Sviluppatore: Image Epoch
Release jap/usa/pal: 25 set 08/tba/tba
- la data di uscita jap è fissata per il 25 settembre.
- per comporre la ost, mitsuda è andato nella repubblica ceca, per utilizzare la sua orchestra filarmonica.
- la cartuccia usata sarà quella da 2gb, come per ash, ma questa volta lo spazio extra è usato per l'elevata presenza di aree, eventi, character patterns ecc.
- introdotto il "Word Equip System", ovvero è possibile equipaggiare delle piccole frasi (voice clip) per i protagonisti, che avranno diversi effetti (da sconti nei negozi, a bonus statistiche in battaglia).
- oltre 300 event scenes, e molte animazioni per i sprites dei protagonisti.
- Opening theme eseguita dai Triple A, dal titolo "Crash".
- nel cast dei doppiatori c'è pure Maya Sakamoto.
- l'intenzione è quella di fare un jrpg classico, ma che usi le nuove tecnologie e i relativi metodi.
- il bs è definito "Aerial Hit Chain Battle", con mosse assegnate ai bottoni, e con combo/canceling/turni visibili.
- fino al 40% di event scenes doppiate, nello specifico, quasi tutti i punti importanti saranno doppiati, con lo scopo di renderne piacevole la fruizione.
- nello schermo inferiore è mostrata la turnazione dei personaggi (e degli avversari), vista la presenza di skill cooperative, e che richiederanno la successione consecutiva, nei turni, dei propri personaggi.
- L'intenzione degli sviluppatori è anche quella di favorire queste dinamiche, anche attraverso l'uso di skill o item.
- i punti in cui sono nascosti item, sono evidenziati dal classico punto esclamativo (tipo bk1&2 e i SH).
- confermata presenza degli scontri random.
- nei dungeon, lo schermo superiore mostra la mappa e nome del luogo.
info sullo staff:
Masato Kato: story
Chrono Trigger (story planner); Xenogears (scenario); Chrono Cross (scenario, director); Baten Kaitos (scenario); Children of Mana (scenario); Dawn of Mana (scenario)
Kunihiko Tanaka: main character design
Xenogears (main character design); Xenosaga I (main character design)
I think everyone's pretty familiar with him.
Masatoshi Azumi: spritework assistance
Alisia Dragoon (main graphic designer); Lunar: The Silver Star (graphic director); Lunar II: Eternal Blue (graphic director); Grandia (designer)
Kimihiko Fujisaka: character design special thanks
Drakengard (character designer); Cry On (character designer)
Shin Nagasawa: monster design
Bahamut Lagoon (monster design); Final Fantasy IX (character design); Etrian Odyssey (monster design); Etrian Odyssey II (monster design)
The entire development team consists of close to 50 members.
info in inglese:
- battle system is reminiscent of Xenogears
- turn order visable
- battles involve both screens for flying enemies, large enemies
- character stats on the top of the top screen show HP, SP and BP
- 3 character party
- BP represented as dots on the last row
- number of dots shows max BP, lit dots show current BP
- BP allow charactesr to attack
- X button = Blow attack, Y button = Rush attack, A = back out of attack menu for skills, B = defense, L = help, R = escape
- Blow attacks are strong, high accuracy
- Rush attacks weak and low accuracy but can hit more than once
- each character can have one blow, rush equipped at once
- skills = attacks and spells that use SP
- 6 different party members with their own weapon and skill types
- 10 different categories of normal attacks: Ground Rush 1st, Ground Rush 2nd, Ground Rush 3rd, Ground Blow 1st, Ground Blow 2nd, Ground Blow 3rd, Ground Extra, Aerial Rush, Aerial Blow, Aerial Extra
- unlock 2nd rush/blow attacks when the custom level of 1st attack hits a certain level, unlock 3rd rush/blow attacks when custom level of 2nd attack hits certain level, ect…
- Ground attacks hit enemies that are knocked down
- Aerial attack hits enemies knocked into the air
- custom points improve the properties of both attacks and skills
- spend CP to increase the attack power and the accuracy of the attack
- spend CP to increase the effectiveness and reduce the SP cost of the skill
- stats for attack or skill can be increased, and the custom level will go up
- As you increase the stats for an attack or skill, the custom level of the attack and skill will go up.
- special properties can be powered-up for each attack
- special battle conditions result in your character gaining extra BP from the attack
- upgrade weapons by combining them with different materials
altre info inglesi:
From June 20th Famitsu:
The battle system appears to be quite a bit like Xenogears. It is a turn based command battle system, with a visible turn order at the bottom left of the lower screen. Battles use both screens on the DS because there can be flying enemies, as well as enemies that could take up both screens.
The character stat windows at the top of the upper screen show each character's HP, SP and BP. The game uses a 3 character party. The BP for each character is represented as dots on the last row, with the number of dots indicating the max BP, and the dots which are lighted indicating the current available BP.
BP are battle points, and each available BP will allow that character to perform that many attacks in a turn. During a character's turn, the X button is used for the equipped Blow attack, while the Y button is used for the equipped Rush attack. A will back out of the attack menu and allow you to use skills or items. B makes the character defend. L will list Help commands, and R will attempt to escape from battle.
Blow attacks are strong attacks with high accuracy that will knock enemies back or make then fall from the air, while Rush attacks are weaker attacks with low accuracy that could hit more than once. Each character can have one Blow type and one Rush type attack equipped at a time. Skills are basically attacks and spells that take up SP and deal large amounts of damage, recovers HP, etc.
From July 4th Famitsu:
The 6 different party members will each have their own weapon type and skill types, like any typical RPG. There are 10 different category types of normal attacks - Ground Rush 1st, Ground Rush 2nd, Ground Rush 3rd, Ground Blow 1st, Ground Blow 2nd, Ground Blow 3rd, Ground Extra, Aerial Rush, Aerial Blow and Aerial Extra.
The 2nd type of Rush and Blow attacks are unlocked when the custom level of the 1st attack reaches a certain level. When the 2nd reaches a certain custom level, the 3rd attack is unlocked. The Ground Extra attack is an additional attack that works on an enemy that has been knocked out, while the Aerial Extra attack works on an enemy that has been knocked into the air.
Aside from the normal level of a character gained through experience points, you also gain custom points from battles. These custom points can be used to improve the properties of both attacks and skills. For attacks you can spend CP to increase the attack power and the accuracy of the attack, for skills you can increase the effectiveness and reduce the SP cost of the skill.
As you increase the stats for an attack or skill, the custom level of the attack and skill will go up. When it reaches a certain level new attacks and skills will be unlocked. For each attack, there is also a special property that can be powered up as the custom level increases. For example, if an attack has a special combo property, gaining a custom level up bonus could result in that attack being linked with another attack. From then on, using that one attack will result in two attacks being consecutively executed at only the cost of a single BP.
Special conditions in battle, for example scoring a critical hit, will result in the character gaining extra BP from the attack. By taking advantage of this, players can score multiple attacks in the subsequent turn. Weapons in the game can also be combined with materials found throughout the game to power them up. Different materials will give the weapons different buffs.
Dengeki DS/Wii: 70/65/70/70
Famitsu Weekly: 8/8/8/7
Famitsu DS/Wii: 8/7/9/8
screens e limited goodies:
Modificata da reriel, 22 September 2008 - 12:36 PM.