Legend of Raven on PS VIta

My name is Tyrone Rodriguez and I’m with Nicalis, Inc. We’re bringing Legend of Raven (formerly Yatagarasu) to PS Vita.

Starting a new thread for questions and general discussions. Open to all constructive feedback.

Thanks!

We already have two Yatagarasu threads. What is the point of this?

Edit:
Since you were too lazy to search
Main

The Indiegogo thread

Jed,

I’m very familiar with those threads, but we’re not related to the Indiegogo campaign or with the company localizing the PC version. I started this thread for any questions players may have related to the PS Vita version.

-ty

No online multiplayer?

Will it get localized?

Is it going to take a very long time to come out like the DS port?

Will there be an option to either disable the left analog stick or the d-pad? They’re way too close to each other on the Vita, it’s easy to touch one of them accidentally and mess up your inputs. Guilty Gear has that option.

The first thread is for general Yatagarasu chat not a translation.

Ignore Jedpossum, he’s just like that. Just curious, are you guys going to update the game when Attack on Cataclysm comes out?

Louis, undecided yet, but we can talk to Hotapen about it. AoC is still in development so there’s a ton that could change with that game that might not make it as easy an a simple update. However, we’re open to it. For now, the PS Vita version (and potential PS3 and PS4 versions) will be based on 4.3 with some additional changes not in the PC release.

Is a 3DS release still within the realm of possibility in the future?

The 3DS announcement is what brought my attention to Yata in the first place and it seems like a better choice considering the userbases of both handhelds.

The 3DS D-pad and joystick are terrible for fighters so you’re not missing much.

Vita is capable of maintaining a consistent frame rate. A friend of mine as the 3DS version of Blazblue EX and it was garbage

Cyclops, the Vita is a much better fit for the game. And it’s not marketing BS, I really feel that it “belongs” on the Vita more than on the 3DS. There are a bunch of things that make the game work better on Vita. For example, we originally thought that the irregular resolution (960x544) of the Vita was going to be an issue, but it ended up helping out a ton. The original game is at 640x480, but we were able increase the viewport to 720x544 without adversely affecting the game. Now it actually feels really good and playing the PC version at 640x480 feels really confining with all the UI covering up too much space.

And yes, the Vita is significantly more powerful than the 3DS. I also bought Blazblue and the framerate and unimpressive 3D implementation were both disappointing to me.

Not planned for now on Vita. We didn’t intend to do it on 3DS either. I love online multiplayer, but on a wired console like a PS3/PS4 or even Xbox. There are so many variables that we have to deal with on a portable console that prevents me from promising an amazing online experience. I told someone else today, how we can’t control how far you are from the router, how fast your connection, how good your WiFi signal. Lots of variables. I’m a fighting game guy; I love and live for fighting games. Used to play at Southern Hills Golfland every week before it closed down years ago. And I’ve played a lot of online fighting games dating back to the XBAND. What I don’t want is to give a sub-par experience. Why not instead have an awesome local multiplayer experience. If you take your Vita to Evo or a friend’s place you can still do multiplayer and enjoy it and be sure that lag won’t be an issue. If and when we do a PS_ version of the game will we do online? I’d like to, yeah.

Yes, no and yes.

We’ve already localized a great portion of it. We have a “secret” main announcer for the Vita version that I think everyone will be very happy and probably not surprised with, but still awesome. The Vita version is pretty far along. We threw up a five-second combo video on our Twitter/Vine today: https://vine.co/v/heHiO910ndx

-ty

Does the port have a graphic filter option?

Let’s say that by the time Attack on Cataclysm is released with full GGPO support but “Legend of Raven” has yet to have a Ps3/Ps4 release, could it be possible to get in contact and cooperate with Hotapen to just directly release Attack on Cataclysm on Ps3/Ps4 if a console version gets a green light? I’m asking this primarily because I really like “well implemented” GGPO titles and if the console versions can get a netplay function, I’d prefer to have a finished and well implemented GGPO netcode to get released for the consoles rather than some other not as polished concoction.

Thanks for your effort and outreach Mr. Tyrone, I truly appreciate it.

I’m not certain what you mean by graphic filter. We’re running the game at 1:1 resolution, but showing more of the level and moved the UI to the outer edges of the screen to give the play area more space. Do you mean like anti-aliasing?

Hey Laban, we’d be down for it, but I’m not sure when AoC will be complete. We haven’t personally looked at the GGPO source code and aren’t familiar with what kind of support may be provided while implementing it. If GGPO is well-documented then maybe it’s relatively straightforward. I know part of the draw are the new characters so it all depends. For now I can say it’d be cool to play Legend of Raven on PS3/4–still very fun.

Although it’s not an “exact and concrete” date, it seems like the developers want to finish an early version of AoC around February 2014. But yeah, still nothing concrete unless you can get a hold of the developers directly.

In regards to GGPO support, I don’t know the technicalities of it. But I do know that the developer of GGPO, Tony Cannon aka Ponder, developed it out of love for the community and he should be more than wiling to answer any questions that you and your team may have about GGPO, the implementation of it, support, and anything else.

http://ggpo.net/about/

“More Information
The techniques used in GGPO are appropriate for all kinds of arcade style games. I have packaged GGPO into an SDK, which makes it quite easy to bring these games to the network, even if the game wasn’t originally designed for it. If you are interested in learning more about licensing GGPO for use in your game, please drop me an e-mail.”

The link to the ggpo.net/about/ website should have a hyperlink to the email address Mr. Cannon provided if you want to want to contact him about GGPO.

Part of the draw to Yatagarasu is in fact new characters; but for many of the players and fans (especially on SRK), we prioritize the multiplayer playability first and foremost. Since many of us players/fans are widespread amongst the United States, many of us don’t have the luxury of finding other players to play against. So many of us have to resort to a netplay function that lets us play the game often with other people that may be an hour’s drive away or from coast to coast. So far, the most reliable form of netcode that has been proven to be consistent (if implemented well) is GGPO.

GGPO became so important and requested by the fans and the players that even the Indiegogo campaign didn’t dawdle anymore and put GGPO implementation as an immediate stretch goal (the most efficient way to put it into the production schedule last minute) instead of trying to experiment with other netcode implementations. It was even prioritized sooner as a stretch goal over making a third and fourth character as well as reanimation and rebalancing changes. Thanks to becoming a stretch goal, many people have donated to the campaign that otherwise were on the fence or wouldn’t have donated at all. Having a stable, reliable online experience is just that important for our community and our voice reached Nyu Media and Hotapen.

I don’t know how flexible your company/team’s schedule is and I know that the world of game design, development, and publishing is a detailed, nuanced, and profound world. I just hope that everyone involved with Yatagarasu/Legend of Raven does well and that a wonderful product is born from everyone’s efforts, labor, and love. If Nicalis is unable to provide GGPO at this time for a Ps3/Ps4 release, it is understandable. I hope, though, that you and your team are able to learn much about GGPO, what it is, why it’s often requested, and keep it within your consideration for the future.

Once again, thank you.

Right anti-aliasing like how other games have smooth and crisp choices.

I urge you to reconsider. Fighting games on a portable system that lack online multiplayer are largely useless. They become more of a time waster and a tool for practicing for the console/PC version on the go. The PSV isn’t cheap, and neither are the games. People that spend that much cash on it aren’t only looking for a time waster or practice. And online is usually the only option for any kind of multiplayer on the PSV, since it’s not a very popular handheld, and the chances of knowing someone with one, who would actually be willing to play your game on local multiplayer, are slim to none. You’re really fooling yourself if you see the PSV as a viable local muliplayer option in country except Japan. Couple that with the fact that single player focused fighters are fail and you have good reasons to make it online.

And I think anyone with half a brain could understand that their PSV online connection is better when they are in the room with the router. If not, you could simply add a prompt that says “the online connectivity and overall experience is better when you are in the same room as your router”, or something along those lines. Why don’t you let the player make the choice whether or not they want to play online?

Thanks for reaching out to us, Ty. I have a couple questions:

Regarding the expanded viewport, does this mean that the in-game distance between the left and right sides of the viewing area is increased? I’m not sure if it’s a dramatic increase, but this could change up the zoning/keepaway/runaway game some, if there is (slightly) more space to cover to chase down a running opponent.

Also, are there going to be any (intended) system/gameplay/mechanics changes from the PC version of 4.3? Or are these all purely cosmetic?