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 Macross 30: Voices Across the Galaxy 
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Nota Macross 30: Voices Across the Galaxy
Bien lo que a continuación sigue es la tabla de contenidos del juego Macross 30: Voices Across the Galaxy, traducido al ingles para que se den una mejor idea de sobre que trata.

Fuente:
http://red-shoulders.blogspot.com.ar/20 ... le-of.html


INTRODUCTION
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Macross 30: Voices Across the Galaxy is a special action-RPG game developed by Studio d'Artdink to celebrate the 30th anniversary of the Super Dimensional Fortress Macross' animation, which first aired in October, 1982. Produced by Studio Nue, written by Kawamori Shouji and directed by Ishiguro Noboru, Super Dimensional Fortress Macross is known as one of the all-time classic anime series, and has been profoundly influential on both that medium, as well as Japanese science fiction in general. It is my hope that this translation guide help Macross' small, but dedicated Western fanbase better appreciate that fine legacy by playing—and understanding—this fantastic game.


As per my usual mantra: I have attempted to assemble all of the information contained herein in as logical, concise and organized a manner as possible. This guide is currently (and perpetually) a work-in-progress, and as such cannot be expected to be a fully complete, infallible resource. Over time, I shall endeavor to help this document evolve into an ever-bigger, ever-better, ever more useful guide. Regardless of its current state, I hope you'll find this guide to be a valuable resource as you play the game.

Please bear in mind that this guide is written with the assumption that the reader has at least a passing familiarity with the conventions and vocabulary of both gaming as well as the Macross franchise. So, basically, I won't be explaining terms like “rare drop” or “Valkyrie.”

As you peruse this guide, you will notice many screenshots of the game. In an attempt to make the various menu translations easier to follow, I have taken the liberty of editing screenshots of the game to replace the Japanese text with English text. It is my hope that these photo-translations will make the translation segments of the guide more accessible, thereby increasing the efficiency and utility of this guide as a reference tool.

Current FAQ/Guide Status:
The guide is now virtually 100% complete. Only minor details (cost of X blueprint in Y store) are missing, as well as superfluous information (chapter summaries).
GAME INFORMATION
Macross 30: Voices Across the Galaxy is a fast-paced action-combat game with heavy RPG elements, which include level-up mechanics, stat upgrades, mech customization, sidequests, etc. It was developed by the hugely talented and experienced Studio Artdink, who have been responsible for a number of fantastic Macross and Gundam games published on the Playstation Portable, Playstation Vita and Playstation 3 gaming consoles over the past decade. This title marks Artdink's fourth Macross themed title on the Playstation 3, but (weirdly) is their first fully realized game on the platform.
Macross 30 presents a brand-new story taking place after the events of Macross Frontier, merging the casts (and mecha) of every animated Macross series (other than Macross II) into a fairly elaborate crossover-style story with an original cast. The player assumes the role of SMS test pilot Leon Sakaki after he crash-lands on the mysterious planet Ouroboros.



Release Date February 28, 2013 (Japan)
Platform Sony Playstation 3
Price
¥8,380
Rating CERO B*
Publisher Namco Bandai Games
Developer Studio Artdink


Note: CERO is the Computer Entertainment Rating Organization, which rates electronic games in Japan using the following scale:


CERO A Suitable for all ages.
CERO B Suitable for ages 12 and up.
CERO C Suitable for ages 15 and up.
CERO D Suitable for ages 17 and up.
CERO Z Not for children under 18.
CONTROLS
There are three preset control schemes for Macross 30. The first is based on the controls used in Artdink's earlier Macross titles on the Sony PSP; the second is based on third-person shooter controls; and the third is based around the camera-aiming mechanic. You can switch between these three control schemes at any time through the System or Options menus.

When using the Options menu, you will notice that there are two types of flight controls available. Normal controls are, unsurprisingly, the default. Real controls allow you to fly your aircraft like a fighter in an Ace Combat game—rolling with horizontal analog stick movement—which gives you greater control over your flight path. Unfortunately, selecting Real flight controls also introduces multiple obtrusive HUD elements that are very distracting, so I do not recommend it.

Please keep in mind that Macross 30, like most Japanese games, does not invert the default confirm/cancel keys. This means that the circle button is (correctly) linked to the "confirm" command, and the cross button to the "cancel" command. Saving and loading the game, however, uses the same command buttons as the PS3 hardware's region. This means that gamers playing on European and American consoles should be aware that the confirm/cancel buttons will "switch" on them while going through the saving process.



Controls (A) Controls (B) Controls (C)
Camera Right Analog Stick Right Analog Stick Right Analog Stick
Movement Directional Pad Left Analog Stick Left Analog Stick
Transform (Fighter) Left Analog Stick Up Directional Pad Up Directional Pad Up
Transform (GERWALK) Left Analog Stick Left/Right Directional Pad Left/Right Directional Pad Left/Right
Transform (Battroid) Left Analog Stick Down Directional Pad Down Directional Pad Down
Primary Weapon Square R1 R1
Secondary Weapon Circle Circle R2
Weapon Select Menu N/A L2 Circle
Melee Triangle Triangle Triangle
Boost Cross Cross Cross
Dash N/A Square Square
Lock-On R1 L1 L1
Guard L1 R2 L2
Center Camera R3 R3 R3
Zoom Camera N/A L3 L3
In-Game Menu Start Start Start
Issue Orders Select Select Select


While in GERWALK mode, you will need to double-tap in the Boost button (cross) in order to descend.

As is the case with other mech combat games from Artdink, you have an SP meter that gradually fills as you take and receive damage; this meter can be depleted to use special moves and attacks.

Of the three schemes, I found control scheme C to be the most natural and efficient, though B was also very useful. I would recommend against using control scheme A, as using the directional pad for movement and the analog stick for transformation is very unintuitive.

Action
SP Cost
Command
AMS Anti-Missile System
0
Guard + Dash
Reload Weapon
0
Primary Weapon (double-tap)
Activate Skill
1
Guard + Weapon Menu
Charged Ranged Attack
1
Guard + Secondary Weapon
Charged Melee Attack
1
Guard + Melee Attack
Charged Boost
1
Guard + Boost
Activate Support Skill
2
Triangle + Circle
Special Attack
2
Circle + Cross


Note that I gave the function-name of 1-cost SP actions instead of the buttons because the input commands for 1-cost SP skills will change based on which of the three control schemes you are using. The 2-cost SP skills, however, are activated with the same input command no matter which control scheme you are using.
GAMEPLAY TIPS
Macross 30 may be an action-RPG based on a long-running series of action-combat games, but it also introduces a number of new skill-based mechanics. I'd like to take a moment now to point out some tips for new players to help them better take advantage of these new mechanics, as well as to point out some basic tips to help make your experience with the game less frustrating and more enjoyable.

General Tips
Remember to manage your inventory! If you have a full stack of any item, you will not be able to acquire any additional items of that type. If your inventory itself is full, you will not be able to receive any additional items—including quest rewards.
Save your game at every opportunity! Enemies can re-spawn at random, and/or gang up on you en masse suddenly and unexpectedly. Higher level enemies with special weapons can dish out a lot of damage very quickly, and if you are destroyed you have to start over from whenever it was that you last launched from your ship.
Every time you launch from your ship, head to the nearest town and make certain you have a decent stock of recovery items and ammunition boxes for your secondary weapons. Ammunition boxes for your secondary weapons are applied automatically when you run out of ammo; if you don't have any ammo boxes, you won't be able to reload your secondary weapons, and you do not want to suddenly find yourself without any missiles.
Don't sell any aircraft parts or quest items! You can only hold 30 items in your inventory at a time, when you fill up, go back to the Gefion and dump everything into storage. Well, okay, I'm exaggerating a bit: you can sell consumable items without worrying, but keep all of those aircraft parts and quest items (E.G. delivery items) or you'll regret it later.
Sell your excess items! If you're not going to use certain consumable items, don't just toss them in the item box, sell them! Later in the game, when you're building rank II and rank III aircraft, sell your low-value parts, too. If none of the aircraft you're building require less than 100 total points, all of those parts you've got with a point value of 3 or less are kind of useless. Sell them! They'll provide a value stream of extra income that you'll need to purchase all of those new game plus blueprints.
Combat Tips
In Battroid and GERWALK modes, locks tend to “slip” off enemies, requiring you to actively aim. This third-person shooter mechanic allows for skill-based gameplay—not only do you have to lead the target to score hits (aim where the enemy aircraft will be, not where it is)—and mechanics. If you score hits in the central body of an enemy aircraft, you will do extra damage (critical hit); if you score hits on the cockpit/head of an enemy aircraft, you will do even more extra damage (headshot).
Most aircraft have two types of missiles: multi-lock (usually assigned to Sub-1) and rapid-fire (usually assigned to sub-2). Multi-lock missiles are (obviously) best for taking out multiple targets simultaneously, but because the missiles eject away from the aircraft before they ignite, they are not well suited for use while in Fighter mode. (When used in Fighter mode, they tend to over-shoot the target and miss). It is, therefore, best to use multi-lock missiles in Battroid and GERWALK modes, and save rapid-fire missiles for Fighter mode.
While in Fighter mode, your primary weapon will automatically lead the target provided you are “pointed” directly at it, more or less. This makes strafing a very viable tactic.
While in Fighter mode, dashing causes your aircraft to roll to in the direction you hold the analog stick. This is very useful for breaking, as well as avoiding enemy weapons fire. Also keep in mind that for situations where you cannot avoid incoming fire, you can use your AMS (Anti-Missile System) to shoot down incoming missiles (Guard + Dash).
Damage effects two separate variables on enemy aircraft: permanent damage and momentary damage. This means that if you do not completely destroy an enemy quickly, it will slowly regenerate a portion of its HP. For larger enemies that regenerate HP quickly, try alternating between primary and secondary weapons while reloading (thus maintaining a constant stream of fire) to stall this process.
When enemy aircraft explode in proximity to the player, you are awarded tuning points (TP) and experience, regardless of whether or not you destroyed the enemy yourself. Destroyed enemies also drop items in the form of glowing orbs: yellow orbs are money, purple orbs are items.
Choose aircraft with versatile armaments—if all you've got are missiles, all you've got are missiles. Multi-lock missiles are great for taking out large numbers of enemy aircraft; single-lock (or burst) missiles are great for taking out enemy ace aircraft... but aircraft aren't your only enemies! Stocking up on some reaction weapons can be very useful, as they can deal a lot more damage to enemy warships than standard missiles, and can even be extremely effective in dungeons where enemies tend to get clumped together. A few reaction missiles can mean the difference between victory or defeat.
Tuning Tips
Though you have the option of purchasing tuning points (1,000TP for 1,000G), I would strongly recommend against doing so. I think it's important to get a good feel for an aircraft before deciding which stats and/or weapons you want to upgrade, as well as to get an appreciation for an aircraft's base stats.
Use your AI wingmen to grind TP for aircraft you don't like. This is especially useful for optional equipment that requires a massive amount of TP. Early in the game, for instance, you can use Mylene's VF-1 to grind TP for VF-1 strike packs, and get fully tuned packs in half the time, or fully tune two packs at once.
Your primary weapons have infinite ammunition, which makes them absolutely essential to your survivability during long-term flights. I would, therefore, recommend tuning the primary weapon(s) before anything else, especially bolstering power, accuracy and projectile speed.
Most Valkyries' third secondary weapon (Sub-3) is a head-mounted laser turret. These weapons are not entirely worthless (in fact, they can be very useful) but they are very much a stop-gap measure—so don't bother investing any TP into them. You won't get enough of an increase in effectiveness to justify the cost.
When you apply tuning points, you extend a yellow bar marking the increased stats. Eventually this bar will turn red. When you reach the “red threshold,” each additional upgrade will cost more TP. Red tuning is called “over-tuning,” and should not be done until after you have fully tuned all of the aircraft and weapon stats to their maximum yellow value unless you are specifically setting out to make a specialized build.
Some aircraft have multiple primary weapons. Generally speaking, it's better to choose whichever primary weapon suits your play style best, and only tune that weapon.



MENU TRANSLATIONS


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Macross 30 is an open-world style game, so there is no central menu tree to navigate. There are three basic menu clusters you will use as you play the game: the My Ship menu, which serves as your game hub; the In-Game menu; and the Town menu. Each menu is accessed from the field. To view the My Ship menu, you must enter the circular blue field projected underneath the Gefion; to view the In-Game menu, you must press the Start button while in the field; to view the Town menu you must land in the blue field of a Town building.

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Your ship, the venerable Gefion, is fairly easy and obvious to spot. Towns, however, can sometimes be hidden by terrain, and appear simply as (large) buildings (the actual communities are largely underground). Both project blue fields that you must interact with in order to “enter” town or “land” on your carrier. While in blue fields, you can go to the ship (left) or town (right) by pressing Triangle, or save your game by pressing the Select button.

MY SHIP MENU:

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The “My Ship” menu is actually the bridge of your SMS carrier, the Gefion, and it serves as the central hub of the game. You can manage your aircraft, items and squadron from the Hangar; move your ship to a different field (over-world); view movies, sound files, and loading screen wallpaper, or even peruse through a Macross encyclopedia in the Gallery; save or load your game; or alter your options.

Take special note of the general information window in the upper right corner: it displays your (Leon's) level, the total amount of money you have, your current play time and selected difficulty. It also informs you of your current position in the main quest—those first two numbers in the photo-translation above, 4-1, indicate that the player is currently in mission 1 of chapter 4.

You can launch (exit the Gefion and return to the field) at any time by pressing Start, or buy selecting the Launch option from the menu.


Hangar Menu:

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If the “My Ship” menu is the heart, the Hangar is the brain. Here you'll find all of the really important stuff. You can manage your characters and aircraft, as well as purchase and apply tuning points from the Flight Deck; you can construct new aircraft in the Mechanic's Room; manage your inventory and item storage in the Item Box; go back to the carrier's bridge (My Ship menu) or take-off immediately.


Hangar: Squadron Settings Sub-Menu

The Squadron Settings menu should look very familiar to anyone who's played any of Artdink's other Macross or Gundam games. Here, you select and tune your aircraft, choose what optional equipment you want to use (where applicable), select pilot skills and support characters, and (in new game plus) choose your pilot. Note that in your first run-through of the game, you will be restricted to using Leon Sakaki as your pilot.


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You can cycle through available aircraft with the directional-pad, and use the shoulder buttons to switch between your two wingmen. Selecting your aircraft (circle button) brings up the tuning menu, where you can apply tuning points to various stats to improve your aircraft's performance. You can cycle through tabs with the shoulder buttons: the first tab is your aircraft proper, while the five remaining tabs are for individual weapons. Note that you can also select color schemes for your aircraft (does not apply to character-specific aircraft, like Ichijo's VF-1J) and purchase additional tuning points, or TP, if you don't have the patience for grinding. The stats you can alter are:

HP Determines how many total health points your aircraft has.
Ranged Defense Determines how much damage you take from ranged attacks (missiles, explosions, bullets, beams, etc.).
Melee Defense Determines how much damage you take from melee attacks.
Speed Determines how fast your aircraft moves normally (does not effect boosting or dashing)
Boost Determines the rate at which the boost gauge is consumed while boosting or dashing.
Mobility Determines aircraft maneuverability, or turning ability.
Radar Range Determines the distance at which your aircraft can lock-on to enemies.

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All of the weapons share the same customization stats, but not all stats will be customizable for all weapons. You cannot, for example, increase the amount of magazine ammunition in a melee attack (makes sense, no?). This means you can apply the above photo-translation of the main weapon tuning panel to the melee attack and secondary weapon tuning panels. Note that tuning the “main weapon” of an aircraft with multiple main weapons (like the VF-27's variable beam cannon) will effect both modes of fire. The stats you can alter are:

Power Determines the amount of damage a weapon deals.
Accuracy Determines the accuracy of ranged weapons.
Max Targets Determines the number of enemies multi-lock missiles can lock onto simultaneously.
Range Determines the range at which weapons will lock on to enemies (red reticule).
Projectile Speed Determines the velocity of missiles, bullets and beams.
Reload Speed Determines the cooldown length before weapons can be reloaded (does not apply to manually reloading by double-tapping primary attack button).
Magazine Ammo Determines the total number of missiles/bullets per magazine.


The small black input in the lower right of the aircraft selection panel details the aircraft's optional equipment, where applicable. Here, you can select whether or not to use super/strike/armored/fast packs, and can tune those equipment packs as well (refer to aircraft tuning photo-translation for details).

In addition, you can select an “equipment type,” either “Type A” or “Type B” for your optional equipment. Type-A equipment will keep the packs equipped even when their HP reaches zero, but you will not be able to use the packs' special SP attacks; Type-B equipment will automatically purge the packs when their HP reaches zero, but will allow you to use their special, more powerful SP attacks.

Imagen


You have only very limited options when it comes to customizing your pilots and support characters. You can select up to three auto-skills (see Skills Section for details) and determine a growth type. Growth type determines how skill points are allocated upon level-up. Selecting offensive growth type will allocate more points to strength and combat stats, and fewer to defense and speed and so on. The default growth type is “Balance,” and there's no real reason to change it.

Hangar: Mechanic's Room Sub Menu

Imagen

The Mechanic's Room is where you go to construct new aircraft and upgrade older aircraft. Each aircraft has three different ranks: I, II, and III. Rank I aircraft are the initial aircraft, they can be upgraded in rank by obtaining higher-rank blueprints (refer to Items & Shops section for details). Higher-rank aircraft have the same base stats as their rank I versions, but have a greater total TP capacity, and more tuning points can be installed in stats before over-tuning (red-tuning).

In the Mechanic's Room, any aircraft whose blueprints you own but have not yet constructed will be grayed out; any aircraft (including unbuilt aircraft) that can be worked on (e.g. upgrading to higher rank) will be outlined in yellow; aircraft that have already been built and cannot be upgraded will be outlined in orange.

The upgrading process is essentially a simple mathematical mini-game. Each aircraft will require a certain total point value in all three categories: frame, armor and engine. Each aircraft part you obtain will have a certain point value: you have to combine the parts you've collected to meet the aircraft's requirements, but cannot use more than 50 total parts to do so. The most efficient way to construct aircraft is to try and conserve high-value parts, which means using as many low-value parts as possible to construct an aircraft as possible. This means it's better in the long-run for you to use 50 different parts to meet the requirements for building an aircraft than to use 10.

Using the “correct” parts to construct a new aircraft (e.g. VF-1 engine on a VF-1) will yield a “bonus.” The bonus does not effect aircraft stats or points requirements on the current aircraft: all bonus effects is the total value of points necessary for construction of higher-ranked versions of that aircraft. This means that if you construct a Rank I VF-11B, for example, and use frame parts that yield a bonus, that when you go to build a Rank II or Rank III VF-11B, you will have a slightly lower required Frame value. In a nutshell, that means the bonus yields so little benefit there's little point in going out of your way to use it.

Of course, if you don't feel like playing the game, you can always press Triangle and let Aisha automatically determine which parts to use.




Gallery Menu

The gallery is where you'll find all sorts of “extras” (superfluous content) for the game. Here you can view movies, look at your combat record, browse the Macross Encyclopedia, play various sound files, or look at loading screen wallpaper. The Gallery menu options appear in that order (Movies; Combat Record; Macross Encyclopedia; Sound; Loading Wallpaper).

The Movies section contains not just the in-game movies, but a whole host of extra content, including (but not limited to) a brief history of the Macross franchise (narrated by an SD Sheryl Nome) and interviews with voice actors and staff.


The Combat Record is the only useful (i.e. practical) aspect of the gallery. The record is divided into three columns: the first column lists out the number of side-quests you have completed (quests that have been completed will have a cyan-colored “clear” icon attached; quests that are available but have not been completed will be listed; quests that are not available will not be displayed—you'll only see question marks. There are 200 quests total; refer to the Guild Quests section for details); the second column details your best times in the races (There are 30 races total; refer to the Races subsection of the Secrets & Extras section for details); the third and final column depicts basic gameplay information, in the the following order:

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As for the fields that aren't translated... I can't make out the kanji, and can't guess the meaning based on the rough shape of the word... so I don't know. If anyone can read those very low-resolution characters, please, let me know.

Options Menu

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The options menu is fairly straightforward: the above photo-translation should tell you everything you need to know. For details on different control settings, refer to the Controls subsection of the Introduction section.

Don't get too excited about custom audio: it's extremely limited. Basically, you can choose to replace the sound file that plays during support skills... and that's it. You can create up to three pre-set selections of replacement music... but considering the support skill music is the only actually good music in the game, from the actual Macross animations, there's little reason to mess with it. At least so far as I'm concerned.

TOWN MENU

The cities of Ouroboros are almost completely underground; only a a large structure with a hangar mars the surface of the planet to make travel and trade possible. These hangars serve as the central location for the player's interactions with Ouroboros—this is where you go to accept quests and turn-in completed quests for rewards, participate in races, and purchase new items and blueprints.


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Shop Sub Menu


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Remember, you won't be able to access any items you buy for your storage without actually entering the Gefion (My Ship Menu) and going into the Item Box to retrieve them, so be careful.



Hunter's Guild Sub Menu


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Please keep in mind that you can only have five active quests at any given time. Also, be aware that the tuning points rewarded from quests will be applied to whichever aircraft you're using when you complete the quest—this means you can complete a quest with a monstrously overtuned aircraft, and then switch to an unused aircraft to complete the quest to get a bunch of TP to play with right off the bat.

IN-GAME MENU
The in-game menus consist of five separate menus, and defaults to the third menu—the item screen—when you open it. For clarity, I will describe the menus in left-to-right, in the order of Status, Quest, Item, Map and then, finally, System.

Status menu: this menu depicts the status of your aircraft, specifically. You will see your pilot character at the top of the screen, along with all of his (or her) stats listed. These are the same stats (in the same order) as what appears in the pilot select screen (see hangar menu).

The Quest menu displays you active quests (both story and Guild) as well as quests that have not yet been turned in. You can see quest descriptions and clear conditions on the right side of the screen.
The Item menu displays all of the items in your inventory. See the Items section for details. Note that some items cannot be used in certain aircraft forms. Hand grenades, for example, can only be used while in Battroid mode.

The map is fairly simple. See the Guild Quests section for translations of town names. Towns appear in gold, caves/bases appear in green.

Finally: the system screen. The first option here is “Retry Mission” – selecting this will reset your progress to the last time you left the carrier. The middle option is “Options,” and the third option is “Return to Title,” which will exit the game.

You cannot save from the in-game menu. To save, you must enter a blue field at either a town or your ship and press select, or from within the My Ship menu.



CHARACTERS & STORY


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Macross 30 features an original storyline written by Kodachi Ukyo (who wrote the novelizations for Macross Frontier) with supervision by Macross creator Kawamori Shoji. Set one year after the events of Macross Frontier, players assume the role of SMS test pilot Leon Sakaki as he explores the alien world Ouroboros. Characters from other Macross series, including Super Dimensional Fortress Macross, Macross Zero, Macross Plus, Macross Seven and Macross Frontier all play a role in this new story in the Macross saga.

STORY PREMISE
It is the year 2060 A.D.. One year has passed since the Frontier Colonial Fleet's battle with the Vajra ended, and since then the galaxy has been at peace. Leon Sakaki, of the SMS' Sephira branch, is sent to the vicinity of planet Ouroboros on a mission, but is forced to crash-land on the planet after being attacked by an unknown enemy.
Leon is rescued by Aisha Blanchett, head of the SMS' Ouroboros branch—but she is unable to recover his prototype VF-25 due to a mysterious phenomenon known as the “Ouroboros Aurora.”
Deciding to work together to solve the mysteries of Ouroboros, Leon and Aisha set out to explore the planet's underground ruins. There, they discover a mysterious sleeping girl.
This is the story of what transpires when she awakens.
Leon Sakaki, allied with the legendary singers and pilots of the past, must fight not only for the fate of Ouroboros, but for the fate of the galaxy itself.

CHARACTERS
Leon Sakaki: The main character of Macross 30. A passionate test pilot with exceptional skill and a strong sense of justice. The story opens when he arrives at planet Ouroboros. Voiced by Irino Miyu.
Aisha Blanchett: The first heroine of Macross 30, she is a Zentraedi prodigy who was given command of the SMS Ouroboros branch at a young age. She is very positive and has a bright personality, and is primarily focused on studying the ruins that litter Ouroboros' landscape. Voiced by Inoue Marina.
Mina Forte: The second heroine of Macross 30, she is a mysterious, amnesiac girl who was discovered sleeping in ancient ruins. The story will unravel as she recovers her memory. Voiced by Chigusa Haruka.
Rod Baltmar: Leon's rival Rod is a N.U.N.S. Pilot assigned to the special task force “Hamaval.” He has known Leon since they where children, but the two became estranged from one another after a certain incident. Voiced by Miyano Mamoru.
Ushio Todo: Commanding officer of the N.U.N.S. Special task force “Hamaval,” he seems to be conducting an independent investigation in the ruins of Ouroboros.... Voiced by Nakada Joji.

PLOT SUMMARY (SPOILERS!)
Chapter 1: Planet Ouroboros
Begins with Leon waking up in a room where he's being nursed back to health. After meeting Aisha in said room, he finds out that she is the head officer of the S.M.S. branch on Ouroboros. After doing a quick confirmation that his delivery mission was successful whatever it was in the remains of the VF-25 he was in, or could have been the VF-25 itself. Leon asks for a plane with a fold unit so he can return to Seifira, which Aisha regrets she can't because of her mentioning that some weird 'aurora' around Ouroboros prevents fold technology from working. Also mentions that possible even ships with fold technology would not be able to work either. After finding out that he would be stuck there for who knows how long, a year at worst it seems, Leon decides to help Aisha out with the day to day operations around Ouroboros as well as obtaining a Hunter License in order to do various jobs on the planet. Small details included that Aisha is a master mechanic and a mecha otaku, she has her own personal customized VF-19. Leon is technically unsatisfied with being left with a replica VF-0D that initially couldn't even transform out of Battleroid Mode. When Leon first met Aisha, his initial comments about Aisha tells the player that Leon hasn't really met a Zentradi woman before. It's hinted early that Aisha has already taken a liking to Leon and she loves to randomly tease him every so often.

Being supported every so often by Aisha, he gets into the groove of things on the planet. During this period, Leon learns that there are others on the planet as well usually referred generally as bandits, which encompass pirates, and the sort. After a battle with some bandits, some time afterwards the bandits' leader comes to take revenge and during the battle, Leon suffers flashbacks about a disaster that happened somewhere else in the past with his friends. Leon becomes heated up afterwards, swearing to never repeat the same mistake of not being able to do anything again. Swiftly defeats the bandits and their leader and heads into the ruins with Aisha, who wanted to show Leon. While in the ruins, they meet up with the ruin guardians that guard said ruins. The ruins are supposedly Protoculture. As Leon and Aisha go deeper into the ruins, they encounter a much larger guardian unit and Aisha going into her otaku mode of wanting to capture the thing as undamaged as possible. After successfully doing so, Leon is about to complete the capture but the unit self-destructs causing a cave in separating Leon and Aisha. As Leon looks about, he sees a hibernation chamber of some sort with a girl inside, due to something, Leon activates the waking sequence waking up the girl and he swiftly escapes the ruins due to it collapsing around him. Side note, Aisha is upset that Leon didn't salvage any parts of the mech that self-destructed and not about the girl he found that is in his plane.

As they take care of the girl, who now is known as Mina. The first initial issues is that Mina has amnesia and has no idea who she was or how she was in that chamber. They take her under their care, Aisha makes Mina an employee as well.

Before the bandit leader battle, Leon and Aisha take a job to stop a group of berserk Zentradi who are wrecking havoc to nearby areas. As Leon and Aisha managed to stop them via not killing them but knocking them out-ish, the Zentradi don't remember exactly why they were going berserk but were sure something on the planet may have caused them to. Leon and Aisha now become worried about further incidences with berserk Zentradi.

After intergrating Mina into S.M.S. Mina, Leon and Aisha go on a shopping trip for things for Mina, during the course of the trip, Mina hears Sheryl's song being broadcasted and they buy a Sheryl's cd for Mina. Mina becomes a fan of Sheryl's. Later on, Mina went through some pilot training and is now also able to fly a plane as well. Leon helps Mina out with a job assigned by Aisha, which is the usual collect items. During the near end of the job, they run into a lone large Vajra. (gameplay note, if the Vajra is left alone and not attacked, it does not attack back or attack at all.) As they finish the job, things seem to be going alright. Though the appearance of the lone Vajra from before foreshadows that the events on the planet are all connected somehow. Ouroboro's Aurora, the various ruins, the berserk Zentradi...everything is connected in that mystery that is connected to Mina's still to be recovered memories.



El resto lo pueden ver aquí mismo, haciendo click en los correspondientes links, ya que se hace un poco pesado estar copiando y copiando todo:

FIELD MAPS

STORY QUESTS

HUNTER GUILD QUESTS

ITEMS & SHOPS

SECRETS & EXTRAS

MISCELLANY

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Mié Mar 27, 2013 3:19 pm
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Nota Re: Namco Bandai anuncian "Macross 30"
¿Alguien lo jugó? Yo llegué hasta el segundo mapa (El desierto) pero como estoy jugando otras cosas (Mas que nada GTA V) hace rato que no lo sigo.
A mi me gustó a pesar de las criticas. Es el juego de Macross con mejores modelos de Valkyrias que se haya hecho hasta la fecha. Los detalles son asombrosos.

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Vie Oct 11, 2013 11:19 am
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Nota Re: Namco Bandai anuncian "Macross 30: Voices Across the Gal
se ve genial el juego jajajajaj

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Dom Oct 13, 2013 1:13 am
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Nota Re: Namco Bandai anuncian "Macross 30: Voices Across the Gal
Pues jugado... es divertido el primer día... re-jugarlo... realmente es un palo en el trasero... la historia es muy forzada...


Jue Abr 17, 2014 3:24 pm
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Nota Re: Namco Bandai anuncian "Macross 30: Voices Across the Gal
Ok, si saben algo de ingles de oído, van a poder disfrutar de lo poco disfrutable del juego, acá:
Y con poco disfrutable, me refiero a las pocas partes de animacion, jeje...

Por cierto que quien juega y hace el gameplay del juego, es un experto en Macross, del foro de Macrossworld, así que es mejor que otras reviews que he visto del juego.






El primer video dura algo así como 30 minutos.
La parte 2, creo que tambien esta por ahí, unos minutos mas, unos minutos menos.

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Lun Nov 10, 2014 7:39 am
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Nota Re: Namco Bandai anuncian "Macross 30: Voices Across the Gal
jaja... y después te quejabas Ikarus de la 0 animación de Macross 30... no ves que mínimo en todo el juego hay diálogos en animación de 10min... ja

De lejos lo mejor de Macross 30 son sus wallpapers

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Mié Nov 12, 2014 4:24 am
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Nota Re: Namco Bandai anuncian "Macross 30: Voices Across the Gal
No, a lo que me refería era a que muchos creían (y algunos hasta anunciaban) que el juego traía mucha animacion.
Pues que si lo pensamos un poco, la animacion es casi normal relativa a los juegos en general.
Aunque igual se podrían haber molestado mas en poner mejor animacion, para las partes de dialogo, y no dos caras que solo mueven sus bocas, jeje...

El juego... sus características no son diferentes del Macross DYRL? que salio para el 30 aniversario, en donde si se molestaron en poner mas animacion.

Pero bueno, no se le puede pedir mucho tampoco a un juego.
O tal vez si... pero no se han arriesgado.

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Mié Nov 12, 2014 5:07 am
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Nota Re: Namco Bandai anuncian "Macross 30: Voices Across the Gal
Pero el de DYRL tiene animación de la pelicula, la de Macross 30 fue hecha exclusivamente para el juego.

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Mié Nov 12, 2014 9:02 am
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Nota Re: Namco Bandai anuncian "Macross 30: Voices Across the Gal
No sean abusivos pues, DESDE CUÁNDO UN JUEGO DE SIMULACIÓN DE VUELO DE PLAYSTATION TRAE ANIMACIÓN?????

Ni en los simuladores de PC encuentro cortos de animación decente y esperan encontrarlo en un juego de playstation... redundo, lo mejor del juego son los wallpapers de Sheryl y Minmay

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Mié Nov 12, 2014 3:06 pm
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Nota Re: Namco Bandai anuncian "Macross 30: Voices Across the Gal
¿Y los ACE Combat? ;)

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Mié Nov 12, 2014 6:12 pm
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Nota Re: Namco Bandai anuncian "Macross 30: Voices Across the Gal
Claro, pero sucede que el Macross 30, no solo es un juego de simulación de combate, sino con muchos elementos de RPG.
De ahí tanta charla que contenga ya que, según entendi, terminas eligiendo la definición del triangulo y demás cosas.
Y tratándose de un juego de play 3, se podrían haber aprovechado muchísimo mas las exigencias técnicas de la consola y el juego.


Y vamos que luego de ver algunas imagenes, aquello de "animacion nueva" es relativo, ya que veo que usaron y abusaron de escenas que ya vimos en Macross Frontier.
Por ejemplo, el principio en donde León es herido, y despierta en el hospital, la escena es copia casi cuadro por cuadro de cuando Alto esta en el hospital y lo visita Sheryl, en la segunda pelicula.

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Jue Nov 13, 2014 1:16 am
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Nota Re: Namco Bandai anuncian "Macross 30: Voices Across the Gal
uffffff Dios mio no es por hacer pedazos el trabajito malo del kawas pero ¿tanto furor causo Alto zapato? que pecado he cometido yo pensando que era un travesti con complejo de cosplay de héroe, pero este también... (que personajes mas chucutos los del Macross 30) que furor causan las escenas de hospital con divas cantando y yo pensaba que cuando uno se ponia a dar espectáculos en los hospitales te echaban... que infantil ¬¬ poco real y tonto... ay ay ay... ¿en que ha parado esta generación y sus ideales vacíos de pelos de colores?

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Jue Nov 13, 2014 1:22 am
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Nota Re: Namco Bandai anuncian "Macross 30: Voices Across the Gal
ansatsusama escribió:
uffffff Dios mio no es por hacer pedazos el trabajito malo del kawas pero ¿tanto furor causo Alto zapato? que pecado he cometido yo pensando que era un travesti con complejo de cosplay de héroe, pero este también... (que personajes mas chucutos los del Macross 30) que furor causan las escenas de hospital con divas cantando y yo pensaba que cuando uno se ponia a dar espectáculos en los hospitales te echaban... que infantil ¬¬ poco real y tonto... ay ay ay... ¿en que ha parado esta generación y sus ideales vacíos de pelos de colores?


Perdí el hilo a que te refieres.
No sé si a Frontier o al juego.
En el caso del juego, tengo entendido que lo único que hizo Kawamori fue que desarrollo el YF-30.
Pero en cuanto a trama y demás... eso ya corre por cuenta de la empresa.

Sin embargo... los personajes del juego, aunque repetidos, León no parecía tan idiota como Alto.
Al menos en el diseño y forma de hablar (el tono en el idioma japones).

Pero insisto en que no me gustan los diseños de los trajes del SMS.
De hecho, no me gusta mucho la SMS.
Llámenme nostálgico, pero prefiero la New UN Spacy.

O pongamoslo de otra forma: mientras los trajes de la New UN Spacy, siguen pareciendo trajes espaciales, incluso en la nueva version de Macross The First: gruesos, armados y todo eso.

Imagen


Los del SMS siguen pareciéndose mas a los trajes de... lamento decirlo: Evangelion:

Imagen

Imagen

EDITO:
No sé por que el sistema me cambio la imagen de Evangelion.
Como sea, ahí la cambie.

Y agrego otra cosa:
Mientras los trajes de la UN Spacy, la nueva y la vieja, parecen trajes, los del SMS parece solo calzas, mallas enterizas, no trajes especiales.

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Última edición por Ikaruss el Jue Nov 13, 2014 4:17 am, editado 1 vez en total

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Jue Nov 13, 2014 2:51 am
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Nota Re: Namco Bandai anuncian "Macross 30: Voices Across the Gal
Ikaruss escribió:
Imagen


Los del SMS siguen pareciéndose mas a los trajes de... lamento decirlo: Evangelion:

Imagen

Imagen

EDITO:
No sé por que el sistema me cambio la imagen de Evangelion.
Como sea, ahí la cambie.

Y agrego otra cosa:
Mientras los trajes de la UN Spacy, la nueva y la vieja, parecen trajes, los del SMS parece solo calzas, mallas enterizas, no trajes especiales.


Vereis querido Ikaruss, cuando critico me refiero a ambos, tu sabes mi descontento con Frontier y para ser sinceros el juego no está muy lejos de la realidad, te explicaré:
En Macross la saga original, que fue la primerita que vi (la primera vez que vi anime, les decian los muñequitos chinos) vi naves, espaciales geniales, uniformes tanto de hombres como de mujeres que trabajaban en la UN space o en la anterior, solo sé que fue genial, todo eso, humanos todos juntos para salvar la tierra dependiendo solo de los VF's y los muchachos jóvenes sacrificando su futuro obligados a madurar rapidamente por el bien de la humanidad como buenos protagonistas (menos Minmay pero ella era una cantante y no un soldado)
A medida que fue pasando el tiempo eso fue cambiando pero hasta con un personaje...
Spoiler:
tan re-chochante como lo es Izamu

se pudieron apreciar los uniformes de LOS SOLDADOS y su actitud arrogante de "aquí el mejor soy yo" pues, mas tarde aún Gamblim dejaba de tener la actitud antes mencionada para ser mas "haré mi mejor esfuerzo por el bien de la Srta Mylene", digo no, hasta Mylene tuvo una razón para pelear hasta el final después de todo no para decidirse cantando a ver con quien terminaba el triangulo (que por cierto deben ser balanceados) no creo que un niño de 15 años esté preparado para enfrentar la madurez emocional que requiere un triangulo amoroso.
Seguimos en la historia y regresamos al pasado, cuando apenas se estaba probando y eso la maquinaria voladora en Macross Zero, seguía siendo un poco mejor... con la actitud se Shi*t de Shin "que haré... que haré... oh si... nada"
Luego llegó el frontier, Adios, ADIOOOOS a los uniformes, a la trama seria, a las peleas con Ace de vuelos fenomenales, que siguieran un sueño o bien quisieran proteger a la flota, que tuvieran tremendo linchazo por una chava o simplemente quisieran ser el mejor.
La razón de que comente es por los videos que he estado viendo de Macross 30.
Hasta ahora eso lejos del Frontier no está, alterando lineas temporales y toda esa tonteria solo para VENDER... te dice automático... cuando tu vez uno tienes que verlos a los dos.

P.D. la modificación de trajes espaciales los estan haciendo para que los hombres ya no lo parezcan para que ahora parezcan artistas visual key como Brera o para que parezcan Emos (no diré la razón es vulgar) tipo Evangelion (sin ofender) ¿si ves que son realmente parecidos? solo es copy paste y podría seguir...

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Me siento a respirar la naturaleza con todo mi ser, la melodía sigue sin parar desde épocas pasadas, el viento el sol y el mar me llamaron a sentir el universo


¡¡¡FIRE-BOMBER!!!


Última edición por Ikaruss el Sab Nov 15, 2014 1:22 pm, editado 1 vez en total

tag quote corregido :-P



Sab Nov 15, 2014 1:44 am
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Nota Re: Namco Bandai anuncian "Macross 30: Voices Across the Gal
ansatsusama escribió:
P.D. la modificación de trajes espaciales los estan haciendo para que los hombres ya no lo parezcan para que ahora parezcan artistas visual key como Brera o para que parezcan Emos (no diré la razón es vulgar) tipo Evangelion (sin ofender) ¿si ves que son realmente parecidos? solo es copy paste y podría seguir...


Lo de los trajes es porque la comunidad LGTB también quiere sus personajes... a eso ha llegado el anime... definitivamente lo pasado (80s) siempre será mejor...

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Vie Nov 21, 2014 2:49 am
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