Not at the moment, but Sega has simul-localization for Chinese and Korean it seems: https://store.playstation.com/en-sg/product/HP0177-CUSA14326_00-ASIAFULLGAME0000
Not at the moment, but Sega has simul-localization for Chinese and Korean it seems: https://store.playstation.com/en-sg/product/HP0177-CUSA14326_00-ASIAFULLGAME0000
To people in 10 years, this game is being ignored at the moment because nobody knows what the fuck it's aboutThis is gonna be a game where people are gonna look at the art 10 years later and bemoan how this game was ignored and shafted, etc. I can feel it in my bones.
Thing is, the clips they've shown are what the game seemingly is. You walk around as each character, interacting with the environment and talking to people. Those screens in the mech are basically cutscenes. It's a "visual adventure" game with a ton of art.I'll be excited when they tell us in detail what the game actually is and what the gameplay is like. All the lineart they've made for it is pretty and what look like cutscenes are beautifully animated and detailed, but keeping the majority of the whole thing under wraps aside from 5-10 second flashes of what looks like fairly uninspired, menu-driven, isometric SRPG screens from the 90s is significantly hurting them.
Thing is, the clips they've shown are what the game seemingly is. You walk around as each character, interacting with the environment and talking to people. Those screens in the mech are basically cutscenes. It's a "visual adventure" game with a ton of art.
So the actual gameplay's been pretty established. What I'm more curious about now is essentially the pacing.
That's what I mean. There are two that stand out: those cityscape sequences, and the sequences where the kids get into their sentinels. What I presume, for the former, is that it's basically like the rest of the game: you select a background element to interact with, if it isn't just a straight cutscene.Check my post that I added a link to. There's more there that we've seen very little of.
For posterity's sake, the publishers did this game dirty, future game historians. You can quote me on that.To people in 10 years, this game is being ignored at the moment because nobody knows what the fuck it's about
All I want is a Muramasa Rebirth remaster on PS4 or a Dragon's Crown expansion or sequel and instead we're getting a game that none of Vanillaware's fans want or care about lol
That's what I mean. There are two that stand out: those cityscape sequences, and the sequences where the kids get into their sentinels. What I presume, for the former, is that it's basically like the rest of the game: you select a background element to interact with, if it isn't just a straight cutscene.
There is no battle system.
Edit: Or at least, I bet Prologue won't have any. It sounds like the initial plan was for there to be adventure portions + strategy battle segments, and it could very well be the latter that's been giving them a whole lot of development trouble.
Sure, but don't you think they definitely would have talked about this before Prologue is released in a few days if it was a thing? It's hard to talk about the actual full game since we don't even know when that's going to be coming out or how far off it is, but for Prologue, I think the strategy elements you're referring to definitely wouldn't be in.That's exactly my point - you're guessing. No one knows for sure, all we have to go on are those scant few seconds of that screen plus the many more traditionally-Vanillaware side-on sequences that appear to be just cutscenes. FWIW, I think you're wrong and the isometric screens are going to be the 'main' bulk of the gameplay, but I'm going off the same info you are and the fact we don't have any definitive info about it is exactly the problem.
Sure, but don't you think they definitely would have talked about this before Prologue is released in a few days if it was a thing? It's hard to talk about the actual full game since we don't even know when that's going to be coming out or how far off it is, but for Prologue, I think the strategy elements you're referring to definitely wouldn't be in.