Under the radar games last gen that should get a port?

高野和泉

"SAKURA FESTIVAL!"
Joined
Jul 27, 2018
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Tomato Convenience Store, Golden Qr.
What are some of the single platform games that you felt flew under the radar last gen that could use a re-released & where/what ideally is best? Whether it's multiplatform and/or accessibility such as gamepass/PS plus/low price of entry(20$ or less) to get a second chance to establish a proper fanbase across all gaming camps?

Here's some of mine:

Time and Eternity

tidbits & trivia:
Gameplay
Battle is based on use of different skills, which the player character learns as she progresses through the game. Enemies use skills to fight as well. Throughout the game, the player switches between controlling Toki and her alter ego Towa. The switch happens on each level-up or upon using certain items. Toki and Towa have different skills: Toki is skilled at long-ranged attacks, while Towa is better at close-range fighting.[6] The battles take place in real-time.[7]
Development and release
In January 2012, the game was announced in Famitsu magazine. At that time, it had been in the planning stage for two years, and was 45 percent complete.[8] Toki to Eien ~Toki Towa~ differs somewhat from many Japanese role-playing game by having a female protagonist, and by only having one playable character instead of a party. Producer Kei Hirono said that "We wanted to break the mold and step away from the current trend of male hero... to have a female hero playable character who is strong." As for only having one player character, Kei said that this is both to highlight the uniqueness of the character switching mechanic, as well as to reduce animation work.[9] Another key difference from usual JRPG fare is that Toki to Eien ~Toki Towa~ eschews the epic "save the world" type storyline for the more personally relatable experience of marriage. Kei himself was getting married at the same time that the game was in development.[10]
In May 2012, Imageepoch's CEO, Ryoei Mikage, held a meeting to determine whether Toki to Towa would be released in English.[11]
A standard edition and a limited edition were released in Japan on October 11, 2012. The limited edition includes a 48-page artwork booklet, a soundtrack and drama CD, eleven custom PlayStation 3 themes, and a special storage box.
Speaking at the 2012 Taiwan Comic convention, Namco Bandai's Kei Hirono confirmed plans to released the game in English.[12] In late December, a trademark application confirmed the English version's title to be Time and Eternity.[13]
On February 21, 2013, NIS America revealed that they would release Time and Eternity in North America on July 16 and Europe on June 28 in regular and limited edition.[14][15] While some English versions of JRPGs alter the content, such as changing character names or plot details, Kei Hirono has said that "Aside from the language, it’s going to be the same as the Japanese version." The English version will also give players the option of either Japanese or English voices.[9]
Soundtrack
The game's theme song, "Rewind", is performed by Japanese R&B and J-pop singer May J.[2] The music score is by Yuzo Koshiro and Takeshi Yanagawa.[16][17]
Steam/switch/PS plus will be ideal for this one.
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Lost Odyssey

Tidbits & trivia:
Gameplay:
Lost Odyssey uses a traditional turn-based battle system seen in most Japanese role-playing games, similar to early Final Fantasy iterations. A world map allows the player to move the party between adjacent towns or fields on the map, while later in the game the player is given more freedom to explore the world through the use of ocean-going ships.[5] Towns and cities provide inns for the player to recover the party's health, stores for buying and selling of equipment, and save points for the game.[6] While exploring certain areas, the player will randomly encounter monsters to fight.
The combat system incorporates aspects of battle initiative and length of actions to determine how events resolve each turn. Item usage is instantaneous, regular melee attacks are executed on the same turn, while casting spells or using special abilities may delay the player's action for one or more turns, depending on their speed.[7] Actions can be delayed if the user is hit by an attack. The player has the option to cancel an action on a subsequent turn if necessary.
Melee attacks include an "Aim Ring System" using equippable rings with added effects. As the character launches the attack, two concentric targeting rings appear on screen.[8] The player must time their button release in order to make the rings intersect.[8] An accuracy rank ("Perfect", "Good" or "Bad") indicates the potency of the effect.[8] These include additional damage specific to certain types of monsters or their magic element, hit point or mana absorption, status ailments, or being able to steal items. Even if awarded a "Perfect", a character can still miss the attack altogether. These rings are created by synthesizing "components", and can be upgraded into more accurate, or more potent versions; advanced rings can be made by combining two or more rings at a special vendor.[8][9]
In combat, both the player's party and enemies are arranged in two lines, front or back. Up to five party members can participate in battle at once.[10] At the start of battle, the back line is protected by a special defensive "wall" which is based on the combined hit points of the front line.[11] This wall reduces damage that the characters in the back experience.[12] However, as the front line takes damage, the wall weakens, and can only be recovered through the use of certain spells or skills.[12]
There are two types of characters that the player controls. "Mortals" gain skills by leveling up, but can benefit from additional skills by equipping accessories.[13] "Immortals" do not know any skills initially, but instead gain skills by "linking" with a mortal character that is currently part of the battle formation, earning skill points in battle towards complete learning of the skill.[13][14] Immortals can also learn skills from accessories by equipping them in the same manner,[13] much like the ability point system of Final Fantasy IX. Once a skill is learned, the player can then assign these skills to a limited number of skill slots, initially starting at three but able to be expanded via "Slot Seed" items or certain skills.[13] Immortals also have the ability to automatically revive in battle should they lose all their hit points; however, if the entire party is downed, including the immortals, the game will be over.[15]
The game's magic system is based on four classes of magic: Black, consisting primarily of elemental attacks and negative status effects; White, mainly for healing and protection; Spirit, for stat changes, status ailments and non-elemental magic; and Composite, which can combine two spells, once learned, into multi-target or multi-function spells.[16] To cast spells, the player must first find spells to fill the spell book, and then must have characters that have learned the appropriate magic skill of the right level to cast that spell.[10]

Development:
The development of Lost Odyssey was first proposed to Microsoft Game Studios by Final Fantasy creator Hironobu Sakaguchi. The first discussions began in 2003.[27] It was a collaboration between Mistwalker, an independent game studio set up by Sakaguchi in 2004, and Microsoft.[28][29] It was initially an internal project by Microsoft with Sakaguchi, but development ran into difficulties. Faced with critical problems, Microsoft decided to found a dedicated studio to help with development: this became Feelplus, which formed one part of AQ Interactive. The staff of feelplus included a large number of developers from the defunct Shadow Hearts developer Nautilus, and staff members from The Legend of Dragoon and Phantom Dust. Among the shared staff were art director Takamasa Ohsawa. They also included developers from Microsoft and Sega. Further freelance staff were also brought in.[28][30][31] Development started in 2004 and lasted three and a half years.[27][32] Mistwalker handled the story and character design, Feelplus developed the actual product, while Microsoft provided funding, project management and testing. While development started with ten people, at development's peak it was at 150. The game's respective director and technical director, Daisuke Fukugawa and Katsuhisa Higuchi, had previously worked at Square Enix. Sakaguchi was fairly closely involved during the initial development, but during later phases he took a more hands-off supervisory approach.[27][28][33]
The game's story was written by Sakaguchi, whose main aim was to create a highly emotional experience that explored the human psyche. According to him, the game's setting revolved around conflict and its effects. In addition to Sakaguchi's work, Japanese novelist Kiyoshi Shigematsu created over thirty stories detailing Kaim's life as an immortal, titled "A Thousand Years of Dreams".[31][34] According to Shigematsu, it was the first time he had ever worked on a video game, and was unsure about whether he could evoke emotion as he did in his books. In the end, he found that the interactive medium gave his work a new impact that moved him to tears upon seeing it in place.[35] These story segments were presented in the game in a similar style to a visual novel, as the stories were intended to evoke emotion. The gameplay, such as the battle system, was kept deliberately traditional so that Sakaguchi had freedom to experiment with the story.[34] Despite this, he wanted to introduce new real-time elements into the system.[34] One of the elements Sakaguchi checked was how story and gameplay were balanced: sometimes, he would ask for a cutscene to be removed or for a boss battle to be lengthened if the balance seemed off.[33]
The music was composed and produced by Nobuo Uematsu at his studio Smile Please, a composer famous for his work on the Final Fantasy series. Arrangements were done by Satoshi Henmi and Hiroyuki Nakayama.[36] Uematsu was contracted to Mistwalker to work on three of their games, with the first being Blue Dragon. He was highly excited for the title as it was Sakaguchi's first "serious" game since leaving Square Enix in 2003. As he was involved with Lost Odyssey from the early stages, receiving information on the characters and setting, he was able to create his first musical pieces while the game was in early stages. Most of the two hours worth of music was recorded with a live orchestra, as Uematsu felt that the emotion evoked by the game could only be communicated through live instruments. As with his previous work, Uematsu's music covered a lot of ground: the musical style varied from grand orchestral pieces, to hardcore rock, to ambient electronic music. In addition, he used unusual ethnic instruments to introduce unconventional sounds, including a sitar and a shakuhachi. The main theme was written in a minor key to express the burden of living for over a millennium: it was incorporated into the score in various forms. Two of the songs in the game, "What You Are" and "Eclipse of Time", were sung by award-winning vocalist Sheena Easton.[37] The vocal track "Kaette Kuru, Kitto..." was sung by Japanese band Flip Flap. The lyrics for all the songs were written by Sakaguchi.[36]
Switch/Steam/PS4(20$ entry price) would be my ideal for this one.
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Grand Knights History

Tidbits & trivia:
GAMEPLAY:
Grand Knights History is a traditional role-playing video game set in a fantasy world where players must take control of a group of up to four characters from three separate classes—knight, archer, or wizard—who must travel through various landscapes battling enemies and take part in the story.[2] While knights specializes in close combat and melee weapons, archers are adept at ranged attacks with bows or guns while wizards can cast magic spells to attack enemies or aid allies.[2] Each character can be customized in a number of ways, including appearance, voice, weapon specialty (four types for knights, three types for archers, and two types for magic users) and magical spells from four schools (Air, Fire, Earth and Water), and may be organized in one of 20 separate fighting formations which affect their battle performance.[3]
Depending on a player's choices, characters may learn specific skills and techniques which may further aid them in combat, which is carried out in a turn-based fashion where the character or enemy with the highest speed will attack first.[3] Battle sequences take place on convex fighting area known as the "Battle Sphere Reel", which the game's camera pans across when party members or enemies take action.[4] Those are taken in form of AP, with each specific action of a character (attacking, defending, fleeing, etc.) consuming points. The AP is shared among all characters in battle, meaning the player must plan the attacks in order for each character to use their actions effectively. While the amount of starting AP is set per battle, this can be increased by each opponent defeated; it will not carry over for subsequent fights, though. If a unit of the player is killed, it will be removed from the rest of the battle, receiving half the EXP and returning with 1 HP after the battle.
The player's base of operations resides in their home city, where they can undertake quests, purchase items and progress with the story. There is also a calendar which affects the amount of sidequests shown; most sidequests are time sensitive, while story quests have unlimited time. While in the world map, the player moves around in the form of a chess-like piece, with a limited number of "steps". These can be replenished by consuming items known as tents, but can only be used once per adventure. When the player depletes all their steps, will be automatically transported back to the city. Another thing the player must take note is the "Bravery" attribute each character has, with maximum of 100. This depletes by each battle fought, and once below 30, the amount of starting AP will be reduced in all fights. Bravery can be recovered through items or after a week is passed.
By outfitting characters in new weapons, armor, and ornaments, a player may increase a characters statistics which allow them to become stronger, as well as further affect their appearance.[5] The story is advanced by taking part in quests which require the player to travel across the game world on a map with interconnected areas and towns.[6] As players complete more quests, paths to new areas become available to explore.[6]
Making use of the PlayStation Portable's PlayStation Network online function, players may battle each other in groups representing one of the game's three kingdoms.[3] As each group wins battles against opposing factions, they expand their territory within the online environment, granting them access to rewards and a standing on community-based leaderboards.[3] Winning groups may vote on which territory to attack next, and individual players may opt to have their characters controlled by artificial intelligence rather than themselves manually.[3] The online servers were disabled on October 31, 2013.[7]

Development
Grand Knights History was first announced in a March 2011 issue of Famitsu magazine and was originally planned for release by Marvelous Entertainment the following summer.[9] In June 2011, the company released the first video preview as well as a new release date set for September.[10] The game is the first title from Vanillaware since Muramasa: The Demon Blade for the Nintendo Wii in 2009, and is the first traditional, turn-based role-playing game from the company, as well as the first developed for the PlayStation Portable.[11]
Project director Tomohiko Deguchi explained that the game contains an art style similar to their previous projects, elaborating that "The 2D characters will be animated just like in our action games, and we're also challenging ourselves to build a new type of gameplay by fusing online and offline."[11] The online mode was seen as a main component of the game, which Deguchi elaborated "Most RPGs up to now involve one person or a group of friends playing together, but we're trying to set up this new kind of game, a full-on war that all the users are connected together in. It's a war RPG where not just one player, not just a few people, but all of the players are drawn together as they fight."[9] This decision prompted the game's publisher to set up an online infrastructure capable of allowing players on separate continents to play with each other.[3]
Music
Grand Knights History features music from four members of the video game music production company Basiscape: Mitsuhiro Kaneda, Yoshimi Kudo, Noriyuki Kamikura, and Masaharu Iwata.[8] Company founder Hitoshi Sakimoto, whose previously provided background themes for other Vanillaware titles such as Odin Sphere, GrimGrimoire, and Muramasa: The Demon Blade, served as music producer.[12] An official soundtrack was released in October 2011 by Basiscape Records featuring 45 tracks across two discs.[12] Customers who pre-ordered the title in Japan could also received the Grand Knights History Special Mini Soundtrack featuring six select songs.[13] The game's official television commercial theme song is "Navigation", performed by J-pop artist fumika.[14]
Multiplayer would be so lit for this game. Low entry 20$ on Steam/PS/Xbox/& switch plox.
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Last Rebellion

Tidbits & trivia:
Gameplay:
Exploration is free-roaming, but in combat, the mechanics become turn-based. The battle system will allow the player to target specific body parts of an enemy, and the reaction will be realistic; hence, if you shoot out the legs of an opponent, his or her movement will be drastically reduced, while blows to the arms will weaken their attacks. By strategically striking key areas of the body, players can strip the enemy of their ability to fight. Players can switch back and forth between the two characters during battle. Since Nine and Aisha share a single turn, the player must strategically choose which character will execute their attacks first.[5]
Development
The game was first announced on May 8, 2009 by Nippon Ichi Software for an October 2009 release.[7] However it was announced on November 2, 2009 that the game would be delayed to an early 2010 release.[8] On November 4, 2009 Nippon Ichi Software announced that the game would be released in Japan on January 28, 2010.[2] On December 22, 2009 it was revealed that the game would be released in North America in February 2010.[9] On January 16, 2010 it was announced that the game would be released in Europe on March 12, 2010 and would be published by Tecmo Koei.[3]
Songs
Opening theme
Ending theme
Steam port and switch. And a 20$ low entry price. Very odd kind of game. Divisive, but there's gotta be enuf people who dig it like me on steam and Ninty platform to do it some justice.
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That's it for now. What are some of yours? :)
 
Honestly I think most of mine have been covered, more or less. Both No More Heroes and Deadly Premonition are back, and it was nice to experience Shenmue for my first time. I might like ports of Saints Row 2, GTAIV, or even Zelda: Skyward Sword, but none were really ignored. Nier would be great but I already consider it a miracle we got a sequel. Maybe Devil’s Third if they have it some tweaks? Otherwise I’d just agree with Lost Odyssey.
 

These two games could be released as an HD Port by Bluepoint Games for thirty dollars on PlayStation 4, XBOX One X, Nintendo Switch, and Steam.


Since this was released for handhelds, I think a port to the Nintendo Switch would work best given its dual nature.


Same as Muramasa Rebirth, this could easily be ported over to the Nintendo Switch at a thirty dollar price on the E-Shop.
 
Muramasa is a beauty. Bad choice to port exclusively to the dying vita when it had the chance to be ported before. Dragon crown and Odin sphere made the right call to be ported to both ps3 & ps4(the most popular platform). The DLCs side stories alone are worth the price of admissions. Even higher quality experience than the main game itself imo.
 
Not really under radar, but Alan Wake and Witcher

Witcher's console port was cancelled and Alan Wake deserves some new love. My Mac can run Witcher, even Witcher 2 except for incompatibility with integrated GPU--like Shenmue HD--but not sure I feel like playing there. Worthwhile to install OS X Steam for only Witcher and Total War Shogun 2? Been meaning to get into the entire series, and although I'm normally very neurotic about playing games in order, I feel i might break my own rule and skip to Witcher 2.]

My 360 still sits in the box, waiting to find mint Witcher 2, Alan Wake, Fallout New Vegas and both Condemned (there's another one which would be nice to see ported to PS4 or PS5). All i have for 360 at the moment is Orange Box.
 
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@xatruio All bar Condemned 2 are BC and available on the MS store. Even AW: American Nightmare is on there.

But yeah, it annoys me the original Witcher didn't get a port too.
 
Not really under-the-radar, but Ninja Gaiden Sigma 1+2, Nier, Drakengard 3, Fist of the North Star musou, Megaman Powered-Up, Maverick Hunter X, etc would all be lovely and welcome on PC and current gen consoles.
 
Not really under the radar

But it does sadden me that Metal Gear 4 is trapped on the PS3. Would kill for a port.

Infamous 1 and 2 would be awesome to have on PS4 -- would kill for those games at 60fps.
 
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