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Infernarl

Joined: 31 Jan 2007 Location: Concord, CA
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Posted: Thu Jan 23, 2014 7:30 pm Post subject: Matsunoooooooooooooo |
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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
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Posted: Thu Jan 23, 2014 7:39 pm |
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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
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Posted: Thu Jan 23, 2014 8:17 pm |
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| 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
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Posted: Thu Jan 23, 2014 9:11 pm |
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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. _________________ twit |
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Felix unofficial repository
Joined: 04 Dec 2006 Location: vancouver
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Posted: Thu Jan 23, 2014 10:36 pm |
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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
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Posted: Thu Jan 23, 2014 10:40 pm |
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No, I actually haven't. what'd they do? _________________ twit |
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Infernarl

Joined: 31 Jan 2007 Location: Concord, CA
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Posted: Thu Jan 23, 2014 10:42 pm |
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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
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Posted: Thu Jan 23, 2014 10:44 pm |
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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
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Posted: Thu Jan 23, 2014 10:47 pm |
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wow, that's cool. I wonder what their editing toolchain for that looked like. _________________ twit |
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Infernarl

Joined: 31 Jan 2007 Location: Concord, CA
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Posted: Thu Jan 23, 2014 10:59 pm |
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| 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
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Posted: Fri Jan 24, 2014 12:15 am |
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| 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
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Posted: Fri Jan 24, 2014 7:50 pm |
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| 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 unofficial repository
Joined: 04 Dec 2006 Location: vancouver
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Posted: Fri Jan 24, 2014 8:09 pm |
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| 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
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Posted: Fri Jan 24, 2014 8:25 pm |
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| 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 Location: vancouver
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Posted: Fri Jan 24, 2014 8:34 pm |
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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
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Posted: Fri Jan 24, 2014 9:56 pm |
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| 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
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Posted: Sun Jan 26, 2014 4:16 am |
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| Playdek's Agricola port is great. |
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Felix unofficial repository
Joined: 04 Dec 2006 Location: vancouver
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Posted: Sun Jan 26, 2014 5:42 am |
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| No argument! |
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chocolatecoffin

Joined: 28 May 2012 Location: Dublin, Ireland
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Posted: Sun Jan 26, 2014 1:19 pm Post subject: Re: Matsunoooooooooooooo |
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| 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). _________________ twitter tumblr
PSN: Count_Slackula
3DS: 1864-9018-1104 |
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OffalAl

Joined: 11 Jun 2009
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Posted: Mon Jan 27, 2014 5:07 am |
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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 unofficial repository
Joined: 04 Dec 2006 Location: vancouver
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Felix unofficial repository
Joined: 04 Dec 2006 Location: vancouver
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rye
Joined: 06 Dec 2006
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Posted: Wed Jan 29, 2014 5:21 pm |
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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 Location: vancouver
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Posted: Wed Jan 29, 2014 5:35 pm |
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| 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
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Posted: Wed Jan 29, 2014 5:46 pm |
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| 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
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Posted: Thu Jan 30, 2014 12:20 am |
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| 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
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Posted: Thu Jan 30, 2014 2:41 am |
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| 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
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Posted: Tue Feb 11, 2014 1:22 am |
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Interesting nugget from a Q&A with Matsuno:
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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
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Posted: Tue Feb 11, 2014 1:43 am |
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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
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Posted: Tue Feb 11, 2014 1:48 am |
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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 unofficial repository
Joined: 04 Dec 2006 Location: vancouver
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Posted: Tue Feb 11, 2014 2:47 am |
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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
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Posted: Tue Feb 11, 2014 3:15 am |
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man, I'll be bummed if this doesn't get funded. matsuno needs work! _________________
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rye
Joined: 06 Dec 2006
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mauve

Joined: 07 Dec 2006
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Posted: Tue Feb 11, 2014 6:59 am |
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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. _________________ twit |
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Felix unofficial repository
Joined: 04 Dec 2006 Location: vancouver
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Posted: Tue Feb 11, 2014 3:21 pm |
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| Yup to that whole post |
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Felix unofficial repository
Joined: 04 Dec 2006 Location: vancouver
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Posted: Thu Feb 13, 2014 5:35 am |
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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
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Posted: Thu Feb 13, 2014 6:24 am |
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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
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Posted: Fri Feb 14, 2014 1:13 am |
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| 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 unofficial repository
Joined: 04 Dec 2006 Location: vancouver
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Posted: Fri Feb 14, 2014 1:18 am |
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| 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
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Posted: Fri Feb 14, 2014 6:24 am |
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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. _________________ "Godzilla could be anyone."
| MrSkeleton wrote: |
| i dont know how to give a thing made of blood but id do it |
| evnvnv wrote: |
| If you die in the axe, you die in real life |
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rye
Joined: 06 Dec 2006
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Posted: Fri Feb 14, 2014 6:25 pm |
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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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