Finished this recently and it was fucking great.Someone out there had the inspired idea to make a Mystery Dungeon game and remove all elements that make them a total slog. Every time I booted up the game there was a new trick or mechanic to learn.Only thing that objectively sucked was Medicine Clear having random effects. I didn't hesitate to save scum at terminals when I needed a particular buff removed.Is there anything else out there like it?
This has been on my play list forever but every time I consider it I take a look at videos and some stuff look fun but the dungeon design look super dull
>>12784045The dungeons have varying backgrounds if we're talking solely about looks.Otherwise, comparing directly to typical Mystery Dungeon games, there's plenty of variety in rooms you encounter. There are trap rooms, puzzle rooms, challenge rooms, stealth rooms, platforming rooms, and boss rooms to name some.There's also a lot of verticality with objects you can jump on and elevators. Some floors consist of multiple different levels that you traverse through with ramps or pitfalls which helps break up the pace. Then later areas have entire puzzle floors with specific unlock sequences you need to progress through.You can even view the current floor as a 3D map.
>>12784104Are the layouts randomized?Also what happens when you die, do you lose everything (or close to) and have to restart like in the Mystery Dungeon games?
>>12784110Layouts are randomized when you first enter a sub-area but lock in and stay the same once you finish and exit them. This is only relevant when you die and rooms are shuffled.You lose your entire inventory upon death which is utterly devastating because your buffs also count as inventory. The game can be challenging enough where death is a real possibility. Don't fucking die. You can store up to 60 items on your ship and can also share inventory between all 3 characters so it's possible to recover.
>>12784118I should add that areas staying the same is important. Sometimes you need to get characters through previously explored areas because certain characters can only get through certain obstacles.
Does it have English translation? Or is it AI tranieslation?
>>12784869Not sure to either. I played it in Jap.All the items are in English though so it's not too much of an issue if you want to still play it. Only potential problem is that Terminals, messages, and tutorials are all in Japanese. If there's no walkthrough in English out there I could give a quick rundown of important things to remember.Like for one thing, there's never any reason to run past a terminal while inside a dungeon. You always want to activate them (and switches) no matter what.
>>12784869only trannies cry about AI, but this game was translated over a decade beetle AI was thing, cry baby lumpenprole faggot
>>12784040can't add anything re: "is there anything like it" but i'm definitely gonna throw it in my folder if jp-only ps1 games i'll never play, cheers.
>>12785273>my folder if jp-only ps1 games i'll never playFor me it's Soukaigi and Hokuto no Ken
>>12785262>lumpenprole>faggot>in the same sentencenazbol hours. why not just be a nazi fully?
>>12785347>SoukaigiHardcore Gaming says that one is shit.
>>12784926>If there's no walkthrough in English out there I could give a quick rundown of important things to remember.There's not a walkthrough but I uploaded maps and notes for a lot of stuff on gamefaqs back when I played it. I don't think it really needs a full walkthrough.best track is https://www.youtube.com/watch?v=qbm2MlbCGvE
>>12785934>I uploaded maps and notes for a lot of stuff on gamefaqs back when I played it.Good shit. As long as it includes all the combo techniques and full mechanics explanations then no translation is needed even if the story was pretty cool.Great choice in track. Too bad youtube doesn't have the full OST uploaded.https://www.zophar.net/music/playstation-psf/cyber-org.htmlSLPS-01910_MUSIC2_0000408c and SLPS-01910_MUSIC2_0000129c are both incredible.Really, every song colors the frenetic gameplay in such a fun way.Who was your favorite dude?
>>12786227Gigante for me, he seemed pretty busted too if I remember right. I think they did a pretty good job making everybody fun to play though, I didn't really like most of Fosis's weapons though.
>>12786310Loved how Gigante could oneshot most enemies and make them fucking explode. Once I got his drill I never upgraded anything else. His saw weapon was disappointingly shit though.>they did a pretty good job making everybody fun They really did. Everyone having situations they excel at made switching between them all satisfying. Like how Gigante had trouble against airborne or fast enemies. I did his shoryuken by accident a couple times but couldn't figure out how to get it consistently. I'm sure that would have made him better against flying guys.He also needed more hunger meter upgrades than anyone because of how damn slow he was.Fosis' explosives took some getting used to, yeah. Placing them deliberately to hit as many enemies as possible was fun but I ended up relying on his melee more than anyone else. His square square triangle combo was probably the best out of all three characters because it made any bomb explode immediately though.
>>12786335I can't even remember the speciifcs of the controls, I played it back in like december. I remember completely forgetting the game even had a slide attack until that one part super late in the game when it's actually required. It's such a weird game, I can't believe they never bothered localizing it.
>>12785806>ohhh i tried to enjoy the game, but the clunkiness, the gosh darn hecking clunkiness, ahhhsounds like whoever wrote this one's a pussy little BITCH
>>12786631>until that one part super late in the game when it's actually requiredlol I got stuck at that part. Took me a while to figure it out. TJ could do the slide as part of one of his combos but it only came out when he was attacking an enemy. Can't recall if the tutorial tells you to press square+cross while running to do it.Maybe one day they'll localize it. Half the work is done already and it's a genuinely great game. Might be one of a kind considering no one was able to answer my OP question.Completely unrelated but the main artist who worked on it also designed the characters and suits for the Japanese tokusatsu Supaidaman show. I thought that was neat.
>>12784040>Someone out there had the inspired idea to make a Mystery Dungeon game and remove all elements that make them a total slog. As for your question, I'm curious. Are you talking about roguelikes in general or specifically the Chunsoft Mystery Dungeon games? And what about them makes it a slog for you? Roguelikes are one of my favorite genres, Mystery Dungeons are among some of my least favorite ever.
>>12786697I'm only talking about Mystery Dungeon games. I think they're a slog because there's no real variety in rooms and reaching the next floor is only ever a matter of finding the next staircase instead of there being alternate objectives. Combat is also solved in every Mystery Dungeon game. Just stand at the entrance to a new room so everything fights you 1 on 1. Those games suck so much.I like regular roguelikes.
Would you suck on a cyber man's org?
>>12787327When the man cybers all over your org.
>>12787327My mind says no my body says yes
>>12786723That makes sense then, yeah I wouldn't waste your time. Mystery Dungeon is a shitty watered down series in large part responsible for 'roguelites' basically cannibalizing the genre they ripped off.