After War Gundam X (1996)

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After War Gundam X (1996)
XENOBLADE CHRONICLES 2 REVIEW
After 160 long hours of playing the game... I finally completed XB2. This is me exploring every bit of Alrest, completing as many sidequests that I came across, and clearing some Blade Quests. If I were to complete the rest of the game's quests and defeat all of the superbosses, it would easily reach over 200 hours.
So how does stack up as an RPG? How does it compare to the other Xenoblade games? Rest assured, Xenoblade Chronicles 2 lives up to the quality that Monolith Soft has become known for.
LoH: Trails of Cold Steel PC Guest Blog #2 from Peter “Durante” Thoman - Graphical Enhancements & Options
Welcome to the second part of this 3-part series on the PC port of Trails of Cold Steel. The first part dealt with lifting the performance of the game to a level that I consider acceptable – great even. Of course, you might now be wondering what to do with all that performance headroom if you’re planning to play on something faster than a GPD Win. After all, there isn’t really any need to run a turn-based JRPG at 300 FPS or more.
In this article I’ll introduce the various graphical settings I’ve added to the game, going into a bit more detail on some of them. I’ve been looking forward to this one in particular, so I hope you enjoy reading it as much as I did writing it.
The Launcher
Let’s start with a look at the game’s launcher:
There are a few things I’d like to remark on:
Every single option has a description text, and often it also shows visual comparisons of the settings (on the right)
The entire launcher you see here can be navigated just using a gamepad (actually, I made a tool for this that allows natural 2D-navigation and changing options in arbitrary C# WinForms dialogs using Xinput, and XSEED has graciously agreed to allow me to open source it, so look for that on my blog when things are less hectic)
Can you spot the typo on this screenshot? It’s fixed by now.
The rest of this article will look at the options contained in the “Display”, “Image Quality”, “Shading” and “Graphics” sections of the launcher in order.
Display
Here, you have the basic choice between windowed or fullscreen rendering with or without v-sync. In terms of framerate, there are 3 settings: a 30 FPS limit, a 60 FPS limit, and unlimited FPS. While the game was 30 FPS on consoles, in the PC version both 30 and 60 are fully supported. Unlimited variable FPS also work very well in all my testing, but are not fully QA’d throughout the game and offered on a “your own risk” basis.
Finally, I’ve also added an option for adjusting the Field of View (FoV). While not as important as in first-person games, playing close to a large monitor often makes a larger Field of View desirable. Here you see a comparison between the default FoV (left) and a very high setting (I wouldn’t personally choose one this high, it’s just for illustration):
Image Quality
This section deals with resolution, anti-aliasing (AA) and texture filtering. Resolution works as you would expect. In terms of anti-aliasing, MSAA 2x, 4x and 8x are supported, and transparency supersampling (TrSSAA) is there as a high-end option to improve the quality of alpha-tested surfaces. It was strange to discover that TrSSAA is actually significantly more difficult to implement in DX11 than it is in Direct3D 9 or OpenGL, but at least that explains why so few games offer it. Here is a comparison to show what each option does – of course, the difference is much more pronounced in motion:
Before we move on to shading, there’s one thing I need to get off my chest. You know what really annoys me? When games offer some AA option, but do not apply that AA solution consistently to everything in the game (like e.g. character models in menus.) I had to extend the underlying engine to do it, but rest assured that when you select an AA option in Trails of Cold Steel on PC, everything will get that level of AA:
The main game rendering will be AA’d of course.
The rendered character dialogue portraits will also get the AA.
The character models shown on the equip screen? AA’d.
Character busts during special events? AA’d.
Yes, even the minimap rendering gets MSAA. And TrSSA. Because why not!
Oh, and there’s an anisotropic filtering option. It’s just a checkbox, because honestly, there’s no reason to bother with less than 16xAF for this game. Even the GPD Win can do it!
Shading
Now this is where things get even more interesting. There are four options related to the quality of dynamic shadows:
Shadow Resolution, which, as you’d expect, adjusts the resolution of the shadow maps all the way from “low” to “absurd”.
Shadow Casters, changing which objects cast shadows. Shadows are often enabled only selectively for performance reasons, with artists manually selecting which objects and characters are sufficiently “important” to cast shadows. This setting overrides that selection and makes every object in the scene cast a shadow.
Shadow Distance, which can increase the distance shadows are cast at. Ever annoyed by shadows appearing and disappearing a few meters in front of you? I know I am. Well, not on my watch.
Finally, Shadow Filtering enables softer and more aesthetically pleasing shadow transitions.
Even with these improved real-time shadows, the game’s environments still looked a bit flat. Since the environments, unlike the characters’ cel shading, are rendered and shaded in a more realistic style, I thought that a more realistic modern technique, namely ambient occlusion, might look good. With some engine improvements I was able to integrate HBAO+, one of the highest-quality and best-performing AO solutions available:
As you can see, it lends everything a lot more depth and plasticity, and also makes objects in the shadows appear more grounded.
Graphics
Last, but certainly not least, the “Graphics” options seem comparatively unexciting with just two checkboxes: and really, the High Quality Depth of Field setting just does what it says on the tin and while it’s a nice improvement, it’s nothing to write home about.
On the other hand, the Unlimited Draw Distance option is, and excuse me if I say so myself, a really big deal. In fact, doing something about the draw distance was one of the very first requests that came up when the first article was posted. What I’ve done about it is completely eliminate any form of pop-in, by making all objects and characters draw at any range. On some maps this is quite a significant extra CPU load, especially combined with full shadow casters, but nothing a modern Desktop PC can’t easily deal with.
Since pop-in is hard to demonstrate in images, I’ve made a video that really shows off the considerable effect of this option.
Other Improvements and Conclusion
In addition to these options, there are a few graphical improvements over the console version that are “always on” and don’t have a launcher option. For example, the glow effects are rendered at 4 times the fidelity, and uncompressed textures are used instead of the compressed assets designed for consoles wherever they were available.
I hope you’ll enjoy these graphical improvements as much as I enjoyed creating them and writing about them. In the final article, we’ll have a look at some non-graphical features, and one particular, somewhat programming-intensive graphical option that will make a few people really happy and which I never expected XSEED to go for. Till then!
WHY TRAILS IS MY FAVORITE RPG SERIES
What comes to mind when you think of a good RPG series? Often times people will say Final Fantasy, Dark Souls, Skyrim, and Witcher 3. Others will say Pokemon, Fire Emblem, Xenoblade, or Tales. But very few will mention the Trails series, otherwise known as the Kiseki series in Japan.
The Trails series is actually a larger part of The Legend of Heroes franchise, which has been around for a long time. There are 5 other Legend of Heroes series just like Trails, but we will be focusing on just the Trails series, which is the 6th installment.
It is by far the best RPG series pound for pound in existence; very few games can rival the quality of this series such as Witcher 3 and the Xenoblade series. So why doesn't anyone know about it outside of Japan? The biggest problem that stands in the way of the Trails series is localization.
Trails games have the largest script size of any video game series, which means they come over that much later when localized. For frame of reference, Trails in the Sky came out on PC in 2004 and PSP in 2006, but it was localized in 2011. Its sequel was localized 3 years later. The script size isn't the sole reason for the discreprancy between Japanese and Western release dates, but it makes quality testing, debugging, and programming much more time consuming.
Long localization times mean that the game will feel dated to Western players by the time it reaches them. Couple that being in the unpopular JRPG genre, and it's no wonder why Trails is under the radar in the West. Even in Japan, Falcom’s decisions to make most of their games on PC backfired. At the time, console gaming was more popular than PC gaming, the reverse of today's trend.
As a result, console RPGs received more attention which was further amplified by the heated console wars between Nintendo, Sony, and Sega. What's more unfortunate for Falcom was the decline of the JRPG genre, which earned a stigma in the West, therefore striking the global market off their list of considerations. So even by the time Trails in the Sky came out, it was already too late for them to capture a widespread audience.
If you go back in time and change a few things like platform choice, localization, and maybe going 3D, then Trails would have the popularity it deserves today. If Trails was as well known as Final Fantasy or Witcher 3, it would have dramatically changed the landscape of the JRPG genre.
But enough about that... So what makes the Trails series so worthy of praise? When you pick up an RPG, you're probably doing it for its story and characters. The battle system is secondary to you but of course you still want that to be fun. The Trails series does all of the above and more, to the greatest extent.
The best way I can describe the Trails series is that it's an RPG made for RPG fans. You have some of the best worldbuilding of any fictional work, profound story and characters, massive amounts of content, and an ingenius battle system. It does everything you want an RPG to do, and more.
WORLD BUILDING
It's easy to create a fictional world but difficult to create one that has a coherent geography, ecology, history, and politics. It is essential to telling a story because it’s the setting, the driving force of the plot, and the groundwork for character motives. But worldbuilding can also destroy the storyline if it's bad.
Let's take a look at Final Fantasy XIII and its world of Cocoon, a floating planetoid-shaped continent floating above Gran Pulse, a wilderness of monsters. While on Cocoon, your fugitive characters are constantly on the run from the entire human race. You never have time to take in the sights and in fact, you barely get to explore any of the wondrous cities in the game. Outside of deities and the military, you know nothing about its citizens, cities, politics, economy, or what life is like for the average person. You have no reason to care about its world.
Which I guess is the point because your characters are fugitives who plan on destroying it. Except that halfway through, your characters don't want to do that anymore but Cocoon almost gets destroyed anyway. In the end, Cocoon is saved but to what end? The players have no way to care about Cocoon even if they wanted to, so why does it matter? Its safety has no emotional impact on the player.
By the way, you can read much about XIII's lore and background in the game's database. But that's not the same as storytelling or worldbuilding. Reading about something is not the same as experiencing it. The game can have amazing characters and look as pretty as it wants, but with such awful worldbuilding its story becomes the least memorable thing about it.
Now let's talk about Trails, which takes place on the continent of Zemuria. The Trails in the Sky trilogy takes place in the Kingdom of Liberl. Zero no Kiseki and Ao no Kiseki take place in Crossbell State, and are thus known as the Crossbell duology. Trails of Cold Steel 1 & 2 takes place in the Erebonian Empire. All of these regions are within the Zemurian continent, each with their own culture, people, ideas, economy, and politics. And there are many more countries on this continent that play a role in the Trails series, we just don't travel there- yet.
They sign treaties, trade with each other, and go to war just like real world nations. The relationship between these regions affects the overarching events of what happens within their borders, and thus become the driving forces of their respective games.
In Sky, you have an extremist who doesn't believe the current seat of authority has what it takes to protect Liberl. In Erebonia, you have a country built on the annexation of many other states in an expansion for power so that it can compete against its long-standing rival, the Calvard Republic. With the way Trails does its worldbuilding, you can see that everyone has a motivation behind their actions. You can see why the story unfolds the way it does. And you can also see how they intersect and affect each other.
But Trails is not simply a bunch of countries vying for resources or superiority. There are so many forces and organizations in play that make the story even more interesting. You have the Bracer Guild, a politically neutral organization whose purpose is to maintain peace and protect people. They don't alway get along with the military, but they are loved by the people for solving their everyday problems.
On the other hand, you have the Jaeger Corps, mercenaries for hire. They are often employed by corrupt officials and evil organizations to carry out their dirty work. They operate outside the boundaries of laws and do whatever it takes to get the job done. There are different Jaeger Corps in the Trails Series, such as the Zephyr and Red Constellation, who have a bad history together. The Jaeger Corps and Bracer Guild are not necessarily rivals, but their line of work and ideals are often in opposition.
You also have Septian Churches established all over the continent in dedication of the Sky Goddess Aidios, otherwise known as "She who dwells above." Ordinarily, these churches are insignificant to the main storyline. But in Arteria, the High Seat of the Septian Church, there is an operation of Holy Knights known as the Gralsritter. They operate with the utmost secrecy and are therefore unknown to the public. Their goal is to recover artifacts and ensure they are kept away from human hands. They have other important missions but they are a central focus of the Trails series, so there is not much we know about their Holy Knight operations.
Also operating in secrecy is an evil society known as Ouroboros. They are the ultimate masterminds in each of the Trails games. Their intentions, members, and powers are all shrouded in mystery. Often times, their plans revolve around obtaining artifacts and manipulating influential figures to carry out their grand schemes.
The amount of detail that goes into their worldbuilding goes down to even the microscopic levels. Each city and town has its own economy, culture, and people. The main reason for Trails' large text is because almost every NPC in the game is a named character with their own story. You have a couple traveling the world together, a hopeless romantic and his best friend, and family members living in different cities wondering about each other.
These aren't your average generic NPCs that exist to fill up a town and make it feel alive. These are actual characters with their own stories with different dialogue lines throughout the entire game. What you get in the end is a living, breathing, organic world. It's something you can appreciate while traveling, something you can fall in love with, and ultimately something you want to protect.
STORY/CHARACTERS
Even with amazing world building, the writers can still drop the ball on the story and characters. In Sword Art Online, the worldwide hit MMORPG anime, you have a wonderful fantasy land and an intriguing UI for players to use. Couple that with top notch animation and attractive character designs and you have a great-looking anime. Unfortunately, that's all it is.
The show is basically being run by a Gary and Mary Stu, two leading protagonists who are perfect in every way and get what they want in the end. It's painful and annoying to watch. The show does a great job of catching your interest but an equally good job on ruining it. SAO's worldbuilding has great potential but it's ultimately wasted on poor writing and terrible characters.
On the other hand, Trails does an exceptional job with their story and characters. Their storylines have actually good plot twists and their games know how to wrap up and ending better than a Chipotle burrito. Their characters have deep histories and well-written development.
Writing a good plot twist can be difficult, because it needs to have the element of surprise, impact the storyline, and make sense all at the same time. The story has to lead up to that point without giving it away. In other words, the foreshadowing needs to be just enough so that players guess something will happen but not too much so that they don't know exactly what WILL happen. This is something Trails has done every single time.
Secondly, plot twists will change the tone or pace of the game, for better or for worse. Often times, writers just have this amazing twist in their mind but they don't know what to do afterwards. So what you get is a sloppy ending that makes no sense.
This is a problem Trails does not suffer because you can tell that they meticulously plan out their writing from beginning to end. Their plot twists properly accomodate for everything affected so there are no plot holes or inconsistencies. And because their storylines occur over several games, their endings wrap up the current arc but end with a cliffhanger to start the next arc.
Trails does an equally amazing job with their characters. Good characters are always memorable and it just so happens that nearly all of the Trails characters are memorable. They go beyond your typical archetype because of good writing, original histories, and meaningful development.
When delving into a character's past, Trails goes deep. You see their upbringing, what happened to each of the characters, and how those events shaped the person you see today. These flashbacks are brief and happen at the crux of a character's development. What you get in the end is a development that flows nicely, ties in with the story, and helps you appreciate the character more.
Speaking of development, Trails has some of the most meaningful character development in the genre. Each of these characters feel very human because they have relateable flaws, flaws that they know they have difficulty coping with. And by adventuring with companions, they are able to own up to their mistakes and make amends, which pushes their characters towards completion.
For example, there are a pair of characters who dislike each other because of their personalities and social standing. They are unable to work in a team and as a result, a mutual friend of theirs gets hurt. They are forced to realize that they are the problem and begin working together. They still get on each other's nerves, but now they are more like squabbling rivals rather than two people who hate each other's guts.
Moreover, each of them have their own realizations as individuals. The noble realizes that he shouldn't try to do everything alone. There are times when it is okay to rely on other's strengths. The commoner realizes he's too hotheaded and that he needs to be more open-minded. It's endearing, it's charming, and it's entertaining. This is the kind of character writing you will come across in the Trails series.
BATTLE SYSTEM
At the end of the day, video games are video games. It can have a great story but if the gameplay doesn't attract the player, then they might drop the game before finishing the story. So sometimes, players are forced to play a bad game to finish a story or go through a bad story that has good gameplay. With Trails, the quality of their story and characters can also be seen in the gameplay so you get the best of both worlds.
The Trails series is one of the most satisfying strategic turn-based RPGs in the genre. It's simple enough for newcomers to understand without referring to a guide but complex enough for hardcore players to have fun with. Basically, your characters battle on a field and perform regular attacks, special attacks, or cast spells. And naturally, there are other commands such as defending, using items, or running away. But there is much more to this.
First of all, positioning. Each character has a movement stat which determines how far they can travel on the field. This is important for weapon users who need to be close to the enemy to attack. During battles, you and your enemies will be all over the battlefield attacking each other, and this is where position comes to play. In this game, spells and special attacks have an area of effect that allows them to hit more than one target. For example, a linear AoE or a circular AoE. This also applies to buffs so if your characters aren't close enough together, some of them may miss out on beneficial effects.
Secondly, Trails' turn-based combat has an additional factor called Delay. In most turn-based RPGs, turns are determined solely by the speed stat. In Trails, it's based on both speed and delay. Delay is the amount of "lag" of each action, and this "lag" determines when the character's next turn will be. For example, when unleashing a powerful spell or attack, the delay may allow the enemy to take an extra turn before your character can act again. This kind of balancing allows different levels of attacks and spells to become relevant throughout the entire game.
Third, we have spells which are known as Arts in the Trails series. These spells can be offensive or supportive. Supportive spells can buff your characters or debuff the enemy, depending on their immunities. Offensive spells are separated into different tiers of spells. Stronger spells have higher costs and more delay, but they deal more damage and often have an area of effect. Certain offensive spells also have a chance to inflict a status ailment such as freeze or burn.
Fourth, we have Crafts which are the special attacks of the Trails series. These are character-specific skills that can have any number of effects. They can deal extra damage, have an area of effect, provide a buff, inflict debuffs on enemies, heal HP, and more. They consume a resource called CP, which can only be accumulated during battles (with some exceptions).
Fifth, we have Status Ailments. Yes they exist in every RPG but Trails' status ailments play a larger role in the outcome of battles than any other RPGs. Defensive buffs are significant enough to prevent character deaths and save you from wasting a turn on healing HP. And ailments such as Petrify or Freeze can completely turn the tide.
On top of that, Trails has a plethora of unique ailments unseen in other RPGs. AT Delay pushes back a character's turn. Faint prevents a character from taking a turn, and any attacks that land on them will result in a Critical. Vanish temporarily removes a character from the field. The complexity of ailments adds more layers of strategy that must be considered when battling in a Trails game.
And finally, we have Orbments, yet another defining part of the Trails system. Every character has an Orbment with several slots. Players choose what elemental Quartz goes in each slot. Quartz will affect both the character's stats and what spells they can use. For example, an Attack Quartz (Red) will increase a character's physical damage and give them access to Fire Bolt.
Orbments work differently depending on which Trails game you play, but universally you get to choose what Quartz goes into each slot. Because of this freedom, there is a high degree of customization in outfitting your party members. You can shape characters into different roles to suit your needs.
These are the defining components that make up the Trails system. Each of these adds a layer of depth and strategy to the battle system. In most turn-based games, you're essentially managing damage and healing. But in Trails, you're doing so much more than that. Its sophistication allows the satisfying experience of finding multiple solutions to the same problem and playing however you want.
A battle system can have the most interesting concepts and mechanics but it's useless without an array of enemies that take full advantage of it. In Trails, you have many different kinds of enemies that require different strategies to take down. You have enemies with high evasion or high defense, so you need to use spells to take them down. Then there are enemies who are immune or even reflect spells, so they need to be handled physically. There are enemies who explode upon KO, so you have to take them out from a distance. These are just few of the many types of enemies that you will run into in the Trails series.
You can get by on brute force, but you’ll be using more healing items and spells along the way. If you play with strategy, your battles will be more efficient and satisfying. That’s the beauty of the Trails’ battle systems. There is no single way to win a battle. There are no useless characters that get outshined by the rest of the cast (okay... I can think of one poor girl). The battle system is your playground.
MUSIC
When people talk about amazing video game music they often refer to Final Fantasy, Legend of Zelda, and Mega Man. But the Trails series is a real contender and personally, I enjoy their music more than any other video game series (except Zelda). You have really catchy battle tunes, perfect ambient music for dungeons, and the music for cutscenes are spot-on. Most soundtracks are 50% recognizable, but Trails music is so good, I remember 80-90% of their tracks.
CONTENT
Like I said before, Trails is an RPG for RPG fans. RPG fans love a game they can sit down and play for endless amounts of hours. They love having a ton of sidequests to do as long as they are fun and interesting. They enjoy exploring every nook and cranny of fields and dungeons for hidden treasure chests. Trails caters to all of this and more.
This holds especially true for their storylines. As mentioned before, the Trails series span several games to tell the complete story. Their story isn't dragged on or inflated for the sake of having multiple games. The scale of the stories are so grand and epic, that each arc needs to be told on its own. When playing the sequel, I want to find out badly how the story ends and what happens to the characters I've grown attached to. I don't feel like the series is being milked or that they are just reusing assets to cut costs of making a new game.
CONCLUSION
I've always found it difficult to explain to someone else why Trails is so good. It's easy to say "This RPG has good stories and characters and it's fun to play" but that's not enough to convince someone to pick it up and play it. This is a series that cannot be summed up with a few tag lines in a 30 second commercial. I wish I could hold a lecture at a campus to describe the Trails series to RPG fans.
Also, the Trails series comes in so many different flavors but they're universally amazing. So it's not just one game or a duology I am trying to sell to people, it's the entire series. I find myself saying to people "Just give it a try, you won't regret it" and then typing in all caps to emphasize my desperate excitement. But I think in writing this essay, I've done a good job making it stand out from other RPGs.
I hope you guys give Trails a try.
CAPCOM'S INJUSTICES TO THEIR FANS
Many beloved franchises came from Capcom. They started the fighting game genre with Street Fighter. They gave us everyone's favorite blue bomber, Mega Man. They popularized the horror game concept with Resident Evil. They gave us Monster Hunter, which has a large cult following because of its online playability.
But in all of their success and growth, Capcom has lost touch with its fans and became an incredibly greedy company. They have abused DLC, released incomplete games, forced current games to become obsolete with re-releases, and seriously mishandled their franchises.
DLC
DLC has been at the center of Capcom's greed, so it is the best place to start. Capcom is not the first company to utilize DLC, but they were certainly one of the pioneers who invented its widespread practice.
Alternate costumes or skins have always been an additional paid item, so I will not fault Capcom for creating hundreds of costumes for their games—even though many of them were developed pre-launch and used as a pre-order incentive. What I will fault them for however, is taking away a portion of a complete product on the disc and selling it as DLC.
First, in Marvel vs Capcom 3, retailers leaked that Jill and Shuma-Gorath would be DLC characters. This was before the game came out, and before the full roster was even revealed. For news of DLC characters to come out this early meant that the characters have already been completed but are being sold for extra profit. This was confirmed by data miners once they got their hands on the game.
Data miners also exposed Capcom's DLC tactic in the notorious case of Street Fighter x Tekken. They discovered that the 12 characters who were planned to be released as DLC were already on the disc! In other words, players were paying to unlock content already on their disc, instead of paying for content that was developed post-release.
Naturally, fans were outraged and demanded an explanation. Capcom replied with several poor excuses but the biggest one was "We wanted to save hard drive space on your consoles." In reality, developers don't care about how much HD space players have, and players don't ask developers to make their products take up less space. This is Capcom's poor attempt at disguising their greedy tactics as a favor towards the player.
Fast forward to Marvel vs Capcom: Infinite, and it's painfully clear that Capcom doesn't care about their reputation anymore. Their games have grown so big in communities and popularity that they know it will sell. Half a year before the game's release date, Capcom announced that there would be a season pass for 6 DLC characters. One of which is actually in the main storyline, causing fans to wonder if the character was already complete before release.
Judging by our experience with Street Fighter x Tekken, it's guaranteed that these characters will have already been developed by the time the game launches. And unlike SFV, there will not be a method to earn in-game currency to unlock these characters. In other words, Capcom is going full speed ahead with making players pay for a roster. Keep in mind that Infinite's initial roster size is smaller than Marvel 3, and Marvel 3's definitive version with extra characters is still smaller than Marvel 2's. So if you've been supporting the series, you’re getting less but paying more.
RE-RELEASED GAMES
No one does re-releases worse than Capcom. The second iteration of Street Fighter IV, Super, was released as a separate disc rather than an optional upgrade for players who already own the original disc. So players who have kept up since the original release would have to pay a total of $100.00 to continue playing. This was the same case between MvC3 and Ultimate MvC3.
But for later iterations of SFIV, Arcade Edition and Ultra, players were given the option to upgrade from Super via DLC. And it's entirely possible with SFV, since that's how new characters are patched into the game. Capcom justified Super SFIV by saying that a separate disc was needed because of how much the game has changed between the different versions. However, this is yet again another poor excuse. Unless the game's core assets are changed, there is no reason to release a separate disc. You don't even have to understand how game programming works to know this. Just look at all the mods for PC games like Skyrim— everything can be drastically changed in a patch.
When SFV was announced, Capcom promised their fans there not be a re-release of the game. They intend to support the game over a long period of time with seasonal DLC characters. Not even a year later, the game has already begun to decline because players are not satisfied with the game’s balance and design. This is an opinion shared by both the casual and competitive gamers of all nationalities. The game is in dire need of a “rebirth” so we shall see if Capcom will break their promise and release Super SFV.
INCOMPLETE GAMES:
Developers will try to be subtle with DLC and insist that it's to "add" to our gameplay experience, to "prolong" our enjoyment. Often times, what fans really find out is that the game is incomplete in terms of playability or content. And the "extra content" being sold as DLC, is actually an essential part to having a complete experience of the game, rather than a continuation of the experience.
There is no better example than Capcom's SFV. SFV was released with only 16 characters, no Arcade mode, a dysfunctional online mode and a barebones story mode. Yes, the fighting game genre has grown to the point where much of the playability is now in tournaments and online play, but this is hardly enough for newcomers who are spending $60.00 for an incomplete game!
Secondly, the price of DLC characters far exceeded the ease of earning in-game currency. In-game currency could only be earned once each mode, and once each character. In other words, there was a cap on in-game currency that can be earned. And very few people would be willing or able to complete Hard mode Survival with all of the characters.
In-game currency could also be earned by playing online, but players would have to grind it out despite Capcom saying you only have to "play a few hours here and there." But with dysfunctional online gameplay and constant server maintenance, players had even less time to play online. All in all, you'd have to invest a large amount of time to earn any of the characters if you want to avoid paying extra money for DLC characters.
The entire point of having an option to buy DLC characters for free was to compensate for the small starting roster, and their long-term goal of adding characters to the game. But they limited the ability to earn in-game currency so that players would be more inclined to purchase season passes. It wasn't until Season 2 that Capcom finally released more options to earn in-game currency, but they do little to help the costs of purchasing a DLC character.
With SFV, Capcom became a little more clever with their tactics. They come off as doing players a favor by having an in-game method of earning currency. But an average player would not want to put in so much time playing the game just to earn enough, so they would end up purchasing season passes anyway.
Even more than a year later, players are still unsatisfied with SFV as a product. It still lacks an Arcade mode, the cinematic story was a disappointment, there are numerous balance issues, and Capcom has still yet to address the many complaints of the game.
With Marvel vs Capcom: Infinite on the horizon, many feel that Capcom will not change their methods. First, Capcom has already announced a Season Pass for 6 DLC characters. Second, there is no in-game currency to purchase any of these characters. So right off the bat, MvC:I's complete roster will be monetized because of Capcom's greed. Even if players are interested in the game, they would have to shell out maybe twice or thrice the retail amount to have all the characters.
MISHANDLING THEIR FRANCHISES
All of the above is proof that Capcom is mishandling their video game franchises. But no franchise has been treated worse than the Mega Man series. You will never see another franchise this popular and have no games made for it. Anniversary re-releases and mobile games don’t count.
It all started with Mega Man Legends 3, one of the biggest video game announcements of its time. Developers constantly updated us on Twitter and involved the fans with polls. And yet somehow, Capcom screwed up everything as usual.
Several months into development, they announced that a Prototype version of this game would be released. Essentially, it was the game’s prologue chapter released as a demo. Fans were pretty excited that they were going to get a taste of the game in the near future... except there were two problems.
First of all, fans would have to pay for it. That's right folks, what's supposed to be a free sample to the game is being sold as a product. Secondly, Capcom announced that development of the game hinges on the success of the Prototype’s sales. When you think about it, this is not that different than a ransom. Mega Man Legends 3's future is being held hostage by Capcom, and fans have to pay up money if they want to see the whole game.
Not only is this one of the worst video game development decisions ever made, it is also the only one of its kind. No other developer has ever done this before. The decision to sell a beta of the game in order to gauge interest only shows how incompetent and greedy the company is.
Mega Man is one of the most popular franchises in video game history and one of Capcom's earliest successes. The franchise itself is branched into many different series, and Legends is one of the more popular ones despite having only 2 titles. When Mega Man was announced for Super Smash Bros. 4, the world erupted with excitement. So for Capcom to use the Prototype to gauge interest is really just a lie to hide the fact that they were trying to monetize the game even further.
But the fans never even got a chance to prove their loyalty. 10 months after Mega Man creator Keiji Inafune mysteriously left the company, Capcom announced the cancellation of Mega Man Legends 3. Outraged and confused, fans demanded an answer and Capcom said that the game did not receive enough support from its fans. But wasn't that the entire point of selling the Prototype? To see if its sales justify finishing the game?
The 3DS had sold 11.4 million units worldwide in the same year the game was cancelled. You don't need to do the math or be a statistician to understand that a popular franchise on a popular console would have been a huge success. So why did Capcom pull the plug on guaranteed profit?
Because they couldn't finish the project without Inafune. Like Sakurai, Inafune is the kind of director who oversees all aspects of the game. He may not be as involved as Sakurai is with Smash Bros., but his contribution to the game is large enough to be essential in the game’s development.
Most likely, Capcom tried to impose their greedy business tactics on Inafune’s creations, starting with the Prototype ordeal. Inafune disagreed, and eventually was let go or quit voluntarily. To control the damage, Capcom assured fans that MML3 would continue, but ultimately realized they could not finish the game without Inafune's vision. When the game was finally cancelled, their only excuse was "lack of fan support" because it's better than coming out and saying "We needed Inafune."
Ever since MML3's cancellation, Capcom has underutilized or misused the Mega Man brand. In SF x Tekken, they released "Bad Box Art" Mega Man as an actual character. This version of Mega Man is an obese, old, and pathetic version of Mega Man. It was meant to poke fun at America's terrible box art of the first Mega Man game, which has become a meme, but it was also a bad move on Capcom's part. Fighting game fans don't want a joke character, and Mega Man fans wanted to play their favorite blue hero again. This fad was only amusing to people who didn’t play SF x Tekken or don’t care about Mega Man.
It might have been hilarious, but in light of MML3's cancellation, many felt it was an abusive mockery of the character Mega Man. In Marvel vs Capcom 3, many felt Capcom would be fools to pass up an opportunity to add Mega Man X. And Capcom proved them right— they instead added Zero and released a DLC skin for Zero to look like Mega Man X. Although Zero's presence in MvC3 was welcomed, fans also wanted to play as Mega Man X with his own voice and move set.
It was only until recently that Mega Man appeared favorably in crossovers. He was in both Project x Zone games, made a huge splash in Smash Bros. 4, and now he's back in Marvel vs Capcom: Infinite. But if you exclude his crossover appearances and re-released ports, you will realize that Capcom has not made an original Mega Man game ever since MML3's cancellation.
This further proves that Capcom does not know how to make another Mega Man game without its creator, Inafune. The Mega Man brand is wasted on Capcom, and could be utilized to do so much more. With Mega Man's inclusion in Smash, many have even entertained the idea of transferring ownership to Nintendo, who did a great job of portraying Mega Man in Smash Bros. 4.
CONCLUSION
Anyone who kept up with Capcom within the past decade would know all of this. They know Capcom has a bad reputation when it comes to DLC and their greed, and they know that Capcom gets a lot of hate for how they approach their games. And most of all, they know there is no defense to Capcom.You can't say "They're a company who needs to make money" because all that does is state the obvious. Nobody denies that a company should make money, especially if their games are supported by DLC over the long term. But there's justifying DLC with post-development expenses, and then there's painfully obvious greed- and I shouldn't have to explain which one Capcom falls under.Take a look at Nintendo with Fire Emblem Awakening, Mario Kart 8, and Smash Bros. 4. All of these games have DLC that you have to pay for just like Capcom's games, but there are two major differences.
First of all, their games are complete. Fire Emblem Awakening is a lengthy RPG full of side quests, and a full army of recruitable units. DLC is not an essential part of the full experience. There is only one supplementary story DLC, but the rest are bonus maps that help with EXP growth and earning currency.
Mario Kart 8 comes with a full roster of characters and still has 8 cups with 4 race tracks each. The game improved on the popular kart customization and online gameplay. Their DLC consists of characters and tracks that were developed after the game's release. Even if there were no DLC, there would be no complaints about the lack of content or how incomplete the game feels.
When it comes to content, very few games can match Smash Bros. 4, pound for pound. The roster size increased from Brawl's 39 to a whopping 51 characters at launch. They added a mode where 8 players can play at once. Every stage now has a "competitive" version for the more hardcore tournament players. And the game was released on both the Wii U and 3DS. With so many modes, characters, and options to play, you’re definitely getting more than your 60 dollars’ worth.
All of the game's DLC were also developed post-release. Many of the fans strongly favored DLC characters to see new faces or old personal favorites come back, and Sakurai delivered on both. Even in ARMS, developers have announced that all of their future DLC would be free. Nintendo a great example of how DLC should be done. Their games are complete, delivered on time, and any ideas that couldn't make it into the main game are sold as DLC.
Let's take a look at SNK, a fellow fighting game developer like Capcom but with even less popularity and a smaller budget. On launch, the game had a full roster of 50 characters and a complete story mode. 7 months later, they released 4 DLC characters that fans wanted the most. Their two new stages were also free, unlike Capcom. On top of that, some of their DLC costumes were temporarily free to download. And even though their game had awful visuals, SNK released a patch to improves its textures and now the game looks significantly better.
How is it possible that SNK was able to release a more complete product and provide better support than Capcom? It's because of Capcom's greed, incompetence, and complacency. In their greed, Capcom sacrifices the quality of their game to make a profit. Because of their incompetence, Capcom can't even properly balance their fighting games, leaving their competitive community frustrated. And because their brand is so popular, Capcom has become complacent and therefore puts less effort into their games.
I cannot support Capcom as a consumer, even if their games are enjoyable, I cannot give them money in good conscience knowing how many times they screwed their fans over. Unfortunately, many fighting game enthusiasts grew up with Capcom games and developed an emotional attachment to them. Even if they have their complaints, it’s difficult to let go of Street Fighter and Marvel. They reluctantly stick with the games or convince themselves to enjoy it. Either way, they are enabling Capcom's behavior, so Capcom will not "learn from their mistakes." They will continue sacrificing the integrity and quality of their game to make a profit. Someday, I hope the magic of nostalgia and loyalty runs out, and that they brand burns to the ground.
I hope for a future where their franchises are bought off by other companies who can utilize them better. I hope for a future where the trend of overtly greedy DLC is punished by boycotts. I hope for a future where the integrity and content of video games are no longer sacrificed for a quick buck.
Why I fell in and out of love with the Tales Series
Ah, Tales. I am both glad and bitter that they are now successful and popular today. They're still pumping titles every now and then, and all of them are being localized, which is great for the fanbase outside of Japan. I still enjoy their older games like Rebirth, Destiny R, and Symphonia, but I hate touching anything released after Vesperia. They did so many things right and their games had elements no other JRPG had, but they were even better at going downhill and ruining their series.
This is a historical account of my experience with Tales. What I loved about it, where things started to go wrong, and where I finally let go of a series I once loved.
Like many of the western fans here, my first exposure to Tales was Tales of Symphonia on the GameCube. I walked into a GameStop with my brothers, and on their demos I saw the opening of Tales of Symphonia. My first exposure to Tales was also my first exposure to an anime RPG. As someone who enjoys both video games and anime, it was an easy choice to buy this game.
I quickly popped it in and played with my brother and it was an experience I will never forget.
CHARACTERS/SKITS:
Tales has a unique cast of characters in the sense that they have way more dialogue and lines than your average RPG-- and therefore come off as having more personality and life. This is thanks to a staple trademark of Tales called Skits. Skits are optional dialogues throughout the entire game-- all you do is press a button and watch them interact.
Half of the time, they react to recent events in the storyline and the other half they're having light-hearted conversations about anything. The topics of these conversations wouldn't normally be brought up in a main storyline, so you find out about your characters than an average RPG.
In most RPGs, characters don't talk as much except during cutscenes and this can sometimes make the adventure seem lifeless. But the skits are like banter you have with your friends on the way to a restaurant. It gives the feeling that your characters are hanging out during their adventures. There's a life and personality to Tales characters normally not found in other RPGs.
Skits is a concept that was ahead of its time. Most Tales characters fall into some archetype which is not a bad thing, it's just unavoidable. But skits allow Tales characters to branch away from their categories by giving them more personality, development, and background.
As a gamer, it's easy to become emotionally attached to these characters and sympathize with their struggle. It's also why fans favor Tales characters over other RPGs. Whether Tales characters are better RPG characters in the genre is something I will debate against, but I can see why many others believe so.
BATTLE SYSTEM:
The absolute biggest draw of the Tales series is their battle system- characterized by their trademarked LMBS (Linear Motion Battle System). In all of their Tales games, 2D or 3D, Tales characters are controlled in real time combat.
Players can move, block, attack, or cast magic at will. This is a huge deviation in the JRPG formula, in which most of the combat is turn-based. Furthermore, Tales was way ahead of its real-time combat rivals because of how developed their LMBS are. Combos can be strung together, Skills added depth and options for each character, strategies can be set for AI-controlled characters, and guarding options all make the game more than just a button-masher.
In most of the Tales games, up to 4 party members can be deployed on the battlefield. And this meant multiplayer was possible-- which meant that for once, an RPG can be finally played with someone else! I played the early half of the series with my brother (and sometimes our cousin). It was run to riff on funny parts of the game but even more fun to play with someone else. Multiplayer made Tales even more of an enjoyable experience and I am sure many others can relate.
Unlike most video game series that upgraded the same battle system, Tales was pretty daring and significantly changed up the formula. Rebirth had 3 lines and cooldown timers for Arts, Destiny R had aerial combat, and Xillia introduced tag team combos. Even the sub-systems such as skills, learnable Arts, movement options, and combo system changed.
At the end of the day, each battle system shared the same concept of free-styled combat and that's what mattered most. The ability to string together your own combos and strategize your party members made the games endlessly fun to play.
WANTING MORE OF THE SAME:
After Symphonia, I craved for more of the same and imported the rest of the Tales games on the PS2: Destiny 2, Rebirth, Destiny Remake. I even imported the PS2 version of Symphonia because of its extras over the GC version. We imported Abyss because at the time, its localization was uncertain.
Even if I didn't understand the storyline, there were entire translated scripts of the game that we read while playing the game. But more than that, we played for the battle system and there were no regrets whatsoever.
For the first time, I joined a forum for Tales games and interacted with other people, joined in on speculations, had embarrassing (but high-level) debates, and constantly tried to keep up with the next Tales game.
Over time however, the Tales series changed in many ways and so do did my love for the series. Changes in management, business practices, and development gradually transformed the series into something else. I couldn't get into the characters anymore, or enjoy its battle system, and eventually I stopped playing the series altogether.
RECYCLING/REUSING CONTENT:
One of their earliest hallmarks of disappointment was how often they used the same material repeatedly. At first, they used to be a nostalgic reference to a classic Tales character but when you do it again for the next 3 games, it becomes obvious that it's just laziness at this point.
The earliest traces of this low budget tactic begins with Abyss. In Tales, Mystic Artes were ultimate attacks with amazing visuals. But in Abyss, many of their Mystic Artes were similar in visuals-- a circular glyph that deals a radius of damage.
Although it was not a huge deal at the time, it was the beginning of a trend. Namco re-used Abyss' aesthetics for the Radiant Mythology series, Tales of VS, and Tales of Innocence. DLC costumes that were first used in Vesperia are still being used 4 games later in Berseria. And instead of coming up with new Mystic Artes, Namco just slaps on old ones onto new characters even if they didn't suit the character.
What used to be nostalgic references to classic characters now became a cheap and lazy way to add content to their newer games. Ordinarily, there is no problem with a nostalgic cameo but when they are used repeatedly, game after game, then it's just obvious laziness at this point.
DECLINING SUBSTANCE:
After Vesperia, their games started to become hallow in both nature and substance, riddled with poor game design, or both. Recycled content was only one of the many factors. The bigger concern was cutting out traditional content in the games and selling them off as DLC.
Although Vesperia was the first Tales to have DLC costumes, they had the most in-game costumes of any Tales game to date. DLC costumes were not a controversial issue until Graces, which only had 2-3 sets of costumes for each character. The majority of available costumes were sold as DLC. This DLC trend went into full force with Xillia, which only had 4 costumes total. The traditional swimwear set were absent from the game and with that, the staple comic relief swimsuit scenes.
To make matters worse, these costumes were developed before released but were released on a schedule. So even if players wanted to pay for DLC content, they wouldn't have access to them right away. And finally in Zestiria, they took it to the next step and made DLC out of Artes, Mystic Artes, and Skits. Rather than providing meaningful and additional content that players were willing to buy, Namco instead decided to hide in-game content behind a paywall. Nothing about these tactics are fair or justifiable. It's just a greedy money grab at the expense of fans and quality of their games.
STORY/CHARACTERS:
I figured, okay fine the costumes are DLC now and there's a lot of recycled content. At least I can still enjoy the characters and story... Right? Wrong. Following Vesperia, the quality and writing of Tales took a nosedive of incoherent writing, falling deeper in cliché archetypes, becoming so full of itself as a series, and losing touch with their fanbase.
CHARACTER ARCHETYPES:
Graces marked the beginning of this trend, and thus the first steps to Tales' downfall. Let's start with the character archetypes, shall we? You have the goody-two shoes protagonist Asbel, ignorant of female affections, always wanting to do the right thing regardless of consequences, and all about protecting his friends.
This sums up 90% of your JRPG protagonists and some of the Tales protagonists can also fall under this description. But Stahn is a lazy stowaway with no ambition, Lloyd has his silly Dwarven Vows and questionable mathematics, and Senel is a loveable jerk whose lack of awareness can be attributed to his marine background.
Asbel on the other hand, has nothing other than his background that sets him apart from his archetype. His only motivation in the game is to protect his friends and nothing else. It's supposed to be beautiful and amazing because he would even sacrifice himself for his friends, but he's not that different than robot programmed for a single purpose.
Sadly, most of the characters from this point on have more or less the same amount of depth and personality as Asbel. You have some gems like Leia who fought tooth and nail to defend a hopeless Jude from Alvin, but you realize her character is wasted on Jude because it revolves around him. Instead, her character can be better spent finding someone else who deserves her.
Then you have Alvin the traitor, who is arguably the worst traitor of any JRPG series to date. At least Kratos was disguised as a mercenary. Sure he had his mysterious past, but nothing that would indicate he was a freaking Angel working with the organization that’s been chasing after you. Then you have Raven whose shadiness can be attributed to his silly antics, perverted nature, and propensity to drink. But one would never guess he was also a Captain of his own brigade!
Then you have Alvin who saves Jude from his predicament and then forces his mercenary services onto him, a wanted criminal. On top of that, he uses a gun which is technologically not possible on the planet he is infiltrating. You'd think a spy would make an actual effort blending in. So obviously, characters like Milla catch on and when confronted, Alvin makes a poor effort to refute her accusations which basically boils down to "I know you know but you can't prove anything." It's a complete mockery of the betrayal plot twist that the series has come to be known for.
So we have the same archetypes we've always had-- the oblivious protagonist, the childhood friend, and a shady traitor. Except now all they're doing is fulling a quota on a checklist. Yes, they each have their own stories and backgrounds but none of them are fleshed out with the same depth as the characters from previous games.
INCOHERENT WRITING:
Now, let's talk about the incoherent writing and my gosh there are so many examples of this. Let's continue with Graces and Asbel— whose friendship with the rest of the cast is as hallow as the games. The story downplays the impact of what 7 years can do to friendships.
The game doesn't address why Asbel never kept in touch with his friends over the course of 7 years. He never wrote to them or visited, and despite being the same city as Richard, the two never crossed paths for 7 years! In fact, the only reason Asbel comes back to his hometown is because his father passed away. If he didn't, who knows when Asbel would return.... if he ever thought about returning at all. In fact, Asbel brushes off the 7 years as "Oh it went by so fast." It’s as if Asbel was playing his own game too, experiencing the time skip the same way a player would.
Under those 7 years, he trained under instructor Malik so the two have a close relationship. But that's the thing, everyone's closeness with each other is supposed to be accepted by the player. It's not unbelievable that Asbel can reconnect with his childhood friends, but at this point they have all become different people.
So in many ways, it's like getting to know someone for the first time again. But the game doesn't do any of that. It just tosses the 6 characters together with the same old banter you're used to. But you don't understand what makes any of these characters close. What makes Asbel and Malik get along beside their relationship as master and student? What makes Asbel get along with Cheria and Hubert besides being childhood friends?
In Vesperia, you can see how the irritable Rita softens up to Estelle and the others. Yuri becomes an older brother to Karol. Everyone makes fun of Raven but they love him for his antics. And Judith is the sultry woman that playfully teases everyone. None of these characters except for Yuri and his dog Repede knew each other beforehand. There are no childhood friends here—these are 7 strangers who come together and become a family. When playing the game, you can see how these characters grow close.
I don't get that from Graces, or any game that follows it. What I get instead are a cast of characters who are stuck together and make do with it. There is no emotional investment between anyone and the impression I get is that they can just walk away from each other's lives without a care in the world. Any closeness just comes off as forced, because the writers stopped putting in effort to make a convincing cast of people who are supposed to be friends.
Moving on, let's revisit Alvin the traitor. So after the party finds out he's a traitor, guess what? Nothing happens! The party is upset with him but he just worms his way back in and shrugs. The party does nothing about it, and so they carry on awkwardly.
And not awkward in a way that's amusing to the player, but awkward in that the player can't even begin to comprehend the situation unfolding in front of them. Alvin obviously still has his own agenda intact even after coming back, and the betrayals continue happening. So it's not a single betrayal, but a recurring event in the game, and it makes no sense why the party allows this to continue.
I stopped playing the series after Xillia, but the general consensus about the next game Zestiria is that it is even less comprehensible. Scenes are so poorly directed and just happen without explanation. Characters ignore a problem when an actual person would just be like "Wait, what is going on? I demand an explanation."
SKITS:
So we have a declining quality of storyline and characters... How can it get worse? Oh wait, what about the skits that added to the characters and background? Nope, they ruined that too, and it started with Graces.
Remember how half of the skits were about the storyline and the other half was silly banter? Well, now they have become too silly and gimmicky. You now have random splashes of images invading the skits which tries to convey the scene of the game. I thought I was listening to a skit, not reading a visual novel. If you want to make this scene cinematic, then make a cutscene instead.
The topics have changed from ordinary topics that trail off to funny banter, to nonsensical gibberish that laughs at its own jokes. It's as if they were catering to meme culture and hoping that it would spread to the internet and blow up or something. It's as if, after several Tales games and years of development, the writers are writing skits for the first time again.
On top of that, most of the skits stopped making sense in context or flow of conversation. In Graces, most of the skits are triggered by standing at a Discovery Point. Sometimes the conversations are about the actual location, in that the characters talk about something they are reminded of. But most of the time, they talk about something entirely unrelated to the Discovery Point and it makes you wonder what was the point of having skits based on location.
In Berseria, I listened to a skit between Laphicet and Magilou, except Velvet was there randomly too. Ordinarily in skits, only the portraits of the participants are shown. Even if they are not originally part of the conversation, their portrait would be off to the side, to show they are eavesdropping. And if they leave the conversation, then their portrait disappears.
In the conversation between Laphicet and Magilou, Velvet appears out of nowhere and speaks her mind. She doesn't speak for the remainder of the conversation, but her portrait remains. But the remainder of this conversation only happens between Laphicet and Magilou. You can't tell if Velvet is listening in or not. If she's not there, why doesn't her portrait disappear. And if she is there, then why isn't she saying anything?
All these annoyances about the series would be minor in their own capacity, and the games would still be bearable. But all of them are present at the same time and collectively become an unbearable experience. It just proves that the Tales series is declining as a JRPG series.
BATTLE SYSTEM:
Okay, so what about the battle system? You imported a good amount of the games just to enjoy its battle system right? Yup, even that is ruined believe it or not. For some strange reason, Tales suffered a series of questionable design choices ever since Vesperia.
Traditionally, attacks have been divided between normal attacks and Artes. You attack with regular attacks and then use Artes to complete the combo. Graces changes this formula by getting rid of normal attacks and turning everything into an Arte. Normal attacks are now the new Artes button, and the Artes button is a different branch of Artes.
This sounds like a great idea at first, especially when it was originally advertised as Style Change LMBS. But in reality, only Asbel's fighting style changed between the two trees of Artes. For magic casters, their second Artes tree were just spells. For Melee attackers, they were just different Artes. In the end, it was just a different way of sorting the Arte tree that ultimately did not add anything. Graces had positive battle system changes but this was not one of them.
Xillia returned to the traditional format of attacks but they unified the Overlimit and Symphonia's Unison Gauge into a weird tag team function. In Xillia, characters can be tethered together and provide mutual support. The player can activate the Overlimit gauge to unleash devastating tag team attacks.
However, Overlimit required two characters to be tethered in order to activate and have access to Mystic Artes. In other words, a character cannot fight alone and go into Overlimit or use Mystic Artes alone. In adding a team functionality between characters, Tales marginalized the role of an individual character. It was a sacrifice that didn't need to happen, and this is because of poor game design.
POOR GAME DESIGN:
Fast forward to Zestiria, which attempted to introduced seamless battles. Before, characters were transported to a field of battle upon encounter. Now, enemies are fought in the fields or dungeons encountered with no transition. Upon victory however, a transition still exists for characters' win poses. Obviously, these had to stay in Tales which only made seamless transitions pointless. In fact, seamless transitions became one of the most criticized elements of Zestiria.
First of all, Namco did not accommodate for the camera angles being obstructed by objects, walls, or other obstructions. Traditionally, battlefields took place in a flat area with no obstacles and within a large radius. The camera can zoom in or out depending on the player's settings and number of enemies son the field. The player's perspective in Zestiria however, was constantly being blocked by trees, walls, or even the enemies themselves.
Second, there were no environmental interactions which is what players were hoping for since they existed in Vesperia. For example, using hazardous flowers to stun an opponent or taking out bridge switches to prevent enemy reinforcements. One would think this primitive form of environmental interactions would be present in a game whose battlefields were shaped by terrain and geography. But this was not the case, which begs the question... why even have seamless transitions in the first place? It goes back to Namco not knowing how to use good ideas.
THE ALISHA CONTROVERSY:
When discussing the flaws of the Tales series, it is impossible to leave out the story behind Alisha and Zestiria, the biggest controversy of the series. It was so serious that Hideo Baba disappeared from public appearances and ultimately left Namco. This controversy illustrates a problem bigger than any that I have mentioned thus far— which is that Namco has become so full of itself that it produces what -it- wants rather than what the fans want.
When Zestiria was revealed, the first two characters shown were Sorey and Alisha. They revealed figures for both of these characters, and there was also an Alisha cosplayer on the scene to further promote the event. JRPGs typically have a male and female lead, so these must be our hero and heroine right? And the first characters shown are always the lead protagonists, right?
Well, according to the producer Hideo Baba, if you thought Alisha was the heroine then you made an incorrect assumption. That's right folks, Alisha was never the heroine of the story and in fact, only a temporary party member for a small portion of the entire game.
Despite being part of DLC costume sets, being the first female Sorey comes across, and the character responsible for initiating Sorey's journey, she is not the heroine or a permanent party member. When fans expressed their outrage and confusion, Baba only responded with "We never said she was the heroine."
Then why was she one of the two revealed characters when Zestiria was announced? Why announce her at all, release a figure for her, and include her in DLC costume sets? This character received promotion and attention and fans were excited to play a lancer, of which there are very few of in the series. For Baba to say "we never said she was the heroine" is a mockery to all of the fans he misled up to this point.
Namco will never come out and say it but what really happened was that there were last minute changes to the story that replaced the intended heroine Alisha with Rose. It turns out that Hideo Baba was smitten with Rose’s voice actress at the time, so much that he abused his authority as producer to shift focus onto Rose. This major change in heroines affected the rest of the storyline, and writers simply did not have enough time to rewrite the story to accommodate for this change. The end product resulted in an incoherent storyline that felt incomplete and full of holes.
In an attempt to appease fans, Namco released a (temporarily) free DLC chapter focusing on Alisha after the events of the game. However, this does not change the fact that Alisha was shafted because of Baba's personal interference so the DLC chapter did very little to please the fans. And Hideo Baba was never heard from again.
This incident provides us with insight to the management responsible for calling the shots in the making of Tales games. These are people whose desire to create a Tales game are out of alignment with what fans want. Business perspective and economic thought cannot be applied to explain their behavior. The only difference between their games and fan made projects is that they are making the same garbage but within the company.
Sure there are still fans that eat up everything that Namco serves them but nobody is asking for a Tales-themed cafe, a Tales of the Abyss musical, a letter from Richard to Asbel as a bundle exclusive, or an anime of a game that was just released. These are products that Namco is throwing out there because this is what they want to exist.
It's sad how Namco is mishandling the Tales series so badly. Aside from God Eater, they don't have Go Shiina composing any music. They have a trademarked battle system that no other company can replicate. And there are so elements and quirks to the Tales games that cannot be found anywhere else. These wasted resources can be better spent giving fans what they actually want like…
REMAKES:
Namco realizes the value of the past Tales games, that's why they ported Destiny 2 and Rebirth onto the PSP, Abyss to the 3DS, and Symphonia and its sequel to the PS3. What Namco should really be doing however, are remakes of older Tales games. Specifically, they should replicate the success they had with the popular Tales of Destiny Remake.
Destiny Remake's assets were made from the ground-up. It introduced an entirely new battle system with aerial combat and an alternative to the traditional TP system. Its story and skits were fully voiced and redone. Its graphics kept 2D sprites complete with beautiful animation and effects. It will go down in history as one of the most satisfying battle systems in a Tales game.
And yet this success has never been replicated ever since. Fans were hoping that these remakes would be the beginning of a new trend. New fans would get introduced to older games with modern designs. Older cans relive their older favorites in a new way. And fans outside of Japan could get a second chance at localization.
But instead of remaking the next entry in the series, Eternia, Namco decided to remake Innocence and Hearts on the PSVita. These titles are nowhere close to being the most popular titles in the series, but Namco wanted to remake them because the DS' hardware limitations prevented them from putting in everything they wanted. Therefore, they were remade on the VIta.
The quality of work put into these remakes comes nowhere close to Destiny R's. Although voicework and scenes were redone, the character models were mediocre and the battle system was largely the same with a few improvements. They did however, retcon in new characters— a trend that Namco seems to be fond of since it was done to Vesperia and Phantasia.
What's even more bizarre is that Namco introduced the concept of the Triverse Gate, which connects the worlds of Innocence, Hearts, and Tempest. However, this Triverse Gate is only present in the remakes, not in the original games. It's a very interesting concept to make a connection between 3 unrelated games, but it only serves as an end-game dungeon. Even in the remakes, the Triverse Gates have no bearing on the story whatsoever. So what was the point of connecting these games in the first place? The only thing the Triverse Gate has done for the series is make fans wonder why there hasn’t been a Tempest R.
Regardless, Hearts R and Innocence R performed terribly. Even their combined sales don't come close to Destiny R, which sold over a million units. In fact, both of the remakes sold less than their original releases. This failure is actually quite an accomplishment in of itself, and again proves that Namco is out of touch with their fanbase.
CONCLUSION:
After reading this, I hope you can understand why I once loved Tales and why I hate it right now. It's like a relationship that worked out perfectly fine- distance wasn't a problem, money wasn't a problem, approval from friends and family wasn't a problem. But Tales just couldn't be satisfied staying the same and wanted to be something different for no reason, and in ways I could not accept.
I don't think I am asking for much here. I just want Tales to be good like it used to be. It doesn't have to take after Vesperia, Symphonia, or the legendary PS2 trinity. I just want the battle system to be fun again, for the characters to be less gimmicky and try-hard, for the content to actually be there, and for the storylines to make sense.
I don't want Tales to do open world when they can't. Or for them to make a mockery of skits and post-battle victory screens. Or to buy a Rutee and Leon for the 5th time. Just give me a complete game that's fun to play and has likeable characters like the good ole days. Please.
CUSTOMER DEMANDS OR DEVELOPMENT TRENDS?
You know how things are overdone but they’re still being done? Like the same archetype you see over and over again in Japanime video games? Why do we still have 17 year old protagonists who are hotheaded and oblivious to the feelings of the female lead? Often, we are told “Because it sells. That’s what is hip and popular in Japan.”
But who is saying this? The actual Japanese players themselves? Someone who knows someone living in Japan? Or someone who thinks they understand Japan culture and tastes? You can single out something in the West and say “Oh, Americans are into twerking” when in reality, there are many people who are just as ashamed or disapproving of this fad. And yet, the popularity is still there, for better or for worse.
But we don’t have someone saying “Well, there’s actually a lot of people in Japan who want older protagonists.” It’s easy to blurt out a plausible trend in other countries when they already exist, and then it becomes a convincing argument. But it’s much more difficult to dispute the trend, when the opposing voice could be ignored in Japan in the first place.
The point is, it’s dangerous to generalize the tastes and preferences of other regions just because there’s “evidence” to support it. There is a saying going around, that “JRPG genre is dying” or that the “Golden Age of RPGs has passed” but the reasons for this are not consistent. Are Western games gaining the edge because they are more accessible to the casual player, or are JRPGs just going out of fashion, or a combination of both factors?
Obviously, it’s a combination of both. Over time, JRPG developers have lost touch with how to make good games, causing the JRPG genre to shift inward towards the same identity—having the same protagonists, villains, plot, story, mechanics, illustration, etc. Even titles that strayed from the norm wrote themselves into a corner—Square released an unforgiveable trilogy, and Tales degraded to releasing low budget titles left and right. Final Fantasy XIV Online’s initial release was a disaster and Star Ocean was never good again.
Was it too difficult to keep coming up with original ideas? Did developers get complacent in the popularity of the JRPG genre? Because there are hundreds of developers, I don’t think we can pin it down to a one single correct explanation. But we, including the Japanese themselves, can all agree that the JRPG genre declined. Take a look at this excerpt between Iwata and Takahashi, who leads the development on the Xenoblade series.
Iwata: Oh, I see. The JRPG genre was able to attract game fans all over the world in the 1990s, but after that, gamers in the West didn't give soaring reviews to the genre like they did before, so you thought that they might not pick up Xenoblade Chronicles.
Takahashi: That's right.
Iwata: But that didn't turn out to be the case. It seemed that fans in the West felt they were finally seeing the evolution of JRPG. Why do you think that is?
Takahashi: Looking back, I wonder if it satisfied a craving they had.
Iwata: Perhaps the 90s game fans felt that the "future of RPGs" they envisioned was never realized, but that your Xenoblade Chronicles offered them hope for the future of RPGs.
Without a doubt, it was a combination of declining JRPG quality and the appeal of Western games that contributed to the dwindling popularity of the genre. As gamers craved for more of the same experience, developers felt they could get by on name and fame. With each passing disappointment, gamers turned to other genres (mainly from the Western hemisphere) that was worth their money.
With declining sales, JRPG developers were scratching their heads wondering why their games weren’t selling. They certainly took no time self-reflecting, because they continued releasing more of the same garbage! Why? Perhaps they attributed their loss to the changing trends and tastes of consumers preferring Western games, rather than the declining quality of their own work. And this perception is apparent in the interview between Iwata and Takahashi, who just realized and speculated that perhaps there was a “craving” that was never satisfied because JRPGs didn’t “evolve” in a good way.
So because they never took accountability for their mistakes, the genre became a negative connotation in the West. A lot of the cringe-worthy anime tropes that were more prevalent than ever in Japanime games were an instant turnoff to gamers. They wanted an original storytelling experience with innovative mechanics that the Japanese were known for, without the embarrassing tsundere moments or awkward implied incest.
And because of this dominant perception of JRPG games in the West, we suffered a period of time in which we missed out on Japanime games. Gems like Tales of Rebirth, Destiny 2, Ao no Kiseki, Zero no Kiseki, Phantasy Star Online, Monster Hunter, and many more came and gone, never to seen in Western shores. It’s because both regions believed that bringing over such games would be a huge risk. The sales of the game have to justify the costs of localization, and that was not a risk they were willing to take. Remember how I said it was dangerous to assume the tastes and preferences of an entire region? Well, there you go. Even though there was a clear demand for these games, the overall perception of the genre led developers to believe that these games would not be successful.
Both parties suffered—the gamers who didn’t get to enjoy their games, and the developers who could have made more sales on their games. Every time a new JRPG came out, there was little hope of it ever coming over. Finally, with the release of Xenoblade Chronicles, the fans made their voices heard. They started petitions, created a website, and were loud and clear about their demands.
Europe localized the game in their region, which further galvanized the call for localization in America, and finally the game was released 2 years later. The game gained worldwide recognition and sold out everywhere. This is not a one hit wonder that will be forgotten, this is a legacy that will be forever remembered. In 2015, fans voted its spiritual sequel Xenoblade Chronicles X, as the most anticipated game coming out on the Wii U. The game was shown in E3 trailers and from the start, was announced for localization to the West.
Fast forward to today with Xenoblade Chronicles 2, which has a worldwide release date, so that fans outside of Japan don’t have to wait as long. Even Shulk’s inclusion in Smash Bros. 4 made the internet around the world explode. Many have dubbed Xenoblade Chronicles as the second coming of Golden Age era JRPGs, describing as a JRPG that others should aspire to be. Ever since the release of Xenoblade Chronicles, we’ve seen two things: 1) an increased in localized games and 2) shorter periods between Japanese release date and localized release dates.
Xenoblade Chronicles isn’t just one of the best JRPGs in existence. It’s a trend-setter, a game changer, and its impact in the Western hemisphere should not be underestimated. It went from being a title that almost never made it over, to one of Nintendo’s biggest titles in their Directs. Monolith Soft’s open world designs are so wonderfully crafted and engineered, that they were enlisted in the development of Zelda Breath of the Wild’s development.
Before I get ahead of myself here, I’d like to throw out a disclaimer that I’m not attributing the success and localization of ALL JRPGs to Xenoblade Chronicles. Tales pulled itself out its own slump with its worldwide release of Vesperia and right now its games are consistently localized. However, there is a “return” of sorts with the JRPG genre and Xenoblade Chronicles is the center of that movement.
Unfortunately, JRPGs still have that negative connotation in the West. The genre is no longer an attraction like it used to be, now it’s a repellant to consumers. It’s easy to blame the “uneducated masses” who generalize the genre based on a few examples, but you also got to remember that they went through many years of bad anime games localized by NISA and Atlus. It doesn’t help that Nintendo is adding to this with their design changes and marriage system in Fire Emblem Awakening and Fates.
When you think about it, the genre is fighting against stereotypes. Fans of the genre now have to convince people who are on the fence to give these games a try. In a blog talking about Trails of Cold Steel, XSEED addresses the concerns of those who stay away from anime games. The localizer described her efforts to have siblings and students using each other’s real names as opposed to “senpai” and “nii-san” but remained honest that the game is still rooted in Japanese culture.
Having played the game myself, I can assure you it’s an excellent JRPG. If you have an RPG craving, this game is definitely for you. Even if RPGs or anime games aren’t your thing, the localization and dub of this game makes for quite the amazing storyline that unfortunately, will never be widely known because of its genre.
I do not think there is an easy or possible solution to restoring the fame and trademark quality of JRPGs. Too much damage has been done and the stereotypes about the genre are out there. The decline of JRPGs as a genre, is only a cautionary tale in the larger scale problem I am about to address.
Retracing our steps back to the decline of JRPGs, I wanted to say that this decline didn’t just happen outside of Japan— it happened inside of Japan as well! Sales for even the biggest iconic brands continued to fall, but developers continued releasing the same product over and over again. Which brings me back to my original question of “It’s overdone, why do they keep doing it?”
After reading all of this, you can’t say “Because it sells” anymore, because it doesn’t sell. The answer to this question is not logical or economical. You may have remembered earlier in this article, that I speculated that developers attributed the decline of the JRPG genre to “the changing trends and tastes of consumers preferring Western games, rather than the declining quality of their own work.”
Whether this is true or not is not the point. The bigger point is that developer trends supersede customer demand. In this case, the trend of developing anime games with generic shounen protagonists superseded the customer’s demand for an original storytelling experience and innovative battle system. The idea is that “all of our competitors are getting on this, we can’t miss out!” so everyone ends up making the same thing, and it’s hard to tell the games apart.
All developers can be faulted for this, Western or Japanese. In the West, there is an abundance of shooter games, many of them taking place in a post-apocalyptic world (after Last of Us started the trend). And guess what? The dialogue is nearly identical in all of them—everyone speaks to each other in sarcastic insults. In the spirit of “your choice matters,” you can also choose between different dialogue options for different results. And the progression of the storylines? It always boils down to an ultimate goal but you’re constantly following a lead, doing favors in exchange for information, and getting intel on your next lead. In a lot of ways, these games also fall victim to tropes and checklists.
The problem for all developers, is that they see something successful and imitate it, with little to no regard for innovation and creativity. Then it becomes a trend, which replaces customer demand because developers see the trend as “this is what customers want.” And when it’s not successful, they wonder “What’s wrong? What happened? This is what you wanted isn’t it?” while conveniently forgetting that their game lacked substance and content.
Let’s take a look at Final Fantasy XV. Sorry to keep picking on you Square, but you promised a vastly open world game with a ton of things to do. But what do we get instead? Extermination quests and fetch quests that you see in every MMORPG with generic rewards. The inability to go off road with the vehicle, which destroys the point of driving it in the first place! And limitations to explore the open world at night. Oh, and the biggest crime of them all- fully rendered and detailed cities but only being to explore a fraction of it. Keep in mind, prior to the game’s release, they released concept art boasting about how there will be so much to explore in the cities.
Square picked up on the trend of open world RPGs without picking up on any of the characteristics that make it great. Because I’ve been using Xenoblade a lot as an example, let me defer to Witcher 3. So one day, I wandered to an empty village and that by itself triggered a side quest. Using the character’s senses, I followed a blood trail and deduced that everyone was killed. I found the only survivor of the village—a little girl, who saw everything happened. With her testimony, I found the guy who did it, and listened to his story. Turns out he exterminated a monster for the village but they planned to kill him so that they didn’t have to pay him. So he got angry and killed them all, and stopped short of killing the girl because she reminded him of his sister. After you listen to his side, you can decide whether to kill him or not. I decided not to, and he gave me the location for his hidden treasure. Afterwards, I guided the girl to her last living relative. This is just one of hundreds of side quests in the entire game—and your choices actually make a difference!
Even if you decide not to take any quests from NPCs, every nook and cranny to explore is filled with something of interest. You might run into someone who needs saving, find hidden treasure like rare equipment, or run into powerful enemies. Often times, you will find a letter that triggers a side quest. The letter also serves as world building, as it provides lore to the area in which it was found. They tell the stories of the dead people who were there and what they were trying to do.
It’s discoverable happenings such as these that make an open world RPG great. RPGs naturally have a big world because of the scale of their stories, but it would be a waste to create a whole world and not roam around in it. So obviously, the next step is to make the roaming worthwhile by filling it with meaningful content and substance.
Witcher 3 and Xenoblade both accomplish this, but each in their own ways. So why couldn’t Square do it? Sorry, but they’ve done open world before—see FFXI Online and FFXIV Online, and there’s Lightning Returns which was terrible but nonetheless, the expertise was there. The budget was there. There is no excuse for following a trend and not studying what makes it good.
Whether it’s mobile games, open world RPGs, fighting games, or post-apocalyptic shooters, there will always be trends and it is natural for developers to follow the hype. But along the way, developers lose their way—and end up creating something the fans don’t want. Falling into the trap of developer trend is dangerous to the gaming industry, because you run the risk of ruining your brand name, a video game series, or even worse—the entire genre.
So if I complain about something that is “overdone,” I don’t want a smart mouth telling me “because it sells.” I refuse to believe that developers are trapped into a narrow criteria that must be met in order for the game to sell, especially if the quality of the game has to suffer for it. The quality of the game is what sells the game, but I realize that this isn’t always true.
Ghost Trick on the DS was not promoted enough by Capcom. Radiant Historia released when the 3DS was phasing out the DS. And Yatagarasu simply didn’t have the advertising dollars in the face of more popular fighting games such as Street Fighter, Marvel, and BlazBlue. But Ghost Trick was later ported to the iOS, and Radiant Historia is receiving a remake that will be localized. But unfortunately… Yatagarasu just kind of… stayed dead.
The point is that if the game is good enough, fans will love it and spread the word. They will push for it and promote the game, just like what they did for Xenoblade Chronicles. One way or another, I like to believe that good games will succeed. Getting word out was difficult back then, but now it’s easier to communicate and spread the word.
Iwata: Does this mean that players can go to any location shown on the screen?
Kojima: That’s correct. We didn’t want to disappoint players with something simple when they put in the effort to go to hard-to-reach locations, so there is a lot of content hidden in various locations.
Iwata: To put it simply, you’ve created places worth exploring all over this world?
Kojima: That’s right. We put real effort into creating these places, so I believe the players will enjoy exploring this world. As creators, though, there were a lot of hurdles we had to overcome while creating it.
Iwata: A heaven for players, but a hell for creators?
Kojima: Yes, just as you described it.
Source: Iwata Asks: Xenoblade Chronicles X
Iwata: After 15 years, Tales fans have found their way onto the workforce, but I feel like what fans value and what developers value aren’t the same.
Yoshizumi: That’s right.
Iwata: When fans come on board, a phenomenon occurs in development that is similar to what happens when the voice of the market pulls the game off course. How do you handle that?
Yoshizumi: I tell them no.
Iwata: (laughs)
Source: Iwata Asks | Volume 8: Tales of the Abyss
Falcom is not really a large company, so we needed to develop a niche. Something that other companies would not be able to emulate, even with more manpower and financial resources. Graphic quality can be improved with money, but a carefully thought out game design like The Legend of Heroes or the kind of action that makes the game player feel good like Ys, those things are only possible with passion. We are doing what projects with more resources can not do.
Source: Hardcore Gamer
The Legend of Heroes: Trails of Cold Steel - Localization Blog #3
Greetings and salutations, true believers!
Trails of Cold Steel has officially launched, and I’m excited! You may well be one of the pre-order platoon, leading the vanguard, or perhaps the game is making its way to you through all the holiday postal congestion at this very moment. Either way, you’ll soon know what we know: good things come to those who wait, and here at the tail end of 2015, one of the year’s finest RPG adventures stands ready to be unfurled (though let’s be honest…with the length of the game, you’ll probably have said “Happy New Year!” before you roll those credits). Work on Trails of Cold Steel II is already well underway, so worry not – you won’t have to wait too long to see more of what happens to Rean and friends.
Brittany wrote last time about all the effort that goes into the process of voice recording, and she was right on the money – it’s a lot of work. More than I’d predicted, actually. See, this was actually a big first for me. Sure, I’d written for voice work before, but Trails of Cold Steel marked the first time I went into the studio to help supervise the recording of an English dub. The whole process – which took about 20 working days for all the voice work – was like one long course in the particulars of going from script to a finished dub – hugely instructive and informational, but also harrying with how much new info about the process I was absorbing all the time.
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The Legend of Heroes: Trails of Cold Steel - Localization Blog #2
Hey, guys,
This is Brittany, Production Coordinator at XSEED. You might remember me from one of my past blogs regarding the Trails series—not as an editor, but as a staunch supporter from the shadows. Or a rabid, downright unbearable fan, as the actual editors for Trails in the Sky FC, SC, and Trails of Cold Steel might say.
There was a point in Cold Steel’s localization—say, a month or so before voice recording—where the editors at the time realized they wouldn’t be able to finish editing the game and work on 10,000 lines of audio at the same time. Maybe if they chose not to sleep, which I suppose is acceptable, but the company as a whole thought better of that. It was the first time anyone on the team had worked on a game with so many voiced lines, and they were plenty focused on polishing the text in the game before they realized that recording was around the corner. Having plenty of experience working with voiceover (one whole time in the booth for Lord of Magna: Maiden Heaven) and a convenient opening in my schedule, I went right to work. We had our E3 2015 early build of Cold Steel sitting around with the raw English translation, so I spent every night after work playing to make sure I had context, then spent much of the day organizing voice files for our recording studio’s convenience.
Now, Lord of Magna had around 1,600 voice files, and they didn’t really require anything special; filters like echoes weren’t required, and “hard limit” audio files—files that are required to be within the exact same time as the Japanese audio—were only the grunts and cries from battles, so it was fairly easy. Trails of Cold Steel? Not so easy.
Before we even get to the point of sorting out voice files, who said what, and all that jazz, I’d like to take a moment to remind everyone: this is Trails. It’s seven games so far, every game connects within two and a half-ish years, and characters from three, four, five games ago love to randomly show up and say their piece. There were close to 60~ characters to record, some big and some small, for Cold Steel, and we had to consider who we already worked with for the 30~ characters throughout the original Trails in the Sky games before my time…or even if those actors were capable of reprising their roles after doing a dozen battle grunts or so five years back.
I also had to consider who was in Cold Steel II, even though we weren’t recording right away (which characters would be returning? Could we justify bringing back some actors if they had fewer lines in the sequel?). Some characters were just prevalent enough throughout the series to deserve their own unique voice even if they were saying 30 lines that could be recorded in 15 minutes in one game. Others, we couldn’t be sure if they were going to ever make a major impact in the series at all.
To keep track of everything for myself and the recording studio, I made a giant list of every character who’s ever been voiced in the series (even the games we don’t have the rights to), their chances of returning, and listed my “dream actors” or actors already cast. This made figuring out who to cast a lot easier, since now the studio could think ahead of time about who would be around for the potential long haul if the series remains successful in the West.
<Soooo many numbers>
After that, it was time to figure out just which files had special filters and which files had a hard limit. Both of these were as time-consuming as one might expect, as no “master list” detailing which files had what was available to us. Much of the first week spent with the voices was simply me listening to each and every line from 9 AM to whenever I couldn’t take it anymore and went home (6-8 PM). Every time I heard a battle echo, a voice booming through a megaphone of some sort, or any one of the dozens of random sounds that clearly needed to be added post-processing, I had to pause, make a marking next to the audio filename (e8v16301, e8v16302, e8v16303, etc.), note what type of filter it was, then copy that file into a folder dedicated to that specific filter. Really, there was no other way to do this. It took days.
As a huge voice acting fanatic, I can assure you, even the biggest fans will find this process monotonous as all hell.
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Will there be Moogles in the game?
No. We could put them in as DLC, but even then… There are non-tech-related obstacles we would have to overcome. They can talk, right? So it would be very difficult to fit that into the universe of FFXV without breaking all kinds of things. Instead, we’re trying to include some of our other mascot characters in some way, the ones that don’t talk, like cactuars.
- September 24, 2015 (Tokyo Game Show)
We can’t guarantee Moogles will be in FFXV but we really want to see how passionate you guys are about them and we’ll see what we can do.
- November 5, 2015: FFXV Twitter opens a poll asking if fans want Moogles in the game.
Hi Tabata here. Congrats Moogle! I’d like to thank everyone that voted. I will think of a fun little way to feature Moogles in FFXV.
- November 9, 2015: Tabata confirms Moogles will be in the game.
Sources: YouTube | Twitter [1] [2]
In terms of adding a female character to the party, our concept is that this about following the foursome’s journey in an environment where they can be themselves, and thereby allowing the player to feel like they are travelling with them. So removing Prompto, who was the least favourite, and replacing him with a new female character just doesn’t sound right.
Source: Eurogamer
Will airships be in the game?
The policy [among the development team] is to not have airships unless we can provide a new airship experience in Final Fantasy XV. We’ll include them if we can give a new type of experience not found in other FF games. […] Therefore, airships will be cut if we cannot create the type of experience we’re striving to achieve.
Source: YouTube
What is your message to Street Fighter fans on Xbox One?
[Laughs] There’s plenty of time to save $300 before the game comes out. The PlayStation 4 is at a very attractive price point at the moment. [Laughs]
Source: GameSpot
It’s now time to talk about the framerate; all versions of Tales of Zestiria will run at a constant 30 frames per second. Before you run off to the comment section, hear us out! The Tales of battle system has always been an integral part of the gameplay experience, and changing the framerate proved to have profound consequences on things like: animation, balance, difficulty, and overall fighting mechanics tuning. We do this in the best interest for the players’ experience!
- Isshak, Community Manager
Source: Official Tales Blog