamune Shirow now exclusively draws girls taking actual horse cock when they're not being gangraped by conspicuosly brown giants. The entire franchise belongs to conceited farthuffers, either gifted or plain stupid.
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>>301594
I played KH1 last summer. I get your point but the argument of "it's old" does not really resonate with me. For instance, an older JRPG  game Chrono Trigger was really well designed. For how great the structure of pacing is, and the great pixel art comes with it, you do not really feel the shortcomings of it being old. The combat is obviously just meh, but other than EBF5, no JRPG ever had an interesting combat anyway. Same with old platformers and even shooters, the only old thing about them is graphics and perhaps some jank, yet artstyle and overall pacing of them never make those games feel old to me. Not to mention a year prior or at the same year, games with much better combat that hold up even to this day had been released. Devil May Cry 1, Sony platformer trio, Ys series, Final Fantasy X and so on. If Kingdom Hearts 1 is considered action/combat game, it fails to do so with such a bland combat style. But if you consider it as an RPG, then it also fails in that aspect as the decisions you make are limited and not that important outside of casting heal spell. I guess it tried to be both but couldn't really succeed in either. 
But I guess as a kid, everything is just fun for you anyway. I can definitely see a kid having fun with it, plus it is disney so that would be very appealing. For instance I grew up with Harry Potter games on PC. The "combat" and platforming was piss easy, but the atmosphere and the magical feeling of harry potter world I got from those games made such an impact that nothing else would ever hit the same. To be fair the first game was definitely a bit eerie though. I wish they made an RPG game from that universe. I can definitely see huge potential plus normalfags would buy it just from the name.
>>301680
I remember playing a Harry Potter game where the tutorial has you fight some magic washing machine. It was pretty fun, but I was young back then. 
Are they any good? Worth a play?
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>>301680
I think KH 1's combat is a bit too plain, though not as bad as you're saying, but KH CoM and KH II are definitely huge improvements in combat.

>>301534
>straight up copypasting a perfectly fine and functional game and locking everything behind cards
Nah, that's a fallacious narrative. Skill builds and ammunition are vital parts of combat design. And CoM's card system is a genius implementation of both.
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>>301754
Honestly, the game never clicked for me. All I remember about it other than the story is that I was upset at it being the only way to play a KH game with Riku's proper moveset before DDD. But then again, I can't bring myself to finish DDD because it's Osaka team jank at some of it's worst.
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>>301680
>The combat is obviously just meh, but other than EBF5, no JRPG ever had an interesting combat anyway.
What's the most autistic, Excel spreadsheet-level JRPG combat you can think of?
My first thought is using Calculators in FFT.
Replies: >>301801 >>302379
>>301705
That's the console game. I don't know which one, either philosopher's stone or secrets of chamber though. I never played console versions of harry potter games, so I can't say. But if they are at similar quality of first three pc games, then I would say they are definitely worth playing it. Thinking of trying out ps2 games myself. 

>>301754
That's a relief to hear then. Do you have any recommendations on which non-mainline games to play or avoid? Obviously I would avoid mobile games and rhythm spin offs, but there seems to be around 4 games following the main story. 

>>301761
No clue honestly, I haven't played much RPG games myself. I might try FFT one day though, people praise that game a lot. I wish there were more games with fun and interesting turn based combat like EBF5, but so far I haven't come across any. I am open to suggestions.
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Another mystery figure in Villion:Code

【Rumor Spreading Through the Academy: The Mysterious Red Cloak】
>A figure known as the “Mysterious Red Cloak” who appears at night, rumored among some students at the academy.
>Invited by Rika, a member of the Occult Research Club, the protagonists explore the school building at night and encounter an “incident” caused by the Red Cloak.
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Compile Heart's jewtube channel just uploaded some Villion:Code music tracks.
What do you guys think? Masuko still got it?

>>301523
I agree. That was a bad design choice.
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Also, they uploaded the game's intro movie.

/watch?v=P8X9Gk8Cjc0

(The intro song was written and composed by Takamitsu Ono.)
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>>301761
I regret not making JRPG for calculator. ;_;
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>>302074
how original
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>>302074
>Appears at night, wanders a school
>It's literally just Aka Manto

>>302380
The Regent of the mask was such a cool yet wasted character, but I think this is just a coincidence. Unless he was designed with Aka Manto in mind, but he doesn't act like it or does anything like it.
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>Langrisser 3D
When did this happen and what are the odds it isn't ass? For once I'm not seeing traces of the >art from those godawful remakes.
On the contrary, judging from key art on the girls alone the artistic choices seem much more inspired and the lolis very nicely flat.
>>302714
There's a reason it failed and nobody gave a shit about it
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>>302726
Did (You) play it? Langrisser is a tiny franchise in a niche genre, was superseded by Growlanser and hadn't had a major release for the past 17 years, mainline title which released exclusively on the Saturn to the nips. That, and the only Langrisser game released to burgers was localized to the Mega Drive Genesis under some generic branding that appealed to no one.
Whether it flew under faggots' radar might have more to do with no one knowing what in tarnation a Langrisser is, hence why I'm asking.
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>>302728
That one was released in English though?
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>>302726
>>302714
Is the game good? I like the loli on cover art specifically the red one but not quite enough to just try it. 
still looks a little faggy and probably emo preteen themed.
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>>302729
Yes, it released worldwide to a non-existent fanbase, that was my point.
Please answer the question whether (You) played it or not. I'm in the sense tense as >>302732 and never heard of this one until earlier today.
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>>302733
>Please answer the question whether (You) played it or not. 
Nah, I didn't. I just remember people back in the day didn't care for it, including 8chan..
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>>302714
>>302732
I played it back during the freeShop days. I remember hating it to the point where I could only play it for MAYBE an hour before dropping it due to how little fun I was having. Mind you, I"m being generous with the time estimate.
I also remember that, for some godforsaken reason, B was confirm and A was cancel on a Nintendo handheld exclusive. The only other game that did that on the 3DS was Unchained Blades although I liked that one, played the hell out of it on my PSP. EXXiV fan translation never ever and to this day, I have no idea why the fuck it happened at least twice.
>>302735
>it will have been 10 years since Langrisser Re:Incarnation came out this year
It feels both longer than that, and shorter than that.
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>>302738
you are getting old, anon.
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Villion:Code's real-time combat features look pretty interesting. Combos, wall-slides, ring-outs, etc.

<Recovery from Knockout Outside the Ring
>When you're about to be knocked outside the ring, button inputs appear. Successfully inputting them allows you to recover.
>You can also save allies from being knocked out of the ring. The higher your ally's affection for you, the easier the inputs become.
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>>303215
I've always had a dream of finding someone to play SoM on the SNES in person with. I get nostalgia-baited by this game pretty hard.
>Gameplay
I've maybe seen enemies clip through terrain in a normal playthrough a few times, that's it. I'm surprised you didn't mention spamcasting to autokill bosses, though. I used to use that a LOT as a kid.
>Grind
Yeah, welcome to JRPGs from the 90s. Not to excuse it. That's a valid complaint, but I'll get into this more at the end of this post.
>Story
In the future, you might want to spoiler things like the last paragraph in that section. I had a similar reaction to Fi from Skyward Sword lately, FWIW.
My mother made me a Sprite/Poipoi doll when I was a kid. When I got to the ending, I thought, "Oh! Sprite's _here_ now!" And I still have Sprite in my bedroom, and is still my kin.
Anyways, I feel your analysis is...right...but also, kind of missing the point? There were a lot of shows/games/movies from the late 80s/early 90s where you would have these "adventure from A to B to C to D to..." stories. The point wasn't so much the overarching story, but rather this journey through as many different things as possible to fill you with this utter sense of wonder at how large the experiences available to us are, and this sense of being overwhelmed by the variety of experiences you've had in such a short time by the end. You get this mystical sense of wonder that wells up in your heart, and then that's coupled with when (and I think this is the true charm of SoM) the music is playing, and you get this feeling you get when you're watching Yokohama Kadaishi Kikou. Chill healing mystical world energy vibes, I guess. I'll get into this more at the end of this post.
>Music: it's pretty decent
Understatement of the century! The music is what saved this game. I remember as a kid booting up this game just so I could leave it on the intro screen orchestral track. If this game didn't have that intro, Seiken Denetsu would be completely forgotten today. What a hook!
In normal gameplay, it's what made the grinds doable for me. I'll get into this more at the end of this post.
>Visuals
- The intro screen.
- When you see the mana tree for the first time.
- When the dragon SHOOPS you up into the air.
- The silly cannon travel.
My god. I'll go a step beyond what you said by asking you a question: is there a pixel art game with better graphics? I think it's reasonable to say that the SNES version of this game is the high water mark of pixel art graphics. That this is the best you can do with pixel art. Dynamic shading, mode 7, fully dithered cutscene images. It uses everything available to it. Every available trick in the book the pixel art masters figured out.

What I was going to say later, I don't have time to write up a full thesis here, but you remember the WALKAN SIMULATORS of the early 2000s?  Yume Nikki, .flow, etc.? That whole "genre"? I think SoM--at its core--was a proto-WALKAN SIMULATOR, and the WALKANs wouldn't've existed had it not been for this game and that they took inspiration from this game. Because when you're grinding, that music is playing, the visuals are just soft, your AI friends are spazzing in the corners, and you just went across a void of space in the middle of the desert:  something special happens. At least with me, I kind of drift off, become completely relaxed, and go into this completely blissed out state for a few hours. Picrel, only without the use of drugs.
Case in point, you remember Charon's boat ride across the space void? Did you notice how the first time you ride across it--AND ONLY THE FIRST TIME--it's longer? They let you sit and ponder at space, relax, and have this "Earthbound Coffee" kind of moment? Only unlike in Earthbound, YOU just kind of sit there and reflect, instead of being told what to reflect.
It's because of this I think that most people won't like this game. If you're an Arin Hanson who needs their dopamine sensors filled out to max, or if you simply just have stuff to do today, you're not going to have the patience for it. You have to be either extremely unemployed, retired, a child, or depressed and need to be healed to fully get all that this game has to spiritually offer you.
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Alright faggots, sit down because I'm going to tell you about Secret of Mana on the SNES, specifically the English translation of the Japanese version, and how it's simultaneously one of the most charming games Square ever shat out and also one of the most clearly unfinished pieces of software I've ever had the displeasure of loving.

GAMEPLAY - Where Square may have ran out of time.

No wait.

GAMEPLAY - Where Square clearly ran out of time.
Let me start with the combat because oh boy. It's an Action RPG with a stamina ring system. You swing your weapon, the ring depletes, you wait for it to refill before swinging again for full damage. On paper this is fine. In practice it's like Square got halfway through designing a competent battle system, heard the deadline alarm going off, and just shipped it. The Ring Command menu for magic and items is the most awkward pause-the-action inventory system ever conceived for an action game. Now to be fair, the AI companions are not totally braindead. Primm and Poipoi will actually attack enemies when they get close enough, and you can adjust their behavior through the Action settings to make them more or less aggressive. The system is there and it does function. The problem is it still falls apart constantly. They get stuck on corners like they've never seen geometry before. They'll refuse to follow you through certain map transitions properly. Their pathfinding is genuinely embarrassing and their decision making in complex fights is questionable at best. The Action setting adjustments help at the margins but they are not going to save you from watching Poipoi stand perfectly still while an enemy beats you half to death three feet away from him. The AI skeleton was clearly designed around multiplayer, where real human beings would be controlling those characters, and the single player patching of that system shows every seam of that decision. The bug situation is genuinely embarrassing for a Square title. There's the infamous Mana Sword glitch, the Lucid Barrier cheese, weapon and magic level resets if you're not careful, enemies clipping through terrain, and a whole host of jank interactions that make you wonder if QA even showed up to work. The English fan translation patches some things but you still encounter moments where the game just decides to have a small aneurysm and you accept it because you've already come this far. And the grinding. Jesus Christ. Weapon levels are raised by attacking enemies with that specific weapon, magic levels by casting spells. Decent concept. Horrible execution. Late game magic in particular requires you to sit there like a lobotomized monk and spam underpowered spells at enemies for experience. There are stretches where you are not playing a game. You are performing repetitive labor. The Moogle Village grinding sections had me questioning my life choices. It's the kind of grinding that existed because the game needed artificial padding to justify its runtime, and Square knew it.

STORY - Acceptable mediocrity with flashes of something better.
Alright so here's the thing. The story is fine. It's a classic boy pulls sword from stone, embarks on quest to save the world from dark forces abusing a primordial energy source deal. The Mana Tree, the Empire, the Mana Fortress, eight Mana Seeds. It hits all the expected JRPG beats of the era and doesn't really go beyond them. My main gripe is that the game barely explains anything. Lore gets dropped on you in one line NPC dialogue and you're expected to just nod and accept it. The Empire's motivations are surface level villain stuff for most of the game. The backstory of the world and the Mana mythology is genuinely interesting but the game tells you maybe 15% of what it should. You can feel that there was supposed to be more. More towns, more story beats, more dialogue. The rushed development cannibalized a lot of it. The cast is likeable enough. Randi is your standard protagonist for most nip RPGs. Primm has the emotional arc with Dyluck and I did, maybe feel something for her even if it's undercooked. And then there's Poipoi. Poipoi, man. The Sprite kid. He's legitimately the most charming character in the entire game. He's got this goofy energetic energy that sometimes cuts through the otherwise flat dialogue, and you find yourself genuinely fond of the little bastard as the adventure goes on. The problem is the game doesn't do ENOUGH with him. His backstory, being a child of the Mana spirits and slowly fading as Mana disappears from the world, is heartbreaking in concept and barely explored in execution. There are moments where his dialogue hints at something deeper, a melancholy beneath the cheerful surface, and then the game moves on to the next dungeon and forgets about it. I genuinely wished there was more dialogue that let his character breathe. He deserved better. The writers had something special there and left it mostly untouched. For a JRPG of its era, 1993, the same year as FFVI which had a comparatively operatic narrative, Secret of Mana's story is acceptable. It's not trying to be Tolstoy. It's a fairy tale adventure and it works on that level. But the writers clearly had the tools to make you more emotionally invested than you end up being, and they either didn't use them or got cut off before they could. I'm going to be brief here because I am a grown man with dignity. Poipoi disappears. He had to fade away. He was always going to fade away. The Mana is gone and he was part of it. And this janky, rushed, buggy, under-dialogued game decides to land that emotional gut punch in the final minutes. The little guy just goes. And you sit there with your controller in your hands and your eyes are doing something involuntarily. I teared. They were manly tears. Completely different from regular crying. I am fine.

MUSIC - Hiroki Kikuta Carried This Game On His Back.
It's some of the best for its time. Fear of the Heavens, Into the Thick of It, The Oracle, A Curious Happening, Prophecy. The man wrote music that makes you feel things the actual story sometimes fails to make you feel. The soundtrack does emotional heavy lifting that the script left on the floor. The fact that this was essentially Kikuta's debut major work is absurd. It's that good.

PRODUCTION AND VISUALS - Square doing Square things.
The production is solid for what it is. The Mode 7 sequences are impressive for the era, the sprite work is colorful and expressive, and the overall aesthetic has that distinctive Squaresoft softness that aged better than a lot of its contemporaries. Character and enemy designs are mostly generic and cute. The world has a coherent visual identity, lush, slightly fairytale, vaguely European fantasy with some jungle and ice thrown in. Nothing groundbreaking, but Square knew how to make a good looking SNES title and they did exactly that here. Acceptable production, professional execution, no real complaints.

VERDICT
Secret of Mana is a game that should have been better than it is, and yet is still worth playing if you're looking for something that you have yet to play. The combat is rushed and buggy, the grinding is tedious, the AI is flawed even when you fiddle with the settings, and the story leaves enormous amounts of meat on the bone. And yet the world is charming, the music is transcendent, Poipoi exists, and it has the bones of something that could have been an all time classic if Square hadn't been under the gun. Play it. Accept its flaws. Cry when Poipoi leaves. Also, I heard that they fucked up the remaster for it. Hopefully they'll give it a second chance with a remake, but I doubt it'll be good even if the Trials of Mana remake is decent.
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>>302792
>interesting
The more I hear about this game the more they seem to be overcomplicating it for no reason other than insecurity. Seems like these nips didn't get the memo people would rather a JRPG played by the books instead of this KH/FFXV/FFXVI real time action hybrid monstrosity.
Baldr's Sky 3 and Submission 40 sold like hotcakes by virtue of the former being a CRPG that played like a CRPG and the latter attempting to be a JRPG that played like a JRPG.
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>>303225
You didn't have to delete and repost the whole thing, but appreciated.
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>>303225
>bugs
I largely attribute this to the game originally being developed for the planned Nintendo Playstation/SNES-CD, only for that project to abruptly fail and the game having to be hastily retooled and downsized in order to fit on a cartridge.

>rest of the review
(You) should play 聖剣伝説3, unlike 2 this game wasn't reshuffled due to sudden hardware constraints mid-development and it shows.
Unfortunately I can't comment on its companion AI as I only played through it with Anons over netplay a few years ago, my biggest criticism is that the latter half of the game is its confusing and excessive backtracking which while not a dealbreaker is a bit annoying and unnecessary given the game's overall size, and that the player character-specific story areas are completely locked off for no reason once each character's story arc ends.
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>>303225
>first pic
Fuck I love Eyvind Earle's stuff / style. Common in a lot of the classic / early color western animation too, which is why it feels vaguely familiar, since most people reading were probably indirectly raised on it as a kid.

>The backstory of the world and the Mana mythology is genuinely interesting but the game tells you maybe 15% of what it should. You can feel that there was supposed to be more.
Are you sure it's not a case of deliberate obscuring? Sometimes it's better to tell less, so you get the exact effect you described, where you feel like there's a wider mythos, but you've only seen a small window into it.
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>>303222
>I'm surprised you didn't mention spamcasting to autokill bosses
Fair point and I'll admit that's an oversight on my end. Once you've ground your spells up to level 4 the game basically stops being a game. You just open the Ring Command, mana dump everything you have into whatever boss is in front of you, and the fight is over in under a minute. It completely trivializes what little challenge the combat had left. The stamina ring system, the positioning, all of it becomes irrelevant because you found the cheat code hidden inside the game's own progression system. That's a design problem. A boss should not be a piñata you nuke from the menu.
>The point wasn't so much the overarching story, but rather this journey through as many different things as possible to fill you with this utter sense of wonder at how large the experiences available to us are, and this sense of being overwhelmed by the variety of experiences you've had in such a short time by the end.
I hear you and I don't entirely disagree with that reading, the variety of environments and the pace at which the game throws new stuff at you does create a certain sense of scale. But my problem wasn't with the breadth of the experience, it was with the lack of grounding in it. I'm not asking for lengthy cutscenes or paragraphs of NPC dialogue. I just wanted enough context for the world to feel like it had actual weight behind it. Who is Poipoi really, what does it mean that he exists, where did he come from, what is he losing as Mana fades. A bit of background for each character. Some basic explanation of how Mana actually works in this world beyond "it's the life force, protect it." Without that the world ends up feeling generic, like a backdrop you're supposed to care about purely because the game tells you you're the hero. The sense of wonder works better when there's something real underneath it.
>I think SoM at its core was a proto walking simulator and the walking simulators wouldn't have existed had it not been for this game and that they took inspiration from this game
I disagree completely. Walking simulators are a fundamentally different and considerably more dull genre. What a walking simulator actually is is an amusement park ride where your only input is moving forward. You are not making decisions. You are not building anything. You are watching a thing happen to you. Go look at Everybody's Gone to the Rapture on Invidious if you want to see what that looks like in practice. Secret of Mana has combat, spell progression, weapon leveling, boss fights, resource management, and grinding. You are doing things constantly. The fact that it has exploration and atmosphere doesn't make it a walking simulator any more than any other RPG. I wasn't truly bored with it until I was forced to stand in a corridor spamming spells at Howlers for twenty minutes to level up before fighting the boss.

>>303235
> You didn't have to delete and repost the whole thing, but appreciated.
Had spoilers in it. Couldn't leave that up.

>>303236
> (You) should play 聖剣伝説3, unlike 2 this game wasn't reshuffled due to sudden hardware constraints mid-development and it shows
It's on the list. I'll either play that next or Pokémon Legends: Arceus, which I already have some opinions on that aren't entirely positive. Seiken Densetsu 3 will probably get a more thorough writeup than this one did since I'll know what I'm looking at going in.

>>303244
> Are you sure it's not a case of deliberate obscuring?
Doubt it. The development was rushed badly enough that I'm not going to credit them with calculated mystery when the simpler explanation is that there wasn't time to flesh things out. I'll say this though, I don't need the game to explain everything. Engine limits are real, and some ambiguity is genuinely better left open so players can fill in the gaps themselves. That kind of speculation has value. My issue is that the game doesn't give you quite enough of a foundation to speculate meaningfully from. There's a difference between deliberate mystery and just not having enough explanation regarding the basic rules of the world you're living in.
>>303234
This is a new IP, so it doesn't bother me that they're experimenting and taking some risks.
I know that some of the old Atlus devs were notoriously awful with real-time gameplay back in the NES days, but that was around 40 years ago.
I've been considering compiling a list of jrpg remakes and comparing them to their originals for guide on if it's worth playing them or not. I know some haven't been terrible.
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>>303261
Might as well if you feel like it, though I'm skeptical of what anons say about remakes.
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Here's some more character reveals for Villion:Code

<Jin Takamura
>An alumnus of the academy who serves as its headmaster at a young age.
>He is respected as a gentle and brilliant individual,
>yet he laments the current state where humanity pushes the responsibility for the future onto children in order to survive.

<Jiwei Fu
>An associate professor at the academy who, concerned for humanity's future, dabbles in dangerous research.
>He threatens students, saying, “Disobey me and you'll fail the course.”

<Nail MacLeod 
>He dedicates himself to environmental protection as part of the unofficial environmental group “Last day for future,”
>but has grown desperate and increasingly angry at humanity's indifference.

Also, some youtube livestreamer just showed off the game demo for half an hour! Contains a bit of everything: Dungeon, combat, dialogue, etc.
Sadly, there seems to be no English translation yet. But check it out if you're curious:

/watch?v=vtB8IKdF3H8
>>303398
This game needs to have amazing gameplay or its over.
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>>303400
I mean it's not like they're saying to eat bugs and live in pods yet so it looks like the usual japanese "let's not smog the whole fucking planet" environmentalism you ignore because it came from the 90s
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>>303272
I would try to be objective about it because it's not worth doing it otherwise. I don't think that remake always means bad.
>>303398
So I'm assuming this is for women that like faggots for whatever reason. Because every male character looks like a massive faggot or outright troon.
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>>303428
It's for Persona players but same difference. One can only hope 2ch is ripping them seventeen new assholes and poor word of mouth will kill it. Holy shit even when they haven't worked in the industry for years fatlus manages to be mega gay, how did they make those first three SMT games anyway.
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Latest Villion:Code character post:

<Aoi Sashio
>The school counselor supporting students who strive in their studies to save humanity.

Now this is a busty one. Probably my favorite Kuvshinov design so far (though that's not saying much)

>>303404
The game's setting seems to be some sort of mass-surveillance dystopia where everyone's got some ear piercings with built-in micro-computers for communication.
Pretty much the sci-fi equivalent of today's smartphones, I guess.
Replies: >>303467 >>303835
>>303460
Would rape and take responsability, her hair is shitty, but nothing a good deepthroat can't fix.
>>301680
>But I guess as a kid, everything is just fun for you anyway. I can definitely see a kid having fun with it, plus it is disney so that would be very appealing. For instance I grew up with Harry Potter games on PC. The "combat" and platforming was piss easy, but the atmosphere and the magical feeling of harry potter world I got from those games made such an impact that nothing else would ever hit the same. To be fair the first game was definitely a bit eerie though. I wish they made an RPG game from that universe. I can definitely see huge potential plus normalfags would buy it just from the name.
I am still mad that they turned Hogwarts Legacy into some boilerplate Ubisoft open world slop instead of making a modern HP movie game. That was a perfect opportunity and it won't come again. I am surprised they never did make a proper RPG in that universe(Legacy doesn't count), it's free real estate. 
Actually, I think they did, but only on GBC, still wish they did make a proper one for PC/Consoles.
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>>303469
>Actually, I think they did, but only on GBC
Don't forget Prisoner of Azkaban on the GBA.
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Here's a couple more Villion:Code character posts:

<Rin Yuzuriha
>She had become apathetic after realizing humanity had no future.
>However, she developed romantic feelings and returned to student life.

<Jenny Slosson
>A disruptive influencer who spreads rumors and conspiracy theories on campus social media out of jealousy and a need for validation, fanning the flames of division.
>When called out, she frames others as the villains and plays the victim.
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>>303710
>"disruptive social media influencer"
>spreads "conspiracy" "theories"
>plays the victim when called out
<looks like a nig
This could either be really good or really really bad.
>>303710
>Nigger
And its shit.
Replies: >>303871
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>>303710
Anon, I know you want to have the slightest hope for the game industry and that's why you're posting these updates, but goddamnit, these characters are hideous.
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>>303710
So, being a shallow, apathetic hedonist is good, while looking into things and trying to inform and involve other people is bad?
Is this the message they are trying to push here?

This shit couldn't be more obvious propaganda if they tried.
They almost forgot to add their latest "what are you going to do about it?" Or "You won't do nothing, everyone will just accept it." shit they are trying on social media and new tube every time something or someone exposes some kike shit.
Why should I care about VillionCode over other releases? Just looks like a JP RPG from a small studio to me, is someone significant making it?
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>>303731
2nd pic on >>301111 (OP) 
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Here's a couple more Villion:Code character posts:

<Tsuyoshi Gouriki
>Despite his intimidating appearance, he has a dutiful personality that finds it hard to refuse requests.
>He was appointed leader of the student vigilante group to maintain order.

<Zia Xin
>The top student serving as president of the student council.
>Through intelligent and skillful speeches advocating “Humanity First,” she was elected president for four consecutive years.
Replies: >>303835 >>303901
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>>303710
>>303398
>>303827
These characters just look so soulless and forgettable.

>>303460
This is the only interesting character, but that's because she's Kyoko from Rival schools but less interesting.
The only thing that makes her eye-catching is her cleavage.
Replies: >>303841
>>303835
I blame a lot of it on the artstyle (though they're definitely still bland even ignoring that)
Dunno why Idea Factory/CH didn't just hire a better artist, they have a tendency of finding great people when they want to
Replies: >>303871
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Looks like the next issue of Famitsu will have a new article on Villion:Code, featuring an interview with Ilya Kuvshinov.

https://archive.ph/8gr8K

>>303715
I don't mind a black or brown character once in a while. There are some great RPGs out there that have them (e.g. Strange Journey, Soul Hackers).
The problem is that Kuvshinov just sucks. I wish they had hired Kaneko for the character designs (as long as he doesn't involve any AI shit).

>>303841
>Dunno why Idea Factory/CH didn't just hire a better artist, they have a tendency of finding great people when they want to
It seems Kuvshinov was chosen by Okada himself, judging by that last Okada interview... As unbelievable as it sounds.
It really boggles my mind how Okada could possibly have such bad taste in artists now, after he'd been friends with Kaneko for decades.
>>303871
>third pic
Wait a minute, there were always been niggers?
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>>303871
>First image
>The protag's model
>Our protagonist 6.5 heads tall, giving him the proportions somewhere between a 5 year old child to a 10 year old
Okay, so not only does he look like a faggot, he's also a manlet too.
Replies: >>303874
>>303873 (me)
<>Our protagonist 6.5 heads tall
>Our protagonist 'is' 6.5 heads tall*
Need to proof read my shit instead of pressing new reply in a rush.
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>>303871
The art has a definite sense of "we have Kaneko at home" without being close enough to risk an infringement suit so I'm guessing that's why.
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>>303827
>humanity first
>elected president for four consecutive terms years
<chinese name
This is going to be a glorious trainwreck, isn't it?
>>303872
The negroe is at helm of the ship but kills himself in a pointless display of heroicism within the first hour of gameplay, then is replaced by the ship's onboard AI. Never played the game?
Recently started playing Tokyo Clanpool.
Easily one of the worst games I ever played.

Please recommend me a good JRPG, thank you in advance.
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>>304027
I expect a review for the magazine after you finish this game.
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>>304039
>>304040
all woke games and shows failed, cope kike
Replies: >>304042
>>304041
>>304040
>>304039
Go 41 percent yourself.
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>an algorithm which displays social media posts akin to what you keep searching for is some sort of revelation
I don't know who's the idiot here, the human LLM or me for replying.
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Some more Villion:Code details:

<Investigate Various Locations and Situations
>As you conduct your investigations, the story unfolds.
>There are many mysteries in this game, such as “rumors spreading throughout the academy” and “the mastermind behind the GEMs.”
>To uncover the truth, make full use of Alaya to solve these investigations.

<Genome Collection
>By defeating GEMs that roam the Realm of Possibilities, you can collect their genomes to obtain “ampoules.”
>The type of ampoule you receive varies depending on the GEM.
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>>304183
LOOK OUT THERE IS A NIGGER!
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>>304184
That NPC looks a bit like a black Eminem, doesn't he?
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>>304183
So >we were right that it's likely gonna be a Persona ripoff. If they were going to rip off their past work they could have at least made it a clone of a good megaten game.
I have started to create a crude list of RPGs that have had remakes and re-releases trying to include the differences between each version and a recommendation. 

I downloaded a ton of stuff recently and I'm just going down the list of RPGs I have so it wont be the most thorough list but it will be a good start I think.
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Some more Villion:Code details:

<Genome Cube
>Genome Cubes enhance parameters such as attack and defense, as well as offensive capabilities like the likelihood of inflicting stun.
>The parameters that are more likely to be activated vary depending on the ampoules used as materials, and if you use an ampoule with an “X” in its name, a passive skill may be randomly added.

<Batch Synthesis in Genome Combine
>In Genome Combine, you can synthesize up to 99 items at once.
>Since the effects applied to Genome Cubes are random, it’s important to create many of them and increase the number of attempts to obtain the specific effect you’re aiming for.

<EX Factor
>In Genome Combine, the synthesis results can be influenced not only by the ampoules used as materials but also by external factors (EX Factors) such as talismans and research papers.
>Since this makes it more likely to obtain specific stats or passive skills, give it a try when you’re aiming for a particular effect.
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More Villion:Code details:

<Genome Injection
>You can enhance your character by injecting Genome Cubes.
>The number of slots available for injection and the maximum rank are unlocked as you progress through the game, allowing you to inject into up to 8 slots.
>Since Genome Cubes can be swapped out as many times as you like, you can experiment with various genome configurations.

<Injection Bonus
>These effects, which apply to specific body parts of the character, enhance the specific properties of the injected cube.
>Since these effects vary by character, consider how they align with each character’s unique traits.

<Drive Bonus
>This effect, based on the attribute, strengthens the character depending on the number of attributes infused.

<The Realm of Impermanence: Wrath
>A setting where one can sense the intense anger and resentment of the “someone” who created the Realm of Impermanence.
>Boiling magma is erupting everywhere.
>Be careful, as touching the magma will cause damage.

<The Realm of Impermanence: The Two-Tongued One
>A setting reflecting the evil deeds borne by the “someone” who created the Realm of Impermanence.
>It becomes clear that this entity changes its words and attitude depending on the person, spreading false rumors to sow discord.
>Within this space, the voice of “someone” can always be heard, but what they say keeps changing, making them untrustworthy.
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>>304728
>inject the genemod vaxx for stats
>dungeon based on "fake" news and "misinformation"
>>304185
You're giving Eminem way too much credit.
>>304264
Did you make any progress on it?
Replies: >>305187
>>305090
A tad. Working on ps1. Persona is a pain in the ass there are like 4 versions. Some are easy like valkyrie profile for the ps1. The psp version was a straight downgrade so it's an easy rec. Things like star ocean second story change so much that it's almost a second game and it would be worth playing both. I'm trying to be pretty objective. 
Then there is how to list the changes. I'm trying to think of a way to parse out sections better. Like content, mechanics, or just have a general changes tab.
Replies: >>305188 >>305329
>>304264
>>305187
You open to fellow anons contributing? Got a couple I feel I'm familiar enough with.
Replies: >>305190 >>306130
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>>305188
Absolutely. I like to work on it in the morning before work and try to get a few done. 
I'm not familiar with a lot of these games as I just downloaded a ton of them recently. I have to sift through a few different pages to get as much of the changes as I can and see opinions on it so being familiar with some of the games is fantastic. Currently working on the ps1 jrpgs right now getting information together, then I can worry about  making it looks nice as the final look gets nailed down. (chart, list, w/e)
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Xenosaga I+II on DS is getting a fan translation
https://inv.nadeko.net/watch?v=J-eTjvRtyHg

Google Drive download
https://drive.google.com/file/d/11J82TJoNQ6m0FJZqccpaZSJw1qCU-22M/view

MEGA download
https://mega.nz/file/u0UilZDK#eWd2_oKeFZE9KJn1S9RCZ3ENvGIH-lAIceqHvtnbXaA
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>>305294
>xenosaga has a DS version
Why?
>>305187
Have you done games before PS1?
Replies: >>305349
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>>304264
>I have started to create a crude list of RPGs that have had remakes and re-releases trying to include the differences between each version and a recommendation. 
Doing God's work, anon.
>>305329
nay, starting with ps1
Replies: >>305515
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I just had a horrific idea, and I wouldn't be surprised if this happens in an SMT anniversary game: Persona is a sequel to the SMT metaseries. It's the product of Steven successfully guiding humanity/the hero of at least one SMT game to build a world that doesn't depend on gods and demons. Sure you still have rogue deities and supernatural shit happening, but mostly the Persona games are about humans causing human problems that get inflated to supernatural levels, and Persona is fundamentally a power that comes from the human spirit.
Replies: >>305390
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strange journey
can't outdamage faggot snake
demons keep dying to mahama
no good demons with fire available
send help
Replies: >>305417
>>305350
Sounds like somebody hasn't played SMTif
Replies: >>305399
>>305390
You caught me, but I know of the purse owner connection and I don't see how it conflicts with my crack theory that Atlus is absolutely retarded enough to make canon.
>>305389
Literally just fuse yourself out of a bad situation, that's SMT in a nutshell
Can't remember what you're referring to specifically though.
>>305349
So you'll do NES and SNES later then? 
The games of those generations were rough especially with the early Dragon Quest games. DQ1 was barebones but still fun. DQ2 made notable advancements but is one of the most miserable experiences an rpg has given me on account of the tendency for it to pull gotcha bullshit like the devs hate you for playing the game and want you to pay more money for the fucking guide book. DQ3 was just plain fun and I am glad the franchise took after it instead of DQ2. 
Just DQ alone shows how much jrpgs changed and evolved over the years.
Replies: >>305518 >>305521
>>305515
I'd like to work back after that.  I haven't made much progress in the past few days but tomorrow I should have time. I started with ps1 because thats what I wanted to play and then wondered if there was a remake and if it was better or worth playing. Some remakes for the psp are better, others like valkyrie profile remake for psp is kinda a downgrade in a lot of areas.  Then you have others where so much is changed you might be better off trying both if you like it. 
Again trying to be objective and just lay out most of the changes.
>>305515
>DQ3 was just plain fun and I am glad the franchise took after it
Not sure what you're smoking but there's only one other game in the whole franchise with anything like III's class system.  It's tragic.
Replies: >>305530
>>305521
I admittedly haven't played many DQ but I'm not talking about the class system. I'm talking about how the story progresses because fuck everything about that shit. DQ2 is full of bullshit that's just plain awful no matter how you look at it.

>Recruiting the Prince requires you to run all over the map to activate all the flag to get him to appear in a village like you are doing a summoning ritual (I also don't think the game explicitly tells you he is there)
>Princess recruitment requires getting a mirror from a poison swamp that the game never informs you is in that swamp (the guide tells you though)
>Ship is cool and fun but it makes it way harder to tell where the fuck to go and easier to just ignore overland travel thus wind up in a death trap by accident
>Random sidequest that only exist to remove your high DPS caster until you get a fucking leaf in the overworld you don't even know where to get ( the guide tells you though)
>Sigil quest gives me a headache to think about because I couldn't tell if I was making any progress

The Sigil quest made me drop the entire game because it stopped being about fun and more about completing game for the sake of completing it. DQ3 wound up being soooooooo much better, I cannot understate how good it feels to drop DQ2 for DQ3. NES DQ2 should be used as a standard of what to avoid in a RPG. It's like it took the wrong lesson from DQ1, where it felt like the Dragonlord was pulling bullshit against you, and instead the devs went too far and made it feel like they were going out of their way to ruin your experience.
Replies: >>305532
>>305530
DQ2 was some underbaked, unfinished game, where they got way too ambitious and didn't give themselves nearly enough time to finish it. So it's kind of understandable as to why the story and the progression is a fucking mess.
Curious as to whether any of the reiterations of that game ended up fixing it.
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>>301117
>role playing game
<but so many games you have a role
>the mechanics
<okay then
>action rpg
At this point it becomes confusing.  Megaman Legends might be action rpg games if things like The Secret of Mana and The Legacy of Goku are action rpg games. Megaman levels up, what's the difference? Differing battle style? A literal mechanic to level you up? The gaming mechanics can vary, rpg games are still rpg games if you have something like Xenogears with it's button mashing and visible enemeis, then if it's not mechanics then what is it? Not that those Goku games are Japanese, I'm just saying it's listed as rgp games, but action. Adventure games and action rpg games blurr lines really bad. exp points and such matter... but collecting zenny is basically the same thing, tedious, and you get to control how you level up with the parts. It's basically a rpg. 

Rpg games would be perfect if not for the grinding and random battles. At least they should have made them all ilke Xenogears, Chrono Trigger, Mario RPG, The Legend of Dragoon, wherein you can see the enemies running around so as to give you a false sense of being able to run away. Why choose attacks? It's not like rpg games are strategy or tactical games, it's intellectually easy to beat them, just tedious due to grinding, and the random encounters are jumpscares technically. 

tl;dr: Megman Legends are the best JRPG games.
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I've heard a theory that Okage: Shadow King (which I've never played) is made of remnants or ideas from Mother 64. How true is that? Are there any names involved with Mother 64 in Okage's credits?
Replies: >>305597 >>305598
>>305592
I found no connection to anything related to Mother.

Although each of the developers worked on a lot of different games that were with other companies.
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>>305592
You're good with computers right Anon? Go look it up yourself.
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For my shitlist of JRPG original vs remakes I have
Valkyrie profile
Star Ocean Second story
Persona: 1 & 2 (needs more research)
Wild Arms
Tales of Destiny 1 & 2
Suikoden 1 & 2
SaGa Frontier
Lunar Series

I now need to roll through the Final Fantasy ones on the ps1. I was saving this for last because I know how much of a pain in the dick it's probably going to be.
>>306123
>>305188
>Wild Arms
Took some time to remember try to remember my own experiences with the original and Alter Code F. Probably longer than most people would care about or more information than you might want to include in what you're working on, but I wanted to try to be thorough, and maybe there's some stuff here you haven't seen yet in your research (if you're not playing each of them). Even so, it’s been some years since I last played either version, so I might still be forgetting a few things.

Original is a fairly early PS1 JRPG. World itself looks fine as 2D sprites, but the 3D models for combat feel like they were only implemented at the behest of Sony, along with “cinematic” camera panning, just to prove the system could do 3D. Monster models, especially the larger ones, are alright, but party models are fairly janky, though do have a sort of charm to them. Music sound great, but that’s to be expected from both Michiko Naruke as composer and CD storage format. Combat is a fairly basic turn-based affair, with the only “gimmicks” being the secondary resource “Force”, which is generated during combat, and can be spent in increments of 25% on special effects like turning a spell multi-target, Cecilia’s spell loadout being customizable and the only limit being the amount of crest graphs you have to assign. World exploration/progression uses tools akin to Zelda, Lufia, and Golden Sun’s out-of-combat Psynergy to solve puzzles.

The PS2 remake is fully 3D, the models of which, while not on par with bigger budget PS2 RPGs, are still a huge improvement over the ones in the PS1. World Exploration is roughly the same as before, but now in 3D with the ability to turn the camera. Combat is still turn-based, but more nuanced, handling like a mixture of elements from the original and Wild Arms 3 before it: admittedly the return to MP as a primary resource for caster characters after Wild Arms 2 and 3 made Force function as both primary and secondary resource (thresholds needed to do regular skills, while Force Powers still consume it) is a bit of a disappointment, but a better balanced form of 3’s “Gear” passive skills/chance to activate system, which can allow for some character customization. Three other characters can be recruited into the party this time for a total of six, once their roles in the stories as NPCs have been fulfilled, along with two others that are guests but can be used in combat for the duration. Though, their roles being tied to when their purposes as NPCs has been fulfilled, meaning they don’t join until fairly late in the game (think along the lines of how Flynn handles in Tales of Vesperia PS3/Remaster). You do get mid-combat party member swapping after they do though.

Encounter canceling is a thing in the remake where it wasn’t in the original, importing the Migrant Level and Migrant Seal system from Wild Arms 3. What this means is that as in Wild Arms 2 and 3, you can choose to skip upcoming random encounters at will, but it does have a cost, specifically in 3 and here, in that each encounter to be generated has a default “price” to be skipped, from which the player’s migrant level is subtracted from (migrant level increasing as you progress the game and find more seals), while the resource for skipping is restored some from crystals in the field or from actually fighting enemies, I think. This means that not only can encounter skipping be used as a way to more safely scout an area (a really high cost to skip probably means you should be there yet), but encounters that really wouldn’t be worth fighting anymore as you level up can be skipped entirely for free if your level zeros out the cost.

The classic soundtrack has been arranged for the PS2’s higher capabilities and larger disc storage, along with new songs created (like “G’s Roar” and “Conquering the Ruins”, and unique themes for all of the Quarter Knights), once again by Michiko Naruke. It’s debatable which OST is truly better, but the fact that there’s a legitimate argument to be had about them says something if you ask me. New character art by Wakako Ooba, previously from Wild Arms 3. Probably like 90% of the cast still retain their original look, just via his art style, and the remaining interpretations aren’t bad at all. Even so, there’s still a certain charm to Yohihiko Ito’s prior character and conceptual art, as well as Madhouse’s iconic animated opening (though Madhouse also did the opening for ACF too, albeit a difference of seven years between them). 

The remake does have a few negatives, though most of these seem to have been caused by Agetec as the western publisher, not Media.Vision or Sony. For one, the translation isn’t exactly an improvement over the original’s, and that’s after Agetec outright delayed the game’s release here to polish it further. I mean, I wouldn’t say the original’s English script was awful (Wild Arms 2 was handled worse), but it was very much the typical quality of JRPGs here at the time, before more care started to be put in. And while the remake’s does improve on some previously notorious issues (such as “Belselk” properly becoming “Berserk”), they actually wound up introducing some new errors of their own. Particularly annoying after Wild Arms 3 had an actually easily legible English translation, courtesy of Sony loaning the game to Squaresoft.

The US version (because no, PAL never got this one) also has a notorious bug in it that causes parts of the overworld to deload, blocking progress in the short term as it includes irreversible ground terrain. This was never gamebreaking in my experience with it, as reloading the overworld by entering a town/dungeon, or saving and reloading the game, would fix it, but it was still annoying. I can’t find the exact source anymore, so take this with a grain of sold, but apparently this bug straight up got the game recalled by Agetec, who instead of debugging it and putting it back out for sale, decided to do nothing about it and told people they should feel lucky they even had the opportunity to buy it buggy to begin with. Had. Naturally now it’s well over a hundred dollars if you’re a buyfag, unless you luck out. Meanwhile the only bugs I recall in the PS1 original were ones to the player’s benefit. Item cloning and such.

There’s also a few just plain oddities or “appreciable-or-not” elements with the remake. The big one being that the entire world is mirrored left to right for no apparent reason, but also the Maze of Death dungeon being cut entirely, though I want to say some new dungeons were also added? Combat voice acting was stripped out entirely in Agetec’s English version as opposed to retaining or dubbing over it, and the vocal song used in the final boss fight “Windward Birds” as well as credits theme “Footprints” were replaced with instrumentals rather than license Kaori Asoh’s singing (or redub the songs in English like Wild Arms 3’s amazing English takes on “Advanced Wind”, “Wings”, and “Only the Night Sky Knows” by Samantha Newark). I don’t agree with those moves as being “positive changes” myself. This is just to say I have seen some fans over the years who feel removing “anime” elements like those to have improved the western feel of the game for them.

Overall, as a fan of the series who got into it late, I would consider both versions well worth playing. Though if ACF had more care put into it on Agetec’s end, I think I’d consider it an overall improvement on pretty much all fronts. I'd it probably is if you know Japanese, but I do hope both of the games’ English versions can be fixed up by fans at some point. They’ve long deserved better.
>>306123
How the fuck is the Tales of Destiny remake shit?
Replies: >>306137
>>306133
As in the list is shit, not the games or remakes
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>>306123
>Persona: 1 & 2 (needs more research)
I can help a little with that.
Persona 1 PSP is a very mixed bag. On one hand, it seems to be more streamlined in terms of gameplay, and it's the currently only way to play Persona 1 in English(at least aside from Revelations, but im-fucking-plying). On the other hand, the OST has been completely swapped out, some of the in-game events are now CG cutscenes, and the encounter rate is fucked. Most of these can be patched, but if you want the old UI and things that couldn't be restored, you either need to know Japanese or you need to wait for the fan translation of the PSX version. And even then, aside from the obnoxious encounter rate, I can see the OST and cutscenes being a love it or hate it sort of thing. I personally was fine with them, likely because I only know the PSP version, but I understand why people would like the PSX version more despite what QoL there is. I'm not the best person to ask, but it seems to be a matter of "they both have their pros and cons, go with whatever you prefer." Also there's a bunch of patches for the PSP version to bring it closer to the PSX version, but it's not fully restored. So, something to consider.
Persona 2, on the other hand, not so much. Innocent Sin's UI in the PSP version may look nicer depending on who you ask, but good god, it is so agonizingly slow. Video fucking related. Additionally, the difficulty has been COMPLETELY neutered to the point where even setting it to Hard doesn't keep it from being a cakewalk compared to the PSX version, and the PSP-exclusive Theater does not make up for any of this. The only quests that are available without a patched ROM to play the Japan-exclusive DLC quests immediately spoil Maya's death in the first fucking scene by using her dying expression, blood leaking from her mouth and all and the other is such a fucking slog that I couldn't be bothered to finish it. There's only three interesting quests, and they're the ones penned by Satomi Tadashi.
However, it IS still worth playing the PSP version if you want to transfer a few goodies into Eternal Punishment. And Eternal Punishment PSP is a straight upgrade over the PSX original. Sure, you don't have nearly as much customization options  for the menu anymore, and the Fusion Spell cut-ins are incredibly flaccid, but you can disable the latter. But best of all, you get an entire side story from Tatsuya's POV, also written by Tadashi. Also in both games, you can swap between the PSX soundtracks and the remixed soundtracks made by Shoji Meguro for the remakes, but you can't get the sickass outros to the normal battle themes if you use the original soundtracks. Sadly, those are PSX-only.

So in short: Go with whatever version of Persona 1 that works best for you, and keep the patches for the PSX version in mind. Innocent Sin PSX is objectively better than Innocent Sin PSP, and Eternal Punishment PSP is objectively better than Innocent Sin PSX, so if you want to get bonuses from having an IS save file, you're going to have to endure IS PSP. It does affect some minor story stuff, so you have to decide for yourself if it's worth the effort.
If someone more well-versed in this subject wants to correct me, go for it.
Anyone know the best version of Phantasy Star 1 to play?
Replies: >>307494 >>307496
>>307485
No, but if I had to guess it would be either the SMSpower fan translation or the Sega Ages port.
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>>307485
Speaking of best versions, what's the best retranslation hack for FF7? I know there's a couple for PC but I didn't like the mod loader situation there and the script still needs a ton of work.
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Happy birthday, Naruko!
Replies: >>308587 >>308750
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>>308582
You too, Caligulafag.
>>308582
TFW I got memed into playing Caligula almost 2 years ago but I eventually put it on hold for some reason and haven't played it since. Every time I see the Caligulabro or otherwise see random mentions of the game I feel a bit guilty. I want to get back to it one day but at that point I may as well start from a new save.
Replies: >>308752
>>308750
It's OK but it gets really repetitive really quick. The same music looping for hours over the same dungeon doesn't help.
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