Before I move onto the particulars of this, I just have to say that I'm so glad games are still being made for the PSP.
(Normally I'd follow that up by saying I wish people were still making games for the DS--aka my all-time favorite handheld--too, but I'm enjoying my 3DS so much it's hard for me to pine too much for its predecessor these days.)
As for which in-the-works (and just-announced) PSP game we're talking about in this instance: it's called Bakumatsu Rocker, and it's being developed by the folks at Marvelous AQL.
Oh, and as is shared in the header above, Bakumatsu Rocker is a rhythm game set in feudal Japan.
For those who are interested, here's a slightly beefier description of this 2014 release (on Feb. 27) courtesy of siliconera.com:
"Set in the final days of the Tokugawa Shogunate, the Shogunate is using the 'Heaven’s Song' to brainwash people and rule the country. Freedom fighters are 'rockers' led by Sakamoto Ryoma."
Sounds (and looks--based on the screenshots above) great to me. Now someone just needs to start accepting pre-orders for this sucker.
(Via famitsu.com, by way of siliconera.com)
Showing posts with label Famitsu. Show all posts
Showing posts with label Famitsu. Show all posts
Thursday, September 26, 2013
Tuesday, September 17, 2013
Want to know a bit more about Bravely Default? This interview's for you...
Attention everybody who is interested in the western release of Bravely Default (gosh, I hope that's more than a handful of gamers): last week, the guy who runs the lovely KameDaniRyuu tumblr published a translated (from Japanese into English) Famitsu interview with the producer of this impressive-looking 3DS RPG series, Tomoya Asano.
The interview is chock-full of intriguing comments and information, of course, I found the following questions and responses (about Bravely Default: For the Sequel, the follow-up of sorts that will be released in Japan at the end of this year and will be the version localized for other regions) to be the most interesting:
Famitsu: In addition to four-times battle speed and auto input, are there any other changes that have a large effect on gameplay?
Asano: Another improvement for this game is the ability to change your encounter rate. This is an important point and when you think, “I just don’t wanna do any random battles now,” you can set the encounter rate to zero. When you think, “I’m gonna level up here,” you can then instead make the encounter rate high. You’re able to do that in this game. Players are able to match the game up with their play style and play. That’s really convenient.
Famitsu: I didn’t think you could set it to zero.
Asano: Of course, if you leave it at zero and progress through the game, you won’t gain any levels, so I recommend fighting when it’s necessary.
Famitsu: It’s something like making it the player’s responsibility or like leaving it up to them to balance as they see fit.
Asano: We were able to make it so “you can match everything and anything to your play style.” Of course we are concerned with balance and the recommendation is to not mess with the encounter rate and not run from battles. The concept is that experienced players can play more effectively by changing around the encounter rate. With the last game it took me over 70 hours to beat it, but in this game we’ve made it so you can beat the game in around 30 hours or so.
Famitsu: What! Only 30 hours without transferring over your levels and starting from the beginning? Cutting the time in about half is amazing.
Asano: True. We want everyone to beat this game.
If you're at all curious about Bravely Default, I highly recommend checking out the entire Q&A at kamedani.tumblr.com.
The interview is chock-full of intriguing comments and information, of course, I found the following questions and responses (about Bravely Default: For the Sequel, the follow-up of sorts that will be released in Japan at the end of this year and will be the version localized for other regions) to be the most interesting:
Asano: Another improvement for this game is the ability to change your encounter rate. This is an important point and when you think, “I just don’t wanna do any random battles now,” you can set the encounter rate to zero. When you think, “I’m gonna level up here,” you can then instead make the encounter rate high. You’re able to do that in this game. Players are able to match the game up with their play style and play. That’s really convenient.
Famitsu: I didn’t think you could set it to zero.
Asano: Of course, if you leave it at zero and progress through the game, you won’t gain any levels, so I recommend fighting when it’s necessary.
Famitsu: It’s something like making it the player’s responsibility or like leaving it up to them to balance as they see fit.
Asano: We were able to make it so “you can match everything and anything to your play style.” Of course we are concerned with balance and the recommendation is to not mess with the encounter rate and not run from battles. The concept is that experienced players can play more effectively by changing around the encounter rate. With the last game it took me over 70 hours to beat it, but in this game we’ve made it so you can beat the game in around 30 hours or so.
Famitsu: What! Only 30 hours without transferring over your levels and starting from the beginning? Cutting the time in about half is amazing.
Asano: True. We want everyone to beat this game.
If you're at all curious about Bravely Default, I highly recommend checking out the entire Q&A at kamedani.tumblr.com.
Labels:
3DS,
Bravely Default,
Famitsu,
For the Sequel,
imports,
interviews,
Japanese,
Q and A,
RPGs,
Square Enix,
Tomoya Asano
Friday, May 31, 2013
On Touch Detective 3's completely brilliant subtitle
I know I'm pretty late to this particular party, but I have an excuse: I was on a plane--a bus and then a plane and then a train and then another bus, actually--when the game was announced a few days ago.
This 3DS title's full and official name, by the way, is Touch Detective Rising 3: Does Funghi Dream of Bananas?
I'm not entirely sure why the folks at (developer) Beeworks and (publisher) Success decided to add "Rising" to the title, but I'm guessing we'll find out soon enough.
As for why I think its subtitle is brilliant: I love that it seems to be a parody of--or at least a riff on--Philip K. Dick's classic sci-fi novel, Do Androids Dream of Electric Sheep?
Sadly, all that's currently known about the third entry in the Touch Detective series is the above-mentioned name and that it'll be released (in Japan, at least) sometime this year.
Here's hoping someone brings it--and maybe Touch Detective: Funghi's Big Breed, too--to western shores sooner rather than later.
By the way, if this post hasn't quite scratched your Funghi itch, you may want to check out Chic Pixel's post about the "Funghi x Lawson food and folder campaign."
(Illustration and photos nabbed from famitsu.com, obviously.)
This 3DS title's full and official name, by the way, is Touch Detective Rising 3: Does Funghi Dream of Bananas?
I'm not entirely sure why the folks at (developer) Beeworks and (publisher) Success decided to add "Rising" to the title, but I'm guessing we'll find out soon enough.
As for why I think its subtitle is brilliant: I love that it seems to be a parody of--or at least a riff on--Philip K. Dick's classic sci-fi novel, Do Androids Dream of Electric Sheep?
Sadly, all that's currently known about the third entry in the Touch Detective series is the above-mentioned name and that it'll be released (in Japan, at least) sometime this year.
Here's hoping someone brings it--and maybe Touch Detective: Funghi's Big Breed, too--to western shores sooner rather than later.
By the way, if this post hasn't quite scratched your Funghi itch, you may want to check out Chic Pixel's post about the "Funghi x Lawson food and folder campaign."
(Illustration and photos nabbed from famitsu.com, obviously.)
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