No…they dont. Hence why I made the post dude. If you just sit around deciding what to do and the enemies atb gauge fills their turn is up and they can go whether you have or not.
I know I played ff 7-9 and they are what I consider turn based. Everything stops in a fight in those games when its my turn. nothing will happen until I take my turn. so if the fight starts and I get to take my turn first I can simply walk away from teh game and nothing will happen. I can leave it idle there for days and come back to the fight when I feel the need.
In BG if you start a fight, you either have to pause it or actually fight. if you start a fight and just walk away from the game the bad dudes will still kill your party.
That’s 100% not true bro.
You actually have to change a setting for it to work like that. By default enemy time keeps going while you are on your menus
Ok so I just started a fight in ffix. Bad dude got to go first. now its my turn and I put da vita down. nothing is happening.
Some games have auto battle too so yup game doesn’t stop even if you don’t do anything!
Anyways, previous Baldur’s Gate games uses real time combat, but you can pause to select shit. Baldur’s Gate 3 is actual turn based like Divinity Original Sin.
I never got around to trying Divinity. I actually just deleted it from my computer the other day.
Edit - I’m glad I never tried it cause I dont really care for turn based combat much anymore. I’ve tried to play some games I really liked years ago but I cant get into them cause of the combat. I really liked FFIX and Legend of Legaia when they came out. I’ve tried to play them and kinda just ignore the combat and check out other cool stuffs but I cant. I get really bored of those games once the combat starts.
I try out the turn based games still but I dont enjoy many. That one game was kinda cool, Darkest Dungeon and that other one Battle Chasers. Think thats why they were called. I got bored of those too though. And it was cause of the combat.
There’s a reason why Square uses the term “active time battle” in almost all their RPG’s. Everyone involved in the battle allies and enemies alike have one.
You can turn the active time battle off but it’s on by default.
It’s been that way since the first final fantasy. Even dragon quest has it. It was in CHRONO Trigger as well. Sometime it’s clearly displayed sometimes it’s an internal mechanic but it’s always there.
The only time they really didn’t have one was FFX.
Quit talking about a genre you obviously know nothing about.
I know what I’ve played. And they do what I say. Either way, I agreed that they’re turn based so whats the issue?
Also my entire point was that I never thought of baldurs gate games as turned based. They’re not. So yeah.
Grand Kingdom was another one that I tried and thought was cool but grew bored of.
edit - vivi is still just standing there…
edit again- also, all if this is just what I think of when I think of turn based combat. I didnt say that is what turn based is.
Gematsu’s interview with Atsushi Inaba and Hideki Kamiya
If you don’t wanna click
At PAX East 2020 in Boston, Gematsu sat down with Platinum Games executive vice president and studio head Atsushi Inaba, and senior vice president and game designer Hideki Kamiya to talk about the recently Kickstarted The Wonderful 101: Remastered , the newly announced Kamiya-directed hero game Project G.G. , and the newly established Platinum Games Tokyo.
Find the full interview below.
Gematsu: The Wonderful 101: Remastered was announced a Kickstarter project in early February, and a May release date was announced later in the month. Can you explain what from the funding went into the game itself?
Atsushi Inaba: “Well the actual reason we decided to do a Kickstarter campaign was not for funding at all, it was more about gauging interest in The Wonderful 101 . This is a game we’ve always wanted to revisit at some point in time, so we thought it would be a good opportunity to bring the fans together—to unite them—and gauge interest. And in essence, to release the game. So it wasn’t really about the amount of funding at all, it was about self-publishing, bringing fans together, and revisiting The Wonderful 101 .”
Just to clarify, what is the money that was crowdfunded being used towards?
Inaba: “First off, the money is going towards the production of all the goods—I don’t know if you’ve seen all the tiers and their rewards, but those cost money to produce. The rest of the money is going towards the additional content that will be added to the game. All that costs money, and it takes time and work to port the game to the additional platforms. I want to clarify that we didn’t do the campaign to ‘get money’ or anything like that—that wasn’t the point of it. The main goal was to bring the fans together, gauge interest, and find a good way to revisit and release the game.”
Is there anything in the base game that is being added beyond the stretch goals?
Hideki Kamiya: “For both myself and for Platinum Games, The Wonderful 101 is one of our largest games, both in volume and content. So I didn’t feel it was necessary to add anything to game itself, and it would’ve actually created unbalance. So there isn’t anything that will be added to the game in terms of extra levels or characters. However, back in the Wii U days, there were some things that we couldn’t implement, a lot of which concerns user-friendly features, playability, giving the player directives, and the like, which will be added in this version.”
I wanted to speak a bit about that, so I’m glad you brought it up. The Wii U version utilized both the GamePad and TV screens. How is the game being consolidated into a single screen this time around?
Kamiya: “When I was originally developing the game on Wii U, I figured that a picture-in-picture would be necessary, but in the end there were two screens. Since it’s a one screen game in the newer versions, we’re going back to the picture-in-picture design. And this time around we’re able to add better playability and user-friendliness that was not possible on the Wii U, such as adjustments of the screen, moving it around, and making the game more accessible for current players. Another thing was obviously the drawing of the shapes on the GamePad, which is not going to be featured in the new version. Originally I had planned on using the joystick to do that. So in a way we are actually going back to the original version that I planned. In this new version, you will be using the joystick to draw.”
That includes the Switch version?
Kamiya: “(Nods.)”
This may be a bit of a sensitive topic, but in the Release date trailer there was no mention of Nintendo in the copyright. Can you clarify ownership of the IP, or why Nintendo wasn’t mentioned?
Inaba: “Unfortunately, I can’t talk about the details, since it’s between Platinum Games and Nintendo, but as I said before, it’s thanks to the kindness of Nintendo that this release is possible.”
When we first spoke about The Wonderful 101: Remastered back in September, Kamiya-san mentioned an Xbox One version as a planned stretch goal. Can you speak a bit to what happened there?
Kamiya: “That’s very true, and we did plan and want to release on Xbox One. But the fact of the matter was that the original engine for the game and the engine for the Xbox One are very different, and it’s not easy to port like the other systems. So as a result of that, unfortunately and regrettably, we had to relinquish the Xbox One release.”
Is an Xbox One version something you would rule out entirely?
Kamiya: “It’s just a very costly thing to do and we don’t have the ability to do it in-house. I don’t want to say it will never happen. If the right things come together and we get enough money, it might be possible, but it’s just an expensive thing to do. We did want to do it—it’s purely for that reason that we couldn’t.”
With The Wonderful 101 coming to additional platforms, does that open the doors for other Nintendo-published projects from Platinum Games to come to additional platforms?
Inaba: “I really don’t know. The fact is that a lot of those IPs are owned by Nintendo, we’re just the developer. So you’d have to ask Nintendo if they’re willing to do it. It’s not something we really have control over ourselves.”
Moving onto [ Project G.G. ]
this is something that’s being billed as the final entry in Kamiya-san’s trilogy of hero games. Can you talk about how these titles are connected?
Kamiya: “Well as you can tell from the games themselves, Viewtiful Joe is in its own world, The Wonderful 101 is in its own world—those are not connected in any way. What actually brings the three together as a trilogy is the essence of ‘hero.’ You can think of Viewtiful Joe as the transformation solo hero, The Wonderful 101 as the group hero, and now Project G.G. will be the giant hero. So if you’re going to connect them in any way, it’s not via each game’s lore, it’s about the essence of them being hero games.”
Can you explain why this is the climax or final entry? Will you never make another hero game after this?
Kamiya: “I wanted to bring these games together as a trilogy, and this will be the third entry. Like I said before, there are mainly three categories of heroes, so this is kind of bringing that trilogy of hero types to a close. So that will be one thing. After this trilogy is finished, maybe in the future I will create a new trilogy. It’s not that I’m finished with heroes, but for this particular set it just makes sense for this to be the final one.”
How far back did you decide upon making this trilogy?
Kamiya: “I’m not really sure myself. It came to me during the development of The Wonderful 101 . Viewtiful Joe was a hero game, The Wonderful 101 was a hero game, so I kind of thought, ‘well, there’s also the giant hero.’ Then it started to form in my mind, ‘well, maybe one day.’ But it’s not that I had this plan from the beginning to do three, it kind of came as it went.”
How long has Project G.G. been in the works?
Kamiya: “It was about a year ago that the idea started coming together, but there’s actually an interesting backstory to it. As we were preparing to move into self-publishing, we had a competition within Platinum Games where anyone could write up a design for the game, especially for a lot of the younger staff, and then the higher members of the company would get together and check them out. I wasn’t involved in that process at all, but they basically narrowed it down to three. So there was a top three, but I had Project G.G. in my mind, so I went to Inaba-san with the idea and he told me to write up a design. In the end, that was the most interesting option for Platinum Games and the one we moved forward with. That was about a year ago, and now we’re at the point where it’s finally starting to manifest itself.”
What’s the game’s genre?
Kamiya: “That’s not something I can say too much about. But what I can say is that while Viewtiful Joe is a pure action game, this will not be a pure action game.”
What do you plan to do differently in Project G.G. that you maybe couldn’t do in Viewtiful Joe or The Wonderful 101 ?
Kamiya: “For me, it’s a totally new project. I was very happy with how Viewtiful Joe and The Wonderful 101 turned out, and each of those games are their own existence. This time around, I’m not thinking anything like, ‘Oh I wish I could’ve done this, or I wish I could’ve done that.’ It’s a totally new game with a totally new design, and that’s how we’re moving forward. Basically, I can’t give too many details at this point.”
( Editor’s Note: While Gematsu did not ask about Project G.G. ‘s intended platforms, this is a good area to note that IGN did, and that Inaba said, “Basically we’d like to hit PS4, Xbox One, Switch, and Steam, and then of course PS5 and Series X are coming soon. We don’t know exactly when this will come out, but we’d like to release it on whatever are the main platforms at that time.”)
For Project G.G. , you guys are setting up a new studio in Tokyo. In Inaba-san’s message on the studio website, you mention wanting to expand into “console live ops” game development. Can you talk a bit about that?
Inaba: “I can’t say too much about it unfortunately. But up until now, it’s been, pay this amount of money for a game, then you’re finished. We do have plans to move into more service-themed games, but I can’t provide any detailed specifics at this point. All I can say is that there are plans to move in that direction.”
Would you describe such service games as the focus of Platinum Games Tokyo?
Inaba: “That’s not the sole purpose of the office, but it is one of the things we want to do. And there are a lot things we want to do in addition to that. We get a lot offers and things to that nature, and we unfortunately have to turn a lot of them down. So in establishing a Tokyo office, it will allow us to pursue a lot of those things we would otherwise have to refuse. It’s generally about expanding in that direction.”
Kamiya: “Also, Tokyo is the largest city in Japan, and there are a lot of people with various different skills and talents in Tokyo, so we want to utilize that talent. So getting more varied personnel with different skills is another reason for setting up this office.”
Would you say that because you guys are moving towards self-publishing that you’re moving away from working with other companies?
Kamiya: “That’s not the intention at all. We’ve established a lot of fantastic partnerships, so we want to continue doing that, while also expanding and working and self-publishing our own IP.”
Before we go, can you do that thing where you tell me development on Bayonetta 3 is going well and there’s nothing to worry about?
Inaba: “(Laughs.) There’s nothing to worry about at all. There’s nothing to worry about. Things are going very well. Really, there’s nothing to worry about.”
(Laughs.) Thank you for your time, Inaba-san and Kamiya-san.
Downloaded Samurai Shodown from the eShop since all the stores near me don’t have it in stock. I was never deep into SamSho but I forgot how unlike other fighting games it is. You really get punished for missing moves in this game and there is a lot of waiting for the right time to strike. Still, it feels good when you land a devastating blow. And we got retro polygon character models! So cool! Might have to invest in a fight pad or arcade stick for fighters on Switch. The 8bitdo SNES controller feels OK but I’d love a dedicated fight pad and or stick.
Fired up DOOM claasic on Switch after all the updates. First time really playing DOOM and man, does it feel good. Running around gunning fools down. And I feel like I turn on god mode when I get the shotgun.
Went out to get an HD Upscaler for the GameCube. I saw these and couldn’t resist picking them up:
This X Men fighting game was silly as fuck and totally broken, but it was still hella fun. One of the few games I actually had a blast unlocking all the characters. It’s games like this that make me wish we had something like Fightcade for PS2/Gamecube Era fighting games. So many hidden gems that would be fun as hell to play with netplay. I guess Parsec is always a thing.
They had F Zero GX, and I would’ve got that too… But it didn’t have the case and they still wanted $30 for it. Pass. The amount of people that trade these games in without the case disgusts me.
There’s a lot of eBay stores that sell replacement cases, inserts and cover arts. I’d look into that. Sometimes piecing it out like that is cheaper than buying the game complete.
I’ve done it for tons of rare DS, PSOne and PS2 games
What one you lookin at?
Nothing special really. I picked up a Nuscope converter box for under $20. Though I’m realizing now that it doesn’t really do much other than display the image across the full length of the TV as opposed to the 4:3 borders. I was hoping to get progressive scan capabilities, but it’s looking like I need an actual component cable for that…
Snagged some more gems today tho. My second favorite Spidey game, one of the best Diablo clones ever, and my legit favorite GameCube racer:
Dat price drop
https://twitter.com/wario64/status/1234110607298744321?s=21
Almost 10 bucks less than what I paid on BF.
Collection of Mana is also 50% off
Genichiro Ashina boss fight(s) in Sekiro > the entirety of the Marobashi boss rush in Nioh
30xx getting bought with the quickness
The new samurai jack game will have players play through the entire animated series story but in new and exciting ways (article contains spoilers)
https://twitter.com/ninsoup/status/1234267754217299969?s=21
Super Sonic was originally planned for the Sonic movie but no one could figure out a logical way to introduce the form.