Retronauts - Retronauts Episode 422: Radiant Historia
Episode Date: December 13, 2021Like dust in the wind, Nadia Oxford leads Jeremy Parish, Anthony John Agnello, and topic-requesting patron Lorenzo Hulzebos across the sands of time to explore (and re-explore) Atlus' cult-classic tim...e-travel RPG, Radiant History. Art by John Pading; edits by Greg Leahy. Retronauts is made possible by listener support through Patreon! Support the show to enjoy ad-free early access, better audio quality, and great exclusive content. Learn more at http://www.patreon.com/retronauts
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This week on Retronauts, ashes to dust, to dust, to dust.
Hello, everybody, and welcome to Retronauts.
I am your host for this week, Nadia Oxford, of the Axel of the Blood God RPG podcast.
Thank you for joining us on this journey.
I am accompanied by some excellent friends.
First of all, there's Mr. Jeremy Parrish.
Actually, my full formal name is Time and Jeremy Parrish in Space.
And I already know that our second guest, Mr. Anthony John Agnello, his nickname is going to be Erica's Hair Forever.
Erica's Hair Forever, that's right.
This is, I'm short hair, Anthony, John Agnello, for this show.
The proper version.
Yeah, the proper version.
I don't have like the wind-blown anime Wifu Pillow look.
The Wifu Pillow aesthetic.
We're also joined by a very special guest, Petrono Lorenzo Hulesbos.
Lorenzo, why don't you tell us a little bit about yourself?
I have to think about this one carefully.
Ah, say what's in your heart.
My name's Lorenzo, and I need your boots, your clothes, and your thaw machine.
Are you going to throw us on the griddle?
I actually have never seen Terminator somehow.
I saw that clip because I wanted to see what Arnold's like when he's talking.
And it's like, that guy got on the grill and he's like, I'm going to put my hands down and I'm going to put my hands down again and again and again.
And then I'm going to roll off.
That's not a smart way to go about it.
This is not a Terminator podcast.
No, maybe the next one, though.
You should join us for one of those.
I mean, Terminator podcast now.
Rosh, Rosh, uh, is kind of Arnold Terminator-esque, you know.
You got a point.
Yeah.
And you're like, how does he walk through any of the doors into these castles?
I don't, it's confusing.
Oh, no, I have to go to the can.
It's been foiled again.
He's got, it's like an astronaut suit.
He can, he just go in there.
He just goes like Iron Man as well.
I'm just trying to.
relive a few scenes with Raj, rushing through doors, and it's like, does he ever go through
the doorpost with somebody else at the same time? And I think he might. And I'm like, that's not
how doors work. You know, they had very different building codes in, uh, in this kingdom. So
doors all have to be double wide. It's like instead of a cat door, you get a Rosh door.
So this, uh, this has already gone way off the track as we might expect from a podcast hosted by myself.
but I will say that I think it's safe to say all four of us are basically we're fans of the really offbeat Atlas RPGs of which I think
Radiant Historia accounts alongside say like Etriene Odyssey and all that good stuff and I'll probably never see again
Is Etriy an oddity offbeat? It's pretty I consider it kind of offbeat. It's it's like it's as it's as old school as you get it's like I just looked at
at a video a strange journey which actually
released right around the same time as Radiant Historia.
I was always under the impression that it's kind of like Edwin Odyssey, but also more like
SMT with demons and shit.
And it's like, this seems weird.
And Edwin Odyssey is like baseline fantasy normal.
I guess you got a point there.
You know, this is totally off topic, but Shemagame Tense started out as a dungeon crawler
from the first person perspective.
And it changed when it became the persona series and then, you know, SMT,
Three went to more of like a traditional or more kind of standard JRP style.
But before that, it was a, you know, a dungeon crawler.
So Strange Journey was really, you know, a strange journey back to where this series began, in a sense.
But all of those games that were talking about, Edrian Odyssey, Rating Historia, Strange Journey, et cetera, you know, all of those games were part of Atlas's really big push on the DS to really create.
a ton of unique content. And there was a period in like 2009 or so where it kind of came to
a head and they published something like nine games in the US that year. And that was right at
the same time that flashcards really became big and mobile phone gaming started to really
become big. And the DS market imploded. And it's really kind of a miracle that Atlas survived that
because they were putting out stuff like Steel Princess and I can't even ever.
remember what else. Like, yeah, just a ton of like really quirky niche JRPs that must have sold a
dozen copies. And now Izuna was one of them, I think. Jeremy, my world, my way came out within
six months of radiant historia. Wow. So, so those games were all kind of like licensed in by
Atlas and not Atlas games. And, you know, just kind of a disastrous timing. They, they, like, I love them for
what they tried to do, but it was the worst timing in a market that had really kind of turned its back on the DS. And, you know, nothing good happened from that. And I think as a result, people kind of overlook Strange Journey, but they especially overlooked Radiant Historia, which was really late in the DS's life and so much better than, you know, any of those kind of quirky little minor games that they licensed in. It was like a legitimately great RPG that just really kind of was.
washed beneath the waves of history and indifference.
And it looked different from the outset,
but you wouldn't be able to tell that
because of the tide of all of these Atlas RPGs
and all of the imitator Atlas RPGs
that sort of surrounded them.
You know, there were all of, like,
how many ruin factories were there on DS at the exact same time?
Sega had stuff like Sands of Destruction,
which was basically this game meets Zinogears.
Yeah.
Yeah, it was all over the place, and there was no ability to, you know, there was no demo for Radiant Historia.
There was no way to test it out ahead of time.
You just sort of had to gamble.
And, I mean, this came out, was it within two months of the 3DS launch proper?
And it looked, it looked crappy on a 3DS.
It looked, it looked really janky on a launch 3DS.
So there was.
Well, that's why you had to hold down the start button when you launched the game.
just like virtual console i just can't do stretched out 3DS virtual console i just can't
it's bad there are there are ways to do good stretch there are ways to do stretching well but 3DS does
not do any of those things it makes everything look disastrous
So, Rating Historia, as we have already started discussing in quite some detail.
I think we all have probably our personal stories about this wonderful, weird, beautiful RPG, like how we got into it, what got us interested in the first place.
Lorenzo, you are a very special guest, so you tell us first about your connection with this amazing game.
Yeah, I kind of glossed over me just now because we got very off topic.
But Jeremy, you said Atlas released like 9 DS games in 2009 in the US.
And absolutely none of them in Europe.
I'm really sorry about that.
Yeah, me too.
But at least Nintendo published at 3-0.C. here with a font that is actually legible.
It can't be done.
yeah like radiant
Historia I first encountered
it not in a store
because they weren't here
but I think
and I'm not sure how
I got there but I was looking
for a Cronocross let's play
because I was trying to play it
and it wasn't going very well
and I was like I at least want
to know the story and the context
of the music so I'm going to watch a
let's play
and I watched the
Krona Cross Let's Play. Very good. Very good music. And it was like, I'm going to see what else this guy is done. And right at that moment, he was doing Radiant Historia. I'm like, hmm, time travel. I like Krona Trigger. I'm going to watch this time travel RPG let's play. So I did. And right around that time, Atlas actually did a reprint of the game while he was doing his let's play. So I don't know if there was a connection.
there, but I like what I'm seeing.
I've seen the
let's play now. I'm going to play the game
and I'm going to experience this for myself.
So I did. It was great
and I loved it.
Awesome.
And that's how I met
right into Storia.
It's a very moving story.
But no, I'm actually really bad that you found
the game because it's such a special game.
And I'm sure another person who can tell us about how
special it is is Anthony, because I know you love
this game to death. I do love this game to death.
And I was going to skip
it entirely when it first came out. Because, you know, we sort of went off on that road of how, at the time, it wasn't very offbeat. It's very offbeat now. It's unusual to encounter something that is executed at this level of this game type. And when this came out in early 2011, I, you know, I was still really actively playing a lot of DS games and a lot of really good DS games were still coming out.
So right around the same time, you had Ghost Trick and Okamidon and the DS version of Dragon Quest 6, a very compact, easy-to-play RPG that doesn't take forever at all.
And so I was committed to Dragon Quest 6.
I was like, this is going to be when I'm not working and playing games for freelance purposes, this is the RPG that we're going.
will be in my pocket wherever I go.
And I remember vividly being on a treadmill and miserable about it,
listening to one of the earliest episodes of Acts of the Blood God.
Oh, that piece of crap podcast.
That freaking thing.
And this is back in ye olden times when the one-up still existed.
And Jeremy and Kat were like, you don't understand.
It's a real RPG.
Radiant's story is a real RPG.
It's not like a DSRP, you're not going to turn it on, and then some blonde anime ladies just like, let's go on an adventure!
There's going to be turn-based battles, Yokoshima-Mora is going to make you cry, and you're going to wonder where this came from.
So the next day, I was like, no, screw it, I'm dropping everything, and I shotguned that game.
In preparation for this, I went back and got out my old cart, and my cleared save was still sitting there.
and it was 40 hours
and I was like oh my God
I think I logged that 40 hours
in maybe a week
playing through it
I was just addicted
to Radiant History
when it came out
so yeah
it really sticks out
in your memory this game
there's nothing quite like it
no that hasn't been since
yeah so I actually
listened to those old episodes
because there's like two episodes
of active time babel
It was at the time.
I'm going to see if there's anything here that I don't remember.
And it's like the first episode was like, Jeremy, you had a preview, an import copy, I think, and you play like two hours.
You were already praising it because it seemed good, even though it was very dense with text and difficult Japanese text at that.
And then a few episodes later, it's like you also had the Atlas Rap and you were talking about Radiant Historia and Tactics Oger, which also came out right around that time.
And also, as a big map that you can go back to and explore different possibilities to change the flow of the game.
And it's like those were good episodes.
and I think they represented the game very well.
Man, Atlas should send me a check.
Come on Atlas, get on it.
Jeremy, they owe you a lot of checks, dude.
That 2007 to 2011 period, you were like,
somebody play this game, and then five people played those games.
Yes.
That's like a $6.
I actually realize now that, you know,
I was in saying, oh, they were like the quirkier games,
now I realize that in retrospect, yes, they were quirky, but back then everything was like that.
It was a really great time for RPGs. It was so strange. But Parrish, why don't you tell us a little bit
about your history with this particular title? Yeah, so my story is very exciting. I played this game
because it was my job. But, you know, it was my job because I cultivated that role for myself. I was like, I love,
games and I love JRPs and I will cover these games even as imports. I'd forgotten that I
imported it, which was foolish. This game is so, so dense with text and story and so reliant on that
and really kind of all about that. And I don't read Japanese that well, nearly well enough to
understand this. But I did really enjoy the systems because it's one of those rare RPGs
that marries together really inventive and interesting systems together with a really
interesting story and even the the storytelling itself has an interesting mechanic to it.
So, you know, I was, I picked it up as a matter of course because, hey, Atlas RPG developed
internally, that's going to be good, or somewhat internally. And even though it was a very
plain looking game, like some very kind of uninspiring colors and sprites and world designs and
that sort of thing. There was just so much going on in terms of the content and the way it plays that I just didn't care. It was a very good game. And yeah, I'd forgotten Tactics Oger came out around the same time too. But like it just felt this felt like a bounty of riches. All of a sudden there's, you know, two great, immersive, deep RPGs that heavily involved turning back the hands of time to change the outcome of the narrative in the story. That's, you know,
amazing. How do we luck into this? And, you know, in hindsight, we should have held on to that
moment because it was precious and fleeting. But, you know, we still have those games. And I think
you can still play Tactic Zoger on PSN if you, if you, I have it on my Vita. Yeah, you kind of have
to jicky around with it a little bit. And fortunately, there was a 3DS remake of Radiant Historia
that I think really, you know, they made some creative changes that I'm not super crazy about, but they
also really just drilled down on the story aspect of the game with that and really let it just
stand out and let people experience it without having to do a lot of the kind of mundane grunt work
that the first version of the game suffered from. And yeah, it just really works in both
incarnations. And I think they're probably both really expensive now, because that's what
happens with video games that are no longer in print. They immediately become stupid expensive.
but it's one worth tracking down.
Yeah, they are both really expensive now, unfortunately.
The 3DS one is not cheap.
Is it on eShop?
You can still get it on EShop.
Historia, sorry, Perfect Chronicle is.
Yeah.
Okay.
I bought the original DS version, I think, one or two years ago.
No, no, it's probably more like three or four years ago now,
because time makes fools of us all.
Especially milk.
Yeah, that's why there's yogurt in.
my locker.
We won't
for the same
low-hanging fruit
pears.
And I didn't
think it was
that bad at the
time.
I mean,
it was still
probably like
double the
price of a
launch retail
copy,
but you know,
not extraordinary.
As for myself,
I kind of
took the cheating
route.
I didn't play
the original
Radiant Historia,
which is funny
because thinking
about it at the
time,
I would have been
about.com's
guide to the Nintendo
DS. So I would have been playing pretty much
everything and of course I've always loved RPGs
and I guess, I think I remember now
I try to hook up with a contact from Atlas
to get games to review from them and they just never
really got back to me so that never happened
but you know time
goes on we come to read his
story a Perfect Chronicle and of course
working with Kat Bailey as I do
she's you are playing
this game for the
Axel of Blood God podcast which I was on by that point
So I said, all right, I'll do what you say, and I played it, and I really enjoyed it.
And I seemed to recall that when we actually covered the episode, the game on the episode, I think that was when you joined me, Agnella, wasn't it?
Oh, yeah.
Yeah, yeah.
We did talk about the remake, because I had been hesitant to pick it up.
I was like, I don't know if I'm going back down that hole again.
And the art, I don't know if we want to derail the conversation into the aesthetic choices between the original and the remake.
Oh, we're going to get there.
I know we'll get there.
Let's wait until we've covered everything but to read me.
I was, when I saw that, there was, it was, you were so glowing about it, Nadia.
And then I saw all the art again and I was like, no.
And then I read Jeremy's review, which is basically like, you can completely do away with the battles and only focus on the story.
I was like, oh, no.
Damn it.
God, he snared me.
I got to go.
I mean, it was
it actually was
a good decision, I think.
At least
I have the option there.
Yes.
Because if you actually
fight the battles, there's a few
frustrating things about it
because you no longer
get a makeup experience
like you did in the original.
And they've cut down
heavily on
how much money you get from fights.
Ah, yes.
And if you fight every battle on the game,
like you might have done in the original,
you're like, I can't buy anything in the shops.
What am I doing?
And it's all in the line of duty for the new content.
And it's a reasoning I understand,
but I don't have to like it.
That's the way to look at a lot of these remakes.
I don't understand, but I don't have to like it.
Sorry, I understand, but I don't have to like it.
It's my mantra as an old person now.
So just to go quickly over the summary of the game,
and then we'll talk a little bit about people
who made this game. Of course, great
and his story of his came to the Nintendo DS
in 2010. Perfect Chronology
came out to the 3DS in 2017.
This is about Japanese times. The
Western versions came out about a year later
respectively. Very briefly,
it tells the story of a
destined hero or character or
protagonist. I don't know what you want to call him,
stock, with an E on the end there.
It was chosen to wield the White Chronicle, which is
a book that might save civilization
from encroaching doom. The choices
do make have very deep effects on the
stories events and you can travel between quote-unquote nodes that is a pivotal moment in the
story and you make decisions like according to the stuff you need to do like we'll get deeper
into that but basically it's a little bit like like groundhog day with more anime and less
sunny and share that's accurate I think I think I nailed that yeah like it would be like
if groundhog day had bill Murray very intentionally
being like, well, I fuck that up, got to go back
and fix it. But right
from the beginning, because he eventually
gets hair. He's like, oh, no, my
weird ninja lady not wearing pants and her
weird gnome friend. What is Marco?
Is like, Marco?
I hope you, I was going to ask you know.
I think he's the same
the same species as
Poco, I think is his name from
Arc the Lad. Just like
an extraordinarily, you know, kind of like
the kid in Galaxy Express 3-9, you know, just like a really horrible, trollish little guy.
In perpetuity.
A human who's extremely ugly and terrible looking, and it's not his fault.
He's not that ugly.
And the anime estates, actually, in my opinion, don't come into play until the remake again.
It is very flat, though.
Like, just looking at the character art, it's like, everyone is flat.
Is this paper Mario?
No.
Paper radio.
I'd play that.
Yeah.
So would I.
Actually, now I want that.
I think I wrote down, I'm sorry, I apologize ahead of time, I wrote down that Marco was woo.
So, you can, if you don't hear me in another episode, folks, you'll know why.
I mean, in response, I added that he is.
certified best boy trademark, except in that one side quest, that one key side quest where
you arrest, not his girlfriend, no, the girl he has a crush on and he's too scared to
ask out. And if you get the bad ending on that, he's like, I have dedicated myself, I have
dedicated everything to taking
you out stock
and he kills
all your party members including
Vash who is the Terminator
like how and
in the 3DS remake
he gets this
character portrait art
that's super evil
it's like there are two player characters
who have an evil face
and it's stock and it's Marco
I would have to say Marco is
is not who you'd expect to go
super saying, but yeah,
when cute little things go
absolutely nuts, it's really, really terrifying
as people have attested to me when they've seen me
lose their temper.
So briefly here, we want to
talk about the director of the game
that is Mitsuru Hirada,
who I also
owe a debt to for making
Tokyo Mirage sessions if they want to talk about another
strange Atlas game,
which does not get his due.
Have you guys not played it?
I was just going to say, I have never
finished Tokyo Mirage Sessions. I really like Tokyo Mirage Sessions, but the one that he worked
on in this lineup that is, you know, my precious, precious baby is SMT4. I love that game.
You and Eric Van Allen alike, like you would both, like, die for this game, apparently.
It's so good. It's just, it's definitely my favorite of the traditional Megami Tenside games
besides Soul Hackers, but, you know, soul hackers.
Soul hackers, I don't think I've heard anyone say Soul Hackers ever.
That's right. I got you covered. Notting.
I want, I want, I want, I want, I want, I want, I want, I want, I want, I want, I want, I want, I want, I have
actually not played any of the RPG right there. Someday, someday, someday we'll hold hands and descend into that help. Yeah.
I do have a Wii U, and it's actually hooked up, but it's anime and it's, it's Fire Emblem.
And I had never played a Fire Emblem game.
Oh.
Like, I do own several now, which I have also not played.
Backlux also make fools of us all.
Indeed.
So I've never actually played Tokyo Mirage sessions.
It's one of those things where I'm like, oh, I should play that.
And then guess who does it?
have time, this guy. That's right. But I do love
Strange Journey, and I do love SMT4. So
Mitsuru Hirata is A-O-K in my book. One of
these days I'm going to play Nocturn also. It's on my switch. But guess who
doesn't have time to play it? That's right.
You're looking at them. Time makes fools of us all. And that's
especially our backlogs, as Lorenzo said. That is why
the copy of nuts and milk in my backlog is now nuts and yogurt. Okay, we're
going to keep going to keep going with that joke.
That was good.
Thanks.
Could have gone cookies and cream, but nuts and milk happen.
I'm psyched about it.
I'm psyched about it.
Cookies and cream.
Okay, that's the next one.
Anyway, we should probably stop talking about yogurt and Hirada's games and talk about
the other director of this game, Satoshi Takayakshiki.
Not to step on your toes there, Nadia, leading the conversation along.
But sometimes those old instincts bubble up, and I'm like, I'm leading this show.
but I'm not you are
I was thinking
you were just taking authority
over me
because I worked on you
for so long
but yes
also the draft writer
role design
and also design
a setting for the game
and before
there was
Rating Historia
there was Rade in Historia
Rada stories
Radiata stories
for the PlayStation 2
So I know
They say Radiator
in New Jersey
Jersey
Radiator stories
My Aunt Janie
Played Radiator stories
It's a hot woman story
I like to play it in the winter
wore my hands over it.
They come in, they got that nice
brown village that they got
on all those old PS2 RPGs.
And you might think it's that
romancing saga remake because of the
weird snubby character art, but it's not
it's its own thing.
That was the best
review of this game that will ever happen.
That's all the lot for it.
I'm going to have to have my body
reset there from the
spring.
But the two games
basically share
almost all the staff
like Radiant Historia
was not really a follow-up
to Radiator Stories,
but it was certainly inspired.
The team wanted to kind of
take that name
or I suppose for lack of a better term
and carry into the future.
So it's just an interesting note
about the developers how they started
not with Radiator Historia,
but with Radiator Stories.
Steamy.
I actually think there's not a lot of
overlap between the two
and it's just
the designer
and the concept artist
just those two guys
who seem to be
freelance
developers or
designers
and first
I don't know
how they got with
triades
but they did
and they made
Radiata stories
which I tried to watch
Let's play off
but there were just
no good ones out there
in my opinion
but
all
than that, it's just once tri-ace and the other one's helpless and never the twain shall meet,
except for these two freelance guys, I guess.
I guess they're just their influence over, I know there's only two guys, but when you get
character designers and setting designers meeting up, then you get a lot of shared ideas between
them, but either way, it's pretty cool.
Nadia, I had not, before seeing your outline here, I'd never heard of this game that
Takayashiiki made this year
World of Demons? What is that?
Yeah, me too. I
don't know, actually.
I had to look this up because
I looked up everyone on Moby Games
and it's like, okay, what else did they
do? It's like, Digimon.
I'm like, okay.
It's like Star Ocean. It's like
the Gameboy game.
Okay.
It's like, World of Deep.
What that?
2021? What is this?
and it's a
if I remember correctly
it's a platinum
games game
for iOS
and only iOS
that's what I feared
so it's probably on Apple Arcade or something
yeah
got overshadowed by Fantasian
or whatever that
Sakaguchi game is
I shouldn't groan if it's on Apple Arcade
because then it's a legitimate release
but I'm just thinking oh god please don't be a gotcha
add stuffed
I know that platinum
so when the
gooch put out Fantasian earlier
this year
that there was sort of a dump of
really exciting Japanese stuff on Apple
arcade all at once it was that and
not everybody's
golf like that should be the effect
of the end of it's not everybody's golf
underlined under God
don't worry about it. This isn't the exact
same courses as the PlayStation game
and then there was
the Platinum game, and it's sort of like a one-touch brawler sort of thing. It's not even an
RPG. So now that I know that it's the same writer, though, I kind of want to go back and
check it out, because, you know, the guy who's like, I want to write a story where it's like a
living sword and it's causing everything to turn to sand and then everything sucks at the end,
I like that perspective. That's interesting.
Yeah. We need more developers who just kind of explore that. You know what?
f this
right that that branch of humanity
we have a lot of repeties about hope and friendship
and love will win in the end
and you have like people like that
and Yoko Taro saying you know you know well we're probably screwed
here's a train going through you for no reason at all
that that approach feels more in keeping
with our current times anyway sure
I think so I mean let's not
let's not dress this up here
but let's go back to talking about
video games as we should
chew chew chew chew
Ha ha ha.
The character designer and concept artist for the game was Hiroshi Konishi.
And we have a bit of a, we've come out a bit of an impasse here because we're talking about the art that he did.
And I think when I looked up his name, he was also doing the art, he was also doing art for, in addition to monolith softs in Zeno Saga, Anthony Bay Chronicles.
I also think he was doing the art
for Tokyo RPG factory games
like Lost Sphere, but I think Lorenzo you're
saying you're not sure if that
was him. No.
If I look at his
Twitter account,
he doesn't seem
unless he just really
doesn't post about it. He doesn't
seem like he's
done a lot of game stuff
in the last
10 years.
And I was like, I'm going to
try to look this up, which is hard because there's just not a lot of information about this guy.
But giant bomb seems to say there's two Erosi Konishi's.
Oh, okay.
And one worked on Radiata stories and Radiant Historia.
And the other one worked at Monolith.
And it's like going back to Xino's saga, that was episodic, I don't know,
100-hour games or something.
Great episodes, I guess.
I've never played them.
Neither way, I mean.
And it's right around the same time
those Xenosaga games as Radiata
stories. So I'm like,
I really don't think
this is the same guy because
there just doesn't seem to be
enough time in the world to work on both
of those games.
And then, you know, the monolith
guy goes on, well,
works on Chino Blade and, you know, Monolith got called in to help on Breath of the Wild,
so there's also credit with the name in that game.
Then suddenly I.M. Setson, that comes along and lost fear and I think, what is it, Okinaki, Oninaki?
Yeah, Oni Naki, I think it was called. It wasn't bad. I feel like Tokyo Arpduty Factory is getting there,
but that's another podcast.
Nadia, you just nailed the entire Tokyo RPG Factory story with one statement.
It's not bad.
It won't kill you.
It's not bad.
They're getting there.
Well, it's funny.
I think Tokyo RPG Factory is actually a really interesting comparison point to something like Radiant Historia,
because Radiant Historia taps into the sort of creative well that,
the great mid
to late 90s
RPGs we're tapping into
and on all fronts
the sort of very very
distinct from anime
trope aesthetic design
of very unusual
and affecting story
very clearly defined characters
with a not broadcast
like they're only you know
seven party members eight party members total
and then there's
you know the the musical palette
of the whole
thing. And it's so funny, I always think of, like, I am Setsna. And I am Setsna's sort of oral
landscape is insufferable. It's just, it's a piano. Isn't it sad? Aren't you sad and all
the sad things happening in sad RPG town? And you compare that to Radiant Historia and the
music in there, which is, you know, it is very melodramatic. But it is so.
Good. And it's never cloying. It comes very, comes right up to the edge of cloying and then backs away.
I mean, it's, it's kind of unfair to compare really anything to Yokoshima-Morra.
Yeah.
Yeah. It's like, hey, this little guy over here, he's got, you know, he's got some nice biceps, but he's not as strong as God.
Right.
Why isn't this far side comic as good as the Sistine Chapel?
Screw this. Suss-Tis. Suts.
But, yes, yes.
Michelangelo never drew cow tools.
So who's got the advantage here, sir?
Boo.
Well, that actually is a great segue into talking about the music, which, as we just said, was done by Yokushima Mora, who.
Lorenzo wrote down that she apparently thought it was a joke at first.
Yeah.
Around the time of the initial DS release, Atlas released a five or six-part interview series with several
key staff, including Hirada and Shimamura.
And I think it's also mentioned in the
World Guidance book interview that
they emailed Shimamura, Atlas
did, to ask if she was interested in
composing for them. And at first she was like,
oh, I guess this is a joke.
And then later she thought,
But I might as well respond.
And, yeah, she got to hear the pitch and was very interested in it.
I mean, RPGs are kind of, well, I want to say 90% of what she does nowadays, if it's not 100%.
But she thought it was very interesting.
And she was reminded of Shin Megami Tensei.
strangely enough Atlas game
I don't know how that happened
which she liked very much
she mentioned in the interview
and this is about the Super Famicum game
by the way
and she said she finished
all three routes
what is it
law, neutro and chaos pass
Burnti she really likes
games with multiple endings
which says has in spades of course
yeah including the one where marco kills everybody yeah i mean i mean that's an ending all right
yeah something that i found really funny uh that they mentioned in the world guidance interview
is that after you get a bad ending so it's like oh stocks like i have to think about this one
carefully and he makes a decision it makes the wrong decision and you don't get to play the rest of the
game after that, but it's like, you get like four to ten pages of text detailing just exactly
how everything went very badly. Yes, you get a nice narrative explaining everything. Yeah,
and then after that you go back to Historia and those scenes where you go back and you talk to
two little elf people
I guess
the Japanese people
Japanese players
they gave a specific name
to that now I just thought
that was very funny
because what they
call it is
I hope I'm going to pronounce this
correctly
Han Seikai
which literally means
post-mortem meeting
and
the guy who translated
the interview, which, by the way, I commissioned because impulse control, what's that?
I don't know.
Awesome.
Yeah, I'm going to ask them, it's Schmopulations, by the way.
Right, right.
I'm going to ask them to release that interview to the public around the time this episode airs.
So if you want to read the full interview, you can, hopefully.
No, that's actually just intrep quickly.
That's a really cool commission.
because that benefits everybody
as someone who's very interested
in game preservation and stuff like that.
I think that's a really thoughtful little thing.
Yeah, I was like,
I want a commission translation of the interview,
maybe some other stuff
because there's a lot of interesting stuff in that book
with the concept art
and a little bit more detail
in character backgrounds and the story
and the timeline,
which takes place over, I want to say, seven to nine months in real time.
Oh, interesting.
But eventually I was like, okay, I have no impulse control over this,
but my bank account stops somewhere.
I don't want to spend everything on this book because it's like 130 pages.
Wow.
And ultimately, the interview is like seven.
So, you know, that's workable.
But in that interview, they call it Hans Seke, at the post-mortem meeting, which put a little note there saying it has a somewhat negative connotation of remorse or apology, which, yeah, that fits.
It's like, okay, stock, you're going to give somebody advice.
What do you do?
It's like, I'm going to make the worst decision ever.
And then the world ends.
And you get confronted by the two little elf people.
I've been calling the two smuggled bastards all this time.
Yeah, I mean, especially in the remake with the neo-character art.
But that's like, yeah, Stuck, you've done a goof.
You might want to do it again, choose something differently this time.
Yeah, but that starts right at the beginning, too.
They're smug little bastards within the first 20 minutes.
They're just like, hi, I think you're using that book wrong.
Why don't you do it like this, idiot?
FII.
Yeah, you don't want to go north because north equals death.
You want to go south.
It starts like, but south, there are these big crates.
that I can't push
and it's like
maybe if you push them
you can save everyone
and it's like I can't
I don't have the power
of push
and then they give you
the power of push
so everything turns out
just fine
the power of pushing crates
which is like a level one
RPG power
look at me mom
that's basic Socopan
crates and barrels
yes you can push barrels
I do like how you can
a lot of RPGs make you go
step by step when you're pushing a crate
but this game
nope you just grab like great all over the map if you want it's not it's not like practical
but it's just fun yeah unfortunately it's on the in the ds version you can only push them in the cardinal
directions yeah so it's like i'm going to pull this barrel i'm going to push it to the right
and then i'm going to push it up and then i'm going to push it to the left and you have to make
sure you stand at the right space because of course
It's a barrel.
It's rounded.
So a crate, it's like you walk into a crate and you come to a full stop.
And the barrel is like, buy stock, see you later.
And then you have to walk back and try again.
Thank you.
So let's
So let's speed up things a little bit here.
we have a lot to cover still.
We haven't really even talked about
what makes Radiant Historia a game
worth remembering, what makes it so special.
And by God, okay, first of all,
we've been over the story. We've been over
about the time travel aspect, and I find
that it's actually hard to pull off
a good time travel movie slash game,
but this does it very, very well.
The thing that
sticks out to me most, though,
is I actually really like the game's characters.
I'm replaying this. I didn't replay the whole game,
but I did re-familiarize myself with the most important characters.
I like how the characters are adults, and I know that sounds stupid,
but when you play a JRP, everybody acts like a 20-year-old, 25-year-old teenager, basically.
In this game, in Rating Historia, Stock is kind of cold, but he's not Sundari.
He's very, very, very professional, and not like in the whole, I'm Alone, Wolf,
I don't need anyone way.
When he's assigned Marco and Rainey, he's like, okay, you're my charges now.
all protect you because you're under me and we'll fight together and they're like yeah we'll
fight together cool because we have our we have our heads on straight we are characters who
have seen trauma and we are very down to earth because of it and of course I'm not saying
they never have their moments where they slip up or just get really weird or whatever but
it just not a dynamic I see in RPGs ever anymore um I mean don't like it be wrong I love
hanging out with with the you know persona's teenagers which sounds really bad but you know what I
me just yeah but nobody's a dumb dumb nobody's nobody is behaving in a completely illogical way i right from
the start i love and lorenzo you were talking about that moment where like stocks like i can't push a
giant crate i'm not superman it's not like there's there's this opportunity to infuse that
whole moment with like anime over emoting yeah yeah he's like what do i do raney and marco these
people I just met or did, but instead he's just like, I don't know how to handle this.
I know I need to do a job and what do I do now? It's really great.
Yeah, I think the best way I've heard at least the playable characters described is as
remotely competent, which is a lot to ask from anime kids in games.
it's like they describe
stock as like this super professional
and wonderful assassin
and he's absolutely terrible at his job
like he can't
aside from the escort mission at the start
he can't finish a single
mission he is given in the game
at least from his first boss
which has his reasons
but those are spoilers
but it's like even when
something happens
and sometimes you know
dumb stuff happens like
changing clothes
which is very bad
in the remake
let's talk about
why it's a classic and not remake
that's safe to remake for later
yeah because I was actually going to say
I think what it applies for both games
games is that another reason why it's a special, special RPG is because, holy crap, I love
that battle system. I forgot about how much I love that battle system. And going back to it,
we're just like, uh, combo, take that stupid, stupid chickens. It is. Yeah, it's so good.
Honestly, I put the, and that's why I fell so hard for the original on DS. It, that battle
system is probably in my top five favorite battle systems for any RPG. The, uh, the whole
feeling. It's such an interesting way to think about a grid-based battle system for an RPG.
You know, you always, it's very common. Even in turn-based stuff, the idea of Rose is familiar
all the way back to the late 80s. But here, I'm going to use, like, one of the curse words of
video game editorial.
Five bucks, please. Jeremy's not my editor anymore. I can actually use it. I'm going to say a
Big bag.
Yeah, no, I'm going to say visceral.
There is the worst word.
I'll allow it.
The worst word, but it's so visceral to feel all of the enemies getting piled up into one square.
Like a catamari.
And then getting pushed into a corner so you just wail on them.
It's amazing.
It's so good.
And I especially love that skill.
You get near the end of the game for Gavka, which is like everybody's in the middle position.
and they're going to stay there and you're going to trans turn like five musso's
and you're going to combo the heck out of them.
And that's great.
I just, I love it so much.
At first, I was reminded a little bit, you know, because of the grids of live a live,
live, or however you want to pronounce that, because it also has a very good
grid.
And Radiant Historia also does that thing where sometimes enemies represent multiple spaces on
the grid, just like in live and live, which, by the way, great episodes.
Oh, I think I was on that episode.
It was that one with me, Victor, and Bob.
Yeah.
Yeah.
At first, I was thinking, maybe I'll do a live, a live request.
But then it was already done.
It was great.
It's like, I have absolutely nothing to add to this because this is, it's better than I, the, my preparations ever would have been.
But it's like just that grit where, and we should probably explain that a bit.
It's like when you encounter enemies first, you can knock them into submission so you can get preemptive strike, which I always love.
That's such a great mechanic.
I love that mechanic.
It is perfect.
it's not full proof it's like not every time you knock someone out you get a full preemptive
but that's okay it adds to the challenge yeah definitely
but then you get into the fight and you're on the right you're just like one row and they can't move you but the enemies are on a three by three grid and you have these abilities they call assaults so you got like a push assault so you use it on an enemy you push it on an enemy you push them
to the back row and you've got left assault and right assault and you push them to the left
to the right and you can grapple them forward and there are more advanced versions where you
knock back an entire row or an entire column and when you do that you can push them into other
enemies and then they occupy the same space so what you can do is push all the enemies
onto one square
and then launch them into the air
and use an elemental attack on them
and they'll drop to the ground
and take half damage from the last attack
you dealt them
it's just really it almost makes
every battle a puzzle basically
yeah it hits everyone
and not everyone can be pushed
not every enemy because sometimes
there are crystals that are stuck
to the ground or vines
or you know that kind of stuff
And it's like, okay, I know I can't push these guys, but I've got these other enemies in the battle that I can push.
So if I push them onto the enemies, I can't push, I can still attack them all at once.
And in addition to that, if you think, oh, but Rainey is attacking first, but she only has push assault.
Yes.
And Marco is lost, and he can learn all the assaults.
He can push them back, push them to the side.
grapple them forward.
It's like, okay, I want to have Marco take the first turn so I can pull someone forward
and then I can have stock push them to the right and then have brain need to all the finishing blow.
You can do that.
You can swap turns and not just with your allies, with the enemies too,
which adds another little wrinkle to the strategy.
aspect of it because it's like okay I can change my turn that or my three turns that I have now
with the three turns of the three enemies that I am fighting if I do that I have six turns
but if I do that I turn red or yeah I think in the DS version they called it Baroque
and in the remake they don't call it anything and what that means is you take more damage
So it's like this risk-reward thing.
Like, okay, I can have six consecutive turns,
and I can absolutely wheel on these guys.
But maybe I'll be dead.
Yeah.
Do I take that risk?
Yeah.
So that's just another little aspect that just really makes it very interesting.
And sometimes you really want to have that 10 turns in a row.
because this is never really explained in the game
but when you steal items from an enemy
or when you try to get an enemy to drop a certain item
and there are some very good items to steal in this game
drop items are much worse
they have like a 1 or 2% drop rates for most of them
they're pretty good
the drop items but the steal items
if you can steal a gun from a ballista that's just
you wouldn't download a gun
oh yes I would because the gut is so good
it has so much magic and oh it's just
it is just such a satisfying battle system
and it's just such a shame that it was never
I just don't I can't think of anyone ever utilize a similar thing
no it's never come back it's in 10 years nobody
has ever used anything similar, and it's so strange to see that the battle director for this
is the same person that was doing, you know, Persona 3 and Shin Megami Tenci 4, because
those are, they're very satisfying battle systems.
I'm not denigrating those at all.
They're great, but this is so, so distinctive.
And, like, for all of the sort of strategic depth that Lorenzo, you are describing, you have
to do these really interesting things over and over and over and over again in the actual game.
And I find, Jeremy, your review of the remake is really interesting because you're like,
finally, I don't have to do the same battle 43 times in a row.
Yeah, because I love the battle system, but this is a game where you are retracing your steps
constantly, trying to find proper outcomes for stories, going back and retracing your steps
through areas and you're going to fight the exact same battles over and over again.
And when you have this kind of involved convoluted battle system, after a while you're like,
you know what, I've done this actually like eight or nine times now. And I don't need to do it again
because sometimes you don't necessarily know what the right trigger is for the story flag that
you're trying to seek after. And so you'll like follow through what you think is the right direction.
and then end up with the exact same dead story
and the elves are like,
dude, what gives?
You didn't fix anything.
So then you have to go do it again.
And I mean, yeah,
I know we're trying to save talk of the remake for later,
but I really feel like the emphasis on story
and retracing your steps
and exploring outcomes
really feels like it was derived
from the visual novel genre.
Like this is, you know,
a type moon novel that happens to have
a kick-ass battle system in it
and having the ability to say,
okay, I've kicked enough ass in the battle system,
now I can just do the visual novel.
Like, I appreciate the fact that
they gave us the option.
I'm always, always on the side of giving
players more options.
And I think that in the remake,
that was a really smart way to give people options.
It wasn't just like, hey, you can tune the difficulty,
so enemies hit harder or not as hard.
Like, okay, neat.
What an original idea.
Thank you.
But no, this actually said, hey, change how you interact with the game, change how you experience the story and focus purely on the story in addition to having the option to like make the enemies hit as to hit twice as hard.
And that's, you know, that's really valuable to me.
I think that was a great kind of compelling pitch, like to open up a game in one genre to people who would normally not want to play that genre who are, you know, more on the,
side of the visual novels. I don't know if anyone actually said, oh, I love visual novels and
now I will play Rating Historia because of this. But, you know, I think it was a really smart
choice for them to make. I think so.
It's weird to hold those two games up side by side, too,
because as much as I adore the DS original,
all of these sort of things that we've talked about that make it special,
make it a pain in the ass to replay.
And...
It does, yes.
The, for better or worse, when it was designed in 2011, it was Atlas and the entire team were clearly maximizing this for the culture of DS players.
This was a portable game meant for people who rode trains every single day.
And that battle system and being like, yeah, of course you've got to go back and satisfy those little weird trolls.
Do it again.
Fight the same battles all over again.
But we're going to make sure that doing those battles over and over and over again feels really good on like a 20-minute commute, which, I'll admit, is exactly how I played it.
And that's probably why I was so obsessed with it.
Yeah, I was.
Wait, how did you play through it in the space of a week for 40 hours if you were playing it on 20-minute commutes?
He was on snow piercer.
Were you commuting a lot?
So when you're in New York and you're a full-time freelance game.
journalist in 2011, you are getting on a train, you're going half an hour downtown to one
place, then you're getting on a train, you're going half an hour to someplace else.
So a 20-minute commute is, I have like five to six 20-minute train rides every single day.
Fair enough.
Yeah, as a fellow city dweller, I understand, who has been in the underground with the
DS.
Actually, it was fun, and there was one time there was one of the Pokemon games.
it was X and Y came out
and everyone on the TTC on the subway was playing
it like challenging each other. That was a lot of
That's awesome.
Yeah, the subway culture man.
When I beat the original Radiant Historia
and I don't know if like we want to like preserve spoilers here.
Can we get into spoilers when we talk about story stuff?
I mean, I think so.
I think like because I wanted to talk about the story stuff.
This is probably a good time to segue into it while we still have a few minutes.
Yeah.
The, well, the person who is, you know, Stock's sort of commanding officer, as soon as you get a look at Heise in the very beginning of, I'm a bad guy.
You're like, bad guy. Come on. Stock, he's right. Look at the hair.
You know what the worst part is about Heise? He's actually supposed to be like 36.
Oh, my God. They keep doing that.
I mean, just looking at the character ages. Like, Stock is 19.
It's like, okay, fine.
Rainy, Marco, 17.
It's like, sure, whatever.
Rush, 21.
Like, hmm, he doesn't look 21, but I'll believe it.
It's like odd, which we haven't mentioned yet.
Also, I love traps.
Traps are so good.
And then they completely ruined it in the remake
by making it so your combo stops.
When you lay down a trap, when the enemy is already dead.
It's like, why would you do that?
I want to rack up those combos.
But art, she's like nine.
Art is supposed to be nine?
Yeah, seven or nine, something like that.
That's bizarre.
You know, children are the most powerful JRP characters always.
Absolutely.
It's like, okay, Gavka is like 35, and the highest is 36.
but the rationale I've heard for it.
It's like he has traveled through time so much.
But JRPTs keep doing that,
where they make the gray-haired person 30.
Come on, people.
Stop killing me here.
I mean, I don't understand why they do it.
Japan has a very lengthy longevity, generally.
So why are you telling everyone that by the time you're 36,
you're old and gray and probably on the death's doorstep?
Yeah, but pop media like this, you know,
video games specifically have a very short lifespan.
And once you get into university, you'd better stop playing video games or you're kind of weird.
Oh, no.
So, yes, for them, like, you know, age 20 is nearing the end of your existence.
Oh, dear.
That's kind of sad.
Yeah, it's just like every JRP ever.
If you're 25, you're a battle-hardened, grizzled veteran.
You are.
You've seen it all.
And then when you're 35, you're a mentor.
and then when you're 80
you're a teller
you have ascended in other words
you forget all your spells
and when you level up your stats go down
the rationale
for he's
missed a bad guy
he just looks like a bad guy
I can hardly even consider
that a spoiler
but it's like he has the
black chronicle where stock has the wise
chronicle so he can
also traveled through time and he has gone through time so much that he has aged beyond the normal
process because stock does travel through time a lot and sometimes by a lot of time when you get
to the post-mortem meetings like one of them is like stock spends a year in a bad ending and he's still
19 I guess and you can do that multiple times and he doesn't age but but
Haise has gone beyond.
And I think that really goes back.
It's like a rationale day devised because of his, his inspiration.
Because originally he was a mechanized butler for Erica.
Oh.
That was his original concept.
Also, Raoul was evil, which, yeah, no, he's really not.
He's a marshmallow.
He's a marshmallow.
He all can't be evil, though.
He's a cinnamon bun.
He's a cinnamon bun flavored teddy bear.
I think in a poll of most popular characters, he came in like third or fourth, which is pretty amazing considering the competition.
I think Viola came like second or third, which great.
I love Viola.
Art was 100.
Yeah, no, I think Art was number one.
Of course.
Of course.
Of course he was number one.
But also his inspiration is, um,
The guy from cast of Cagliostro.
Oh, yeah.
The guy, yeah.
The count.
Gero, I think his name is.
Oh, okay.
The guy with the metal Wolverine claws.
You know, if you think, okay, we've got this Gero guy,
and then we've got a mechanized butler.
And what if we take the robot aspects away, then you get high?
He still has some mechanized aspects.
When you fight him and you eventually fight him as a normal guy,
he has some kind of thing on his arm that extends.
It's like if you look at it closely,
it's a vestige leftover of that mecca butter design.
He's also jacked.
Yes.
I like that that's a classic 80s RPG move
of having the old man bad.
guy take off his shirt and he's
just shredded.
Yes. Yakuza right there
all the way through. That's the back
of the box quote for Yakuza. Shredded old guys.
That's the switch remake of Radiant
Historia where now Heist at the beginning
will like tear off his entire
cloak in one swoop
and it'll be like, I have a tattoo on the back.
Wealder of the Black Chronicle.
So basically
Master Roshi. Oh, absolutely.
I like that Heiss's
motivations aren't necessarily.
like I this goes back to something you said really early Nadia
which is that all the characters are adults
that Haise's motivation is not
mustache twirley and it's also
not ultimately like I'm going to take over the world
and turn everything into my palace of sand
it's you know
he has a good
reason for
at least in his mind you can see
the justification for why he's doing
what he's doing
with the white and black chronicle and for what he wants for stock and Erica to that to that
extent like it's it's not yeah it's not you know ghoulish even when he turns into a sort of
cosmic deity like character thing took me days to beat as I recall I had to put my through
I had to put my 3d S to sleep and say okay I'll come back to this later that was that was how I
beat this game I had to go to a friend's uh like reading at like a theater
And it was an hour and 20 minute train ride away.
And so I just put my D.S. to sleep.
And I was like, all right, now I can finally do the final boss and watch the ending.
I thought you're going to tell me you did the final boss during his reading.
That would have been great.
Well, I might have had it like, mm.
But when he turns into, what is it, the apocrypha, the apocrypha?
He turns into Kafka.
Yeah, he turns into Kafka.
But unlike when Kefka becomes Kefka or you get to the end of Final Fantasy 9, it's like,
and now death is here.
It like makes sense that a heist would turn into this thing.
There's actual justification for it, which is interesting.
I mean, ultimately, it's still a revenge plot.
Yes.
It's like, oh, absolutely.
Okay, it's revenge, but it's revenge that is fueled out of a place that,
you can understand.
And that is really something that Hirada, the director, said in the interviews.
Like, when you look back at the game, after you have played it again, you might think,
oh, I guess there are no, like, really evil people.
It's like there are, there definitely are, and they're in the two countries,
and the remake absolutely, I don't know if this is an Atlas thing.
I've heard conflicting accounts
but it's like you've got the evil queen
and you've got the evil general
and they get redeemed
for no apparent reason
and I really hate it
there really should be no redemption
because they're really evil
and they really try to kill you
and it's just
oh I can show you an item
and now you have this whole redemption arc
and it's like no
they are evil they deserve to die and you know you go the evil bastard he uh he uh spontaneously combusts
in in the in the usual in the normal play and that's good and he deserves to burn in hell
forever
Is this something they added to the remake story?
This might be a good time to kind of segue
and talk a little bit about the differences we had between the two.
So I know you guys have just like waiting to vent.
So this is your stage.
there are a lot of good things the remake does it's like yes the option to not fight battles that's good
you still have to work for it it's like if you run into an enemy you still have to go through the
grid that's fair if you hit it with your sword it dies and you get experience some money
and that's pretty good so you know that's great they add support
skills, which is very nice.
You can really rack up
combos with those as well.
They add
in the original game
you already had an enemy scan,
but you have to remember everything.
It's like, okay, I am fighting
a goblin, which by the way have
very annoying voices in the remake.
Yeah. I don't know why that's there.
Oh, it's terrible.
But it's like, okay, maybe
this goblin is weak to
lightning.
Because he has a metal sword and a pot on his head.
Okay.
Now I have to remember that for the rest of the game.
Right.
In the remake, they say, okay, you can press the X button
and you can look at the status and the elemental weaknesses
and resistances of enemies.
Very good.
They add a map, which is, it's there.
Yeah, it's a map.
in a way, in half the map almost.
It's very blocky, and it shows you where the exits are,
which I guess that's useful,
but it would have been nice to have a little bit more map.
But, I mean, I guess, it's like, originally,
it seems they were trying to remake this game for PlayStation Vita.
Ah.
They had some mock-ups in an interview for the remake.
it's like yeah
this would work as a
one screen game
it's like the turn order
is on the right
it works not fine then it's like
oh the feeder is kind of dead
let's put it on the 3D yes
and oh now we've got a second screen
what do we deal with
that
a map but we only have a month left
shit
give me MSPage
open it up
That's just a rectangle, rectangle, rectangle, and a few triangles for the doors.
That will do it.
So, yeah, it has a map.
Okay.
Now that I know that there was a potential Vita version of this remake, that explains so much about the aesthetic choices.
Oh, yeah.
You're right.
Absolutely.
Now I get why they did that to the character.
Touchpad function, too.
Oh, oh, no.
Sorry, that's terrible.
Rear touchpad cast spells with the white chronicle by using the rear touchpad.
No.
Oh, yeah.
Oh, hear me.
I don't, I don't mean to just, like, harp on the art style.
I guess, please do.
The only reason it is so bothersome in the remake is that the original art style is so good.
and so distinctive and so unusual.
It was really interesting reading the interview
or the stuff from the strategy guide
that you commissioned have translated Lorenzo
to see them say that the only reason that Erica
had short hair in the DS version
was that they couldn't, with the fidelity of the DS screen,
make her look good with long hair.
And they wanted it to have that,
But then they realized that, you know, making the character art have these sort of bold black outlines would really make it pop on the DS hardware.
And I was like, well, the restrictions resulted in a better game.
Don't run away from them.
That art style is so good.
And the first time I played the remake, I actually took the free DLC and I put the original character portraits back into the game.
I also played on Append mode, which don't do it.
No, is it a pen or is it original?
I forget.
The mode where you just have the DS game.
And all the new stuff comes at the end.
Just do not play the game that way.
It's not a good time.
Yeah, there's an option to play it where it's all integrated.
Like if you're a new player, everything's integrated.
Like, that's what I did.
Yeah, that is how I played it last time to prepare for this podcast.
And it's a much better way because if you do it,
the way, if you get all the new stuff at the end, you get so tired of going to, we should
probably explain what the new content is. In the new content, there is a new character who,
spoiler warning, ultimately you find out is a lost in time princess of the old empire that caused
the desertification to happen
in the first place
I'm saying a lot
and you get missions from her
to go to potential histories
you know like divergences
like in the original game
you have a standard history
and alternate history
because you make a choice between
do I stay with evil bastard highs
what do I go with my
buddy Rush
Second choice.
But then you're
into a dead end.
Yeah, ultimately
you have to choose
both of them
at different times
because of all the roadblocks.
But the remake
gives you possible history.
So what happens is
you go to a timeline
where say
Rosh is a general
whereas
he's actually
just a major
or some other rank
in the normal game.
It's like
he rose through
the ranks much more quickly and now he's a force to be reckoned with and there is something
happening in that history that is distorting it so you have to fight a battle get the item go
back give it to nemesia and your character and move on with your life or what can happen
is you get a mission you have to go to a potential addestal and there is an item there
that you want because it's the plot
McGuffin
but it's cool
so what you have to do is you have to go
to all my mind
why is there only one note that makes you
go to all my mind it's such a waste
potential
and you have to go there for the new content
like four or five times it's
so many times
like why I do remember
visiting the Sand Fortress a lot
I got very familiar with the Sand Fortress
I mean it's not a very big map
in the first place.
So it makes sense that you have to go to places again and again.
But it's like, okay, so you have to do something.
You have to learn a new skill that you can learn or you have to get a specific item to move on
that you can only get at one point in time.
And then you have to go back and, oh, you get to MacGuffin and you can move on with life.
And ultimately, you have to do it at like 28 times.
Even if you do that at the end of the story, you're really going to get burned out on it.
Yeah, that sounds like a pretty terrible thing.
Yeah, do not do that.
Do not do what I did.
Do not make these mistakes, these same sins.
I made these mistakes so you don't have to.
Okay, so you get all the MacGuffins and you get to a new dungeon
and you fight the ultimate cause of the desertification, which is
it's a lost empire princess's boyfriend because her parents did not like a boyfriend
and they turned him into a monster
and you have to save him
with the power of the red, white, and black chronicles.
I almost said blue, but...
Fireworks explode, everything's fine.
Very, very different angle for the game to take.
Heist comes out and he's dressed like Uncle Sam.
He's got the hat now.
Ridiculous about that.
Stock, now you know, patriotism was the...
a real goal all along.
I would forgive them
for that. I would actually like to see that.
But yeah, I don't really
like that ending. It's like
I really like the original
games ending. It's like, okay,
either you sacrifice
yourself to give
the people more time
to come up with an ultimate
solution to the certification
or you do the 10
and 12 in the remake
key side quests, which are
very helpfully denoted
with an actual key on the White Chronicle
screens. Like, that's
good design. I'll give
you that and everything else
because I love the original game.
So I don't know why I said that.
So if you do those 10
key side quests, you get some
really nice things like
giving Raj
bad relationship advice
and also giving these bad
relationship advice and giving
yourself, bad relationship advice, and ending the world multiple times.
That sounds like what I would do.
Yeah, I mean, if you want to unlock all the nose, that's what you do.
But also like romance between humankind and beast kind, that's very nice.
A scientist who, instead of creating more machines that drain mana and accelerate the desertification, you give him a way to cultivate a specific plant
that generates mana
and gives hope to the people
that at one point in time
the amount of mana
that is being drained by the stupid monster
that we explained in the remake
that you will actually generate
enough mana to
save the world that way and not have to
sacrifice someone of the royal family
those are very nice side quests
and if you do them all at the end
high says
okay Stark you win
you defeated me but
I don't agree with this ending
where you sacrifice yourself
and yet die
so what I'm going to do is
I'm going to sacrifice myself
for your future
because I love you
all everyone killing each other
for love up here
it's really nice
it's like
it's such a great bit of sweet ending
it's like we haven't solved
the ultimate problem
but we're working towards solutions
and we've bought some time
by sacrificing the bad guy
and
you know
we're planting
conets and we're generating money
and we can actually save
we have a chance
we have a hope to save ourselves
in the future
and then the remix is like
nah screw all that
we're going to kill the guy
and then everybody ends up happy
including the people who don't deserve it
that's special people that don't deserve it
that's a bummer
you have to give the remake this much so
it introduced me to the game I think it introduced
if 10 people bought the first one then 20 people
bought the second one yes you got to give it that
yeah I mean it's still a good game
but it's like they make some choices that I just
really do not like
and I don't know how I would improve it
honestly I would even just love to see this game
up-resed on the Switch. Because I think it would be
a huge hit on the Switch. Nadia,
I was just going to say, just take
the original game, or
the remake, either or, and just make it
look nice and clean, put it on Switch,
and you've got
a freaking winner.
Because I, it's like, I'm out here
playing right now, like SMT, Final Fantasy
14, like the best RPGs out there
and I'm still sitting here playing Raid and his
story saying, wow, this is still an excellent
game. We need this on the Switch. The only
thing that's bothering me is I'm all
snobby now with my Switch all ED and I don't want to
be looking at a DS screen so
give me my remake please
I mean if they originally
intended for the remake to be
a Vita game yeah yes I think
they could do it easy I think so I'm
here I'm speaking for developers but I think so
I mean that they released it in like
2017 which is when the switch
released I think yeah it came out right at the end
there yeah it's it's I think it did it come out like
a month before Breath of the Wild
and the Switch
Yeah, I mean it's right around then
and it's not
it's not the last
of the big
sort of the Atlas team
3DS games
No, it's persona Q2
Yeah, Persona Q2
Yeah, Prona Q2
And they got buried
Yeah, it's so sad
Strange Journey Redux
That was my first SMT
and I love that
I find it very interesting
How the original games
Radiant Historia
strange journey were released around the same
time at the end of the DSS life cycle
and then they do the same thing
for the 3DS remakes
and it's like you're making
the same mistakes again
only worse this time around
Oh yeah
I mean like I said persona Q2
which is a great game but and
I think Etrain Odyssey Nexus was out
at the same time as well
yeah great games and just
gone okay fine you screw up the timing
it happened put them on the switch they're not
no one's going to really ding you for having lesser graphics on the switch.
Well, this has been a great in Historia, and it has been a wild ride.
I think we've had a really, really cool conversation full of fun jokes and memes and our feelings and our thoughts and our hopes and our dreams.
Why don't we wrap it up by just kind of each of us giving a quick, like, one-line elevator pitch for the game
and why people should try to play it somehow if they can get their hand on it?
You go first, Lorenzo.
I was going to start off with trivia
because originally the main character
was going to be a sword
and when I say sword
all I can think of is that ProCD sketch
where it's like sword
I love prosence so much
and that's fair
I can just picture stock as a sword being really pissed off
and he's swinging and he hits something stop it
stop it
Yeah. Okay, my elevator pitch for this game, you are a remotely competent person in an RPG with time travel, and you have to maneuver between two timelines to save the world from impending sand doom.
Sand doom is the worst kind of doom. It gets in your ass crack.
Yeah, it gets everywhere. It's very rough. So much sand.
So much sand.
Anthony, your turn.
I hate sand.
Obligatory.
Obligatory.
It's funny.
Part of the elevator pitch for this is that stock, I mean, he's literally named stock.
Yeah.
I know.
A stock RPG character, and he looks like he's going to be an Anakin Skywalker.
I hate sand-esque kind of figure at the beginning.
Oh, no, my mom.
The presentation is very misleading.
leading. And I'll sell this game in the exact same way it was sold to me. This is pound for pound,
one of the three best RPGs on the DS, bar none. Absolutely. And it is up to, you know,
people sort of lionize the great Squarespace of the PlayStation and the great early PS2 RPGs from
Atlas. And this is up to that pedigree. It's absolutely flawed, but it is unlike anything
else. And I mean, Lorenzo was talking about the fact that the DS version was reprinted only a few years
ago. And so it's not going to cost you an obscene amount of money. But track this down if you have a
DS. It's great. And Mr. Parrish. So I'm trying to pitch people on buying this game.
I'll just say why you like it. When I say elevator pitch for like, hey, let's make this game.
Because it's already been made, you know. I love you, Parrish. Just to just
Tell me why you love the game, please.
No, like I said earlier, it's a rare game that has both extremely inventive combat mechanics
and extremely inventive narrative mechanics.
And it could succeed as a game on the merits of either one of those, but it has both.
And that's really just, it's a rare achievement.
You just don't see that very often, you know, in a genre that has become increasingly safe,
increasingly predictable, probably because games like this didn't do that well at retail
for circumstances beyond its control, honestly. But yeah, like, this is one of those rare games
that really just said, what can we do with the genre? What can we do that's different? And really
kind of explore the potential of the RPG. And yeah, for that reason alone, I recommend both
versions, despite the excessive amount of hate being directed at the remake here, it, you know,
I can see where some of the creative choices were not in people's, you know, to people's liking.
And there's stuff in the remake where I was kind of like, oh, come on. But, but on the whole,
like, they're both really great. And the remake is nice because it allows you a lot of flexibility
and how you experience the game. So, yeah, it's, um, for any series RPG fan, uh, it takes,
years has been very kind to this game, 11 years. Yeah, I agree with that. Just piggybacking off
what you said there. It's, like I said earlier, I am right now playing SMT-E-5. I'm playing
Philharmedes of 14, and I'm just enjoying the hell out of just replaying Radio Historia.
I would say, though, don't be scared to get to remake. I know, I know why the reasons they
have been slung around, why it's not like, you know, maybe the theater for people who love
the original game. But I would say, it's still a very easy way to play the game, probably
the easiest way.
You can get it off the e-shop as far as I know.
You absolutely can.
You should.
Good, good.
You should.
The remake is still a very good game despite, you know, creative choices.
It's like you've got a good game as a base.
So you're going to have to do something very extraordinary to make that game bad.
It doesn't go that far.
I ding it for.
The new stuff and everything.
But absolutely get it.
No, absolutely get whatever version you can.
Play it, love it.
Maybe poke Atlas until they give us the game on the Switch,
like we should get it.
And yeah, it's certainly one of the greats,
both for handheld and, like,
if you measure it up to consoles,
it's still very much measures up.
So, yes, Radio Storya, great game, play it.
And, yeah, that would be it for this very meaty retrospective.
We hope that you all had a nice time bubbling through time with us.
Just to wrap things up, I'm Nadia Oxford.
I'm also the co-host of the Axel of Blood God RBP podcast.
Please listen to us and support us over at patreon.com forward slash blood god pod.
I also host Charlene Dropouts, a Final Fantasy 14 podcast, and you can bet Final Fantasy
14 is about to get very exciting because we are coming up to End Walker.
And of course, don't forget to support Retronauts.
Throw us some change over there at patreon.com forward slash Retronauts for lots of great stuff
just like this, including I did a podcast with Parrish, and I did one with Kirk Cattala.
We talked about, talked about Castlevania rankings, and that was a really popular show,
as it turned out. I had a great time with that. Thank you for joining me on that, Parrish.
Absolutely. I love that episode, despite how wrong you guys were repeatedly.
Oh, it was just us being wrong for two hours. It was fantastic. I love being wrong for two hours.
As a New Yorker, he was very offended by our views of New York. Just, just horrified the entire time.
So, Lorenzo, thank you so much for choosing this topic.
And if you could go ahead and you have something you want to promote, just let it out.
I have nothing to promote because I am a regular wage worker and I don't do creative stuff.
I'm a financial.
So financials are creative accounting is found upon, so we don't do that.
So instead I'll say, this is the first time my voice.
has been on the show.
But not the first time my words have been on the show
because I have sent listener mail before.
And I have appeared in a Pokemon episode of Retronauts.
Actually, I don't remember if it was Pokemon.
I think it was the Mystery Dungeon episode of Retronauts
where Pokemon Mystery Dungeon makes an appearance.
And I am the letter writer who said,
I spent 200 hours on this game,
and I recruited every single Pokemon.
come on and evolved all of them so I would have one of each so yeah I think that was the reaction
during the episode as well which do not do that I also send a letter to the Nazica episode where I
mentioned that it's also the name of the the girl finds Odysseus when he washes ashore
which, you know, I like mythology.
So listen to those two episodes.
They're very good.
And actually, I will plug one thing, and that is the World Guidance interview that I commissioned to be translated by Shmoplatians.
And depending on when this episode releases, around that time, stay tuned at Shmoplatians.
and probably also
Retronauts because there will be
a link, I hope, to the interview
so you can all enjoy that very much.
We really look forward to it.
That's going to be really cool.
Mr. Agnello, why don't you say a thing?
I'm around.
You can find me.
I host a gaming podcast called ContinuPod,
and you can go to continuepod.com to listen to that.
And I also host a podcast about video games,
soundtracks called Video Game Groo's.
And you can follow me on Twitter at
A. John Agnello.
And this is a weird plug, but you could go to ship to shore
vinyl and basically just find Jeremy and I
dueling back and forth with liner notes
for releases.
So these days, if you're like Christmas shopping
and you're like, ooh, Kloa soundtracks on vinyl,
you'll get Jeremy on one and then me on the next one.
yelling at each other across the fence.
Yeah, literally.
It's just like,
this one's better, this one's better.
But, yeah, that's where you can find me.
Kloa one soundtrack is better.
It is.
There's no contest.
It's,
Kloa once,
Kloa wants just better.
It's not,
come on.
That's why I took it and left the two for you.
And you have some liftover.
Oh.
Mine has a snowboard.
It's fine.
You know,
I'm just imagining.
dueling liner notes, it's like dueling banjos. It's like, yeah, I mean, there's
banjos in the soundtrack. Deliverance. I have not seen that film, but I know that scene.
You get lost in the swamps. Some guy's going to come out and be like, hey, y'all heard the
soundtrack to clone Noah? It's real good. Do you guys laugh? The show got a pretty liner
notes. He's got real pretty notes. Hey, boy. Real pretty liners. I'm going to make you squeal like an old
keyboard solo in a Prague song.
And then it's...
Why are you
threatening me with a good time?
I mean, you know,
Kiperson did hold down the
keys on his, his Hammond organ, with a knife.
So it's threatening.
It's threatening.
Mr. Parrish, why don't you tell us a little bit more about
yourself and this keyboard solo with a knife?
Sure. Sometimes I've been
on a podcast called Retronauts.
I would check it out if I were you.
There's lots of episodes that have me on it
in some capacity. You can also find me doing stuff on YouTube under my own name, Jeremy Parrish,
limited run games under my own name. And actually, I don't really use a lot of aliases online.
Or do I? And you just don't know about it. I'm just talking to me. To me, you're still toasty
frog. I mean, yeah. Anyway, so I do a lot of stuff on the internet and you can find me. And you should,
because it's good. As for the, you know, the knives, it's just, it was the 70s.
Keith Emerson, wild guy.
He had a portable keyboard.
I think I might have mentioned this on the
Prague music podcast.
I'm on sometimes Alexander's
Rectime band. He had a portable keyboard
like a little mini-mogue or something
that he would carry around on stage
and play solos. And
then he rigged it up so that it would
spurt fire.
He could blast
flames from the end.
So he would do, yeah, it was
it's you could just imagine the sort of shenanigans he got up to but it was prog rock man
sometimes i think to myself wow my parents were really weird then i realized oh right they
were up in the 70s so that explained at all there were no rules it was great they were just
no rules whatsoever just just a little kitty on the branch saying hang in there that was the only
that was the only credo that mattered everyone had a pet rock and a string to wind their rock around
or something like that and run a lot of cocaine all right thank you all so very much for listening
like to hear more Retronauts because, of course, why wouldn't you? This is just a reminder
that Retronaut's amazing content is only possible through the love and generosity you bestow
upon us. Please help us keep the lights on by becoming a Patreon net, patreon.com forward
slash Retronauts. You will not regret it, and you have several tiers before you. Choose
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seven days advance. For $5, you can receive access to two full-length Patreon-exclusive episodes
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magical $64 a month,
which is absolutely fantastic, you get
the opportunity to set the topic of
retronauts once every six months.
And yeah, as long as it's within reason,
because we can't have any
like podcasts about Mario's
square butt. Or can we?
Perish. That's obviously your call. I mean, he's in
Minecraft now, so.
Ah, okay. So
and Minecraft is retro now. You can have
rights. Okay. Well, see,
that's just the kind of shenanigans that we're stuck
man i am so glad i have never played that game square butts are on the table everybody so go for
that 64 dollar tier you know you want square butts yeah the great thing is they're on the table
you don't have to worry about them rolling off because they are square those babes are going to stay
exactly where they were planted alternatively square butts it's like you just get a calendar
about uh you know sakaguchi's butt uh kawasu's butt that's right square butts square butt
Square books.
Finally, I know what I'm doing
for my next annual calendar.
Yeah, there you go.
Something tells me
that Final Fantasy 14's dev team
would agree to do that.
Yoko Taro definitely would agree with it.
He definitely already has it.
He'd be like, oh, can I be
all 12 months?
That's my only condition here.
He wears a face mask in public,
but pants, nope.
I'm sure Soken would do it.
Soken would absolutely do it.
And then he'd do it again.
So with that lovely image of square butts in your mind, I just want to say thank you all so very much for listening, and may your future be sand-free.
You know what I'm going to do.
