Disgaea 2 is on Steam! And you can make the OP subbed if you want.

I looove Disgaea 2. The depths of my obsession with the game go deep. I still own the PS2 version, it’s my favorite Disgaea title, and now I’m a happy owner of the Steam version.

But here’s where it gets interesting. You may recall that I dabble in subtitling stuff, and Disgaea 2’s OP was my most recent project:

Now it’s in game, doods!

All you have to do is replace that file in this folder here:
c3868y_vmaahnlc
And this will be the end result:
c4baen_uyaa47ak
Such greatness would not have been possible without the gracious assistance of Baud Attitude from Penny Arcade.
Thanks and here’s to many more subbed versions of OPs that pubs don’t want you to understand!
(Or more likely they don’t have the rights to the lyrics because Japan are silly, either/or.)
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A Status Update (or: in the name of all that’s holy, I swear nothing is cancelled.)

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“Some people who don’t know about your Twitter might think all your projects are dead, though.”

“any chance of a blog post on how the EP translation is going along?”

“Is it alright to ask how the Devil Children translation is going though? (Also good luck with CCC)”
“e p p s p w h e n (actually did debisama happen? I’m out of the loop. I assume not yet)”

“Hi cj, is fate extra CCC english patch coming out?”

“Quick Question, is the Eternal Punishment project beeing cancelled or do you continue it? There has not been any update in quite a while”

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You. get. the. idea.

So first things first, since I could fill the grand canyon with the requests for this and give E.T. a run for his money.

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Yes, I know.

 

Fate/Extra CCC (PSP)

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Unchanged. Not cancelled. Full stop. Do not pass go. Do not cut off Gilgamesh’s arm.

Actually, totally do that.

 

THIS SCRIPT IS MASSIVE AND WILL LIKELY TAKE MANY MORE WEEKS IF NOT MONTHS TO PROPERLY ORGANIZE AND FORMAT. Once this hurdle is passed, you’ll be the first to know. Give or take.

Persona 2: Eternal Punishment (PSP)

Moving along nicely! Making solid progress with the remainder of the editing. I can’t say a 2017 release is a given, but it’s damn possible, at least based on the text progress.

Devil Summoner (PSP)

Well, I’m not involved in this, but as an intermediary for Esper, I can assure you it’s happening.

Devil Children: Red & Black Book (PS1)

I am involved in this! Well, as a tester and the editor. And EsperKnight is too. I can’t wait, and you best believe as a proud member of the Cult of Mirai, I will not let this go unreleased.

Sakura Wars (PC)

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Translation is maybe 40% done. Stay tuned.

Shadowrun (Sega CD)

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Just kidding. I have to keep lighting a fire under Esper for this one. It’s a bitch, let’s put it that way. But we’ll get there.

That’s all I got for now, hit me up on twitter or something if you’d like to know more, but probably not much to share  that isn’t here already, unless you want excerpts of Shikigami lore or EP PSP’s script or some junk.

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Back to Disgaea 2. Ciao.

Post-Mortem: Shin Megami Tensei IV: Apocalypse

 

 

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I love SMT, a lot. I’ve played, *deep breath*, I, II, III, Raidou 1 &2, Devil Summoner, Soul Hackers, DemiKids Red & Black, Imagine(far more than anyone should and than I dare admit), Strange Journey, you get the idea.

So of course I hit the ground running when Apocalypse came out.

Where does it stand in the pantheon, though?

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Apocalypse has great IDEAS. The theme of a Polytheist alliance banding together to tell Lucifer and YHVH to go kick rocks? Brilliant.

The execution, not so much. The protagonist was deliberately given a younger appearance to lure in… you guessed it, the casuals. In addition, the theme of the POWER OF FRIENDSHIP permeates the entire game. You keep expecting a Social Link… Go? prompt to appear halfway through the game, it’s that blatant.

I’ll give Atlus credit, though. IV:A doesn’t rest on that theme too heavily. Some nasty, nasty things go down in this game. People die in horrifying ways. Tokyo is a twisted place.

Merkabah is a DICK. But it just gives the whole experience constant tonality shifts. Someone dies brutally, but your best friend is totally there with you! Your friends are with you, but Merkabah slaughtered every hunter in range of him with one swing of his Hama-wielding hand.

You get the idea.

Oh, and the DLC…

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Let’s not go there. Apocalypse is a great game, and unlike its predecessor, rarely loses its fangs. It just every so often, sadly, reminds us of what could have and should have been had it committed to the full nine of a proper warring gods SMT experience.

Bears noting: the music is as good as ever. This is now my ringtone.

It may remain as such for months to come.

[Post Mortem] Summon Night 5

I have a friend who describes disappointing or mediocre films as ‘cute’. Probably the only time I’ve heard the word used in a derogatory sense.  Still, it caught on with me. Whenever I play something that I enjoyed, but fell short of being really memorable or gripping, I define it as ‘cute’.

Summon Night 5 is a quintessential cute RPG.

There’s nothing inherently wrong with the game. Working Designs’ Victor Ireland handled the localization, so of course the writing is on point. All the characters have great, clearly defined personalities, and witty, enjoyable dialogue.

The problem is they’re in kind of a boring, empty world.

Sure, it’s a well realized world, but there’s not much happening there. A gang is running around kidnapping spirits, and eventually evil nasty critters show up. They die, you go back to your happy life.

What I WILL say in the game’s favor is that it is not easy. Don’t think you can just rush in and steamroll enemies. They have that trademark ‘move too far and everyone blitzes you’ AI. It’s hardly innovative, but it means you won’t be plowing through the game.
The late game in particular, with nigh endless respawning enemies and bosses with massive HP, was incredibly frustrating. If it wasn’t for careful strategy, lots of grinding, and a dash of sheer dumb luck(the weakest character in my team punching the final boss in the face for the killing blow), I’d probably still be playing it.

Let me be clear: Summon Night 5’s a fun world to play around in. It’s just after you visit, you can’t really think of a reason to go back, apart from seeing the other protagonist’s story. The male and female leads are each well fleshed out and have clearly defined personalities as well(always a plus), but again, there isn’t much for them to do besides be the generic anime hero.

There’s nothing wrong with the standard shounen anime, mind you, but wouldn’t you rather be watching something like Fate/Zero instead?

Oh, and by the way:

Best. Fishing game. Ever.

iwakura.p’s state of the union

“When’s CCC?” “Where’s Sakura Wars?” “Give Shadowrun plz” “SILVER CASE WHEN!?”

And so on and so on. Just a few of the many questions I get on the regular, and understandably so.

To that end, here’s updates on each of the three projects that I’m actively leading, and one that I’m actively helping on, as well as others that I’d eventually plan to do but have not even come close to starting yet.

Fate/Extra CCC (PSP)

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Translation Progress: ~10%

Team Members: Four(editor, two translators, programmer)

Script Size: Biblical (4000+ pages)

Difficulty: Fairly High (massive script, branching paths, unknown menu format)

Sakura Wars (PC)

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Translation Progress: ~40%

Team Members: Three (editor, translator, programmer)

Script Size: Average  (300-400 pages)

Difficulty: High (due to very, very thin menu confines)

Shadowrun (Sega CD)

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Translation Progress: ~20%

Team Members:  Variable (Editor, programmer, assorted freelance translators)

Script Size: Fairly Average (100-200 pages)

Difficulty: NIGHTMARISH (This is a very, very buggy game, and Sega CD hacking is fairly uncharted territory.)

Persona 2: Eternal Punishment (PSP)

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(Not an iwakura.p project, I am assisting on this one.)

Team Members: Three (translator, editor, programmer

Translation Progress: 60%(majority of the script is translated, but it ALL needs to be edited)

Script Size: Fairly Large

Difficulty: Fair (it’s an Atlus project, always Luciferian to program, but we have a very skilled person on that job.)

Moonlight Syndrome (PS1)

Team Members: Three (Translator, editor, programmer)

Translation Progress: 30%

Script Size: Medium

Difficulty: Fair (mostly JUST text, but we haven’t delved into it yet.)

(Not officially underway.)

The Silver Case (PS1)

(CANCELLED DUE TO OFFICIAL LOCALIZATION

http://steamcommunity.com/id/cj_iwakura/recommended/476650)

Hope this helps answer some of your questions. Hit me up on twitter if you have more(@cj_iwakura). And try to positive thinking.

Post-Mortem: Tokyo Twilight Ghost Hunters

This was a fascinating little game. Sadly it’s also very experimental, and part visual novel, meaning it’s going to get overlooked by reviewers and gamers alike.

TTGH is difficult to classify. It has elements of SRPGs, VNs, and modern occultism.

The big appeal here is the story, because I love modern day plots and the occult, and TTGH has plenty of both.

Aksys’ localization team again prove their work to be some of the best in the industry. Every character’s personality comes through with wit and charisma, and even the less likable characters(Mifune starts out as a total bitch) still come across as fleshed out and well developed.

Sadly, due to the episodic nature of the game, a lot of the more interesting characters wind up resigned to being important in a single chapter, but at least you get to hang out with them at the HQ.

What really brings the game down is the obtuse battle system.

While it makes sense that fighting ghosts should be a difficult venture and they should not be easy to confront, the implementation of it just feels kind of haphazard.

Battles are somewhat like SRPGs such as Eternal Poison and Fire Emblem… in theory.

Movement occurs on the grid, then the actual attacking gets displayed in 3D visualizations.

TTGH uses a very unique graphical style with hand-drawn art animated into short scenes, and it really makes the visuals pop.

It’s just a damn shame that most of the battles boil down to guess work. Maybe the ghost will be there when you attack it, or maybe it’ll move right past you and run into you, negating your turn altogether.

It makes the battles thrilling when your attacks do connect, but insanely frustrating when they don’t. It becomes less about strategy and more about guess work.

Of course, you can easily break the game when you unlock skills like Eagle Eye and buffing, which instantly show you ghosts and let you boost your ATK through the roof, but someone’s bound to get frustrated long before those skills come into play.

If you can adjust to that glaring flaw, then you’re in for one hell of a ghost hunting occult tale, one well worth experiencing again in the future. I can’t say I’ve ever played a game like it, which is usually the highest praise I can offer.

As an aside, although I happen to be straight, I couldn’t help but think that the two gay characters who appear in the game are borderline offensive. They’re caricatures at best, insulting at worst.

Maybe the community wouldn’t take offense by it, but I feel developers can do better than falling into gay stereotypes.