Shiiiit. Game looks a bit like a psp game upressed on vita too.
Might need to wait for impressions. Ys 7 wasn't the best recent one which this seems a bit similar too. Hmmmm
Like most Ys games, Celceta is very much its own thing. It's based on the Ys Seven engine, but it's easily as different as Felghana or Origin was from Napishtim -- Falcom never keeps things too similar from one Ys to the next, after all.
The big draw of Celceta is the enormous overworld, which I can't stress enough is bigger than every other Ys overworld to date combined... several times over. Which could be a bad thing, except that it's handled genuinely well -- you can almost always tell at a glance right where you are, since there's a lot of visual distinctness to every single area, and the auto-mapping system couldn't be more helpful (it tracks the exact path you've walked, allows for zoom-ins, labels absolutely EVERYTHING, and even has a topography slider!).
The other draw is the story, which is more of a focus than in Ys Seven, but less intrusive -- meaning, cutscenes are shorter but dialogue and character development is better, and the actual situations that you get yourself into are much more well-connected to the overall plot and -- in many cases -- fairly unique. There's a good sense of mystery that really keeps you going, and makes this game give Ys Origin a run for its money for the title of best story-driven Ys.
Got mine preordered at Newegg. Has anyone gotten the soundtrack yet or know whats on it? I just need to know how awesome it is? So awesome or SOOOOOOOO awesome?
Netto-kun linked to the track listing, but to give a general overview as well, the idea behind the 3-CD set was to give sort of a "musical tour" of the entire 25- (actually 26-)year run of the Ys series. In order to accomplish this, we pulled tracks (both original and arranged) from around 30 different sources, spanning 1989 to 2013. Our primary goals in pulling these tracks were (A) not to duplicate anything on our previously-released Musical Selections discs (save for one track, which we included because it's the full version, as opposed to the Ys Seven Musical Selections short version), (B) hit all the most classic arrangements that fans immediately think of when they think of Falcom, and (C) represent as big a variety of styles and arrangements as possible.
With only about four hours to work with, though (and yes, each CD is just shy of 80 minutes, so the total play time is about 3:59!), we of course couldn't hit everything, and a lot of hard decisions had to be made as to what stayed and what didn't. But hopefully, you guys will enjoy the end product, even if a few of your favorites may not have made the cut.
...Of course, you might be asking about Falcom's soundtrack to Ys Celceta, which is a different story! If that's the case, I'd say it's not the best Ys soundtrack, but it's quite good -- I was a bit prejudiced against it at first because it's missing a lot of classic Ys IV tracks (Field, Great Ordeal, Valley of Quicksand, Bronze District, Walking the Path of Legend, On the Edge of Recollection), but it makes up for this by including a lot of newly-composed original tracks that kick ass and are sure to become beloved classics over the years (Gust of Wind, The Morning After the Storm, Ancient Land), as well as the best conceivable arrangement of the Tower of Iris theme from Ys IV: Mask of the Sun (an odd choice to carry over from the less popular Ys IV, but soooooo good!).
All in all, between arrangements of classic Ys IV tracks that range from OK to excellent and a great set of new tracks, I'd say it's a worthy addition to the canon of Ys soundtracks, and definitely worth checking out.
There's a "The Typing of Ys"?
It's pretty fun, too! And the song from it seemed like a good track to go out on -- not only is it an arrangement of the ever-classic Theme of Adol, but it's an extremely unique arrangement of the track from right around the midpoint of the series' history to date.
I suppose the party system was established so that they can have Adol and introduce new playable characters to the mix at once. Or perhaps I'm overthinking it.
No, I think that's exactly right. Falcom has a tendency to try out subtle new ideas in their games, and if they work, they recycle them in future games... and Ys Seven really felt the proving grounds for that. It featured the party system from Zwei II, the attack types from Ys Origin, the skill system from Xanadu Next and the dodging mechanic from Gurumin, all rolled into one in some sort of beautiful amalgamation of all of Falcom's best ideas from the 2000s.
That's part of why I loved Ys Seven so much. It was pretty much the definitive 2000s-era Falcom game.
Can anyone who imported the game compare 7's combat to this?
The basic combat engine is the same, but the design philosophy behind skills, monsters and equipment has changed drastically. I'll go into that a bit below.
I wouldn't agree. Ys Seven was a good game but as an Ys game it's the polar opposite of what a lot of people expect from the series in a lot of ways.
Bosses are one example. In most Ys games bosses are very hard but very quick if you do them correctly, every hit matters and a skilled player can take down most bosses in a minute or less if they're good enough. In Seven most bosses have tons of HP and take time, more so than high skill, to beat.
What's kind of funny is that the bosses aren't really any more difficult in Ys Celceta (though they do go down a bit faster), but the regular enemies are MURDER. You're not toooooo likely to die on bosses very often in this game, but you WILL die on the regular map. Enemies swarm the hell out of you in huuuuge groups, and the requisite "big enemies" will kick your ass from here to Tuesday (and if there are multiple big enemies on the screen at once, which there often are, you are SO screwed!).
The game also encourages you to fight these "big enemies," because... basically, that's how you learn skills. You don't learn skills from weapons like in Ys Seven, but from fighting difficult battles... and the more difficult the battle, and the more you've leveled-up since the last skill you learned, the more likely it is that you'll learn a new one. Which brings me to:
Most Ys games have a small number of skills that all serve a specific purpose, where Ys Seven has tons of skills with very few of them really standing out as unique.
Celceta is kind of in the middle. The number of skills has gone down significantly -- there are only around 4 or 5 per character now -- and each new skill you learn has a pretty major effect on your combat style (unless you're like me, anyway, in which case Karna learning Napalm Shot = you've won and never have to use anything else ever).
However, there are no puzzles that require certain skills to solve like in Napishtim/Felghana/Origin -- those are reserved for special items, like the artifact that makes you shrink to the size of ants, or the speed shoes that let you run up certain walls.
Similarly to skills, equipment and leveling up in most Ys games are a huge and noticeable progressional step. Every time you level up or get a new sword in, say, Oath in Felghana, you REALLY feel it and it's a big step forward. Not so in Ys Seven, they're much smaller steps similar to "regular" Jrpgs.
Again, this is sort of in the middle. Leveling-up doesn't feel like quite as major a step as in the older Ys games, but it's more noticeable than it was in Ys Seven. Equipment, however, is a LOT different -- when you get a new piece of equipment, its stat differences from older equipment are HUGE... but you might still be tempted to keep your older equipment around, because Ys Celceta also has a robust crafting system where you can spend money and use materials to greatly boost your equipment, increasing its strength/defense and also adding things like poison, paralysis, freezing, burning, etc. to weapons, or protection from those status ailments to armor.
This is the sort of thing that a lot of JRPGs try, but which ends up being largely ignored by most players because the stat boosts and added effects are so minimal... but not so in Celceta. You can take a crappy weapon and give it tons of strength and a few points in paralysis, and suddenly, it becomes totally kickass, doing WAAAY more damage and briefly paralyzing almost every enemy you fight with every other hit. It adds a whole new dynamic to the game.
Way too much over written, mediocre dialogue that got me annoyed. Most scenes were three times longer than they needed to be. Eventually led to me skipping ALL dialogue in the game.
Celceta's a definite improvement here. The dialogue scenes are nowhere near as long, but much better-written, with far more fleshed-out characters and a genuinely intriguing mystery story. I don't think you'll have any issues with this aspect of the game.
-Tom