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What Scenario will you start with?
Prehistory (Caveman)
Imperial China (Martial Arts Master)
Edo Japan (Ninja)
Wild West (Cowboy)
Present Day (Wrasslin)
Near Future (Mecha)
Future (Sci Fi)
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EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

Willo567 posted:

I like sub for Near Future because they got Koji Kabuto and Ryoma Nagare's VAs from Shin Mazinger and Shin Getter.

It's even cooler because Shifu in Imperial China is voiced by the VA for Koji in the original Mazinger Z anime from the 70's

Masaru is voiced by Tomokazu Seki, AKA Domon Kasshu. And the original character designs for Akira's chapter (which were updated/replaced by the remake's unified art style, but the old illustrations can be easily found online) were made by the man who would go on to do the character designs for G Gundam. I'd spout off more trivia, but I already soft-hijacked YappingEevee's old LP of the SNES version doing that.

I actually noticed something unusual in Oboro's chapter, and I'm wondering if anyone else discovered it, and also if it was in the original game or not. In the trap attic, against the flame icons, if you let them, they can use Phoenix Call, and if they do (you may need to be hit by it), at the end of the fight, Oboro learns it immediately, rather than needing to reach level 12. I imagine the same holds true for his other moves, that you can learn them early by getting the enemy to use it on you. Is that a new feature, or is it something that's gone unnoticed about the game up to this point?


By the way, while I like most of what's been done with the translation, some of it is kind of questionable. Needlessly changing the chapter titles and end cards, for one thing (the new titles lack the impact of the originals (even just adding a "the" to Mechanical Heart just takes away some of the pop, plus naming all the chapters like that kinda soft-spoils the ending of Oersted's chapter for an observant player), and the end cards ruin the aesthetic through-line of ending each chapter with a genre-appropriate variation on "the end"). Also, "O'Bright" is both gibberish from a linguistic standpoint that looks and sounds stupid, and ruins the reference being made in Odie Oldbright's name, that being to Gary Albright, a pro wrestler who worked in Japan for a while, and became quite well-known, as one of the few westerners working the circuit at the time. While I'm at it, "Odo" is just as stupid, because everyone is going to pronounce it like the Deep Space Nine character, when it's supposed to be said as "O-D-O" because that's the naming convention. That said, props to the translation team for actually coming up with a decent name for the notoriously hard-to-translate tile-absorbing ultrashoes in Oboro's chapter, where the original name is basically a pun where a phrase meaning basically "This dude just went 'whoa'" includes "geta". Also, I only just learned when researching the original name for those shoes on Japanese websites, that there's a secret in Oboro's chapter that seemingly no English-speaker is aware of! If you grab O-Robo during a no-kill run, then take him to the end of the wall to the left of the castle gate, you can look in the little hole in the castle wall to see a secret congratulations message on the marriage of a couple of the devs. I doubt this made it into the remake, but I'll definitely check and see for myself in a bit.

By the way, everything else aside, is it just me or is King Mammoth actually somehow even more bullshit than before? He just seems way harder to hit with anything. Took me ages to kill him, and even longer to get the cola bottle.

EDIT: I just checked (it just so happens my save is in the middle of storehouse grinding), and it's there. I mean, the castle walls are rearranged a bit but the event is still in the game. Now I kinda wanna fire up my SNES emulator to see if Aeon Genesis even translated the scene, because this is the first I've heard of it.

EclecticTastes fucked around with this message at 05:45 on Jul 25, 2022

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EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

Yapping Eevee posted:

No need to worry, all the secrets and the bonus boss are only available right before the final boss room's door.

Hey, pal. :haw: You added a lot of cool stuff, and surely improved the experience. And are still discovering neat secrets, it seems!

I ate an apple on a hot mic I didn't realize was picking it up during that stream at the end of the LP. No just God will forgive my sins. :negative:

Also I totally missed that Gibson was probably not referring to Mel Gibson (Maverick came out the same year as Live A Live and also was barely a western), but rather Hoot Gibson, an old western actor from the earliest days of the genre. So there's some Special Bonus Director's Cut trivia.

EclecticTastes fucked around with this message at 08:03 on Jul 25, 2022

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."
I'm a little annoyed that the marketing spoiled that the Middle Ages chapter exists at all, it was a great surprise. I've actually gotten a couple people I know to get and play the remake and have been showing them the various secrets, and I've made sure they have no idea it's coming.

Also, the remake finally gave Wayne's wife a name, that being Dallas, which is the same as the original "hooker with a heart of gold" from Stagecoach (portrayed by Claire Trevor), the film that made John Wayne's career.

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

Last Celebration posted:

That King Mammoth sure is something. I ended up grinding to level 10 to fill out my missing skills and he still tore me a new rear end in a top hat. The real hard part is when he, you know, explodes.. Because of course he does, why wouldn’t he?

EclecticTastes' Sure-Fire Guide to Thrashing Mammoth rear end

1. Get to level 16. This gets you all of Pogo's attacks, and also a more than sufficient supply of meat with which to heal if necessary.

2. Eat a normal meat at the start of combat. Meat not only heals, but it also applies buffs to your stats, most importantly accuracy.

3. Use Poke Bind and pray the stun takes. The stun status prevents enemies from dodging anything, so you can follow up with Bing Bang Boom to delete most of his health, to the point where even a non-stun Bing Bang Boom should finish him off (maybe eat a meat or two first to undo the debuffs). Hopefully it works before he can drop any fire tiles, but if he does, have Gori clear the ones under King Mammoth.

4. Use Pogo's Whee Jump and Gori's Stink Poot to knock the fucker back if he tries charging his full-screen attack. Sometimes he just decides that nothing gets to hit him today, but this gives you your best chance to interrupt.

5. Never be adjacent to King Mammoth unless you're doing step 3, as that's the only time he uses his other explosion. Assuming you can keep him from making fire tiles, Stink Poot is the only move Gori should be using, so ensure King Mammoth is kept away.

6. Do not use Chest Pound or Big Scream*. He counters moves like that using his full-screen attack, so that's pretty much an immediate reset.


Keep in mind that, due to his completely unreasonable evasion, any battle against King Mammoth has a significant luck factor to it, but this method has the best chance of success that I'm aware of.

*I actually didn't test that second one and am mostly assuming, but the first one is definitely confirmed as A Bad Idea and it tracks that Big Scream would also provoke the counter.

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

Last Celebration posted:

Thanks! Also, do I get anything besides the flex for beating it? I honestly don’t care either way, just curious

That's the fun part! You do get one item, guaranteed, and it's the third-best accessory in the chapter, but if you want the best accessory in the chapter, you better save before the fight.

Because it's a random drop.

The chance is somewhere around 1/4 or 1/8, so it shouldn't take that many tries before you get it, but just the fact that you need to beat King Mammoth more than once is already pretty galling. On the other hand, you also get the game's deepest-cut cinema reference, so it's kinda worth it.

Looper posted:

you don't need to grind that much to beat the mammoth king, i did it without issue at level 12 and yes i AM bragging about it

You can do that, I even did it once at level 11. But it's so inconsistent, and you're likely gonna need to do the fight multiple times to get the random drop, that you'll actually save time by just grinding to 16 so you can do the fight faster and more consistently.


EDIT: By the way, one further finding from Oboro's chapter: there is no longer any way whatsoever to bring O-robo to the Lord Iwama fight. He breaks down much faster in the water than he used to, and it was already extremely difficult to manage even back on the SNES. Fortunately, once you've used O-robo for his intended purpose in a zero-kill run, you can pick up Ryoma and come back, and you can bring your robot buddy to fight Majin Ryunosuke, the harder of the two secret bosses.

EclecticTastes fucked around with this message at 21:12 on Jul 25, 2022

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."
I wonder if there's some easy way to just, like, see a bunch of people's reactions to the Live A Live remake, who have never encountered the original, collated conveniently. Like, half of why this remake is so exciting for me is the thought of all the people experiencing it for the first time.

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

Bongo Bill posted:

This is my first time playing it (though I knew of the original) and I'll happily write up some serious impressions once I'm done.

For now, it feels like this game is a missing link in the history of games.

Given that it was Yoko Shimomura's first game for SE, after working on Street Fighter and Final Fight for Capcom, as well as Takashi Tokita's first time as director, it definitely holds a place of significance in SE's history. Tokita's next directing gig would be Chrono Trigger, and he's said in interviews it was Live A Live that helped him define his style of direction, so there's one concrete connection (he also directed Parasite Eve, for all the survival horror fans out there).

And I'm definitely gonna be watching the thread to see all the reactions from first-timers. Live A Live is probably my second-favorite JRPG (right after Earthbound), and while I'd entertained the idea that if the SaGa Frontier remaster sold well they might look at their other lesser-known games, I'd never considered they'd do a ground-up remake of, of all games, Live A Live. At this point I wouldn't be surprised if next year, they announce Treasure of the Rudra done in the style of FF7 Remake.

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

Raserys posted:

How do you use reaction attacks? I've been trying to figure out how to trigger Unseen Bow's Arrow.

While you can't deliberately trigger counters, you can bait out certain attacks from enemies, but only if they have something that qualifies (only certain attacks trigger certain counters; for example, Dragon and Tiger's Rebuke only triggers against arm-based attacks). Here are the two methods I'm aware of for Unseen Bow's Arrow (both spoilered since they require you to be past a certain point in the chapter):

1. During the assault on the Indomitable Fist fortress, place Shifu two spaces diagonally from one of the gray pants enemies (I'm 90% certain it's the grey ones, but it's possible it's the blue, or maybe both), basically within range of a Chipmunk's Delight. When the enemy's turn comes up, they'll usually use Flying Kick, which should knock the Shifu back. If they instead move, just move yourself to stay in the correct range. Anyway, if Shifu gets knocked back, that puts him in the correct range for UBA, and Flying Kick is of a qualifying attack type to activate it, so he'll use it. This is the method that's most likely to coincide with a student leveling up, to maximize the chance that they learn the move. Truth be told, I only learned of this method a couple days ago, by complete accident, and it just so happened my student leveled up after that fight and immediately picked the move up. I practically did a victory dance.

2. This method, which is easier for getting the counter to go off, but harder for teaching the move on the spot, is for the fight against the men in black around the big table. Take out the table so you have room to move around, then get three to four spaces away from any of the enemies, to their left or right. They'll use a projectile attack that can cause poison, and will provoke a counter using UBA. If a student levels up after this fight, they'll probably learn it, but since it's a singular encounter, you're probably better off getting hit with flying kicks.

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

Zulily Zoetrope posted:

I just beat the game as a first timer and while I'd gladly post a bigger post with my impression of each chapter when I have the time, I can easily say this game totally blew me away.

Like it's contemporary with Final Fantasy 6 and Chrono Trigger and those games got to be genre-defining RPGs while this one languished in obscurity, and took 28 years to get released outside Japan??? what the heck is that, this game is absolutely on their level

There are a number of theories on the topic of why Live A Live was never localized, but according to Tokita, the main issue is that not even the Japanese sales numbers were particularly impressive, and it was a truism at the time that JRPGs performed worse outside of Japan (this was also mostly true prior to the Playstation; the domestic numbers for JRPGs were always much higher than the global), so Square just decided it wasn't worth the effort.

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

Sonel posted:

If I want to get to level 16 in the prehistoric chapter is the best method to fight the endless guys in the caves near the end?

The amount of experience they give drops off pretty sharply. You're better off grinding out in the field area, as the encounters that include mammoths give the best experience, generally (in fact, there's one formation with two mammoths, two cubs, and two saber-tooths that gives the most experience of any of the random encounters, that I'm aware of). I haven't really checked how much experience you can get from the various rhino encounters on the path between the cave and the Kuu tribe's lands, so it's possible they'll level you even faster, but it should only take a couple hours, tops, out in the main field area.

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

Mister Olympus posted:

given the plot details and specifics, edo japan and wild west are definitely intended to take place within a year or two of each other. china is a bit vaguer and feels older to me

(Spoilers inbound)

The horse that is host to O. Dio's soul is meant to be Comanche, the sole horse that survived Custer's last stand, which was in 1876. This places the Old West chapter somewhere in the last two decades of the 19th century. Oboro's chapter actually has a hard year attached, that being the year 1867. This is the year in which the bakumatsu ended, and more relevantly, the year Ryoma Sakamoto was assassinated. If Oboro opts to join Ryoma at the end of his chapter, he thwarts the assassination attempt that's clearly intended to be the one that ended Sakamoto's life in the real world. As for the kung fu chapter, it definitely takes place prior to the nineteenth century, and probably closer to the fifteenth or sixteenth, due to a combination of the overall aesthetics of the villages, and the lack of western influence (from the early nineteenth century until around WWII, Europe and Japan had carved up large swaths of China among themselves during what China dubbed the "century of humiliation", and even before that, there were the Opium Wars and other issues with Europeans just making GBS threads all over everything, as was their primary means of interacting with the rest of the world back then).



ImpAtom posted:

I think it is also worth noting that even for the time the original version of Live A Live wasn't a particular visual masterpiece. Compared to Chrono Cross and FF6 it looks a hell of a lot more basic. The remake does a fantastic job of taking dumpy little sprites and keeping their feel while updating everything, and it also helps contribute a *lot* to the environments as well.

It didn't stop Nintendo from releasing Earthbound up against Donkey Kong Country, to the former game's detriment. The "people want pretty graphics" thing was more of a retrospective analysis, not something anyone realized at the time.


Unlucky7 posted:

Also, I think I may have did an unintentional skip, where after the first Rec room scene I went to Rachel and then met her on the bridge, which kicked off everything, instead of going to Kato in the computer room. Probably missed a couple of scenes there. Not that it felt that stuff was missing; just interesting and weird

There's actually several ways to trigger that scene. Whether you follow Rachel to the bridge, visit Huey and the Behemoth in the hold, or meet up with Kato in the computer room, it always leads to the same scene, just from slightly different angles.

EclecticTastes fucked around with this message at 04:46 on Jul 26, 2022

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

ImpAtom posted:

Earthbound looked a hell of a lot better than Live A Live did. (Also Nintendo and Square had different priorities. Even at the time Square was starting to bank on visual prowess being one of their centerpieces and FF7's success just skyrocketed that.)

Final Fantasy 7 wasn't for another three years, and Earthbound's graphics are often cited as one of the reasons it failed compared to other SNES games released that year (other factors included a bad marketing campaign and the higher price point it had due to coming with an included guidebook).



ImpAtom posted:

Actually I do have a question about the Far Future chapter.

I don't quite get the point of the hidden reveal at the very end of the game if you go back and use the JUDGE password. I feel like I was supposed to take something more from it than I did considering how hidden it is and instead it was just kinda ... okay?

The point is that the whole tragic chain of events was set in motion because the captain lost faith in his team long before the computer went crazy. It was because he'd given up on them that OD-10 decided it was necessary to take matters into their own hands. It's a tragic postscript that underlines that the true enemy was never the rogue AI, but rather the crew's inability to overcome their differences.

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

Unlucky7 posted:

What is the password for the dynamics in the computer room? I want to check it out while I have the auto save at the end of the chapter

If you go to the duty module room on the second floor, the computer will give you the password for the main computer room, JUDGE. Once you're inside, you enter the main override password, "OAKFDE", and you can access the files.

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

Alxprit posted:

Now that I'm in the final chapter proper I really don't think the Cola Bottle is meant to be in this game. like it is, but it isn't, you get me? It's just *way* too absurdly good, it invalidates almost anything else anyone can do in terms of doing damage and can be used for free with no charge time an infinite amount of times.

The reason a cola bottle is so busted is yet another movie reference, in this case, to the 1980 South African-Botswanan screwball comedy, The Gods Must Be Crazy, in which an old glass Coca-Cola bottle falls from a passing airplane into the hands of a tribe of San farmers, who at first find it to be an amazingly useful item, but when it sparks conflict over who gets to use it, one of the tribesmen ventures out to dispose of it, thinking the "gods" made a mistake in giving it to them, and encounters various absurdities of modern living in the process. It actually manages to not be shockingly racist (by 1980 standards, anyway), though it does completely avoid the topic of Apartheid, the Immorality Act, etc., which is a little convenient for a film made by a white South African.

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

Pladdicus posted:

Strong recommend for RPG fans that missed it first time around and anyone who played it. AGTP did a great job bringing it over, though, I want to say. A lot lines up. Akira's chapter was a lot more enjoyable this time around, as was Prehistoric, though gotta say did not love mammoth hunting. Beating it at like, level 12 was a pain.

I think the Aeon Genesis translation is still very much worth playing for anyone who enjoys the remake, as a sort of companion piece. Seeing the original design, as well as a different take on the script, makes it an excellent companion piece for anyone who enjoys the game enough to want to see it from multiple angles.

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

Allarion posted:

It’s why I like it a lot, because it deliberately does that for each chapter with non-traditional heroes, and then you get the Medieval chapter. It’s just a thematically neat game.

A lot of this is because, when you get right down to it, Live A Live isn't really aiming to be a collection of JRPGs, so much as it's aiming to be cinematic. Each chapter is an homage to a genre of film (or anime/fighting games for Akira and Masaru), so the protagonist is written accordingly, which rarely fits cleanly into JRPG conventions. Cube stands out, though, as their story's structure, as well as their role within it, manages to be fairly novel, even within the sci-fi/horror genre, in a way that's only possible in the context of a video game. Like, they're ultimately more of a supporting character for the rest of their chapter's cast, and it's their arcs that really drive the story, yet they're still the one who saves the day and ends up being the most important, but much of that is because the player is controlling them.

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

Unlucky7 posted:

it feels simultaneously ahead of its time and of its time.

This, I think, encapsulates Live A Live perfectly. It's a game that could only ever have been made in 1994, but at the same time, so much of the design and writing is reaching for things we wouldn't see again for years (and a couple we still haven't seen elsewhere). Unlike other, similarly ambitious games (Phantasy Star III comes to mind), it wasn't hamstrung by that ambition, and worked around the limitations of the time to still reach greatness, but in a way that, translated into the modern era of games, still feels fresh and new. Live A Live is an early example of a game really pushing the limits of what games can be, and what kinds of stories they can tell.

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

JimmyBiskit posted:

This has been such an undersold part of the game, IMO. Live A Live isn't just a game with a bunch of short vignette style chapters so much as 8 unique flavors of RPG and it's still kinda mindboggling that the original came out in 1994. Playing through the original a few months back for the first time was a hell of an experience to have, considering how much of this game's blood I suddenly recognized in so many other games I've played before without batting an eye.

This is what makes Live A Live truly unique, compared to, for example, Romancing SaGa. I'm a huge SaGa fan, but at the end of the day, no matter which character you pick (even in Frontier, where the stories are really different), it's still the same game at its heart. Live A Live completely changes things up for each protagonist, even if the combat system stays basically the same (though, even there, the movesets for the different casts have significant differences that completely change your tactical considerations, like, Oboro handles completely differently from the Xin Shan Quan crew, who are totally different from Sundown, etc.).

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

Glagha posted:

So I'm playing the final chapter and I have an opinion question: Is Masaru kinda dogshit? Maybe I need to stat him up differently but even with really high natural physical attack he just seems incapable of doing any damage compared to the master, Oboro, or Pogo. I ended up dropping him after doing one of the trials with him because he really didn't seem to be bringing anything to the table.

Part of it is his extremely low starting level, but the other thing is that his initial weapon is really, really bad. He can equip any of the weapons from the kung fu chapter, IIRC (basically any spare Iron Fist you might have kept around), but what he really needs is his ultimate weapon, and then he wrecks face. That said, his stats tend to make him mostly the game's best damage sponge; he's not going to have the raw damage of most of the other characters. However, he has a wide variety of moves, much like the Xin Shan Quan master, and the key to using Masaru is knowing which ones to use at any given time, since he doesn't have a "use this all day every day" option like Lei's Kingfisher Tantrum.

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

Alxprit posted:

Masaru gets really swole with his ultimate weapon. He can also use Taeko's Furious Fist from Akira's chapter if you still have one of those.

That's what I was thinking of. I knew he could use fist-type weapons from other chapters, but forgot which one.

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

Unlucky7 posted:

I had joked about Undertale before but I can see some of the ideas there being planted here.

Megalovania is literally inspired by Megalomania.

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

Fedule posted:

Live A Live thoughts

You know, this whole post makes me think that someone at Square-Enix might be realizing that people are kind of bored of "normal" JRPGs, and games that previously did poorly due to being too avant-garde or high concept could sell much better today. Live A Live is clearly the centerpiece of this push, but they remastered SaGa Frontier just last year, Romancing SaGa: Minstrel Song is due for its own remaster this fall, and they're even bringing back Frontmission (which is certainly a departure from SE's usual fantasy fare) and rereleased Chrono Cross (which remains controversial, though I contend that if you just ignore the somewhat forced connections to Chrono Trigger, it works a lot better). It could just be them throwing whatever older titles they can at the wall and seeing what sticks, but I'd like to at least pretend that someone appreciates that a lot of these weirder games have the potential to connect with modern audiences in ways they may have previously failed to. Also a lot of this stuff is being marketed most heavily on Switch which indicates a non-zero (though I'd imagine still pretty slim) chance of Super Mario RPG showing up at some point.

Personally, I hope they do a ground-up overhaul/redesign of 7th Saga. Like, usually the only Enix property that gets tossed around a lot is Dragon Quest, but 7th Saga had the interesting premise of "what if a JRPG was also sort of an Amazing Race/Survivor deal" and I'd like to see what they do with it using modern tools. Regardless, as someone who has never been hugely enthusiastic about Final Fantasy or Dragon Quest, I'm glad to see Square-Enix digging into their lesser-appreciated titles.

Now if only Konami would take the hint and give us more Suikoden...

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

Glagha posted:

Yeah I like the dub a lot. I saw some people mad about the translation because they took some liberties with the dialogue, but the people getting mad about it were lovely gamer bros and I have learned to never take the opinions of lovely gamer bros all that seriously.

I'll admit, there are a few lines I prefer the Aeon Genesis versions of ("You can't win against a gatling gun!" was a particular favorite of mine, and while I'm taking the game slowly so I can savor it, I imagine I'll still find myself partial to the Aeon Genesis version of Oersted's speeches in his final chapter), but I'm not gonna lose my mind over it. The Aeon Genesis version is still right there whenever I want it, and the second translation provides a fresh take on the stories. My main translation gripes are the chapter titles/end cards, because I think the former now have less impact, and the latter broke up a perfectly good aesthetic through-line, and of course what they did with Pogo's one line, which I guess was gonna be tough to translate no matter what, but I feel like their solution didn't really land.

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

SettingSun posted:

I think part of the Pogo issue is that he doesn’t have a localized VA. In the dub they straight up just leave the original in. After all, why not? There isn’t anything there but grunts and noises. Nothing to localize.

Of course, this creates a bind when the climax has him say mankind’s first word.

The story with the line is that "Ai" is the Japanese word for "love" so the whole thing was a wordplay, basically, it sounds like Pogo's screaming and is him shouting out "love" and also implying that love is humanity's first word because of said word's similarity to just screaming. The double meaning is lost in translation, and Aeon Genesis just had him yell "love". I think the best solution would have been to do the literal translation, but with "Love" in parentheses, or some other variation of the "Translator's Note" meme.

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

Luceid posted:

I had favourites on either side. The real standouts for me are Mad Dog and Sundown in English, Lei and Akira in Japanese. Feels like people calling the whole dub bad are being a bit extreme.

Some people are always going to be purists about subs vs. dubs. The Japanese cast is insanely stacked, mind you; it's hard to top the likes of Norio Wakamoto and Tomokazu Seki. However, the English dub still manages to get the job done quite well, and is absolutely worth experiencing. I've certainly heard worse.

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

Bongo Bill posted:

The secret to the fish is that it's vulnerable to the instant kill move, which you can learn by giving six koban to the pot or by grinding an inordinate amount, but don't do that. This can be done in a pacifist run.

There is another way to deal with the fish. Shooting it with the prisoner will cause it to turn around and interrupt it, and its only moves either have a charge time, or require it to be at melee range. So just knock it back with your move of choice (even Waterspout is fine; the healing it gets is nothing compared to what Mammoth King gets from fire tiles, since water tiles have the lowest damage of all tiles), and then keep spinning it around to keep it wasting turns on flipping back towards you. It takes a little bit, but it's vastly easier than the Majin Ryonosuke fight. The biggest problem is the backtracking involved in killing both bosses in a zero-kill run, where you wanna take the mimic to Ryonosuke, then use him for his usual purpose (since he sinks in water much too quickly to be used against Lord Iwama, then come back to Lord Iwama after you get the prisoner. You may even want to get the medicine box before backtracking, just to make sure you win as quickly as possible, since it can take a while.

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

Last Celebration posted:

Awesome, thanks

I’m gonna be honest, I must have missed a LOT because I think I found Majin Ryonosuke if he’s the super boss in the koban jar hallway that kicked my teeth in, but everything else sounds like gibberish, unless Iwama is a mandatory boss I’m just forgetting the name of.

I’m definitely sure I missed something because I was looking for the key to the cells and found three bucket head guys, beat them up just to see what they were guarding before intending to reload, and then poo poo got real, the Prisoner shot Ode, and then he turned into a hosed up frog and I saved when the end chapter prompt came up because for some dumb reason I figured it would boot me back to my last manual save spot with the Chapter Clear progress marker on my file.

So umm, where do I get the key from? Or this mimic?


It's hardly a spoiler, come to think of it, since it's just a normal hazard of the castle layout, but the giant fish in the moat is named Lord Iwama. If you avoided it without noticing it, it's the giant shadow in the upper portion. As for Mimic Mammet, try killing the electrodes before finishing off Clockwork Gennai. Phantom Butterflies clears 'em out pretty quickly. From there, well, that pot in the hallway isn't the only place you can spend koban. You may have noticed a suspicious-looking slot behind Gennai's room. Be sure to bring four coins; three to get in, one to get back. And be sure to save, trust me, if you end up falling afoul of a particularly dirty trick, you'll be glad to get back. Anyway you need to do all that to get a zero-kill run.

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

MonsieurChoc posted:

Currently trying to do a no-kill run of Ninja as my third chapter too. Would definitely enjoy tips on how to defeat the two superbosses in a no-kill run.

There's a storage room with some Lost Spirit enemies that will respawn every time you reenter as long as you don't kill the ghost lady in the corner. It'll take an hour or two, but that's how you grind up to level 16. Wait until after you get Mimic Mammet to do most of it, he gets a lot of good moves as he levels up, particularly at 16.

Harrow posted:

How many koban can you get in one run? I'm wondering if I can still give six to the pot for the special insta-kill move. I've already given three to the mimic mammet--and failed because I fell into the trap--and then I put one more in the pot and I'm not sure if that counts towards the total or if it has to be six at once.

Off the top of my head, there are, I believe, six or seven chests containing koban, but not all of them are accessible depending on if you're going for zero kills or not (specifically, one requires you to kill the Go-Nin-Ja, which does also get you the Genji Gauntlet). However, you can nearly double that total by freeing Goemon, who will restock most of the chests containing koban, as well as the chests containing the Genji equipment, and, most confusingly, he'll even replace the Muramasa so you can grab another, if you wait until then to free him. Also, even if you spend three koban to access Mimic Mammet's room, the only way out besides the trapdoor is spending another koban to reset the mechanism. The money pot is essentially a trap, since Oboro learns his moves naturally by leveling up, and getting a move early isn't of much benefit when you already want him high enough to know all his moves before fighting the optional bosses.

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

Last Celebration posted:

Yeah it works like any of the other onscreen encounters that just mill about in the other chapters and reload after a screen transition

If that's true, it's different from the SNES version, where once you kill Okyo, the Lost Spirits stop spawning. Could be a QoL change specifically for level grinding in a zero-kill run.

Kingtheninja posted:

Are there any "must craft" items for prehistoric? I've got a quick spear and some armor for the girl that seems pretty good, just wondering what else I should make for my group.

The fast spear and fury knife are Pogo's best weapon options (the spear adds speed, while the knife has more raw power). The following items represent the other "Best in slot" items for the cast aside from that and the previously mentioned Wildheart Sack (note that you'll need lots of rocks and bones, because stone knives are needed for leather straps, which make several useful items).


Armor: Wildheart Armor (Dried Skins+Stone Knife) for Pogo, Wildheart Dress (Pelt+Leather Strap) for Beru, and a plain Pelt for Gori.
Head: Laughing Mask (Dried Skin+Fang or Horn) for Pogo and Beru, Beastskin Hood (Pelt+Horn or Bone) for Gori
Feet: Rough Bands (Horn+Bone or Rock) for everyone (also an accessory)
Arms: Dried Skin+Rock (I don't recall the new translation of the item name at the moment) or the Whip (Leather+Stick) for Pogo and Beru, depending on whether you want more power or speed.

The good accessories (forgive me if I misremember the new names):
Thumping Drum (Skins+Stick or Bone)
Pretty Flower (Fang+Horn)
Rough Bands

EclecticTastes fucked around with this message at 15:34 on Jul 29, 2022

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

SettingSun posted:

There is, if you do that 100 times. It drops a piece of cosmic gear, which while just being good gear also protects against petrification.

It's important to note that Pure Odio dishes out petrification quite often, so spreading those items out among your final team will keep them safe from that.

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

Last Celebration posted:

Talking JP voice acting in general, is it me or did they specifically get a lot of actors who were especially prominent in the 90’s? I’m not like, ultra familiar with seiyuu but a lot of the credit names pop out as familiar even if I’m playing in English, and it would be pretty cool if that were the case given it’s a remake of an SNES game and all.

Tomokazu Sugita has so many roles specifically because he was a huge fan of Live A Live when it came out. As for the rest of the cast, that could be part of it, but most of the cast are veteran voice actors who've been huge since the eighties, as well. Worth noting is that pretty much every famous person in the cast has worked with Sugita before (also he once had a fake rivalry with Tomokazu Seki over who was the best Tomokazu), some of them very recently, in fact (he played the male protagonist in Super Robot Wars 30, among other characters in the series, and a pretty large chunk of the big names in Live A Live's cast has mecha anime credits that have appeared alongside him in either 30 or the Alpha trilogy). Hironobu Kageyama also ties into this, as not only did he do some big anime intros in the nineties, he's also one of the original members of JAM Project, which is the band for mecha anime intros, including the intro to every (non-handheld prior to PSP/3DS) Super Robot Wars since Alpha Gaiden. Which is the real reason he was likely tapped for the Buriki Daioh theme (well, that and he has a deeper vocal register than Masaki, who'd have probably done it for free).

So, what I'm saying is, there's a non-zero chance Tomokazu Sugita made a bunch of calls to his voice acting buddies to rope them all into the game.

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

Last Celebration posted:

I didn’t know that about Sugita, really glad he got to work on a passion project like this.

Yeah, he even did one of the prerelease livestreams (in Japanese) where he talked a bit about how much he loves the game. Another fun bit of casting trivia is they actually got the official Japanese dub voice for Sammo Hung, Yuu Mizushima, for Sammo/Hong. If Sugita did have a hand in getting the cast together, he would have likely met Mizushima just a couple years ago, as they were both doing One Piece at the same time, during the Whole Cake Island arc (Sugita as Charlotte Katakuri, while Mizushima is currently playing Kawamatsu and all three of Big Mom's pals/weapons: Prometheus, Zeus, and Napoleon).

YoshiOfYellow posted:

Does my heart good to see a number of people experiencing this game for the first time here. Game is amazing, remake is amazing, love this piece of art.

The complete lack of love for Hong in here is disappointing though. My boy deserves better.

At least Tokita made sure he got the voice he deserves. Well, kinda (the Japanese performance is a little whiny).

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."
https://twitter.com/ore825/status/1552956562599055361?s=20&t=Lp8P0VGLgBGzVyqAu8DG6A

Apologies for the double post, but in digging up further fun trivia about Live A Live, I found this charming video where some Japanese cooking twitter apparently got sponsored to cook up a Gutsy Taiyaki (Guts & Glory Special).

By the way, the other Live A Live fanboys on the cast are Kenji Akabane (Akira's VA, of Shin Mazinger fame), and Tomohisa Hashizume (Oboro's VA, a fairly young voice actor who got his big break in Attack on Titan). And to close off, here's a great archive where you can see the old artwork from the SNES version, including the original art that the various mangaka made for the game when designing the characters. The remake puts everyone in a unified art style, but the art for the original was quite different. Of particular note is Oboro's chapter, which features the work of a young Gosho Aoyama, a mere month or less before the first chapter of Detective Conan (development for Live A Live began in December of '93, while Detective Conan began in January of '94, which means his initial design of Oboro may have been made either before or concurrently with one of the longest-running manga in Japan).

EDIT: Okay one more thing. After being confused for years at this point about the Japanese name of who the localizers are calling James, Genma, I just realized that if you account for the frequent crossover of N and M sounds in Japanese, the name is most likely meant to be read as Gemma, as in Giuliano Gemma, star of the Ringo movies, among many other spaghetti westerns.

EclecticTastes fucked around with this message at 10:35 on Jul 30, 2022

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

Last Celebration posted:

That art is pretty neat, i think I like the old art for Imperial China better for conveying the “tone” of each character at a glance, but…umm, I’m pretty happy with the current art style for Prehistory, no offense to the original artist. Kinda surprised Beru’s shell bikini never fell off after looking at the original art.

Fun fact, that dude, in particular, sucks poo poo! The year after Live A Live, he began publishing a manga series where he openly declares that Japan Did Nothing Wrong In WWII. This includes such classics as "Pearl Harbor was justified", "Nanking? More like Nah, king, I don't think that happened!", and many more! He was also a coordinator for the Japanese Society for History Textbook Reform, which published a similarly revisionist textbook taken up by a few private schools (and, fortunately, nobody else). He also heavily implied that he thinks 9/11 was totally justified because America does imperialism in the aforementioned manga series.

And this is why we don't talk about Yoshinori Kobayashi.

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

Last Celebration posted:

Oh, well, I was kinda pussyfooting around how I really felt to be nice because i guess it fits the vibe of “dumb slapstick and fart/wiener jokes, but in that case thank goodness for the redone Prehistoric art, the old art makes Gori and Pogo look like horrific goblin men.

I have a theory about that, actually, as Kobayashi's other work doesn't look like that. All of the mangaka involved in Live A Live were young up-and-comers who'd won awards within the past several years, so it's possible that whatever authority figures they had pushed them into the gig, and while some approached it with enthusiasm (Yumi Tamura even made an unlicensed prequel manga for Cube because she loved the smol robobean so much), Kobayashi may have just been resentful about it and deliberately did a bad job out of spite. "Here's your generic fuckin' caveman, a hideous monkey, a dude with a lizard on his dick, and whoa wait hold up lemme draw some big ol' tiddies on here." Tokita went and made gold out of it, but it's entirely possible Kobayashi simply didn't give a gently caress and hated having to do it.

Harrow posted:

I remember reading that Akira was a frustratingly weak character in the original, but playing through Near Future now he seems to have a pretty cool and varied set of abilities. Did he get buffed in the remake, or will he fall off hard at some point?

I haven't gotten to the remake's version of his chapter, but a lot of SNES Akira's moves had comparatively low damage with enormous ranges, and his best move was single-target and had a pretty hefty charge time (also he's not really tough enough for extended time in melee range against most foes).

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

MonsieurChoc posted:

It kind of inspired a ton of stuff anyway.

At the bare minimum, it inspired/influenced Chrono Trigger, Parasite Eve, the various FFIV spin-offs, and Octopath Traveler. However, it's also likely that Kazuhiko Shimamoto carried this experience forward in working on the character design for Mobile Fighter G Gundam, meaning that without Akira, Domon Kasshu might not have had the iconic look we know and love. Also, given the influence on Octopath Traveler, one can assume Triangle Strategy benefited similarly. And this is just stuff that's been made explicit or has a direct line one can draw to it. Indirectly, it could have served as a source of inspiration for now fewer than three prominent voice actors, influenced dozens of later games (hell, it may have borrowed the "multiple storylines" concept from Romancing SaGa, but SaGa Frontier may have done some borrowing of its own by making its plotlines entirely separate, rather than the Romancing SaGa 1 and 3's singular main plots with character stories just interwoven). Not to mention how it might have influenced the sound design work of Yoko Shimomura, as well. The ratio of how influential the game is to how well-known/popular it is is pretty wild for Live A Live.

Booky posted:

i think some of the medieval art is from a mobile game?

Yeah, the medieval characters were designed entirely in-house rather than using a manga artist, so they didn't have large-size images until later works started referencing them. Shame they didn't get Amano to give 'em his usual treatment.

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

SettingSun posted:

It might be from both, but definitely the latter does it. cleared out the whole Crazy Bunch but stayed silent when Billy asked whether or not we'd die and Mad Dog didn't show up at first.

I just went through the Wild West chapter and was wondering what I'd done wrong. I even passed up the frying pan for it, though the remake had just removed it, but I must have just misremembered the method to get the scene. That's what I get for not worrying a small child.

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

Harrow posted:

Yeah HD-2D has an official logo, which is interesting. All the HD-2D games are made in Unreal Engine so it's more like a shared style used in that engine I think, but yeah it has an official logo and stuff like that.

It's mostly a marketing thing, as the logo appears in trailers and on packaging, as well. By coining a special name for it, they can immediately communicate the game's exact visual style (3D environments, but almost everything is still made of pixel art in a way that evokes the 16-bit RPG renaissance), which will draw in their target audience.

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

Zulily Zoetrope posted:

Supposedly teleporting has a chance of sending you to the Orphanarium bathroom, and even more rarely popping in on Taeko in the bath to get an eyeful of her naked sprite. Dunno if the latter is in the remake, did not bother to check.

A lot of that content was changed in the remake, because the sprites are much more detailed and also it's no longer 1994. If you give Beru a Wildheart Dress or, supposedly, a Fertility Idol, she used to jump up and flash Pogo, showing a "nude" sprite and causing a Big Anime Nosebleed, but now she drags him into the haystack for vague stuff.

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EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

Fedule posted:

King Mammoth

The fight is actually harder in the remake, based on my recollection of the original. I don't know what it is, it might be the new way certain mechanics work, but he's way dodgier than I remember. The way to hard counter the fire tiles is to have Gori fling poop to replace them, by the way. I wrote a handy guide a couple pages back for beating King Mammoth fairly consistently, also (it's basically, get to level 16 to get Bing Bang Boom, then use the Stun from poking him to deal a ton of damage all at once, since Stun prevents evasion; you only need to pull it off twice to win). Also, as long as King Mammoth isn't adjacent to anyone, he can't use his non-charged fire tile move. His full-screen explosion needs to be interrupted with knockback or a status effect. Stink Poot is your best knockback option (even if KM is mid-charge, you can usually get the Stink Poot off first, as the full-screen attack has a pretty long charge time).

The fight is definitely bullshit, but if you know how to exploit the system in your favor, you can win without too much of a headache. Once I'd ground up to 16, it only took a couple tries to get the Cola Bottle (the odds aren't Shiny Pokemon or Sword of Kings bad, it's like 1/4 or 1/8). Besides, the other secret is pretty bullshit, too, hitting a specific object a hundred times (it was unmarked in the SNES version!), then knowing enough about 2001: A Space Odyssey to know to use a bone.

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