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@  furrykef : (24 July 2015 - 11:25 AM)

Also I still have to figure out how to set up our e-mail accounts on the new host.

@  furrykef : (24 July 2015 - 08:19 AM)

As soon as I figure out how to restore it. Sorry, I know I said it'd be done by now, but I didn't expect to have to put up with this DNS crap and other issues that popped up.

@  Uncle Ben : (24 July 2015 - 07:56 AM)

So when's the black theme coming back??

@  Uncle Ben : (24 July 2015 - 07:56 AM)

"Should"

@  furrykef : (24 July 2015 - 07:27 AM)

That DNS took longer to propagate properly than I thought it would. *Now* we should be back for good, though.

@  furrykef : (23 July 2015 - 08:48 PM)

Or it might be because Bluehost *finally* got around to that server wipe (one week after we'd asked for it) and that wiped out our DNS settings. I'm not sure which and I don't really care. In any case, we've severed our last ties with Bluehost, so this will not happen again.

@  furrykef : (23 July 2015 - 08:08 PM)

Looks like Bluehost yanked our DNS since our hosting account expired. That's why the site went down a while ago. But as you can see, it's fixed now.

@  Misk : (23 July 2015 - 04:55 PM)

No, they do not.

@  furrykef : (23 July 2015 - 04:27 AM)

The goggles do nothing?

@  Misk : (22 July 2015 - 05:50 PM)

My eyes.

@  furrykef : (22 July 2015 - 12:24 PM)

Looks like forum uploads might have been broken since last night. That should be fixed now too.

@  furrykef : (22 July 2015 - 01:33 AM)

Heh, whoops! Server went down for a few mins when I borked the config. Looks like it's back up now.

@  Uncle Ben : (21 July 2015 - 09:09 PM)

It looked like a napkin

@  ILOVEVHS : (21 July 2015 - 09:04 PM)

Fan-fuckin-tastic.

@  furrykef : (21 July 2015 - 08:25 PM)

As for the beaver picture while the forum was down, I think Tim drew it. On a napkin.

@  furrykef : (21 July 2015 - 08:24 PM)

No kiddin' about that "Finally!", Shadow. I am *so mad* at Bluehost for never responding to our support ticket. I submitted it early Friday morning and they *still* haven't answered it!

@  Uncle Ben : (21 July 2015 - 06:37 PM)

Maybe he did that himself

@  Shadow : (21 July 2015 - 05:25 PM)

Say, who made the cute picture of Beaver Chief?

@  Shadow : (21 July 2015 - 05:24 PM)

Finally!

@  RedMenace : (21 July 2015 - 05:02 PM)

Woooo! The site's back up! Three cheers for Kef!


Photo

Sakura Wars: So Long. My Love (Wii/ps2)


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#1 J.E.Smith

J.E.Smith

    Fellow FUSer

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Posted 18 June 2012 - 12:19 AM

One of my favorite games on the Wii is one that I don't hear too many people talk about: Sakura Wars: So Long, My Love. For those of you who haven't heard of it, Sakura Wars is a series of "dating" sim/SRPG games created by Sega that started life on the Saturn in 1996. It became one of Sega's hottest sellers in Japan, spawning four sequels and anime spin-offs. However, despite it's success in Japan, over here we only got one game in the series, the fifth and final game "So Long, My Love". It came out in Japan for the PS2 in 2005, but we didn't get it over here until 2010, during which time it was also ported over to the Wii. It did receive very positive reviews, but I'm not sure how it sold.

The way Sakura Wars works is a bit unusual since we don't have many games of its type over here. While Sakura Wars features SRPG combat, it does not have random battles or leveling up. Instead, you start off each of the games chapters in the “dating” sim style parts where you walk around the city and converse with your teammates in a bunch of dialogue scenes, or sometimes perform little QTE mini-games where you have to push buttons to fill a gauge. At certain points during conversations, you must select one of three dialogue choices for you character to say, which either gets positive or negative reactions from your teammates, which either increase or decrease your team’s trust in you. This affects what their stats will be when you reach the SRPG combat segments at the end of the chapter; lots of positive reactions will increase your team’s stats, but if you get mostly negative responses they’ll receive no stat boosts. (Though the negative responses are sometimes funny)

It's a little more complicated in the fact that if you play it blind, you'll have no clue which responses will get positive or negative reactions, and in some cases none of the choices are correct and you have to let time run out to get the positive reaction. Also, during the parts when you can walk around the city, you are given a time limit. A clock is displayed in the corner of the screen and you lose five minutes for every location visited. While you are free to visit any of the available locations in the city, you do not have enough time to go to all of them within this time limit. Some of the locations are dead ends and will not have any dialogue choices so you could miss out on boosting your team mate's trust.

Getting high trust and reactions is crucial for doing well in the combat segments. Not only does it affect your teammate's stats, but there are also team attacks you can do with two of your party members and obviously how much damage they do depends how high their trust is.

To understand the game further, here’s scans of the manual:

http://smg.photobuck.../Sakura%20Wars/

I guess part of the reason I like Sakura Wars so much is most of its characters and all the interactions you do with them throughout the game, plus the game has plenty of cute bits and funny bits. It also contains plenty of replayability if you get really into it; there’s six different endings (One of which can’t be seen on your first playthrough) and all the different dialogue choices to make. It’s not possible to see everything on the first try, and will take you several playthroughs to see it all.


I'm showing this video because it has one of the weird, funnier bits of dialogue in the game at the 1:56 mark:
http://www.youtube.com/watch?v=oFB8iqz2xuw&feature=player_embedded




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