watchmen fell apart for me as a movie when they didn't have dr manhattan's massive blue dong knocking over bamboo guard towers in vietnam
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at first I was like (Image removed from quote.) but then I was like and cancelled my pledge
Someone should kickstart his ass back to SE so he can make another GOAT FF game
I was interested until I saw it's for iOs and Android. Seriously, why did it take them so long to come out and say what platform it's for?
Yeah, I'm pretty sure those are high because Playdek doesn't have a license with Nintendo and/or Sony. They'd basically be having to set up development from scratch on a wholly unfamiliar environment.
hopefully it's better than shitpile FF12.
Unsung Story: Tale of the Guardians Kickstarter's UpdateWe have something very exciting to share with everyone. We are ecstatic to announce that Akihiko Yoshida, one of the greatest character and game artists of all time, has joined the Unsung Story team!Akihiko Yoshida is joining the core team at the base goal level and will be creating character artwork for Unsung Story! We have a video from him that he wanted us to share with all of you!We know many of you have been asking if adding Akihiko Yoshida to the project would be a possibility, so we hope that this news is as exciting for you as it is for us!
Quote from: ZephyrFate on January 29, 2014, 03:09:22 PMhopefully it's better than shitpile FF12.Get fucked and die.
Quote from: Exodust SoulBurn on January 29, 2014, 03:59:22 PMQuote from: ZephyrFate on January 29, 2014, 03:09:22 PMhopefully it's better than shitpile FF12.Get fucked and die.I'll get fucked, but I'm not dying anytime soon. magus is so on point. Good for you.
Q: What kind of game is Unsung Story? What genre is it?A: Like other titles I’ve worked on in the past such as Final Fantasy Tactics and Tactics Ogre, Unsung Story will be a tactical RPG that uses a turn-based system where each unit (not each side) has its own turn. As we originally began development on this game for iOS/Android tablets, we expect the game systems at launch to be as simple as possible and free of any overly complicated mechanics. That said, with the success of this Kickstarter we fully intend to expand that gameplay, incorporating our backer’s ideas into the final gameplay experience.------Q: How long will the game be?A: The game will be composed of several episodes, each of which is like a short story. Each episode will include about four to six stages, and at launch we plan to have about five episodes in total. So based on this, there should be somewhere around twenty-five playable stages.------Q: Could you give us more details on these episodes?A: In a distant age, war broke out between two great powers in the fantasy world of Rasfalia. The ensuing struggle lasted seventy-seven years, and would later be known as the Jelamond Uprising. Numerous heroes were born in the course of the Jelamond Uprising. Some fought bravely for half a century, while others gave their lives in the briefest of moments. The story of each of these heroes is what we’re calling an episode. By joining them in their battles that span the course of the war, players will see for themselves if these heroes are truly worthy of the glory history has accorded them. While there are five episodes, each revolving around a separate hero, planned for launch, while the game is live, we intend to continue expanding various game systems and bringing out additional episodes that showcase these systems.------Q: Who will the main character be?A: There is no main character such as Ramza (Final Fantasy Tactics) or Denam (Tactics Ogre). Players will assume control of a group of common warriors and take part in battles from episodes spanning the course of the war.------Q: What kind of battle system will the game have?A: We’re keeping the details close to our vest for now, but it shouldn’t differ dramatically from past titles such as Final Fantasy Tactics or Tactics Ogre. It will be a turn-based system that places importance on the speed of each unit, with faster units acting first. Battles will unfold as units move, attack, and take other actions. The game will include multiple character classes. By leveling up, units will learn various new skills for their class. This arsenal of skills will be their means to defeat the enemy.------Q: What classes will be in the game?A: Classes will fall into one of three broad categories:Warriors that fight with brawn.Mages that specialize in spells.Monsters that excel at special attacks.With these three categories in mind, we plan to have the following five primary class-types available at launch. (*Note that these are subject to change).Attackers - Fighters that emphasizes attack power. They fight with longswords, massive axes, spears, and maces. The sub-class names will vary with the type of equipment and weapons they use (Warrior, Fencer, Berserker, Archer, etc.).Defenders - Fighters that emphasize defense. Equipped with a shield, they will protect their allies from enemy attacks. The sub-class names will vary with the type of equipment and weapons they use (Knight, Hoplite, etc.).Mages - Magic-users that wield offensive and support magic. The sub-class names will vary with the type of equipment and weapons they use (Wizard, Enchanter, etc.).Healers - Magic-users that wield defensive and healing magic. The sub-class names will vary with the type of equipment and weapons they use (Cleric, Alchemist, etc.).Tamers - Characters that command mythical beasts and monsters. The sub-class names will vary with the type of equipment and weapons they use (Beast Tamer, Dragon Tamer, etc.).Units gain levels in each of these five primary class-types.So for example, if there was a character named “Yazz,” he might be a Lv. 10 Attacker, Lv. 20 Defender, Lv. 17 Mage, Lv. 12 Healer, and Lv. 4 Tamer.------Q: Will units be able to change classes? If so, what will the class change system be?A: Each unit will be able to freely switch between classes. There are no particular prerequisites for this, however, since equipment and weapons determine class, the equipment your party has available will determine the number of available classes. (*So if you have five Attacker weapons, you can have five Attackers.)------Q: In the primary class descriptions, you wrote that “sub-class names will vary with the type of equipment and weapons” units use. What does this mean? We want details!A: This game will include a variety of weapons. There will be familiar weapons such as short swords, daggers, and gladii, as well as wooden staves, clerics’ staves, and many, many more. What’s important is that each weapon will belong to one of the primary classes.For example, the short sword may be a Defender weapon, the dagger and gladius may belong to the Attacker, the wooden staff might be a Mage weapon, the cleric’s staff might be a Healer weapon, and so on. The weapon a unit equips will determine its primary class, and any experience points earned will be applied to levels for that class. Building on this, I’ll explain what I mean by “sub-class names will vary with the type of equipment and weapons.” I mentioned that the short sword is a Defender weapon, so equipping a short sword would make a unit’s primary class Defender. Furthermore, the short sword is a weapon of the Knight sub-class, so by equipping that short sword, the unit changes to become a Knight.By the same token, equipping a gladius would make a unit’s primary class Attacker, and its sub-class Warrior. You can equip a different sub-class weapon belonging to the same primary class and still earn experience points toward that primary class.For example, equipping two different Defender weapons, the Knight’s short sword or the Hoplite’s short spear, will both earn experience points toward the Defender primary class level.You might wonder what makes the sub-classes different. The answer is that their abilities in battle will vary. Though they’ll have different stats such as VIT and STR, the key difference is in the skills they’ll be able to use. This is extremely important because the skills a unit can learn when leveling up depend on its sub-class at the time. So for example a unit that turns Lv. 8 as a Knight might be able to learn the Rampart skill (temporarily raise the defense of nearby allies), while a unit that turns Lv. 8 as a Hoplite would be able to learn the Passion skill (temporarily raise her own defense), sending the unit in two very different directions. Essentially, the system allows you to shape a unit’s development by choosing which sub-class it is, and in turn what skills it learns. This gives each character its own identity.I have some other ideas to add interesting twists to the class change system, but I’m going to keep those to myself for now. Thanks!
Q: “Will the overall game play be an open-world feel with tactical battles or more like the 'going between towns on a road' feel like FFT?”A: Though the world map will look like FFT and TO’s, with various towns, strongholds, and the like, as the focus of this game will be participating in slices of history, the player will not move from town to town, but from time to time. At any given time, you will have a range of “scenarios” (i.e. battles) to choose from.Q: Will there be random battles or will we see the monsters/enemies and be given a choice to charge at them or try to get around them?”A: Since the player will be choosing which battles to participate in, there won’t be random battles or an evasion mechanic.Q: “Will there be side quests available?"A: Not at launch, but side quests will certainly be part of the expansion material we make available in the months following release.Q: Will there be some level of exploration; along with that if there is will there be a treasure hunting system where you will be able to find and open chests?"A: There won’t be a separate game mode for finding treasures, but you’ll be able to find them during battles as with previous games.Q: “FFTA and FFTA2 moved away from Charge/cast times, which I felt heavily took away from the depth of those games. Will Charge/Cast times be a core component of this game? One of my favorite mechanics in FFT was casting time."A: Sorry, there won’t be casting times in this game.In fact, the reason why FFT included a casting time system at all was to allow the game time to load graphic effects. This was a necessary consideration due to PlayStation loading times and memory concerns. Speaking as a developer back in those days, I can tell you that we weren’t happy with it.Q: “During battles will there be randomized events that happen differently each time, such as a third army come to take advantage and attempt to kill both sides?”A: As the central story concept of this game is to “replay” battles that took place in the history of the world, there won’t be truly random events during battle. However, you could well find yourself surprised by unexpected events, like the arrival of a new army, that went unrecorded by the chroniclers of the day.Q: “Will enemies scale with you or will they remain a constant level?”A: Enemy level will be constant. However, there will be five difficulty levels for each stage. Clearing an episode once on the easiest level will unlock the next difficulty level. Though the story of each stage will remain the same on subsequent plays, enemies will be both stronger, and in some cases, entirely different, requiring new strategies of the player. Higher difficulty stages will also give more powerful items as rewards.Q:“The amount of experimental ideas for tactics type games that haven't been explored is insane . . . I’d love to see more clever uses of altitude in the combat field, as in, going beyond simply giving straight up more advantage to those that have the higher ground."A: No details on this yet, but it’s definitely something I’d like to explore.Q: “The "World" system from PSP remake of Tactics Ogre: Let Us Cling Together is a fantastic mechanic that I hope can be incorporated in this project.”A: While it won’t be exactly the same as the World system from TO:LUCT, there’s some similarity in how you will be able to travel freely through different points in the game story’s history.