MatrixMan.EXE
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Er, what is happening? Amazon just sent me an email saying I should now expect the game to be in my hands on May 6th. For what it's worth, I live in the UK. I thought this was still a June release.
Er, what is happening? Amazon just sent me an email saying I should now expect the game to be in my hands on May 6th. For what it's worth, I live in the UK. I thought this was still a June release.
Er, what is happening? Amazon just sent me an email saying I should now expect the game to be in my hands on May 6th. For what it's worth, I live in the UK. I thought this was still a June release.
Thats odd considering that the EU NISA site still says June 5th, 2015.
http://store.nisaeurope.com/products/operation-abyss-new-tokyo-legacy-limited-edition
You might want to email them and ask for confirmation on that?
Seems like a mixup with the date format (6/5 <-> 5/6). Most other places still list June 5th.
Nah, I'm not over dungeon crawlers. Just weary of games that use outmoded conventions because That's How It's Done. Can you imagine if most console shooters still played like the PS1 port of Dark Force or Doom on SNES out of tradition, even though Perfect Dark and Halo existed? Or if post Super Mario Bros. 3, most platformers still played like pre-SMB1 platformers with simple physics and tiny levels full of obtuse secrets? No thanks...Whoah, didn't expect this. Maybe he's finally over Dungeon Crawlers.
I understand what he's saying about designers doing things Wizardry-like because that's the way they've always done them, but I could see someone leveling similar accusations against roguelikes for being overly difficult or wasting your time.
In my mind going back to rest in order to level up is part of the wizardry-like side of the genre. Sometimes DRPG titles get rid of certain aspects or streamline certain parts, or give you mapmaking tools on your DS or 3DS for example. Sometimes they don't.
Progression is essentially similar throughout the genre though: Maze gameplay and fight, rest, level up, and fight again.
I ordered my LE a long time ago and I'm confident I'm going to love it.
Nah, I'm not over dungeon crawlers. Just weary of games that use outmoded conventions because That's How It's Done. Can you imagine if most console shooters still played like the PS1 port of Dark Force or Doom on SNES out of tradition, even though Perfect Dark and Halo existed? Or if post Super Mario Bros. 3, most platformers still played like pre-SMB1 platformers with simple physics and tiny levels full of obtuse secrets? No thanks...
Also, I don't mind all the design elements I mentioned. Leveling up on rest and spell tiers are legitimate design choices. I was just pointing them out to say, "This game is hardcore about being old." Some old things still work, some don't, and I'd like this game a lot more if the designers had taken a little more time to winnow out the latter. But if you're into it, you'll enjoy it. It's a hell of a lot less slow to start up than Class of Heroes or Elminage.
Seems pretty telling to me that your example is famously poor ports of great games, games which are frequently far more fun and more interesting than their descendants.Can you imagine if most console shooters still played like the PS1 port of Dark Force or Doom on SNES out of tradition, even though Perfect Dark and Halo existed?
Seems pretty telling to me that your example is famously poor ports of great games, games which are frequently far more fun and more interesting than their descendants.
Seems pretty telling to me that your example is famously poor ports of great games, games which are frequently far more fun and more interesting than their descendants.
How does it compare to Demon Gaze by the same developer? That was a pretty streamlined setup for a dungeon crawler. (I had a blast with it which is the main reason I'm so interested in this game)
I haven't had the chance to play Demon's Gaze, but playing Operation Abyss definitely makes me curious to try it out.
I'm debating on getting this game for a friend that likes EO.
Do you guys recommend it?
It's fine that Operation Abyss exists, and clearly based on comments here people are clamoring for it! But I've seen a LOT of games EXACTLY like this from the Starfish/Experience/5pb group in recent years and wish they'd change up more than just the art style every once in a while. In any case, I said I'm going to keep playing and give it a fair shake, but the preview was meant to let potential players know what they're in for, whether those things appeal to them or not.
I know Experience is working on an ip with Bandai where they mix things up and modernize a lot. I don't remember the name but there are three party members each at wildly different distances from the enemy. Parakeetman would know the name.
Anyway, my radar is on anything Experience is making.
Part of the (Experience, Starfish, Acquire) adherence to outdated mechanics might be due to their bread and butter in Japan being that hardcore wizardry player.
Yeah thats Bandai Namco + Experience = Ray Gigant
I wonder if NISA pushed back the releasse date for marketing reason. March is pretty packed up and it'poasible that people April game budget will be used for those games instead.
I do hope this turns out fun. Though if Demon Gaze was made AFTER this maybe I might be better off holding my expectations in check. I really want that Stranger in the Sword City game though. May end up picking it up no matter what just to hope that comes out here! and Ray Gigant.
Well Operation Abyss is based off of literally the very first series that Experience has made, just that they updated some story bits, monster and character art. Then Operation Babel is the other half of the series.
You have an over/under on Stranger in Sword City coming here? Think its likely?
I just recently started Demon Gaze and I'm horribly addicted to it. Hearing that Operation Abyss is a bit more "hardcore" and doesn't include some of the conveniences of DG is a bit disappointing but I'm still really looking forward to the release.
the vita is basically dead. getting an exclusive in 2015 is pretty good. getting an exclusive in 2016 is like finding an endangered animal. still not like spotting the unicorn that is a wii exclusive or psp exclusive in 2015 though.
Bonus Description
Exclusive to the first print of Operation Abyss: New Tokyo Legacy on PlayStation Vita is the Operation Abyss Launch Edition. Immerse yourself deeper into the Abyss with a 16-song CD soundtrack secured in a sleeve and tucked inside a beautiful collectors box, along with the game. Enjoy a unique sci-fi story in an accessible, yet deep dungeon crawler that includes a robust customization system.
The CD & collectible outer box will be BUNDLED with game at launch. There is no need to order them separately.
the vita is basically dead. getting an exclusive in 2015 is pretty good. getting an exclusive in 2016 is like finding an endangered animal. still not like spotting the unicorn that is a wii exclusive or psp exclusive in 2015 though.
You have an over/under on Stranger in Sword City coming here? Think its likely?
Not sure if it's been announced, but the sales website updated with this:
I just recently started Demon Gaze and I'm horribly addicted to it. Hearing that Operation Abyss is a bit more "hardcore" and doesn't include some of the conveniences of DG is a bit disappointing but I'm still really looking forward to the release.
Not sure if it's been announced, but the sales website updated with this:
I bought Demon Gaze a long time ago but your championing of it was a big reason for moving it up in my backlog so thanks for that
I shouldn't have read that preview anyway since I plan on going in mostly blind. Pre-order is locked in and I'll see for myself.Honestly dont listen to that preview.
Thats odd considering that the EU NISA site still says June 5th, 2015.
http://store.nisaeurope.com/products/operation-abyss-new-tokyo-legacy-limited-edition
You might want to email them and ask for confirmation on that?
Seems like a mixup with the date format (6/5 <-> 5/6). Most other places still list June 5th.
Not sure if it's been announced, but the sales website updated with this:
Oh c'mon. We're clearly knee deep in a localization renaissance. The chances have never been better, because despite some claiming it's 'dead', software sales tell a different story.
At least NISA doesn't have any other platform to focus on right now. There aren't enough PS4 games, the PS3 fanbase has mostly moved on and other platforms aren't that viable besides the 3DS, although NISA doesn't have a lot of options there either.
the vita will probably do worse in 2015 than it did in 2014 in america. and in america, it sold 300,000 units of hardware last year. the kinds of vita games that are being localized now will probably wind up on ps4, mobile, and 3ds/nx. it's better to slowly phase out one kind of hardware and start supporting a new one. if you look at what they did in 2014 versus what they have in 2015, it seems to be the case. 2016 feels like it's really unlikely to have a lot of exclusive vita games in the west.
Hey, so, eventually I was able to bring up a dungeon map with square button... not sure how that happened, since in the first two dungeons the square button did nothing, but this greatly mitigates my frustration with the game. I still hate the fact that I dragged around three useless characters for several hours, but this definitely seems to be in the school of "the first few hours are horrible and then it turns pretty good" design. I told you I'd give it a fair shake.
I'm not saying the numbers are so substantially better that NISA'd be stupid not to be making Vita exclusives, of course, but just that the console isn't in any worse a position this year than it was last year. And if they're viable this year and the kinds of games that get picked up by NISA/XSEED/Aksys are still being made for Japan, then they would be viable into 2016 too.
The pessimist in me agrees with you. If it were my localization company, if I were working on Vita games I'd be making sure they had a PS4 counterpart (such as Ys 8; Estival Versus) in anticipation of a fall in 2016. But I think we'll be hard pressed not to see any localized exclusives in that year, and if we do, I don't think it'll be because 2015 will be so far down on 2014 because it won't be![]()
I feel like the Vita is serving a niche market that just doesn't get love anywhere else. It's obviously not big and it doesn't matter at retail, but it's there. Where is that going to be when the Vita is no more? PC? PS4? 3DS? (which also isn't the most "alive" console these days). It's just not the same.
I'll just stick my fingers in my ears and hope that we'll get localizations forever. But it will probably be another PSP situation where a mountain of good games just never gets localized.
If anything just expect more digital only titles.
Hey, so, eventually I was able to bring up a dungeon map with square button... not sure how that happened, since in the first two dungeons the square button did nothing, but this greatly mitigates my frustration with the game. I still hate the fact that I dragged around three useless characters for several hours, but this definitely seems to be in the school of "the first few hours are horrible and then it turns pretty good" design. I told you I'd give it a fair shake.
Also, does this game have an auto-attack/turbo speed? Ever since I saw that in the PSP FFIV I'm a little disappointed with any jrpg that doesn't have that.
Thanks for the updated! Glad it's looking better now. I was wondering, how is the exp divided? Is it one person gets an equal portion of the total EXP (so if you had 3 party members and 12 total exp, they would each get 4 xp), or if the total exp is 12 then everyone gets 12? If it's the first then a smaller party would level up faster. Maybe you're supposed to start the game with 3 front row members, level them up a little bit, then after you get those members some basic gear you'll be able to grind fast enough to get some long range weapon users started pretty quickly?
Also, does this game have an auto-attack/turbo speed? Ever since I saw that in the PSP FFIV I'm a little disappointed with any jrpg that doesn't have that.
Hey, so, eventually I was able to bring up a dungeon map with square button... not sure how that happened, since in the first two dungeons the square button did nothing, but this greatly mitigates my frustration with the game. I still hate the fact that I dragged around three useless characters for several hours, but this definitely seems to be in the school of "the first few hours are horrible and then it turns pretty good" design. I told you I'd give it a fair shake.
my feeling is that without the mid-year boost the vita 2000 gave last year's sales, things are going to dip below last year's rather quickly.
we're at the point where retailers are just going to get rid of the system. have you gone into a best buy or target recently? the most space i've seen dedicated to vita has been two shelves and maybe ten games total, and all of them are western-based titles that are several months old. gamestop has the most prominent placement for the machine and it's a single rack of new and used games in the middle of the store. if you're nisa, xseed, or aksys, your game is most likely only selling on online versions of brick and mortar stores, and probably at gamestop proper.
Hey, so, eventually I was able to bring up a dungeon map with square button... not sure how that happened, since in the first two dungeons the square button did nothing, but this greatly mitigates my frustration with the game. I still hate the fact that I dragged around three useless characters for several hours, but this definitely seems to be in the school of "the first few hours are horrible and then it turns pretty good" design. I told you I'd give it a fair shake.
In Demon Gaze you can repeat your previous actions by pressing triangle and hold any button to just fast forward through attacks. I hope this game has something similar as it's VERY convenient.
Do you really consider the early part of the game "horrible" because your casters have limited spell use? They're far from useless, and I would argue that they're even more important early on in case you get into a bad spot before your melee (or archer) get their special abilities. I also don't see how it's that different than any game where your characters start out weak.