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  #151  
Old 06-07-2017, 07:43 AM
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  #152  
Old 06-07-2017, 07:57 AM
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Hmmm, that trailer has "Early 2018" at the end whereas the leaked splash image had Late 2017. I wonder which it is.
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  #153  
Old 06-07-2017, 08:32 AM
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Quote:
Originally Posted by Westerhof View Post
Hmmm, that trailer has "Early 2018" at the end whereas the leaked splash image had Late 2017. I wonder which it is.
My guess would be that the trailer released on purpose (Early 2018) is more accurate than the placeholder site that was promptly deleted.
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  #154  
Old 06-07-2017, 08:34 AM
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Quote:
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My guess would be that the trailer released on purpose (Early 2018) is more accurate than the placeholder site that was promptly deleted.
Same guess. Always believe the source with the highest production value.
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  #155  
Old 06-07-2017, 08:35 AM
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It also depends on what audience each was intended for - Late 2017 Fiscal and Early 2018 Calendar are usually the same period of time.
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  #156  
Old 06-07-2017, 08:35 AM
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On the other hand, the trailer contains a link to a a website that says Fall 2017.

So ???

Presumably the trailer and the website both went live around the same time, so it seems like there was so last minute scheduling decisions that wasn't corrected across all their promotional materials before going public...
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  #157  
Old 06-07-2017, 08:54 AM
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Honestly, there's millions trailers out there with release dates that are out of date. Perhaps this is because you can't transparently replace a video on youtube once it is live, but this trend even affects stuff like Steam store pages.

Heck, I'd say are odds are favorable that if you click on a random trailer for a game that is already done (even a trailer on a store page), it will still refer to the game's release date as a future event yet to arrive, if not refer to a long gone kickstarter/early access campaign! That's obviously different than the current situation, but I think companies have a blind spot for this sort of thing.
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  #158  
Old 06-07-2017, 08:57 AM
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That's obviously different than the current situation
Yeah, I honestly don't really see how this is relevant to a website and a video that both went live today, made for people to watch today, in order to understand a future release date from the perspective of today.
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  #159  
Old 06-07-2017, 09:01 AM
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I am happy that this game is finally coming here and I think I will play it...but I'm not feeling particularly excited at the prospect. It's possible that I'm getting a bit burned out on the EO formula, for as much as I have loved that series in the past.
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  #160  
Old 06-07-2017, 09:19 AM
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I'm offering that 1) you don't normally trust dates in trailers anyways (empirical evidence) and 2) a wider blind spot phenomena (theoretical) could explain why trailers either have errors or have obsolete information, irrespective of this one.

I guess you are asking me to draw out this thread of imagination to make it seem more plausible? Like, companies probably assign one of their more lowly employees to do the work (splice the clips, add proper transitions, onscreen text, handle the upload). By being more steps removed from the end result, perhaps (theoretical) the people in charge forget which information exactly was submitted to this person and/or fail to catch errors later if it was out of date.
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  #161  
Old 06-07-2017, 09:21 AM
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No need for further speculation, it seems: Gematsu confirms with Atlus USA that the website date, rather than the trailer date, is correct
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  #162  
Old 06-07-2017, 09:23 AM
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Dammit. There goes my 'trust the video' rule.
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  #163  
Old 06-07-2017, 09:56 AM
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I'm so happy for you all. I know like half the board has been waiting for this.
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  #164  
Old 06-07-2017, 10:38 AM
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Saw that the Atlus Twitter confirmed the three release dates on the web pages.

With regards to the localization of EO5, I wonder if they'll try to get the same number of voice options for character customization. The Japanese had 40 total (or no voice), which seems like far more than Atlus USA is likely to put in due to both cost/value and available talent pool.

I know for Persona 5 they offered the ability to download the Japanese voice track after release, but I know offering that had its own set of costs and logistical complications.
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  #165  
Old 06-07-2017, 10:50 AM
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Originally Posted by Kairu View Post
The Japanese had 40 total (or no voice).
Oh hey look I found my choice

Anyway, super pumped for this. Like everyone else, I was worried we weren't going to get it. I am so ready for a brand new Etrian Odyssey game
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  #166  
Old 06-07-2017, 12:22 PM
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Reposting the trailer, since Atlus took it down and reuploaded it with the correct date.
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  #167  
Old 06-07-2017, 03:48 PM
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Now that our national nightmare is over I actually started reading about the game. One of the classes is a Brownie-race Medic/Hexer hybrid. This hole was made for me
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  #168  
Old 06-07-2017, 03:52 PM
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tbh I still kinda want an untold 3 if only because its foe theme is the best
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  #169  
Old 06-12-2017, 11:46 AM
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I'm hungry, bored, and incredibly hype about EO5 being released stateside.

To better help others figure out what classes they want to run, as well as to help myself figure out my team, I'm going to do a brief write-up of all the classes here. THIS WILL BE SPOILERS. (Also these names may very well be changed during localization.) Okay? Okay. Here we go, then.

First off, a minor technical note. This is the first EO game to have different selections in race, each with different stats. There is a way to assign each character different classes from their starting choice, but that is an unknowable deep magick to me and I will not discuss it further. The first four classes posted here are Earthlain classes (Homs), and then each pair after falls under the Celestrian (Tolkien jerks), Therian (Beastie Boyz), and Brouni (Mana Sprite) races. These are the main determinants for stat growth. Okay cool.

Additionally, each class listed here can obtain a title or something later on. This is basically a further specialization within the class that's been all the rage in RPG systems these days: most classes tend to have two major elements to them, and these specializations focus harder on one or the other. This also means you can be a bit more flexible in your team composition, if you're creative enough. Anyway ON TO THE GOOD STUFF.
  • First up is the Fencer, serving the same role as the Landsknecht and Buccaneer classes of older EO titles. They're your standard frontline fighters of the game. They rely on high evasion to draw hits away from your team, and their suite of Chain skills, which work like the skills the Buccaneer used: if an enemy gets hit with the matching element (or a stab attack), the Fencer jumps on the opening.
  • If you go with a Phantom Duelist, you'll basically devote them to the role of dodgetank that everybody in the Dark Souls and Monster Hunters loves so much (right down to a skill for getting better dodge chances for not having things equipped). It's a really interesting flavor of tank for an EO game, and people who ran Ninja in Bravely Default will feel right at home with it.
  • Alternately, a Chain Duelist will focus on the aforementioned Chain skills. They get even more options to make their Chain skills work for them, letting them multitarget, make multiple attacks, and so forth. They also get a few support skills that key into these things as well, using things like "how many attacks did you make last turn" as an amplifier.
  • Filling the conventional tank role, we have the Dragoon, which seems to hew more closely to the Hoplite of EO3 than most defender roles. They have a suite of Line Guard like abilities that boost defense for the team, but they have two less-expected capabilities. First, these are historically accurate Dragoons, which means they have big-ass rifles, letting them perform beefy attacks at range. Second, they have the ability to create bunkers, which are basically Earthbound's Teddy Bear.
  • Shield Bearers continue to be the obligatory team tank, with even more versatile Line Guard options. This game is much lighter on the damage redirection than other games, but if you want that, this is the way to go. They have a lot of creative tools to work with, but the job of the Shield Bearer is very simple: just block all the damage, forever.
  • Meanwhile, the Cannon Bearer splits their defensive capabilities with some solid offensive and status support, gaining access to a wider variety of shots, a Pillbox variant of the Bunker that counterattacks, and even their own version of the EO3 Arbalist's Front Mortar. If your team is hardy enough to not need a dedicated tank, a Cannon Bearer is a fine addition.
  • At first blush, the Pugilist looks like they might handle like an EO3 Monk, but in practice, they're closer to the Dark Hunter of EO2 than anything (and are a clear flavorwise improvement). Masters of all-out dirty fighting, these guys are the main bind specialists, but they also favor heavy aggressive offensives that cost HP. Like the Fencer, these guys make for solid frontline fighters.
  • Barrage Brawlers emphasize the binding route, getting a slew of skills that work with the binds you've inflicted in a number of ways. Additionally, they'll end up doling out a lot of hits, and have a few skills that capitalize on this as well. This is the more technical of the two Pugilist branches, but there's nothing better if you want to really master binds.
  • Impact Brawler is the way to go if you just want to have someone going full ham at all times regardless of how beat up they are. They have a ton of incredibly powerful skills that check how much they're beaten up to further improve, or that spend HP to deal damage, and so on. If you're good at managing your health totals and like running all-out offense, you'll want a Impact Brawler.
  • The first of our two edgelord classes, the Harbinger is a scythe-fighter that specializes in status effects. While they have a few generic stat-down effects, the real meat of the class is their signature Miasma Armor buff, which consumes HP when used but gives them a speed boost and adds extra effects (like status infliction) to most of their skills. Additionally, most of their attacks hit an entire row, making them solid area fighters.
  • Deathbringers are more of the same: they have even more status effects and more ways to capitalize on status effects. I think they can inflict any status in the game except Petrify, and they even have skills that boost their stats for every status they inflict. Exactly what you'd expect from something called Deathbringer, really.
  • But what if we wanted a Deathguard instead? Yes, there is totally a support version of this class, taking cues from the Arcanist of EO4 with moves that dispel the Miasma Armor buff to support their team with heals or blocking status effects. They gain additional stat-down effects and ways to cancel enemy buffs as well, gaining more benefits in the process.
  • Warlocks are the wizards. There's one in every EO game, they sit on the backline and shoot elemental magic at their foes. Every game seems to give their casters some weird signature thing, and in the case of the Warlock, they get Chants, which are like D&D metamagic: they modify the traits of an existing spell in some way. By default, they get one that makes any spell single-target and amps up its damage, which is very nice.
  • The more interesting of the two is the Omnimancer, which specializes in hitting enemy weaknesses, and even gains a suite of physical typed spells for the purpose. These physical spells have auxiliary support effects like binds or stat-downs. Their Chant makes the spell they use one of the randomly-targeted multihit attacks, always a popular option.
  • Elemancer instead tend to focus on TP efficiency. Their Chant lowers the damage and cost of their spells, while they can obtain an ability that replenishes teammates' TP whenever they themselves expend TP. They also have a lot of standard better stat boosts for just raw magical damage, so if you don't want to think too hard and just have a person who shoots magic at things until they die, use an Elemancer.
  • The other edgelord class is the Necromancer, which appears to be a summoning class like the Wildling of EO3. Necromancers are one of the more versatile characters in the game; although they generally rely on summoning plenty of wraiths to auto-attack for them, they can banish these same wraiths to achieve almost any effect you care to name. They can heal, attack, inflict statuses, boost stats, tank, whatever. If you don't know what else to put on your team, a Necromancer is usually a solid fit.
  • Spirit Evokers want to get as many wraiths out as possible, and have more skills to get them there. They have a few solid attacks that get better the more wraiths there are, and some really flashy moves that sacrifice all of their wraiths to do some very strong things, like multi-revive or petrifying.
  • Spirit Brokers instead function by destroying wraiths as often as they summon them, and have a few attacks that don't rely on having wraiths around. These kinds of Necromancers, obviously, favor players who don't want to spend loads of turns setting up and would prefer to hit the ground running, or who want to run alongside other summoning classes.
  • The Masurao follows in the same vein as the Ronin class of yore and its successive iterations, as an all-out speedy attacker on the front line. They're not especially focused on any one type of move like the prior three frontline fighters, but that's not a bad thing. It just means that, like Necromancers, you can pretty much always have a Masurao on your team and they can contribute.
  • So, what's better than a dual-wielder? How about a quad-wielding Blade Dancer? Yeah, you heard me right, these guys can equip as many as four katanas at once. Blade Dancers eschew all manner of defense in favor of landing as many hits as possible. Be sure you have someone who can keep them alive, because the kind of offensive they put forth is terrifying.
  • If you would rather not be completely insane, the Blade Master instead focuses on critical hits, as the Sniper of EO4 does. As before, they have a lot of different moves on hand, so they can fill in most any role on your team that doesn't already have a dedicated member, but their main strength is in high single-target damage.
  • Following in the steps of the Survivalist and the Wildling, we have the Rover. These explorers hunt with a bow and with an animal companion. They have access to a Hawk, which excels at area attacks, or a Wolf, which is a more versatile companion capable at healing. Most of their attacks rely on working together with their animal companions in concert, so keeping them in good shape is key.
  • If you choose to specialize in Hawk usage as a Flying Falcon, you can expect continued high-power offensives. The Hawk will gain access to a number of disabling moves, while the Rover themselves will have a few more tricks that let them function independently of the Hawk (which is important for their Sky Dive move that renders them inaccessible for a while).
  • If you instead work with the Wolf as a Hunting Hound, you'll find a much stronger support option, with healing, tanking, and some more status capability on hand. This is also the only class in the game that has a heal that does the whole "random target multi-hit" thing, which I have no idea how that'd work out in practice. Still, this is an incredibly strong support option that could easily work as a main healer.
  • Our stat-booster, akin to the Sovereign or Troubadour of past titles, is the Shaman. They have the obvious options of raw offense/defense/accuracy boosts, of course, but they also have Runemaster style boosts that impart elemental resistance and offense. Additionally, they can cancel buffs on allies or themselves to achieve strong immediate effects like healing or magical attack. Excellent support characters, right out of the box.
  • Divine Punishers go even further with their buff canceling capabilities. They're great at turning canceled buffs into defenses or TP restoration, but they really excel at using the elemental buffs, getting access to more spell types or even a damage absorption effect. Divine Punishers can absolutely do the job of a Warlock, and they'll do it with style.
  • If you want raw support, Divine Heralds add a lot more HP recovery options to their buffs, and have a wider variety of buffs to choose from. They still rely on canceling buffs for single-target healing, but they can sustain a team with constant passive healing for days. Extremely strong support characters, arguably the best in the game.
  • Finally, we have the Botanist taking the conventional healbot role of the game. Unlike the usual EO Medic, these guys have a secondary specialization of status effect infliction with an array of Smoke skills, making them more like Final Fantasy White Mages than anything. Of course, they are the strongest healers in the game to start with, and are the only class that begins the game with access to a revival option.
  • Merciful Healers focus even harder on healing, having access to ways to cure status effects, multitarget their healing skills, amplify their effects, and so on. They won't be doing anything more than healing, most likely, but that healing is, bar none, the best in the game.
  • Or you could run a Graced Poisoner and run the Botanist as a dedicated status effect specialist who can sometimes heal. Each Smoke effect first tries to inflict the status, and then applies a debuff that lowers the resistance to that status. Graced Poisoners have a slew of skills that capitalize on that secondary debuff, and access to a wider variety of status effects. If you have a number of capable auxiliary healers, consider a Graced Poisoner.


Okay, good post. Be nice to each other and drink lots of fluids.

Last edited by Kalir; 09-16-2017 at 06:34 PM.
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  #170  
Old 06-12-2017, 12:07 PM
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My team in Japanese is:

Chain Fencer / Iron Dragoon / Combo Pugilist
Elementalist Warlock / Merciful Herbalist

At this point I'm at the end of the fourth stratum and having a crisis as to whether to keep bashing my head against this boss or wait for the English version of the game.
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  #171  
Old 06-12-2017, 02:25 PM
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i feel like i'm going to need a quad-wielder

because come on

quad-wielder

EDIT: In addition to that, let's see.

Oracle sounds like funtimes.
That plus an Iron Dragoon should let me avoid bringing a real healer.
I love status effects, so a Death-Bringing Reaper is coming along.

Not sure what to put in my fifth slot. The Dragoon doesn't sound like it cares what row it's on, so I could go for either a front-line or back-line. Thinking either a Combo Pugilist, Generalist Warlock, or maybe even a Spirit Caller. (If the Combo Pugilist gets an Ecstasy-like attack, that'll pretty much settle it.)

Last edited by aturtledoesbite; 06-12-2017 at 03:48 PM.
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  #172  
Old 09-13-2017, 03:12 PM
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Demo for this hits Eshop Today!
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  #173  
Old 09-13-2017, 03:16 PM
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I've never played an EO game so I may have to jump on the demo.
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  #174  
Old 09-13-2017, 04:22 PM
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The demo just let me create an old lady bunny girl who is a hunter, so it's pretty good.
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  #175  
Old 09-13-2017, 08:50 PM
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Time to spend hours making my characters just right
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  #176  
Old 09-13-2017, 09:49 PM
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My EO team cant reach the heights of my EO3 Princess Bride guild, so I don't know why I even try.
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  #177  
Old 09-14-2017, 07:11 AM
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Quote:
Originally Posted by Balrog View Post
Time to spend hours making my characters just right
FYI, from what I've read, early on you get the ability to use any Race with any Class, so if you're looking to customize past the default options maybe wait a bit before you finalize the party. Also note that you can keep moving right on the portrait select screen to get a second set of palette swaps, and then again to get generic portraits. Useful if you don't want to get stuck with the risque portraits.

I'm wondering if it's at all possible to beat the game with a party of all Brounies. I wonder how foolish it would be to try...
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  #178  
Old 09-14-2017, 07:18 AM
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Quote:
Originally Posted by Sprite View Post
I'm wondering if it's at all possible to beat the game with a party of all Brounies. I wonder how foolish it would be to try...
With the default classes it'd be painfully slow. If you wait until you can set any portrait as any class it'd be no different than any other run I would think.
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  #179  
Old 09-14-2017, 07:43 AM
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Played through the tutorial quest; not really feeling a lot of the changes they made to the formula; feels a bit like they're drifting away from the refined simplicity that made the games so enjoyable.

Also, one of the Necromancer designs is an entirely naked child with tactically placed wisps of smoke as clothing. Which is extreme even by EO standards.
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  #180  
Old 09-14-2017, 09:24 AM
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Haven't had time to check out the demo yet, but does the localized version have anywhere near the same number of options for voices?

IIRC the Japanese version had 40 voice options (though voiced by only 22 actors, so some did more than one). I imagine that might have proven prohibitively expensive to replicate for Atlus USA.

Maybe the demo wouldn't have the full final set to keep the download size small...
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