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报告翻译问题
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).
As a Lunar fan, you probably know that already.
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.
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...
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.