Finished up Ichiya's story part, was pretty easy as others have said but it was still enjoyable. Didn't quite reach the cap of 15, ended with everyone at level 13. I also didn't do too much grinding for resources but maybe I should have just to be sure I have enough for some of the trophies later on. Maxed out Ichiya's skills and a shield to finish up later, and tried to spread resources evenly between the accessory and food nodes for everyone.
So far Kyle's section is maybe a little bit more challenging, but it could just seem that way since the levels start over again. If nothing else, it's interesting to have the main character not in the very front.
Its funny with Kyles section you can pretty much just blast things to shit with Kyle. Granted some battles may last up to 3 turns depending on what you are fighting, he deals for the most part enough damage to all targets to make him the best choice as the main attacker.
If you are thinking about trophies/min-maxing, putting most of your resources into yorigami (ichiya/kyle/the pink) is a really good strategy. The others mostly need food and some defense to not die outright.
Also maybe not spending all your resources in the initial chapter, since turns out,
once individual character chapters are over, left over resources from all of them will get pooled.
For me Kyle was easier, since I knew the game system much better by that point. With maxed weapon/power his normal attack ends mot encounters in one turn.
Yeah, I've been putting most into the main character. I'm not too clear on how the trophies for the accessories and food items work, but so far I've been trying to keep everyone even on those and getting what I can out of them. Also not exactly sure about the ones for each of the three characters to master all the commands. I think it just means the blue part of the skill tree but I guess it could mean everything.
Yeah, I've been putting most into the main character. I'm not too clear on how the trophies for the accessories and food items work, but so far I've been trying to keep everyone even on those and getting what I can out of them. Also not exactly sure about the ones for each of the three characters to master all the commands. I think it just means the blue part of the skill tree but I guess it could mean everything.
Later on you will have growth restrictions lifted so that items/levels go all the way to 99.
For weapon/shield/accessory trophy you need to create items of level 20. For food I think it's 15 (I got the trophy by maxing out Kyles food items in his chapter). For commands it's the blue part yes, but you'll have to wait until all restrictions a lifted since there will be more blue nodes.
Last dungeon is very big and has a lot of chests so getting the trophies is very easy if you explore everything.
Beat it. Got the platinum too. There is no post-game or any optional bosses.
99% of the battles in the last two chapters, including the final boss, can be beaten using the same set of commands on auto-battle. You don't even have to look at the screen while fighting bosses. -_-
Yeah the music really is great with this game. The composer is really talented as this title shows a great amount of variation with the styles he uses.
I finished the first dungeon and liked the mechanic. I do like that party members are like 「待って!ちょっと可笑しい...」It definitely makes finding hidden stuff much easier.
I finished the first dungeon and liked the mechanic. I do like that party members are like 「待って!ちょっと可笑しい...」It definitely makes finding hidden stuff much easier.
Yeah that really does help out a lot esp on the occasions when you cant reach the jammer point to uncover the map yet.
They did a pretty good job of making the 3 characters dungeons feel different. Granted Ichiyas was the most basic lol.
---
Bandai Namco will release a free update for Ray Gigant in early September, adding sequel stories, another evolution for the last boss, and hard mode with data inheriting the game.
A Further Evolution for the Last Boss
Surely a difficult battle. Train your party well to challenge this formidable foe.
A Sequel for Ichiya, Kyle, and Nil
Each protagonist is getting sequel stories with event CG. See what effects Ichiya, Kyle, and Nil’s fights had on their futures.
Data Inheriting and Difficulty Selection
For your second playthrough, you can choose to keep your data or not keep your data and try hard mode. There is also an “Invincible” option where your allies cannot be attacked.
Heres general overall impressions from clearing the game / plat trophy.
This title overall was ok, am glad I bought it and went through the title, though its not exactly something Id recommend to everyone.
The main draw of this title would be the characters and story, also it has fantastic music. The dungeon designs are fairly interesting with some of the layouts.
Combat is a bit odd. Generally early on with the 3 different scenarios its fairly easy with little to no thought put into the fights mainly due to being able to use just a single character to generally blast your way through the enemy types. That changes up near the end of the game though, which is explained below. The early Gigants and boss enemies in the dungeons are not much trouble either as long as your equipment is leveled up. Your characters should be the proper level anyways, due to picking up all the treasure points, which sometimes contain the yellow gems that you use to lv up your characters.
*Spoilers about final dungeon info with gameplay
The final dungeon area is a bit different as it mixes up things, so you will be switching around a bit with the skills you use. Even more so if you did not go over-leveling your equipment. Its where the combat gets a little more interesting due to that. But its not much harder, thought its not as if you can just constantly use the same commands / auto-battle due to your TP being used up. Also the various enemy resistances prevents just a single character dominating things unlike the 3 character scenarios. Even with the use of parasite mode you still need to be cautions not to drop your life so far down in the first round that you can take damage and die in the second if the enemy goes first. Those special skills most def become your main way of attacking in general over the standard attacks also.
Not sure in regards to my game time as Ive left it idle a lot.
Getting the Platinum Trophy for this game is fairly easy as its mostly advancing the story, other stuff is related to filling out the skill trees or getting a specific item in the item tree to X level. But nothing that would cause all that much stress to do.
Good Points
Characters & artwork
Story is decent
Excellent music
Interesting dungeon designs with layout.
TP system for combat is interesting
Bad Points
Combat can be considered easy for 70% of the game. The other 30% is discussed in the spoiler section above.
3 command system (+3 when you unlock the 2nd command bar) feels a little limiting even with 6 commands, though was an interesting attempt to do something different.
Harvesting resources feels like a chore.
Resource drop rates is poor with certain resources.
System to gain new equipment feels flawed, too many useless items.
Weight system is mostly meaningless due to more actions performed = more weight loss. Which keeps certain characters at either + or - weight due to being under / overused.
Overall though, while I enjoyed my time with the title, its not something that was to my preference in terms of game design. As for me personally it seemed to sit in an odd middle where as its not a game for the core DRPG fan because of the simplified mechanics and how gaining new equipment works, nor is it designed to be something for the casual fan either, due to the grinding for resources. The SBM system also along with the designs of the 3 transformed characters just does not seem to fit with the game world either part of that has to do with them using 3 different artists. At least the SBM system can give players a way to end boss fights a lot faster.
With my personal feelings on the title aside though, if one is a fan of Experience Inc and want to check out their latest title where they had tried various new things in terms of gameplay design feel free to check it out if it makes it to the West.
Just completed the game as well. Overall I liked it quite a bit by the end, after getting a little bored during the middle sections. The game is definitely very easy, and I made it even easier on myself by grinding what turned out to be way too many resources since I wanted to make sure I'd have enough for all the trophies.
Standouts to me are the character and enemy animation, dungeon art design, story/characters, and maybe most of all, the music. The soundtrack starts out amazing, and it kind of tones it down from there for the second and third stories but remains one of Experience's best throughout the game.
The things that I think didn't quite work out are the AP system and the skill trees. Both are really good ideas, and were still a nice change of pace from their other games, but the AP system is too restricted by only have 6 available actions (usually a couple of which are reserved for waiting or snacking) and the skill trees are largely superficial. I hardly ever used most of the weapons/shields/accessories because a handful of them are obviously the better choices. Similarly with a lot of the skills, many of them didn't get much or any use because they weren't very AP-efficient.
I was feeling kind of down on the game during the 2nd and 3rd chapters, but by spending that time gathering enough resources that I didn't have to worry about them for the rest of the game, I ended up having a really good time with the last few dungeons. They make good use (maybe too much use in some cases) of the typical warp, slide, and switch tiles. Still pretty easy, but definitely a step up from the rest of the game.
Definitely would like to see the animation stuff work its way into Experience's other upcoming games, and even the AP/skill systems if they can make them more interesting to use.
The last dungeon is actually easier then the rest of the game.
Parasite mode
is the reason for that. You could chain two attacks and two food uses for every character. That way all your characters would attack each turn and start next turn with full hp (if your food is good enough). If enemy can't kill your character in one turn with this setup, it can't kill you at all. My first and second characters had 1000+ hp by the end and haven't died once in the dungeon. Third character had 500+ hp (as a wizard class you can't do much there) so it died to some boss attacks, but that wasn't really a problem, since the other two are completely self-sufficient.
It's good that they tried something very different from their previous titles. But both Stranger of Sword City and Demon Gaze are just plain better games, so from the games I played to me it feels like their weakest one. There is more story yes, but it is just not good enough to justify playing this for the story.
Edit: Oh, for the ap/skill trees I think the main flaw is that both AP and resources are shared between all party members. Absolutely nothing stops you from pouring everything into one character and then using all your AP on attacks with him too. And then the last dungeon comes and you just stop caring about AP at all.
6 actions could be a problem in theory, but since some actions are better than others there is never really a reason to use more than six.
Guys, can you help me with the decision whether to import this or not? I have basic japanese language skills (can read kana and about 250 kanji, I have played through two japanese games (Mother 3 and Tales of Rebirth), but mostly with a walkthrough. As I am not sure this is going to get localized, I am on the fence of importing it - should I? Thanks
You'd definitely be able to finish it even with you level.
I don't particularly regret buying it, but I can also resell it easily, getting back most of the money. So for importing I don't really know.
Have you played the other Experience Inc releases?
You'd definitely be able to finish it even with you level.
I don't particularly regret buying it, but I can also resell it easily, getting back most of the money. So for importing I don't really know.
Have you played the other Experience Inc releases?
Personally I would say if you are gonna import, import Stranger of the Sword City. It's a much better game and it even has a PC demo so you can check how you like it.
But if you are curious about this specifically I understand, I was curious too. I can't recommend the game, but it seems others have enjoyed it more than me.
The game system is totally different from both Demon Gaze and Operation Abyss, so you will have to keep that in mind. But if you want something different to try out feel free to import it. The thing though with Ray Gigant the bottom line is that the enjoyment more comes out from the story / characters rather than the actual gameplay mechanics.
Though if you wanted another game that is more similar in design with the DRPG formula you should check out Stranger of Sword City or Operation Babel instead. Once you finish Babel then you could move onto Cross Blood Infinity Ultimate.
In the latest announcement, there will be a demo version for Ray Gigant. Which is pretty great for folks who were not sure about the title. Chikami-san stated that there should be a fair amount of content for it. They say that there should be about 8 hours of content worth.
Also data from the demo can be used with the main game if purchased, so time spent playing does not go to waste.
They didnt mention when the demo will be released though.
A demo for the Experience-developed PS Vita dungeon RPG Ray Gigant will be released on the Japanese PlayStation Store on September 16, publisher Bandai Namco announced.
The demo will feature a portion of Ichiya Amakazes chapter (the full game offers three protagonists and three chapters). Players will be able to carry their data over to the full game, should they choose to buy Ray Gigant after playing it.
Additionally, the free title update for the full game first detailed in August will also be available on September 16.
Bandai Namco also announced a 20 percent off sale for the download version of Ray Gigant. From September 16 to 30, the game will be 5,331 yen (tax included) rather than its standard 6,664 yen.
Ray Gigant launched for PS Vita in Japan on July 30.
I feel so bad reading this, it reads "BOMBA" all over the place. Demo after launch, free title update (which is a good thing, don't hate) and such a discount less than two months after.
I feel so bad reading this, it reads "BOMBA" all over the place. Demo after launch, free title update (which is a good thing, don't hate) and such a discount less than two months after.
Feel bad? lol only if you have some sort of emotional investment into a company.
As whats going on here is nothing new really. With other titles had updates that added more stuff that was unable to go in initially. For the demo, thats more a decision by the pub . The discount is more for them to compete with the online prices as usual PSN is too expensive vs retail physical / online pricing.
Hardly anything to go chicken little over. As this sort of stuff is planned out ahead of time anyways, when it comes to smaller dev houses as the manpower is not there to suddenly pull things out of nowhere by using extra staff to work on something sudden, unlike with larger studios.
In general those who watch the media create thread knew that the game overall did not pull like massive numbers. Though as usual we do not have info on what the digital sales numbers were, since in the past they have talked about a fair number of sales come digitally for their titles.
Wow, this looks amazing... a dungeon crawler with more story focus and a bit better balanced for the non-hardcore? Plus it's coming to the west next week? Shiii...
Wow, this looks amazing... a dungeon crawler with more story focus and a bit better balanced for the non-hardcore? Plus it's coming to the west next week? Shiii...
The one major downside is how encounters are handled with all enemy locations being placed on the map beforehand. Which means it turns into a chore with having to constantly go back to the save point to respawn them then hitting up the exact same locations again, then repeat.
As the games "leveling" system is based off of resources which ae spent in a skilltree there is no real feeling of advancement so to speak. No fun in finding new items too, due to those being unlocked in the skilltree also.
At least auto navigate makes things better when heading back to savepoints or the exit once a dungeon has been cleared out.
Eventually you will just want to blast through the dungeons to move on in the story. lol
Does anyone know what this is going to cost when it releases next week? I haven't been able to find it but I'm hoping someone at least has a ballpark figure. I want to get this and Severed and I want to make sure I have enough for both.
Does anyone know what this is going to cost when it releases next week? I haven't been able to find it but I'm hoping someone at least has a ballpark figure. I want to get this and Severed and I want to make sure I have enough for both.
Eh, there's a bit of variance when it comes to digital only releases of localizations. $40 certainly wouldn't surprise me but we've seen plenty of releases at $30 as well. Heck, I'm pretty sure Oreshika was $20 at launch (but I could be misremembering).
Seems to me that the reason for launching it so soon to SOSC was to ride off the coattails of the hype around SOSC with being the "other" Exp Inc game.
Kinda odd though, since its a totally different title mechanics wise you would think that they might want to clear that up with a bit more marketing before hand.
Seems to me that the reason for launching it so soon to SOSC was to ride off the coattails of the hype around SOSC with being the "other" Exp Inc game.
Kinda odd though, since its a totally different title mechanics wise you would think that they might want to clear that up with a bit more marketing before hand.
Yeah, I've been checking their website from time to time. Not only did they not update the RG page, they didn't even put an announcement on their homepage that the game is coming out.
They should really establish a Twitter/Facebook presence as well.
Yeah, I've been checking their website from time to time. Not only did they not update the RG page, they didn't even put an announcement on their homepage that the game is coming out.
They should really establish a Twitter/Facebook presence as well.
Stuff like that kinda makes me wonder if they are "ok" financial wise. Since this kinda seems like they are kicking the game out of the nest rather than doing a proper launch. Did they go to pax? If so wonder if anyone talked to them about the launch and whatnots.
Would be nice if they managed to secure the digital OST also, but since we didnt hear anything about that with the launch announcement am guessing not. D: Which is a damned shame if so, since the digital OST is literally the only way to get it as BanNam apparently didnt bother with letting another company do a physical OST. Which sucks since the music if fucking fantastic.
I remember Seda had asked them if the content update was added and think they had said it was going to be. Which is good if so.
Stuff like that kinda makes me wonder if they are "ok" financial wise. Since this kinda seems like they are kicking the game out of the nest rather than doing a proper launch. Did they go to pax? If so wonder if anyone talked to them about the launch and whatnots.
Would be nice if they managed to secure the digital OST also, but since we didnt hear anything about that with the launch announcement am guessing not. D: Which is a damned shame if so, since the digital OST is literally the only way to get it as BanNam apparently didnt bother with letting another company do a physical OST. Which sucks since the music if fucking fantastic.
I remember Seda had asked them if the content update was added and think they had said it was going to be. Which is good if so.
Don't believe they were at Pax. Aside from announcing the release date, they've pretty much been quiet. I hope RG does well for them so they can continue localizing other games.
I'm interested how the port is. Tempted to give it a grab.
Edit: Ended up just going for it since I can refund from Steam. Port doesn't have much in sense of options, perhaps to be expected for a Visual Novel kind of game. You can change resolution up to 1080p, fullscreen option(fullscreen keeps the resolution, I get black bars on my 1440p monitor) and controller or keyboard selection with key binding choices. That said, played the first chapter and it was running fine and didn't crash.