Wednesday, May 26, 2010

Suikoden: IV_(Part 2)

Wikipedia:

Suikoden IV


Suikoden IV (Gensosuikoden IV)
SuikodenIV  cover.jpg
Developer(s) Konami
Publisher(s) Konami
Composer(s) Masahiko Kimura
Michiru Yamane
Norikazu Miura
Platform(s) PlayStation 2
Release date(s) JP August 19, 2004
NA January 11, 2005
EUR February 25, 2005
Genre(s) Role-playing game
Mode(s) Single player
Rating(s) ESRB: T (Teen)
PEGI: 12+
USK: 6
OFLC: G8+
Media 1 DVD-ROM
Input methods Gamepad

Suikoden IV (幻想水滸伝IV Gensō Suikoden Fō?) About  this sound (listen) is a console role-playing game developed and published by Konami for the Sony PlayStation 2 video game console and the fourth installment of the Suikoden video game series. It was released in August 2004 in Japan, and early 2005 in North America and Europe.

Suikoden IV takes place approximately 150 years before the events of the first Suikoden game, and relates the story of a young boy living on the island of Razril and the Rune of Punishment, one of the 27 True Runes. The Rune of Punishment governs both atonement and forgiveness, and is unusual in that it consumes the life of the bearer with use; once the previous bearer dies, it immediately jumps to someone nearby. Meanwhile, the Kooluk Empire seeks to expand into the nearby Island Nations.

Konami later produced Suikoden Tactics, a spinoff that serves as a direct prequel, side-story, and sequel to Suikoden IV.

Contents [hide]

Gameplay

Suikoden IV continues many of the gameplay concepts pioneered by it predecessors along with changes. It is the first game in the Suikoden series to feature voice acting for most characters, except the hero. Suikoden IV is the first game of the series to be set at sea; travel on the world map is accomplished by ship. In contrast to Suikoden III, where the six person party was divided into three controllable groups, Suikoden IV's party consists of four individually controllable characters. During combat, characters can combine effort in the form of physical "Unite attacks" or runic magic combinations. As with previous games in the series, there are individual battles (duels) as well as battles between customizable naval forces. The naval forces can be customized to use particular runic elements through choice of captains and commanding officers; each element has a weakness and strength over another element. There are several mini-games contained within the game, unrelated to the main storyline. On the first play through the game, only a fraction of the world map is viewable, a feature not seen before in a Suikoden Game.

Story

Suikoden IV begins its tale with a training session (for both the player and the characters), where the Hero (named by the player in the game and identified in the Japanese novelization as Lazlo) and his best friend Snowe Vingerhut face off against their Commander and Vice Commander, Glen and Katarina respectively, out at sea. After the training concludes, the Hero and his fellow knight trainees head home to Razril, where they are to be pronounced full-fledged Gaien knights.

After the ceremonial Kindling Ritual and a night of feasting, the Hero awakens the next morning for his first duties as a new knight, including the task of escorting a man named Ramada to the neighboring island of Iluya. During the trip there, they are attacked by Brandeau and his pirates. Snowe abandons the ship after being fired upon by "rune cannons," while the Hero decides to brave the attacks and stay, thus inspiring jealousy in his cowardly comrade. Brandeau then boards the Hero's ship and challenges him to a duel, which the young knight unexpectedly wins. As a last effort, Brandeau unleashes the powe of the Rune of Punishment and attempts to destroy everyone, but a mysterious force shields the Hero from its might. Glen arrives to save his men, and in that brief moment, the Rune of Punishment is passed from Brandeau to Glen, after which Brandeau evaporates into dust.

Soon after, the knights retreat back to Razril. Several enemy fleets attack in succession, finally forcing Glen to repel them with the power of the deadly Rune. In the aftermath, the Hero finds the Commander dying, and unwittingly becomes the Rune of Punishment's next bearer. Snowe arrives just in time to witness Glen's evaporation and blames the Hero for killing him. Katarina, who assumes command in Glen's stead, believes Snowe's story and sentences the Hero to exile from the island. Drifting aimlessly on a small boat, the Hero discovers that two of his fellow knights, as well as a wandering merchant, have stowed away to join him.

As the Hero and his companions drift on the open sea, they come across one of the militaristic Kooluk nation's merchant ships, which takes them on board. However, the Hero discovers that the ship is actually a military vessel, captained by the Kooluk hero Troy, and that the Hero's former charge Ramada had been a Kooluk spy. Troy catches the Hero eavesdropping, draws steel and easily defeats him in a fight, but then allows the banished knight and his friends to flee. Adrift again, the companions wash up on a deserted island, where they forage for materials and eventually build a raft to leave. This time, they encounter a ship from the friendly kingdom of Obel, and are welcomed as guests.

The ship's crew inspects the Hero, recognizes the Rune on his hand, and sends him to meet with Lino En Kuldes, Obel's young and capable king. Lino En Kuldes hires the Hero, putting him in charge of recruiting new talent to help shore up Obel's defenses in the event of a Kooluk invasion. The Hero's first assignment is to meet and recruit the inventor Oleg. During their meeting, Oleg's invention (the world's first movie camera) captures Kooluk's Rune Cannon strike on Illuya. This prompts the King of Obel to take serious action, but too late; Obel is next on Kooluk's list, and the Hero, his friends, and Lino En Kuldes himself are all forced to flee in Obel's secret flagship (which becomes the hero's HQ for the remainder of the game). The Kooluk forces, with the backing of the arms merchant Graham Cray, conquer Obel with ease, establishing a foothold for their planned southern expansion.

In need of help, the Hero and company join forces with the pirate queen Kika, who suggests the recruitment of the tactician Lady Elenor Silverberg. Elenor is reluctant to help, but joins once she hears that Graham Cray is involved. She quickly forms a plan to liberate each of the Island Nations, then bring them together to face the Kooluk as a united front.

The Hero leads his forces from island to island, recruiting more and more along the way. Eventually, his campaign takes him back to Razril, where Snowe and his lord father have sold everyone out in the hopes of a peaceful takeover. The liberation of Razril succeeds, and Snowe leaves in further disgrace. (Later, depending on the player's actions, the Hero either tracks Snowe down and befriends him again, tracks him down and executes him, or just forgets about him entirely.)

As the company's forces continue to grow, Lino En Kuldes successfully leads the fight to recapture Obel. That leaves only Kooluk's regional base of operations, El Eal. Elenor devises a two-pronged attack, which ultimately brings both she and the Hero face-to-face with Graham Cray. Cray summons an enormous tree-like creature, both to dispose of the Hero and to claim the Rune of Punishment for himself. The Hero defeats the tree, leaving a wounded Cray in the now-collapsing fortress. As the company flees, Elenor stays behind to confront Cray — her former student — and apparently dies along with him in El Eal's collapse.

Just as the Hero escapes the fortress, Troy appears and challenges him to a final duel. They fight aboard a sinking ship, where the Hero claims victory. Returning the favor from before, the Hero offers Troy a lifeline, but Troy chooses to go down with the ship instead.

El Eal explodes, forcing the Hero activate the Rune of Punishment one last time, followed by the Hero passing out. It is not made entirely clear what happened after the Hero saves the fleet; however, the final, post-credits scene shows the Hero floating motionless in a lifeboat, presumably sent away from the Island Nations to remove the Rune of Punishment which had caused so much destruction from the region. If the player recruited all 108 Stars of Destiny, the Hero then awakens and attempts to flag a passing ship.

Lino En Kuldes then declares himself the leader of a new Island Nations Federation.

Audio

Masahiko Kimura composed the music to Suikoden IV. The opening song, "La Mer" (English: The Sea), and the ending remix of "Into a World of Illusions" were composed and performed by coba.

The soundtrack was released on 2 CDs as Genso Suikoden IV - Original Soundtrack on June 1, 2005. Genso Suikoden IV Music Collection ~Another World~, an arranged version with 11 tracks arranged by Yuji Yoshino, was later released on February 23, 2006.

Reception

Review scores
Publication Score
GamePro 3.5 of 5[1]
GameSpot 6.7 of 10[2]
GameSpy 3 of 5[3]
IGN 7.9 of 10[4]
Compilations Avg. score
Game Rankings (55 sources) 67 of 100[5]
Metacritic (44 sources) 63 of 100[6]

Suikoden IV sold reasonably well in Japan, selling 303,069 copies by the end of 2004.[1] This was down from the 377,729 Japanese sales of Suikoden III, however.[2] The game also sold more poorly than Suikoden III in the North American markets, as well.

Critical reception was mixed. While some new features were praised, many were disappointed in the fourth entry, to the point where it is widely considered the weakest of the five games. The voice acting in the North American version was generally recognized as a good addition and well-done.[3] The plot was considered a strong point, if perhaps somewhat slow at first, and perhaps reason enough to play the game.[4] Snowe Vingerhut was also widely praised as an excellent character; IGN said that "...his evolution as a character was definitely one of the best in any game of recent memory... I don't think there's another character like him in an RPG to date - and watching his ups, downs, and movements in-between, will likely be most people's driving force towards finishing Suikoden IV's storyline."[3]

However, the plot was not completely given a pass. Many felt that the pacing was uneven, and that the game was entirely too short. An RPGFan review said "If one just played the game straight, getting only the characters they earned through story events, Suikoden IV could arguably be beaten in 15 hours - and it would only take that long because of the sailing and frequent random battles."[5] Due to the game's brevity, the characterization was thin, especially among supporting characters. The main villain's motives and past don't seem to be fully explored, either. Additionally, the return to a silent protagonist after Suikoden III did away with the tradition was considered unwise by many, with the hero remaining mute and unresponsive even when falsely accused of murder. Christian Nutt of GameSpy wrote, "This was much more plausible in the era of small, 2D characters. It doesn't work very well this time around."[4]

Tying in with the short playing time, the Island Nations themselves feel somewhat small and constrained, with only perhaps 4 dungeons in the game and towns with little to explore in them. Traveling between them was considered overly annoying by some as well; GameSpot wrote that "a horrible seafaring travel system and an often outrageous enemy encounter rate detract much from the experience."[6] The long time gap also meant that Suikoden IV was rather unconnected with the first three installments, with only a very few characters returning.

The new four-person battle system was not well-received by long-term fans of the series, as with the huge number of playable characters, there was less ability to experiment with different character combinations. The skill system from Suikoden III was removed as well, rendering characters less distinct, and the number of equipable runes were reduced from earlier installments. This simplified battle system was criticized as being too easy.[7]

Konami seemingly acknowledged some of the criticisms of Suikoden IV, as most of the changes to the battle system were reversed in Suikoden V. As for plot complaints, the spinoff Suikoden Tactics was released, which is set in the same rough time and place as IV. It takes steps to enrich the setting and fill perceived gaps in IV's storyline and characterization.

References

  1. ^ "2004 Top 100 Best Selling Japanese Console Games". http://www.the-magicbox.com/Chart-BestSell2004.shtml. Retrieved 2007-03-23.
  2. ^ "2002 Top 50 Best Selling Japanese Console Games". http://www.the-magicbox.com/Chart-BestSell2002.shtml. Retrieved 2007-03-23.
  3. ^ a b Dunham, Jeremy (2005-01-07). "IGN Suikoden IV Review". http://ps2.ign.com/articles/577/577889p1.html. Retrieved 2007-03-23. "Audibly, the game fares quite a bit better with strong voice acting work (a first for the series)"
  4. ^ a b Nutt, Christian. "GameSpy: Suikoden IV Review". http://ps2.gamespy.com/playstation-2/suikoden-iv/578857p1.html. Retrieved 2007-03-23. "What really drags Suikoden IV up from the depths is the way the story finally gets off the ground in the last third. It takes a while, but it does."
  5. ^ Bracken, Mike (05-04-01). "RPGFan Reviews: Suikoden IV". http://www.rpgfan.com/reviews/suikoden4/index.html. Retrieved 2007-03-23.
  6. ^ Massimilla, Bethany (2005-01-13). "Suikoden IV Review". http://www.gamespot.com/ps2/rpg/suikoden4/review.html. Retrieved 2007-03-23.
  7. ^ Nutt, Christian. "GameSpy: Suikoden IV Review". http://ps2.gamespy.com/playstation-2/suikoden-iv/578857p1.html. Retrieved 2007-03-23. "There's something incredibly stultifying about this game's complete lack of strategy or difficulty in the battling sphere. The sole consolation? They're over quickly."

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Suikoden: IV

Games:

Suikoden IV

http://content.answers.com/main/content/img/amg/games/drg200/g207/g20738rxetk.jpg

Game Description

The fourth game in Konami's console-style role-playing series is a prequel rather than a sequel, set a century and a half before the events of the original 1996 PlayStation game. Players take the role of a young, would-be hero, who will come to carry an item called the Rune of Punishment. Like all runes, this one is powerful, but it is also very dangerous, for it damages its wielder when it's used. Like earlier Suikoden games, this fourth edition also involves gathering the "Stars of Destiny," which are 108 people from all walks of life who can be teamed together to accomplish great deeds.

As the game begins, the player's character is just finishing his training at a naval academy, and being prepared for his first real battles. Because this game plays out across a string of mysterious islands, sea combat can be a regular occurrence, so the hero's training should serve him well. Much of the adventure still involves exploring the game world's various land masses, however, engaging in small-party turn-based battles and coaxing clues from other characters. Though the game's artwork remains notably stylized, characters have a more realistic (less anime-inspired) look than those of earlier Suikoden titles.
~ T.J. Deci, All Game Guide

Production Credits

Company 1: Konami Computer Entertainment Tokyo Inc.; Senior Producer: Noritada Matsukawa; Main Programmer: Takayuki Koabayashi; System Support Programmer: Noriaki Harada; Background Programmer: Hideyuki Miyashita; Event System Programmer: Osamu Komuta; Battle Programmer: Naoto Ohashi; Naval Battle Programmer: Shogo Wakasa; Battle Effect Programmer: Tomohiro Miyazaki; Effect Programmer: Hioraki Arai; Character Designer: Junko Kawano; Character Model Designer: Tsuguro Shimpo; Monster Designer: Shuuhei Ikeda; Storyboards: Jun Saito; Background Designer: Chieko Mukaiyama; Ship Designer: Kenta Kimura; Motion Designer: Yasuhiro Hayashi; Effect Designer: Norihiro Terashi; Event Movie Designer: Harumi Murakami; Opening Movie Designer: Takashi Tsuchiya; Music By: Coba, Masahiko Kimura; Sound Effects: Tatsumi Adachi; Sound Programmer: Kenji Kawai; Director: Masayuki Saruta; Written and Produced By: Junko Kawano; Company 2: Konami Digital Entertainment - America; President: Tommy Gotsubo; Chief Operating Officer: Geoffrey Mulligan; Senior Vice President - Sales and Marketing: Catherine Fowler; Vice President - Operations: Linda Stackpoole; Vice President - Production: Kurt Busch; Senior Director - Marketing: Rick Naylor; Product Manager: Dennis Lee; Director - Marketing Communications: Cherrie McKinnon; Associate PR Director: Marc Franklin; Associate Marketing Director: Brad Schlachter; Associate Director - Creative Services: Monique Catley; Localization Producer: Ken Ogasawara; Lead Localization Rewriter: John Saito; Localization Rewriter: Mel Baltazar; Packaging and Manual Design: Scott Allen
~ Keith Adams, All Game Guide

Tuesday, May 25, 2010

Wild Arms: 5_(Part 2)

Wikipedia:

Wild Arms 5


Wild Arms 5
Wild Arms 5 US.jpg
Wild Arms 5 North American cover.
Developer(s) Media.Vision
Publisher(s) JPN Sony Computer Entertainment
NA XSEED Games
EU 505 Games
Series Wild Arms
Platform(s) PlayStation 2
Release date(s) JPN December 14, 2006
NA August 28, 2007
EU April 11, 2008
Genre(s) Console role-playing game
Mode(s) Single player
Rating(s) CERO: B
ESRB: T
Media 1 × DVD-ROM
Input methods Gamepad

Wild Arms 5, released in Japan as Wild Arms: The Vth Vanguard (ワイルドアームズ ザ フィフスヴァンガード Wairudo Āmuzu Za Fifusu Vangādo?), is the fifth video game in the Wild Arms series of Western-themed science fantasy console role-playing game. The game celebrates the series' 10th anniversary by featuring cameo appearances of characters from the previous games. Produced by Media.Vision for the Sony PlayStation 2 platform, it was released in Japan on December 14, 2006 and in North America on August 28, 2007. A European release by 505 Games was first scheduled for November 30, 2007 and then delayed until February 22, 2008. This release date passed, but the game was finally released on April 11, 2008.

In the USA, the first print run of Wild Arms 5 came in a commemorative "Series 10th Anniversary" box and included an art book featuring character art from all five Wild Arms games. This limited edition was later replaced by a standard edition with different cover art and no extras. The European version was released in two different versions, though both featuring the "Series 10th Anniversary" cover from the USA release: a limited edition, including an 80-pages art book, and a standard edition, without the art book.

Contents [hide]

Gameplay

Combat system

Wild Arms 5 battle system.

During combat, the field is split into seven hexagonal sections, some of which may have special properties. The player and enemies can move to different hexagons during their turn. This time around, the party count is three instead of four. Dean's party members and enemies can act instantly when they move onto the next hexagonal platform.

The Force meter returns from Wild Arms 4. This meter increases as Dean's party members make physical attacks or are attacked. This can be used for Original attacks, Team Combos or summoning Guardian beasts to attack enemies. The more powerful the attack is, the more the Force meter will be drained. The characters can summon guardian beasts to the field to attack enemies. They can also use combination attacks that utilize most or all of the party. New in Wild Arms 5 is the ability to chain attacks together. This lets one of Dean's party members attack two to five times provided they have the Violator Badge equipped and enough bullets to make the attack.

ARMs

Each playable character is equipped with an ARM, a specialized kind of gun that deals physical damage in a range that varies for each character, from one-hex away to any hex. The ARMs must be reloaded after a number of shots by having the character defend for one round. While each character has a specific ARM, there are cartridges that can be added to increase its firepower. The ARMs also have their own stats that can be boosted by using "dragon fossil" items acquired during play.

Like in other Wild Arms games, ARM is an acronym, though its actual meaning is obscure. There are two versions given in the game.

Mediums

By the time the player is able to control three characters at once early in the game, the tools known as mediums are introduced. In this version, they are portable computer devices with mystical qualities. Each character can only equip one medium at a time and there are six available mediums throughout the game. Each medium specializes in affecting specific parameters and granting the character unique Original and Force abilities.

Exploration

Wild Arms 5 is a third-person video game. The world map is not scaled down, and towns and dungeons can be seen in their real size. The player traverses the world by walking, or employing various vehicles, including a train and monowheel. The field avatar cannot be changed; Dean is always the leader.

Dungeon exploration has two modes. In Action mode, the player can jump, slide, and interact with objects. In Shooting mode, Dean draws both of his ARMs and can fire them freely. By employing various cartridges, the player can interact with the environment in a number of ways. Some examples include activating distant switches, breaking down obstacles, and lighting torches.

Plot

Story

Like every game in the Wild Arms series, Wild Arms 5 takes place on the world of Filgaia. Humans are currently being ruled over by the Veruni, an alien race that landed on Filgaia 100 years ago. Dean Stark, the protagonist of the story, lives in a secluded village away from all the turmoil. He dreams of one day leaving the village to pursue his dream of becoming a Golem Hunter, someone who excavates ancient robots, like his idol Nightburn. While in the mountains, Dean and his childhood friend Rebecca spot a Golem's arm fall from the sky and land in a cave just in front of them. Upon entering the cave, they find a girl curled up within the Golem's hand. The girl only remembers two things, her name (Avril), and the words Johnny Appleseed. After receiving the pair of ARMs (special guns) she was holding, Dean, along with Avril and Rebecca, decides to embark on an adventure to find out what the words "Johnny Appleseed" really mean.

Meanwhile, a revolt has begun within the Veruni government. A man named Volsung has overthrown the leader of the Radical faction, sworn enemies of the more peaceful Moderate faction, claiming that his violent actions are necessary for the survival of the Veruni.

Characters

Playable characters

All playable characters are equipped with ARM weapons (see Gameplay section)

  • Dean Stark - a teenage boy who wishes to be a Golem Hunter. Dean often obsesses over Golems, to the point where he, if he can, finds any piece of any Golem. He is naive, but his idealism influences the other characters. He idolizes Nighburn. Dean fights with a pair of ARMs.
Special Ability: Doubles the damage of all critical attacks
Voiced by: Hiro Shimono (Japanese), Yuri Lowenthal (English)
  • Rebecca Streisand - Dean's childhood friend, who is smarter than he is. She has feelings for him, but does not dare reveal them. Rebecca fights with a revolver-style ARM.
Special Ability: Can randomly shoot/attack up to two to five times
Voiced by: Nana Mizuki (Japanese), Wendee Lee (English)
  • Avril Vent Fleur - the mysterious girl with amnesia. Avril fights with a sword ARM that can change into a whip.
Special Ability: Can randomly double the DP of all physical attacks including critical attacks
Voiced by: Shizuka Itō (Japanese), Michelle Ruff (English)
  • Greg Russellberg - a 'Golem Crusher' who destroys golems, looking to find the man who killed his family. Greg fights with a combination sword/shotgun.
Special Ability: Randomly guards after attacking
Voiced by: Tomoyuki Shimura (Japanese), Patrick Seitz (English)
  • Chuck Preston - a young, boastful Golem Hunter with self-confidence issues. He fights with a piledriver-like weapon.
Special Ability: Increases his attack power proportional to his loss of HP
Voiced by: Eiji Hanawa (Japanese), Liam O'Brien (English)
  • Carol Anderson - the young assistant of a mysterious professor. She is extremely intelligent, but very shy and clumsy. She is equipped with a backpack-mounted missile launcher.
Special Ability: Can attack any enemy from any position
Voiced by: Asuka Tanii (Japanese), Mona Marshall (English)
  • Asgard - the golem that dropped Avril. It acts as a transportation device and an ally in battle. Asgard is not under direct player control, but its combat actions can be preprogrammed.

Other characters

  • The group's enemies include Volsung, leader of the radical movement, and the four sentinels under his command, Fereydoon, Persephone, Kartikeya, and Elvis. Their goal is to ensure the survival of the Veruni race at any cost. Note that all these characters (except Elvis) are named for figures from various mythologies, although this is not mentioned in the game. Volsung comes from Norse myth, Fereydoon from Persian myth, Persephone from Greek myth and Kartikeya from Hindu beliefs.
  • Other characters include Nightburn Acklund, a famous golem hunter who is Dean's hero, and Captain Bartholomew, the captain of the Moderate ship Mayflower.

Graphics

The game makes use of CGI to create a 3D effect, including a slow camera pan drift. The player can zoom in and out from different angles during gameplay. There are also several computer generated cut scenes. The art style for the characters is a typical anime look, as opposed to a realistic or superdeformed one. In addition, the game features a wide selection of alternate costumes for all the playable characters, including several originally used by characters from the previous Wild Arms games, that can be obtained during gameplay.

Music and sound effects

The game features voiceovers in several of its cutscenes and battles.

The music for Wild Arms 5, the only video game title where the original series composer Michiko Naruke did not contribute, was provided by Masato Kouda along with series newcomer Noriyasu Agematsu.

Unlike past Wild Arms, Nana Mizuki, who voiced Rebecca in the game, sung the opening "Justice to Believe" and ending "Crystal Letter" theme rather than Kaori Asoh.

Development

Reception

Wild Arms 5 garnered generally positive reviews; the game has an average review score of 74% according to Game Rankings, and 71/100 on Metacritic.[1][2] Total PlayStation rated the game 9.5/10.[3]

Sources

  • Wild ARMs 5 Prima Official Game Guide, published in America by Prima Games (2007)

References

  1. ^ "Wild ARMs 5 Reviews". Game Rankings. http://www.gamerankings.com/htmlpages2/931326.asp. Retrieved 2007-09-30.
  2. ^ [1]
  3. ^ "Wild ARMs 5 Reviews". Total PlayStation. http://totalplaystation.com/ps2/Wild-ARMs-5/reviews/7461. Retrieved 2009-02-16.

External links


Donate to Wikimedia

Wild Arms: 5

Games:

Wild Arms 5

http://content.answers.com/main/content/img/amg/games/drg200/g276/g27624rp9s2.jpg

Game Description

Developed for the 10th anniversary of the series, Wild Arms 5 follows a group of young travelers as they fight for their dying land. Players guide the rag-tag bunch of heroes through a 3D world full of adventure and combat. While jumping, sliding, and stomping through the environment to complete the main objective, gamers can also engage in mini-games and side quests for money and rare items. Although the story revolves around new characters, the HEX battle system returns and several known avatars make cameo appearances during the game. Duel-pistol wielding skills make their debut in Wild Arms 5, and allow gamers to shoot different bullets that solve puzzles located throughout the adventure.
~ Gracie Leach, All Game Guide

Production Credits

Lead Game Designer: Koichi Shirasaka; Character Designer: Tomomi Sasaki; Original Story: Kaoru Kurosaki; Scenario: Hirokazu Taki; Battle Designer: Koichi Shirasaka; Field Designer: Kazunori Murakami, Kan Akuzawa, Tetsuya Sugiyama, Koichi Shirasaka; Scenario Assistant: Eriko Kudoh, Tomomi Inoue; Event Designer: Hiroki Ishii, Eriko Kudoh, Kan Akuzawa, Tetsuya Sugiyama, Tomomi Inoue; Field Programmer: Yusuke Wakigawa, Kiyoshi Tsukada, Satoshi Kodaira], Shuichiro Fukumaru, Ryuij Shitoh; Battle Programmer: Hiroshi Yamaki, Takaaki Sohno; Event Programmer: Ryuij Shitoh, Satoshi Kodaira, Takaaki Sohno; Interface Programmer: Hiroshi Yamaki, Kiyoshi Tsukada, Junichi Ishiba; Sound Programmer: Junichi Ishiba; Movie Programmer: Junichi Ishiba; VU Programmer: Makoto Ochi; Event Scripter: Shuichiro Fukumaru, Satoshi Kodaira, Ryuij Shitoh, Junichi Ishiba; Programming Support: Takao Suzuki; Art Director: Takayuki Yabubayashi; Monster Designer: Tetsuya Ookubo, Takayuki Yabubayashi, Yuta Ootani, Kosuke Moritake, Rie Kawamoto; Guardian Designer: Shinya Tokunaga; Sub-Character Designer: Masae Hanazawa; Alternate Costume Designer: Hidefumi Kataoka, Shinya Tokunaga; Product Designer: Hidefumi Kataoka, Tetsuta Ookubo, Naoki Ozaki; Badge Designer: Yukiyoshi Moti; Character Modeler: Shinya Tokunaga, Kaori Usui, Kazuyuki Kumazoe, Sanae Itoh, Shunsuke Fujii, Hideyuki Kido; Character Texture Artist: Shinya Tokunaga, Jun Sekine, Hidefumi Kataoka, Toru Saitoh, Yuta Ootani, Tomoyuki Iwakuro, Ayumi Yano, Shunsuke Fujii, Hideyuki Kido; Concept Artist: Wataru Kamiya, Takeshi Tomiwaki, Hiroyuki Ogino, Rie Kawamoto; Field Object Designer: Takayuki Yabubayashi; Field Modeler: Daisuke Miura, Naoya Teduka, Shunsuke Fujii, Hideyuki Kido, Yuuto Nishioka; Field Texture Artist: Takeshi Tomiwaki, Takayuki Yabubayashi, Hiroyuki Ogino, Toru Saitoh, Daisuke Miura; Battle Scene Artist: Kosuke Moritake, Jun Sekine; Effects Artist: Yutaka Kunimoto, Yukiyoshi Mori, Shu Takenaka, Naoki Ozaki; UI Designer: Naoki Ozaki; Character Animator: Masaya Kobayashi, Kosuke Moritake, Yuuki Akaba, Masae Hanazawa, Jun Sekine, Tomoyuki Iwakuro, Shunsuke Fujii, Hideyuki Kido; Storyboard Artist: Hiroki Ishii, Masae Hanazawa; Event Animator: Kazuyuki Kumazoe, Hidefumi Kataoka, Sanae Itoh, Kaori Usui, Kosuke Moritake, Minechika Kitai, Mari Hamada, Satoshi Kawazu, Taeko Ebina, Yuuto Nishioka, Masae Hanazawa, Jun Sekine, Yuta Ootani; Graphics Production: Rise-On, Highwaystar Co Ltd.; Sound Composer: Masato Kouda, Noriyasu Agematsu; Recording and Mixing Engineer: Hiroshi Tokunaga, Hisayoshi Kondoh; Production Assistant: Daisuke Kikuta, Kazuya Taniguchi; Strings: Masatsugu Shinozaki; Guitar: Kazuhisa Negishi, Nozomu Kanow, Hiroshi Imaizumi; Electric Bass: Hitoshi Watanabe; Flute, Picclo, Tin Whistle: Takashi Asahi; Oboe: Hiroshi Shibayama; Whistle: Hiromi Sano; Vocals: Eri Sugai; Violin: Takuya Mori; Session Coordination: Jin Kano; Opening Theme: "Crystal Letter"; Lyrics: Hibiki; Music: Miki Fujisue; Vocals: Nana Mizuki; Music Producer: Tomonobu Kikuchi; Lead Sound Designer: Junko Sano; Sound Designer: Hiroyuki Kasuya, Makoto Yamaguchi, Tomohiro Imura; Sound Library Team: Isamu Terasaka, Hiroshi Yamamoto, Mitsuteru Furukawa, Tomohiro Ito; Sound Producer: Shinpei Yamaguchi; International Coordinator: Masaaki Doi; Assistant Director: Harumi Umezawa; Director: Nobukazu Satoh; Producer: Akifumi Kaneko, Eitaro Nagano, Kentaro Motomura; Executive Producer: Takashi Fukushima, Yasuhide Kobayashi, Takahiro Kaneko; Supervisor: Fumiya Takeno, Masatsuka Saeki, Tomikazu Kirita; English Text Translation: 8-4 Ltd.; Coordinator: John Ricciardi, Hiroko Minamoto; Lead Translator: Andrew Church; Editor: Chris Mackenzie; Translator: Kevin Gifford, Casey Lee, Nathaniel Guy; Voice Direction and Engineering: Keith Arem; Dialogue Editor: Kevin Patzelt, Matt Lemberger, Byron Evora; Voice Production Coordinator: Valerie Arem; Voice-Over Supervision: Aksys Games Localization Inc.; Company #1: Xseed Games; Localization Specialist: Michael Engler; Assistant Product Manager: Kenji Hosoi; Assistant Marketing Manager: Jimmy Soga; Sales & Marketing: Ken Berry; Finance: Kenzo Nogimura; President: Jun Iwasaki; Game Tester: Michael Stamps, Ian Siparsky, Ian Thorpe, John Lockwood