Cosa c'è di nuovo?

Switch Eiyuden Chronicle: Hundred Heroes + Rising

Eiyuden Chronicle: Hundred Heroes + Rising
Eiyuden Chronicle: Rising combina un'emozionante avventura, ambientata in delle antiche rovine, con la storia della rinascita di una città. Attratti da lenti e tesori vari nelle vicine Rovine runiche, i nostri eroi capiranno presto che la città, distrutta da un devastante terremoto, ha bisogno del loro aiuto per tornare a essere quella di una volta. Durante il loro viaggio, risolveranno varie controversie tra avidi avventurieri e gente del posto diffidente, che crede che le Rovine runiche non debbano essere disturbate. Gli eroi capiranno anche qual è il vero motivo che spinge gli altri eroi alla ricerca dei tesori, rafforzando così il legame tra di loro.
Giocatori: 1
Co-op: No
Genere: Action, Adventure, Platform, Role-Playing, Virtual Console
Data di rilascio:
Publisher: 505 Games

Rastrellin

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sarà pubblicato da 505 Games


 

Moiapon

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Ottimo dai! Sono in gamba come publisher.

E così sicuramente ci aspetterà una bella versione retail
 

dom87

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Questo è bello bello,mi piace la direzione artistica
 

Daisuke

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Figo!
 

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Confermato l'arrivo dello spin-off Rising per il 2022






Hundred Heroes come annunciato al TGS è stato spostato al 2023, e non è del tutto chiaro se arriverà sulla Switch attuale.
 

geralt31

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2023,manco stessero lavorando a the last of us 3 e god war 2 contemporaneamente
 

phoque

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2023,manco stessero lavorando a the last of us 3 e god war 2 contemporaneamente
Suvvia è la prassi di kick starter e penso che siano anche abbastanza veloci considerando l'odissea che ci hanno messo altri progetti come shantae 1/2 genie heroes
 

Wolf Loz

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Sembra un gran bel progetto, se non erro sarà sul gamepass al D1, quindi si gode :ivan:
 

Geddoe

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Vedo pochissimi aggiornamenti...iniziamo a rimediare :uhmsisi:


October 2021 Update​

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Rabbit & Bear StudiosCreatore
27 ottobre 2021
※日本語のアップデートは下の方にあります
Hey there Heroes!
Japan is finally experiencing the Fall chill this week as the weather dropped 10 degrees overnight (yikes)! So let’s heat things up with a new batch of October updates!

Tokyo Game Show Round Up

Tokyo Game Show was a busy time for us and we hope you all enjoyed what 505 Games had to show. And if time zone differences got in the way of keeping up with all those updates, worry not! You can find everything shown right here.

Production Updates

Background Concept Art​

Desert Border Route
8c00727d5dd23e561ada9c02c76d437b_original.png
*Images are from a product still in development
Comment: Murakami
Today, I'd like to show you a beautiful, naturally occurring maze near the desert area.
The dry terrain will present an array of challenges to halt your progress (heheh).
Wait, I'm getting carried away...
I myself love RPGs, but I'm not too good with mazes. (I have no sense of direction.)
I'm sure to lose my way in the mazes of Eiyuden, so to prevent boredom,
I at least want to prepare some beautiful scenery (lol).

Murayama's Monthly Development Report​

Personally, I feel that storytelling in games is quite different to that for TV series or novels. Of course, the way stories are created changes depending on the medium. For example, there is a huge difference between work that is entirely written versus video-based work. The latter uses techniques to convey meaning through moving images that cannot be conveyed through dialogue alone, while novels have their own techniques.
One unique technique that I'm always conscious of in game storytelling is synchronizing the feelings and sensations communicated through the story with those experienced during gameplay itself.
In a scene where the story is bitter and painful, you have to use production techniques to make the gameplay reflect those feelings as well.
For that reason, when I'm writing for a game, I'll also include specifications about the gameplay, like requesting for certain parts to have enemies that are stronger than usual.
I'll also ask for there to be a little more distance between certain locations, so that players have time to walk around and explore on their own before another big event in the game starts.
I think this is a production technique rarely seen in other media.
On the flip side, I sometimes work on synchronizing how the story develops with the gameplay aspects.In an RPG, players are guided along a single path in terms of both the story and gameplay during the beginning stages. This is so players don't get lost right at the start.
However, at some point, players start to be given more choices, and more freedom in where to go and how to enjoy the many different aspects of the game.
Stories for games are also written in a way that complements this format. That's another technique I find unique to game storytelling.
The skeleton has already been built, so now I need to add the meat. In other words, fleshing out the story, which is taking up most of my time these days.

A Word from the Team​

Hello, everyone.
I am the game's director, Komuta.
It seems to be getting colder and colder recently.
The other day I had some freshly picked ginkgo nuts and shochu.
It really feels like fall now! It's the season of delicious food.
As for the work on Eiyuden, we are currently in the process of making a prototype that connects up each element in the early stages of the game,
and responding to various issues that have come to light during testing,
like how to view the world map, the towns and dungeons, camera work for the demo,
managing the positioning of the characters and height differences during battle, and so on.
We're working on solving each of these issues one by one and finalizing the specifications so that we can move onto the next step,
while also keeping an image of the full, completed game in our minds.
Also, among the 120 characters joining,
the roles of the characters who will take part in battles are gradually being solidified.
Mr. Murayama first came up with the characters' features,
what role he'd like to see them play in battle,
their abilities, the number of attacks, their skills,
and then how we'd implement them and what the animation would look like.
We went over each section, but then we'd receive remarks from Mr. J like,
"Let's make Yuferius more shark-like"
and they'd created a stir.
"What does shark-like even mean?" "His weapon is an iron ball, right?"
"Are iron balls shark-like?" "When you think of a shark, you think of so-and-so, right?"
"We can't really do that visually, so how about this?"
Usually the content of the animation is decided by Mr. J's character team,
but if the problem is related to implementation specifications (how to create it in-game), the leaders of the different parts gather
and have a very serious Shark Summit about sharks (lol).
Now, as to what kind of visuals come out of all this... That's something to look forward to.
By the way, after the Shark Summit,
I found a cool t-shirt on the internet. (This is the important part of the story.)
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Isn't it the best? This right here.
A shark eating a little kid who's giving a thumbs up saying,
"Stay Positive!"
Once I saw the picture, I immediately bought the shirt.
I can't get enough of that kid's cheery smile despite him being eaten by a shark.
I want to follow this boy's example
and stay positive no matter the situation.
Thank you all for your continued support!

Halloween

Who doesn’t love Halloween, the season of scary movies, creepy games and spooky tidings? And while it’s still not time for many of us to hit the streets for trick-or-treating this year, that doesn’t mean the Halloween spirit is lost.

In the spirit of all things spooky, the Eiyuden team wishes everyone a HAPPY HALLOWEEN!
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Geddoe

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Troppi pochi aggiornamenti...va be, recuperiamo anche quello di Novembre




November 2021 Update​

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Rabbit & Bear StudiosCreatore
24 novembre 2021
※日本語のアップデートは下の方にあります
Hey there, heroes!
While many of us may still be clinging on to the last crisp days of Fall, Winter is just around the corner meaning it's time to welcome in the holiday season with our November monthly update.

Production Updates

Character Profile​

Stadler
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Profession: A soldier in the League of Nations
Gender: Male
AGE: 42
FAVORITE FOOD: Chile con carne
A gruff but principled soldier who tells his men he's craven, a coward who can't bear the thought of them dying. That's the reason he pushes them as hard as he possibly can. He knows the name of every soldier he's ever met or trained.
"I'm going to hammer every last one of you soft, undisciplined little maggots into iron! Now get running!"
Kawano's Comment:
Now this is just between us (okay, not really), but...
Until Murayama is completely and utterly satisfied, the names of characters and so on are often changed any number of times.
For characters, it's no big deal if the names are changed before the illustrations are prepared. But if there are lots of characters and the art is already created—like this time—changing the names has everyone asking, "Who's this guy, again?!" It's been pretty rough for the staff. But if the names just don't feel right, change is unavoidable.
So, while Stadler had a different name for a while there, with this grand unveiling, Stadler is almost certainly set in stone. I'll do my best to remember his name from here on out!

Monster Showcase​

Scorpion Assassin
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Provoking a battle with this foe is a risk few choose to take, lest they be torn apart in its giant claws...or conferred an even worse death by its poison stinger.

Murayama's Monthly Development Report​

There are many different approaches to working on a story, there are a range of perspectives, and each creator has their own interpretation.
Amidst all that, there are several things to bear in mind.
There's a scene in a certain movie where a father is helping his child with writing practice. The father reads the child's writing, then gives the following advice:
"Now, write the same thing again, but with half the words."
That scene made an incredibly deep impression on me.
Of course, there are elements unique to the gaming medium, but I always strive to make my writing as concise as possible.
We certainly want to maintain the unique feeling and individuality of our characters, but we also don't want the script to become unnecessarily long.
And, with this kind of work, it's important for us to place trust in our readers and players no matter what.
The reader is often aware of the slightest change in nuance in a character's expression, as well as the underlying mood and emotion behind those words.
We need to trust in that awareness as much as possible and cut out extraneous descriptions.
On the other hand, when explaining things like game mechanics, there's no such thing as too much detail.
Is this part understandable, or have I just assumed it is? Is it only comprehensible because of what I know already? That's something that I'm always on the lookout for.

A Word from the Team​

J-diary vol. 4
Hello there.
Whenever the time to write this segment comes around, it always opens my eyes to the complete change in the seasons.
Murakami J, here.
I'm working from home as always, and autumn is here (or is it winter already...).
I'm feeling upbeat and continuing to make progress on the project—this time without dreading my AC bill.
As these pleasant days drift by, I'm worried my wanderlust may soon overtake me.
Actually, my favorite pastime is traveling.
Before this current situation, I'd usually set off on a trip whenever a holiday rolled around.
My work kept me from taking long vacations, so I would bounce from place to place during jaunts over weekends and holidays.
Short trips abroad were especially hectic and exciting.
In recent years, while the breathtaking natural beauty of Canada and the United States has made quite an impression on me, I've also grown fond of exploring towns in Europe and Asia.
Thailand has become something of a second home for me.
Those experiences have been incredibly helpful in developing the background designs for Eiyuden, but I've lost a lot of my inspiration over these last two years. I need to get back over those oceans.
Even with the travel bans lifting, it still doesn't seem like I'll be heading off anytime soon.
The ever-positive Kumota D can't even manage an encouraging thumbs up. Lol.
Anyhow, once we've finished Eiyuden, I hope to travel to all the countries of our fans and supporters, so please recommend your favorite sightseeing spots (you can Tweet me).
Until then, I'll have Google Earth help me figure out the details of my growing travel plans.
So...
As far as the project is concerned,
I feel like I always end up talking about the difficulties of developing the game, so I want to change things up this time.
I'd like to talk about our particular fixations when it comes to the game's art.
There are so many things we're picky about concerning Eiyuden's graphics,
but the one I want to focus on today is:
The importance placed on height differences between characters.
Allow me to explain.
When I say characters, I don't mean Kawano's illustrations, but rather the pixel-art sprites.
Typically, when characters are drawn for pixel art RPGs,
I feel like one size is often chosen as a basis for mass-producing every character.
There are many reasons for this, such as maintaining visual uniformity, optimizing the game, and working under technical constraints.
In Eiyuden, beyond wanting to properly reflect the established height differences between characters, we also wanted to add the extra touch of realism through "sensory height."
Sensory height means experiencing the same feeling a person of a certain height would have in the real world.
For example, if a 170cm tall person looks at someone who's 180cm, the first person would think, "whoa, that guy's tall," right?
That's the feeling we're going for.
A difference of 10 centimeters doesn't feel that big when looking at a ruler, but it feels very different when considering people's heights.
On a side note, I'm actually really short, so when I run into Murayama and Iga, I'm always like, "What?! They're giants! Gah! I'm so jealous!"
So, why are we applying this idea of sensory height to the characters?
Because when all the characters are miniaturized following a strict scale, it's often difficult to feel the size difference that those numbers are expressing.
Look at the following image:
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The character on the left has realistic proportions, while the right is an example of those proportions after miniaturization.
Let's imagine that this character was 170cm tall.
Under that assumption, a measure of 10cm taken from each character would change as shown by the section in red.
When you add in different hair styles and other unique characteristics,
a difference of 10cm between miniaturized characters doesn't look that big at all on a game screen.
Also, the fact that the field is 3D means that the perspective will change according to the position of the objects on screen, and that size difference is felt even less.
Which leads us to the characters in Eiyuden.
After the finicky process of adjusting, comparing, and revising the scale, we created pixel art that conveys those height differences.
Height is one of the defining traits of a character, after all.
This is something we've wanted to implement for a while. Although it can be tough, I hope we can continue following through on these special details.
Which is why...
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When making Eiyuden's pixel art, even after deciding on one facet of drawing a character, there are so many other challenges to take into account.
I introduced one example of this today,
but if you have any requests, I'd love to discuss them in the next entry.
To wrap things up...
Writing this column got me thinking about what Eiyuden's art would look like if it were scaled down like old-school pixel art.
Even though it's my day off, I couldn't stop thinking about it, so I whipped something up to test it out.
This is Nowa in that old, original PlayStation style.
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I made it as a kind of homage to Murayama's hit work.
Thinking back on that era's pixel art, the number of colors was limited and strong color contrast was required to counteract blurring on CRT displays.
All characters were scaled to the exact same size.
So, what do you think?
I hope it resonates with older players at least.
Until next time.
MURAKAMI J


L'ultimo update del anno porta con se gli auguri da parte del Team, qualche info, illustrazioni e l'atteso "reveal" di Hakugin che durante il Kickstart vinse il pool per la Kunoichi :geddoe:

December 2021 Update​

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Rabbit & Bear StudiosCreatore
22 dicembre 2021
※日本語のアップデートは下の方にあります
Hey there heroes!
The year is coming to a close and, while for many it may feel like like 2021 is ending on a similar note to the last, we use the holidays to reflect on the love and support of those we hold dear, and we anticipate the potential and excitement that the next year holds.
And so we'd like to take the opportunity to thank all of you, our wonderful backers, for your ongoing love and support. Without you there to push us forward, we wouldn't be realizing our dreams as we are today.
We can't wait to see what the next year brings and are eager to share more joy and excitement with everyone in 2022.
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Now, on to the updates!

Production Updates

Character Profile
Hakugin
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PROFESSION: The Far East
GENDER: Female
AGE: 27
FAVORITE FOOD: Baked custard
A master ninja and cool, composed warrior. However, she has a sentimental side. Hakugin is an old friend and rival of Mio, one of the few people Mio feels she can open up to.
While Mio is an idealist who pursues her aims unflinchingly, Hakugin is more of a realist. Each provides a healthy dose of perspective to the other. Hakugin's mind was blown the moment she tasted her very first baked custard.
"Walk the right path? Heh, please. First you have to win. Then you can be choosy about your paths."
Kawano's Comment:
The results for the best Kunoichi character Kickstarter poll are in.
D Hakugin came out on top!
"Is that all?" you say? Well, I thought I'd give her a proper introduction after her win.
This is Hakugin.
She won by a landslide, so I have no doubt that we'll see a lot of her in action in the game as well. I'm very excited for it.
As for Kunoichi A, B, and C...

Murayama's Monthly Development Report​

In terms of making plans, I think I'm leaning more towards being an "analytical planner". In answering the question of "what makes a game fun?", my process starts with playing fun games.
Just like directors should be knowledgeable about films, I think game developers need to be well versed in video games.
So, that poses the question: Is copying good games the way to go?
When I encounter a good game, I start dissecting what makes that game so enjoyable. I want to understand the system and how it's made. Which parts make it good?
I break down the systems and think about the gimmicks in their most basic form:
Games with mass production or resource management mechanics, the joy of collecting things, or sometimes even what makes a sound effect so satisfying or the perfect timing for things on screen to shine.
From there I try to figure out if I can recreate those gimmicks in fresh ways, and then build a concrete system from those ideas.
They say that creation starts from imitation, but I believe there is a world of difference between simply imitating and creating something different using imitation as the starting point.

Holiday Message​

Murayama:
How has this year been for everyone? This year was, and next year will be, filled with days of struggling with game production. I know we still have a way to go, but it would mean a lot to have you there by my side.
Kawano:
Hi, it's Kawano. 2021 is drawing to a close.
Developers like us are well aware that making a game (especially an RPG) takes a long time.
Unlike games that go through production and then get announced to the public when the final product is within reach, this one started after receiving your support.
I can't believe we are coming up to our second year...
It really pains my heart to make you wait for so long. I'm truly sorry.
Development still has a long way to go, so please, bear with us.
(In the meantime, Eiyuden Chronicle: Rising, developed by Natsume Atari will be released!)
It should start getting a little bit colder in Japan now. Please take care of yourselves, everyone!
Murakami:
It's that time of year again.
My birthday is in November, so growing up, I've always looked forward to the birthday, Christmas, and New Year combo at the end of the year.
However, that sense of excitement has faded somewhere along the way.
It might be because the end of the year usually coincides with huge milestones in videogame development. So, I end up focusing on those aspects of my life.
While that is still the case, I feel like something has changed in the year that's passed.
The challenges and trials have gotten harder, but I find myself having the same sense of excitement every day.
I think it's because working on a project that is backed by every single one of you has been such a joy.
The sense of motivation I have right now feels like I'm throwing myself into event preparation, celebrating that event with my friends, then moving on to the next one.
Thank you so much.
We are currently making major improvements to meet everyone's expectations, so we have been pretty quiet for a while. But starting next year, we will be able to slowly show you some very exciting things.
We are sorry for making you wait, but it would mean a lot if we could keep up the same enthusiasm until Eiyuden Chronicle: Hundred Heroes and Eiyuden Chronicle: Rising are released.
Thank you all for your continued support!
Murakami J
Komuta:
Wait. What? The year is already ending?
There must be some kind of mistake. Are we sure there aren't any time thieves at work?
Calm down... Chill... Close your eyes and take a deep breath.
When you open them back up, it will be Halloween again... Ah, who am I kidding?
Hello, everyone. Happy Holidays!
Komuta here and I’m really disoriented by how fast time is going by.
This is the second time we'll be able to close out a year with all of you.
It really makes me appreciate the fact that we are making Eiyuden Chronicle
with overwhelming support from all over the world throughout this process.
Thank you so much.
I really don't have time to be disorientated. Lol.
Looking back, from the latter half of last year we’ve created prototypes and identified issues within the core elements of the game such as fields, battles, towns, large-scale combat, and duels.
It was a hectic year of getting to a place where we can confidently say “we’ll go with this take until the very end.”
There are still a lot of decisions to be made and it feels like there’s never enough time. How can I possibly fit everything in when there is so much I want to do? Making a wrong call with what to keep and what to cut from the game can be irreparable. But during those times, I try to always go back to the original essence of the game.
Because that very essence is what makes the Eiyuden Chronicle that you have chosen to support.
Starting next year, we'll begin the process of solidifying and fine tuning the core aspects Eiyuden Chronicle: Hundred Heroes. But sooner still will be the release of the Eiyuden prequel--Eiyuden Chronicle: Rising. I hope you’re looking forward to it!
I wish everyone a happy new year!
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Primo aggiornamento del 2022 con tre nuove new entry :geddoe:

January 2022 Update​

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Rabbit & Bear StudiosCreatore
26 gennaio 2022
※日本語のアップデートは下の方にあります
Hey there heroes!

It’s a new year and we’ve got tons of new information that we can’t wait to start sharing with you, so we’re kicking things off in style with a sneak peak of Eiyuden Chronicle: Rising – the companion game to Eiyuden Chronicle: Hundred Heroes that is currently in development thanks to everyone's tremendous support during the campaign!
Before jumping into the juicy details, we’d like to take this opportunity to answer a couple of questions we’ve received regarding Eiyuden Chronicle: Rising.
First, we would like to assure those who have purchased the companion game, Eiyuden Chronicle: Rising, at the 7 USD backer exclusive price will not be expected to pay any additional cost (woohoo)!
Additionally, we understand there are backers who have asked how to change or finalize their platform of choice for Eiyuden Chronicle: Rising. In March of 2022, right after the March update goes live, we will be sending an email to the same email address backers provided in the official backer survey that we sent out a few months AFTER the campaign concluded. Backers will be asked in this email to select which platform they would like to receive their copy of Eiyuden Chronicle: Rising on, and that platform of choice will then be locked in. This cannot be changed later as we need a point in time to secure and confirm orders due to the large number of keys that need to be ordered from each platform. We appreciate your understanding.
In addition, we will send out a reminder email to backers we do not receive responses from. In the event that a response to either email is not received, then we will send a key for the platform version they specified in the survey. Please note, we cannot guarantee copies of the game will be sent ahead of general release to backers who do not answer the survey. Again, we thank you for your understanding.
These aren’t the only questions we’ve received about Eiyuden Chronicle: Rising, however, and so we are also preparing an FAQ for a future update which will address them. We hope you look forward to it.
And worry not Eiyuden Chronicle enthusiasts, we still have plenty of tantalizing core game goodies that we look forward to sharing in not-too-far-off future updates!

EIYUDEN CHRONICLE: RISING

The Story - Eiyuden Chronicle: Rising​

Eiyuden Chronicle: Rising combines a thrilling adventure through ancient ruins with the tale of one town’s rise from the ashes.
Drawn by lenses and other treasure in the nearby Runebarrows, our heroes learn that the town is struggling to rebuild after an earthquake, and decide to help. Along the way, they’ll resolve disputes between eager adventurers and wary locals who don’t think the Barrows should be disturbed. And they’ll learn more about each other’s reasons for seeking treasure, deepening their bonds in the process.
As you will learn, these Runebarrows hide a great secret that has fateful implications for one of the characters. What begins as a simple treasure hunt turns into a dark conspiracy that will shake the world and plant seeds that carry over into the main story of Eiyuden Chronicle.

Character Profiles​

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Name: CJ
Gender: Female
Age: 16
Home: The League of Nations
Favorite Food: Mega katsu curry
The latest in a long line of Scavengers (tomb raiders by trade). CJ’s clan has sent her to New Nevaeh in order to complete their traditional “rite of passage.”
"What can I say? Your town’s growing on me. That’s reason enough for me to stick my neck out."
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Name: Isha
Gender: Female
Age: 16
Home: New Nevaeh
Favorite Food: Red-hot tom yam kung
Isha has served as acting mayor of New Nevaeh ever since her father, the former mayor, went missing. She realised the town was sitting on a goldmine and invited adventurers from far and wide to come explore New Nevaeh’s Runebarrows…for the right price, of course.
“An explorer's licence costs 100,000 baqua. Not a penny less.”
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Name: Garoo
Gender: Male
Age: 35
Race: Beastman (of the giant kangaroo persuasion)
Favorite Food: Pavlova
An adventurer who’s looking to get his mitts on the priceless treasures in New Nevaeh’s Barrows. Garoo is tough as nails—in his old life as a mercenary, he single-handedly hacked his way through some nasty battles—but it’s the jingle of coin he marches to.
“That’s the thing about fights, mate. They don’t happen unless both parties involved think they’re tougher than the other guy.”
Kawano's Comment:
CJ is energetic and Isha is strong willed. When creating these two, I imagined that their relationship would run parallel to that of Nowa and Seign from the main story of Eiyuden: Hundred Heroes, then added some extra oomph to it. (This is an Action RPG, after all, so their dialogue will be full of energy and passion).
As for Garoo, well, right after seeing a wallaby at a nearby zoo, I got to work 'hmm'ing and 'haa'ing and made him into a cool uncle-type character. But the most interesting part of his design has to be the mysterious pocket on his waist, right? lol

Murayama's Monthly Development Report​

I was asked "What games have you played that have had an impact on you?"
Let me see if I can remember the things that have had an impact on me in one way or another. I can think of a few novels. One is a famous sci-fi/cyberpunk light novel called Neuromancer. I was at the bookstore and picked it up because the front cover and the title caught my attention. I was only going to flip through the first few pages, but I became so absorbed in the fascinating world and writing style that I read through the first third before I knew what hit me.
I've reread it numerous times since then.
But what about movies?
There's only one movie that I've seen at a movie theater more than 3 times. Shaolin Soccer. I was obsessed with its perfect blend of laughter and action.
In this same vein, aside from titles like Civilization, there's one game that I've completed 3 times from beginning to end: Deus Ex.
For those who don't know, Deus Ex is a stealth game set in a cyberpunk world. Of course, the atmosphere is excellent, and the game has multiple options for how players can solve a single problem: you can utilize the puzzle-like devices in the game, smash through all guns blazing, find a key somewhere else, hack things, or just grind until you're strong enough to brute force everything.
Of course, games can still work even if there's only one solution to each problem.
But with that game, I could imagine the developers smiling and challenging players to solve the problem however they like, using one of the many well-balanced solutions that had been prepared.
Those are the kinds of games I like.

A Word from the Team​

Happy Mew Year and Good Eveming! Komuta here.
Let's make this another great year.
I spent the new year’s holiday playing with the cats and suddenly got into making braised pork on New Year’s Day. We entered January 2022 rejuvenated and ready to go, and now it's already coming to an end.
(All I’ve talked about since the end of last year is how pressed for time I am...lol)
People say that time flies when you're having fun. But it also flies for me when I decide the next steps I need to take, find issues in the process of actually creating each part, then realize it didn't turn out the way I want to, forcing me to go back to the drawing board.
Since the beginning of this year, I've been running at top speed trying to tighten up how everything works, and all that extremely dense time has flown by so fast that I didn't even notice it until now.
Recently, we cemented the setting for Eiyuden: Hundred Heroes - its terrain, climate, and natural features. Our once-symbolic world map made up of nothing but sketches and photographic references has finally become properly visualized, which gave everyone an immediate boost of excitement.
We're also working on the dungeons that lead to the deep forest region and the desert, as well as locations that Nowa and his companions will visit on their adventure, such as the desert village.
I know everyone's anxious for more info, but unfortunately we can't show you any mid-production screenshots, so please hold on a little longer.
When I was able to find a small moment for myself, I went to see Spiderman: No Way Home! I won't go into any spoilers, but it was tons of fun.
If they can cram so much story into two and a half hours, I should be able to do more with my time too! Well, now that I've fallen into some weird logic loop and started screaming 'Nope, no way, nuh-uh!' to my own brain, like I'm one person playing both parts of a comedy duo on stage, I think I'll call it here.
Oh, but before I go—please enjoy this picture of the braised pork I made on New Year’s Day!
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I hope you will continue to support us!
 

Drev

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O.T.: Quel braised pork è 80% grasso 20% carne :asd:
 
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Quindi ricapitolando: quest' anno esce lo spinoff action che comprerò, e l'anno prossimo il progetto principale giusto?
 

Geddoe

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Focus su Rising anche nel update odierno :eee:

February 2022 Update​

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Rabbit & Bear StudiosCreatore
23 febbraio 2022
Hey there heroes,
We're already approaching two months into 2022 and we've got more to reveal for Eiyuden Chronicle: Rising. This game is shaping up to be a really exciting instalment into the Eiyuden Chronicle universe and we're eager to show everyone what's in store!

EIYUDEN CHRONICLE: RISING FAQ​

Before we jump into the juicy details, we wanted to share answers to some questions we’ve been receiving about Eiyuden Chronicle: Rising and how it's going to connect with the core game, Eiyuden Chronicle: Hundred Heroes. So, we've collected them here for everyone's reference!
Q1: What is the process for selecting my platform of choice for Eiyuden Chronicle Rising?
A1: In March of 2022, right after the March Update goes live, we will be sending an email to the same email address you provided in the official backer survey that we sent out a few months AFTER the campaign concluded. Backers will be asked in this email to select which platform they would like to receive their copy of Eiyuden Chronicle: Rising on, and that platform of choice will be locked in. This cannot be changed later as we need a point in time to lock down orders due to the large number of keys that need to be ordered from each platform. We appreciate your understanding.
For any backers who do not respond we will send out a follow up E-mail once. In the case that we do not receive a response we will send a key for the version listed in the survey. In the instance that we don’t have a survey from a backer we cannot guarantee that a backer will receive their game before release.
Q2: Will I be able to change my platform of choice after I make my final selection in March of 2022?
A2: Unfortunately, that will be the final selection and we cannot alter codes once we purchase them.
Q3: The original goal was to have both games connected, is that still the case?
A3: Absolutely, but due to hardware policies and limitations you will need to play them both on the same platform (e.g. PC, Xbox, Nintendo Switch, PlayStation). Additionally, you will be able to upgrade your PS4 and Xbox One Versions to the PS5 and Xbox Series X respectively and then carry that data over to Hundred Heroes on the same hardware (PS5/Xbox Series X) but you cannot downgrade Rising Data from PS5/Xbox Series X to PS4/Xbox One and then carry it over to a PS4/Xbox One copy of Hundred Heroes.
Q4: Will Eiyuden Chronicle: Hundred Heroes be released on the Nintendo Switch?
A4: While the release of Eiyuden Chronicle: Hundred Heroes has not been confirmed for the Nintendo Switch, we are currently undergoing a technical investigation into development for a Switch version of the game.
If you purchase Eiyuden Chronicle: Rising for the Nintendo Switch, then you will be able to enjoy the crossover content in Eiyuden Chronicle: Hundred Heroes on any Nintendo console version confirmed in the future.
Q5: What content will cross over between games?
A5: Great question, and one we can't answer just yet! But we promise we will as soon as we are able.
Q6: I'm not a fan of action JRPGs and aren't particularly interested in Eiyuden Chronicle: Rising. Will this diminish my experience playing Eiyuden Chronicle: Hundred Heroes?
A6: Eiyuden Chronicles Rising is a supplemental experience to Eiyuden Chronicle: Hundred Heroes. While it provides additional back story for certain characters, you'll still be able to enjoy the full adventure waiting for you in Eiyuden Chronicle: Hundred Heroes!
Q7: How much will Eiyuden Chronicle: Rising cost?
A7: For those who purchased the game via this crowdfunding campaign or the Legacy Backer store, the game will cost 7 USD. The price for non-backers looking to purchase the game on release day will be announced at a later date.
Q8: Will I be able to play different languages on my selected version?
A8: These are the following versions per platform and the language selections you can make on them:
Switch:
・Europe – Languages: English, French, German, Spanish, Italian, Russian, Brazilian Portuguese, Japanese
・US – Languages: English, French, German, Spanish, Italian, Russian, Brazilian Portuguese, Japanese
・Japan – Languages: English & Japanese
・Asia – Languages: English, Traditional Chinese, Simplified Chinese, Korean, Japanese
・Australia & New Zealand – Languages: English, French, German, Spanish, Italian, Russian, Brazilian Portuguese, Japanese
Playstation 4 & 5:
・Europe - Languages: English, French, German, Spanish, Italian, Russian, Brazilian Portuguese, Japanese
・US - Languages: English, French, German, Spanish, Italian, Russian, Brazilian Portuguese, Traditional Chinese, Simplified Chinese, Korean, Japanese
・Japan – Languages: English & Japanese
・Asia – Languages: English, French, German, Spanish, Italian, Russian, Brazilian Portuguese, Traditional Chinese, Simplified Chinese, Korean, Japanese
・Australia & New Zealand – Languages: English, French, German, Spanish, Italian, Russian, Brazilian Portuguese, Japanese
Xbox ONE & Xbox Series X:
・All Regions – Languages: English, French, German, Spanish, Italian, Russian, Brazilian Portuguese, Traditional Chinese, Simplified Chinese, Korean, Japanese
Steam, Epic Games Store, and GOG:
・All Regions – Languages: English, French, German, Spanish, Italian, Russian, Brazilian Portuguese, Traditional Chinese, Simplified Chinese, Korean, Japanese
Q9: Where is the legacy backer store?
A9: Right here!

EIYUDEN CHRONICLE: RISING SCREENSHOTS​

Next up, we’d like to share some in-development screenshots from Eiyuden Chronicle: Rising, showcasing its setting of New Naveah, a small town out in the boonies of Allraan (the same continent in Eiyuden Chronicle: Hundred Heroes).
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Encounter a vibrant cast of colorful characters as you explore the town of New Nevaeh!
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Resolve disputes between eager adventurers and wary locals as you help to rebuild New Nevaeh to its former glory!
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Swap between CJ, Isha and Garoo with the tap of a button to combine their skills in exhilarating battles!

PRODUCTION UPDATES

Character Profile​

Cabana
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Race: Beastman
Gender: Male
Age: 32
Favorite Food: Strawberry milk
As master springdiggers, Cabana and his people make a living by traveling from land to land, discovering hot springs and turning them into even hotter tourist destinations. He and his capy-kin are quite fond of a good soak themselves! But if you want to enjoy Cabana’s sublime waters, you’d better respect etiquette—he’s a stickler for the rules.
That’s his son Pyba hanging out on his noggin. Say hi, Pyba!
“Ah, well lookie who’s here! Have a soak, friends. Sink right up to your chinny-chins, and don’t forget to count to a hundred.”
Kawano's Comment:
When I heard that Cabana was supposed to be the person in charge of the hot springs, I threw together a quick sketch to show everyone and ask ‘how about something like this?’, but it ended up getting used as-is! And so, this character ended up being 100% born from my own taste… Personally, I hope that it will be therapeutic for you all to see Cabana and his son in the game, just like it’s therapeutic for me to watch videos of animals who look similar to Cabana pop into hot springs… (Sometimes that's all I need to heal myself!)

Murayama's Monthly Development Report​

Each different part of Eiyuden Chronicle: Hundred Heroes’ development has begun to take shape, and we’re currently working on boosting the quality of certain areas that are nearing their final forms. This requires a lot of trial and error, and forces us to face this question time and time again: What would the right answer be for THIS game?
All games are made with the hope that they’ll be fun to play, but there are many ‘correct’ answers to the question of ‘What’s fun to play?’ And of course, each game provides its own unique answer. Some games aim for maximum fun by charming players with beautiful graphics, while others aim to squeeze out as much fun as they can by making the controls as feel-good as possible. The hard truth is that sometimes, none of these elements end up clicking at the same time.
For a simple example, think about ‘fast response times’ and ‘detailed animations meant to maintain a distinct atmosphere.’ Sometimes, it’s impossible to fulfill both of those conditions at the same time. We’re lucky to be blessed with an amazing environment in which to work on our game, but we still have a limited amount of development resources… So we’re often faced with the question of: Which area should we pour the most resources into? If we put X amount of resources into Area A, it means that Area B will end up with a more simpler design, but sometimes that kind of decision has to be made.
One of Eiyuden Chronicle: Hundred Heroes’ greatest draws is its diverse cast of characters, and the fact that players can choose their own favorites out of a slew of unique individuals and make use of them how they wish. But…how far should we truly go in terms of realizing it all?
That’s what the right answer for Eiyuden Chronicle: Hundred Heroes is.

A Word from the Team​

By Kawano
This month, I'd like to talk about what sort of style I use when drawing character illustrations, based on a discussion that happened back when we first started Eiyuden Chronicle: Hundred Heroes.
Basically, I started out by discussing different things with Murakami J, our art director, until we came up with the idea of going with watercolor for everything. (I actually haven't done any analog drawing for a long time, so technically it's a digital watercolor 'style').
So, anyway, I tried doing a test drawing... It ended up taking way more time than I expected, which robbed me of any confidence I had in being able to draw over 100 illustrations in that specific style. On top of that, the atmosphere of the art itself also seemed to harken back so much to the olden days that I thought "Maybe this isn't ground that I should be retreading at this point," which brought me to the style I'm currently going with.
As you can see below, A is the watercolor style art that ended up getting scrapped, and B is the style we're going with now. (I'm very sorry to people who preferred the A style!)
This art also comes from a time during the character design stage when we were doing trial and error about whether certain characters should wear hats, so that aspect of the design is different as well... But that's all part of the charm, wouldn't you say?
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See you next time!
 

Phosdia

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Ottimo, Rising su switch e pure in italiano...a questo punto penso che anche Hundred heroes sarà così. Non vedo l'ora :)
 
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