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Matsunoooooooooooooo
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Infernarl



Joined: 31 Jan 2007
Location: Concord, CA

PostPosted: Thu Jan 23, 2014 7:30 pm    Post subject: Matsunoooooooooooooo    Reply with quote

So they just changed the Unsung Story: Tale of the Guardians Kickstarter, so that even for 20$ you can get any version (inc. PS4 Vita and 3DS) (per update 7).

Why should you care? This is Matsuno's new game (FF Tactics, FF12, Tactics Ogre, Vagrant Story)



http://www.kickstarter.com/projects/482445197/unsung-story-tale-of-the-guardians
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Felix
unofficial repository


Joined: 04 Dec 2006
Location: vancouver

PostPosted: Thu Jan 23, 2014 7:39 pm        Reply with quote

there was quite a lot of discussion of this in the news thread last week

seems like they've mostly tightened up their act since a really rough first couple days (lack of focus around the project and some pretty bad copy) but their growth rate has really slowed down and it might actually be a struggle to hit $600k at this point

which is a bummer because I'd at least like to see them get sakimoto and alex o smith, as that should give it a certain degree of unfuckupability
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Toptube
Anti-cabbage Party Candidate


Joined: 23 Apr 2007

PostPosted: Thu Jan 23, 2014 8:17 pm        Reply with quote

They have 22 days. that's a lot of time for crowd funding. If they can get some more solid presentation of what this game might actually be like, I imagine they shouldn't have any issues getting at least the base funding. I mean, this is a game that people should theoretically want, yeah?
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mauve



Joined: 07 Dec 2006

PostPosted: Thu Jan 23, 2014 9:11 pm        Reply with quote

Yeah I'd like a clearer idea of what it is they're making. Matsuno's already on record saying he's taking a relatively hands-off approach this time, but that doesn't matter a whole lot to me. Games are devved by whole teams, yeah?

My problem with namedropping games like FFT is I am not sure there will ever be another game like it. It really was a product of its time.
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Felix
unofficial repository


Joined: 04 Dec 2006
Location: vancouver

PostPosted: Thu Jan 23, 2014 10:36 pm        Reply with quote

mauve have you ever looked at FFT's scripting engine for the cutscenes

because it's amazing
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mauve



Joined: 07 Dec 2006

PostPosted: Thu Jan 23, 2014 10:40 pm        Reply with quote

No, I actually haven't. what'd they do?
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Infernarl



Joined: 31 Jan 2007
Location: Concord, CA

PostPosted: Thu Jan 23, 2014 10:42 pm        Reply with quote

I want another game in the vein of the remake of Tactics Ogre for the PSP. I feel like that is my Standout Matsuno game. I want to see what comes next.

Last edited by Infernarl on Thu Jan 23, 2014 10:53 pm; edited 1 time in total
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Felix
unofficial repository


Joined: 04 Dec 2006
Location: vancouver

PostPosted: Thu Jan 23, 2014 10:44 pm        Reply with quote

SNES Tactics Ogre is still a lot better in every respect but the production values

every cutscene gesture, be it a shrug, or a handshake, or a run-in-and-make-the-wilhelm-scream, is encoded in there as some form of /x7 /D3 /33 and so forth. some of them actually encode move-to-tile coordinates.

it is this which speaks to my disappointment with every game that uses shonen-style sprites for storytelling.
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mauve



Joined: 07 Dec 2006

PostPosted: Thu Jan 23, 2014 10:47 pm        Reply with quote

wow, that's cool. I wonder what their editing toolchain for that looked like.
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Infernarl



Joined: 31 Jan 2007
Location: Concord, CA

PostPosted: Thu Jan 23, 2014 10:59 pm        Reply with quote

I think the World (999 style time travel) and Chariot (40 levels of undo) systems are great tactics games innovations and they make the PSP the best one. I'm not even sure what Felix is talking about.
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Vikram Ray



Joined: 06 Dec 2006

PostPosted: Fri Jan 24, 2014 12:15 am        Reply with quote

the title made me think this was some kind of sequel to Vagrant Story. alas...
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Pijaibros



Joined: 04 Dec 2006
Location: Casino Night Zone

PostPosted: Fri Jan 24, 2014 7:50 pm        Reply with quote

Infernarl wrote:
I'm not even sure what Felix is talking about.


i'm pretty sure it's because he plays (everything) with the fast forward key held down, which you can't do on a psp. convenience trumps all else in pc emulator-land.
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Felix
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Joined: 04 Dec 2006
Location: vancouver

PostPosted: Fri Jan 24, 2014 8:09 pm        Reply with quote

yeah, okay, I will say that the Chariot system is an intelligent and dynamic way to basically implement save states, but I really don't like the new leveling system (it takes the moxie out of what is still to this day the best implementation of permadeath) and the battles are even slower than in the original game, which as Pijaibros surmised, required that fast forward key for me.
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rye



Joined: 06 Dec 2006

PostPosted: Fri Jan 24, 2014 8:25 pm        Reply with quote

Felix wrote:
SNES Tactics Ogre is still a lot better in every respect but the production values

every cutscene gesture, be it a shrug, or a handshake, or a run-in-and-make-the-wilhelm-scream, is encoded in there as some form of /x7 /D3 /33 and so forth. some of them actually encode move-to-tile coordinates.


Wait, I don't completely understand this, and why it is important, but I want to. Can you talk a little more about it?
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Felix
unofficial repository


Joined: 04 Dec 2006
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PostPosted: Fri Jan 24, 2014 8:34 pm        Reply with quote

well, sure -- apart from being really accessible for people like me who want to hack the game, the sheer consistency of all of the cutscenes basically being done in-engine (wherein the characters are basically following a demo mode script around the battle maps) goes a long way in terms of the production. it's almost like a worldbuilding detail; instead of the game having discrete Story Modes and Battle Modes the whole thing feels like a much more coherent whole.

it's such a rare thing in anything but painstaking-animated AAA 3D titles (which typically aren't nearly as much fun to play for me as a good sRPG) to have dialog presented as anything other than two alternating walls of text that having these multi-actor interactions with characters occupying some kind of real space and walking around rooms makes early Matsuno titles really special.
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rye



Joined: 06 Dec 2006

PostPosted: Fri Jan 24, 2014 9:56 pm        Reply with quote

Felix wrote:
well, sure -- apart from being really accessible for people like me who want to hack the game, the sheer consistency of all of the cutscenes basically being done in-engine (wherein the characters are basically following a demo mode script around the battle maps) goes a long way in terms of the production. it's almost like a worldbuilding detail; instead of the game having discrete Story Modes and Battle Modes the whole thing feels like a much more coherent whole.


thanks! that's really wonderful to hear actually, you just described one of the reasons why I like matsuno games so much — everything about the game and the world feels so consistent within itself. In Vagrant story there was a cutscene where a character dies, and their body dissolves (just like every other monster you kill in the game), and the characters explain how this is how things work in LeaMonde, basically a nuclear-fallout zone of magick. A game in 1999 going so far as to give a narrative reason why enemies de-rez upon death is pretty neat.

It's nice, and almost unsurprising, that this pursuit of cohesiveness extends even into how the game itself is built. I suspect that a lot of these technical choices are very much the result of his direct intervention.

This is also why I'm having a hard time frothing for this playdek project, because it is not going to be the case. I'd like to give them the benefit of the doubt, but my standards are so damn high.
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Infernarl



Joined: 31 Jan 2007
Location: Concord, CA

PostPosted: Sun Jan 26, 2014 4:16 am        Reply with quote

Playdek's Agricola port is great.
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Felix
unofficial repository


Joined: 04 Dec 2006
Location: vancouver

PostPosted: Sun Jan 26, 2014 5:42 am        Reply with quote

No argument!
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chocolatecoffin



Joined: 28 May 2012
Location: Dublin, Ireland

PostPosted: Sun Jan 26, 2014 1:19 pm    Post subject: Re: Matsunoooooooooooooo    Reply with quote

Infernarl wrote:
So they just changed the Unsung Story: Tale of the Guardians Kickstarter, so that even for 20$ you can get any version (inc. PS4 Vita and 3DS) (per update 7).


Though bear in mind that the stretch goals for each platform are PSVITA at $1m, PS4 at $1.25M and 3DS at $1.5M. I'd probably be mainly interested in the PSVITA option but I'm unsure about a $20 donation ("donation") for a game I'm not interested in playing on PC. I guess this is a flaw of the crowd-funding model, wherein a project needs my funding to meet a stretch goal, but the probability of me funding the project relies on whether I think it will meet that stretch goal (and as it stands it seems unlikely to breach $1M).
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OffalAl



Joined: 11 Jun 2009

PostPosted: Mon Jan 27, 2014 5:07 am        Reply with quote

haven't listened to this podcast, but it's got an interview with AO Smith including a discussion about this project:
http://8-4.jp/blog/?p=1876
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Felix
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Joined: 04 Dec 2006
Location: vancouver

PostPosted: Tue Jan 28, 2014 12:21 am        Reply with quote

profoundly contentful update from the man himself: https://www.kickstarter.com/projects/482445197/unsung-story-tale-of-the-guardians/posts/731062?ref=email
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Felix
unofficial repository


Joined: 04 Dec 2006
Location: vancouver

PostPosted: Tue Jan 28, 2014 11:40 pm        Reply with quote

and a slightly more legitimizing update despite the fact that they've only gotten fifty grand in the past week:

https://www.kickstarter.com/projects/482445197/unsung-story-tale-of-the-guardians/posts/732084
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rye



Joined: 06 Dec 2006

PostPosted: Wed Jan 29, 2014 5:21 pm        Reply with quote

That's actually pretty nice that they got Yoshida. I can't help but think if they came into this with a little more professionalism and better presentation, it would be going a lot further. It's nice to be seeing them start to kind of shape up in this regard, but I fear they might be realizing this too late.
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Felix
unofficial repository


Joined: 04 Dec 2006
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PostPosted: Wed Jan 29, 2014 5:35 pm        Reply with quote

yeah. at this point they might just barely creep over the finish line. they'd have done much better to wait a couple weeks...
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Talbain



Joined: 14 Jan 2007

PostPosted: Wed Jan 29, 2014 5:46 pm        Reply with quote

Felix wrote:
yeah. at this point they might just barely creep over the finish line. they'd have done much better to wait a couple weeks...

I feel pretty much the same way, though statistically most games tend to creep over the finish line or do extraordinarily well throughout the entire campaign. Feast or famine.

Still, the biggest issue is that they just didn't have a lot of solid information as to what it was they were selling. No mock-ups, only now are we starting to see design documentation... just kind of mishandled what the donor should expect. The fact that it's also on mobile devices has also continued to raise a lot of eyebrows from those who want a game that's "epic" in scope (not that epic isn't just a buzzword in the first place though).
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Toptube
Anti-cabbage Party Candidate


Joined: 23 Apr 2007

PostPosted: Thu Jan 30, 2014 12:20 am        Reply with quote

Getting Yoshida pretty much seals the deal. 16 days is a lot of time. and if they can crap out some Yoshida concept art in a week, that last 9 days could be really good for them.
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Talbain



Joined: 14 Jan 2007

PostPosted: Thu Jan 30, 2014 2:41 am        Reply with quote

Toptube wrote:
Getting Yoshida pretty much seals the deal. 16 days is a lot of time. and if they can crap out some Yoshida concept art in a week, that last 9 days could be really good for them.

Yes, if they start getting character concepts from Yoshida I do expect some amount of money to roll in just to support him.
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rye



Joined: 06 Dec 2006

PostPosted: Tue Feb 11, 2014 1:22 am        Reply with quote

Interesting nugget from a Q&A with Matsuno:

Code:
Q: “FFTA and FFTA2 moved away from Charge/cast times, which I felt heavily took away from the depth of those games. Will Charge/Cast times be a core component of this game? One of my favorite mechanics in FFT was casting time."

A: Sorry, there won’t be casting times in this game.In fact, the reason why FFT included a casting time system at all was to allow the game time to load graphic effects. This was a necessary consideration due to PlayStation loading times and memory concerns. Speaking as a developer back in those days, I can tell you that we weren’t happy with it.


So a central game mechanic arose strictly from technological limitations!

In other news, it doesn't look like the game will get funded.
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Dark Age Iron Savior
king of finders


Joined: 06 Dec 2006
Location: Spacecraft, Juanelia Country

PostPosted: Tue Feb 11, 2014 1:43 am        Reply with quote

Interesting. I wonder if anyone has tested the game on real hardware with all characters in a large battle hacked to have Non-charge (the unused Support ability that may or may not have been a debug option).

Come to think of it, even though I'm not sure how well emulators handle the PS1 being overloaded, it might be interesting to setup a tool-assisted battle along the same lines. But it probably wouldn't be worth the effort.

If this isn't funded, I wonder what will happen to any currently existing assets (besides design documents).
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CONSUME_PRODUCTS



Joined: 29 Jan 2012

PostPosted: Tue Feb 11, 2014 1:48 am        Reply with quote

yeah it's looking bleak

on the subject of matsuno and definitive versions - best way to play fft again in the year of our lord 2014? have access to the original (it's on amerikkka's psn i believe?)/psp/ios versions

ps i actually like the daft purple translations
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Felix
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Joined: 04 Dec 2006
Location: vancouver

PostPosted: Tue Feb 11, 2014 2:47 am        Reply with quote

if you actually like the restranslation, there's a patch that just puts it into the PSX ISO and fixes some bugs and changes nothing else. I forget which patch this is, but it'll work for you. there isn't really an agreed-upon rebalance for the PSX version that doesn't make enemies overuse phoenix downs and make it more of a slugfest than intended.

I'm still working on my own rewrite. I got about two-thirds of the way through the actual script, hit writer's block, tried to do a bit of rebalancing meanwhile, broke something in the first battle of chapter 3 that I couldn't seem to fix, and haven't gone back to work on it since. I will eventually, I swear. please enjoy other felix products like 5 hour MGS4 movie and sunset rubdown DMC3 while you wait.
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Toups
tyranically banal


Joined: 03 Dec 2006
Location: Ebon Keep

PostPosted: Tue Feb 11, 2014 3:15 am        Reply with quote

man, I'll be bummed if this doesn't get funded. matsuno needs work!
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rye



Joined: 06 Dec 2006

PostPosted: Tue Feb 11, 2014 6:15 am        Reply with quote

they're making the game either way. the kickstarter was to bring the game to other platforms and add other things.

however, they just updated saying that sakimoto and yoshida will be involved with the project no matter what. https://www.kickstarter.com/projects/482445197/unsung-story-tale-of-the-guardians/posts
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mauve



Joined: 07 Dec 2006

PostPosted: Tue Feb 11, 2014 6:59 am        Reply with quote

I'm of the opinion that they thought they were going to blow past the 600k goal so they put obvious things they'd have either way as stretch goals. Then they didn't, so they're folding them back in.

That line about FFT's charge stuff being due to system requiements is amazing.(and come to think of it, attacks do have a bit of a load time if there's no actual delay) Feeds into my view that all the really best games are just total accidents.
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Felix
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Joined: 04 Dec 2006
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PostPosted: Tue Feb 11, 2014 3:21 pm        Reply with quote

Yup to that whole post
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Felix
unofficial repository


Joined: 04 Dec 2006
Location: vancouver

PostPosted: Thu Feb 13, 2014 5:35 am        Reply with quote

this suddenly looks to be pretty likely to meet its target! this has been such a weird kickstarter campaign (not that I've followed others particularly closely); between them gradually announcing as they went on that they'd already snagged sakimoto and yoshida after all, and the funds being absolutely flat for two weeks, and the new concept art looking really really good ... eh, what the hell

there are now going to be no fewer than three (3)! highly anticipated linux native (!!) turn-based strategy titles coming out in the next couple of years(!!!)

between this, frozen endzone, and massive chalice, I'm a happy guy
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Toups
tyranically banal


Joined: 03 Dec 2006
Location: Ebon Keep

PostPosted: Thu Feb 13, 2014 6:24 am        Reply with quote

50k is a lot to raise in 40 hours, but if it keeps pace it will
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TXTSWORD



Joined: 25 Aug 2010

PostPosted: Fri Feb 14, 2014 1:13 am        Reply with quote

just kicked a pitiful $20 over. Unsure I'll even play this because tactical RPGs aren't my thing, but I still want to see it succeed because I like that the talented square veterans are trying to do their own thing instead of feeding the ffXII-16-B x TOMBRAIDER DLC monster
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Felix
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Joined: 04 Dec 2006
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PostPosted: Fri Feb 14, 2014 1:18 am        Reply with quote

The new concept art looks really good and somehow this thing is coming right down to the wire. I'm prepared to go up to $80 but pleased I probably won't have to.
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This Machine Kills Fascis
Unfinite Indiscovery


Joined: 06 Dec 2006
Location: Inside Thomas the Tank Engine, screaming

PostPosted: Fri Feb 14, 2014 6:24 am        Reply with quote

Looks like it made its goal just barely ($605k with 18 hours left, as I post).

I'll be excited to see if this ends up feeling like a Matsuno game. The fact that Vagrant story is the CEO's favorite game is pretty heartening.
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rye



Joined: 06 Dec 2006

PostPosted: Fri Feb 14, 2014 6:25 pm        Reply with quote

I'm pretty relieved that this made it (but still very apprehensive about the final product).

txt (sup), you described exactly how i feel. I was pretty happy to see Yoshida go rouge. I want these guys to finally have a chance to do what they want free of middle-management.
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