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[Multiplatform] The Last Remnant: Life at 12 frames a second is a beautiful thing.
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Old May 11, 2007, 04:44 AM #1 of 207
The only thing DW and TLR have in common are Army Battles and I can named a number of games like that.

Anyway, here is a detail Preview of the TLR from Gamespot:

Quote:
Square Enix unveils a new role-playing game franchise for the PlayStation 3 and Xbox 360.

By Ricardo Torres, GameSpot
Posted May 10, 2007 6:11 pm PT

The Last Remnant is an upcoming game from Square Enix that the company is viewing as a new pillar of its role-playing game business for the new generation of consoles. This is a wholly original game that the publisher believes will be the start of a new franchise targeted at Japanese and US audiences. Though The Last Remnant is still a ways off from release, it was shown at a recent press conference held by the Japanese studio where work in-progress footage of the game was shown. While still in an early stage of development, the game showed a promising mix of Square's familiar bag of tricks and some interesting new ideas.

The game follows a young man named Rush Sykes who gets sucked into some pretty spectacular circumstances. Though the game's story wasn't discussed in depth, we got the sense, from the opening cinema, that Rush might just be a reluctant hero. The game's opening scene was shown and, in a departure from most of Square's games, featured a real-time cinematic using the game's graphics engine. Though the intro sequence was also a work-in-progress, it was close to matching the production values of the epic pre-rendered Square's games are known for. The sharp, Unreal Engine-powered visuals were highlighted by slick, cinematic camera angles and an ambitious sense of scale. The intro opened with Rush walking through a lush forest looking for someone. His attention was drawn to the highly detailed foliage, providing a glamour moment to showcase the game's lighting, bump-mapping, and particle effects. Upon hearing a commotion off in the distance, he raced to the edge of the forest and wound up on a cliff overlooking a vast battleground with two opposing armies preparing to square off. The camera swooped in, offering dramatic views of the assembled forces, which included humans as well as humanoid lizards and animal men. Large beasts carrying soldiers and assorted heavy artillery also appeared among the ground troops. As the forces began to clash, a soldier--who looked a bit like Vhaan from Final Fantasy XII thanks to his perfectly-styled, dirty blonde locks--started to throw down by using a crazy eye patch and an enormous cannon-like weapon. This is also around the same time young Rush apparently saw his special lady in the middle of the mess, and waded down into the chaos. The trailer faded to white, leaving what happens next a mystery. We reckon this point in the story would be a great place to throw players in to a rolling tutorial as all hell breaks loose, but we'll see.

Following the intro scene, producer Nobuyuki Ueda offered some context and a tour of the game's world, courtesy of a series of gameplay segments. The game's work-in-progress world map was a massive 2D representation of the continent with labeled points you can select to drop in. The points represented proper cities as well as smaller towns and assorted points of interest, but the adventure will span a massive world. The true cause of the conflict that Rush sees at the beginning of the game is a struggle for control of ancient items called remnants. The relics are apparently objects of power that are scattered throughout the world. Unlike other RPGs in which similar items are tiny and hard to find, the relics in the Last Remnant are anything but subtle. One of the first stops on Ueda's tour of the game was one of the major cities in the game called Athlum, whose centerpiece was a Remnant shaped like a massive sword stuck right in the center of town. The towering blade, apparently known as the Valerai Heart, was visible from all parts of town and looked pretty imposing. Rush was shown running through a town square teeming with inhabitants of varying species--though most were human, there was a variety of lizard folk as well, in small and large varieties. The segment in Athlum showed off different parts of the town, again navigated from a 2D map with selectable points. Rush was shown interacting with some of the townsfolk, including one of the smaller lizard folk, identified in a text box as a "friendly qsiti."

The next bit of the world shown was a point on the world map named Siebenur, a dungeon-like cave interior chock full of monsters. You'll trigger combat by walking right into your enemies. Ueda noted that the game won't have random encounters. The cave interior was a dimly lit area with monsters, mossy foliage, and running water that kicked up as Rush ran through it. There appeared to be a few routes off the main path that lead to other areas within the cave.

The next stop was the city of Nagapur, another metropolis sprawling around another remnant. Unlike in Athlun, Nagapur's remnant took the form of a massive, skeletal dragon. As with the tour of Athlun, Ueda showed off different areas of Nagapur, all with people milling about, showing the massive dragon from different angles. The look at Nagapur included another look at a separate part of the map that was tied to the dragon city, the aqueducts. The area was just that, a sewer filled with grimy water and surly monsters eager to cause trouble.

The last two areas shown, Vale of the Gods and Yamarn Plain, showcased areas that appear tailor-made to be dramatic set pieces. Vale of the Gods is a canyon bounded by massive cliffs that showcased more of the game's sexy water effects. Monsters were visible in the area, and so was a totem-like object, which Ueda identified as a treasure chest which contained useful items. Yamarn Plain was actually the area shown in the intro sequence and was designed to be a battlefield. The area was less populated than it was in the cinematic sequence, but there were still a healthy number of enemies milling around the area.

The plain locale served as the perfect segue for Ueda to introduce another member of the team, Hiroshi Takai, director of the game's battle system. Takai noted that the key to Last Remnant's battle system is that it lets players control large groups of combatants with a simple control scheme. The feature is important because of the dynamic nature of the battles. Once you engage an enemy, both your forces and theirs can grow larger, due to reinforcements being summoned during the course of a battle. We saw an example of the way this system works while watching footage of the game.

In battle, Rush engaged a group of enemies with a force of his own. The fight began traditionally with a menu that seemed to initiate the actual skirmish. Once the forces began fighting, the camera zipped around the battlefield, zooming in on some fighters and flashing button prompts. Apparently, if you enter the correct button inputs in time, a descriptive text will flash onscreen to call out whether you succeeded or failed. During the battle, various fighters could be heard talking to each other. There seems to be a number of different factors that come into play during battle, and one of the more important aspects seems to be positioning. Another interesting aspect to the text alerts was that they seemed to indicate when some groups were working well together. For example, a group of small qsisti lizard men cast a deadly, explosive fire spell that took out some enemies in one fiery blow that popped up a note about their being in sync.

As the fight progressed, enemy forces called in reinforcements which affected a bar at the top of the screen that appeared to be tracking the status of allies and enemies on the battlefield, possibly morale. When the enemy reinforcements, which included a massive flying beast, arrived, the bar favored the enemy faction. However, it evened out once Rush called his own special buddy, a giant clockwork Cyclops summoned from a crystal.

We also noticed that, as the battle raged, the game's soundtrack changed dynamically. Takai noted that the soundtrack would change to reflect how you were doing in battle. As far as what kind of music played, the theme playing was big on rock music and screeching guitars. While the battlefield can grow larger as both sides summon help, it's apparently also possible for wandering enemies to be attracted by the fighting and join in. Takai stated that although there are some familiar aspects to the game's combat, the team hopes to make it a new experience. Based on what we saw in the demo, the game's combat certainly looks like it will certainly be a change of pace from what we're used to in Square Enix's RPGs.

Based on what was shown off so far, The Last Remnant seems like a unique new entry into Square Enix's robust library of RPGs. The game's visuals are already looking great and the gameplay looks like it has an intriguing mix of familiar and new elements. The game is slated to ship simultaneously in the US and Japan for the PlayStation 3 and Xbox 360 sometime in the future. Look for more on the game in the coming months.
http://www.gamespot.com/ps3/rpg/thel...42&mode=recent

IGN's Impression can also be found here:
http://xbox360.ign.com/articles/787/787050p1.html

Also Hiroshi Takai didn't direct the "The Bouncer", he was just a Planner.
He worked on LoM and Romancing Saga(PS2) Battle Systems too.

As far as "SE hate" is I really bit much.They are actually, doing new oniginal game here, and bash it SE little to purpose especially since we know very little about it. It doesn't matter what they past games are like as it has little to due with this game, considering it's helmed different team anyway.

Jam it back in, in the dark.

Last edited by Jagged; May 11, 2007 at 06:51 AM.
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Old May 16, 2007, 12:17 PM #2 of 207
Yeah but that's one original title compared to 15 Final Fantasy titles and 3+ Star Ocean games which make up the majority of SE's roster.
But to SE's credit none of those games are same anyway. The only thing that connects them are the names.

New (but burly) scan:

http://img168.imagevenue.com/img.php..._122_530lo.jpg

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Old Oct 12, 2008, 08:29 AM #3 of 207
Best indepth impression on game found it on TLR message broad on GameFAQs.

Originally Posted by Sonsaru
The 360 Booth is pushing it nicely, a good sit-down, large screen TV and a demo with more content than you can hope to see in the time they give you to play it.

Two saves, one from the start of the story and one that allows free roaming. I'm mainly interested in the battles, I know i'm going to buy the game and I'll enjoy the story then, so I free roamed.

When running around you can "slow down" time, a bar appears at the side of the screen and you have until it runs out to make contact with enemies and then hit the "encount" trigger to fight them all at once. I did a few battles against 4-5 enemies and then really went for it, starting one against 13 enemy units just before I got kicked off - the booth girl said it would probably have been impossible to win, anyway ^-^

And I loved it. The combat system is interesting, something a bit different, and looked to have some depth and some nice features. A lot of the decisions will be made outside combat, I think, as you seem to have a lot of control over placement of characters in each unit etc. But it looks really nice, solid, well developed and polished.

The reason being, of course, that it is the first JRPG to have been multi-console from inception. Even those that eventually jumped the gap (Enchant Arms, Trusty Bell) did so after coming out on 360 first. Infinite Undiscovery, for example, certainly suffers from lack of development time - just after they finished the 18 characters, complex item creation systems etc. they realized they didn't have the time or money to make a game to put them in, and even Lost Odessy, when I really liked, could have used a little more polish. Last Remnant is being tounted as 60 hours of story and half the towns in the game don't *have* to be visited - it that is true, and from what I saw today playing it myself and other people playing it, it's going to be the best JRPG on the 360 to date and may even beat (or at least equal) Tales in terms of total content. The que was very short so I'll definitely go around again tomorrow, anyway.

message detail Pressing the R Trigger on the field triggers the "Encount Ring." You will fight any monsters within it. However, as I mentioned above, you can use the "time slow" ability to run around and pick up as many enemies as you want to fight before pressing RT to further boost the enemies you will fight.

In the demo you have four parties. The leader of each party seems to be a "face" character, a unique character, and then they have generic frog / toad / whatever creatures as underlings. I did go into the menus (I love doing that at TGS, almost no one else does it) and you have a lot of control over party compositon - looks like 5 (or maybe 6?) in a party, you can set leader, sub-leader, and the formation you have you have them in changes things like attack and defense. Of course, I was on the clock so I didn't mess about in there for *too* long ^-^

Once battle starts a mini-map in the top corner shows your units and the enemy units in relation to each other. When I use "unit" I guess I should use the game term, a "Union" of characters. Each Union has a single HP bar rather than individual HP for each member, and attacks against any member of the Union will damage this shared HP. Once that HP reaches 0 the Union is defeated. At least in the demo the only detrimental effect to this was that those characters don't get any stat boosts after battle - there was no after battle healing etc. required.

You have to look at the mini-map, then, and decide which of your Unions you want to attack which enemy Unions. If you can get your units to hit the side or rear of enemy Unions you will do more damage, but of course if you expose your back or side to enemies they will do the same to you. Without being fully aware yet of what information I need to know and where it is displayed on the screen I had a bit of trouble tracking who was running into who once the battle started (the mini-map vanishes during the actual action), but toward the end of my play I was pretty sure I just didn't know where to look rather than the info not being there at all.

When giving orders to your Unions you can select overall orders - things like "Attack," "Use Special Attacks," "Heal Yourselves," or give individual orders to each member. This system allows you to micromanage but the defult setting is one of speed, which is lovely to say you are dealing with 14+ player characters. A few clicks and you are set. Combat starts.

As the attacks play out, sometimes the face buttons or a trigger will appear on the screen. A circle starts to move in toward one of the buttons (quite like the Lost Odessy system but not quite as flashy) and if you correcly time a press of the correct button then you will do more damage or block enemy attacks. Again, not having built these parties up myself it was pretty crazy to be given control of so many characters all of a sudden and a lot of the time it was just frogs / toads hitting trees and mushrooms, something like that. That's why RPG demos are so hard to get right - when you've built everything up from scratch it is okay, but it is a lot to absorb when just thrown into it.

message detail Still, the combat showed a lot of promise, and is an interesting twist for turn based in that movement of the Unions / positioning on the mini-map etc. are also important. I was looking forward to my impossible battle, and as the director said in the recent Famitsu interview, diffculty has basically been left to the player, you can make every single battle as hard or as easy as you like. Most of the other people I saw playing hadn't bothered / couldn't understand the tutorial video and were using their four Union to crush a single bee at a time ^-^ My going into the menus also revealed more powerful weapons for the main character to be equipped and the ability to give him a sword in each hand.

I also used one of his special moves, which involved a cool Nightcrawler style vanish, appear and attack, vanish again, appear and attack kind of deal. The specials looked pretty cool but I didn't have time to work out who those gauges and stuff work properly.

Anyway, it looks very promising, and with the US and Japan getting it on exactly the same day this info is as relivent to you guys as it is to me. This has jumped from 'that RPG that I'm going to buy but don't know anything about' to 'that RPG that will likely put Gears of War II on hold for a bit'. Good times in November!

message detail One crazy thing I didn't mention - no EXP. At all. When each battle finishes characters get stat increases based on what they did during that battle. An interesting idea, but it still relies on numbers + it means you have to keep a closer track on exactly what your character's stats are, rather than having an overall level to look at for a quick grasp of their strength. Not sure about this point, though, can't get a feel for it from the demo at all.

In Famitsu it said there will be some bonuses for fighting more groups at once, but basically it just depends on how you want to play the game. Once you get a lot of units in play the battles are long(er), of course, but when that battle finishes you've just cleared out a large section of the dungeon. The impression I got from talking to the booth girl / the number of areas open in the demo (you can go to 5-6 places, no way there is time - rather than a "demo" you are pretty much just playing the actual game from save data) / the Famitsu review is that a large part of the game is just about exploring and fighting freely. The loading time going into battle was far better than LO, too, btw, though there is a little time there.
BTW, If Stat system is like the Romancing SaGa remake you won't have to worry about it. Characters should even out quite well like they did in that game (through of-course some characters will be better at certain things than others.)

Another good impression:
TGS 2008: The Last Remnant Hands-On - Xbox 360 News at GameSpot

IGN, RPGFan and RPGamer and all of them have been very positive, it's also noted been by some of people who at TGS that TLR was one most popular games on show floor.

First gameplay footage, after such a long time since announcment too.

TGS 2008: The Last Remnant gameplay videos - TGS 2008 - Forever Fantasy

So far the gameplay footage looks kinda boring and slow... Maybe I'm getting jaded with turn based combat, and it seems like the wait time between inputting commands and watching guys hit each other once looks alot longer in THIS game...
As Kagosin pointed out, that person in the video didn't even know what he was doing.

These much better videos of the game:

Developer Walkthrough:
Gametrailers.com - The Last Remnant - TGS 08: Walkthrough Part 1
Gametrailers.com - The Last Remnant - TGS 08: Walkthrough Part 2


There is a Tutorial Trailer up too:
TGS08: The Last Remnant video - Gamersyde

Official Japanese site:
THE LAST REMNANT "ラスト レãƒ.ナント"
Here, you can see more Character art, screens and some of music.

This thing is sticky, and I don't like it. I don't appreciate it.
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Old Oct 16, 2008, 01:12 PM #4 of 207
Pre-Order info (Japan):

Quote:
The article states that pre-orders in japan for The Last Remnant will come with a DVD called Square Enix x Xbox360 Trailer Collections. This is the trailer DVD opposite of the Square Enix x Xbox360 Sound Collections CD that came with Infinite Undiscovery. This time, the DVD will include trailers and TVCMs for IU, TLR and SO4 from not just Japan but all over the world. There will be about 30 trailers in total. Also included on the disc will be clean versions of the opening FMV for all 3 games. Yes, that includes SO4, even though the game isn't out yet.

Inside the cover of the trailer DVD (just like with the sound collection CD) will be a download code for a set of 3 formations. In The Last Remnant, you set up each Union with a formation to determine how the Union will be spaced out during battles. Different formations are more effective for different types of characters. The 3 bonus formations are Trick Play, Delta Cross and Power Raise.

Screenshot of Formation Setup:
ƒXƒNƒGƒjAXbox 360uƒ‰ƒXƒg ƒŒƒ€ƒiƒ“ƒgv—\–ñ“Á“T‚ðŒö ŠJB“ú–{–¢ŒöŠJ‚ÌTVCM‰f‘œ‚È ‚Ç‚ð–ñ30–{Žû˜^‚µ‚½DVD

Source NeoGAF.


New Screens:
Images of The Last Remnant - Gamersyde

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Old Oct 16, 2008, 01:39 PM #5 of 207
Actually, I've just found info on the US Pre-Order here:

Quote:
Square Enix Announces Free Stuff

by Billy Young 10/12/08 at 12:45 am

Square Enix has revealed that Final Fantasy XI will now allow new players to play for free for 14 days. Would-be gamers should visit the official site, click "Free Trial," and try the game out. After the initial trial, fans of the game will have up to 90 days to purchase a full version of the game to continue to play with the character he or she creates.

For The Last Remnant, scheduled out worldwide on November 20, purchases at Best Buy will net buyers a poster featuring Rush Sykes, the main character voiced by Johnny Yong Bosch. At Gamecrazy, GameStop/EB Games, and Amazon.com pre-orders will get players a code that allows for three downloadable party battlefield formations.

The three formations are "Goblet," "Scatterswarm," and "Catapult." The name of the downloadable set is the "March to War Set," and these are three of the rarest formations learned in the game. Players will want to quickly master these formations to allow themselves a huge boost in tactical advantage. Those interested in more details on this upcoming title can visit the official site here.
Source:
The RPG Observer > Articles > Square Enix Announces Free Stuff

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Old Oct 17, 2008, 10:27 PM #6 of 207
IGN has a new preview up.

Quote:
The Last Remnant Combat Exposed
Square Enix drops new details on weapons, magic, items and more.

by Ryan Geddes

October 16, 2008 - At the Tokyo Game Show last week, developer Square Enix pulled the curtain back on its upcoming "RPG for the world," a new roleplaying game called The Last Remnant that's scheduled to hit U.S. shores next month.

The focus of the demo we played there was on the unique battle system, which groups your party's characters into "unions," which you can command on the battlefield. Unfortunately, there were many menus involved, all of which were in Japanese, so we were forced to muddle through as best we could. But today Square made things a bit easier for us by releasing a few more details about the game's turn-based battle system in our mother tongue.

If you're interested in the storyline and characters featured in the Last Remnant, take a look at our previous article on the topic. In this preview, we're focused solely on the game's combat system, including Arts, Lockups and weapons.

In the world of The Last Remnant, you have a large amount of control over where and when you throw down. From what we've seen, there are no random encounters -- when you see an enemy wandering around on the world map, you can either skirt around it or get in close to engage.

Doing the latter puts you in a state called Deadlock, of which there are a number of varieties, depending on where each side's unions are placed and how they are facing. In a Flank Attack, a union is attacking an enemy from the side and deals extra damage as a result. If two unions flank an enemy union, then any further attacks will occur from the rear -- this results in a Rear Assault, which deals even greater damage. And you don't have to be within melee distance to engage an enemy. In a Raidlock, you can force a distant enemy into a Deadlock -- we're assuming with ranged attacks.

Once you've stepped up and called out an enemy, it's time to put your Arts into play. There are three types of Arts in The Last Remnant: Combat, Mystic and Item. By repeatedly using Arts of the same type, you'll be able to beef up the ones you know and learn new ones.

Combat Arts are offensive skills that deal more damage in battle than standard attacks. You'll use up AP when you deploy these attacks, but from what we've seen it'll be worth the cost. Square has shown off two Combat Arts -- Quad Slice and Devil's Due. The former lets your character wield four different weapons in their attack, slicing the enemy in a cross pattern. Ouch. The latter is a dual-wield Art lets you strike with two weapons at your sides. Square describes this action "as if striking imps perched on both shoulders." Serves them right.

In addition to Combat Arts, you'll also have access to Mystic Arts, essentially the magic system in The Last Remnant. These Arts also use AP and can be offensive, defensive or restorative (at both long and short ranges). The spell Caustic Blast, for example, surrounds enemies with "globules of acid" for heavy damage.

Item Arts use items from your inventory instead of AP and can be used to restore HP, buff your party or, we're assuming, hit the enemy with negative status effects like poison or paralysis. In an example Square showed, mixing abyssal tonic and shockberry results in something called Cyclone Cream, which sounds nasty.

When you're not using Arts in combat, you'll be swinging sharp things at your enemies. You can equip weapons in both main and sub-slots in the equipment menu, and how you do so determines your wield style. The Power Grip style lets you arm yourself with large axes and spears at the expense of going shieldless. The One-Handed style accommodates small axes and swords and allows you to equip a shield to bump up your defensive stats. Dual Wield is self-explanatory, and one race, the Sovani can equip a weapon in each of their four arms.

With the basics of Last Remnant's combat system out of the way, Square today also included some more info about some of the Remnants themselves, ancient artifacts spread throughout the game world that have mysterious powers. Remnants show up in the form of treasure, insects, beasts or weapons, and some can aid you in battle by attacking groups of enemies on your behalf.

The Gae Bolg, a hand cannon wielded by character David Nassau, the Marquis of Athlum, blasts out a wave of energy that can burn an entire battle area in seconds. Rush, the main character of Last Remnant, has a talisman with a large, statue-like Remnant called the Cyclops sealed inside. It's origins are mysterious, but one thing's clear -- it's apparently quite powerful.

With a complex combat system like Last Remnant's, it's hard to judge how well it will play until we actually get our hands on the game, which we have yet to do in a language we can understand. Hopefully that will happen soon, and we'll be able to give you a full report on the combat system in action.

The Last Remnant is set for a worldwide release on Nov. 20 and 21 on Xbox 360
IGN Advertisement

More Vids! HQ and mostly combat though:
IGN: The Last Remnant Trailer, Videos and Movies

EDIT: Sorry for the double post, I'm having some connection problems.

What kind of toxic man-thing is happening now?

Last edited by Jagged; Oct 17, 2008 at 10:31 PM.
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Old Nov 3, 2008, 12:33 AM #7 of 207
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Old Nov 12, 2008, 11:37 PM #8 of 207
Famitsu Review just came in and gave the game a surprising 10/10/9/9, 38/40.
OXM scored the game 7/10. For some reference Famitsu scored IU 9/8/8/7, 32/40 and OXM 8/10.

Amazon.com is also having a special pre-order deal on game for 40 dollars.

Here's Famitsu take on it:

Translated info on the game on thanks to duckroll at Neo GAF.

Quote:
Okay, here's what Famitsu has to say about The Last Remnant.

- Players might be confused at first because you're unable to select specific commands in battle, but once you learn how to form a Union and play around with the options of Formations and their arrangements, the game gets really fun.

- Battles are long, but it's not much of a problem. The real problem is being sucked into long subquests and not knowing when to stop playing.

- The battles are large scale but simple to control. Complicated commands and equipment details are automated, and instead the player focuses on the formation of the troops and predicting enemy movements.

- Providing each team with support in combat lends itself to uniquely challenging and intense combat.

- There's slowdown and stuff when there are tons of characters on screen.

- Last Remnant is a refreshing and original RPG in the vein of the Romancing SaGa series.

In the "This week's recommendations" column the Famitsu reviewers also have high praise for the game, saying that it's a masterpiece you will remember for a long time, and that the game contains tons of optional content beyond what is expected, and that it's a highly strategic epic.
OXM's compliant seem to be grinding.

Some new vids:

Desert Battle from Game Videos:
YouTube - [SQ ENIX]The Last Remnant - Great Sand Battle

Boss Battles from IGN
YouTube - [IGN - 360]The Last Remnant - Boss Battle Pt. 1
YouTube - [IGN - 360]The Last Remnant - Remnant Pt. 2

What, you don't want my bikini-clad body?

Last edited by Jagged; Nov 12, 2008 at 11:45 PM.
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Old Nov 15, 2008, 12:52 AM #9 of 207
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Old Nov 19, 2008, 12:20 PM #10 of 207
Here's an impression from someone who has the game on GameFAQs.


Originally Posted by o1original
This game is amazing, sure it’s got a few technical mishaps here and there but if you are into RPG’s and are a fan of Square’s work then I would defiantly pick this up.

The battle system
At 1st I found it rather confusing but soon realised that it just treats the unions as if they are all one character when it comes to assigning commands.

If you press X whilst navigating through the commands you can see what actions the different units in the union will do, so in essence it just streamlines the process instead of having to select commands on a unit level which would take a while considering the amount of units in battle.

There are some niggling frame rate issues but in all honesty they don’t seem that bad once you get into the flow of the game.

The QTE are a great addition as they give you some interaction whilst the fight plays out, though it seems that the timing of the button press differs depending on the reflexes of the unit. Also they seem to be chainable i.e. if you manage to pull one off the other units in your union seem to have the chance for QTE as well.

The moral bar basically effects what attacks or actions you can use. For instance when moral is at its highest Rush’s “limit bleakish” move becomes selectable.

Just as a side note the screen never seems static. Characters are always moving and jostling for position even when you are selecting actions you can see then trying to fight the enemy.

The team said they wanted to give the feeling of Epic battles involving many characters and IMO they have succeeded. I’m in love.

The music is just EPIC. I mean from towns to battles it just conveys the mood of an epic tale.

Well I’m only about 1.5 hours in so I cant really comment on this much but the voice acting is quite good and so far I feel quite attached to the characters and there personality’s. Emma is just bad ass, can’t wait to see how it all plays out


All of this is only my opinion of course, and bearing in mind that I enjoy the older school RPG’s and do not really like games like Tales as I find the battles make me do to much. I prefer to select and then watch it all unfold and for me this game just nails it on the head


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Old Nov 22, 2008, 05:04 AM #11 of 207
Gamespot gave the game a 6.5/10, but review text doesn't match the score at all:

The Last Remnant for Xbox 360 Review - Xbox 360 The Last Remnant Review

This thing is sticky, and I don't like it. I don't appreciate it.

Last edited by Jagged; Nov 22, 2008 at 05:28 AM.
Jagged
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Old Nov 24, 2008, 01:11 AM #12 of 207
Game Trailers has just put up it's review which by far the best I've seen and read for TLR. It's pretty fair to game.

Gametrailers.com - The Last Remnant - Review HD

Story: 8.2
Design: 8.7
Gameplay: 8.5
Presentation: 7.0

Total: 8.0

Quote:
The Last Remnant is a hard game to judge. A person's enjoyment of it will be directly related to how much they can tolerate the persistent graphical issues. If you can get past it, there's a lot to enjoy. The smart design decisions and its unique battle system.
Two more days till my copy gets here.

I am a dolphin, do you want me on your body?
Jagged
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Old Nov 24, 2008, 10:49 AM #13 of 207
Yeah, Rush is the only character who's equipment can be changed directly. How it works for the other Characters is that in the end of some battles, they will request to take some of the spoils and overtime they will upgrade themselves with equips. They will even ask to borrow Weapons, Armor, or, other things if it's better than what they currently have.

I was speaking idiomatically.
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Exploding Garrmondo Weiner Interactive Swiss Army Penis > Garrmondo Entertainment > Video Gaming > [Multiplatform] The Last Remnant: Life at 12 frames a second is a beautiful thing.

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