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Silva Saga 2 post release feedback http://www.dynamic-designs.us/d-dforum/viewtopic.php?f=50&t=437 |
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Author: | CRV10 [ Tue Feb 07, 2012 5:51 pm ] |
Post subject: | Re: Silva Saga 2 post release feedback |
Whe! Finally beat the game First off, my End game character levels: Main Party: Hero: 49 Milfa: 47 Arlowe: 47 Endora: 47 Mercenary Party Louie: 46 Julia: 46 Sarah: 46 Grant: 44 Idol Party: Janus: 48 Yarn: 46 Shiva:46 Gale:42 My thoughts about the game: Game Difficulty: Easy Peasy with a slice of Tabasco goodness The game is fairly easy.... if you never run away from any battle. Why? Battles are not really that intense in this game & if you always choose to fight than run, chances are you can get so over leveled that the bosses themselves won't be too difficult. Spoiler! :
Having said this, I do not intend to imply that the game was boring, hell no! I actually like it when RPGs are not so ridiculously difficult *cough*The 7th Saga*cough* because what I'm really after is the game's plot which is why if there are codes for RPGs that give you maxed out levels in one go & disable all random encounters available I use 'em to get all of the grinding out of the way so I can focus more on the plot. Sadly, there are no such codes for Silva Saga II out yet Graphics: Who cares! I could care less if the game has awesome or crappy graphics as long as I have fun playing it I will love it! And this game is no exception But I have to say this game has some of the best enemy sprite battle animations I've seen for a game of its time, kudos to whoever made 'em Audio: Groovy tunes that can grow old easily... The game has a few music tracks to accompany every situation you will face whether be it you walking all over the ginormous world map, or exploring caves or battling that end of Dungeon boss, the only problem is there's so few of 'em available & that "generic" battle theme can get old quick, so much so that I had to stop playing a few times for a break from the monotony. Plot: Rant Ahead, BEWARE! And now onto what I consider the most important aspect of any RPG....Teh story, but before you continue reading be warned that the following body of text might not be to your liking & if it is, I apologize for this is how I truly felt about the game's plot Spoiler! :
Oh & before I forget, I caught a few things that might interest you... First of, I encountered that little Savestate issue yet again when I tried to enter the Red Tower. I don't have a savestate for it but the issue was still fixed by simply loading an in game save prior to entering said tower. The issue is similar to the one I encountered at Noland, the text for when you insterted the key for the red tower gets corrupted under frequent savestate usage. Next is the definition for the Stator Spell: Spoiler! :
The definition reads... "This shell allows avoiding enemies". Isn't that supposed to be "spell"? And the definition for the spell is kind of off as you do not acquire a protective shell around your party but are instead given a temporary boost of running speed to lessen the chance of random encounters. So how about changing the definition to something like "Run as the wind to avoid enemies?". And last is Ordol's dialogue: Spoiler! :
I think he meant "mortal", not "immortal"? Well there you have it folks I really had fun playing this game despite the cruel ending & it's all because of your hard work! You truly made this game shine out from the darkness of forgotten greats! And I hope to see you guys again on the next adventure! |
Author: | Wildbill [ Tue Feb 07, 2012 8:07 pm ] |
Post subject: | Re: Silva Saga 2 post release feedback |
CRV10 wrote: Whe! Heh, that was certainly a comprehensive critique! We appreciate yours and everyone's so far. I'll leave it to Red Soul to examine "shell-spell" and "immortal-mortal"...Finally beat the game ..... And I hope to see you guys again on the next adventure! What I've picked up mainly from the inputs is that using save-states may create a risk of textual glitches. (Cheats have been known to cause this also, but I've heard no reports regarding cheats in SS-II.) If true, perhaps some dynamic in the coding triggers a variable routine that dials up string pointer misdirections. This is only a theory, however. To validate it, multiple people would need to play the entire game using only Magic Shop (SRM) saves and report they never experienced the glitch. As for the "stalker" description, it's humorous that you would call her that. Spoiler! :
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Author: | Red Soul [ Tue Feb 07, 2012 9:44 pm ] |
Post subject: | Re: Silva Saga 2 post release feedback |
Those are some interesting points you brought up, CRV10. Its nice that a game we put so much work and love into leads people into actually rationalizing what they experience to give such level headed feedback, thanks. Now, if I may offer a few counter points to your argument, at least from my own points of view: CRV10 wrote: By the way, I'm confused as to how being chosen as a Light Warrior works in Silva Saga II. It's obvious that Kyral was blessed & borne as the Light Warrior, so how is it that a common Joe like the game's hero is able to pick off where Kyral left off & failed at? This whole game is surrounded by the notion of predestination - the hero is meant to do what he is meant to do, aware of it or not, and events will lead toward that direction, regardless of any other forces involved. Remember that the one that preserves the hero's soul with the call spell is the god of fate, that's no random gimmick. CRV10 wrote: Ugh! the ending was absolutely horrible! >:( First off why the hell does the game force you to marry a crazy stalker!? Yes, I dare say that Maria hag is a crazed up stalker up until that scene she hugs & most presumable kisses you at the end, ugh! If I could only be in the very same room I'd push her back & have my mercenary or idol team kill her, she's so God forsaken lame! I really don't understand why the Japanese enjoy such badly written/thought out "romantic/love" elements in a story. Again, Maria is not really stalking anybody, she is an incarnation of Ramulun as the gods aren't allowed to act directly on behalf of humans in the war against the Zuhl. I see this as no different than being inspired to do the best you can, by whatever higher force you believe in, and in case you don't believe in any perhaps out of sheer human goodwill. The Ramulun side of her drives her willpower yes, but in the process, I believe she has genuine feelings for the character. As for the cultural aspect you mentioned, the japanese aren't exactly openly heartfelt people, at least not in general - games as such may be a manner of escapism, a way to experience feelings that may be normally out of reach for many, no different than reading a romantic novel. I'm not exactly saying it couldn't / shouldn't have been done better but its just how it is. There should have been a sort of side quest to better elucidate such things, but the game is rather linear. Now, for the error report. 1) You are most likely correct in this case, although we'd have to consult the japanese original description before making a precise assertion. 2) Its a good suggestion, but conditioned to case #1 as well. 3) I believe this is not incorrect. The tortures Kyral withstands, even with his whole body devoured still continue despite death, hence the game asserts that souls do not perish and by themselves are immortal. CRV10 wrote: I hope to see you guys again on the next adventure! Surely you will, thanks again for your through reports/opinion sharing |
Author: | Wes Falls [ Fri Feb 10, 2012 5:41 am ] |
Post subject: | Re: Silva Saga 2 post release feedback |
Hey guys, good job translating this game. Though pitifully easy, all of the attention put into the little things really made this game special. Interestingly, I found that you do not actually have to defeat Zonde-III to beat the game. I decided to let him kill my party off on my first go at him, as I was unable to inflict enough damage to get ahead of his use of Mezl, yet he was not particularly damaging enough to beat me, either. As soon as I reappeared in the magic guild in the last town, the ending sequence began to play straight through to "THE END." I thought this to actually be very funny, indeed. How better to end such an easy game? I am pretty sure its an error, though. What is even funnier, is that I bet it was never spotted because no one lost to this boss during play-testing. Hell, I lost because I was too impatient to nickle and dime the guy and hope he would not heal again. My play-through was via SNES9X on the Wii. I would like point out that Wild Bill's writing in this game was pure class. RPG's are basically my religion, and I have played through literally hundreds of them. The care taken with the script is what I will most remember about this one, for certain. I have also played through DD's translations of FEDA, Just Breed (hell, yeah!), Lennus II, Ranma 1/2, The Slayers, and Villgust. Its safe to assume that I know my @#$%; Wild Bill, you know your @#$%, too. Without the charm put into it through your words, Silva Saga II would have been severely diminished. That is not to downplay the roles of you others that made the game work, period, however. You all did very well, and thank you for the opportunity to play Silva Saga II in English. Feel free to heckle me where I live (http://secretartsgames.blogspot.com/). I just noticed my page layout is similar to that you all use for your projects' pages. Happy coincidence? |
Author: | Wildbill [ Fri Feb 10, 2012 2:27 pm ] |
Post subject: | Re: Silva Saga 2 post release feedback |
Wes Falls wrote: Hey guys, good job translating this game. Though pitifully easy, all of the attention put into the little things really made this game special. Heh, I certainly never allowed Zolde to beat me! It's shocking... shocking... to learn we can beat this game without beating this game!!Interestingly, I found that you do not actually have to defeat Zonde-III to beat the game. I decided to let him kill my party off on my first go at him, as I was unable to inflict enough damage to get ahead of his use of Mezl, yet he was not particularly damaging enough to beat me, either. As soon as I reappeared in the magic guild in the last town, the ending sequence began to play straight through to "THE END." I thought this to actually be very funny, indeed. How better to end such an easy game? I am pretty sure its an error, though. What is even funnier, is that I bet it was never spotted because no one lost to this boss during play-testing. Hell, I lost because I was too impatient to nickle and dime the guy and hope he would not heal again. My play-through was via SNES9X on the Wii. I would like point out that Wild Bill's writing in this game was pure class. RPG's are basically my religion, and I have played through literally hundreds of them. The care taken with the script is what I will most remember about this one, for certain. I have also played through DD's translations of FEDA, Just Breed (hell, yeah!), Lennus II, Ranma 1/2, The Slayers, and Villgust. Its safe to assume that I know my @#$%; Wild Bill, you know your @#$%, too. Without the charm put into it through your words, Silva Saga II would have been severely diminished. That is not to downplay the roles of you others that made the game work, period, however. You all did very well, and thank you for the opportunity to play Silva Saga II in English. Feel free to heckle me where I live (http://secretartsgames.blogspot.com/). I just noticed my page layout is similar to that you all use for your projects' pages. Happy coincidence? I must take off my hat to Shiva Indis for his major role in the finished SS-II story. He is not only an outstanding translator, he understands Japanese from the standpoint of traditional cultural nuances used in game conventions. In more than one place, he basically said, "Bill, what you wrote (in a given string) is not only funny, it fits okay within general translation options and flows well enough in the context of the story. But based upon my knowledge of Japanese syntax and folklore, here is what the character actually meant." So, we postponed release for months so Shiva could comb through the blocks and make changes at his discretion. He not only produced a more accurate translation overall, he wove his wit, humor, and sense of drama so seamlessly into the story, I could barely distinguish between his work and mine. In fact, the only direct giveaways came to light when we discovered slight formatting adjustments needed on various screens. Needless to say, we hope Shiva will work with us again once he finishes the "lost block" in Chaos Seed. Also, the Villgust and Ranma stories were jointly written by Taskforce and me, especially Ranma. TF and I are also collaborating on Princess Minerva (along with Eien) and the two Arethas, and his input is strong in Feda. Draken did all the formatting and first drafting in Mystic Ark, and he co-authored the second half of Lennus-II. Moreover, Drakee's strong sense of flow has smoothed the stories for every project since Lennus-II. Red Soul's strong positive influence has contributed vitally to every story from Mystic Ark forward. l would have been lost in Slayers without Filler's collaboration. The fact that the Slayers fans appeared to accept our effort is due to Filler steering our story to the promised land. Recca's love of Burning Heroes and attention to detail on every little tidbit, I'm sure, will guide us to another worthy outcome. Finally Taskforce and Bongo`... Without their coding skills and the translations of Akujin, Faraday, Filler, Ritchie, Shiva Indis, Eien ni Hen, and many others - and the tones they set in their readings - this poor country writer wouldn't know where to begin. Alas! Without teamwork, all of our project pages could very well be blank. So, for all of us, I return a hearty, "Thanks!" |
Author: | Wes Falls [ Fri Feb 10, 2012 4:37 pm ] |
Post subject: | Re: Silva Saga 2 post release feedback |
Wildbill wrote: I must take off my hat to Shiva Indis for his major role in the finished SS-II story. He is not only an outstanding translator, he understands Japanese from the standpoint of traditional cultural nuances used in game conventions. In more than one place, he basically said, "Bill, what you wrote (in a given string) is not only funny, it fits okay within general translation options and flows well enough in the context of the story. But based upon my knowledge of Japanese syntax and folklore, here is what the character actually meant." So, we postponed release for months so Shiva could comb through the blocks and make changes at his discretion. He not only produced a more accurate translation overall, he wove his wit, humor, and sense of drama so seamlessly into the story, I could barely distinguish between his work and mine. In fact, the only direct giveaways came to light when we discovered slight formatting adjustments needed on various screens. Needless to say, we hope Shiva will work with us again once he finishes the "lost block" in Chaos Seed. Also, the Villgust and Ranma stories were jointly written by Taskforce and me, especially Ranma. TF and I are also collaborating on Princess Minerva (along with Eien) and the two Arethas, and his input is strong in Feda. Draken did all the formatting and first drafting in Mystic Ark, and he co-authored the second half of Lennus-II. Moreover, Drakee's strong sense of flow has smoothed the stories for every project since Lennus-II. Red Soul's strong positive influence has contributed vitally to every story from Mystic Ark forward. l would have been lost in Slayers without Filler's collaboration. The fact that the Slayers fans appeared to accept our effort is due to Filler steering our story to the promised land. Recca's love of Burning Heroes and attention to detail on every little tidbit, I'm sure, will guide us to another worthy outcome. Finally Taskforce and Bongo`... Without their coding skills and the translations of Akujin, Faraday, Filler, Ritchie, Shiva Indis, Eien ni Hen, and many others - and the tones they set in their readings - this poor country writer wouldn't know where to begin. Alas! Without teamwork, all of our project pages could very well be blank. So, for all of us, I return a hearty, "Thanks!" Considering all this, I must extend my praise to encompass the lot of you. You all do good work. I wish I had a team so dedicated as you lot helping me out. If you guys ever have need for someone to write prose, that is a thing I am good at, particularly iambic pentameter. Regarding The Slayers, I thought you did well. It is difficult to describe how much of a fan I am of the Slayers; I named my daughter Lina. If you guys ever make the leap to translating Saturn games, Riglord Saga II is a hell of a good game. You can turn one character into a flying dragon, another into a polar bear, double their size with magic, and then have the dragon carry the polar bear and drop him among enemies. Also, Riglord Saga I, as Blazing Heroes, was barely translated itself. |
Author: | Red Soul [ Fri Feb 10, 2012 6:40 pm ] |
Post subject: | Re: Silva Saga 2 post release feedback |
I wish we could eventually move to encompass Saturn translations (Feda for the Saturn is arguably the best version, with added endings, characters and bugfixes) and the suggestions you gave are very good, Wes Falls. The thing is, the Saturn hardware, although powerful (I see it as superior to the PS1 in every level, devs just couldn't squeeze out its power), is very unwieldy, and it would all depend on our mighty binary sage, Bongo' to sort it out at first. |
Author: | Wes Falls [ Sat Feb 11, 2012 12:25 am ] |
Post subject: | Re: Silva Saga 2 post release feedback |
FEDA Remake! is pretty dang good, except for its loading times. They are not Albert Odyssey bad, but they are bad. You know what you could translate that would make a lot of people happy? Wacheroder. Its a completely badass steampunk tactical RPG with music from Ian McDonald. You would also need a German translator for that one, though. |
Author: | Draken [ Sat Feb 11, 2012 2:30 am ] |
Post subject: | Re: Silva Saga 2 post release feedback |
Wildbill wrote: Needless to say, we hope Shiva will work with us again once he finishes the "lost block" in Chaos Seed. It was actually finished a couple of days ago! About the same time I got done with BH testing. What great timing! I've been working daily on testing/editing the last part of the game. Hopefully, I'll have something to pass your way in a month's time (or less). |
Author: | CRV10 [ Sat Feb 11, 2012 3:47 am ] |
Post subject: | Re: Silva Saga 2 post release feedback |
Hey there folks, I decided to pop on here again to apologize for my rage induced review on the game's plot I do know that the game is just a game & given the technological limitations that the programmers had to work with back then (in that Golden Age of 16-bit RPGs), I definitely should have been easier on what the game had to offer. I admit that shotgun wedding (I'm not sure if you folks use the same colloquial term for a forced wedding, but from where I'm from that's what we call it) really got to me badly Now that I've cooled off & have looked back on what the game's plot made me felt, I can honestly say that it was like watching a cheesy chick flick LOL! And in my ranting mood I forgot to praise the one core feature I absolutely loved in the game, the idols Collecting & developing the idols was such a fun tidbit & reminded me so much of the capsule monsters from Lufia II. Had the game's developers made another Silva Saga game I would've liked it even more if they made it so that each idol learns different skills at certain levels ala Pokemon style, then when you fuse idols the fused form would learn the skills of both proto form idols By the way, that weird scenario Wes Falls encountered with the game still proceeding to the game's ending despite not beating Zolde III is so hilarious So as Red Soul mentioned on his cross examination of my previous post, you (the Hero) are "destined" to end up in Maria's clutches no matter what you do.... including pleading Zolde to kill you ROFL! |
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