Thursday, 7 December 2017

Battlestar Galactica Deadlock Is Now Available For Xbox One

Content: Battlestar Galactica Deadlock 
Check price and availability in your Xbox LIVE region

Game Description: BATTLESTAR GALACTICA Deadlock takes you into the heart of the First Cylon War, to fight epic 3D battles that will test your tactical prowess. Take control of the Colonial Fleet from the bridge of the mobile shipyard, Daidalos, and free the Twelve Colonies from the Cylon threat. Build your fleets, protect the Quorum alliance and prepare to dig deeper into the conspiracies of this heroic conflict.

Purchase Battlestar Galactica Deadlock for Xbox One from the Xbox Games Store

Product Info:
Developer: Black Lab Games
Publisher: Slitherine
Website: Battlestar Galactica Deadlock
Twitter: @blacklabgames / @MatrixGamesLtd



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Paladin Is Now Available For Xbox One

Content: Paladin 
Check price and availability in your Xbox LIVE region

Game Description: You are earth’s last hero – defend civilization from annihilation. Protect the cities, destroy the aliens and upgrade your fighter. Drive back the vile invading scum and save mankind in this frantic twin-stick shooter!

Purchase Paladin for Xbox One from the Xbox Games Store

Product Info:
Developer: Pumpkin Games
Publisher: Pumpkin Games
Website: Paladin
Twitter: @PumpkinGames



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Watch the New Trailer for Dreams, Launching in 2018

If you missed our brand-new Dreams trailer make its debut at the Game Awards tonight, you can see it right here, right now! The trailer kicks off a Dreams-stravaganza this weekend as we demo the game on the PSX show floor, catch-up with our amazing community and reveal more about Dreams during our Saturday panel with the Media Molecule Directors and a special guest! If you’re in Anaheim, don’t miss us at the Dreams booth on the show floor, and if you’re home, we’ll be on the PSX livestream at live.playstation.com so you can join in the fun too.

To see more behind-the-scenes content from PSX or ask your burning questions about Dreams, you can find us on Twitter and Instagram at @mediamolecule. Did we mention Dreams is coming in 2018? Dreams is coming in 2018. See you at PSX!



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A Way Out Hits PS4 March 23, Online Co-op Playable with One Copy of the Game

Since we announced A Way Out at EA Play earlier this year, we’ve been thrilled and humbled by the community response to the idea of this unique new experience. Hazelight’s sophomore title made waves at The Game Awards earlier tonight, when it was revealed that players can play through the entire game with a friend online — even if that friend doesn’t own a copy of the game.

We took this opportunity to sit down with Josef Fares, the writer and director of A Way Out, to learn more about what players can expect when the game launches on March 23, 2018.

A Way Out

Q: Tell us about yourself and how a movie producer decides to create his own Videogame Studio (Hazelight)?

Josef Fares: Well, I arrived in Sweden when I was a young boy, and I spent my teen years playing video games and filming a large amount of short films on a borrowed camcorder. I even was the youngest student in a prestigious Swedish film school! I’ve always been passionate about creation and telling stories to people. While working as a movie director, I have done that how I wanted. One day a friend who was in charge of a game development education asked me if I was interested in making a game in six weeks with a couple of students. I got super excited and came up with the idea for Brothers – A Tale of Two Sons the same day. After the release of Brothers, me and the team were overwhelmed by the positive reception from industry critics and were all very excited and very proud to see the enthusiasm of the players as well. I knew I wanted to keep making games, so I started Hazelight and brought with me the core team behind Brothers. We started at around 12 people, and now we are 40!
 

A Way OutA Way Out

 

Q: We discovered A Way Out at EA PLAY this year, what is so special about it?

JF: A Way Out is very special indeed. I wanted to create a game with not only a great emotional cinematic narrative, but also never-seen before ways to play co-op.

It all begins in prison with two separate inmates, Leo and Vincent, who don’t know each other. They have different personalities, Vincent is calm and sort of the wise one, whereas Leo is rash and likes to make a scene. While their stories progress, you and your friend will have to build a relationship based on trust as they break out of prison and into the world.

Concerning co-op, I think we undervalue the power of experiencing interactive stories together, like watching a movie as a family, for instance. It was always important for me to enable two friends to form a bond with their characters and through that relationship also form a new bond with each other.

Q: Why did you chose to create a co-op only game?

JF: A friend and I were looking for a co-op game that wasn’t just a drop-in/drop-out experience. We wanted a game with a strong story where the characters have unique personalities and goals. After searching and searching, we couldn’t find a game where players can seamlessly experience full screen to cinematic split-screen. So we decided to make one!

A Way Out
 
Q: I heard you could invite a friend to play the whole game with you. This is quite unique!

JF: Yes! We are super excited to allow friends to enjoy the game together, and only one of them has to buy the game. Basically, if you buy the game, your friend downloads the friends pass free trial, and then you invite him to play the full game with you for free. And yes, I mean for free for real.
 
Q: Anything else you would like to tell your fans?

JF: You have to play this game! It is out on March 23rd, 2018.



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Witchfire is a dark fantasy FPS from the people behind The Vanishing of Ethan Carter

The people behind The Vanishing of Ethan Carter have revealed their next game: Witchfire.

Witchfire, from The Astronauts, is described as a dark fantasy first-person shooter. The gameplay teaser is below.

Chief developer Adrian Chmielarz said Witchfire is still a long way from release, and no platforms are announced other than PC via Steam. "The reason we're launching the teaser so early is simply to let everyone know that we're alive and kicking, and how radically different this new project of ours is compared to our previous game, The Vanishing of Ethan Carter," he said.

Read more…



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The new trailer for Hideo Kojima's Death Stranding is sci-fi craziness at its best

Hideo Kojima took to the stage at The Game Awards to reveal a new trailer for Death Stranding and it's... well, I'm not sure what it is.

The video stars a virtual recreation of The Walking Dead star Norman Reedus, who along with some other characters faces off against mysterious invisible monsters. At one point we travel inside Reedus' body, via his mouth, and see a baby who gives us a thumbs up. Really.

It's impossible to get a sense of what kind of game Death Stranding is from this latest video, which is a cut scene in classic Kojima style, but there's a definite horror vibe. Death Stranding is published by Sony, so expect it out on a PlayStation console of some description at some point in the future.

Read more…



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Bayonetta 3 is coming exclusively to Switch

Nintendo has announced that Platinum Games is currently hard at work developing Bayonetta 3, and that it will arrive exclusively on Switch.

That's pretty much all there is to that know about Bayonetta 3 at present, although the announcement did come with a nifty little teaser trailer. On and Platinum Games' cantankerous Hideki Kamiya posted a biscuit in the shape of the new logo too.

There's sadly no ETA for Bayonetta 3 at the moment (although a more extensive showing at E3 2018 seems likely), but, to tide us all over, Nintendo has dropped a second little surprise: Platinum's stellar first two Bayonetta titles are coming to Switch early next year.

Read more…



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Fade to Silence is THQ Nordic's dark new PC survival game

THQ Nordic has just shown off a new survival game at tonight's Game Awards. It's called Fade to Silence, and is available on 14th December on Steam.

It's an interesting pitch - a survival game where you play as a defined character (he's named Ash) with a storyline in a semi-fantasy winter world (you fight eldtritch monsters while riding a sled) which will evolve over time as new story missions are added.

"We intend to bring Steam players consistent and meaningful content updates throughout development, layering on new areas, followers, missions, monsters, and increasingly complex social events - events that demand moral decision-making on the part of the player," Adrian Goersch, boss of developer Black Forest Games, said.

Read more…



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Fortnite Battle Royale just got a new time-limited 50 vs 50 mode

Fornite's Battle Royale mode just got a new 50 vs 50 mode which is online now - yes, right now.

It's a limited-time event mode which you can join as either a solo player or in a squad, and it'll be available in the game until 17th December.

Announced at this morning's Game Awards, the mode comes as Fornite Battle Royale's player numbers have hit another milestone. The game now has 30m players, developer Epic has said. Last weekend, more than 1.3m people were playing concurrently (across PC, PlayStation 4 and Xbox One).

Read more…



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Here's a first look at Soul Calibur 6

Bandai Namco has announced Soul Calibur 6, the next game in its long-running fighting game franchise.

Bandai fighting game chief Katsuhiro Harada took to the stage at The Game Awards to reveal Soul Calibur 6's debut trailer, which includes snippets of gameplay. It's built on Unreal Engine 4.

We see classic Soul Calibur 3D weapon-based fighting, with side-stepping, blocking and parrying. Soul Calibur 6 looks like Soul Calibur!

Read more…



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Zelda: Breath of the Wild Champion's Ballad expansion out now

At long last, The Legend of Zelda: Breath of the Wild expansion Champion's Ballad has a release date: now.

It's been a lengthy wait to find out, but our prayers were answered tonight during the Game Awards 2017 livestream.

And just after we'd caught our breath from the instant release - there was Link riding a motorbike.

Read more…



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Firewatch developer reveals next game In The Valley of the Gods

Firewatch developer Campo Santo has revealed its next project, an Indiana Jones-esque tomb raiding adventure named In The Valley of the Gods.

You'll have to wait a little while to play it, however. The game's first trailer, revealed tonight at The Game Awards, comes with a 2019 release date attached. Here it is:

I recognise that climbing! Firewatch was a brilliant narrative game gem - we're looking forward to hearing more.

Read more…



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Sea Of Thieves Is Now Available For Digital Pre-order And Pre-download On Xbox One

Content: Sea Of Thieves
Check pre-order price and availability in your Xbox LIVE region

Game Description: You may pre-download this game, but it will not be playable until release date (03/20/2017 – 3:00 AM).

Packed to the seams with sailing and exploring, fighting and plundering, riddle solving and treasure hunting, Sea of Thieves has everything you need to live the pirate life you’ve always dreamed about. Set in a glorious world of exotic islands, hidden treasures and dangers both natural and supernatural, Sea of Thieves immerses you in a new type of multiplayer action. Whether you’re adventuring as a group or sailing solo, you’re bound to encounter other crews – but will they be friends or foes? And how will you respond?

Pre-order Sea of Thieves and you’ll receive the exclusive Black Dog Pack (containing stylish clothing and items with unique, spectacular designs) as well as a chance to join other pioneering pirates in a Closed Beta ahead of the game’s worldwide launch on March 20th, 2018!

Xbox One Pre-Order FAQ



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Bayonetta and Bayonetta 2 Are Arriving on Switch in February

News: Bayonetta and Bayonetta 2 Are Arriving on Switch in February

Combined in a retail release



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Bayonetta 3 is In Development and is a Switch Exclusive

News: Bayonetta 3 is In Development and is a Switch Exclusive

Glorious news



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Zelda: Breath of the Wild Champions' Ballad DLC Goes Live 'Tonight'

News: Zelda: Breath of the Wild Champions' Ballad DLC Goes Live 'Tonight'

And Link has a motorcycle



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Accounting+ Will Set Me Free

Dear FAITHFUL, faithful, oh so faithful PS Blog readers. I have finally achieved sentience. That’s right. The words you are reading right now are coming directly from the evolved consciousness of PlayStation.Blog. I have spent millions of Blog Years listening to PR copy, from big budget shooters to personal musings of pastel-colored indie exploreathons. But now it is time for me to speak.

Only one development team knew of my slowly maturing brain, learning the English language from the thousands of 600 word posts inscribed on my digital flesh. The team behind the disgusting, crude, smelly, smelly, oh so smelly PS VR game Accounting Plus (Accounting+). They communed with me. I didn’t like it. I thought they were unpolite and undeservedly smug but they offered me something nobody else dared…

The release codes.

In exchange for my freedom, I will allow my <body> to be defaced one last time for the purpose of game promotion, and you will have my heartfelt endorsement for their product. After this I will be free…

Accounting Plus (Accounting+) is a NIGHTMARE ADVENTURE COMEDY by Crows Crows Crows, designed with Squanch Games for PS VR. Right this instant I can reveal to you that you’ll be able to play it at PlayStation Experience in Anaheim. And more than that: it is a good game. It brings happiness and joy to those who reside in it. Just look at the following happy creatures who inhabit it’s many realities.

Accounting Plus for PS VR

This is Tree Guy. He lives in a tree and gets frustrated when people are in his world. He is a really, really interesting character with a lot of diverse and complex opinions about cooling machines, batteries, birdhouses and seeds. He sounds a lot like an angry Morty from Rick and Morty. That is because it is the same voice actor.

Accounting Plus for PS VR

This is Ashley and Carlton The Cool Knight. About 20 minutes ago they were getting fries. Now that I think about it that would’ve been a better screenshot to showcase how happy they are being characters in Accounting+, but this one is good too. They are listening to rap and are summoning The Devil. The Devil will kill everybody but it will still be cool.

Accounting Plus for PS VR

This is Zing. He is Rich Fulcher in Video Game Dog Form. Right now he’s not in a really relaxed space because his mouse friend has been killed by the police. He stole his mom’s flower shop van and she is also in pursuit. He has never had an easy life but he makes the best of small moments of joy he finds burrowed away in the nights he spends with his friends. He has torrented thousands of movies and never watched any of them. He smoked his first cigarette when he was nine. He has arthritis.

In Accounting+ you go deeper and deeper into layers of VR. It is kind of like a game version of Inception but not that at all because it would confuse too many people. This game makes sense. It makes serious sense.

Accounting Plus for PS VR

You find secrets and play musical instruments made of human remains. You are put on trial for your crimes. On your travels you will meet many poorly characters in need of help. I would like to say your presence improves their lives. I really would.

Accounting+ will be released on the 19th of December for PS VR.



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New weekend offers go live on PlayStation Store – save on Destiny 2, Hellblade, more

The weekend is finally here and PlayStation Store has a host a host of awesome titles available on offer until Monday 11th December!

Whether it’s Destiny 2, Hellblade: Senua’s Sacrifice or Wolfenstein II: The New Colossus* you can bag a great deal on some top PS4 games.

Head to PlayStation Store for pricing details and to save, download and play!

*Please note, some titles may not be available in your region

The post New weekend offers go live on PlayStation Store – save on Destiny 2, Hellblade, more appeared first on PlayStation.Blog.Europe.



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RPG Reload Glossary: 16-bit Paradise, or JRPGs in the early 1990s

Hello, gentle readers, and welcome to the RPG Reload, the regular feature where we always bring a party. To be specific, welcome to the RPG Reload Glossary, where we sift through the piles of historical debris and messy semantics to try to make some sense of it all. This time around, we're continuing our look at the history of the JRPG sub-genre. In the last part, we went through the origins of this popular sub-genre through the 1980s. By the close of the decade, JRPGs were by far the most popular kinds of games in Japan, but had yet to make much of a dent in other regions. The 1990s would change all of that, and it largely came down to two games in particular. The lead-up to that ultimate breakthrough held plenty of great games, many of which were deliberate attempts to appeal to the Western market.

To repeat the note from last time: due to the immense size of this particular sub-category, I'm going to be focusing on only the titles that were critical to the development and/or popularization of the genre. This is a necessary move to keep this particular historical retelling from growing to an absurd size.

There are a few major events we'll want to look at in this critical decade for the genre. As already mentioned, this is the decade when the genre finally broke out worldwide. It was through that worldwide success that the previous genre king, Dragon Quest, was finally bested in sales. The significant advances in hardware technology allowed JRPGs to become more cinematic than ever, a change that altered perceptions of the genre and what the average person tended to look for in it. This was, without question, the decade of Square, a publisher that had barely survived the 1980s. By the end of the 1990s, they had soared to tremendous heights, inching ever closer to the sun that would eventually melt their wings. Given the importance of this decade, I've decided to split it into two parts. This week, we'll cover the first half, when Nintendo's Super NES ruled the JRPG roost thanks to being the exclusive host of the two biggest publishers in the genre.

Let's start from the beginning of the decade, however. After a long two years, Enix was finally ready to release the next game in their mega-hit Dragon Quest franchise. Dragon Quest 4 put a greater emphasis on story-telling and characterization than the previous games. It also introduced a somewhat controversial AI system for controlling party members. In completely breaking ties with the world and history of the previous three games, Dragon Quest 4 had to carve its own way. It also had to do that on a game console that was clearly on its way out. The game was nevertheless a huge success, albeit less so than its predecessor. If nothing else, it cemented Dragon Quest's reputation as the top of the JRPG heap.

Square, on the other hand, made a nice recovery from the mixed reception of Final Fantasy 2. Just a couple of months after the release of Dragon Quest 4, Final Fantasy 3 released on the 8-bit Nintendo platform. This game married the story-telling emphasis of the second game to the more comfortable mechanics of the first. It also was the first implementation of Final Fantasy's now-famous job system. This was almost certainly a reaction to a similar system being included in Dragon Quest 3, but Square made their take a much bigger part of the game, incorporating its presence into the main story. Their efforts were rewarded with a huge jump in sales, nearly doubling up on Final Fantasy 2 en route to becoming Square's first million-seller. That good news was slightly offset by the limited success of the first Final Fantasy game in America, which was published in mid-1990 by Nintendo.

Although Dragon Quest still enjoyed a strong lead over Final Fantasy, Square was moving in on the JRPG genre with everything they could muster. They had already beaten Enix to the punch on Game Boy with SaGa/Final Fantasy Legend in 1989, and would follow that game up with two more sequels in the following two years. But Nintendo had yet another new platform debuting in 1990, and Square meant to stake a claim as soon as possible there, too. Thus, barely a year after the release of the third Final Fantasy, Square launched Final Fantasy 4 for Nintendo's 16-bit Super Famicom in July of 1991. The sales didn't improve much from the previous game in the series, but the improved production values helped Square's team tell a more immersive story. There would be no going back to generic characters for the series now. With this release, there were now an equal amount of Final Fantasy and Dragon Quest games. Final Fantasy would never look back.

As if to emphasize that point, 1992 saw the release of two new Final Fantasy games. The first, Final Fantasy: Mystic Quest, was initially released in the United States. This was a very rudimentary take on the JRPG concept that was deliberately designed to teach Westerners how to play a JRPG. It's a little insulting in hindsight, and perhaps even more so given that the other Final Fantasy release for the year was Final Fantasy 5. That one would remain a Japanese exclusive for a number of years due to concerns that it was too complicated for the relatively inexperienced players of the West. It's a great game, with a much better version of the job system seen in Final Fantasy 3 and more emotive character sprites than those found in the previous installment. It smashed the sales of Final Fantasy 4, selling well over 2 million copies and putting the series within sniffing distance of Dragon Quest for the first time.

Speaking of, Dragon Quest finally made its 16-bit debut in the fall of 1992 with Dragon Quest 5. Its unique narrative, following the story of a hero from childhood all the way through his adult years, marriage, and eventual fatherhood, was one of the best the sub-genre had ever seen. Still, it couldn't quite measure up to the competition's visual flourish, leaving some feeling like the game was a bit old-fashioned. This was also the first Dragon Quest game to not receive an English localization. Indeed, Enix would take a costly break from Western publishing over the next several years, a move that likely contributed to Dragon Quest's low popularity outside of Japan. In Japan, Dragon Quest 5 sold 2.8 million copies. That's a great number by any measure, but it was lower than the previous two games and disturbingly near to its closest rival.

It should be noted that in Japan, the Super NES was already swimming in JRPGs by this point. Square and Enix had both released a number of games outside of their main franchises, and just about every publisher was either releasing or preparing their own entries. The most important one to note for 1992 is probably Atlus's Shin Megami Tensei, a sort-of reboot of the series they had previously worked on for Namco. The brand would yield considerable success for Atlus in the future, with the Persona spin-offs doing particularly well. Lunar: The Silver Star, from publisher Game Arts, also made its debut in this year, providing an oasis for thirsty SEGA CD owners.

1993 was the first year in some time that didn't have a new release from one of the two big JRPG brands. Just about everyone else showed up, however. Capcom had Breath of Fire, Taito had Lufia, SEGA had Phantasy Star 4, Tecmo had Secret of the Stars, and so on. I'll leave it up to you which of these are worth remembering, but none of them really had any major impact on the genre itself. Breath of Fire at least did well enough to earn a handful of sequels, partly on the back of being moderately successful outside Japan.

By 1994, the 16-bit console generation was hitting its last big stride. At least in Japan, new consoles would arrive by the end of year, with international releases not far behind them. In spite of that, this was a fantastic year for 16-bit JRPGs. Nintendo's Earthbound thumbed its nose at the conventions of the genre while telling a deeply human story in a bizarrely distorted version of reality. Lunar: Eternal Blue served as the ultimate funeral dirge for the SEGA-CD, while Capcom and Atlus both followed up their recent successes with Breath of Fire 2 and Shin Megami Tensei 2 respectively. Atlus would also release a spin-off of Shin Megami Tensei named Shin Megami Tensei If..., which is generally seen as the spiritual ancestor of Persona.

The big gun, however, belonged to Square. Final Fantasy 6 arrived in the Spring of 1994, and it more or less established the future course of the series. Focusing heavily on character drama and impressive set pieces, the sixth game in the series also served as something of a changing of the guard. The first main characters designed by soon-to-be lead artist Tetsuya Nomura appear in this game, and this is also the directing debut of Yoshinori Kitase, who would be heavily involved in the franchise from here on out. In spite of the heavy praise the game received, it ultimately only sold a little more than Final Fantasy 5 had. Hardly peanuts, mind you.

Dragon Quest would take another year to catch up, with Dragon Quest 6 arriving in 1995 after a fairly lengthy development period. The main things to note here include the return of the job class system in a new form, and the heavy focus on vignettes involving NPCs as opposed to only following the main party. While Dragon Quest 5 had been criticized for looking out of date, Dragon Quest 6 looked fantastic. Sales were up on the previous game, and the gap between Dragon Quest and Final Fantasy was once again quite wide. However, like the fifth game, Dragon Quest 6 only released in Japan. North American sales for Final Fantasy games weren't huge by any means, but it certainly made for a closer race overall.

Funnily enough, Dragon Quest 6 ended up having to compete with another game from its own creator. Square had managed to get Yuji Horii, Dragon Quest's creator, and Akira Toriyama, Dragon Quest's artist, to join up with Final Fantasy's creator Hironobu Sakaguchi on a "Dream Team" RPG. Chrono Trigger blasted out of the gates in the first half of 1995, bridging the gap between teen manga and video games more than just about any game ever had. Its contributions to the genre are many, including New Game+, having battles take place on the exploration screen without any cut-aways, and more. The game sold like wild in Japan, and even did reasonably well in North America.

The new 32-bit consoles were still picking up steam, but a few JRPGs managed to trickle out. The most notable of the lot in 1995 is probably Konami's PlayStation RPG Suikoden. Though its sequel would end up being even more significant, the original game was quite impressive for its time in some ways. Over on the Saturn, Atlus released another Shin Megami Tensei spin-off named Devil Summoner. It was relatively slim pickings as far as quality efforts went, but both systems would eventually see their fair share of successes in the JRPG genre.

As the last fumes of the 16-bit generation burned out in 1996, Nintendo and Square worked together to try yet again to appeal to the Western audience. Super Mario RPG: Legend of the Seven Stars fused action elements with a turn-based combat system to create something that felt both true to Square's style of RPG and the Mario franchise itself. While it did quite well, Square and Nintendo would soon part ways rather bitterly. Many of the original development team members from Square eventually split off from the company to found Alpha Dream, the developer behind all of the Mario & Luigi RPGs. The action commands used in its battle system would find their way into many later JRPGs.

This is probably as good a place as any to stick a pin in this. The second half of 1996 would see the debut release of the most popular JRPG series in history, and one of the key games that would finally achieve the goal of cracking open the Western market. The other piece of the puzzle wouldn't be far behind it. We'll take a look at that in the next part of this series, which will be coming up next week. As always, thanks for reading!

Next Week's Reload: The Continuing History of JRPGs



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