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08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
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It's the Weekend, time to finish Brightis

Previous thread: >>12781812
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So I spent the whole morning on the final (I hope) dungeon and this shit is just too much. I'm completely lost, I enter a new room and it's a vertical maze with multiple exits, I'm just constantly finding new room. Genuinely have no clue where to go. Eventually I stumble blindly into what seems to be the final boss against the big bad dark magician, I kill the fucker and they're like "go on now, you have to do the thing". What exactly do they want from me and where. I spent so much time just blindly stumbling that I just had to try and blindly stumble back to the beginning just so I could find a save spot. The one silver lining is that I managed to find the map. Now I'll have to do try it again. Wish me luck lads. I enjoyed the game thus far but this shit is just an endurance run now.
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Fuck off, spammer.
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fuck in, videogamer
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Well I beat the vidogame. That last dungeon was exhausting. I will post the rest of my images and then fuck off.~

It's a good game, play it. 7.5/10
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Another beautiful area where nothing happens. This game does puzzle me quite a bit. One might assume this would be a boss fight area or even a save room, but nope, just a beautiful church with a stained glass art passing through.
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These final credits sequence were just the right amount of homely
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>>12800160
By the way does anyone know what the hell that minecraft iron block was?
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final thoughts
I don't think I ever played quintet video game, but I might have to after this. any recommendations where to start?
brightis isn't an amazing video game but it is well put together. It's not particularly hard, but my experience wasn't balanced either. I had some trouble in some bosses and dungeons while others I just breezed through it. Might just attribute it to the trappings of the genre, as having difficulty tied to how many experience points you have at a particular time just makes things a little silly. What is particularly refreshing is not having a targeting or lock on system. the character will slightly align itself to the target depending on how close you are and depending if your move supports it. But the trappings of lock-on systems while It will give you stability and more precise attacks, it comes with this annoying micromanagement of shifting through targets while it feels much more natural to swing your sword around in a particular direction, and it will hit based on its own merits. A little hard to do at first and sometimes quite frustrating if you want to trigger a forward lunge attack, but very satisfying for general sword swinging. plus it's just one of those games from that gen that was just trying to figure how to control the camera in a 3d space. it's not a particularly bad example but just offloading all the camerawork to the right analogue would have saved them a lot of trouble, and we can't bind the buttons to the sticks in the options. but getting back to the lock-on poaint, I think hack and slacks in general should really revisit their way of doing things, this system does come with its downsides but I was honestly surprised how refreshing it was no having to deal with targetting.
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having 50 gorillian moves like god hand is also something I would like more games do, even if I didn't up even buying a third of them, it's always fun to just have a bunch of shit and trying it out. Unlike most Anons, I did end up buying a some moves and took advantage of them, didn't just stick with the default ones. and in particular parts where I was quite underpowered certain combo moves just carried me through the game.
the gem and light system in the dungeons was also pretty interesting, it never quite overstayed its welcome (maybe in this last dungeon where I had to constantly use the LVL3 ICE spell to regain my light while just walking and looking for an exit non stop) particularly at the end when we get to do a victory parade around the dungeon looking for locked chests. I'm still not sure if those chests were RNG or not. I did test it on one chest that was close to a save point and it spawned the same thing every timed I loaded. But some chests were so remote and sort of seemed important and I would get a fucking herb out of them that it's to imagine it's not random.
one thing that is sort of broken with these games particularly when you get to the end is you're so stocked up on items that you can just cheese anything, and considering how I was so exhausted with the last dungeon I just ate a shitton of herbs for the final boss. not like the boss was particularly hard or anything, but this sort of unbalanced system where you can hog all the items in the world just turns into an exercise of self restraint and if you really want to you can even beat hard bosses if you just feed yourself all the green everytime you get hit.
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lastly I just really enjoyed the world, which I usually do enjoy even fairly generic jrpg worlds. the only reason I don't play turn based JRPGs is becaused I played too many of them and am just completely tired of the combat system, but I never seem to tire out of exploring a comfy fantasy world. this one was somehow particularly big chungus from just having a single town that we had to come back to. and when the world turned dark and we regained the blue sky I was so relieved to see the old town going back to normal. but fuck that fat fuck at the harbor, I recall him saying he would reward me if I ended the darkness. where is the reward you fucking lardass.
the music I was prepared to pan it but as I'm writing this I have the OST playing in the background. while it's true the game does not have like a single track that stands out, it does do its job really well which is to establish the atmosphere, and it never quite sticks out either. the only time they kind of dropped the ball was not having an appropriate overworld track for when the world was dark. did they run out of time or what? still overall pretty pleasant background music, but you'll surely not be hearing any of them in vip.swf
as I said before, 7.5/10, good game. english translation is alright too, barring some formatting errors that still persist, but it's not a big deal.
thank you to all the Anons that gave me some hints without outright spoiling the game.
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and this final score of mine does seem quite embarrassing compared to other anons, not even a single star. does anyone know what goes on in new game+?
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>>12800251
>>12800253
>>12800257
Nice threads, OP. I pretty much agree with your points about the game. I would say it's a flawed but unique 3D arpg that's worth playing for anyone.

It's a breath of fresh air in a world of rollslop and in many ways it's what I had wanted out of Demon's Souls with its focus on exploration and traps. I like having access to all sorts of moves and it's a shame it didn't have just a little more polish to make some of those moves more unique or useful. The game is riddled with hidden systems in relation to how combos and damage work which adds some learning curve that could have been tutorial'd away.

The soundtrack is probably the weakest part of the game but when you consider its contemporaries the world and dungeons you get to explore are astonishingly fleshed out and quite beautiful and interesting. Brightis is a hidden gem and I don't think it can be faithfully argued otherwise, it's an underrated game and there really isn't anything else quite like. I'd love to see a spiritual successor that builds on its foundation.
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>>12801067
Particularly what I do liked the most about Demon's Souls were the gimmicky bosses and traps. The problems with those things is that it does not favor replayability, as you already know how to solve the puzzles on the second playthough, as opposed to focusing on action you can always engage the player by just bumping the difficulty. But I rather have that tradeoff, I hardly replay games as well, rather just play something new. I don't particularly hate rollsloping but the burnout is real, how long can they keep making the same game.Regardless, not retro.

Speaking of replayability what exactly is the point of the end game save? As far as I Bing™ searched, the game has no new game plus.
Also are the waterfall cave and noble tomb floors infinite? Or is there a decent reward at the end of them? I got as far as level 35 on waterfall and 22 on noble, give or take.
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Oh and I reached floor 100 of the waterfall cave, just out of curiosity, since I could just oneshot the whole room with a lvl3 ice spell. it gives us a "proof ring" which raises our stats. Continued to floor 102 and it seems this shit is just goes on forever until the integer overflows. Not sticking around for that. Time to stop playing.
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>>12800251
> I don't think I ever played quintet video game, but I might have to after this. any recommendations where to start?
Gotta go back to the snes trilogy.
Soul blazer - gauntlet like dungeon crawler but with a story (the best)
Illusion of Gaia - linear action adventure
Terranigma - Action rpg with a lot of world and story to explore

If you like difficult action, Actraiser 2 is dope. And Granstream Saga is their first attempt at a PSX game. Basically a SNES game in 3D.
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>>12800258
I don't think there really is a new game +. I loaded the cleared save and it was just new game unless I'm mistaken.
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>>12802156
Yes, it starts a new game. But if it asks us to create a save clear file it has to need it for something. Might not be a new game+ but something has to carry over to the new game.
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>>12800258
apparently if you get max rank you can replay with a new ring that increases stats
>>12801776
you get a proof ring every 100 floors, there doesn't seem to be any other reward besides randomized loot
>>12801260
you get the "best" armor and sword in the noble's tomb at floors 50 and 100

i tried 100% this game but i never found: all 50 coins, snow dungeon map, some shields, the watchtower sidequest(?) and ring
>>
Something in the combat system that I found could have had potential but was not developed was the way the different types of skills can chain into each other. It doesn't happen smoothly, but you can do something like performing a Dance and holding the last input slightly longer to activate a Slash or use the hitstun from an Art to start a Dance. I feel like there was a lot of missed potential for the different skills to string together. As they are now, they are all pretty disconnected and you tend to spam the same Arts and Dances over and over while only using the 0s and 1s Slashes occasionally and avoiding anything longer than that. Imagine if the controls and input buffering were a little different and you were able to do something like performing a Dance, being able to charge a Slash with one of the inputs, finishing the Dance while buffering the motion input to end on an Art and releasing a 5s or 8s Slash at the end.

Maybe I am character action brained and this would have changed the enemy design or combat pacing for the worse. Of course, this game was developed in the awkward time frame after the beat-em-up genre was dwindling but before the character action genre was codified. I feel like if Quintet didn't fall off the face of the earth and developed a follow up to Brightis, it could have had combat that played like something in-between God Hand, 3D Ninja Gaiden, and DMC but with Zelda style dungeons and more refined Wizardry/Nethack-inspired mystery dungeon modes.
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>>12799857
fpwp
>>12799983
spbp
>>12801830
exactly this. im in the same camp when it comes to soul blazer. a lot of anons here will not agree with that though... ymmv.



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