twentytwo22, what about dialogue choices?
Gameplay mechanics --
Not much to speak about. There are a few QTEs which are embarrassingly easy. The story progresses by switching characters - one characters path will get "locked" and changing characters will do something to unlock the path for the other character. The mechanic isn't super deep -- the game definitely lives up to it's "Playing Cinema" genre in that it is mostly about the story.
Hyperlink tips are far from gone, since there are 447 in TT.I guess the QTE's are the replacement excuse for gameplay element to replace the hyperlink tips in 428.
Yeah, furigana bugs me too. Not a common viewpoint in discussions amongst people who speak Japanese as a second language, so I rarely bring it up, but it definitely distracts me.
twentytwo22 should lend me his copy now ~
I budgeted for it next month so I guess it shouldn't be too much longer for me either way, I'll have Nayuta and DQ10 in the interim.
How exactly to you propose they compare the visuals of a game when one platform doesn't have the ability for screenshots to be taken? The screenshots and videos Level-5 releases cannot be trusted to be accurate representations of the game.
There are a lot of dialogue choice sections throughout the game -- many of them cause a short scene followed by a time lock (basically "game over", go back and choose the other answer). There is nothing early on that affects your ending or anything (that I am aware of >.>) There is some good comedy in a lot of the choices, as well, but it basically comes down to "choose the correct answer and advance, choose the incorrect answer and get a scene/time lock, choose the funny answer and see the reaction".
Gameplay mechanics --
Not much to speak about. There are a few QTEs which are embarrassingly easy. The story progresses by switching characters - one characters path will get "locked" and changing characters will do something to unlock the path for the other character. The mechanic isn't super deep -- the game definitely lives up to it's "Playing Cinema" genre in that it is mostly about the story.
Gameplay mechanics --
Not much to speak about. There are a few QTEs which are embarrassingly easy. The story progresses by switching characters - one characters path will get "locked" and changing characters will do something to unlock the path for the other character. The mechanic isn't super deep -- the game definitely lives up to it's "Playing Cinema" genre in that it is mostly about the story.
Cinematic visual novel all the way. QTEs are really seldom.I don't understand, it's a cinematic visual novel with qte or you can move freely like heavy rain?
Speech isn't skippable the first time you see it, thinking is.Is speech skippable w/ a button press? I played through the demo, and being used to skipping 90% of voiced scenes once I read it out on the text bubble (or just turning off voices altogether for the average shit-in-a-can voice acting) the inability to skip bothered me to no end.
Cinematic visual novel all the way. QTEs are really seldom.
Cinematic visual novel all the way. QTEs are really seldom.
Speech isn't skippable the first time you see it, thinking is.
Ah, right , there was an option for that. The default choice is what I've described.I could be wrong, but there might be an option to skip even voiced text by pressing a button -- I seem to remember seeing something in the options screen. I'll have to check it out.
Animated visual novel with dialog chocies and sparse QTEs.So what's the gameplay like? Is it like Heavy Rain QTE or something like 999?
I finally took the time to unlock the demo in Guild01. So it fully retains the novel part (with tips as already answered, thank you), just staging the dialogue parts. No problem with that. But the 3D effect is really underwhelming.
I thought it was a joke in Crimson Shroud but this is actually terrible. When I use the slider there's no noticable change until it turns fully off. In Crimson Shroud the effect could be enhanced a little by holding the 3DS further away from you and the stages were supposed to be tiny table top settings but even then they felt compressed. TT has plenty of city scenes right at the beginning and there's no real depth at all.
Is it as bad in the final retail version (semi-urgent question to anyone who plays that version)? I guess there is no reason why it shouldn't be but what were they thinking?
I guess I'll be getting the Vita version after all. Even the Good People Die demo had better 3D. Heck, the home menu of the 3DS has better 3D.
Based on the screenshots taken from the in-game snapshot function someone posted earlier, the 3D depth is indeed very pathetic. The depth manages to be even lower than those of most Nintendo Video 3D movie trailers, which is a shame because a game full of static camera angles offers some of the best opportunities for 3D.
Depends on the game, really, and Chunsoft's "Sound Novel" series tends to offer a lot of options.Well I would say the ones where you are frequently interacting have gameplay, but a good portion of VN don't have any interaction beyond selecting an option out of a list once every hour or so.
True. Good thing Abiko Takemaru's story makes up for it...Completed ;//
Depends on the game, really, and Chunsoft's "Sound Novel" series tends to offer a lot of options.
(I know this one is a Level 5 game, but it's arguably part of the series... hell, it's even set in the same world as Machi and 428)
Sure, what I mean is that there's quite a bit of those. Some visual novels have hours-long stretches without a single branching path option. Or no branching path option at all, even.They do? The original sound novel and father of the whole VN genre, Otogirisou, only had the branching path options. That was the whole gameplay.
(... and they were mostly superfluous, really...)Shin Kamai-tachi no yoru has room exploration in places and requires you to make logical connections to argue your deductions similar to the ones in Ace Attorney Investigations but those are regular adventure elements added to the sound novel formula.
Sorry, I interpreted your reply in the context of the post you quoted. And that one seemed to imply that not just the low frequency of the multiple choice options but also the fact that there's nothing beyond them in terms of interaction was a problem with the gameplay.Sure, what I mean is that there's quite a bit of those. Some visual novels have hours-long stretches without a single branching path option. Or no branching path option at all, even.
Yeah, definitely a novel game at its core, not a command and inventory based/free moving graphic adventure like Good People Die.(... and they were mostly superfluous, really...)
Well, the part I quoted wasn't about that, but about how frequent the interactions were.Sorry, I interpreted your reply in the context of the post you quoted. And that one seemed to imply that not just the low frequency of the multiple choice options but also the fact that there's nothing beyond them in terms of interaction was a problem with the gameplay.
... I'm not following you, sorry. I didn't like that scenario, which is why I was agreeing.BTW, as opposed to the edited quote I don't think the Type-Moon 428 scenario was 'poop' but I find the chain of replies leading from my post to yours also confusing. Didn't Ghirahim basically imply the story was 'poop', since there's nothing but story anyway? But you liked it, so why is his statement true?
It was also about that:Well, the part I quoted wasn't about that, but about how frequent the interactions were.
don't have any interaction beyond selecting an option out of a list
In a novel the scenario and story are the same. Definitely neither refers to the sound or illustrations. So how can you dislike the scenario and like the story?... I'm not following you, sorry. I didn't like that scenario, which is why I was agreeing.
I figured "frequently" and "once every hour or so" were the keywords in the complete sentence...It was also about that:
Like I said, I didn't like the scenario/story/whatever. I thought that Type-Moon scenario was long and boring.In a novel the scenario and story are the same. Definitely neither refers to the sound or illustrations. So how can you dislike the scenario and like the story?
Yes, and the "don't have any interaction beyond selecting an option out of a list" is also crucial to his meaning. Good thing there are more frequent options in sound novels, which wasn't clear from your wording, since "a lot of options" doesn't equal "frequent" unless the game is also relatively short or it could also mean that it has like 10 options every a hour or so, which would still be infrequent. Since you apparently meant frequent, that would have been the most easy to understand word to use.I figured "frequently" and "once every hour or so" were the keywords in the complete sentence...
Oh, so that's the one with Achi's sister? That was better, I agree. Not sure how one bonus scenario makes up for another though. To me the Type-Moon one ruins the original scenario by making major characters from it into science fantasy.Like I said, I didn't like the scenario/story/whatever. I thought that Type-Moon scenario was long and boring.
If you're referring to my "Good thing Abiko Takemaru's story makes up for it...", I was referring to the other extra scenario, there, not the Type-Moon one. One was bad, the other was nice.
Well, that's not how I interpreted his post, anyway...the number or frequency of options won't change the fact that the poster wanted more than just selections out of lists. I guess it'll make it a little better if that kind of interaction becomes more frequent but criticism seemed to lie with the underlying gameplay structure too.
Agreed. I found it pretty hard to recognize "those two characters" overall, really.To me the Type-Moon one ruins the original scenario by making major characters from it into science fantasy.
How did this game do in Japan? Last I heard it sold poorly the first few weeks and then got bad reviews for being too short?
What's the likelihood that we'll actually see this game translated and release outside of Japan?
What's the likelihood that we'll actually see this game translated and release outside of Japan?
I really want to play this game.
You and me both >.<
This is a gamechangerUse this trick to unlock the Vita without having to touch the center of the screen: put a finger on the upper right hand corner, but dot swipe it down. Instead, put a finger from your other hand on the lower left hand corner, it will unlock the screen instantaneously.