Has there been an explanation of how this game actually plays?
Yeah I thought that too, from all that I've read the game shows a lot of promise. With what seems like an open ended world with a good deal of custimization, here's hoping for the best.Originally Posted by Frogacuda
Has there been an explanation of how this game actually plays?
Yeah the battle system is in real time but you don't control the attacks. You set the target and move your character but you have to wait for him to attack. And you can attack anybody friend or foe.Originally Posted by PBMax
Atlus has convinced me (two Summon Nights, Contact, fucking Touch Detective) to get a DS. I asked them about the wi-fi... it was a little confusing, but you trade friend codes and that puts NPCs in your world. I don't know what they do beyond that though.
HOLY FUCKING SHIT.Originally Posted by Sqoon
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[edit]: Japanese site link for curious souls.
[edit2]: Somebody, start a new thread for it. (I'm way too lazy.)
[edit3]: nm. Red Bull energized me into action.
Last edited by Compass; 15 May 2006 at 02:40 PM.
Do it.Originally Posted by shidoshi
I've put in about two hours with the game and have some mixed feelings. I understand the main complaint of reviews that the battle system is too simple, honestly I found it refreshing not to mirco manage a RPG party and sort through a list of ablities/spells.
The thing that's killing me is the dialogue and pacing of the game. The narrative just kinda floats around. You're sleeping outside then suddenly a spaceship lands, you end up climbing aboard, meet the professor and just as suddenly are on a island after the professor combined the ship with some pirate wreckage he found. The interaction between Terry and the professor serves only to further plot points there's really very little interesting dialogue between them and left alone the professor just mumbles and pets his dog or stands at the computer. The developers could have pushed the whole two different people working together aspect more, like having the professor assist in deactivating dungeon traps or offering greater info than he does. NPCs really don't have anything compelling to say ethier. Hopefully the game picks up story-wise as it's a bore right now.
Another minor annoyance is the pirate ship, instead of picking a locale and simply going there, the game will recreate a bit traveling on the open seas, still have to see if there's a way to skip this like the playing with the dog sequences when Terry is asleep.
On the plus side I like the whole island exploration idea, the graphics and music are good, and the mini-games seem entertaining enough. With some work a Contact 2 would be a great game. *-neo
I'm hoping TRU has a copy of this when i go later this week. Otherwise, i'll get it through Amazon.
Without having actually played the game, the idea of the professor minding his own business and not helping the player appeals to me. Hippie art house games...The developers could have pushed the whole two different people working together aspect more, like having the professor assist in deactivating dungeon traps or offering greater info than he does. NPCs really don't have anything compelling to say ethier. Hopefully the game picks up story-wise as it's a bore right now.
Donk
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