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  #1  
Old 09-29-2017, 06:16 PM
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Default Culdcept Revolt for 3DS

Anybody planning on picking this up? I"m pretty stoked as the 360 version years ago was pretty well done. Weird to see NIS publishing this though.
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  #2  
Old 09-29-2017, 08:17 PM
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I preordered. But I buy just every 3DS game, so that doesn't count for much.

I do like the boardgame/RPG hybrid concept though.
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  #3  
Old 09-29-2017, 09:04 PM
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I've had it on pre-order for ever. I mainly ordered it as a novelty since it's a series that Nintendo publishes in Japan on their platforms but passed on localizing.
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Old 09-29-2017, 09:45 PM
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I really haven't followed this at all, but if it's similar to the 360 game, I'll definitely pick it up.
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  #5  
Old 10-05-2017, 05:37 AM
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Anyone pick this up yet?

Because I am hurting for deets
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  #6  
Old 10-05-2017, 08:30 AM
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Default MANNA

I picked it up at launch and played through the tutorial and first chapter so far. It's fun!

Folks weren't kidding when they were saying it was a glorious mechanical mashup of Magic the Gathering and Monopoly. I wish I'd gotten into this series sooner.

The game UI feels really fast and slick, and the music is really good. Also, being able to track and save screenshots of your battle performance is quite nifty. Haven't tried playing online yet because I'd prefer to not be completely obliterated while I'm still learning how to manage resources in battle.
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Old 10-08-2017, 07:45 PM
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Default BALDANDERS

I'm a little concerned that I might be the only person here actively playing this game at the moment, haha.

I've gotten to the third chapter of the story mode, and wow, uh, things are happening. Kind of. Also, it's gotten much more difficult to coast on your starter deck at this point. I did a bit of deck-building, and I've learned from one nasty run that it's a bad idea to include a bunch of creatures that require existing control of one or more of a specific elemental land to summon in your deck if you're already having trouble landing on those tiles in the first place. The digital manual doesn't really explain enough of what some of the UI elements mean, which is a bit disappointing.

Another thing I noticed is that reflect works pretty well as an offensive ability during invasions, since it effectively acts as an extra attack while nullifying damage from normal attacks. It's pretty cheap to use as well, since the Spiked Shield comes with it and only costs 40 G.


Also, if anybody missed out on the free promotional DLC that NISA was giving out via email before launch, I have a spare NA code for anybody who wants it.

Last edited by Ahamkara; 10-11-2017 at 07:30 PM. Reason: I had no idea what I was talking about earlier, lol. Had to go to Culdcept Central to figure out why I couldn't summon anything from my hand. Thanks, NISA!
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  #8  
Old 10-08-2017, 09:20 PM
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Quote:
Originally Posted by Ahamkara View Post
I'm a little concerned that I might be the only person here actively playing this game at the moment, haha.
I'm waiting on my preorder too, which leads me to...

Quote:
Also, if anybody missed out on the free promotional DLC that NISA was giving out via email before launch, I have a spare NA code for anybody who wants it.
Uh, I ordered mine direct from NIS' webstore and they ain't emailed me shit. What is it and when did they send it?

Quote:
Another thing I noticed is that reflect works pretty well as an offensive ability during invasions, since it effectively acts as an extra attack while nullifying damage from normal attacks. It's pretty cheap to use as well, since the Spiked Shield comes with it and only costs 40 G.
I remember that being a good early-game strat in the PS2 version (I never played the one on 360), but eventually you start getting other good items like scrolls that compete for the same slot. If the metagame is similar it'll stay a good strategy but not a no-brainer.
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  #9  
Old 10-09-2017, 04:52 PM
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Quote:
Originally Posted by Ahamkara View Post
I'm a little concerned that I might be the only person here actively playing this game at the moment, haha.

I've gotten to the third chapter of the story mode, and wow, uh, things are happening. Kind of. Also, it's gotten much more difficult to coast on your starter deck at this point. I did a bit of deck-building, and I've learned from one nasty run that it's a bad idea to include creatures that require specific elemental sacrifices to summon in your deck if you aren't going to have a whole bunch of that element in the first place. The digital manual doesn't really explain enough of what some of the UI elements mean, which is a bit disappointing.

Another thing I noticed is that reflect works pretty well as an offensive ability during invasions, since it effectively acts as an extra attack while nullifying damage from normal attacks. It's pretty cheap to use as well, since the Spiked Shield comes with it and only costs 40 G.


Also, if anybody missed out on the free promotional DLC that NISA was giving out via email before launch, I have a spare NA code for anybody who wants it.
I pre-ordered it and am loving it so far. I'm impressed by the new cards - I didn't think there'd be so many of them.

You can PM me that DLC. I''ll take it.
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  #10  
Old 10-11-2017, 11:51 AM
Joe McGuffin Joe McGuffin is offline
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Good gravy, it's been at least ten years since I played this game, and I've fallen all the way back down the rabbit hole. I think I'm actually going to start taking my 3DS to work again...
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  #11  
Old 10-11-2017, 12:23 PM
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This sounds like something I'd fall into pretty hard; I'll keep it on my radar for Christmas.

The character portraits remind me of Code of Princess.
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  #12  
Old 10-11-2017, 12:43 PM
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I was going to throw this on the Christmas wishlist, but I have to travel for work next week, so I caved and picked it up early to bring with me for that. Played through the tutorial maps so far to refamiliarize myself with everything and am already starting to get into it.
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  #13  
Old 10-11-2017, 02:22 PM
Joe McGuffin Joe McGuffin is offline
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Quote:
Originally Posted by Ted View Post
The character portraits remind me of Code of Princess.
Same artist, yeah. Kinu Nishimura.

Speaking of the visuals, I like how they're doing the Fire Emblem thing with the 3D of having the menus float at varying levels of depth. This would have been pretty great on Switch, but if it must be on 3DS at least it's actually using the slider.

...man, I completely forgot just how into this a buddy and I were back in the day. Like, we ended up reading the manga, even.

Last edited by Joe McGuffin; 10-11-2017 at 02:54 PM.
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  #14  
Old 10-11-2017, 07:01 PM
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Default MY LANDS GROW EVER STRONGER

Man, the voices of the announcers have such an amazing quality to them. More games should have that. Loved it every time the announcer in Baten Kaitos Origins said "RELAY COMBO!" like as if it was in a fighting game, haha.

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Originally Posted by Joe McGuffin View Post
Uh, I ordered mine direct from NIS' webstore and they ain't emailed me shit. What is it and when did they send it?
It was this thing here, which they announced like a month or two before release. It was available only until 10am Pacific on launch day.

Thankfully, NISA recently reopened registration for a second wave of the free DLC, so you can claim them at these links: USA EU AUS

Y'all got until the 16th at 10am Pacific to register, so probably better to do it now than later.

Quote:
I remember that being a good early-game strat in the PS2 version (I never played the one on 360), but eventually you start getting other good items like scrolls that compete for the same slot. If the metagame is similar it'll stay a good strategy but not a no-brainer.
I thought it was particularly interesting because it works off of the fact that a defending creature usually equips an armor or something, which almost guarantees they'd attack back with a normal attack. But yeah, I've been reading up a bit on different card properties and synergies lately, and scrolls are apparently even more accessible and useful now in this game compared to previous ones.


Quote:
Originally Posted by Beefy Hits View Post
I pre-ordered it and am loving it so far. I'm impressed by the new cards - I didn't think there'd be so many of them.

You can PM me that DLC. I''ll take it.
Check your PMs!


Quote:
Originally Posted by Joe McGuffin View Post
Speaking of the visuals, I like how they're doing the Fire Emblem thing with the 3D of having the menus float at varying levels of depth.
It's such a nice effect in the way they set it up here, especially with the boards having nice depth with the creatures and player characters popping off of them.

Quote:
...man, I completely forgot just how into this a buddy and I were back in the day. Like, we ended up reading the manga, even.
That's pretty intense, haha. And it's still crazy to think that the devs behind Front Mission: Gun Hazard went on to make this big long-running virtual hybrid card/board game franchise.


Also, a mechanical observation that some veterans of the series have pointed out is that matches moves a lot quicker in this entry because you now get an amount of G at the start of every turn instead of having to wait until you reach each gate. From what I understand, previous games had that particular feature as a card you had to use rather than it being available for all players by default. It makes me curious to see how frugal players had to be in the earlier entries.

Oh yeah, you get free stuff (like cards or GP) just for connecting to the online mode every day(?). You'll probably wanna make sure that you have the name you want, though, as it won't let you change it after connecting online.

A free DLC map, Double Helix, was just released today, too.

Last edited by Ahamkara; 10-11-2017 at 09:30 PM. Reason: There's some free DLC to download among all the pricey cosmetic junk on the online shop.
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  #15  
Old 10-12-2017, 08:55 AM
Joe McGuffin Joe McGuffin is offline
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Thanks for the heads-up on the DLC.

Quote:
Originally Posted by Ahamkara View Post
Also, a mechanical observation that some veterans of the series have pointed out is that matches moves a lot quicker in this entry because you now get an amount of G at the start of every turn instead of having to wait until you reach each gate. From what I understand, previous games had that particular feature as a card you had to use rather than it being available for all players by default. It makes me curious to see how frugal players had to be in the earlier entries.
I can't recall quite that degree of nuance, but what does strike me is that we were never sure if the brief glimpse at your opponent's hand before combat was an intentional part of the balance, or an artifact of the UI. Revolt letting you look at everyone's hand at will (at least the card names and types, so you can tell if they have items even if you don't recognize the card names) seems to settle that question, though I've only played against AI so far so I suppose live play may differ...
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  #16  
Old 10-20-2017, 08:44 AM
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This sounds like something I'd fall into pretty hard; I'll keep it on my radar for Christmas.
Well, nevermind about Christmas; I decided not to wait the Great Pumpkin delivered a surprise last night.

I read the in-game manual and did a few tutorials while falling asleep, which may not have been the best idea. Menu nav and turn flow wasn't clicking with my fading consciousness and I ended up trying to sort it all out in my dreams. I can't remember any details but whatever my flailing subconsciousness stitched together was wonderfully weird.

Over breakfast I replayed the first four tutorial boards. Much clearer!

I'm excited to dig in tonight.

E: the 3D effect is nice and what little of the music I've heard is great. Interstitial tunes are way more epic and interesting than called for and I love it.
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  #17  
Old 10-22-2017, 05:01 PM
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Okay, I don't really know what I'm doing. I've been winning but I'm not really sure why. I plop creatures where I can and increase land value when I can't. Sometimes I can figure out the reasoning behind the hint icon, but not always.

Sometimes I can claim with Chimera/Wyvern/Great Eel but sometimes I can't and I don't know why. My guess is that some cards can't be played as the first card, but I'm not sure about this.

And all these cards; it's overwhelming. Where's CCG 101?
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  #18  
Old 10-22-2017, 07:19 PM
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Quote:
Originally Posted by Ted View Post
Okay, I don't really know what I'm doing. I've been winning but I'm not really sure why. I plop creatures where I can and increase land value when I can't. Sometimes I can figure out the reasoning behind the hint icon, but not always.

Sometimes I can claim with Chimera/Wyvern/Great Eel but sometimes I can't and I don't know why. My guess is that some cards can't be played as the first card, but I'm not sure about this.

And all these cards; it's overwhelming. Where's CCG 101?
This beginner's guide will be very helpful for you.

The goal is to obtain the target amount of magic and pass through a gate. You do that primarily by claiming territory with creatures, some of which (like the Chimera and Wyvern) require ownership of the number of tiles of the specified elemental type. I actually mentioned running into this issue earlier. The digital manual is unfortunately very bare, and it seems like some stuff gets seemingly left unexplained like the summoning requirements.

Your creatures start off fatigued when they are first summoned (indicated by their sprites being darkened). There are a number of gates you need to pass on the map, and when you pass all of them, you complete a lap. Completing a lap restores your creatures' ability to act, and from there you can use magic to level up the land to increase their magic value (and toll costs). You can also move your monsters to adjacent tiles and invade other territories.

That's pretty much a big portion of the basic gameplay flow. The guide goes much further into depth on what you'd need to be paying attention to.
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  #19  
Old 10-22-2017, 08:02 PM
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Thanks for outlining the flow, especially juicy stuff like summoning requirements and using move-creature to invade.

I'll dig into the guide right away! I can tell that I'll really enjoy the game once I gain some intuition. Until then, I'm winning so I can't complain too much but I don't feel any real satisfaction, if that makes sense.
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  #20  
Old 10-22-2017, 08:47 PM
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Default CHARGING STEP

Quote:
Originally Posted by Ted View Post
Thanks for outlining the flow, especially juicy stuff like summoning requirements and using move-creature to invade.

I'll dig into the guide right away! I can tell that I'll really enjoy the game once I gain some intuition. Until then, I'm winning so I can't complain too much but I don't feel any real satisfaction, if that makes sense.
Glad to be of help! Those early missions are pretty easy so far, but you'll be running into a difficulty increase somewhat soon that'll require you to learn how to play offensively, utilize synergy, and manipulate movement on the board.

A fun combination I've found to be very effective is Cockatrice + Battering Ram. Cockatrice turns all creatures into Walls of Stone upon attack in battle, and the Battering Ram instantly kills all defensive creatures. Throw in a few Turn to the Wall spell cards to convert other creatures into defensive walls and you've got a somewhat easy way to take over any high level lands.
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  #21  
Old 10-23-2017, 10:09 PM
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Originally Posted by Ahamkara View Post
Glad to be of help! Those early missions are pretty easy so far, but you'll be running into a difficulty increase somewhat soon that'll require you to learn how to play offensively, utilize synergy, and manipulate movement on the board.

A fun combination I've found to be very effective is Cockatrice + Battering Ram. Cockatrice turns all creatures into Walls of Stone upon attack in battle, and the Battering Ram instantly kills all defensive creatures. Throw in a few Turn to the Wall spell cards to convert other creatures into defensive walls and you've got a somewhat easy way to take over any high level lands.
That was one of my favorite combos in the 360 game.
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  #22  
Old 10-24-2017, 08:32 AM
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I read the beginner's guide at Culdcept Central and the premise is making a lot more sense now.

I was unwittingly embarking down the path of a rainbow book, which sounds like something to avoid until I know what I'm doing. Until then I think I'll stick with the following:

* Fire + Earth
* ratio: creature / item / spell = 50% / 20% / 30%
* creatures: Fire / Earth = 51% / 49%
* items: prioritize scrolls, offensive / defensive = 50% / 50%.
* spells: some damage, some movement, some land type trickery. I'm still wrapping my head around this one
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  #23  
Old 10-26-2017, 09:45 AM
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I think I'm starting to recognize some occasions during quest matches in which the opponent AI makes mistakes or is lacking a sense of urgency.

Progress, I hope.
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  #24  
Old 11-27-2017, 10:22 PM
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Default SHADOWGEIST

There's been a bunch of free DLC maps being released for the game every week, so go get them if you haven't already. Also, it amazes me that there's a button dedicated to downloading all available free DLC at once in the game's DLC shop. How handy!

Another fun bit of synergy I've stumbled into is that when you pair a Cait Sith with a Buckler, it's virtually invincible. That combination neutralizes all attacks from enemies with 40 ST and above and enemies with 30 ST and below. Scrolls will still kill it, though.
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