Terra Formars: Fierce Battle on the Crimson Planet character details
Posted on 9 years ago by Brian(@NE_Brian) in 3DS, News | 0 comments
Today’s Terra Formars: Fierce Battle on the Crimson Planet update introduces us to five new characters. Siliconera translated their bios, which can be found below.
Akari Hizamaru:
Michelle K. Davis:
Michelle is the miracle child, who was born with the powers of the Paraponera, which gives her extraordinary strength and durability. She also has the powers of a Blast Ant to blow up the Terraformars.
Shokichi Komachi:
Shokichi gets his powers from that of the Japanese giant hornet. He fights using his twin stingers with poison in both hands, and he also goes berserk, just like the Japanese hornets that are known for its aggression.
Marcos Eringrad Garcia:
Marcos has the powers of a Huntsman Spider, which gives him power, ferocity, and speed. While he may have it all going for him, his endurance is his weakness, which leaves him vulnerable at times.
Keiji Onizuka:
The Peacock Mantis Shrimp is where Keiji gets his powers from. Similar to Michelle, his strength and durability are his best attributes. He can also regenerate his limbs, so losing an arm or leg against the Terraformars shouldn’t be that big of a deal to him.
You can find several new screenshots and art from the game here.
The Legend of Legacy soundtrack out next month
Posted on 9 years ago by Brian(@NE_Brian) in 3DS, News | 0 comments
A soundtrack for The Legend of Legacy will be releasing in Japan next month. It’s comprised of two discs for a total of 35 tracks, including the ten songs featured on the CD for first-print copies of the game.
Fans will be able to purchase The Legend of Legacy soundtrack starting on February 25. Pricing is set at 2,778 yen.
More: FuRyu, Japan, The Legend of Legacy
The Legend of Legacy screenshots
Posted on 9 years ago by Brian(@NE_Brian) in 3DS, Screenshots | 0 comments
More: FuRyu, Japan, The Legend of Legacy
The Legend of Legacy won’t have DLC, other comments from the game’s director
Posted on 9 years ago by Brian(@NE_Brian) in 3DS, News | 1 Comment
Most games these days tend to offer some form of downloadable content. But in the case of The Legend of Legacy, there are no such plans.
Director Masataka Matsuura told Inside Games (as translated by Siliconera):
“There won’t be a single piece of DLC. That’s pretty rare nowadays. I didn’t want to allocate any of our development budget to that. We’re going with the philosophy of simply focusing on the game as a whole.”
Elsewhere in the interview, Inside Games asked if The Legend of Legacy will have something like a New Game+ mode, where enemies get tougher after beating the game. Matsuura said in response:
More: FuRyu, interview, Japan, Masataka Matsuura, The Legend of Legacy
Doraemon: Nobita’s Space Heroes boxart
Posted on 9 years ago by Brian(@NE_Brian) in 3DS, Images | 1 Comment
More: boxart, Doraemon: Nobita's Space Heroes, FuRyu, Japan
The Prince of Tennis II: Go to the Top boxart
Posted on 9 years ago by Brian(@NE_Brian) in 3DS, Images | 0 comments
The Legend of Legacy commercials
Posted on 9 years ago by Brian(@NE_Brian) in 3DS, Videos | 0 comments
More: commercial, FuRyu, Japan, The Legend of Legacy
The Legend of Legacy’s mapping system created by SaGa designer Kyoji Koizumi
Posted on 9 years ago by Brian(@NE_Brian) in 3DS, News | 0 comments
The Legend of Legacy features a unique mapping system known as “Cartegraph”. Interestingly, it was something planned by SaGa designer Kyoji Koizumi for several years.
Director Masataka Matsuura spoke about The Legend of Legacy’s mapping system in an interview with Inside Games, noting:
“This system is from a project called ‘Cartegrapher’ (tentative title) that Koizumi-san has been working on for several years, and we decided to introduce its structure [in this game]. Koizumi-san suggested it, then fleshed it out with adjustments like rendering and such, which became the Cartegraph feature.”
“It was originally something very simple, but after adding the stereoscopic 3D to it, it became what we have today. When you look at it in 3D, it’s almost like those picture books that pop out, and it’s really fun!”
“By making maps as you go, I believe that you get a ‘sense of adventure’ while exploring the unknown wild lands. I think there will also be a sense of value to the maps themselves,” says Matsuura, adding that walking around and checking out the map will be fun in its own way.
More: FuRyu, interview, Japan, Masataka Matsuura, The Legend of Legacy
The Prince of Tennis II: Go to the Top trailer
Posted on 9 years ago by Brian(@NE_Brian) in 3DS, Videos | 0 comments
Legend of Legacy Director shares his desires to recapture the magic of 90’s RPG’s
Posted on 9 years ago by Kirara Koneko(@KiraraKoneko) in 3DS, News | 2 Comments
In a recent interview with Inside Games (translated by Siliconera) Masataka Matsuura and Kyoji Koizumi talk about there aspirations for the upcoming 3DS game The Legend of Legacy.
The interview gets started with a chat about where the idea originally came from and how the development got started.
“Actually, The Legend of Legacy was a title that arose from my personal feelings,” Matsuura says. “I entered FuRyu because I wanted to make to make an original RPG, but after being told by the company ‘we want a hallmark title,’ I said ‘if it were up to me, I’d make this,’ which turned out to be The Legend of Legacy.”
“Exstetra and Lost Dimension were titles aimed at middle and high school students, but The Legend of Legacy is a title that focuses on those that enjoyed the experience of playing RPGs in the ‘90s.”
Matsuura then goes on to discuss his thoughts on where the RPG genre is toady and where he personally feels it should be.
“There are plenty of anime-esque or realistic RPGs, and series with sequels, but we don’t see too many brand new titles. Another thing is that we don’t see many pure fantasy RPGs—those orthodox fantasy-type RPGs—and it has been bothering me personally. Especially as someone who enjoyed the genre up until now.”
According to Matsuura he really wanted The Legend of Legacy to not just mimic a 90’s RPG in looks but contain all the things that made them so amazing “inside and out” which is why he felt it so crucial to recruit Koiji Koizuma work on the game. He then goes on to share his ultimate goal for the game.
“I believe we’re in an era where, lately, one can’t really say ‘it’s made by these developers, so it must be fun’. However, I think it’s still safe to say ‘it’s made by this person, so it must be fun’. So I wanted to prove, with this title, that if we get those people to make this game, it will be a good one.”