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XSEED Games

@xseedgames / xseedgames.tumblr.com

Official XSEED Games tumblr. We publish video games and like Onii dolls. Consider this a revival of our XSEED blog, but rebloggable! We'll try to keep the news out and the fun and personal details in. Someone might post a blobfish or two. You never know. If you would like to read about our early adventures, you can read them here!
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The Localization of SENRAN KAGURA Burst Re:Newal

Over the course of the SENRAN KAGURA series so far, we’ve seen the characters grow in meaningful ways. They’ve become more self-confident, gained greater respect for both friends and foes, and made progress in working through their troubles. So what’s it like going back to the beginning of all that?

To answer that, first we need to go back to the development of the original Burst. We’ve talked about this a few times before, but the original game was written as a standalone story, without any sequels in mind. In terms of back story and basic worldbuilding, Burst is perhaps the most in-depth out of any game in the series. But in terms of the characters’ arcs, it’s a bit out of sync with the later games; at one point, for example, Yagyū tells Hibari that she’s perfectly capable and just needs more confidence, while other games, particularly in the early series, have Yagyū doubting Hibari’s capabilities until circumstances force Hibari to prove herself...

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Localizing SENRAN KAGURA Reflexions

The SENRAN KAGURA series’ fan service has always been plain to see. Usually, when we talk about the series here on this blog, we like to highlight what else it has to offer: the storytelling, the character development, the way the characters’ relationships grow and change from game to game.

So, to get it out of the way right off the bat, Reflexions is not about those things at all. It’s unapologetic fan service through and through, and we wanted to write this to give everyone an idea of what to expect from it.

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The Official Ys: Memories of Celceta PC Features Blog

So, are you all enjoying Ys: Memories of Celceta on PC? YOU DID BUY IT, DIDN’T YOU? DIIIIDN’T YOU?! …Ahem. Yes, I’m sure you did. So, moving on…

The game was ported from Vita on our behalf by Hyde – the same wonderful people who ported Ys SEVEN for us last year. And of course, neither we nor they are the kinds of people to just take a Vita game, slap it on PC, and call it a day; we wanted to make the experience feel like a natural fit on PC, with all the bells and whistles modern PC gamers have come to expect from the very best titles. Additionally, we wanted to ensure it was worth your while to play this version of the game whether or not you’ve played the original version before. The idea of a “quick and dirty” port really isn’t in our lexicon!

This brings us to the topic of today’s discussion: what’s new in Ys Celceta? Why should you buy this game (WHICH OF COURSE YOU WON’T NEED TO DO SINCE YOU ALREADY HAVE, RIIIIIIGHT?), and what can you expect when you fire it up for the first time? ...

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What’s new with Bullet Witch?

What’s going on? Jason here and it’s my first time writing up a blog post so go easy on me.  I’m here today to talk about our latest title release: Bullet Witch on Windows PC. Now, I’m sure some of you haven’t even heard of this game. Bullet Witch was originally released on the Xbox 360 back in 2006.

But why now? Why bring Bullet Witch to PC?  Well, we thought this had potential to be a fun action game with some tweaks and adjustments for modern gamers.  I was a PS3 man, so I never had the chance to own an Xbox 360, which meant I never got to play this game. I first tried the original Bullet Witch game around August 2017, and boy, was it rough. The screen was dark, the game wasn’t very responsive, the AI was too buff and dumb, and the framerate was awful.  We thought if these things could be fixed, the game would be much improved.

So, when the developers came to us for improvements, we had a few things on our list to bring this title in line with our other PC releases:

Read More: goo.gl/6Y3A19

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LoH: Trails of Cold Steel II PC Guest Blog from Peter “Durante” Thoman

It has now been a bit more than half a year since Trails of Cold Steel was launched on PC. That was the first game for which I contributed the majority of the porting effort, and it made me believe that I could also take on a complete end-to-end porting project for its sequel. That sequel - Trails of Cold Steel II - was released yesterday, and in this blog post I’ll talk a bit about all the features it implements beyond what was seen in the previous releases.

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Zwei: The Arges Adventure - Localization Blog #4

Greetings, future Zweiholics! Are you ready to learn a bit more about Zwei: The Arges Adventure, our upcoming action RPG slated for release on Steam, GOG, and The Humble Store by Humble Bundle on Wednesday, January 24th? Well… you’re in luck, because I’m ready to knowledge-bomb you like nobody’s business! 

Last time, we talked about some of the more fascinating elements that were encountered during localization which are no longer present in the game, so this time, what say we talk about some of the more interesting elements that are totally still there (in one form or another, anyway), just waiting to be discovered?

For starters, let’s discuss the masked “master” character, who serves the same function in Zwei: The Arges Adventure that Gallandeau served in Zwei: The Ilvard Insurrection: he teaches you new “arcana” (read: combo moves) at the end of very specific dungeon paths. Except… all of those dungeon paths are 100% optional, so you could theoretically go through the entire game without ever even meeting him. Until the point in the plot when you’re forced to meet him, anyway! And once you reach that point, he reveals his true identity, meaning he’s no longer a mysterious masked master.

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2017 End-of-the-Year Q&A Extravaganza Blog! #5

It’s time for our last Q&A blog of the year. It’s been a fun time answering all these questions--you guys had some seriously good ones!--but now it is time for us to chill out and celebrate 2018. Hopefully we can give you guys good reasons to celebrate 2018, too!

For our final Q&A blog, we have answers from:

Ken Berry, Executive Vice President / Team Leader John Wheeler, Assistant Localization Manager Ryan Graff, Localization Lead Liz Rita, QA Tester Nick Colucci, Localization Editor Brittany Avery, Localization Producer Thomas Lipschultz, Localization Producer
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2017 End-of-the-Year Q&A Extravaganza Blog! #4

It’s that time again! Our fourth 2017 End-of-the-Year Q&A Extravaganza is here! I lied about there being more next week in the last blog, because it is clearly still this week. This time, we have some answers from:

John Wheeler, Assistant Localization Manager Ryan Graff, Localization Lead Nick Colucci, Localization Editor Brittany Avery, Localization Producer Thomas Lipschultz, Localization Producer
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2017 End-of-the-Year Q&A Extravaganza Blog! #3

Happy Holidays! It’s Christmas for those who are down for Santa, and we have a gift for you! (It’s also a gift for those who aren’t down with Santa. You know what I mean.) Our third 2017 End-of-the-Year Q&A Extravaganza is here! There will be more next week, but for now, we have some answers from:

Ken Berry, Executive Vice President & Team Leader John Wheeler, Assistant Localization Manager Ryan Graff, Localization Lead Liz Rita, QA Tester Brittany Avery, Localization Producer Thomas Lipschultz, Localization Producer
One of our icons for Trails of Cold Steel II PC, coming in 2018

Now, on to the questions!

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2017 End-of-the-Year Q&A Extravaganza Blog! #2

Our second 2017 End-of-the-Year Q&A Extravaganza is here! There will be more next week, but for now, we have some answers from:

Ken Berry, Executive Vice President / Team Leader John Wheeler, Assistant Localization Manager Nick Colucci, Localization Editor Brittany Avery, Localization Producer Thomas Lipschultz, Localization Producer
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2017 End-of-the-Year Q&A Extravaganza Blog! #1

It’s time for our first 2017 End-of-the-Year Q&A Extravaganza! We’ve got a bunch of these we’ll be posting over the holiday break, so please look forward to them. Now, let’s roll right in!

We have answers from: 

Ken Berry, Executive Vice President / Team Leader John Wheeler, Assistant Localization Manager Nick Colucci, Localization Editor Liz Rita, QA Tester Brittany Avery, Localization Producer Thomas Lipschultz, Localization Producer
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Zwei: The Arges Adventure - Localization Blog #2

Tom here again, for more fanboy gushing over Zwei: The Arges Adventure!

I’ve already touched on the game’s amazing script, and I’ll definitely go more into that in my next blog entry (there’s a lot to talk about there, as this is easily the strangest script I’ve ever worked with, on multiple levels!), but I figured I’d take this opportunity now to instead discuss some of the new and updated features that our amazing programmer was able to cram into this release. I’d rank most of these under the “quality-of-life improvements” category, though some are more along the lines of old but notable features from the original 2001 PC version which have been adapted to run more readily on modern systems and integrated more thoroughly into the game proper.

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Zwei: The Arges Adventure - Localization Blog #1

AAAAAAHHHHH IT’S FINALLY HAPPENING.

I’ve been working on this game for the better part of a year now, but have been unable to say anything about it for PR reasons – namely, that it wasn’t in a showable state, and we didn’t want to confuse prospective players by having two Zwei games announced but unreleased at the same time. Which is totally reasonable, but AAAAAAAHHHH I’VE BEEN WANTING TO TALK ABOUT THIS GAME SO BADLY YOU HAVE NO IDEA.

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Story of Seasons: Trio of Towns DLC Localization Blog #2

Howdy, everybody!

Welcome to what I think will be the final localization blog for STORY OF SEASONS: Trio of Towns. As you might have seen, we announced a release date (Nov. 9) and price ($7.99) for the Trio of Towns DLC. We are also, at long last, able to release the Trio of Towns 3DS theme on the North American eShop for $1.99. I apologize for the drought of information between our last blog post and now. Production proved to be challenging in unforeseen ways, and we didn’t want to give out new info before we were certain the content was ready to be released.

A scene from one of the DLC events.

I’d like to use this blog to lay out all the content that will be released next Thursday.

Patch

The Version 1.1 patch will either be automatically downloaded to your 3DS system, or you can find it on the eShop and download it from there.

In addition to the bug fixes and text corrections mentioned in our previous blog, this patch will add four outfits. These include Lest and Frey’s outfits from our 2013 release Rune Factory 4. We wanted to distribute these outfits to all players as thanks for their support of Trio of Towns, and their patience during the development of the game’s extra content. Once the update is installed, the new clothing items will be available for purchase at Ludus’ shop (the Rune Factory 4 outfits) and the wholesale store in Tsuyukusa (the Perfect Dress and Poodle outfits).

I’m including screenshots of the ingredients needed to make each, so those of you who want to cosplay Lest/Frey (or voice actress Ayana Taketatsu, who inspired the Perfect outfits) can start getting the materials together.

Princess’ Attire
Prince’s Attire
Perfect Top Hat
Perfect Dress
Poodle Hat
Poodle Costume

DLC

Once you’ve downloaded the 1.1 patch, the DLC, called the “New Neighbors Pack,” will be purchasable from a newly added “Downloadable Content” menu on the title screen.

Follow us for more thrilling screenshots of menus!

We decided to roll all of the content into one DLC package, which allowed us to reduce its cost from our original estimate to $7.99. This “New Neighbors Pack” is the only DLC for the game, and will contain almost* everything from the four post-launch Japanese patches:

  • Marriage candidates Woofio and Stephanie
  • The ability to have a child with Inari
  • Events such as cultural exchanges among the three towns and a visit from your father
  • Events immediately following the New Year’s Festival and Starlight Gala
  • About 50 new lines of dialogue per marriage candidate, including clothing/pet reactions
  • 5 special winter outfits
  • A performer story

We’ve posted lots of screenshots from this content on the STORY OF SEASONS Facebook page over the past few months. For more information on Woofio and Stephanie, be sure to check back there next week.

If you were wondering, players with the retail game, the patch, and the DLC can all play online with one another without issue. The new outfits will just show up as the default outfit if you are playing on a version without the added data.

*As with Hamtaro, we were unable to secure the rights to use Chebrashka, so this little Russian character is missing from our release.

Theme

This theme features the bachelors and bachelorettes (sadly, it is missing Woofio and Stephanie), and plays one of the romance event songs. You can purchase it (and the STORY OF SEASONS and Rune Factory 4) themes from the Theme Shop on your Nintendo 3DS.

It has been a long road to releasing this extra content, from our first blog post asking for feedback to release about 9 months later. The process of translating and editing was smooth, but we hit several roadblocks during production. Still, I think that Trio of Towns is a really special entry in this long-running series (though I’m obviously a little biased), and so even though we’ve made you wait, I hope that you will enjoy this opportunity to interact with Westown, Tsuyukusa, and Lulukoko in new ways.

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Zwei: The Ilvard Insurrection - Localization Blog #4

Can you hear it? A voice, booming and boisterous, blowing in upon the cool winds of autumn. A voice that beckons you to come sit a spell and play a good ol’ videogame. “They don’t make ‘em like this no more,” it says. “Well...most don’t. That’s why we need to sell a bunch’a copies, so they’ll get right to making Zwei 3! Yes siree, with Falcom’s storied lineage of action RPGs, it’d be a slam dunk! Ghahahaha!” That voice...is my voice, broad as the sea and hearty as a meal that consists solely of potatoes and slabs of meat.

That’s right, true believers, it’s Nick, here once again to share with you the myriad fascinations of working in videogame localization. If you’ve been keeping up, this is the fourth blog I’ve written about the upcoming release of Zwei: The Ilvard Insurrection. The first entry gave a basic rundown of what the game is like and what you can expect from it, while the second entry went into more depth about the localization work and the nuances of character writing. The third entry was a progress report, detailing where we were in the QA cycle and why we’d be missing our summer release date.

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Zwei: The Ilvard Insurrection Micro-bloggery Round-up

A very Zwei Q&A with editor Nick!

1) I've got a huge backlog of games. Why should I bump Zwei to the front of the queue?

It's been a great year in videogames - perhaps TOO great, if my own backlog stack is any indication, and I have no doubt that many (most?) of you are in the same boat. But every now and then, we'll get our hands on a game and it sort of effortlessly floats to the front of the queue, like it bought an expensive theme park pass. I'm under no illusion that Zwei will be "that game" for everyone, but for some of you, it might be! Let's look at a couple reasons why Zwei: The Ilvard Insurrection might be just the game you've been looking for (but didn't realize it)!

First, it's got a great "medium" length. You won't be rolling the credits in 10 hours, but it's also not an 80+ hour bear where you just look at it and sigh and think, "I know I'll love this, but...when will I find the time to play it?" With Zwei: II's 30-ish hour average playtime, it offers a fulfilling action RPG experience you can sink your teeth into, but you won't need to cancel all your plans for the next month to make time for it.

Second, Zwei represents a heretofore-unknown prong of Falcom's action RPG legacy. Falcom is famous for Ys, an action RPG series that has spanned decades at this point, and other titles in a roughly similar vein, like Brandish and Xanadu - in fact, it's been joked that Falcom's "XYZ" is Xanadu, Ys, and Zwei. But unlike many of their other offerings, nothing from the Zwei series has ever been officially available outside Japan...until now. As Falcom's last/most recent PC-exclusive title (made in 2008), it straddles a fun line between old-school charm and modern conveniences and storytelling. It's the Falcom quality you know, but in a world distinctly different from their other games.

Third, Zwei is made to be easy to pick up and spend some time with without having to invest a ton of time in a sitting. Dungeons are generally broken up into discrete "branches," each of which can be undertaken on its own, with save points in between and the ability to fast-travel between any save point you've been to at least once. If you've got 30 minutes, you can get something done in Zwei. If you've got an hour, you can do even more! The game reflects modern sensibilities regarding variances in player engagement and time commitment, and that makes it really easy to pick up whenever you feel like playing.

If any of that piques your interest, I'd invite you to consider bumping Zwei to the front of your gaming queue.

2) I love Falcom stuff like Ys and Trails, but this one seems...a little bit different. How does it compare? Will I like it?

As a Falcom action RPG, Zwei: The Ilvard Insurrection fits into a long legacy of storied games, and ultimately, as fans, we can't help but draw comparisons. But I think overall, these are helpful comparisons to make, because in doing so, you can see where a game like Zwei 2 fits into Falcom's growth as a developer over time.

The original Zwei was released in 2001. It's more of a straight dungeon-crawler than its sequel, The Ilvard Insurrection, is, but it featured the mechanic that would go on to be the series' calling card: two main characters, one specializing in melee attacks and one specializing in magic, who could be swapped between at any time with the tap of a button. However, Japanese fans would have to wait until 2008 to play the second game in the series.

Tom, our resident Falcom historian, slots the Zwei series into a gameplay lineage that also includes Gurumin (made in between the first and second Zwei games) and Nayuta no Kiseki (made after the second Zwei game). That separates it from the gameplay stylings of series like Ys or Xanadu, while still feeling pretty easy to get into for anyone who's played those games before. Visually, Gurumin probably has the most "Zwei DNA" of any of Falcom's other titles, as it features gameplay and even visuals that feel like they could easily have been part of a Zwei game.

The combat in Zwei is not as technical as in the Ys games - it takes more of a "big picture" approach, in the sense that often, your biggest advantages can be gained not in one's mastery of controls or precise techniques, but in when you choose to swap between characters to chain their actions, and how you position yourself within spaces and relative to the enemies. Personally, I feel like this lends a bit more of an "arcade beat-em-up" feel to Zwei's action RPG combat, so if that sounds like your kind of thing, well, get ready to grab your spoon and dig in.

3) I've heard Zwei: The Ilvard Insurrection has an unusual leveling system. What can you tell me about macaroni gratin and the power it bestows?

Well, macaroni gratin is delicious, and anyone who says otherwise is a just lookin' to foment some dissent at the lunch tables. BRING IT.

...Er, what I mean to say is, the Zwei series' leveling system is one of its most unique aspects. Instead of getting EXP from killing monsters, you gain EXP from eating food. This same food serves double duty as the main consumable items you use to heal yourself when you take damage, and you'll get plenty of it as you go through the game. It might sound weird, but it works surprisingly well, and sets up some interesting scenarios. If you want to strongarm your way through dungeons, you can be more proactive about eating food to gain EXP and keep on par with or a little above each dungeon's recommended level (as displayed by a metal plate on the floor before every dungeon branch). If you want to give yourself more of a challenge, you can use food only when you need to heal, and treat the EXP you gain as a residual bonus.

You can even just decide to enforce minimal food-usage (or not at all) and see how low of a level you can go through the game with, if you want to give yourself a real challenge. The game doesn't have standard difficulty levels, but the way in which you use food sort of lets you scale the game's difficulty as you see fit.

In addition, the game's foods fit into four different "tiers," and you can trade in ten of any one type of food for one of the "evolution" of that food in the next tier, with the higher-tier food giving 150% more EXP than 10 of the food that came before. It might sound confusing, but it's really not. Here's a quick example. I've got ten plates of Pasta Carbonara. Each one heals 28 HP and gives 2250 EXP when consumed. But, if I take those ten plates of Pasta Carbonara and trade 'em in at the restaurant counter, I'll get one plate of delicious Macaroni Gratin, which heals 38 HP (not a huge upgrade there), but gives a whopping 33,750 EXP when consumed. As you go further in the game, upgrading is more about maximizing your EXP gain versus raw healing amounts. If more raw healing is what you want, though, it may be worth NOT trading food up, because those ten plates of Pasta Carbonara can heal 280 HP - somewhere between two and three full life bars of health at high levels!

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4) Got any advice for players? Must see or do stuff?

My best advice for players is to really think about the different types of magic Alwen has and what they're good for. Some magic, like fire, is all about just blasting enemies and puttin' the hurt on them. Other types of magic are, on their face, a bit weaker: ice launches only single shots that have a more limited range, wind whips up a small tornado that sweeps forward - but when you think about all the tools at your disposal, and especially how you can position or lock down enemies (known colloquially as "crowd control"), options that aren't just MAXIMUM DAMAGE BAM RIGHT IN THE BACK OF THE HEAD WITH A FOLDING CHAIR really shine. In fact, if you decide to spelunk through the optional dungeon, you'll need these strategies, because brute forcing your way will only take you so far.

Another piece of advice is to take the time to actually talk to NPCs. I admit, it's a common thing to hear from a localization editor ("Please read this dialogue that I edited!"), but Zwei is a game with a very clear through-line, and if you want to, you can stay on that track, never really go places when it's not necessary to, and finish the game with little trouble. But to do so would be denying yourself the chance to learn more about the amusing people who populate the game's world. Taking a page from the Trails series, Zwei has NPCs who often change up what they say after both major and minor game events, and the NPCs have their own individual stories that develop as the game goes on. It's worth your while to poke around and visit people, because there are many unique conversation snippets in the game that only play when you talk to someone at a particular phase of the game, and often there will even be differences in the dialogue depending on whether Ragna or Alwen is active as your lead character.

5) Since you’re known for your puns, give us your best shot. Which ones are you most proud of?

Surprisingly, Zwei: The Ilvard Insurrection isn't particularly full of puns! Zwei: II's style of humor leans much more toward pithy commentary and snarky asides, often made from one partner to the other in the middle of a conversation, or just "thought aloud." Cheekiness seems to be a popular personality trait in the land of Ilvard, as the townsfolk and even the animals (...if you can talk with the animals) get in on the action. Pokkle, one half of the first Zwei game's protagonist duo, is an inveterate punster, and while he does appear in this game in a cameo role, he's not firing off puns left and right here. However...you can choose him as an opponent in the game's battle arena, and if you select Ragna to fight him and win, upon being beaten, Pokkle will moan, "I just got Ragna-rocked!" It's voiced, too, so enjoy that!

Service Penguin says thanks for reading, and be sure to check out the official Zwei: The Ilvard Insurrection site at: http://visitilvard.com/!

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