>tri-Ace purchased by Nepro Japan
>Japanese developer tri-Ace (Star Ocean, Resonance of Fate, etc) has been purchased by mobile developer Nepro Japan. According to the documents accompanying the announcement, Nepro Japan is looking to broaden its mobile development for phones and tablets, venturing into new genres with the help of tri-Ace’s dev prowess.
>dedicated mobile dev
>Star Ocean franchise is dead forever
>Valkyrie Profile IP is dead forever
>Infinite Undiscovery IP is dead forever
>Resonance of Fate IP is dead forever
Tri-Ace was also the reason why Final Fantasy XII-2 wasn't a trainwreck on arrival, and Lightning Returns was such a success.
They were called in to assist on both those games. Instead ended up rewriting much of Crystal Tools, removed the disgusting bloat and bogus features; cleaned up a lot of other code, optimized it to hell and back and got it to perform significantly better than XIII.
And all that talent is now wasted on a mobile platform. Such a fucking shame.
Some could. I hope that Square Enix, if it owns the SO, IU, and VP IPs, at some point this generation manages to make a game for each--and maybe, just maybe, give it to a studio formed by some of the ex-Tri-Ace staff at some point in the next 6-8 years.
Tri Ace was making a lot of bank with Juda's code, so the execs felt they could make a lot more money working for a mobile game company instead of picking all of these shitty outsource jobs that pays shit.
If you don't fight back against the smartphone games, this will keep happening. Buy heartful, overlooked Japanese console games like Ar nosurge.
I don't. I mean from a technical and performance perspective. SE's own engineers, before Tri-Ace came along, had a hard time working with the engine they had, because a lot of previous White Engine/Crystal Tools engine developers left by that time.
Radiata Stories is tri-Ace's only masterpiece.
>10/10 setting and feel
>10/10 graphics for a PS2 game with an artstyle that still hold up amazingly
>10/10 sound track
Everything else they've made was been "ehh" to just "good."
Ar nosurge is not moeshit, despite what it looks like.
I'm deeply attached to sci-fi/cyberfantasy JRPGs, because they're so few in the industry.
That said, Tri-Ace was apparently putting a lot of effort into new lighting and physical based shading engine development for DX11 platforms. Hell, their 2013 physical based shading research slides say Windows, Xbox One and PS4.
Having them turn into mobile exclusive after that effort, makes me sad.
How long until every Japanese dev is mobile only?
Minor tragedy compared to TA but Oreshika is digital only
And don't you know, /v/? We are tri-Ace no more.
Um, Shadow Hearts was made by Sacnoth/Nautilus and published by Midway
>Aruze Entertainment took control of Sacnoth after SNK folded in 2000. Sacnoth changed their name to Nautilus for the development of the sequel Shadow Hearts and future video games. However, in early 2007 Aruze publicly announced dissolving Nautilus and various creative members have since left the company and had joined AQ Interactive subsidiary feelplus (now merged into Marvelous AQL).
Still, SH coming back is unlikely as well.
Valkyrie Profile 2 is best.
It was an abomination. It started out as White Engine, made on PC using ultra end PC hardware. It's what they used to demo the original "FFXIII" trailers. Those were almost entirely in-engine, minus the insane amount of anti-aliasing and post processing they did after the animation and all other work was done.
Then SE realized "shit, this probably won't even scale down to the PS3 at it's lowest levels." They also realized, it won't scale well with the 360 either, so they rewrote parts of the engine so that it would integrate with the 360--but didn't bother to clean up the code from the PC.
So you basically had a high-tier PC engine, downscaled for ps3 and 360, but because the 360 and ps3 are fundamentally different, this led to an assload of problems that never were addressed.
Add in Japanese traditional hierarchy of the workforce, coupled with Lightning waifu worshit, and none of the most glaring problems of the engine didn't get addressed throughout the development of XIII.
After XIII failed in the market, SE bought in Tri-Ace for XIII-2, because this studio is extremely talented and competent. They work their magic, now the engine runs 2-3x better than it originally did and most of the shit code is cleaned out.
Also, Crystal Tools underwent something like three or four iterations, because over the course of the development of XIII, the game went from realtime to ATB to turn based to ATB several times, and again none of the other code was cleaned up because SE execs wanted the engine to be a one stop shop for EVERY GAME they'd make in the next 8 years. PC, PS3, X360, handheld, smart phones, etc.
And then after XIII-2's moderate success, SaGa was bought in to work alongside Tri-Ace to fix the rest of Crystal Tools as much as possible for Lightning Returns.
That said, Tri-Ace and SaGa likely made it clear that Crystal Tools is unsustainable. So the only the absolute core of the engine was saved, while everything else was thrown away.
Japanese gamers are manly mobile anyway.
Isn't really shocking to see developer to be bought up by a mobile studio since they're the ones with the money currently.
Even monster hunter is on iphone on japan.
Crystal Tools was used for making FFXIV, but that's the LAST game that SE is using that engine for. Luminous is the new engine for all titles moving forward.
SE sunk enough money into the Crystal Tools engine alone, that they could have funded at least one other full length 80-100 hours RPG by any other studio.
It lasted for 1 game by them, two additional games made up of left-over assets when SE realized that they couldn't realize their PC based dream on the PS3, which led to the XIII-cut everything shitstorm in the first place. Also, the decision to make the game multiplatform instead of an exclusive, hurt them in terms of time and money as well considerably.
Crystal Tools is basically the go to engine on how NOT TO design a game engine.
>tri-ace going mobile only
>sakaguchi only doing mobile too
The japs relies too heavily on the formula of sticking a decent combat system to an adventure game with a mediocre story, then there is dungeon crawling games. It just doesn't have broad appeal and the taste of western gamers simply don't like that.
FF15 is probably the last hope for JRPG to gain some wider popularity so more of them can be made
Lastly, the engine had basically little to no documentation. So the production team worked on their developer PCs thinking that the budget they had for the ps3 was accurate, and made as asston of assets.
They sent these to the engine team and, the end result was the engine team going "this won't work; these assets are way higher than what the engine can handle."
And asset team going "What the fuck, you didn't write any documentation!"
And engine team going "why should we, you've should know them already!"
And back and forth. Like I said, enough money was blown on Crystal Tools to fund a full length JRPG. Shit you not.
And this is how one of the legendary RPG devs dies, not completely, but forced to do mobile shit for the rest of their lives.
>inb4 they keep doing exactly the same RPG's just in mobile, and get PC ports down the line
Who am I kidding, it will be generic P2W puzzle shit with kawaii uguu~ skins
>Expecting anything good from tri ace after the abortion that was Star Ocean 4
>Expecting anything good from tri ace after the abortion that was Valkyrie Profile 2
>Expecting anything good from tri ace after the abortion that was infinite undiscovery
>I have not played resoance of fate.
Fuck off weeaboos, sure. TA used to be good but they've long since been complete trash.
>last year's SIGGRAPH presentation
Well they're wrong.
IU was unfinished and uninspired. You really need to explain what you think its good about it.
I'll be fair, VP2 wasn't terrible, but it was so god damn awful compared to VP1
>implementing physical based shading and new generation lighting/shadowing model in DX11
>now pretty much never going to be used
>because of exclusive mobile development
eyebrows will never get her game now.
fuck you buddy the game was solid and the princess had delicious thighs.
Can't say it's a bad game since even if you find it boring there's nothing really broken. But I can say it is mediocre. It also was one of my first 360 games so that also made a good impression on me.
I too like making up bullshit statistics and pretending that they're meaningful.
I know the story is shit, and the characters are horrible archetypes, but the game itself is good.
Don't be so down, OP. I'm sure we'll get an Android port of Covenant of the Plume in no time.
>the game is good
>except the story
>and the characters
>and the gameplay
Seriously, not being able to manually target enemies was unforgivable. Blindsides were dumb. Tri-Ace is the king of fucking up combat systems that worked well.
shitty mobile games should be a gateway for some better gaming. It is not common for people to play on smartphone games to kill time these days.
To play pokemon you need a fucking 3DS, and people buying a 3DS on top of their smart phone is a good sign.
The worst thing to gaming is the domination of the western devs and the crowd of spoiled xenophobic western gamers.
>Seriously, not being able to manually target enemies was unforgivable
My only experience with the game is the PS3 version, where they added manual targeting, so I can't really relate
>Blindsides were dumb.
Fantastic in concept, slightly fucked in execution (allowing certain characters to get hit during the animation). It adds a reactive timing element to the battle system, so you aren't just spamming Side Kick or Aiming Device for the whole battle.
i wish they did more with the characters
nothing like having a character join and they shut up forever.