Sorcerer
- Posts:
- 121
- Group:
- General
- Member
- #253
- Joined:
- May 17, 2017
- Steam:
- TehLostOne1
- Discord:
- TehLostOne#1914
|
Poll will close at 11:59pm CST, Thursday, Nov 30th.
MS Saga: A New Dawn

- Quote:
-
MS Saga: A New Dawn (Gundam True Odyssey 失われしGの伝説 Ushinawareshi G no Densetsu, "The Legend of the Lost G"), is a role-playing game for the PlayStation 2 console based on the Gundam franchise. The game was designed to be accessible to a general audience unfamiliar with Gundam. The "MS" in the title refers to the iconic Mobile Suit that features in the series.
The major focus of the game is the ability to customize their own mobile suits using parts of mecha designs from the early Universal Century Gundam anime series, Mobile Fighter G Gundam and Mobile Suit Gundam Wing. The units on offer are kept to more basic mecha while more powerful ones (such as the powerful Devil Gundam Corps from G Gundam) are kept as game-controlled bosses. To complete the game, players will need to find which parts and pilots combinations work best. Battles are carried out similarly to older Final Fantasy titles, with enemies and player characters in turn-based combat. Actions use AP, which can be stored up to allow for the use of more powerful weapons or special attack. Outside of battle, Mobile Suits can be modified by swapping parts, which also usually changes the appearance, altering coloration, which is purely cosmetic, and changing weapons and shield items. Weapons can be hand-held (rifles, sabers) or mounted (Gatling guns, shoulder cannons). Certain special attacks require minimum numbers of weapons, or specific types. As an example, one could mount Master Gundam's wings on the Zeta Gundam, with shoulder armor from the Gundam Sandrock and the legs of a Dom.
Fire Emblem(GBA)

- Quote:
-
Fire Emblem[a] is a tactical role-playing game developed by Intelligent Systems and published by Nintendo for the Game Boy Advance handheld video game console. It is the seventh entry in the Fire Emblem series, the second to be released for the platform after Fire Emblem: The Binding Blade, and the first to be localized for Western audiences. It was released in Japan and North America in 2003, and in Europe and Australia in 2004.
The game is a prequel to The Binding Blade, set on the continent of Elibe. It tells the story of Lyn, Eliwood, and Hector, three young lords of the Lycian lineage who journey to find Eliwood's father and later thwart a larger conspiracy threatening the stability of Elibe. The gameplay, which draws from earlier Fire Emblem entries, features tactical combat between armies on a grid-based map. Characters are assigned different character classes that affect abilities and are subjected to permanent death if defeated in battle.
Development began in 2002 as a companion title to The Binding Blade, but development was prolonged from its initial seven-month window as new features were added. While the Fire Emblem series had remained exclusive to Japan due to concerns about its difficulty, the success of Advance Wars and popular demand following the inclusion of Fire Emblem characters in Super Smash Bros. Melee prompted the game's localization. The game was released to positive sales and international critical acclaim, establishing the Fire Emblem series in the West. Its overseas success fueled the development of Fire Emblem: Path of Radiance for the GameCube home console.
Fire Emblem is a tactical role-playing game where players take the role of story protagonists Lyn, Eliwood, and Hector as they navigate story-driven missions across the fictional continent of Elibe. The player takes the role of an unseen tactician directing the player army.[6] The single-player campaign is divided into chapters which generally begin with story elements presented through the use of scenes animated with still images of the main characters, then followed by a battle with an enemy; after each battle, the player is given the opportunity to save their progress.[7] In-game currency is gained either through battles in the game's various Arenas or through other means, rather than from defeating units. Currency can be used to buy new items and weapons at merchants in between battles and at specific locations within maps. Items can also be exchanged between units during battles.[6][8]
Battles in the story take place on maps divided into a square-based grid. Battle actions are governed by a turn-based system where each unit on both sides is given their chance to move and act.[6][7] During gameplay, weather and terrain effects appear such as fog of war or elements of the environment that can be manipulated to one side's advantage, affecting the progress of battle.[7][9] Units are split between player, enemy and allied non-player character (NPC) units. Each unit's movement range and attack range is displayed when selected. The player must clear a map to advance the story: the objectives for clearing a level can vary from defeating all enemies to capturing strongholds or rescuing NPCs. When engaging a unit, the scene transitions into a battle between the player and enemy unit, with battle animation playing out. When hit with an attack, a character loses health points (HP). For player characters, HP can be restored with items or by units with healing magic; it can also be regained by standing on forts, gates or castles, or using a special spell that replenishes health based on damage dealt to an enemy.[6][7]
Each unit is governed by a character class system, with their class affecting what weapons they can use. After each action in battle gains experience points (EXP). Upon reaching 100 EXP, a unit levels up and its statistics such as attack power and defense are randomly raised, while weapon ranks increase naturally when using their respective weapons. Upon reaching Level 10, and using a special item, a unit's class can be upgraded to a more powerful version with access to new items and weapons.[6][7][9] If a unit is defeated in battle, they are subject to permanent death, being removed from all future encounters and the overall storyline with a few exceptions for story-related characters. If characters crucial to the storyline like Lyn, Eliwood or Hector fall, the game ends and the player must restart the level.[7][10]
Weapon strengths and weaknesses are governed by the series' Weapons Triangle system; axes are strong against lances, lances strong against swords, and swords strong against axes. Bows are independent of the system, being effective against airborne units. A similar system, dubbed the Magic Trinity in-game, governs how different types of spells react; elemental magic is strong against light, light against dark and dark against elemental.[6][7] The strength of weapon types assigned to a particular unit is raised through usage, with its "Support" rank ranging from E to S, with S being the highest possible affinity with a promoted character. Characters also have a Support system, where talking both in battle and outside during rest periods strengthens two characters' relationship, and consequently provides stat boosts. The higher the Support rank, which ranges from "C" to "A", the better the boons.[6]
Outside the main campaign, players can battle against the game's artificial intelligence (AI) in the Link Arena: after building a team, the player fights a battle against their own units controlled by the game AI. Fire Emblem also features a Link Arena multiplayer option in which up to four players can link up and do battle with teams of characters from the single-player save file. Players choose up to five characters and equip them like in the main story. During battle, each player takes turns to attack with one character. Weapons selected automatically for each battle Victory is determined either by surviving a period of time or aggregating the highest number of points
Robotrek

- Quote:
-
Robotrek, released as Slapstick (スラップスティック Surappusutikku) in Japan, is a role-playing video game released in 1994. It was published by Enix and developed by Quintet and Ancient for the Super Nintendo Entertainment System. As its Japanese name implies, Robotrek was intended as a humorous game. Designed to appeal to a younger audience,[1] Robotrek's main focus is on allowing the player to raise up to three robots which are built from spare parts that may be found, gained through battles, or generated by the player by means of the game's item combination system. Next Generation describes it as a predecessor to the core idea of Pokémon in the sense that the protagonist does not himself fight, but sends out his robots to do so. Like Pokémon, each robot was kept in a ball. Robotrek has similar gameplay to that of most RPG video games, with the notable exception that the main character is not the combatant; rather, the robots he invents are, making it more similar to Pokémon and Dragon Quest Monsters. The robots are highly customizable, in aspects such as equipment, special attacks, body color and name. The player is allowed to build a maximum of three robots. Unlike many RPGs, the player must invent or create the robots equipment, use "Program Points" to set the robot's attributes (as opposed to these attributes being set by the game), and program special attacks in a macro-like fashion, although certain commands do special effects instead. Battles Main character and robots (right) against enemies (left) Battles are engaged by contact with the enemy on a map. The player usually attacks first, unless the enemy has caught the player's side or from behind. Battling in the game takes place on a battlefield under a variation of the ATB system, in which the player must wait for a gauge to fill up before acting. Only one robot may fight at any time up against at most three enemies; the player can switch between robots at the cost of a turn (like in Pokémon). During the player's turn, none of the enemies will act, and the robot is free to move around the battlefield and attack with one of its weapons. After the robot acts, a gauge appears with the letters E (empty) and F (full) at either end. The gauge's depletion will depend on what action the player used. Until the gauge reaches F, all enemies take turns attacking. Like most RPG video games, the character gains experience points, called here "Megs of Data". Once enough Megs are obtained, the player gains a level. Also all enemies do not give money by default, but certain enemies do drop it on the map after being defeated. Most enemies will drop some item or low-level equipment, but these can be "Recycled" to make money. This battling system also uses bonuses. The player can earn extra Megs of Data by defeating enemies within a time limit and using melee attacks. Bonus capsules are also scattered around for the duration of the time limit that can contain items or traps. Inventing Much of the game revolves around creating and combining items for the robots' benefit, and is essential to make higher-level equipment. The player creates and combine items using an invention machine. More items can be created by finding the "Inventor's Friends" series which can only be accessed depending on the character's level. Aiding the combination process are items called Scrap, these allow the player to create basic equipment or make more powerful ones. Weapons can also be strengthened by combining one weapon with the same type (swords for a Sword). A weapon can increase strength by nine times (called levels). SaGa Frontier - Quote:
-
SaGa Frontier (サガ フロンティア SaGa Furontia) is a role-playing video game developed by Square for the PlayStation and released in Japan on July 11, 1997. The game was later published by Sony Computer Entertainment (SCEA) in North America on March 25, 1998. It is the seventh game in the SaGa series and the first to be released on the PlayStation.
SaGa Frontier was developed by the then-Square Production Team 2 (referred to as 2nd Division in the game) with Akitoshi Kawazu as director and producer, Koichi Ishii as planning chief, Kenji Ito as composer, and Tomomi Kobayashi as illustrator. Square Production Team 2 included Kyoji Koizumi, Miwa Shoda, Kazuko Shibuya, and Minoru Akao among others. The musical score for SaGa Frontier was composed and arranged by Kenji Ito, who provided music for many previous entries in the SaGa franchise. When development began, the game's title was intended to be Romancing SaGa 4. The focus shifted from the traditional SaGa style and began to focus on several different character on their own journeys. Nine stories were crafted, but two of them were dropped for being too comedic.
The plot of SaGa Frontier takes place in a science fantasy universe called "The Regions", a group of worlds with varying degrees of culture, unique races, technology, and magic. The game allows the player to follow the exploits of one of seven protagonists, each with his or her own storyline and goal. The game's "Free Scenario System" offers a large amount of non-linear gameplay, allowing the player to freely travel between many of the Regions, interact with other characters, and take part in turn-based combat. SaGa Frontier enjoyed commercial success, having sold over one million copies. The game was generally well received in Japan and has been re-released under a few best-seller labels, as well as the PlayStation Store. However, it received largely mixed and average reviews in North America, mostly due to its ambitious Free Scenario System.
The basic concept of SaGa Frontier is based on its Free Scenario System, in which one can play as any of seven different protagonists, all of whom exist in the same setting: a solar system known as The Regions, a group of planets, each with its own culture, game-level of technology, and form of magic. The game is considered non-linear, in that from the beginning many of the characters are free to go almost anywhere and interact with almost anyone. Travel through most of the Regions is easy due to inter-regional ships traveling regularly between them. The player controls the protagonist on the field screen, a set of interconnecting pre-rendered backgrounds, and is able to speak with a slew of other characters in order to gather information, recruit party members, and initiate quests. Each character has his or her own storyline and a main quest to fulfill, but there are also several optional quests that any of the characters can participate in. Some of the main characters even encounter each other during their quests.[4] The storyline of each character also changes depending on who is chosen, what is said in conversation, what events have already occurred, and who the protagonist has in his or her party, a concept first introduced in Romancing SaGa 2.[4]
Combat in SaGa Frontier pits players against groups of enemies encountered on the field screen. The battle screen depicts 2D-animated sprites amidst a 3D-rotating background. Battles are turn-based, in which the player chooses his or her actions and allow them, along those of the enemies, to play out. A variety of weapons, special skills, and magic spells are at the player's disposal. Most skills are learned mid-battle, while many spells are purchased in the game's shops. If certain conditions are met within the battle, party members on either side can create combination attacks for added damage. Winning battles will increase player character statistics such as hit points (HP), life points (LP), strength, and quickness. Outside of combat, players can equip and unequip (or "seal") weapons, armor, skills, spells, and items. First introduced in the Game Boy incarnations of the SaGa series, the game contains different races that exist within the Regions: the Humans, the Mystics, the Half-Mystics (half Human and half Mystic), Monsters, and the Mecs (robots).[5]
The player is encouraged to complete each of the seven scenarios one after the other. For added incentive, beating a character's game and saving its completion to the system data adds some bonuses. After beating one character's game, essentially every character in the following game starts off stronger and with better gear than before, and may depend on how many battles players fought in their previous quest that they saved on the system data.[6][7] Fulfilling all seven main quests allows the player access to the "2nd Division" room, in which the player can fight all final bosses and talk to the game's programmers
|