I did enjoy Shining Wisdom, as well as Shining in the Darkness as well, and after Shining Souls 1+2 for GBA and despite its greatly displeasing Western JRPG Diablo like theme/gameplay, I found enjoyment in Shining Force Neo/EXA, as well as Shining Tears but thanks to many different things, I never got to enjoy the story of the much improved sequel Shining Winds.įor the small group of us still out there, we waited and watched while Japan got Shining ArK, Shining Blade, and Shining Hearts on PSP with no hope or prayer for ever getting an official translation. I have enjoyed and played every release this series has had up until SF3 and the non english parts for Saturn. One series I have always enjoyed that has sadly seen better days in the past, especially when Camelot was involved with them are the Shining games/series. Typically D&D treats them more like monsters than anything.I am new here and as I am a big fan and supporter of the Fan Translation Community as well as games for consoles and Handhelds from the PSP/PS2 days and prior. ![]() SF has been on my mind a lot lately because I ran a D&D campaign using it as inspo and I wanted to share a dumb thing I thought of their design process after hours of staring at sprite sheets from SF1/2/CD I'm almost sure that the idea or decision to use centaurs in the way they did came from sprite limitations of the time.Įverything else in the game seems to be more or less in line with D&D setting rules except their use of centaurs being much more integrated among other races humans, elves, dwarves and whatnot and I always loved that. If they're out there, I'd love to see it but y'know it's been decades so I don't have much hope.Īs long as we're talking SF, I wanted to make a 'design by console limitations' thread with this post as the opener but I'll just toss it here instead because I love SF and how it chose to approach stuff helped it stand out and be very endearing to me still many years later: I don't see Camelot ever going back to it as Nintendo has them firmly planted in their mario sports dungeon for some years now. I dunno who could do it justice if not Camelot. That's a necessity, because Shining Force III battles can already take between 30 minutes to an hour for longer conflicts, so if you were adding 10 second or so load times between every move, it'd be unbearable. If you notice, all the battle scenes switch to the battle animations instantly, like a cartridge. Whats amazing is how SF3 uses the saturn's DSP ram to eliminate load times in the battles. ![]() Sega went all in with Panzer Dragoon Saga and SF3 on those kinds of cutscenes, and for about a year, those were the only two games that could rival FFVII in graphics. The idea of "cinematic RPG battlescenes" was the hottest thing around. Remember, this was mere months after Final Fantasy VII. ![]() That's why I chose a random spot from the middle/end of SF3 sc 2 to show them off. By the end of SF3 sc3 the magic and attacks you do look very, very impressive for a Saturn title. SF3 sc2 and SF3 sc3 use slightly different, upgraded engines from SF sc1 and thus allow for even more special effects. They start off pretty simple in SF sc1 (and then again restart simple at the beginning of each scenario) but then keep getting bigger and more elaborate.
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