yyninja's forum posts

#1 Edited by yyninja (59 posts) -

The game's kind of incomplete? I don't think it's possible to finish the game unless you know the code for Oasis Zone. I had to open the web inspector to figure out that the shareware code for Oasis Zone is 3497282.

While I applaud Porpentine's effort to put her own personal issues in a game but I don't think it delivers its' message well since all of it is hidden until you're able to finish the game (by obtaining 1 millllllllliiiiioon dollars).

#2 Posted by yyninja (59 posts) -

@bocam said:

I haven't actually seen the translation so I can't comment on that but their patch code fucking sucks.

Unfortunately getting the game patched is very shotty and it took a couple tries to get it working. I had to update the 7-zip files, modify the JVM allocated memory and place the files in a folder named "1" on the C: drive. If the patched ISO comes out roughly the same size as the original that means it worked.

@pepsiman said:

So far, this translation seems to have prioritized one-to-one academic "accuracy" with the Japanese over a smooth, natural-sounding script in English and, knowing what I do about this game's plot, I think that makes the game unnecessarily suffer as a result.

The translation seems pretty good, but there hasn't been many long conversations yet. The only long conversation I did run into was this part.

Kurt is cooking food with herbs in his cabin and Riela stops by to ask him what's he doing. Kurt explains how he loves cooking and shortly after Riela bored by his long-winded talk about cooking falls asleep. Riela wakes up to see Kurt still cooking. Kurt tells her that he didn't touch her but she panics anyway and leaves. In another scene the other squadmates spread rumors that Kurt and Riela slept together.

It's hard to judge whether they did a good translation since I don't know how it supposed to play out in Japanese, but other than the use of "cooking food with herbs" instead of "grinding herbs" I thought the translation was good.

I haven't played VC2 recently, but maybe I'll play it again just to see how Sega did the translation work compared to this fan translation.

#3 Edited by yyninja (59 posts) -

Pretty surprised there hasn't been a thread about this yet. On Christmas Day, a fan translated patch of Valkryia Chronicles 3 was released. You can check it out at http://vc3translationproject.wordpress.com/

Currently the patch isn't 100% perfect. The translated patch covers the main plot threads, character names, menus, items and basically everything you need to play the game from start to finish. If you haven't done so already, I strongly recommend playing VC2 before going into VC3 so that you're comfortable with the mechanics.

In addition, you can do this all legally if you purchase the game from the Japanese PSN, then use PSP CFW to export the ISO. The game is on sale right now until Jan 8th for ¥980 (or roughly $9.32). If you need more info there are directions on the site on how to do this. AFAIK, you can only play the patched game on a PSP or PSP emulator, I don't think it's possible to play on a Vita.

So my initial impressions are overwhelmingly positive.

The game starts off much better than VC2. The game throws you right in the thick of things rather than training at a military school. The protagonist is leagues better than the one in VC2 who had this creepy obsession with his brother.

There are also several visual improvements over VC2. The character models are diverse. There isn't simply a male and female model with different heads strapped in this time. Characters wield different looking equipment and clothing even if two characters are the same class and gender. Cutscenes and battles take place on an war map. It's much easier to see how one cutscene leads to another rather than shifting through menus with dates on them. The game just feels more cohesive and well put together than its' predecessor. It's a shame that Sega didn't bring this overseas.

Not an image from the fan translated version, just wanted to show how the cutscenes are integrated on the war map.

The only downside I've encountered so far are the maps. I played roughly 4 hours now and 75% of the maps are identical to the ones featured in VC2. The camp and bunker locations, construction points and the grass/shrubs are completely point for point identical to the maps in VC2. I know "lore-wise" it makes sense since the game does take place in the same setting as VC2, but it seems like a cheap copout by SEGA.

Overall though, I still highly recommend getting this game if you looking for something to play during the winter break.

#4 Edited by yyninja (59 posts) -

I know, it's not about the story, it's about the experience, but ruffling through a bunch of carefully-strewn clues wasn't an enjoyable, interesting, or even novel experience. It's been done before, and in the context of more interesting video game fictions.

I'm curious what other better games have done this? The only ones I can think of is the Portal and Left 4 Dead series and both of those games lacked the same level of environmental detail that Gone Home provided.

Also I had the same frame rate issues. I had to turn the settings to medium and turn v-sync off and there were still some parts that were laggy. It's built on Unity and I'm guessing there's just some inherent problems with optimization with that engine.

#5 Edited by yyninja (59 posts) -

@csl316 said:

@roadshell: I agree with your original points. This was a big disappointment for me. I'm sure the hype brought my expectations too high, but I didn't really enjoy any part of this.

I walked around a messy house, some girl talked about a girl she was into, and they referenced Street Fight and Uma Thurman. I was born in '85 so I figured something would resonate but I could've just walked around my house and looked at VHS tapes for the same nostalgia.

And its story had the same effect as listening to a bunch of audio logs.

What is Patrick referring to in the review? "There is, for lack of a better phrase, a 'holy shit' moment early on in the game, and it acts as though nothing's happened" What holy shit moment?

I think Patrick was referring to the messages left by Lonnie when you play the voice recorder.

I personally don't think it would have made any difference if Lonnie was a dude. Gone Home's story is your typical love story done to death in other forms of media. What I did enjoy about Gone Home is how you unravel the story. Nothing is told straight up to you and it's up to the player to interpret what happened. Some players might have missed some clues making their interpretation of the story slightly different.

It's sad though how the story wraps up neatly after you enter the attic.

I feel that the game would have ended better right before you open the door to the attic and leaving it to the player's imagination of what's up there.

Two lovers making out? Sam (and maybe even Lonnie) committing suicide? A ghost in the attic?

#6 Posted by yyninja (59 posts) -

@AndrewB: Just completed Remember11 today and it's definitely a unique experience. I was hooked to the VN genre after playing 999 which led me to Ever17 and then to Remember11 through the GiantBomb wikis. Thanks for letting duders like me know about this game.

As much as I enjoyed playing Remember11, it does a poor job from a storytelling perspective. Yes the story is brilliant but requires extensive extracurricular reading in the TIPS (codec) section to understand everything.

I feel that Ever17 is the better of the two infinity games that I've played. Ever17's had a story that was more complete. Remember11 has the better setting, characters and sci-fi elements but it ends with too many questions and too little answers.

#7 Posted by yyninja (59 posts) -

@elessarLOTR said:

EDIT: also when you say you beat Ever17 did you really, theres like 120 hours in that thing.

The 100+ hours gameplay for Ever17's wiki is exaggerated. I can only imagine that happening if you decide to read every single scene (even those you watched before) and decide to play from beginning to end for each playthrough. In Ever17 you can skip dialog you already read like in 999 and you can also skip entire chapters you already played.

That said, the game is still long. It took me around 60 hrs to complete all the good endings. I watched the bad endings on YouTube.

#8 Posted by yyninja (59 posts) -

To give some context, I played 999 after Patrick was hyping the shit out of this game in one of the Bombcasts. I completed 999 with all the endings and the game blew my expectations. After that, I did some post-game research to learn about what others had to say about the true ending and discovered that 999 was a spiritual successor to Uchikoshi's Ever 17. I completed Ever 17 and noticed some similar plot devices used in both games.

1. Some horrible event occurs in the past where someone dies.
2. The player unknowingly at first, is able to see the past and current time.
3. The player starts in a situation in the current time that is nearly identical to the past.
4. There are people connected to the past event who guide the player in the present time into saving the victim.
5. The player saves the victim in the past to prevent a time paradox in the current time.
5. By playing through the different endings, the player learns information he/she shouldn't have known before and is able to save the victim.

Not trying to hate on 999, I thought the game was pure genius in how it told the story but kind of bummed knowing that most of the plot devices were already done in Ever 17 and IMO done better in Ever 17 than in 999.

I know duh that's what a spiritual successor means, but to use almost the same exact plot devices for both games!?

Learning about this diluted my appreciation for 999. I was wondering if anyone else had a similar experience? Or maybe this is what a spiritual successor is supposed to do. I still haven't gotten a chance to play Remember 11 (the next game after Ever 17) and VLR (the next game after 999) so maybe completing those games would change my mind.

#9 Posted by yyninja (59 posts) -

This game is what Family Guy did to cartoons.

#10 Posted by yyninja (59 posts) -

@BeachThunder said:

So far I have endings 3, 5 and 6, but I can't for the life of me figure out how to get the other endings. I don't want to search around the net, as I don't want the other endings spoiled, I just want some really slight hints to nudge me in the right direction (replaying the game over and over is starting to drive me insane).

My thoughts were to try out various combinations of rooms, but from what I can tell, the ending seem to only relate to the final room that you end up in. Beyond that, I tried giving the clover bookmark to Clover, then talking with her again later; but that didn't seem to actually change anything.

I'm assuming that some combination of choices may lead to something, but most of the choices seem pretty inconsequential. There's also a locked safe behind door 5, which seems like it may possibly hold something, or is it just a red herring?

Thanks.

I'm a bit too late to the party, but if you're still stuck on finding the last 3 endings here are a couple of hints. I'll be deliberately vague.

  • There are five real endings and one fake ending.
  • The safe is important to the story.
  • Different combinations of rooms do matter.