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> What would you like from a console Riviera?
Dr Strum
post Apr 22 2009, 01:26 PM
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How about an idea for Random Enemy Encounter? It's pretty little bit, straighten-up battle.


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Dr Strum
post Apr 22 2009, 05:53 PM
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...I kinda like Riviera just the way it is. They could add animated cutscenes to replace the images, but changing the gameplay is a big no-no.


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Dr Strum
post Apr 22 2009, 11:40 PM
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QUOTE(The Angel of Ruin @ Apr 22 2009, 10:53 AM) *

...I kinda like Riviera just the way it is. They could add animated cutscenes to replace the images, but changing the gameplay is a big no-no.

Yeah, I agree. That should really be the only change, if any.


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Dr Strum
post Apr 23 2009, 02:22 AM
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I dunno


CG events are part of the whole Dating Sim aspect.


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Dr Strum
post May 18 2009, 05:09 AM
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QUOTE(Durango @ Mar 29 2009, 10:18 PM) *

1. Orchestrated soundtrack. It's becoming an important standard in more games in this era. Couple that with the fact that many of them are RPGs and that Riviera had a wonderful soundtrack and you have a deal here.
2. Epic camera transitions for battles. Maybe it's just something I'm picking from Fire Emblem: Radiant Dawn, but against certain bosses, mainly the ones in the Tower of Guidance, the camera angle was different than against normal enemies in order to express the importance of this decisive battle.
3. Updated item system. Less disposing, more storage.
4. Fully-animated cutscenes. Not necessary if Riviera retains its point-click style of traveling, and the GBA did a good job of making cutscenes. But moreso for vital points, CGI would be nice.
5. Areas with very nice design. Lacrima Castle could only be expressed so well in Pocket 16 32-bit, but a console would do it wonders.


1. I wouldn't dream of a choir acting in for particular tracks. Full instrumentals... I think would be nice.
2. No comment.
3. The only thing I would want just from that is merging of ammo (I hate it when I get a somethingx40 and another somethingx40 and can't merge for x80). I started getting that idea when I got too many separate pieces of Longbow ammo in Lacrima that hogged space. That is my only concern logistics-wise. Finite uses and the 15-item limit, I can live with them. Unless you want to make a crazy decision/hack to have a "Strange Sack" that can double your inventory space to 31 (Think Paper Mario 2).
4. Only for some of the real good CG times or very critical story parts (such as the arrival of the Accursed).
5. I would agree about a 3D environment giving the best of areas in terms of realism, but I would have to protest on some counts: that A: it defeats the purpose of storyboard-style traveling, and B: there are redundant screens (such as Tetyth, Mireno, and the Strata Maze).

QUOTE(Green Dragon Mega Man @ Apr 12 2009, 08:46 PM) *

PLEASE, no HD on perverted scenes. Oh for the love of...


Only 480i Standard up to 480p Progressive. NOT 720p HD or 1080p HD. (The latter two take it too far). Would you be happy with that?

Oh yeah, and... not make the characters look like too much like kids (that's why I kinda liked the WSC art styles better, especially the Lv3/ExL OverDrive art).

This post has been edited by Lite-Yoshi: May 18 2009, 05:29 AM


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Dr Strum
post May 18 2009, 12:59 PM
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Who the fuck are you, coming in here with your fancy words?


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Dr Strum
post May 18 2009, 04:54 PM
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QUOTE
I hate it when I get a somethingx40 and another somethingx40 and can't merge for x80

It's not fucking ammo. You get something that can be used forty times before it breaks and another thing that can be used forty times before it breaks... Why would you be able to combine the two items into one?



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Dr Strum
post May 19 2009, 11:04 AM
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QUOTE
It's not fucking ammo. You get something that can be used forty times before it breaks and another thing that can be used forty times before it breaks... Why would you be able to combine the two items into one?


What about potions? and don't say it's the same bottle being used over and over, because Ein gets a Potion X3 and says "Potions! These will come in handy!"


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Dr Strum
post May 19 2009, 04:08 PM
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You can't mix game play and story. Otherwise you get the whole "why didn't they just use a Phoenix Down on Aeris" kind of bullshit.


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Dr Strum
post May 20 2009, 12:19 AM
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... So one Potion is nick-named Gameplay and the other is secretly known as Story? I have now reached enlightenment.


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Dr Strum
post May 20 2009, 12:56 AM
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His point went straight over your head.


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Dr Strum
post May 20 2009, 01:33 AM
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Okay then, please tell me what that had to do with mixing potion stocks together. I seemed to have completely missed the point with my smartassyness.


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Dr Strum
post May 20 2009, 01:50 AM
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You were the one who brought up the potions, you tell us >_>


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Dr Strum
post May 20 2009, 05:19 AM
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Basically Sturm meant that plot and inventory are separate game elements, because a lot of plot points in games can be avoided if items in the inventory are used. This is where the Phoenix Down-and-Aeris thing comes in:
» Click to show Spoiler - click again to hide... «

Gameplay-wise for Riviera, a merging feature would be nice--but only for things like Potions, which we usually think of in terms of quantity and not the number of sips left anyway. Unless Ein's just lugging a monstrosity of a Potion bottle around.


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Dr Strum
post May 20 2009, 10:06 AM
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QUOTE(Hayate @ May 20 2009, 01:19 AM) *

Gameplay-wise for Riviera, a merging feature would be nice--but only for things like Potions, which we usually think of in terms of quantity and not the number of sips left anyway. Unless Ein's just lugging a monstrosity of a Potion bottle around.


Thank you, that's what I've been trying to say.

But... what point of the plot could the Potion have possibly changed? That's what I still don't get.


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