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On the Easy and Normal difficulty your choices are more limited to the amount of dungeons and recruits available to you. Masaki Kawase) will be translated into English. Hopefully in the future, other good CEDEC graphics presentations by Gotanda-san and others (e.g. Both presentations are highly recommended. These presentations deal with the theory and implementation of physically based rendering used in the tri-Ace 2011 demo trailer, as well as forthcoming titles. In addition, reviews of the English version were performed by Sébastien Lagarde ( DONTNOD Entertainment) and myself. However, many of Gotanda-san’s presentations were given in Japanese at the CEDEC conference, and the slides are also in Japanese.įortunately, the slides for two of these presentations (from CEDEC 2011) have been translated into English, in a collaboration between Gotanda-san and Marc Heng ( Square Enix Japan). Some of these were originally given in English these include presentations at GDC 2005, 20, as well as SIGGRAPH 2010 courses on shading ( slides, course notes) and color ( slides, course notes). Gotanda-san’s presentations are hosted on the tri-Ace research webpage. Yoshiharu Gotanda, the CEO and CTO of tri-Ace, has given many excellent graphics presentations over the years, mostly focused on physically based real-time rendering. For any new Valkyrie Profile, they had this interview for the 20 year anniversary for Valkyrie Profile: But any future with a new console AAA JRPG by tri-ace seem impossible.
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They've done some contracting work for Xenoblade 2 and they've released some very excellent remasters of Star Ocean 4 and Resonance of Fate for PC and PS4. "luckily" for tri-ace, they also released the mobile gacha game Star Ocean Anamnesis soon after SO5 and that has been their main game the last couple of years.
#Medal of honor heroes 2 iso psps archive
SO5 didn't perform particularly well and Exist Archive bombed. In the meantime, the Exist Archive was a spiritual Valkyrie Profile, but also suffering from a lot of asset re-use and off-putting art style. SO5 was a low-budget effort with a lot of asset re-use and Square Enix were supposedly upset with tri-ace from not delivering on their milestones, presumably because they were understaffed and Nepro had them doing other things. These were Star Ocean 5 funded by Square Enix and Exist Archive funded by Aksys. The small crew they had left and the little money they had resulted in two low-budget projects that were supposed to be their saving grace. They got some financial backup from being purchased by Nepro Japan in 2015 who mostly dapple in mobile games that helped them stay afloat after losing many of their staff such as the design lead of VP2 & ROF and the battle programmer of VP1, VP2, and ROF. Its story and mechanics and tone of the game are really good though!īut basically tri-ace couldn't really land any major projects after Star Ocean 4 and Resonance of Fate and had to cut down their staff a lot. Valkyrie Profile Covenant of the Plume was one such venture, but it's more of a side-project that has some interesting ideas but require a bit more polishing.
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No publishers were convinced by this, so tri-ace mostly made lower budget portable projects on DS and PSP in the PS3 & 360 era. They also made Infinite Undiscovery, but I'm not even sure what's up with that game.Īfter SO4 and RoF, tri-ace couldn't land any AAA contracts any longer and they even tried to publicly release a technical demo as a pitch for a possible next game. That was launched right on top of FFXIII and underperformed sales-wise. They tried their hand with Star Ocean 4 and it didn't meet expectations (being 360 exclusive for a while didn't help matters in Japan), and the Valkyrie Profile 2 team made Resonance of Fate which was published by Sega.

It's a long story, but basically the PS3/360 generation was tough for Japanese devs, especially tri-ace.
