You can only have six characters in your party at one time, and only four in battle like usual. Talking to him again will revert you back to normal. The townsperson behind Max will give you the option to have your current main character changed into one of the characters from the Seyfert Trials: an Eggbear, Little Keele, Little Meredy, and Shizel. To have a character leave your party (including Reid), talk to their lying down character sprite. The character will fall on the ground, and you'll have them join your party. To have a character join your party, simply talk to them, then select "yes". If you lose a battle, you won't get a game over, but you're on the field again with everybody at 0HP.Īll of your possible party members are lined up on your right side. You can no longer have random encounters. If you talk to them, various debugging menus appear. Using the rings on the characters make them behave as if you talked to them normally. You start with the Sorcerer's ring, Freeze ring, and Inferian Map. The characters are Undine, Dede the Miacis, a Craymel ball player, Reid (lying down), Farah, Keele, Meredy, Ras, Chat, Max, and a Townsperson(?). You start in the middle of a small area with two inaccessible houses, a big tree in the lower-left corner, and stairs that lead to an inaccessible path. An invisible option should be highlighted on the title screen press X to go to debug mode. Note that I am in no way intending this to mean that they couldn’t be doing MUCH better: I have literally be complaining to anyone who will listen to me for YEARS that Namco Bandai needs to stop sitting on the old Tales games like they’re dragons watching over their plunder and port them to modern systems, as everyone else seems to be ahead of the game on this one than them despite Tales being bigger than many of the franchises getting this treatment.There are debug rooms (which oddly got their menus completely translated) that can be accessed with GameShark code 30132748 0003. So, best choice really is Symphonia: it’s a classic JRPG, there is a lot of nostalgia for it, it doesn’t require loads of extra work compared to just porting it and it’s a game that, while maybe not having aged PERFECTLY, is still perfectly acceptable to newcomers. Vesperia TECHNICALLY might be most nostalgic, but that’s already been released, and Abyss didn’t actually release in Europe originally (meaning there isn’t really any nostalgia for it in Europe: most of us out here who played Abyss had to do it when it came to the 3DS, so our nostalgia for it is basically non-existent). Symphonia is the Tales game that has the most nostalgia for most people, making it the one most likely to be financially successful. This alone could add another few months onto things, because games can sometimes play with new text in very weird ways and means (you guessed it) more debugging to make the game run properly in the new language. The lack of a localisation for some Tales games means that the game would need translated and the new script added into the game to release them worldwide. Don’t get me wrong, some steps in the process are saved, but you have to remember that the consoles the ports are targeting don’t work the same way AND there’s no guarantee that the engine will even work on the new console without modification, so that means A LOT of debug work, even compared to what is usually seen. Porting isn’t THAT much shorter than developing a new game. That is not enough time to make a new game for the Tales studio (if I remember correctly, even their fastest work takes about two years nowadays, and that was when they were working with an engine they had a HUGE amount of experience with), so the obvious solution is to port an older game. Game development in general is not a short process and Arise is really only around a year old. To be fair, there ARE valid reasons for them to do this:
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |