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Click here for the latest update! Panzer Skank shows us the darker side of 774 Deaths So with the ending of Nanashi no Game (that you can check out here if you missed it), it seemed like everything should have had a happy ending. Asahi's soul was finally laid to rest, Ikuta was able to finish his work of love for his family, and Davey somehow managed to survive it all (though he inevitable lost everything else in the process). But it's hard to keep a good curse down and that brings us to the 'Nameless Game's' sequel, Nanashi no Game Me (or loosely translated 'The Nameless Game: Eye'). Released roughly a year after the first game, the metagame as well picks up a year or so after the events of the first game and puts us in control of a new protagonist who has to deal with some very similar set of circumstances. A cursed game is still being spread through the portable gaming population and people are still turning up dead, with the usual situation of being given a seven day life span to deal with the curse. The thing is though....that for however similar it may seem to the initial curse, there's plenty of differences this time around to leave the player guessing and on their toes. So please, I can't emphasize this enough but refrain from spoilers. As far fetched as it might be that people out there know the plot, don't spoil it for others. Finally, I want to give a huge shout-out to SA user How Ingratiating! for doing the amazing translation work you see in these videos. This game, much like Nanashi no Game, never got a proper English release and more so, this is currently the only English translation going on of the game. And if you like what you see and wish to show her some thanks, then maybe check out her patreon (https://www.patreon.com/rat) since translation is how she gets by and helping out is nice. Also if you like the subtitles you're seeing in the videos, that's all thanks to the super hard work of Panzer Skank who is way better at subtitles than I could ever be. Fanart! by yokaiy discworld is all I read fucked around with this message at 07:43 on Apr 1, 2015 |
# ? Feb 17, 2015 10:17 |
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# ? Apr 26, 2024 00:59 |
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I can't tell if these in-game character profiles are a step forward or a step backward. But what I do know is that Davey will always come out on top. (also the length of time that the dialogue stays up will improve after this video; this is just a learning experience for me to guess how long the dialogue should stay up, so bare with me) discworld is all I read fucked around with this message at 00:27 on Feb 22, 2015 |
# ? Feb 17, 2015 10:18 |
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I'm a big baby and watching that at 4am was a bad idea
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# ? Feb 17, 2015 10:56 |
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I liked the LP of the previous game and I'm looking forward to this game.
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# ? Feb 17, 2015 17:20 |
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This just seems like a cash grab? I hope the plot has something cooking.
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# ? Feb 17, 2015 20:39 |
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coleman francis posted:This just seems like a cash grab? I hope the plot has something cooking. And I'm sure at some point Panzer will enter the thread and talk about her poor experiences trying to play 774 Deaths, cause apparently it's super horrible.
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# ? Feb 17, 2015 20:46 |
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Glad to see this up and running. Looking forward to more
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# ? Feb 17, 2015 21:05 |
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It seems our best friend had a sad lonely life.
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# ? Feb 18, 2015 02:50 |
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Good news! I just finished translating the remaining days. Now I can sit back and enjoy the LP with the rest of you. (and get scared)
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# ? Feb 18, 2015 03:37 |
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I've been waiting a long time for a playthrough of this game. Thanks a bunch. My only request is that you talk to the NPCs, if it isn't too much trouble for you and the translator. It's nice having the story from them, too, and not just the summary. (Some subtler things might be missed, as well.) Other than that, good so far. The video quality and audio is pretty good. (It might also be interesting to occasionally show the game during non-required parts, since it often mimics the real-world location you're in.) Are you going to be doing two runs to show off both paths and endings? E: Oh, there was also Nameless App for mobile, which was Japan only. It's a game that focuses much more on the RPG exploration parts of the original games, though adds in more of an action part by giving the player health and having to avoid enemies. 774 DEATHS was based off of that game's version of the side-scrolling minigames. Zamujasa fucked around with this message at 03:56 on Feb 18, 2015 |
# ? Feb 18, 2015 03:53 |
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Zamujasa posted:I've been waiting a long time for a playthrough of this game. Thanks a bunch. My only request is that you talk to the NPCs, if it isn't too much trouble for you and the translator. It's nice having the story from them, too, and not just the summary. (Some subtler things might be missed, as well.) Also yeah, anytime that there are cartridges that I know how to get in the game world then I'll try my best to get them but I'm not especially going out of my way since they aren't plot necessary. For the most part though, in this chapter at least, it does what it did in the previous game and just leaves you with a single static screen (though it's not the bench this time around). And yeah, the three-ish endings will be shown off; though in reality it's more like 2 and a half. I've tried my best to cover and find what can be found in-game; so hopefully I don't end up missing anything too great....like I almost missed that second rooster picture...cause it is a sight to behold.
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# ? Feb 18, 2015 04:02 |
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Man, it feels like they really upped their game with the cutscenes. Those teeth.
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# ? Feb 18, 2015 04:24 |
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Mraagvpeine posted:I liked the LP of the previous game and I'm looking forward to this game. Echoing this, I was really hoping you'd do this one.
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# ? Feb 20, 2015 03:56 |
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Just binge watched your LP of the first game so I'm all hyped for this I just hope Asahi isn't involved again poor kid deserves some peace
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# ? Feb 20, 2015 22:18 |
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So since I figure that most people already saw the first chapter in the previous thread, we might as well get this mystery ball rolling by heading into the next day....but something is amiss here. By the end of the opening dialogue we see that we are given different two routes to go? That's right, it's not just a linear path anymore! And we will be taking both paths, but today we'll be focusing on the first path of danger....straight to Ooyama's house! Blockhouse posted:Just binge watched your LP of the first game so I'm all hyped for this VVVVVV Well I wouldn't down play that feeling just yet; we've still got plenty of game to go through to not look back. discworld is all I read fucked around with this message at 00:28 on Feb 22, 2015 |
# ? Feb 20, 2015 23:39 |
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Oh good, I'm glad they're using the top screen of the DS for something! That's a nice touch. When you got stuck in the alley loop, my gut instinct was not to turn around and look behind you. Guess I've been reading too much Jojo, though.
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# ? Feb 20, 2015 23:57 |
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I cannot take this game seriously. Between the
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# ? Feb 21, 2015 00:45 |
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Is it just me or is Yuuto played by Ben Stiller?
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# ? Feb 21, 2015 01:14 |
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The left eye/right eye thing is pretty neat and they are at least giving you more varied locations. Maybe this isn't so bad after all.
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# ? Feb 21, 2015 03:01 |
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EDIT: Thought I was in the DS3 thread, don't mind me.
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# ? Feb 21, 2015 03:10 |
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So is that "Lives X0" thing before the platforming section just a "wooo spooky" thing or do you actually only have once chance to do it or game over? What happens if you fail the platforming section, anyway?
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# ? Feb 21, 2015 04:28 |
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dijon du jour posted:So is that "Lives X0" thing before the platforming section just a "wooo spooky" thing or do you actually only have once chance to do it or game over? What happens if you fail the platforming section, anyway? discworld is all I read fucked around with this message at 05:27 on Feb 21, 2015 |
# ? Feb 21, 2015 05:22 |
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I'm glad that Davey's friends are understanding enough not to comment on the fact that he evidently has his head turned like 45 degrees to the left at all times.
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# ? Feb 21, 2015 05:24 |
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I feel like this game is in danger of falling into the classic j-horror sequel trap where the creators feel like they have to escalate so much that things loop around from scary to dumb which is how we got a Ringu reboot where Sadako turns into a grasshopper monster and chases a woman around for fifteen minutes
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# ? Feb 21, 2015 10:06 |
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Blockhouse posted:which is how we got a Ringu reboot where Sadako turns into a grasshopper monster and chases a woman around for fifteen minutes This sounds like the perfect thing for a Saturday afternoon
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# ? Feb 21, 2015 10:17 |
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Blockhouse posted:I feel like this game is in danger of falling into the classic j-horror sequel trap where the creators feel like they have to escalate so much that things loop around from scary to dumb Honestly the only problem I have with the game is that sometimes the designers didn't know how many times to use a puzzle. So you get introduced to putting down flowers in the game world and it drives off a regret, then you find that you need to keep doing it. But then it gets used another four times and you're just speeding past it because now it's just a tedious roadblock. I don't know, I really enjoy the game but I can definitely see it's faults. tlarn posted:This sounds like the perfect thing for a Saturday afternoon
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# ? Feb 21, 2015 10:26 |
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So it's safe to assume that if this curse game is the same one from the first game that whoever/whatever is haunting it (as you mention in the latest video, probably not Asahi) that it's gotten a lot worse since Asahi was around. The music is already all corrupted sounding and the in game graphics are already flickering about as bad as it was at the end of the first game i think? At least that's the feel i'm getting from it P.S They go a bit crazy with the jump scares this time around don't they? P.P.S That platforming section looked pretty janky, does it control alright?
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# ? Feb 21, 2015 12:35 |
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Just a quick note on the videos, I did all the subtitle work in Aegisub! If anyone ever wants to know how I did anything in these videos or just generally anything about that fuckin program at all, feel free to hit me up. SystemLogoff posted:It seems our best friend had a sad lonely life. I'm so glad someone else noticed Yuuto's masturbation palace Blockhouse posted:which is how we got a Ringu reboot where Sadako turns into a grasshopper monster and chases a woman around for fifteen minutes Niggurath posted:This is pretty much every Saturday afternoon for me: Okay bad news but we need to loving watch this poo poo immediately if Blockhouse isn't being facetious. I can't even tell anymore. Daijoubu. Edit: VVVV Blargh this is my fault with my mediocre japanese skills, sorry about that. Panzer Skank fucked around with this message at 01:08 on Feb 22, 2015 |
# ? Feb 21, 2015 22:23 |
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Minor nitpick, the kana for our intrepid hero's name actually says something more akin to "Deevey". デイビー results in more hits on Google, anyway, but for our purposes it's just fine. I watched an LP of this game and of the original wayyyy back on Nicovideo and it's just as amazing as it was then. Can't wait to see if I understood the game's plot correctly the first time around. Odds are, I didn't. If you ever need help translating, I'm around too!
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# ? Feb 22, 2015 00:55 |
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Just for the record, I let the ディビー thing slide, because subs were gonna cover it up anyway. vv I've seen the whole game already via someone else's Youtube LP. It had awful sound quality, so I listened to cute happy music while using it for translation context. Now I get to hear all the sounds and BGM for the first time in Niggurath's LP.
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# ? Feb 22, 2015 05:01 |
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Panzer Skank posted:
I am dead loving serious.
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# ? Feb 22, 2015 06:36 |
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As far as I know the only thing the counter does is give you an achievement at 774 deaths in, well, 774 DEATHS. You'll also note the subtle humor in the fact it isn't counting lives, it's counting, well. You'll see when he dies. The controls aren't terrible; the weird stuttering is because the game kinda fumbles with moving blocks. The story-required ones aren't difficult at all, but there are a few you can get from cartridges that are more difficult than some of the Kaizo Mario levels. I think the only "secrets" in this game revolve around the cursed game cartridges that pop up. A select few of them only show up on certain days (like a Friday the 13th for #13, I think?). The videos are great so far and you're doing a good job of explaining what's going on. Looking forward to the next update. I guess you're doing each day's routes first? E: Something neat you might not notice at first: If your left eye is pointing at a Regret, there will be much more distortion along the point where it is, even if it isn't otherwise visible. (You can see this in a few parts when they're moving post-flowers and you pass by.) Zamujasa fucked around with this message at 07:56 on Feb 22, 2015 |
# ? Feb 22, 2015 07:52 |
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Zamujasa posted:As far as I know the only thing the counter does is give you an achievement at 774 deaths in, well, 774 DEATHS. Not even that, unless it decided to not unlock for me for some reason. I was pretty disappointed when I got up to and past 774 and nothing happened at all.
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# ? Feb 23, 2015 11:14 |
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Really really enjoyed the first go around, already enjoying this one Glad to see an actual scary game on DS
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# ? Feb 23, 2015 14:07 |
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Polsy posted:Not even that, unless it decided to not unlock for me for some reason. I was pretty disappointed when I got up to and past 774 and nothing happened at all. Zamujasa posted:As far as I know the only thing the counter does is give you an achievement at 774 deaths in, well, 774 DEATHS. You'll also note the subtle humor in the fact it isn't counting lives, it's counting, well. You'll see when he dies. Also I'm going to try my best to get the more obvious cartridges, but I definitely know I won't be getting them all and that's fine...because I've seen what it unlocks and I'll just link a video to it later because I have no want to do that thing that it unlocks.
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# ? Feb 23, 2015 18:53 |
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I love the haunted cartridges. I used to play a friend's NES in his super scary, creaky old house as a little kid, so this gives me a nostalgic feeling. (And it's kinda hilarious.)
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# ? Feb 23, 2015 19:24 |
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Okay, I've had words about this for a while so now I'm gonna post 'em. Let's Talk About 774 Deaths This game is poo poo. This game is loving garbage. I hate this game. First things first though - This cute little dog runs along before the title screen. I don't know what he's from or what he's supposed to mean, but I like dogs. So this is okay. Back to the main menu though, pressing start game takes you to the first room: The two weird shapes are shortcut wells. Once you hit the halfway point and, I'm assuming the last room, you can unlock these shortcut wells to get back to where you were. Going out the door at the bottom returns you to the main menu, the door at the top takes you to the next room. To move in the overworld you need to swipe to take a step in the direction that you swiped. It is a really clumsy way to move around. The NPC statues you can find in each room can be interacted with in so far that they change the appearance of your character. As far as I can tell this is purely aesthetic and has zero effect on the game. Here's the first room of the game. Each grave is a small game to play. They're usually gray to start with, to indicate the game hasn't been cleared, but I've played a little bit so I've got a few white headstones to mark that I've beaten that game. Each sign just has the number of the game. Walking up to the headstone and tapping it starts the actual gameplay. 110 deaths is about as far as I'd gotten by actually trying to clear this piece of poo poo game before I realized it was bullshit and gave up, but I'll get to that in a second. Let's talk about the types of games there are first. The first one is the same basic platformer we see in Nanashi no Game: Me, except as you can see the buttons are drawn onto the screen. They are small, and once your fingers are on them you cannot see them anymore. You can very, very easily lose track of where they are and miss the button entirely. They also do not handle rapid input well, like if you need to jump multiple times quickly. Like in the very first loving game for example. The next game type requires you to turn your phone vertical. This game type is a loving appalling mess. Basically your character falls at a set speed, and you need to rotate your phone side to side to navigate around a death obstacle course. The further to the side you rotate the phone, the faster the character moves to the side. It's an incredibly imprecise way to control anything on this loving earth and of course the mazes are based entirely around precision and memorizing where the bullshit kills come from. Here's the next room of games and the next random character model we can be. Each room opens up after you've cleared... I think it's half of the games in the previous room? I've managed to clear a few rooms through sheer self loathing. The third game type is an endless runner, where your character is constantly running to the right and you need to tap to make them jump over obstacles. This game type, in particular, is fifty kinds of stupid bullshit, and why is a little hard to explain. Primarily, every game type has hosed up garbage physics that are wildly inconsistent between runs. You can do the exact same series of inputs five times in a row and get incredibly different outcomes every time. Rather than just needing to jump over obstacles in the endless runner stages, they require you to manipulate the physics to make jumps that are otherwise impossible. The game will put a single block you leave the character against, pushing them back toward the left side of the screen (you die if the left side actually reaches your character). Jumping over this block will then cause your character to increase in speed very very slightly, in a weird effort to gradually rubberband them back to the center where the character is meant to be. This is not an obvious feature or even meant to be something the player is supposed to notice, I think, but nearly every endless runner stage in the game uses this hosed up physics manipulation as the crux of its design. The final game type is literally the dumbest poo poo possible. Remember those little metal ball mazes you could get for like a dollar as a kid? You rotate the plastic maze around and navigate the ball through it and it's not fun at all? It's that, except with your poo poo character and an impossibly tight time limit. Some of them, like this one, are rather linear. You just need to tilt the phone to slide the character away from the blades through a linear maze. Some of them, however, are very complex mazes that you have to memorize and slam through as fast as possible to beat the time limit. I could go on and on about how awful the gameplay is in this. The controls are inconsistent, the physics are non-existent. The precision it demands for such miserable control is just stupid. You will die from being near a blade, thinking about a blade, saying the word blade out loud. The hitboxes on these things are stupid and murder you with no warning, even when you are not anywhere near them: Playing this game is a living misery. BUT. Zamujasa posted:As far as I know the only thing the counter does is give you an achievement at 774 deaths in, well, 774 DEATHS. You'll also note the subtle humor in the fact it isn't counting lives, it's counting, well. You'll see when he dies. THIS POST. This post intrigued me. What the hell happens when I actually die 774 times? Also, while we're on this subject, where did the 774 number come from? "Nanashi" can sort of be 7 and 4 near each other, but it is more likely to be read as the "seven deaths" pun rather than the two numbers. Even still, where did that extra 7 come from? What the hell am I missing here. Anyway. I picked a level where you die pretty much the instant you spawn, set the phone on my desk, and drummed my fingers on it while I watched a movie. Touching the game when you die resets it, so I just didn't bother looking at it for an hour or two. Oh man what's gonna happen, what clever joke did Zamujasa reference, I just gotta know !! !!! .... Nothing happened. I'm actually up to about 1000 deaths now, nothing at all has happened. Maybe it unlocked an achievement, you're thinking. It has an achievements button right there. (As an aside, if you click "view the latest information" it takes you to a weird Square Enix site which has literally no information about the Nanashi IP, so. Whatever.) The achievements for this game are pretty bare bones. Achievements for unlocking each room and clearing each room, but nothing seems to have unlocked for getting the titular number of deaths. Well, let's go back to the game then. ..... Yeah looking at the achievements actually breaks the entire game and you have to force close it to reset the aspect ratio. Also just one last aside that for some reason this is the only app I've ever seen that doesn't show a frozen state on the app management screen. Usually there's supposed to be like a small thumbnail of whatever application there, but instead it's just a transparent gray box? So, just to really depress the hell out of you if you're a fan of the Nanashi IP, Japan actually had a proper Nameless App released back a few years ago. It cost a whopping $10, but it looks like it was AMAZING. You can read about it here and on a few other scattered sites as well. The app actually had an imitation of the android homescreen that you would run the actual "cursed" game within. As you played, it would propagate a twitter application with fake tweets from other people playing the game and dying. It had an email application where you could receive haunted emails, and it looks like you'd even get hosed up ghost phone calls??? There is a haunted camera you needed to take spooky pictures with too. The RPG section even looks like it did have some sort of interesting narrative. As you can guess a $10 game didn't fare so well on the mobile market, so Square Enix pulled the entire thing down and replaced it with 774 Deaths. It's a really sad end for a super great IP. I hope they end up doing something more with it cause drat this sucks.
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# ? Feb 24, 2015 01:21 |
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Panzer Skank posted:Also, while we're on this subject, where did the 774 number come from? "Nanashi" can sort of be 7 and 4 near each other, but it is more likely to be read as the "seven deaths" pun rather than the two numbers. Even still, where did that extra 7 come from? What the hell am I missing here.
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# ? Feb 24, 2015 01:41 |
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asymmetrical posted:It's regular old Japanese number puns. Konami does it all the time with 573 (ko/go = 5, na = 7, mi = 3).... so then, "Nanashi" is straight up just "7 7 4." oh I dammit. I learned Japanese a real long time ago and I've forgotten about 98% of it. It didn't occur to me to just read "na" as 7. Sigh. Edit: VVVV I don't know how I failed to mention that but yeah, it totally plays the same goddamn song, super loud and on repeat. Forever. Panzer Skank fucked around with this message at 07:22 on Feb 24, 2015 |
# ? Feb 24, 2015 01:45 |
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# ? Apr 26, 2024 00:59 |
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The important question for 774 Deaths: does it play the music? The infernal tune that is stuck in my head for like 3 days after every one of Niggurath's updates?
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# ? Feb 24, 2015 07:20 |