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  1. #1
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    Radiant Historia/Perfect Chronology(3DS)



    http://i56.tinypic.com/28qt7jd.jpg

    Release Japan: Out now.
    NA February 22, 2011


    Time Travel

    The player will be using the ability to travel through time and space throughout the game. The player will be changing the past in order to create a “proper” future. The game has the player travel through time, and also through space as the player switch off between parallel worlds.

    Combat

    The enemies are visible on the fields before an engagement and the player may choose to fight or avoid them in open combat. A battle begins when the party comes into contact with the enemies, or if a story event initiates a confrontation.[1]

    The battle system makes use of a positioning system called the "Grid System." Enemies are placed on a 3 x 3 grid, with multiple enemies capable of standing in a single slot, and some large enemies spanning multiple slots. If the player attacks an enemy who's in a grid space near the attacking character, the enemy will incur greater damage. However, the player will also be open to greater damage.


    Story

    In the world of Vainguer, a land of man and beasts, the holy nation of the East, Alicetel is in a state of war with Granorg, a massive country to the West that is ruled harshly by Queen Protea. Alicetel's land is slowly turning to desert while a strange disease is turning its people into sand, known as the "Sandman Disease" (砂人病, suna nin byou?) The ruler of Alicetel, Noah, insists that this worldwide disease is the result of Protea's evil government. The people of Alicetel thus believe they are fighting a holy war against Granorg.

    One day, Stock, an agent with the intelligence agency of Alicetel and his subordinates are sent into Granorg territory to rescue a secret agent who was captured by the government of Granorg. After saving the agent, the group find themselves surrounded by the Granorg army, and Stock is severely wounded. He awakens in Historia, a world where time and space are warped. There, a group of mysterious children give him the ability to travel through time and space. He is told that the world needs his power
    Fuck yeah
    The music of Radiant Historia is composed by Yoko Shimomura,

  2. #2
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    Looks good.

  3. #3
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    The music of Radiant Historia is composed by Yoko Shimomura
    All I needed to see.

  4. #4
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    At first I thought this was going to be a sequel to Radianta stories from the Ps2.


    Still looks pretty good.

  5. #5

    It actually does look pretty good.

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    I was also hoping it would be a sequel to Radiata Stories. Disappoint :/

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    I wonder how they would even pull that off, both endings to RS were kind of fucked up in their own way... the Human path ending is probably the only one they could do much with but that would suck because...
    Spoiler: show
    No Ridley
    among other things

  8. #8
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    Most likely gonna get this.

  9. #9
    You just got served THE CALLISTO SPECIAL
    SASSAGE KING OF DA WORLD
    cheap hawks gay

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    ffffffffuuuuuuuuuuuck it just had to be for DS

  10. #10
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    Even though the game was released in Japan on the 3rd, I can't find the ost on youtube anywhere

    also

    The development team also includes Satoshi Takayashiki and Hiroshi Konishi who both previously worked on Radiata Stories

  11. #11
    we fuckin' stole it man.
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    Being an atlus fanboy, i'll probably buy this day one like the rest of their titles

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    Also came here expecting something related to Radiata Stories. Am disappoint.

  13. #13
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    Finally came across the OST

    Hearing Rage Awakening from KH in this so bad


    Spoiler: show






    I haven't come across any actual news expect for this.

    http://www.siliconera.com/2010/12/29...-from-the-80s/

    http://i56.tinypic.com/snnfoi.png

    Atlus’ upcoming Nintendo DS RPG Radiant Historia must have carried a joke back from the past in one of its time traveling trips. That line… is a lyric from "I Ran" by new wave group A Flock of Seagulls. I think that gives us an idea about the tone of the English localization.



    Radiant Historia lets players travel through time using the White Chronicle (no relation to the PlayStation 3 series) and alter history. Your decisions change the timeline and of course what ending you see.



    Hiroshi Konishi and Satoshi Takayashiki from the Radiata Stories team created the game’s concept. Mitsuru Hirata who worked on Shin Megami Tensei: Strange Journey is the director.



    Radiant Historia and its bundled soundtrack CD is slated for release on February 22.
    Oh and the official site http://www.atlus.com/radianthistoria/?

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    Quote Originally Posted by Insanecyclone View Post
    Hearing Rage Awakening from KH in this so bad
    [video=youtube;ICvr93Bz1S4]http://www.youtube.com/watch?v=ICvr93Bz1S4[video]
    I'd say that's a bit of a stretch... doesn't have the melody of Terra's theme and it's certainly not as powerful as Rage Awakened, I don't even think it uses the same instruments.

  15. #15
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    http://www.siliconera.com/2011/02/04...g-and-battles/

    Allow Us To Explain Radiant Historia’s Time-Travelling And Battles
    This past week, Atlus USA invited the press to a web-streamed demo of upcoming Nintendo DS RPG, Radiant Historia, where we could watch a playthrough of the opening portion of the game and chat with Atlus USA’s localization team to learn just how Radiant Historia’s time-travelling system works.

    Developed internally at Atlus in Japan, Radiant Historia had quite the consortium of developers working on it. Described to us as one of Atlus’ most ambitious Nintendo DS games to date, Radiant Historia brought together select members of the Persona and Shin Megami Tensei teams, along with certain members of Tri-Ace to see it through development. Topping off the pile was Yoko Shimomura, who lent her talent to provide the game’s soundtrack.

    Time-Travel Without a DeLorean
    :

    Radiant Historia takes place in the nation of Alistel. The game starts out with its protagonist, Stocke, a member of Alistel’s intelligence agency, being sent out on a rescue mission to recover a fellow agent from enemy confines. Before he heads out, Stocke is handed a magical book called the White Chronicle that will aid him in his mission.

    The White Chronicle is how you manage time-travel in Radiant Historia. Pictured to the right is a small part of the game’s timeline. The brown boxes represent linear events or chapters in the game. The blue boxes indicate events where you’ll be required to make a decision that will affect how you proceed. These are the points you travel back in time to. Finally, the dark brown boxes indicate a dead end or a bad end.

    Radiant Historia has two main timelines, both with their own different feel with regard to the game’s story. Each of the two timelines then branches out into several smaller paths, making for a pretty large and diverse time stream. If you choose to invest the time required, it is possible to view every single path and event in the game during a single playthrough.

    While Radiant Historia has multiple endings, there are two “true” endings you can reach. The first is the game’s ultimate resolution, while the other is an extended version of the same that can be unlocked by completing every event in the game.

    Change-Order Battles:

    The first thing you’ll want to know about battles in Radiant Historia is that they aren’t random. You can see enemies and choose to avoid them if you don’t want to fight. If you do want to do a little hassle-free grinding, however, the game has an “Auto Battle” option that can be turned on, which will make your characters spam their basic attack move over and over. We can’t attest to whether or not this will be effective in any way without having played the game yet, though.

    The real crux of Radiant Historia’s turn-based battle system, however, is the “Change” command. This allows you to change the order of turns, represented on the DS top screen, and decide who attacks when. The Change command applies to every single player present in the current battle — even enemies. You can swap your turns with theirs, too.

    By using the Change command, you can group your party’s attacks to execute one after another, or in any other order you like. For example, you’ll want to make the first move and have your party attack one after the other if you think you could end the battle in a single round.

    There is a risk to using the Change command, however. When you use the Change command on a member of your party, they begin to flash red in colour, indicating that they’ll take increased damage until their turn to attack arrives. This is one of the ways in which Radiant Historia’s battles involve a bit of a gamble.

    The Change system also ties in strategically to the second layer of Radiant Historia’s battles: the enemy grid. During battles, your enemies will be placed on a 3×3 grid. Enemies in the front row have increased offense, while enemies in the back row have increased defense. By using certain skills in battle, you can push or pull enemies farther or closer on the grid, depending on whether you want them to hit harder or take a beating better.

    You can also stack enemies onto the same square on the grid. If you manage to pull this off, any attack you use on a single enemy on that square will hit all the rest as well. So, in conjunction with the Change command, an effective strategy would be to pile enemies onto the same square and use the Change command to have your party members attack one after the other to deal out damage in the most efficient manner.

    While enemies can’t manipulate the order of turns, they can use one of their own turns to move around the 3×3 grid. Also, if you manage to stack enemies onto the same grid square, once your turn ends, they’ll be able to “unstack” themselves without spending a turn.

    During battles, your own party is limited to three members. However, during the course of Radiant Historia’s story, you’ll find up to 7 members to create your three-man party from.

    Radiant Historia is due out on February 22nd on the Nintendo DS. Launch copies of the game come with a bonus soundtrack CD containing 5 piano arrangements from Yoko Shimomura’s score for the game.

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    http://www.siliconera.com/2011/02/11...nally-a-sword/

    Radiant Historia’s Protagonist Was Originally A Sword
    Radiant Historia had an interesting team of developers working on it. The game was originally conceived by Tri-Ace’s Satoshi Takayashiki, concept designer on Radiata Stories, who pitched the title to Atlus because he was fond of their games.

    This was revealed in a developer Q&A you can read on the game’s official website.

    Takayashiki felt that Radiant Historia would benefit from Atlus’ experience developing role-playing games. Once the pitch was improved, sure enough, Atlus, as the game’s publisher, requested certain changes be made to the concept design. The first was a radical change to the game’s protagonist.

    The protagonist of Radiant Historia was originally to be a sword. The story would revolve around those who came in possession of the weapon. Atlus argued, however, that players wouldn’t be able to relate to a protagonist that wasn’t human, and so the protagonist was changed to Stocke, who also ultimately underwent several changes.

    The second changed involved the game’s timeline. Radiant Historia was originally going to have two separate axes — horizontal and vertical. Lines on the vertical axis would represent different timelines, and the horizontal axis would present the game’s story, which was originally going to be a historical drama. This was changed to the simpler timeline the game presently uses.

    The third change was to the game’s ending. Initially, Radiant Historia was going to have a tragic end where everything would end in ruin. This was changed as well. Radiant Historia now offers multiple endings, with one “true” ending. Finally, while the game’s battle system had already been chalked out, Atlus were the ones responsible for the order in which skills were acquired and how they were balanced.

    As far as influences go, Takayashiki drew inspiration from fantasy novels, as well as other franchises that have detailed settings and characters, such as One Piece, Gundam, Warhammer and Dragon Quest.

  17. #17
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    The second changed involved the game’s timeline. Radiant Historia was originally going to have two separate axes — horizontal and vertical. Lines on the vertical axis would represent different timelines, and the horizontal axis would present the game’s story, which was originally going to be a historical drama. This was changed to the simpler timeline the game presently uses.

    This makes me sad Still looking forward to it, though.

  18. #18

    I'm super pumped about this game, day 1 for sure, the time travel concept really caught my attention.

    So many games to play, 2011 is really turning out to be a fantastic year for RPG gamers!

  19. #19
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    Damn, sounds like it was going to be an awesome game originally. My hate for Atlus grows stronger.

  20. #20
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    Anyone get this? How is it? Been too busy with Tactics Ogre.

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