Unsung Story: Tale of the Guardians is the spiritual successor in a storied line of epic tactical RPGs designed by Yasumi Matsuno. Playdek is excited to be partnering with one of the most legendary game designers, as well as you the fans, to bring out a refreshing, immersive new take on the tactics genre.
In the hands of the veteran tactical RPG master himself, Unsung Story will re-imagine a classic game genre, as Yasumi Matsuno weaves together one of the complex and rich game worlds that he is known for, with inspiring class based tactics game play.
Unsung Story is an exciting turn-based, tactical war simulation RPG that plays across a great epoch, through individual story episodes. YOU, the player, research and explore the vast history of this conflict that nearly tore Rasfalia apart, by reliving past battles and political events.
Your viewpoint into this series of intertwined history varies from battle to battle. In one fight, you may command a group of knights protecting a great empire, while in another scenario you may lead a group of revolutionary soldiers, made up of commoners, who are fighting to topple the same empire!
Battles take place on a 3-D landscape, with an immersive player controlled camera, while episode and scene selection is made through a detailed 3-D world map. Units that you command are profession based, and within each profession are multiple classes.
Each class within a profession has certain characteristics, and you can change classes within a profession to suit your tactical needs! The world is also rich with magical creatures that are not only foes on the battlefield, but under certain conditions can be commanded by you as well!
The character professions, replete with individual classes, provide you with deep game mechanics that you can mold to your individual play style, and adapt to the scenario at hand. You will build your front and backlines by combing these classes into various groups or parties, based on the needs of the battlefield.
More RPGs, fuck yes. This looks good and now that I've searched who the fuck Yasumi Matsuno is, I have high hopes for this. We'll see how it develops, I was hoping for a bit of gameplay, but haven't found any..
Upon achieving our initial funding goal, in addition to iOS and Android, Unsung Story: Tale of the Guardians will come to the PC and Mac platforms as well as Windows Tablets.
And a hardcore console game designer decided to jump on the PC money train? Sorry but no thanks.
Its´s Matsuno everything he did was pure gold so far.
Yes, but this project is a tablet game first and foremost and later it might be ported for PC. And that always ended up well...
sar·casm | \ ˈsär-ˌka-zəm \
1: a sharp and often satirical or ironic utterance designed to cut or give pain
2a: a mode of satirical wit depending for its effect on bitter, caustic, and often ironic language that is usually directed against an individual
b: the use or language of sarcasm
When the Unsung Story Kickstarter first launched, Playdek promised that the game would be out in July of 2015, but in an update sent to backers yesterday, CEO Joel Goodman wrote that it’s been delayed to late 2016 thanks to layoffs and other unfortunate financial circumstances at the company. Fine. Delays happen. What’s more alarming is that Playdek seems to have switched focus on Unsung Story to make it more of a multiplayer game, and that their new development timeline is all about player vs. player combat rather than the narrative-heavy single-player game that the Kickstarter initially promised.
Check out the new timeline, via yesterday’s update:
Phase One June 2016: Initial PvP beta release for online testing. This will include multiple arenas and two character schools with fully functional game play.
Phase Two August - Sep 2016: Additional schools will be added, post beta feedback from the previous phase. Other online features TBD will come online.
Phase Three October 2016: Online skirmish mode against the A.I. will be added, allowing for A.I. balancing and testing that will include all of the feedback gathered from the online PvP beta game play. The Design and Art backer tiers will be involved with their respected character and scenario creation process.
Phase Four Post October 2016: While the online PvP beta testing is going on, the scenarios for the first two episodes will be blocked out and built, and the scripting will be adjusted as the A.I. is balanced from the beta feedback. When these episodes, along with character creation and item collection are polished, the first two episode campaigns will be released.
Backers are, understandably, furious about this development. They gave Unsung Story over $600,000 because they wanted a spiritual successor to Final Fantasy Tactics, not a multiplayer game—in fact, the words “PvP” and “multiplayer” aren’t even mentioned on page of the original pitch.
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Last night, I e-mailed Playdek’s Goodman to ask him two questions. For starters: why the sudden switch in focus to PvP? Weren’t players expecting a single-player story game?
“The PvP focus is not a sudden switch, but more importantly to the backers, it does not impact the single player campaign mode as far as content and depth,” he wrote. “The best way to ensure that the campaigns have balanced scenarios with good A.I. is to gather play testing data from online players in head to head matches, and then polish the game with that feedback... Due to the lack of consistent updates the backers did not know that this has been our internal development approach, but the idea that online game play was going to be in the game was covered in the KS video, as well as subsequent updates. It is a bonus to the single player story experience.”
Today's update begins with an apology for the four month delay since the last update. Then Playdek drops the bomb: "We have had some development setbacks that are affecting our timeline and progress on the game, while also affecting what we need to do in the immediate future as a company." Since the previous backer update, the team lost a few key staff members. Playdek now only has "one internal team capable of working on a single project, and for the financial strength of the company we need to focus on a few products in the near term that have the ability to get to a retail release before Unsung Story is able to."
This isn't a permanent goodbye. Playdek is still seeking outside development help. It can't make any promises, and "at this time [it does] not have an update as to what the new release window for development rollout will be." The launch window will be updated if any new circumstances arise.
On the update page, most of the backers are either calling for refunds or swearing off crowdfunding entirely. Whether this project will be miraculously saved or left die remains to be seen.
Kickstarter Backers Are Not Reacting Well To Unsung Story
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On Friday night at around 10pm ET—optimal time to release news—the developers of Unsung Story put out yet another update for their longrunning Kickstarter failure. Backers were... not happy.
In case you haven’t followed the ongoing Unsung Story debacle, here’s the short version: In January of 2014, the developer Playdek raised $660,000 for a strategy-RPG that they said would feature a story and design by iconic Final Fantasy Tactics designer Yasumi Matsuno. By the end of 2015, it became clear that Playdek wasn’t going to deliver. A string of broken promises, the introduction of PVP to what was originally characterised as a single-player game, and lingering communication issues led Unsung Story backers to give up on all hopes of seeing the “Final Fantasy Tactics successor” they had funded.
And now, nearly three years after the Kickstarter, Playdek now says they’re, uh, getting proper funding. And working on a playable build. And some other details that still don’t explain why it’s taken this company so long to deliver on what they promised.
sounds like the Little Orbit fellas are actually doing it
summary from RE
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I'm not gonna go over the history of the project, but here's what I learned from the June stream and what the new devs (Little Orbit) are doing to salvage the game (or rather, redoing it themselves entirely). Keep in mind they didn't get any of the kickstarter money from getting back the project, Playdek used up everything...somewhere. I only know Little Orbit got the full rights for the project for a low price with the promise that Playdek will never be involved on anything related to this ever.
That's what I learned:
Playdek didn't pay Akihiko Yoshida for his work on the game. They just ghosted him entirely, took his work, and bailed out.
For this reason, Akihiko Yoshida did not want to return on the project because it was so toxic, but he said he would be open to work with Little Orbit on future projects
Playdek went on some weird tangent turning this game into a PVP game, but that's not what Little Orbit wants to make. The current project is a single player game
Hitoshi Sakimoto had already finished his work on the soundtrack, so the music is still done by him
Yasumi Matsuno had done 3/4 of the scenario writing and game design before he realized Playdek was fucking everything up and then he gave up
Little Orbit met them in Tokyo and renewed contact with both of them, Matsuno finished the story and talked to them about what the game should be.
From what I'm understanding, the story is giving you a bunch of perspectives between rival nations, and you get to play from several characters from each of them.
Matsuno envisioned a story where it's the end of the war and one of the nations have been dominating and are gearing up to finish it up. You control a character leading an important VIP to a peace talk at the start.
Matsuno wanted a timeline map instead of a world map, where you get to follow the war from various perspectives at different time. The war lasted 70 years, you start the game at the end of that war, and you explore that war in the past.
Matsuno wants the story to start at the end when all hope is lost and you go back to unravel how the story goes and potentially fix it (time manipulation?)
Platforms are: Xbox One, PS4, Switch, Windows, Linux. Also PS5 and XSX
Matsuno wanted some kind of hexagonal or triangle grid instead of the classic square grid, but they thought it wouldn't work with all the other features so they went back to a square grid like FFT.
Half of the classes are melee and the other half is magic (or ranged i'm not sure if the two are combined)
Main character, Rime, is customizable. Skin tone, hair and stuff like that, maybe generic units too. You get to have a team of generic characters and story characters will join you if I understand right. Story characters might change depending on the timeline you are on.
You will get more customization options as the game goes that you can unlock and find
There is an inversion mode where you get to fight in the same story maps but with different rules, different enemies, etc
As far as I understand, there are no random battles, only story battles and inversions. But not confirmed
There is a harmony system giving wide buffs to the team. Basically, offense/defense/support skills have each a different color, and depending on the color distribution, you'll get a team buff. If it was all offense skills, you'll get a large attack buff, if it was a balanced, you'll get a light buff to all three aspects, etc.
You have a primary and secondary job, you can master skills and I think you can keep them even if you change jobs
Jobs make them take another outfit
The game will have around 45-50 missions
They're planning on finish it Q4 2021
There are multi-parts missions
There is a permadeath optional mode
There will be more variety in mission objectives
Their intentions are to deliver on all the kickstarter rewards that were promised by Playdek. That means all the physical items too
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