The Last Remnant
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Re: The Last Remnant
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Re: The Last Remnant
Game looks very interesting.PS4 Twitch: http://www.twitch.tv/candyman5os
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Re: The Last Remnant
Last Remnant Comes to 360 First
Square Enix took the stage at a Microsoft press conference focused on RPGs in Japan today to announce that Xbox 360 will be the first system to receive The Last Remnant. The game will arrive this winter with a simultaneous release in Japan, North America and Europe. The Last Remnant will ship later for PlayStation 3.Go Noles!!! >>----->Comment
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Re: The Last Remnant
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I need to see more of this and hopefully there is a demo before release. I think it looks good, but it is using a turn-based style combat system and I'm not sure I can get into that anymore after Lost Odyssey.Go Noles!!! >>----->Comment
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Re: The Last Remnant
New Trailer:
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Re: The Last Remnant
I might have to pick this up after watching this walkthrough.
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Re: The Last Remnant
1UP Preview
Much of Remnant's staff previously worked on Romancing SaGa and Final Fantasy XII, and it shows through in their work. "We've avoided comparisons to SaGa and FFXII, because this is something completely different," Takai demurs. "We'd like to avoid preconceptions." Later, however, he did admit that he feels Remnant brings together the best aspects of SaGa and FFXII while adding new concepts and refinements. A paternity test would definitely prove the game's Final Fantasy heritage: Remnant's large-scale battle system runs on what art director Yusuke Naora calls "Gambit 1.5," an evolution of FFXII's Gambit system, which allowed for intelligent, automated A.I. control of nonplayer party members. "Players can't actually edit their party A.I.," says Naora, "but during the development process, the team worked with Gambits" -- the tool to define the rules by which the player's party would behave in the finished game.
While many RPG fans may initially find the lack of direct control over their party off-putting, the transparency of Remnant's use of Gambits makes sense. In FFXII, the player controlled a party of three characters drawn from a pool of six; here, the active "party" consists of as many as five Unions, which are groups of five warriors working in unison. Battles can involve as many as 50 combatants. Rather than force players to issue commands at the individual level and transform the game into a toilsome exercise in tactical micromanagement, Remnant zooms back from the macro view and becomes more about overall battlefield dynamics. Each Union's treated as a character might be in another RPG, with individual units within each Union acting according to their predetermined Gambits.
In practice, combat isn't so cut-and-dried as that, though. A character's action in any given round will depend on their skill level, learned abilities, the status of their comrades, the positioning of the character's Union relative to enemy Unions, and the team's overall morale in the current battle. In other words, A.I.-determined actions are highly context-driven. A character with wounded allies is likely to use healing skills -- unless, perhaps, his Union has the drop on an enemy formation and can safely finish off their opponents in that round. In that case, they might go all-out to mop up the rabble instead. Victory in combat seems to be less about the specifics (which are handled intelligently by preset Gambits) and more about general combat strategies, understanding the capabilities of each Union, positioning your team advantageously against the enemy, and knowing your foes' potential abilities. Because the combat system is entirely turn-based and features an extremely detailed interface, players can cycle through possible tactics to choose the most advantageous set of commands available to their Unions; they'll never be forced to guess what their party will do.And that's why Remnant is so intriguing. It's one thing for Japanese developers to pay lip service to appealing to Western audiences, but it's something else entirely to make a sincere effort. Naora and Takai appear genuinely interested in pushing their games beyond the limitations of language and culture, and their team is largely comprised of veterans from some of Square's most unconventional and Western-oriented titles. The SaGa titles have always hewed more closely to the structure of 8-bit PC RPGs than any other Japanese franchise; the much-reviled Unlimited Saga attempted to delve even further into the genre's roots by adopting the style and conventions of a pen-and-paper RPG. Meanwhile, FFXII boldly combined the narrative and character conventions of its series with the trappings and openness of Western MMOs. Hopefully, Remnant's creators will continue to explore the works of developers like BioWare and Bethesda to discover what makes those games tick and incorporate their findings into their own projects -- ideally without compromising the fundamental flavor that their Japanese perspective provides.
Balancing the need to appeal to both American and Japanese audiences is a demanding, difficult task that eludes most developers. Fortunately, Remnant seems like a vital step in the right direction.Go Noles!!! >>----->Comment
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Re: The Last Remnant
Hmmm Battles look kinda interesting and of course. The graphics are mind blowing.
I love square so i may have to check this outCharger Fan Born and Raised!
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Re: The Last Remnant
ANyone picking this up?
Suppose to be out today. I am a huge Final Fantasy fan ,but the fact that this development crew worked on ROmancing Saga really underwhelms me. Romancing Saga was such a horrible Squaresoft franchise, it sounded cool in theory (multiple main characters and lives) but was executed horribly.
Odd that IGN has not reviewed this yet, or anyone else.
Hope it turns out to be a sleeper hit.Comment
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Re: The Last Remnant
First new Square developed IP in house since The Bouncer, and well, a couple reviews aren't good. Biggest complaint is the technical issues. More games than not running on UE3 have technical issues, maybe people should stop licensing it.
GameSpot Review - 6.5
Technical flaws mar, but don't totally destroy, this long and fascinating role-playing game.
The Good
- A long, epic tale in a fascinating new fantasy world
- Fun, uniquely strategic battle system
- Gorgeous musical score
- Beautiful art design.
The Bad
- Abysmal frame-rate problems
- Awful texture pop-in
- Combat mechanics can be obtuse
- Losing a long battle means having to repeat huge chunks of gameplay.
You may be inclined to give up on The Last Remnant when you first witness its major graphical flaws, but if you can grow to forgive them, you'll find a fun adventure that will draw you into its finely crafted universe in spite of it all. How unfortunate that such a renowned RPG developer has buried a potential classic under a humiliating technical fiasco.
With just few tweaks to the combat system and the aforementioned engine tweak (or a better implementation of UE3), The Last Remnant could be rubbing shoulders with the big boys—Mass Effect, Fallout 3, Fable II. But as it sits, The Last Remnant is positioned a rung below Lost Odyssey (even though it struggled with UE3 implementation as well), and in the general, less memorable vicinity of Infinite Undiscovery and Tales of Vesperia. It’s not a bad freshman effort per se, but not one up to snuff when considering Square Enix’s otherworldly IP lineage.Go Noles!!! >>----->Comment
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Re: The Last Remnant
I've put about five hours in and I think it's pretty good. There's tons of texture pop-in and slowdown, but I don't think it really matters for a turn-based game. The combat system is different and interesting. The dialogue isn't awful and everyone isn't all whimsical about the end of the world like some other JRPGs.
For reference, here's how I would rank the current-gen JRPGs:
Tales of Vesperia
Lost Odyssey
Last Remnant (could still move up or down obviously)
Disgaea 3
Valkyria Chronicles
---Mendoza Line---
Operation Darkness
Infinite Undiscovery
Eternal Sonata
Blue Dragon
Enchanted ArmsComment
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