And for the record, the game works really well with Retroarch's AI translation tool. 95% of everything is being translated and actually well translated at that.
whats the difference between this and castlevania 64?
Castlevania is pure straightforward action, Brightist is action-RPG. You have a town, a world map, some degree of exploration, experience points, stats, you upgrade your equipments as well as your skills and lists of moves throughout the game. Some light puzzle elements in dungeons too. It's basically kinda like Terranigma but in 3D.
There are more RPG elements, more story. The action isn't as tight, there is no lock-on, and the camera isn't as smooth; but the action is still pretty good for a game of this kind, you have blocking, jumping, kneeling, and the list of possible moves is quite huge although most have to be unlocked
Not specifically for Japanese but the documentation mentions VGTranslate which uses Google Cloud and RetroArch-AI-with-IoTEdge which uses Microsoft's Azure
I know that it makes understandable, structured sentences, that very few words are being left out and very few words make no sense and that there are very few pronoum mistakes. By AI translation standards it's amazing how well this is being translated.
So it's really interesting as a game, because it's a fully 3D real time combat dungeon crawler for the PlayStation. If it was released around 95-96 it'd have been HUGE, but it got lost in the shuffle being overshadowed by the Dreamcast and upcoming PS2.
It is really interesting and impressive and how forward thinking it is for a PS1 game. Blade Arts is another late gen "interesting" fully 3D title.
Even there, adding a first person look around is a very Mario 64 type thing. Shame, we could have had 3D PS/SS games like this from day one, but it really took them to the mid 90's to figure it all out.
Has anybody played these games? How do they compare to Nightmare Creatures?
No. No one is translating it. The Japanese iso was randomly uploaded to CDRomance recently, amidst the usually slew of ~~*Spanish*~~ patched Saturn games a random gameboy rom hacks.
I have a hard time capturing how amazing the terrain looks on screenshots so I made a video. Seriously, the dungeons are okay, but exploring the wilderness is so much fun in this game.
I think they probably had a program to help randomize and shape the environments, there is no way they did all this by hand. What tipped me off is that there is one bonus procedural dungeon and it does have some slight randomized terrain elevations in places.
Even there, adding a first person look around is a very Mario 64 type thing. Shame, we could have had 3D PS/SS games like this from day one, but it really took them to the mid 90's to figure it all out.
Anyone knows if the mine dungeon ever ends? The one in the village which is just identical square rooms and you get random enemy spawns in them. I beat Floor 100 and it just feels like it never ends (not to menion the thing kinda sucks) though at least I finally got a good reward out of it
Ah so it is infinite, thanks. I also went to the rich family tomb and got the tome that allows me to learn better magic. I guess it's time to stop bothering with those and head over to the snowfields.
The infinite mine can be so fricking shitty if you have poor luck on the enemy draw, like look at this shit, how the frick are you supposed to do anything against those. You can run around to avoid their shots but the moment you make an attack you'll be stunlocked to death, and it's even worse with the ball spitting carnevous plants who can shoot accross the entire room. I'd just spam the lightning in those cases and pray for the best
Some explanation regarding the game system, because this game isn't just looks:
By earning skill points when fighting and leveling up, you can customize many attacks. Everything from basic attacks, to special moves which are input by special commands like forward forward attack, the type of attacks you perform when guarding at the same time, and also combos. You can set up different type of combos at the same time and every single attack within the combo is customizable.
At the start of the game I went with a jumping attack which was useful for flying enemies and to kill enemies cheaply and safely (though in a boring way). After a while it becomes crucial to prioritize combos because otherwise you'll barely deal damage plus enemies tend to guard a lot more. So I found a guard+attack combo which was useful to hit enemies when they guard, and after that, a normal hit combo which finisher move was a sidestep-side hit which, if done correctly, hit enemies on the side, past their shield, for high damage.
The system is really deep. Also there are spells, remember to go to the witch in town after you get a global element to learn them. They're not that crucial to have but the lightning attack is nice to get rid of swarm of small annoying enemies, though remember spells won't earn you skill points.
Forgot to mention there is another type of attack which is customizable and that's the charge attack: you hold a button and a timer appears, and different attacks can be set up depending on how long the button is pressed.
I didn't really bother with those because the waiting time just didn't seem worth it to me, but perhaps along the way they could be useful
Beaten it now, holy shit frick the final dungeon. Otherwise, great game. I also enjoyed the characters, they were likeable, and despite coming out late 99 it is very much a 90s game in style and tropes, none of the homosexual edgy tropes from the 00s here.
Would you say the game has a lot of dialogue? I've been trying to find good games to practice my Japanese with, but so many games are just menu text or giant visual novels.
Not really, I would say most of the dialogues are optional flavour text if you return to talk to the NPCs in town in between dungeons. Otherwise the start of the game has quite a bit of explanation regarding story and mechanics, but after that it's usually just 2-3 cutscenes per dungeon.
Mizzurna Falls is cool but it's a goddamn mess and it's not hard to imagine they were afraid of getting in trouble with whoever owned Twin Peaks given how much is lifted from it.
And for the record, the game works really well with Retroarch's AI translation tool. 95% of everything is being translated and actually well translated at that.
I'm amazed at the how good the natural terrain looks too
the ones with the mountains in the distance could pass for an early PS2 game, didn't play this but it's absolutely beautiful
To be fair if you play it, you'll know it's not a PS2 game because of the draw distance
yes yes, but those in particular, and the one with the clouds, certainly give you the illusion that it might be
And for the record, the game works really well with Retroarch's AI translation tool. 95% of everything is being translated and actually well translated at that.
>Retroarch's AI translation tool
>Retroarch's AI translation tool.
Interesting, which host do you use for the translation to be passed to?
Pic related, is there several (for Japanese) ?
Castlevania is pure straightforward action, Brightist is action-RPG. You have a town, a world map, some degree of exploration, experience points, stats, you upgrade your equipments as well as your skills and lists of moves throughout the game. Some light puzzle elements in dungeons too. It's basically kinda like Terranigma but in 3D.
then how does it compare to OoT?
There are more RPG elements, more story. The action isn't as tight, there is no lock-on, and the camera isn't as smooth; but the action is still pretty good for a game of this kind, you have blocking, jumping, kneeling, and the list of possible moves is quite huge although most have to be unlocked
Not specifically for Japanese but the documentation mentions VGTranslate which uses Google Cloud and RetroArch-AI-with-IoTEdge which uses Microsoft's Azure
what shader?
NTMA
>actually well translated at that
How do you know?
I know that it makes understandable, structured sentences, that very few words are being left out and very few words make no sense and that there are very few pronoum mistakes. By AI translation standards it's amazing how well this is being translated.
The results I'm getting with this game are the best I've ever seen, truly amazing this game doesn't even need a translation.
So it's really interesting as a game, because it's a fully 3D real time combat dungeon crawler for the PlayStation. If it was released around 95-96 it'd have been HUGE, but it got lost in the shuffle being overshadowed by the Dreamcast and upcoming PS2.
It is really interesting and impressive and how forward thinking it is for a PS1 game. Blade Arts is another late gen "interesting" fully 3D title.
whats the difference between this and castlevania 64?
Has anybody played these games? How do they compare to Nightmare Creatures?
Is anyone translating this?
No. No one is translating it. The Japanese iso was randomly uploaded to CDRomance recently, amidst the usually slew of ~~*Spanish*~~ patched Saturn games a random gameboy rom hacks.
Didnt Brightis get picked to be a translation project?
I'm guessing its soonTM
https://twitter.com/keke_094/status/1634014234899251200
Picked up for translation by Deez.
>Transgen translations
Their translation of vampire Panic was so bad I closed it after a single text box. They're 100% ESL.
I have a hard time capturing how amazing the terrain looks on screenshots so I made a video. Seriously, the dungeons are okay, but exploring the wilderness is so much fun in this game.
I think they probably had a program to help randomize and shape the environments, there is no way they did all this by hand. What tipped me off is that there is one bonus procedural dungeon and it does have some slight randomized terrain elevations in places.
Even there, adding a first person look around is a very Mario 64 type thing. Shame, we could have had 3D PS/SS games like this from day one, but it really took them to the mid 90's to figure it all out.
Holy shit this game looks incredible. Why the frick wasn't this released in the west?
>Holy shit this game looks incredible. Why the frick wasn't this released in the west?
2000. A bunch of Japanese games got lost in the shuffle transitioning to the PS2.
Anyone knows if the mine dungeon ever ends? The one in the village which is just identical square rooms and you get random enemy spawns in them. I beat Floor 100 and it just feels like it never ends (not to menion the thing kinda sucks) though at least I finally got a good reward out of it
There are two infinite dungeons in the game.
Ah so it is infinite, thanks. I also went to the rich family tomb and got the tome that allows me to learn better magic. I guess it's time to stop bothering with those and head over to the snowfields.
The infinite mine can be so fricking shitty if you have poor luck on the enemy draw, like look at this shit, how the frick are you supposed to do anything against those. You can run around to avoid their shots but the moment you make an attack you'll be stunlocked to death, and it's even worse with the ball spitting carnevous plants who can shoot accross the entire room. I'd just spam the lightning in those cases and pray for the best
Some explanation regarding the game system, because this game isn't just looks:
By earning skill points when fighting and leveling up, you can customize many attacks. Everything from basic attacks, to special moves which are input by special commands like forward forward attack, the type of attacks you perform when guarding at the same time, and also combos. You can set up different type of combos at the same time and every single attack within the combo is customizable.
At the start of the game I went with a jumping attack which was useful for flying enemies and to kill enemies cheaply and safely (though in a boring way). After a while it becomes crucial to prioritize combos because otherwise you'll barely deal damage plus enemies tend to guard a lot more. So I found a guard+attack combo which was useful to hit enemies when they guard, and after that, a normal hit combo which finisher move was a sidestep-side hit which, if done correctly, hit enemies on the side, past their shield, for high damage.
The system is really deep. Also there are spells, remember to go to the witch in town after you get a global element to learn them. They're not that crucial to have but the lightning attack is nice to get rid of swarm of small annoying enemies, though remember spells won't earn you skill points.
Forgot to mention there is another type of attack which is customizable and that's the charge attack: you hold a button and a timer appears, and different attacks can be set up depending on how long the button is pressed.
I didn't really bother with those because the waiting time just didn't seem worth it to me, but perhaps along the way they could be useful
Beaten it now, holy shit frick the final dungeon. Otherwise, great game. I also enjoyed the characters, they were likeable, and despite coming out late 99 it is very much a 90s game in style and tropes, none of the homosexual edgy tropes from the 00s here.
Would you say the game has a lot of dialogue? I've been trying to find good games to practice my Japanese with, but so many games are just menu text or giant visual novels.
Not really, I would say most of the dialogues are optional flavour text if you return to talk to the NPCs in town in between dungeons. Otherwise the start of the game has quite a bit of explanation regarding story and mechanics, but after that it's usually just 2-3 cutscenes per dungeon.
We are only scratching the surface.
You should try this game, OP
https://psxdatacenter.com/games/J/B/SLPM-86602.html
I don't understand Sony.
they refused to publish Alundra or Arc The Lad outside of Japan because they were in 2D.
they wanted to highlight 3D games.
but no Mizzurna Falls, no Brightis, no Baldearts etc...
Mizzurna Falls is cool but it's a goddamn mess and it's not hard to imagine they were afraid of getting in trouble with whoever owned Twin Peaks given how much is lifted from it.
Looks like a proto dark souls
Neat
my thoughts too
the whole scene screams Dark Souls