The Legend of Heroes: Trails in the Sky

The Legend of Heroes: Trails in the Sky

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magiuspaulus 2015 年 6 月 19 日 下午 1:03
This game compared to some classic SNES RPG's?
I read a lot of good things about this game, but as i only have experience with the SNES era RPG's (Final Fantasy 6, Secret of Mana, Breath of Fire, etc.) i am wondering how this game translated to those?
Honestly, i loved the combat of SoM best, as it is real time and quite flexible. On the other hand, Final Fantasy games had the more mature story and i started to get used to the ATB timer fast enough. Does this game tend to be more like one than the other, of is it simply beyond comparison?
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正在显示第 16 - 30 条,共 33 条留言
sorathecrow 2015 年 6 月 21 日 下午 6:27 
Trails' strength is that it does conversational-feeling dialogue really well. A lot of people just want to get to the "action" but that isn't what the game is about.
Admir 2015 年 6 月 21 日 下午 7:58 
Mmmm nothing beats playing SNES on a cool, rainy, gloomy day while skipping out school due to flu.
Cid 2015 年 6 月 22 日 上午 5:17 
^ used to plan it out with my brother in advance so we could play secret of mana - so good
Syad 2015 年 6 月 22 日 上午 6:34 
In Lunar monsters were initially invisible and there are tons of them and they outrun the player, and there is no map and in combat all actions have to be set before the round begins, so many of them go to waste, and monster damage output was a bit too high for my tastes.. So on the outside, relatively speaking Lunar is similar, but the whole gameplay is quite different, couldnt make it through the tutorial, fighting 20 apes and bees over and over again became too stressful.
最后由 Syad 编辑于; 2015 年 6 月 22 日 上午 6:45
Ghaleon 2015 年 6 月 23 日 上午 12:05 
引用自 Syad
In Lunar monsters were initially invisible and there are tons of them and they outrun the player, and there is no map and in combat all actions have to be set before the round begins, so many of them go to waste, and monster damage output was a bit too high for my tastes.. So on the outside, relatively speaking Lunar is similar, but the whole gameplay is quite different, couldnt make it through the tutorial, fighting 20 apes and bees over and over again became too stressful.

what? I've loved lunar: the sliver star since it was new, hence my username being the same virtually everywhere (ghaleon, or ghalion if ghaleon was taken)... encounters were in fact random, not invisible... so it wasn't about them outrunning the player, it was them being.. like... random. actions being set before the round begins WAS true, but I can think of no exceptions back then, in addition they didn't goto waste, if you tried to attack a dead enemy, it WOULD snap to the nearest target, and even if it did, that was still standard and not a mark against the game.... monster damage output was...is...subjective. I like hard games and currently lunar if anything wrong, is too easy for my tastes compared to modern rpgs who take inspiration from 'doesn't hold hand' games like dark souls as if dark souls was the first not dirt-easy game (and it really really really isn't, nor is it even close to being the most so)..

Lunar had no tutorial at all though, and I would think you're talking about a different game altogether except apes and bees ARE among the starting monsters in LtSS (and beetles)...again, there wasn't a tutorial at all, and you need not fight anything at all prior to your first 'mission' to the white dragon cave which could theoretically have no random encounters at all (cuz they were random).
Erpy 2015 年 6 月 23 日 上午 12:24 
I think if people talk about Lunar these days, they generally refer to Lunar: Silver Star Story on the PSX or maybe even Lunar: Silver Star Harmony on the PSP. The SegaCD was such an obscure system that not many people will have played the original.

As a Lunar fan, you probably know that already.
最后由 Erpy 编辑于; 2015 年 6 月 23 日 上午 12:25
Ghaleon 2015 年 6 月 23 日 上午 2:43 
that is true, however I don't recall neither the sega CD version or the PSX version of lunar having not-random but invisible enemy encounters, nor do I recall either having their damage #s being considered too high (frankly, I think FF3/6 had higher #s from enemy encounters compared to both, though maybe memory lies to me,I'm NOT a ff3/6 fanboy so maybe I'm wrong).

I do recall the final boss of Vay smacked my party around every turn regardless of my actions as though I decided to stand in zophar's circles in eternal blue though...not that I liked vay more. the voice acting was catastra-bad! People like to bash working design's localization... vay was...was.. whether you liked WD or not, Vay was the epiphany of...of... it was like william hung localizing instead of voice acting.
Erpy 2015 年 6 月 23 日 上午 2:53 
The SegaCD version had random encounters, the PSX version had enemies visible on the field.
Ghaleon 2015 年 6 月 23 日 上午 3:03 
引用自 Erpy
The SegaCD version had random encounters, the PSX version had enemies visible on the field.
Yeah, but invisible? The only game I can think of with not-random but invisible encounters was 7th saga, and even that game they were partially visible from the mini-map.
Syad 2015 年 6 月 23 日 上午 5:08 
Total damage is a relation between damage recieved and healing done. Also i really wouldnt set damage==difficulty. Dark souls is difficult because it requires skills and awareness to play, once thats covered the game isnt that hard, there are even some playing it w/o spending a point
Cid 2015 年 6 月 23 日 上午 5:54 
Lunar on PSX definitely had/has visible enemies - loved that game! I was hoping for something extra on the PSP version though and all they (essentially) did was make it really easy :(
tej 2015 年 6 月 25 日 下午 8:25 
There were no invisible enemies, this sounds like a mixture of the Sega CD and PSX versions. The PSX games definitely had visible enemies that chased you and the apes (maybe not the ice cave ones but later ones certainly) were fast and hard to avoid. The Sega CD had random encounters and I think had random map battles too.

The damage output of the enemies wasn't anything too terrible. Each area had a noticeable increase in difficulty and it took a few levels to even out but I didn't think it was that bad. I guess I did have a dead man's party more often than in more modern JRPGs. PSX Lunar scaled the boss stats to the player level (though having higher levels still made it easier).

I think it's interesting that there are what, 4 versions of Silver Star and each is a little different gameplay and story wise but the 2 versions of Eternal Blue are almost identical.

Ahhhh, Vay...
moco 2015 年 6 月 29 日 上午 8:47 
Lunar 2 is one of my favorite RPGs of all time, I have fond memories of playing it, and missing school because of a blizzard. It's the only game that I've played that I didn't want to end. Gathering up all your party members during the epilogue was awesome too. Trails does remind me of it too and as long as you just relax and let the story progress, just look at it as a journery of two siblings and being there from the very start of the bracer guild, rising through the ranks.
Gabby 2015 年 6 月 29 日 上午 10:13 
XSEED did the PSP Port of Lunar. Complete with a new translation due to reasons.
tej 2015 年 6 月 29 日 下午 12:48 
引用自 Seraphna
XSEED did the PSP Port of Lunar. Complete with a new translation due to reasons.
Which is fine but both the story and gameplay changed (even if not greatly) from the Sega CD to the PSX, then there was Lunar Legend (which I haven't played but know that Nash is there from the beginning so at least the story changed), and finally the PSP port which did more tweaking to combat than anything else. I just think that it is interesting that while GameArts was doing the "Complete" versions for the PSX they mostly left Eternal Blue alone and didn't even tweak the dialogue to match the revised story in Silver Star Story.

I've said this before but my perfect version of Silver Star would have aspects of the Sega CD, PSX and PSP versions. I think each does at least one thing better than the others. Even though "reasons" would prevent the Working Designs translations anyway, I think XSEED's translation was better in places and has the added benefit of being Bill Clinton joke free.

I like actually having a post final boss epilogue and being able to control the characters again instead of just watching cutscenes. Eternal Blue did have a pretty extensive one, the PSP Silver Star added a small one where at least you get to talk to the characters again, and FC had a decent one as well, even if it is primarily to set up the next game. Or be a bridge to the next chapter of the same story or however you want to think about it.
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发帖日期: 2015 年 6 月 19 日 下午 1:03
回复数: 33