working designs ?

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chuckbanzai
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Re: working designs ?

Post by chuckbanzai »

Hatta wrote:
chuckbanzai wrote: I for one applaud them for their efforts, and have yet to see a publisher of their style match them. (I know Xseed has done well with the Ys games, but that's about it.)
Don't care for Atlus?

Of course I like Atlus. They, however are also a developer of quite a few console and handheld titles, not to mention an MMORPG. I don't think they are even in the same league as Xseed.
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Bradtemple87
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Re: working designs ?

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Edit: I revoke my statement, Chuck did not try to tarnish the name of my favorite current release party Atlus :D
Last edited by Bradtemple87 on Thu Jan 06, 2011 2:06 am, edited 1 time in total.
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chuckbanzai
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Re: working designs ?

Post by chuckbanzai »

I mean that the other way lol. Everything they touch is gold.
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Bradtemple87
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Re: working designs ?

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chuckbanzai wrote:I mean that the other way lol. Everything they touch is gold.
Noted and corrected :wink:
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MrPopo
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Re: working designs ?

Post by MrPopo »

chuckbanzai wrote:I mean that the other way lol. Everything they touch is gold.
Any company that brings us THREE Etrian Odyssey games is awesome in my book.
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Bradtemple87
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Re: working designs ?

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MrPopo wrote:
chuckbanzai wrote:I mean that the other way lol. Everything they touch is gold.
Any company that brings us THREE Etrian Odyssey games is awesome in my book.
Is that series as grind-heavy as I have been told. I love the idea of losing everything if you die though.
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Re: working designs ?

Post by MrPopo »

Bradtemple87 wrote:
MrPopo wrote:
chuckbanzai wrote:I mean that the other way lol. Everything they touch is gold.
Any company that brings us THREE Etrian Odyssey games is awesome in my book.
Is that series as grind-heavy as I have been told. I love the idea of losing everything if you die though.
You're thinking of Shiren and Izuna. In Etrian Odyssey you don't lose stuff when you die, it's just a game over and you have to load your save. The grind in EO actually isn't that bad, as long as you buy in to the exploration aspect. If you're exploring every floor fully (and you want to to fill in your map) then you should always be appropriately leveled. About the only time you need to do heavy grinding is if you retire/rest your characters to fix your party build. But a little early planning can save you that headache.
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mobiusclimber
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Re: working designs ?

Post by mobiusclimber »

I know the topic has changed but...
MrPopo wrote:Well, there's two sides to it. On the one hand, Working Designs was bringing over a lot of interesting games we would not have received otherwise. On the other hand, they were extremely liberal with the localization and might even mess with the gameplay balance. Personally, I think Atlus has been doing a phenominal job of releasing interesting Japanese titles while still maintaining a translation that is as close as possible to the original. Sometimes they change stuff to better suit a western audience but not nearly to the degree that WD did.
WD seems to be better as an example to other companies (what TO do and what NOT to do) than for their releases. Yes, people will buy RPGs, yes adding "omake" is cool and people love limited editions; no, adding tired juvenile humor doesn't really make the translation better, no, it's not a good idea to tweak the difficulty when localizing a game. I'm actually surprised WD didn't learn from their mistakes with Exile II that "adjusting" a game's difficulty is a bad idea.

I honestly don't think WD would be looked at too fondly today if there were tons of other companies localizing RPGs and shmups at the same time they were. They didn't always pick the best games to localize (the third Albert Odyssey game, for instance) or do the best job localizing the script (again, the third Albert Odyssey game). They ruined a couple of games by fixing gameplay that wasn't broken. They took forever to release certain titles, released in-demand games in limited quantities and at a high price point (Arc the Lad Collection, I'm lookin' at you)...

I don't hate WD but I'd be lying if I said I liked every (or even most of) their releases. In part, especially in the early years, I think they just localized games that weren't worth the effort. But then I honestly don't understand the cult of Lunar, either, so maybe it comes down to taste. (I was thinking more of the side-scrolling action-RPGs when I said the games "weren't worth the effort," because if I'd played Lunar on the Sega CD back in the day I'd likely have been blown away).
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Bradtemple87
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Re: working designs ?

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Thats great to know. I tend to mow over every dungeon floor.
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pepharytheworm
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Re: working designs ?

Post by pepharytheworm »

Copied from wikipedia WD releases:
TurboGrafx-16 & Turbo CD
Cadash
Cosmic Fantasy 2
Exile
Exile: Wicked Phenomenon
Parasol Stars
Vasteel

Sega CD
Lunar: The Silver Star
Lunar: Eternal Blue
Popful Mail
Vay

Sega Saturn
Albert Odyssey: Legend of Eldean
Dragon Force
Iron Storm
Magic Knight Rayearth
Sega Ages
Shining Wisdom
[edit] PlayStationAlundra
Arc the Lad Collection
Elemental Gearbolt
Lunar: Silver Star Story Complete
Lunar 2: Eternal Blue Complete
RayStorm
RayCrisis
Silhouette Mirage
Thunder Force V
Vanguard Bandits

PlayStation 2
Growlanser Generations
Gungriffon Blaze
Silpheed: The Lost Planet
They have tweaked gameplay and some lines of dialoge, but I don't think they ever changed the story to any of the games. A lot of time the gameplay changes improve the game, sometimes not.

In Alundra the made bosses take more damage but also give more damage. I think for the most part this really helps the game as otherwise the boss battles would have been to long and easy. Also having the trigger buttons for quicker menu control is a godsend as you have to change items a lot.

In Albert Odyssey they shortened the battle load times which even though long, not nearly as long as the JP version which is almost unplayable because of it. Also less random battles, and more experience earned.

The slowdown was improved in Magic Knight Rayearth.

If you guys want to know more changes they print translation notes in almost all their booklets on the second to last page.

All in all I would say their worst ports are on the TG-16 and PS2, not neccacarily because they did a bad job but they were either not that good of games to begin with or they were still a young company.
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