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Post by dareka on Jun 23, 2020 21:30:57 GMT -6
Man, this is a super pleasant surprise. While I'm still looking forward to RotN's DLC, I'll certainly take a CotM 2. I wonder if the "Crossover Character" will end up being Hachi. Might be cheating, but I won't say no to Corgi Mech in my game, lol. A Corgi piloting a mech to fight demons is just sooo Japanese ... in an awesome way.
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Post by dareka on Jun 23, 2020 18:58:50 GMT -6
The artwork (and designs) looked like Yuji Natsume again to me rather than any work of Mana's. Here's a refresher on what those looked like for CotM 1: curseofthemoon.com/en/1/characters/It has that same pastel/ghostly pale texture and feel to it, and the original KS concept art was similar which was also his. I think you're right and I just mixed up their respective art styles in my head. He's really stepped up his game, then. I mean, I loved Miriam and Zangetsu's designs, but the supporting characters kinda lacked flare, I think. And this time, all the characters stand out. So, congrats to Natsume-san!
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Post by dareka on Jun 23, 2020 16:19:57 GMT -6
I loved Curse, it is a much better game for me than Ritual. Does everyone have to say this when they praise Curse of the Moon? I see it so often lol. I get it, we all get it It feels like every post of ReySol's here and in the discord, he says it, and he's not the only one. That's great! and Zangetsu is a MAAAN and not some giiiiirl sorry, it just gets to me sometimes. My own personal opinion is that Curse of the Moon is not so much better as it is more polished as an experience than RotN; but this is to be expected, as it is also much more simple in terms of both graphics and play mechanics. Also, it had less expectations placed on it and, while the launch wasn't perfect, it wasn't the PR clusterf*ck that RotN's launch was. So all of these things contribute to that perception, I think. purifyweirdshard , gunlord500 Speaking of " Good Dominique", do you guys know who did the character designs for this game? I can tell the artwork is Mana's but I don't know if the original designs are hers or not.
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Post by dareka on Jun 23, 2020 15:57:51 GMT -6
And thank goodness for that Who knows, might be untainted Dominique from CotM2 ;D A little off-topic but I just love Dominique's new design for CotM2. It's a bit of a shame it's only being used in-game in a retro game ... it would be so cool to play as her in a future update/ sequel ... *cough* ... Oh, and for the crossovers, I'm thinking it'll be a Shantae crossover and an Indivisible crossover, with costumes, shards and maybe an additional level. That's my best guess.
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Post by dareka on Jun 11, 2020 1:52:56 GMT -6
This is an AMAZING Update =D Congrats on the 1 Million Sold units! Looking forward and hoping the roadmap won't change anymore =) ANd I am wondering who the third character might be... Definately a woman, maybe an entirely new character? because the silhouette does not give me any clues... Also, Crossover stuff? Interesting... x3 The voice actress for, I think it was Bloodless and Anne? mentioned in her interview that she was voicing another character who needed to remain secret, so I'm guessing it's her... and since they are sure we don't know who it is, my guess is it's a new character, maybe a Maria-type. I wouldn't be surprised if it were a character called "Vusc" who attacks using paintings and brushes or something...
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Post by dareka on Jun 10, 2020 14:14:53 GMT -6
Congratulations, everyone!
It's been a bumpy ride sometimes, but well worth it, overall.
Really looking forward to extra modes, and to the Chroma Wheel in particular.
Also crossing my fingers for WayForward eventually working on a next-gen sequel using next-gen storage solutions. I have a feeling that having them would have alleviated many of your development woes.
Good luck and Godspeed!
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Post by dareka on Mar 4, 2020 17:54:21 GMT -6
I would think that a 2D game would have been MUCH easier to code and meet said stretch goals. I would think otherwise. Usually, much of the game art like this isn't coded and the choice for 2.5D was an art-budget-choice, not code. The choice for 2.5D probably didn't impact the code effort all that much (except maybe for those cylindrical levels and some of the shaders and animation systems). Depending on your team and resources, it can absolutely be the case that HD hand drawn sprites and especially animations can take a lot more time and money than 3D models and are harder to reuse or reskin across the game (consider the visual gear changes on Miriam for instance which would be way too much work to do with drawn 2D animations while with 3D animation you can just stick a hat onto the head bone and you're pretty much done). Game modes like a Rogue like mode are mostly code tasks and independant from whether it's in 2.5D or 2D.
This is a code architecture problem rather than an art style one. Ultimately, it's really a planning problem, I guess. Hope they'll learn from these mistakes for the next title.
This is true. If I were to add a bit more: A 2D game using traditional sprite logic might be easier from a programming perspective, especially since IGA's done tons of these before. However, as Yän rightly points out, if we were talking about high-res 2D graphics, the cost of developing the assets would skyrocket. You can also say goodbye to features such as customizing Miriam's appearance: you'd have to draw and animate every single possible combination of visible gear, which is not feasible no matter how big your budget is. The point is that making the game 2.5D was realistically the best option for them. Now, making the game 2.5D per se does not necessarily make the game more difficult to adapt to a rogue-like random dungeon generator: 2D and 2.5D, it all depends on how your engine was built. This is the official expalanation for why it was dropped: One of the promised stretch goals for the game was Roguelike. Unfortunately, the code that was created early in the game’s development is not currently compatible with this type of gameplay (especially a procedurally generated castle). Due to this, we regret to announce that we will not be developing Roguelike as part of the project's planned stretch goals. Methinks ... and this is purely speculation on my part ... that the problem lies in how the game loads assets into memory. And I would dare to speculate that, specifically, it's not that they couldn't make the mode work per se... but that they realized they wouldn't be able to get it to work on Switch. A random dungeon loads assets randomly. How are they attempting to address the issues on the Switch version? That's right: by tweaking the assets to reduce their memory footprint. Can't easily do that when the assets are combined randomly, can you? You'd end up with a game mode were you couldn't guarantee parity between versions. Again, this is pure conjecture on my part, but it solves one question: why would they wait until this point to cancel the rogue-like mode? Well, probably because they didn't realize it would never run on Switch until they started digging into the effects of the game's code on the Switch version. That's my best guess; though, obviously, if the code was really unsuitable to rogue-like random dungeon generation, it might have been prohibitively difficult to implement any version. Guess we'll find out if someone successfully manages to mod it into the PC version without making the game crash more often.
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Post by dareka on Mar 3, 2020 18:13:58 GMT -6
One thing that tends to be overlooked, imho, is that the kickstarter stretch goals were decided before the graphics specifications had even been finalized.
This is a key point that we tend to miss. Remember those early screen mock-ups with plain-looking 3D graphics? Remember the first shaders revealed. Very few people liked them. When they came up with the improved graphics, then everyone was hyped; and so they went with graphics specifications that they weren't originally anticipating when they came up with the stretch goals.
This was ultimately what caused the project to suffer delays and drained all of their financial resources; and if you run out of money, you run out of labor, and you have to prioritize and cut features.
While definitely disappointing, this outcome is not at all surprising, since it happens all the time behind the scenes in the industry. You create an ambitions project outline, convince people that the game is going to be the be-all-end-all, and cram in the features; but then the reality of development sets in, and you're forced to make compromises, sometimes dramatically reducing the scope of the project. In these cases, the stakeholders, the people putting up the money, are company executives who are mostly concerned with the game's profitability or simply the long-term brand, and so they won't be terribly disappointed when features get cut.
The developers themselves are the people most disappointed, because they were excited by the features. Consumers, on the other hand, are not terribly disappointed because the game is announced without all of the content that had to be cut.
In a kickstarter, though, the people who put up the money for the project are the fans themselves. They paid cash precisely because they didn't want to compromise on features; so even if the game is wonderful, there's disappointment because there were high expectations and cash put up front.
I guess for me the moral of the story is this: when it comes to kickstarters, the smaller the project scope, the better. More funding does not necessarily equal a more complete package.
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Post by dareka on Nov 6, 2019 16:32:18 GMT -6
It’s the Switch’s lower specs that cause the additional headaches and some handle the downporting better (Square with Dragon Quest XI’s amazing Switch port, also an UE4 game) than others (Bloodstained RotN). Right. To be fair, though, how well a port is handled is often directly proportional to how much money is spent on it...and IGA never had cash to burn. Should have cancelled or delayed the Switch port, though. That's what I think would have been best for the long-term success of the brand, even if profits did fall in the short term.
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Post by dareka on Nov 4, 2019 0:34:03 GMT -6
This ttone of wanting to start a fight is never necessary. Please don't do that. dareka, as Yan said, is one of our most prominent contributors when it comes to game development issues. Alright I apologize. I stand by my post where I said that a Switch game running on UE4 at 60FPS 1080p/720p docked/undocked has yet to be seen which leads me to believe its impossible to do (unless it’s a game with 16 bit graphics or something maybe). Apology accepted, but just to be clear on what I said: I said it is the type of game that could be made to run at a consistent 60 fps with zero load times on Switch. I didn't say it could be done using UE4. I didn't say this particular version of the game could be done like this, much less that it could be made to run at 60FPS 1080p/720p docked/undocked in UE4 with the current assets and level design. And I've been saying since the beginning that we'll never see this particular game running at 60 fps on Switch. What I'm saying is that with the right assets and level design, yes, I believe you could get a game like this to run at 60 fps on the Switch. There's the new Yooka-Laylee, for one. The difference? Well, besides the type of levels (further compromises would need to be made, perhaps, with a more sprawling game like bloodstained), the assets, engine and level design were made with the Switch as the target platform. It makes all the difference in the world.
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Post by dareka on Nov 2, 2019 22:37:03 GMT -6
I'd be happy with a consistent 30 but yeah 60 is a bit much. Though it really doesn't *look* like a game the Switch couldn't handle. But with no experience in game development, my opinion on how how hard it *looks* isn't really valid lol It's the type of game that could have been made to run at a constant 60 fps with zero load times on Switch if it had been built from the ground up for the platform. This would have affected not just assets, but more likely than not level design as well. This hypothetical version would never, ever, look as good as the current game looks on PC/PS4/Xbox, though. And yes, the Switch, under normal circumstances, could very well handle a version of bloodstained running locked at 30 fps... but the engine was built for another platform, clearly not with a focus on portability, and clearly not by a team with the requisite know-how. Looks like everyone assumed the port would turn out fine... until it didn't...
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Post by dareka on Sept 30, 2019 20:07:00 GMT -6
I'm positive they're virtually rewriting the Switch version from the ground up. Well, that's a fair way to put it, I think: new assets plus new code to handle them plus new code to reduce input lag. If successful, Switch owners have a lot to look forward to. They've also improved their tone and messaging quite a bit, which shows in the tone of the comments (even the negative ones) Honestly, this was a great update and shows how the team is willing to learn from their mistakes; nonetheless, releasing the switch version before it was optimized is a mistake you can't truly undo without travelling back in time. Also, what I said in my previous post.
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Post by dareka on Sept 26, 2019 19:38:24 GMT -6
私は日本の支援者です。 今まで数度にわたり質問してきましたが未だに明確な答えを得られていません。 10月24日と言うのは日本での一般リリースの日程のはずです。 では私達支援者へのリリーススケジュールは何時なのですか? 世界で一番遅い日本一般リリースより支援者へのリリースが遅れる等と言う非常識な事態はあってはならないですよね? Translation:
I'm a Japanese backer. I've yet to receive a clear answer to the inquiries I'm been making for a while now. It's my understanding that October 24th is release date for non-backer consumers. So what does the release schedule look like for us backers? Wouldn't it be unconscionable if backers were to get the game after the Japanese consumer release, which is last in the world-wide release schedule? ------------I would answer akr ASAP, Question , Angel-Corlux , Mana , or rather get IGA to answer. It doesn't matter if Japanese backers are part of the plan, if the publisher for Japan decided to screw them by using backer exclusives as pre-order bonuses and it's not your call, etc. What matters is that IGA reach out his loyal fans and supporters and tells them what they can expect. IGA put the Kickstarter up; it was done under his name, and you guys inherited the project when you took it on as publishers. I'm no fan of backer-exclusive content, but promises were made and this one does not look like it's being kept; not only that, but the people who took the most trouble to support the game are getting screwed the worst. What ultimately gets done might not be your call; but a simple explanation and apology is the least Japanese backers deserve. It's called being ethical, and makes you feel better about who you are in the long-term, regardless of who you p!ss off in the short term.
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Post by dareka on Aug 1, 2019 18:37:44 GMT -6
I absolutely don't think cosmetic stuff should be a priority, or even a discussion until the game is running acceptably on all platforms. That said, if it is implemented in the future, please consider making some kind of vanity slots for gear. There's zero incentive right now to equip something like cat or elf ears, with abysmal stats, when it replaces a functional headpiece. It's such a wasted opportunity to include all these cool customizeables and then make players choose between functionality and style. As it stands, unless the introduced cosmetics also have the best stats in the game (which I assume they won't, because that would be a terrible idea), there is no incentive whatsoever to purchase them. Should you create some cosmetic slots, the option to hide helm would also be appreciated. Simply put, if you don't have a vanity slot, you're not selling cosmetic items: you're selling gameplay affecting stats, and that's a very slippery slope indeed. I'm guessing the idea is something like this: each costume will have a theme, with the stats and shards conforming to that theme (high physical attack, high magic, normal walking speed in water, etc). For example, a Succubus costume could come with low defense and high magic stats, and a shard that lets you steal health and MP from defeated enemies. This is pretty cool on paper, but it has two disadvantages: 1. Like the outfits in the main game, they don't allow you to customize your character's appearance separately from your stats and play style. This is one of the biggest oversights in the game. 2. If you inadvertently end up selling a shard that offers advantages in speed-runs and such, you open yourself up to accusations of adopting a pay-to-win model, even if that wasn't originally your intention. IMHO, 505 should stick to these principles: 1. Sell cosmetic items without any shards attached. 2. Incorporate a vanity system and give the cosmetic items really cheap stats to drive the point home that the stats are not what you're selling. 3. If you incorporate gameplay to suit cosmetic items, deliver an item with the intended stats and the corresponding shard as a free update to all players. 4. New game and story modes for separate characters past the promised three (or story modes for Zangetsu and Zengetsu), could (and should) be paid DLC. If they do this, and don't over-charge for the DLC, I think the community will eventually accept this and not see it as a mere cash grab. If they don't, and they release a sequel with day one DLC... hoo-boy...
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Post by dareka on Aug 1, 2019 12:13:57 GMT -6
You do realise that this is you making fun of your most passionate fans, many of whom have valid points, right? This is some kind of irony, but no way something like "making fun of someone". And I see me as an absoulte passionate fan.. I even started to guess, which of the sleeves IGA is signing on the pic would be mine ^^ It's true that not necessarily everyone will see it that way - but when they're upset, no one wants to feel someone else is making light/irony of their grievances. When you're putting out a statement to all backers, this is the kind of thing you have to think about.
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Post by dareka on Aug 1, 2019 11:24:55 GMT -6
“OMG! Why are they working on new DLC when they haven’t even fixed the Switch or the other stretch goals. FAIL!” You do realise that this is you making fun of your most passionate fans, many of whom have valid points, right? No, I genuinely think he doesn't, but he should. Angel-Corlux , you're probably trying to be casual and friendly, but this is disrespectful, even if some people exaggerate their woes. You don't to need go all phony PR - just avoid a jovial tone on an issue that's upsetting to a lot of fans. Something like this... We realize many backers and fans are upset that the DLC costume survey we sent out before the Switch version and remaining stretch goals have been released. We are also aware that many players would prefer there not be any paid DLC. However, one thing we would like to make clear right now is that absolutely no resources are being taken away from the planned updates - the optimizations to the Switch version, the remaining stretch goals, and releasing the IGA's Back pack on all platforms. The survey is just to give us an idea of what kind of cosmetic items people would like in the future, since we begin planning much sooner than we head into actual production (and to be clear, those items are not even in our production schedule yet!). We're truly sorry if the survey caused any confusion in this regard....would go down a lot better than what anything beginning with OMG and ending with FAIL!, imho.
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Post by dareka on Aug 1, 2019 10:51:21 GMT -6
akr さん 私は寧ろ、現状に驚いていないです。 モデレーターさんによると、「メッセージは確かに505さんに伝わってある」とのことですが、こういうのは、明らかにパブリッシャーが悪いので謝罪や説明、お詫びとしての何らかの対応は期待できないと思います。しかし、もしあったとすればそれなりに時間が掛かり、対応が確定して準備が整うまでに発表を控えるでしょう。 そういう意味ではまだ答えていないということは、逆に希望が持てるということでしょう。 では、ご投稿の英訳をさせて頂きます。 私がdarekaさんやgunload500さん達の協力を得てIGAやartplayにアクセスを試みてから一週間が経過しようとしています。 その間にも私はこのフォーラムやキックスターターのアップデートをチェックしていましたが悲しい事に彼らには私の言葉は届かなかったかあるいは意図的に黙殺されてしまったようです。 更に悪い事に7月20日のアップデート#95を最後に彼らからの言葉が途絶えてしまいました。 私には今彼らに何が起きているのかを知る手段がありません。 だからこそ私は更に不安になっています。 私たち日本の支援者は正常に報酬を受け取ることが出来るのだろうか?と。 IGA、artplayあるいは505スタッフの誰かこの問いかけに答えてくれませんか? Translation:It's nearly a week since dareka, gunlord500 and others provided their assistance in my attempt to contact IGA and ArtPlay. Ever since, I've been checking the forums and Kickstarter updates. Sadly, it would appear that they either didn't get my message or have decided to ignore it. I have no means of knowing what's happening with them right now, and that makes me even more uneasy - will we Japanese backers get our rewards?Would IGA, ArtPlay, or someone from 505's team please answer my question?
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Post by dareka on Jul 27, 2019 20:37:08 GMT -6
Hi everyone, I've just started recently, I find it little confusing about the story. Why did they sacrified the Shardbinders? Would it because they caused the appearance of demons, or there're demons so they sacrified/killed Shardbinders as a ritual to please the demon world? OK, so, here's the story as I understood it. Alchemists had a lot of power and influence because they had wealthy clients. When the Industrial Revolution came about, these wealthy clients spotted sponsoring alchemists in favor of investing in commerce and businesses. The alchemists were not pleased, and so they started telling their clients that bad things would happen if they spotted sponsoring research into the supernatural and occult; and then they went ahead and made sure bad things happened by summoning demons. To summon the demons they needed human sacrifices - these are the Shardbinders. One Shardbinder, Miriam, fell into a deep sleep right before the ritual, so they had to make due without her. All of the other Shardbinders died, with the exception of Gebel. By reading the anonymous diary entries in the game, you learn why the Shardbinders were all young, why the alchemists needed them to summon the demons, why Miriam fell into a deep sleep, etc.
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Post by dareka on Jul 27, 2019 11:48:42 GMT -6
darekaさん私は文章の翻訳をしてくれて本当に感謝します。 私の英語能力では機械翻訳に頼るしかなく505スタッフやartplayスタッフへアクセスするのは難しかったでしょう。 しかし貴方の翻訳のおかげで私の考えが彼らに伝わると信じています。 こちらこそ、お役に立てたなら嬉しいです。 メッセージを読み賛同してくれたみんなもありがとうございます。 最初は私個人の納得出来ない悔しい思いをスタッフに知って欲しく発信したメッセージですが同じように賛同してくれる人たちがいることは嬉しいです。 IGAや505、artplayのスタッフから全ての支援者仲間に対して納得のいく説明と今後のスケジュールの発表があることを信じて待とうと思います。 Translation: Thanks to all of you who read my messages and offered their support. While I originally sent this message in an effort to get the development team to understand my personal frustration at their decision, it's been truly encouraging to find people who are willing to offer their support. Here's hoping IGA, 505, and ArtPlay are able to provide both a time-table and a reasonable explanation to all my fellow backers.
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Post by dareka on Jul 27, 2019 1:31:15 GMT -6
Pinging purifyweirdshard gunlord500 XombieMike ! akr is a Japanese backer who has been trying to get an answer from IGA on some of the decisions made for the recently announced Japanese release. Akr has been posting his questions on the Kickstarter site in hopes of getting an answer, but to no avail. I read his post and volunteered to translate it to English, so that 505 can see it and hopefully communicate the contents to ArtPlay itself. If you guys would be kind enough to poke Question , Angel-Corlux and Mana to check this message, we would be very grateful. Here's the original post私は日本の支援者です。 日本リリースが10月に決定した事は予定より遅れたのが残念ですが仕方ないと納得します。 しかし私はそれ以上に日本リリース版の一般ユーザー全員が事前予約をするだけで100$以上支援者の報酬であるサウンドトラックCDを入手出来るということや、それに加えてショップ毎にスチールブックケースやポスター等々の高額支援者報酬を入手出来るという情報に戸惑っています。 しかもこれらの報酬は追加料金無しで入手出来るとなっています。 我々日本を含め既にゲームを手に入れている支援者の中にはこの発表に納得がいかない仲間が多数いると思います。 あなた方は多大な遅延に悩まされた我々日本の支援者に謝罪と感謝の言葉以外何を与えてくれるのでしょうか? 今回の日本リリース版の発表に対して我々支援者が納得出来る説明と日本の支援者に対してのスケジュール発表をしてもらいたい。 Here's the my translationI am a Japanese backer. The fact that the Japanese release was pushed back to October is unfortunate but understandable.Regardless, I'm more troubled by things such as the fact that the Japanese release is getting the soundtrack CD - originally a backer reward for the $100+ tier - as a preorder bonus, and that each retailer is getting exclusive items, such as posters and steel casings, that were originally rewards for higher-tier backers; and not only are these rewards available, but they come at no additional cost!I believe that among my fellow backers who already have the game - many of them in Japan - there are many who are having trouble accepting this decision. What, besides apologies and words of gratitude, will you offer us Japanese backers, who've endured this substantial delay?I would ask for a release schedule for Japanese backers, and for a reasonable explanation to all backers as to the bonuses announced for Japan together with the release date.I suggested that there might not be a reply at the Kickstarter page because the publisher for Japan is not 505, who's the one who updates the Kickstarter page, as opposed to IGA himself. To this, akr responds... 先に書いたようにキックスターターのページにも別の支援者仲間が同じように質問していますがいまだアップデート(回答)は発表されていません。 これが貴方の言う505スタッフと日本リリース版パブリッシャーの食い違いであるとしてもプロジェクトの発起者であるIGAあるいは505スタッフの責任が無くなった訳ではないはずです。 だからこそ私は最後まで支援者に対して責任を果たして欲しいと思いこのようなメッセージを発信しました。 IGA及びスタッフの皆さんの目に止まり理解していただけると信じています。 Here's the my translationAs I said before, fellow backers have been asking the same questions on the Kickstarter page, but we've gotten no update (answer). Even if, as you suggest, this is a case of 505's team and the publisher for Japan taking separate and contrary approaches, that doesn't mean that IGA, who started the project, and 505 bear no responsibility.It's for this very reason that I posted this message: I really feel they should fulfill their responsibility towards backers.I'm hopeful this message will reach IGA and the team, and be met with their understanding.Normally I would not hold my breadth for a reply to this sort of question, but when a person takes the trouble to come here and post, despite the language barrier, and it's clear the person believes in IGA and cares a lot about the project, I just had to offer what little help I could.
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