Showing posts with label shin megami tensei. Show all posts
Showing posts with label shin megami tensei. Show all posts

Saturday, December 17, 2011

The Hardcore Gaming 101 Child's Play Marathon



WHEN
Saturday, December 17th, 10AM to 10PM.

WHERE
http://www.twitch.tv/cj_iwakura

WHAT
Games you've either never heard of or have always wondered
'what kind of madman in their right mind would buy that game much less play it'.




































































(And this is just to give you an idea.)

Best of all, we're open to viewer recommendations, assuming I own it. (Which is pretty likely.)

WHO
Yours truly will be hosting, and some friends of mine will be helping out from time to time, one of whom is one of the best damn God Hand Players alive.

HOW!?

Child's Play sanctioned and approved, baby!
http://www.childsplaycharity.org/events

Hope to see you join in. Or at least pony up some cash for the kiddies. (Especially that.)

Wednesday, September 28, 2011

NA version of Persona 2: Innocent Sin had features cut dropped for localization



When the PSP port of Persona 2: Innocent Sin was announced earlier this year, Andriasang unveiled a few new features added specifically to the port, including the Climax Theatre, complete with new subquests and the ability to download extra missions and create your own quests.

Sound kind of cool? Well, the subquests are still there, but Atlus removed the DLC and mission creation from the North American localization and neglected to tell anyone. The official explanation can be found at Atlus' forums, which includes these quotes:

"As has been the case with other similar games and their custom content features, a number of challenges—technical and otherwise—prevented the inclusion of the basic creation/customization functionality within the Climax Theatre for the North American release of Persona 2: Innocent Sin for PSP System."

"And, before people ask, no, we really can't go into the "why"s and "what happened"s here, but it was not a decision made lightly, and it was not a case of something being removed just because we're the Big Bad Publisher that hates fun."

"The only thing I want to add here is that this [quest creation being in the NA version] isn't true. At no point from the NA announcement to the release was the Quest Creation aspect mentioned in any press releases, Faithful blasts, or website updates."

This does little to clarify the matter. Functionally, it's probably not all that big of a deal, because many players probably wouldn't have used it anyway. (I know I wouldn't.) It's certainly nothing approaching the Snow Queen quest from the original Persona, which was a huge part of the game and was hacked out of the original English PSOne release, but included properly in the PSP version. As noted by them, technically the quest creation was never announced as being part of the NA version, but Atlus should probably realize that a good number of their fans read import blogs like Siliconera and Andriasang, heard about it there, and assumed that it would make it in (like the forum poster that brought up this issue!) But the biggest concern is that Atlus USA did nothing to say contrary up front, thereby committing the sin of omission. It's a no-win situation if they can't include it, but they preferred to go the skeezy route by letting people buy it and find it missing, rather than deal with a minor fan uprising before release and having them swear off purchasing it (though they likely still would've bought it anyway.)

It's especially frustrating in this particular case. Anyone with a bit of internet savvy can either hack their PSP or download ePSXe, patch an ISO and play the fan translated version of P2:IS for free. While this is technically illegal (unless you own the original Japanese PSOne disc), the availability of such an option should, in theory, have given Atlus an incentive to make any products superior to what you could download off the 'net. (And with less loading times, too!) Adding extra features is a good way to do this - silently removing them because fans should be grateful that they're getting it in the first place is not only disrespectful to their consumers but actually a little bit ignorant to the reality of the gaming world.

This hasn't been the first time this generation that this has happened. The DS port of Nippon Ichi's Rhapsody initially had a few extra scenarios taken from the later games, which were advertised on the English web site and would've been the first time English gamers would've gotten to play them. These were removed for the NA release and the web site quitely updated to remove those particular features. NISA was called out on it and eventually apologized. A similar thing happened with Yakuza 3 and its removal of its hostess bar simulation segments and other minigames, which caused something of a shitstorm. This was discovered before release, and Sega admitted to it, sparking calls for a boycott. That didn't work, which was actually good, because the sales were enough to convince the company to localize the sequel, albeit without any stupid cuts this time. The English DS version of Dragon Quest IV was inexplicably missing its party talk function, though it was included in the releases of V and VI. But the only real way for companies to stop this crap is to call them out on it, and here we are.

Wednesday, May 4, 2011

The urban legend of Shin Megami Tensei - TURN IT OFF NOW



Back in 2003, a poster on the Japanese board 2ch posted a story about how he was playing Shin Megami Tensei on his Super Famicom when the game suddently froze momentarily at the logo, before the screen was flooded with a sole message repeated over and over: すぐにけせ, or "sugi ni kese" which translates to "turn it off now". He was suitably creeped out. Indeed, the intro to the original SMT is pretty damned creepy, as various bits of computer code pop up, which are supposed to be words that summon demons into the human realm. He assumed it was just a very disturbing bug.

The previous year someone on the 2ch occult board had made a similar claim, this time regarding Shin Megami Tensei 2, wherein the message would pop if the game was powered on at night, specifically mentioning the red text.

In 2004, a man claiming to be a programmer for the original game stepped up and admitted he stuck the spooky trick in intentionally. Originally he wanted it to happen 1 out of every 256 times (I'm not clear if this was meant to happen every time you start the game, or every time you hit the reset button), but it happened too frequently, so he ended up changing it to 1 out of every 65536 times. However, this was only present in the initial batch of cartridges, as it removed in all subsequent releases. The use of his terminology makes it almost semi-plausible, especially since he denoted the probability through the use of an 8-bit integer, then a 16-bit integer. If he was lying, then at least he knew how to trick people. There's also been some conjecture that this was an anti-piracy measure, but I haven't found anything that supports that.

Of course, knowledge of this became more widespread with the above video, which was posted on NicoNico Douga a few years back. As far as anyone can tell, though, it's just a "recreation" and not the actual phenomena in action. The only way to verify it is to have a hacker break open a ROM, and assuming it's part of the "initial batch" (which makes this sound all kind of shifty because it's hard to trace), the text should be in there somewhere. (There's a post over at Assembler Games with a more accurate translation of the original messages.)

So indeed, it sounds like most of this is fake, but man does it make a good ghost story, and it would be cool if TURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFFTURN IT OFF

Sources:

http://d.hatena.ne.jp/msrkb/20050425/sugunikese

http://www.kotaku.jp/2010/01/megaten_sugunikese.html



(and yes, I stole that gag from Kotaku, apologies for that!)

Saturday, May 1, 2010

Devil Survivor Intro Video - With High Quality Music!


I really like the intro to the DS game Shin Megami Tensei Devil Survivor. It's remarkably simple, just some in-game images arranged like a music video, with some occasional super imposed portraits. But dammit, the song is really catchy!

Anyway, I hate listening to the incredibly low-fi version of the theme song from the DS, so I took it upon myself to record the movie from an emulator and splice in the high quality version from the soundtrack CD. This was easier said than done, given that the song was slightly chopped up for the DS game, so I needed to make the same cuts to make it sync up right. It works pretty well, though.

And yes, it is a 20 MB file for a 1 minute movie. Since I was bothering to resplice it with high quality music, I figured I'd better give it some high quality compression, the kind that'd be lost on Youtube.

Megaupload link

Saturday, April 24, 2010

Shin Megami Tensei: an artwork retrospective

I've been playing a lot of Strange Journey lately, the newest DS version of SMT, which is full of all kinds of new demons. Many of them are brand new to US audiences, leading many to thinking they were completely new to the series.


In doing some research on some of the more interesting newcomers, I learned that wasn't the case.


Grendel, Siegfried, and Dionysys, among others, as seen in a Kazuma Kaneko art book. Grendel makes his first US appearance in Strange Journey. Siegfried and Dionysys had theirs in Persona 3.

The additions to the demonary mostly come from some of the more obscure games in the series, notably ones that never came out in the US.

The Hare of Inaba for instance, a rare demon detected through scanning, comes from Devil Summoner: Soul Hackers.


This brutal little beast is a physical monster, leading some to believe it was an homage to the legendary killer rabbit from Monty Python & The Holy Grail.


I also happened to play some of the Megami Tensei fantranslation for the NES, which is still in the works(and likely will be for quite some time).

Some of the demons there even seem familiar.


It's quite interesting to see how the demon art has progressed along the way.

The character designs have had their fair share of changes, too.


Some early designs from Shin Megami Tensei: IF shown above, and below, a comparison between the Main characters of SMT II: SNES to PS1.

The SNES designs, as seen below, have more of a hand-drawn look:


And, the higher resolution art in the PS1 remake:



While the new design is certainly crisper, something about the original design just seems more detailed to me.

Wednesday, September 2, 2009

SMT Strange Journey: making skill inheritance less painful


It's looking like Strange Journey, the first SMT game to receive the full Shin Megami Tensei branding in the East since Nocturne(III), will be improving on the time-consuming task of skill inheritance for fused demons.

With a good enough relationship, a demon will potentially pass on a 'demon's soul' before fusion, which will allow their skills to be directly passed on to a new demon.

This seems similar to Persona 1's Spell Card system, which is also headed stateside again in the form of the PSP remake.

Devil Survivor gave this trend a helpful start of being able to choose the skills outright before fusion, though the demons had a very small field to choose from; three for usable skills, three for passive, and one for support.

If Strange Journey allows for the traditional eight skills per demon, this new system could be very helpful.


Strange Journey's Japanese release will be sometime in October.