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Why don't we make a Tactical RPG Shining Tears?

Discuss Sega's first Shining action RPG for the S*ny Playstation 2.

Why don't we make a Tactical RPG Shining Tears?

Postby chevkraken » Sat Jul 14 2012 11:52pm

From what I know, the thing everybody complain about Shining Tears and Wind is they aren't Tactical RPG. But as there is many excellent modders in this forum, why nobody had think to ripp every map, sprite and music from the games to turn them into a tactical RPG.

The map design would be very good map for tactical RPG, and all the attack and animation from the game could be reused (even if it will be Disgaea or FFtactics style of battle animation) All story élément and level up system could be the same as in the original game.

For the battle system combo attack and free movement (like in Sakura wars) could be used and will be the best for using all the movement of the character.

I
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Re: Why don't we make a Tactical RPG Shining Tears?

Postby sulfuroxp » Sun Jul 15 2012 12:37am

(and Shining Soul I & II, Shining Wisdom, in the Darkness, the Holy Ark, Shining Road I & II, NEO, EXA, Cross/Cross Raid/Cross Elysion, Shining Hearts, Shining Blade, etc...)

good idea
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Re: Why don't we make a Tactical RPG Shining Tears?

Postby chevkraken » Sun Jul 15 2012 1:08am

Shining blade is already a Tactical RPG (and an excellent)

And most of the other non Tactical RPG Shining aren't well designed to be tactical RPG but Tears and Wind are.

Shining Tears and Wind have many playable character (8). Wisdom, In the Darkness, Road and Soul have less than that, Its impossible to make Tactical RPG with less than 5 character.

Most of them are availaible after less that 3 hours of games. (Holy ark and Heart, it's really long to obtain more than 3 character), So it's very easy to turn the battle into real tactical RPG battle in the beginning of the game.

Holy ark and in the Darkness are seen in the First person, there is no sprite to used.

All them battle of the game take place in little map, it's not dungeon crawling or classical RPG (with no battle map). The map are well designed for a Tactical RPG.
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Re: Why don't we make a Tactical RPG Shining Tears?

Postby DomingoRules! » Thu Mar 02 2017 5:07am

chevkraken wrote:Shining Tears and Wind have many playable character (8). Wisdom, In the Darkness, Road and Soul have less than that, Its impossible to make Tactical RPG with less than 5 character.

Necromance powers, activate! Form of, a post!

Phantasy Star Online: Episode 3 managed adequately to do a tactical RPG where you only have one party member, so it's not totally impossible. Just impractical, and unconventional.

There's also Robotrek, and the Cyber Knight games, which while they mostly progress in the style of standard JRPGs, the battles are in the style of tactical games (albeit on very small battlefields).

P.S. I know it's "necromancy," but that's too many syllables for the joke.

*Edit: Oh, I just remembered Sorcerer's Kingdom for the Genesis, which also has SRPG-style combat with a max party size of four. :p
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Re: Why don't we make a Tactical RPG Shining Tears?

Postby Corsair » Tue Mar 14 2017 10:26pm

Monstania is a Trgp with one, sometimes two characters. Still manages to be pretty charming and fun.
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Re: Why don't we make a Tactical RPG Shining Tears?

Postby DomingoRules! » Fri Mar 24 2017 11:56pm

Eternal Eyes is another one that just came to mind. If I recall, the max party size in that was three or four. I remember the game being decently fun, but nothing to really write home about.
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