Finale Fireworker
Member
Wow, thanks for that Dr. Sex.
I try to be humble about it, but yes, this is what all my friends call me down at the dump (where I live).
Wow, thanks for that Dr. Sex.
and a lush soundtrack from legendary Secret of Mana composer Hiroki Kikuta
While we haven't designed all the party members, fanservice is not going to be a focus in this game.
To this day, I still think he says "BICYCLE DISASTER"! (I think it's "icicle" but WHATEVER).Actually, since this is based specifically on VP1, can I make a request?
Can the characters yell ridiculous engrishy bullshit when they use their special moves? Purify Weird Soul was the dopest shit.
On the contrary, this is great news and I'm actually interested now.The character design in the OP pretty much told me this would be the case, but its still a bummer to hear it made official.
If the CF portion of the budget is successful, we're going to need to roughly double the team to make this game.
So... hopefully?
This is a bit off topic but where's the best place to play Valkyrie Profile? I always knew it was a good game, but it sounds even better than I thought.
On topic, I'm curious about how ambitious this project is compared to Skullgirls. We've all been educated on how expensive a fighting game character is, but I assume a typical RPG or Metroid/Castlevania monster is significantly less complex (probably still not cheap though, and you'll definitely want a huge variety of monsters). I'm guessing this is pretty ambitious, but I suppose we'll know when we see the indiegogo goal.
There's only two options - buy the PS1 game or buy the PSP port. From what I hear from fans, the PS1 version is generally better. Unfortunately, neither option is available digitally.
Really depends on how they're handling combat. Generally non-boss enemies in RPGs don't have very many moves and some moves (like spell casting) can use the same animation. If it uses a separate battle screen (like VP did) and the enemies only have to face one direction that saves a lot of work as well.
why are they still going with indiegogo instead of KS?
Hey.
Yo.
YO.
OMG HOW DID I MISS IT HAD HIROKI KIKUTA ON THE COMPOSING DUTIES?
What dark magic are yall using to snag these god tier J-composers?
Oh my, VP combat with Mike Z programmed frames? Yes please (assuming he's on the project).
...
Can't get into this too much yet, but...
We have a publishing partner, ala Bloodstained and Shenmue. Unlike those campaigns, though, they'll be front and center. They just weren't ready to handle the PR for this right now, with the holiday, SDCC, etc. but will be announced before the campaign starts.
We went with a publishing partner because it's a good deal for us, and we didn't realistically think we could raise the entire budget for this game ourselves, and we really wanted to make it.
They're the ones funding the playable prototype we'll be distributing to drive the campaign, too. They're all in.
So we'll be upping the action in combat a bit, and I think we're going to have more of a focus on platforming, too. So it's an RPG with platforming and Metroid-y progression stuff, but both the exploration and combat will be amped up a bit compared to other games. If that makes any sense?