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You really get the sense with this post that Durante and co. at PH3 are big fans of Falcom games like Geofront, which makes this release that much better! It's not "just" a job for them. They're lifting up an incredible duology that's been doomed to obscurity for more than a decade and polishing Crossbell to perfection out of sheer passion. As a lifelong Falcom fan, it's a dream come true!
On an unrelated note, is it possible to get an option in Ys 8 to invert those damn HP/EXP gauges for the party members? Them going in the wrong direction--or uncommon direction, they empty from the left to right instead of right to left--is just so damn annoying, like Ys 8 was a fighting game or something. It's not in any other Ys game as far as I know, except for boss HP gauges in some titles, which is tolerable. Ys 9 have all gauges emptying in the traditional way of right to left. I've only ever seen this in one other game except for fighting games, Grandia II, and it was equally annoying there.
Is Durante going to 100% guarantee to fix all of the major graphical errors in the original "Kai" ports, such as the "z-fighting" graphical glitches, and such as incorrect textures being placed into incorrect places, like a stone fortress wall texture having been incorrectly copy & pasted into the middle of a cliffside?
It seems like Durante's post did not address those matters directly, unless I'm misunderstanding something that he wrote (which is possible).
I also do not understand why Durante didn't use the Joyoland version as a base instead of the Kai version, since AFAIK, the Joyoland version has way better graphics than the Kai version.
Likewise, I'm very confused by why the character models in Durante's image make the Kai version look on par with the Joyoland version...whereas in contradiction to that, I remember seeing comparison videos between the Kai version and the Geofront version, in which the Kai version's characters models in those videos looked a lot closer to the terrible-looking, ultra-blurry, ultra-pixelated PSP version character models in Durante's image, than they looked like the Joyoland and/or Kai character models as they appear in Durante's image.
In other words, Durante's image of the character models from the Kai version seems to make the Kai version's character models look much better than they actually do for players who are actually playing that same Kai version..? What's up with that?
As for the Joyoland vs Kai base... it's likely Falcom's decision that they wanted what they consider the "latest and definitive" version of the game to be the one localized. Could also be a bit of licensing ordeal but considering Durante's apparently able to utilize some Joyoland assets I'm not sure. In either case, the "better graphics" matters not considering the work being put into this build. Durante also explained why in some instances they decided to make their own texture upscales rather than use Joyoland and that is because Joyoland sometimes doesn't stay true to the original intent of the artist.
As for the Character model comparison... they were upscaled for an accurate comparison. Can't really compare things very well at varying resolutions. Unfortunately scaler used can also make such a representation slightly different... but in the end it does a decent job of allowing people to see the difference. Did you actually play the Kai builds or just basing your words off random YouTube videos?
See this video from Sky FC Evo or this video from Zero itself for how it could look.
Another good feature would be visible hit rate (%) and possibly critical hit rate and status effect hit rate. This could be shown underneath the enemies' HP gauges. The option could be called "Enhanced Target Info" or something similar. Damage preview would also be great, maybe shown in red on the HP gauge or in numbers above the gauge, but this would perhaps reveal enemies' weaknesses right away. Maybe for known elemental affinities and normal attacks. TLOH are very TRPG-like anyway, so this would be a fitting feature (as an option, of course). It could be one of those white crosshair icons (red for crits) with the percentage after it.
One more idea: is it possible to add a battle feature that allows you to select the tile you move to before attacking? Say, press X/Square/menu function when you choose attack. You then move to a tile before choosing the enemy to attack. Would perhaps be needed for other actions as well. Could be on the Move command, allowing you to choose an action directly after moving. Or simply allow one action and one move per player turn, i.e. the PC can attack and then move. Add a button shortcut for end turn as well.