I'd love to see a Quick Look of this game because it's such a clever concept for a game and I've been really enjoying playing it.
Recettear: An Item Shop's Tale
Game » consists of 3 releases. Released Dec 31, 2007
A top-down action RPG and item shop tycoon game for PC by doujin/indie circle EasyGameStation and localized by Carpe Fulgur for English-speaking audiences. You play the role of Recette, a young girl who opens an item shop to repay the debts incurred by her missing father.
Recettear Quick Look?
There's a free demo; go check it out. It's a pretty small download (under a gig), and is quite fun.
If I knew how to make a quick look for myself I might make one.
You have to ask yourself, which one of the GB crew wouldn't shit all over this game? Maybe Vinny or Dave, but would they bother?
Sometimes its best that they stick to what they like so that the videos stay upbeat and funny.
" You have to ask yourself, which one of the GB crew wouldn't shit all over this game? Maybe Vinny or Dave, but would they bother? Sometimes its best that they stick to what they like so that the videos stay upbeat and funny. "That's actually what I was thinking exactly. I personally really like the game, but I tend to not really have a particular type of game I like.
@DragonBloodthirsty said:
"There's a free demo; go check it out. It's a pretty small download (under a gig), and is quite fun.
"
Yeah, I bought it and have been playing it. I'd want a quick look just because it's sort of a tough game to describe the feel of, and I like to see games that might not get the fair shake they deserve be known to more people.
I checked out the page, sounds reasonably interesting and unique.
But yeah, it's not really something that looks like it would appeal to any of the GB crew. I reckon at least Ryan would actively dislike the artstyle and anime-ish sensibilities that it looks like it'd have. Look at the way they just got the intern to check out the JRPG's when Kessler was there :P
I've had my eye on that game since it popped up on Steam - is it really worth giving a shot? There are so few good RPGs on Steam aside from Torchlight... uhhh... Torchlight... what else is there really?
Dragon Age: Origins, KOTOR, Oblivion, Morrowind, Fallout 3, Mass Effect 1 & 2, Titan Quest, Guild Wars (would only consider it a RPG because there is no monthly fee), Borderlands? (RPGish) just to name a few. Plenty of good RPGs to go around :)" I've had my eye on that game since it popped up on Steam - is it really worth giving a shot? There are so few good RPGs on Steam aside from Torchlight... uhhh... Torchlight... what else is there really? "
I tried the demo for like 4 hours and it is grindy and unforgiving as hell. I don't see how any of the Giantbomb guys would have the patience for it.
Despite what it seems, it's pretty much just a JRPG dungeon crawler with a pain in the ass SELL A THOUSAND ITEMS OR START OVER mechanic added on. You go to dungeons and die in like four hits. If you die, you lose all but one item. The rest of the time you are basically navigating menus to buy and sell lots of the same items over and over. Every time someone wants to buy an item from you (which is often) you have to manually set the price (to simulate haggling!). If the whole game doesn't sound like a chore, I am describing it wrong.
I love Mondays.
The dungeons are actually not all that necessary, if you give people good prices (start at 104% and feel out what people are willing to pay from there) you can build long chains of sales that give you a ton of experience, and leveling up your item shop is how you actually make money. I suggest running the dungeon a few times for cheap product to sell, but pretty soon you're better off just playing the market. Keep lots of stock and when the price of something goes up sell all of it you can, when the price drops go buy all that you can.
You pretty much hit the nail on the head." I tried the demo for like 4 hours and it is grindy and unforgiving as hell. I don't see how any of the Giantbomb guys would have the patience for it. Despite what it seems, it's pretty much just a JRPG dungeon crawler with a pain in the ass SELL A THOUSAND ITEMS OR START OVER mechanic added on. You go to dungeons and die in like four hits. If you die, you lose all but one item. The rest of the time you are basically navigating menus to buy and sell lots of the same items over and over. Every time someone wants to buy an item from you (which is often) you have to manually set the price (to simulate haggling!). If the whole game doesn't sound like a chore, I am describing it wrong. "
I enjoyed the game for the first few in-game weeks. The humor was cute and the mechanics were interesting, but it quickly became apparent that the game was nothing more than a buy low / sell high grind with a piss poor haggling mechanic (ie. the little girl would NEVER take more than 10% markup and wouldn't even take base price when she put in an advanced order, making me ask the obvious question -- "Why can't I just tell her off so she never comes to my shop again?!") and a bland dungeon crawler that felt pointless. By the time I went in and completed the second dungeon, I was already buying and selling things on the market worth ten times the value of the items found in the dungeon...
But I can see the charm and appeal the game could have for some who enjoy the grind and find the characters endearing, so all the power to them.
Edit: Whoops, I mean 10% markup not 110%. >.>
" @Koobz said:Customers have a set amount of money, especially early in the game. The little girl's starting budget is ~=1200 pix so if you try to shake her down by recommending expensive crap she'll just tell you off. But yeah, she still sucks.
(ie. the little girl would NEVER take more than 10% markup and wouldn't even take base price when she put in an advanced order, making me ask the obvious question -- "Why can't I just tell her off so she never comes to my shop again?!")
That said, I enjoyed it but I agree with you that the risk/reward ratio between dungeon-crawling and playing the market is way too skewed towards the latter past the first week: it's a game heavily built around the theory of both parts interacting, and without that neither part stands out particularly on their own and you realize that shopkeeping basically boils down to "sell at 104-115%, buy at 60-70%".
Probably a 3/5 game when all is said and done, but it was enjoyable enough so I don't consider that $20 poorly spent.
ALSO: If you're considering buying this make sure to download the latest patch. Dungeon crawling is less of a headache when red ropers aren't lopping off half your health with one hit.
It reminds me of what you get if you cross an Atelier game with a Ys game.
And I think it's charming as hell.
But I don't suggest playing it on an empty stomach because I had a huge hunger for sweets after playing.
" The game is on the front page now, if that makes any difference. How does a game end up there anyway? "It got popular suddenly. Likely because of the current featured user review.
" @Koobz said:Heh, you're doing it wrong. You need to gain customer's confidence before they'll pay out the nose. I've gotten the little girl to accept a 250% markup before, generally 104% sales, 60% buys early on nets you great favor with most patrons.You pretty much hit the nail on the head. I enjoyed the game for the first few in-game weeks. The humor was cute and the mechanics were interesting, but it quickly became apparent that the game was nothing more than a buy low / sell high grind with a piss poor haggling mechanic (ie. the little girl would NEVER take more than 10% markup and wouldn't even take base price when she put in an advanced order, making me ask the obvious question -- "Why can't I just tell her off so she never comes to my shop again?!") and a bland dungeon crawler that felt pointless. By the time I went in and completed the second dungeon, I was already buying and selling things on the market worth ten times the value of the items found in the dungeon... But I can see the charm and appeal the game could have for some who enjoy the grind and find the characters endearing, so all the power to them. Edit: Whoops, I mean 10% markup not 110%. >.> "" I tried the demo for like 4 hours and it is grindy and unforgiving as hell. I don't see how any of the Giantbomb guys would have the patience for it. Despite what it seems, it's pretty much just a JRPG dungeon crawler with a pain in the ass SELL A THOUSAND ITEMS OR START OVER mechanic added on. You go to dungeons and die in like four hits. If you die, you lose all but one item. The rest of the time you are basically navigating menus to buy and sell lots of the same items over and over. Every time someone wants to buy an item from you (which is often) you have to manually set the price (to simulate haggling!). If the whole game doesn't sound like a chore, I am describing it wrong. "
I'd love a quick look of this. I'm still on the fence on it, but I've heard lots of good things about it.
Having finished the game before I wrote my review, I was surprised it didn't get much initial attention considering how unique and just straight-up-cute it was despite its fairly cheap price! And so I conceived my first GB user review.
People say my 4.5/5 (90%) was a tad high, and while I understand their concerns, I'll stand by my initial score, justifying it by the fact it was designed by an indie game developer that reasonably had limited resources to refine the game's features to the extent that most contemporary games are. My reasoning behind rating it that way was that I wanted to keep the quality rating proportional to what kind of a budget and resources the developers have as well as how much the game is selling for. So yeah, I say it's 'A' quality as a $20 indie game - it is a very interesting concept that is executed with fluid mechanics and a charming style that rises above what most typical JRPGs tend to offer.
In terms of a QL, I'd say if Jeff in particular can sit through parts of a $50ish Bullet Hell shooter (DeathSmiles), I'm sure he can give a $20 Business Sim-ish spin on the JRPG a shot, despite how unpopular typical JRPGs end up with him and the rest of the crew. I'm pretty sure the length of the initial tutorials and the first dungeon are reasonable enough to fit into a QL time slot and they might even have a little extra time going through some encounters around town and opening the shop for a few iterations. Considering it has already been out for a while, however, I doubt they'll even consider it unless somehow Recettear keeps the attention it has been getting thus far for a longer period of time.
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