I saw this thumbnail at random and thought "Surely whatever this guy is talking about isn't that bad" and then you immediately open up with "Let me tell you about a company called Idea Factory" and I immediately started cackling.
Their pre-Neptunia: Rebirth releases are legitimately awful. Nowadays? Their games range from mediocre to surprisingly good. I am enjoying the Death End Re;Quest series right now but while the gameplay isn't flawless, the narrative from the creator of Corpse Party? It's good stuff.
@@sjake8308 Starting the player with a loaded gun that only works if you fire the bullet through their own head is generally pretty bad implementation, yeah.
5:52 This sounds painfully like the kind of game I imagined up in my mind when I was a kid. "And then after that tower, there's another tower with a THOUSAND floors! And then after that tower, there's another tower with TEN THOUSAND FLOORS! Oh man, I'm such a genius! Why hasn't anyone ever made a game like this before?!"
I once dreamed I was some kind of swordfighter that gained 100 hp, 100 mp, 10 attack, 20 speed... And a single defense point per level up. And that's supposed to be the main character and also the only human in the setting.
Unlimited saga made slot reels do everything include open chests lol so many traps. I also think of the tediousness from shining in the darkness lol especially traversing town on a first person rail.
What do you mean, being able to save every 5 or so floors in a roguelike is awesome even if you can't save in between dungeons. I'll gladly take it instead of no save opportunities at all in 99 floor dungeons of Pokémon MD games where you die a few floors away from the goal and have to restart from the beginning...
I love how you didn’t call this just straight up “the worst rpg” and said it is “one of the worst rpgs” leaving room just in case someone makes a game worse than this, I love that optimism 😂
i’ve literally never seen a developer go out of their way to make every aspect of their game as frustrating as possible like this. imagine losing all your progress in the 10000 floor dungeon because you couldn’t find a save statue 😭 the only positive thing i have to say about it is that the monster designs are cute
I'd argue that even the "cute monsters" is a bad thing, since the MC designs are pretty "blegh," and it makes the cute enemies more annoying because it makes me wish I was playing as them instead.
Japanese gamers seem to have a much higher tolerance for frustrating nonsense. For example, they consider Tower of Druaga to be a beloved franchise instead of a cruel prank somewhere on the level of Desert Bus.
@@billvolk4236 Ironically, Nightmare of Druaga: Fushigino Dungeon happens to be one of the best rogue-like RPG dungeon crawlers out there. It does everything this game doesn't. Also it's super hard, impossible post-game dungeon is only 300 floors.
Wow. As someone with a real love/hate relationship with Iffy, this is fascinating. Their basic design style of "too little content spread across too much game padded out even further with mandatory grinding" goes all the way back to the beginning! They're certainly committed to their niche, I'll give 'em that.
@@southanime Not the good ones. Really, grind-heavy RPGs went out of style 20+ years ago. It's rare for a company today to still hold onto that design. (Unless they're Korean.)
@@jasonblalock4429 The issue with the Idea Factory games I've played isn't that they're grind heavy, it's that there's not much of a payoff for all the grinding and grinding itself is especially dull because of how frequently the assets are recycled.
Someone somewhere in the wasteland has probably cobbled together the silicon and vacuum tubes of 1000 PipBoys to decompress and open a file they found on a pre-war storage drive, only to discover that it was Spectral Tower.
There once was a game called "Torneko no Daibouken - Fushigi no Dungeon" which had an enemy who would PERMANENTLY REDUCE YOUR STATS with no way to recover them besides dieing and starting over again AS HIS BASIC ATTACK!!!
@@robertwildschwein7207 i feel like a enemy with that attack COULD work , but you must be really good balancing the game , because not even Fear and Hunger has such a bullshit mechanic
@@ulforcemegamon3094 Demon's Soul had a boss that could drain levels from you, however it is both intended to be the final boss, and you could just grind your levels back.
Games like these are so interesting to me. These super niche Japanese only games from the 90's that nearly no one knows about. The top google result for this game is simply an entry on PSX Datacenter (which also mistakenly assumes the game only features 3 dungeons lol). No wikipedia article, no forum posts, CERTAINLY no fan translation, this game is basically nonexistent in the cultural zeitgeist and that fascinates me so much.
Reminds me of Fire Heroes (PS2 firefighting game). You cant find any kind of wiki or even forum discussion but thankfully it was released internationally and thus theres LP of it on RU-vid.
A Torrent for a GBA Emulator I tried about 10 years ago had Japanese games that were quite interesting to me. One I think was called Killer Dice, and it had two versions, Pokemon style! I found no GameFAQ so I had to translate the Katakana and learn more words to figure out how to play...
There isn’t even a Japanese Wikipedia article for this game, lol. Although there appears to be quite a few results for the game in Japanese, including auction sites. Most Japanese-only games have little to no presence in the English-speaking side of the internet, so this isn’t strange.
their games are extremely simple and reuse everything for example Neptunia has used the same gameplay, assets, models and engine for years and other games they have made have also reused these elements as well so each game only needs to sell a couple thousand copies to be profitable and that's IF/CH's strength, local sales are all that matters and international ones is pure profit
Beyond being cheap, they also had a tendency to luck into making stuff that was fascinating (fun characters and/or interesting ideas) despite the weak mechanics, Neptune was just the peak of that. Also worth noting that IF got a *lot* better about a decade ago when NIS's execs went mad and started doing really evil stuff to with employees (shuffling them around then claiming this meant they only had to pay them as though they were new employees) and they picked up a lot of talent.
I wound up getting my hands on Spectral Forces: Genesis for the DS a long, long time ago from a bargain bin at our local Walmart. It's this weird and not very good strategy game, but it had this feel to it like it was taking place in a well-established world that you had NO business being in, full of characters the game thinks you SHOULD know but definitely don't. This was a peek into a rabbit hole I'd pretty much forgotten about.
And perhaps the saddest part is that there are elements of what clearly could be a very good game, but they just absolutely ruined it. Almost makes me wanna make a "rip-off" that's actually playable.
There's a reason IF is known as the "Landmine Company" in my country. Whether a game from them is playable or not is a literal gamble, because the basic concept of "balance" simply doesn't exist in most of their games. When the HD Neptunia series are the best games they ever came up with, you can tell the quality of their lesser-known titles... Speaking of Neptunia, they actually parodied this game as one of the minigame dungeons called Neptral Tower, also with 10000 floors. At least said minigame was made as an "idle RPG," not an actual dungeon...
Spectral Tower is honestly impressive I thought the 100 floor dungeons in Pokemon Mystery Dungeon was a slog I thought I'd NEVER finish Tower of Fate because of the difficulty I'm not even sure if I ever tried to play Toriko's Dungeon translated But this absolutely takes the cake A 10,000 floor dungeon might as well be an infinite one and with a game with as many broken systems as this, it might as well be purgatory.
Idea Factory is a glib name for a studio that literally does nothing but pump out variations on the same game ten times a year with occasionally new still art for 'cutscenes' and narrative that is 90% VN style talking heads. At one point the Neptunia games seemed inviting because of their sheer level of sheen, but having played several of them I now realize this company is like a romance novel publisher.
tbh tho. in the otome scene they're well liked for their releases. compared to aksys the other company that primarily localizes otome games people like the releases from idea factory more. idea factory does nice limited editions while aksys usually just does a cd. although i think they are just a localizing company.
It says a lot when the Neptunia spinoffs are most innovative, because they are made by third party devs. They aren't always the best (like with Producing Perfection and U: Action Unleashed) but they are the only ones that doesn't feel like a total copypaste.
That's Compile Heart, not Idea Factory. Granted, CH is a subsidiary under IF but IF themselves haven't made a proper game in like over a decade. They instead focus on Otome, where they are actually pretty successful and liked.
Something real weird about knowing IDEA FACTORY from the Neptunia games and how mediocre of the games are but then finding out that they've got a track record of this sort of thing.
And then learning that A: Neptunia is probably the best thing they ever made B: They are a relatively ancient developer, that has never actually gotten better
If you want to put a 10k-story tower as a bonus or side-thing, go for it Don't make me suffer it to beat your marginally functional game Hell, don't make me suffer no matter how good the game is
After completing the video the only two people I can imagine willingly creating this game is either a TURBO-NERD, the king of geeks, someone who is so deep in the woods of dungeon crawl rpg's he decided to make a game that just had ALL OF THE SYSTEMS, just stuffing the game with every idea he had with zero thought given to how all the systems were gonna interact... OR the very opposite, a ULTRA-JOCK who so hated nerds that they decided to learn everything nerds like so they could create a honey-trap that would draw number-crunching nerds in and _demolish_ them. Not sure which of these persons are required to invent a game where you have to stuff your limited inventory full of junk to protect your necessary level-up and healing items from enemy attacks... but it has to be one of them, no other person could conjure such evil.
There was actually an arcade crossover fighting game that crossed over Spectral Tower and Generations Of Chaos called Spectral X Generations. It was actually pretty good.
@Nathan-rb3qp It seems to me that game came out on ps2, at least here in EU, iirc. Maybe the one i'm referring to wasn't the game you think of, but a sequel.
I *LOVE* this video. It's the perfect balance of spite and receipts, explained in a calm voice with just enough venom. I would absolutely watch more videos like this
Roguelike with 10K floors was bad enough but having each battle be a Face-to-face with enemies and not in-dungeon battles like Rogue just saps the soul out of me. Now you know why japan ranks so high in depression.
Have you played Azure Dreams before? The GBC version, specifically. That game didn't have *that* much content either, but I felt that the gameplay loop was satisfying enough (go in tower, find treasure/weapons/eggs, leave, sell treasure, hatch eggs etc.) that it was still a very fun game. More importantly though, you could tell the devs clearly thought about how to work the mechanics of a roguelike into a more typical rpg-like narrative format/context. One great example imo is how the typical "item hoarding" issue is rather naturally solved, because you only have a limited inventory, and the higher you go in the tower the higher-valued treasure you're likely to find. Even if your monster is only 10hp lower than max, you're going to use that healing herb because you need the inventory slot for the valuable piece of treasure you just found. Additionally, even if your monster is at max hp, feeding it a healing item increases its max hp by 1, so it's clear to me the devs thought the systems through and tried to have some synergy between the more "permanent" rpg elements and the more "transient" roguelike elements. There's nothing worse than when you have a regular RPG with roguelike elements bolted on e.g. Final Fantasy, except all the dungeons are randomly-generated. Never was a fan of that, it feels lazy and imo the two styles - JRPG and roguelike - aren't actually as complementary as one might think, and it takes some work to combine them in a satisfying way.
I played Blackstone back in the day. It was one of only a tiny number of Xbox games released in the US with a bright anime aesthetic on the box, like so many of those cool ps1/ps2 rpgs! It was thoroughly mediocre.
The graphics and sound of this game really reminds me of those budget multiple puzzle game packs of the late 90s and early 2000s for PC. Basically one step up from flash. I feel the same way about hoshi wo miru hito, so bad it's fascinating.
How is it that I lived my entire life without ever hearing about the Legendary Kusoge, but now I've run into references to it twice in a week? Now I'm actually tempted to try the damn thing just for the experience.
@@jasonblalock4429 If youre interested in it and don't want to experience it yourself, Bad Game Hall of Fame recently did a longplay on it. It was very fun to watch imo.
One of my aunts had one of those packs, but there was also a top-down beat 'em up similar to classic Gauntlet full of extremely shiny pre-rendered graphics. The main character was a bald man in a T-shirt named Buapha, who threw mallets (the rate of fire upgrade powerup had him shout HAMMER UP). I remember the health refills being Chinese takeout and while I don't remember what their effect was, another powerup was a pair of jeans called the PANTS OF POWER.
By making a series of games based on mostly underage anime girls who innocently flash their panties on a regular basis. They've found a niche and that's the audience they've been catering to for the last decade or so.
so they spun off of Data East? I'm sure that explains plenty. also started to lose count of the times I exclaimed 'WHY WOULD YOU DO IT THAT WAY?!' when describing something... I can totally see where the nickname Idea F***tory comes from, hahahaha.
Well, Data East did make some pretty good games (Atomic Runner on the Mega Drive is outstanding), though they were pretty hit and miss. Idea Factory are miss and miss: Loads of JRPGS with really stodgy gameplay that's simply designed to waste your time, and in the case of the Neptunia series, the payoff is basically getting repeated panty shots of underage anime girls. That's really all Idea Factory have to offer.
I mean Data East gave us one of the most famous twists (for western audiences) a decade before another game did it and became popular. I’m not going to spoiler either, but it blew my mind when I learned it.
This game have some ideas that i could had when i was a kid imaging game mechanics for a game like "yeah this random save spot could be something cool as in real life where you have only a few safe spots in a dangerous place". It's beautiful
god, those menu character portraits. i don't like shitting on another artist's work, but all i can say is that seeing some of these drawings in a console game, presumably sold on real shelves in real stores in real life, makes me feel more confident about my own
I used to play this every so often, only because I didn't have anything else, and every time I would hate myself for it. I think Idea Factory just made games using interns; that's why there games just never got good no matter how many games they made, since they would just drop the older interns for more free slave labor. And yet, I still play their games, haha.
Every once in a while, Idea Factory puts out Game Jam level games like Dimension Trigger: Top Nep and Neptunia Shooter. The most basic games to ever exist that dont even have basic options like Fullscreen or resolution settings. So yeah, that proves that some of the games sometimes are made by interns.
@@collinsgichuhi8255 Uh, those were by Idea Factory International, their English publishing branch. And even then, they didn't make those games either, they were outsourced since they are sorely publishers. If I'm remembering correctly, they were just meant to be bonuses for some OVAs, or at least one of them was. But even past that, "Neptunia" is Compile Heart. How do people get away with spreading just blatant misinformation?
this looks like something I would play while being sick and dont understanding if Im winning or not, it happen once with air management 96, played that thing for 14 straight hours with a strong fever, so yeah this game feels similar
By looking at the speedruns of this game, reading the Spectral Tower Strategy Wiki, and playing the game a bit myself, I noticed a few anomalities regarding this video: * werevolves actually do exist in the game, both as a player class and as an enemy type * there are four different set pieces, each with one recolored variation (moldy attic, wooden mine, stalagmite cave and brick cave), and the game appears to change from one set piece to another, after every cleared third or fourth floors, and only Spectral Tower and Last Tower do have all eight of them * some enemies do indeed home in you, if you are within their perimeters, like Thief, Assassin and Item Hunter * being turned a pig disables you from interacting with almost everything (including the goddess statues), but you can still fight enemies normally (somehow, and as seen in the footage), get the key and unlock the door to the exit stairs, and eat any edible item without regard to their food levels, and not suffer any tummy ache penalties * Fairy Rod guides you to keys, floor exits, and boss monsters, too * Warp Rod can take you up to the maximum of sixty floors (as seen in the two speedruns of this game), and can also be used multiple times, unless Warp Rod breaks after one use, in which it does have a high chance to, but is still ain't guaranteed Just to make sure that we all are on the same page.
I still find amazing the obsesion of japan with "towers", "roguelikes" and "hard AF". It's like they have this competition to make the hardest roguelike, set in a tower ofc; so when adding sensible difficult mechanics to their games reaches a point of diminishing returns for gameplay experience, they start throwing in the bullshit mechanics; although idea factory here took it to another level from the start. That gotta be an acheivement... I guess. Thanks for the cool video Mr. Stranger.
Shadow Tower on PS1 is the quicker I got a game over in a Fromsoftware game. It's a first person Dungeon crawler and you start the game on stairs with no rails . Also remember kids Fromsoftware was also known for making some of the worst JRPGs of all time. Nobody liked Kings Feild back in the day. It's possible Neptunia could be called a classic in 20 years. You know that Bloodbore PS1 demake? If Bloodborde came out in the 90s it would be called one of the worst games on the PS1. Look up reviews of their RPGs pre Demons Souls.
@@Chelaxim Shadow Tower is messy, I'll grant you. Having recently played and beaten King's Field I-III, I can definitely see their appeal. They are highly unique experiences with a lot of high points to go with them. They're not masterpieces, but they're solid (also we need to take into account when those were made, 94,95,96, respectively).
Tower of Druaga was one of the first big RPGs (ok it's not really an RPG, it's more like Zelda) in Japan. Super long and cryptic, but thrived on the community aspect of figuring it all out. Probably where that influence comes from.
I only know of Idea Factory from Neptunia (and I think Monster Monpiece, which was alright-ish). Neptunia is actually a fairly fun series, and the characters can be funny on occasion. They're not bad at all per-se, but my biggest gripe is how assets are reused in the remakes. I think it's unfair to call those games bad if the whole complaint is based on how repetitive they are, because they reworked the battle system later on as opposed to the original PS3 games and then re-released 1-3 with a rehaul of the graphics, music and battle system as well as the cutscene styles (3D models vs moving 2D ones). That boosted the accessibility of the games as they were easily ported to other systems compared to how expensive the originals were used at the time.
Honestly idea factory is a perfect name for them, since they just they endlessly produce games with some of the most baffeling design choices humanly possible
@zenksren8206 yeah you know what, Ronde at least has gameplay. Also forgot it was on Saturn and not PS1, so Ronde gets to win this round for whatever that's worth.
Gotta love the dedication here. They started making bad games, and by god, they're not gonna stop making bad games. Weaker creators would falter and maybe at least consider making something actually *good* for once, or maybe just calling it quits, but Idea Factory started by considering carefully how to make the worst fucking design decisions possible, and adopted this as their sole driving philosophy of game creation. That is true dedication.
Worst part is... Some of their games actually have some interesting ideas, that just isn't there most of the time. Being bogged down by questionable design choices or simply rushed development.
Man, these pre-rendered graphics, and the text just kind of floating around, this looks like it should be on the 3D0. Kind of reminds me of a slightly saner Death Crimson. I'm getting kind of obsessed with this kind of 90s outsider art video game aesthetic.
I’m trying to make an Excel spreadsheet of all JRPGs, and explaining what the general reception/what is worth playing, and knowing Idea Factory is a bad company will be a big help for sorting good and bad games Also having games exclusively for Xbox 360? Did they have Ninja Gaiden’s Itagaki working with them or something?
For awhile during the 360 era, Microsoft was actively bankrolling niche Japanese devs to try and improve their console’s relevance in the East. Besides a few exclusive JRPGs, this also resulted in the console getting a ton of shoot-em-up/bullet hell releases.
@@sjake8308The 360 predated the PS3 and Wii so that's why some of those games are 360 exclucive and while Record of Agarest War and Zero were on both PS3 and 360 Record of Agarest War 2 was only PS3. Neptunia Sisters Vs Sisters is the first Idea Factory game to come to Xbox in 15 years. Idea Factory has more games on the Playstation Vita alone than every Xbox combined.
@@ChelaximAah agarest another game that is just bad. Lets make the combat really bland, getting true ending stingy af, also make the game really grindy and dont give xp sharing so it means most of the character roster will never be used. good game design.
Eeeyikes. Thanks to an old Hardcore Gaming 101 article, I had known about Idea Factory's dire reputation in their home country, but I had never truly plunged into their output (didn't see anything that jumped out to me). I had vaguely heard of Hyperdimension Neptunia beforehand. It's a cute concept that reminds me of "Sega Hard Girls" (in fact, the two even had a crossover)...shame the game itself apparently isn't that great. I loved the Pokemon Mystery Dungeon games, so I was wondering "how could they snafu a roguelike?" Turns out, they can snafu it pretty badly. Some of the design choices you mention are utterly baffling. I mean, randomizing save points?! Somewhere in Japan, there has to be a person who couldn't attend to important business due to playing for hours and not finding a single save point. Does Spectral Tower have the largest dungeon in any roguelike? 10,000 floors...man. How commercially successful are Idea Factory's games, anyway? Spectral Tower having sequels implies that the game was successful enough to warrant sequels, or that Idea Factory simply got enough money to produce them. Part of me suspects it's the decent artwork their titles boast, even though the style isn't my cup of tea. One last note: I seem to remember Takahashi Meijin making a cameo in one of their games...somehow.
It's worth mentioning that their output in Japan was massive... they were cranking out at least 4-5 games on average each year. Even if those games sold only 10-20k each time, it would have been likely enough for them to keep going. Probably that's what they were banking on.
@@mariusamber3237 The core Neptune games are pure grind. That's their big problem. They're twice as long as they need to be, with literally cut-and-pasted dungeons and mechanics that absolutely require grinding for both XP and crafting items. Which is a shame because they'd be decently fun junk food RPGs if they weren't so utterly tedious. The only way I can get anywhere in an IF game is by watching movies or RU-vid on a second screen.
16:32 "If the food level is higher than your characters level, then it makes them sick" LMAO this game has a picky eater stat and tummy ache mechanics that rules
Spectral Tower is a perfect storm of terrible videogame design. How on Earth did the developers get approval to make a sequel? Also, it is really cool to see a RndStranger video get picked up by the algorithm. Great work, as always.
I have to admit, the idea of an RPG with hundreds of classes chosen at random sounds kind of fun, even if some of them really bad. There's no excuse for it to be hundress of hours of level grinding though.
*Coughs nervously having only known Idea Factory only for their Otomate division* I didn't even know they had such a bad reputation since I never touched any of their RPGs. Like....the concept of the game sounds cool, but they ruined it with stupid mechanics. I've played Mystery Dungeon games, so I've suffered through 100 floor dungeons before...but 10,000 with these mechanics? Hell no.
!F may have had some issues in the past, but they brought us The Record of Agarest War series, which was actually pretty good when they were released. Sure the battle system was a little off, but it was fun none-the less, especially all the CE's they had. I have full playthroughs of all the Agarest War games.
They seem kinda like Kemco - cranking out loads of RPGs of questionable quality every year, whether published or developed... I tried some of their games and thought none of them were particularly good/memorable. This looks like special kind of horrible though. (speaking of bad PSX RPGs - Ancient Roman retrospective when?)
Kemco's games are more low budget, low effort, generic games that sometimes hit upon a good idea. Idea Factory lives up to their name. Note that the ideas they manufacture are rarely good ideas.
@@EriChanTheRetroGamerNerd I'd say they're good ideas on paper that get fantastically bungled somewhere in the middle. Like I'm kinda interested in a dungeon crawler with 160 character classes.
@@sjake8308 Neptunia 1 sucked but it's the one series where they actually LISTENED and LEARNED! Neptunia mk2 has a really good battle system and is mostly mangled by an awful protagonist, Neptunia V (the third game) is actually pretty good and I had a ton of fun with it! Then V-II got rid of the movement circles for no reason. I'm excited for the next one though because, no joke, the plot is about travelling back in time to try to save the Atari Jaguar (and 3DO and Pippin). Idea Factory is making a game about saving the Atari Jaguar. It's almost beautiful.
If you think neptunia is bad, you ain't played this companies worst. Still shudder thinking about trying to play Generation of Chaos... Mary Skelter is probably their best franchise.
I'd love to see more deep dives on obscure and terrible PS1 RPGs, getting to see the most ridiculously awful specimens of the genre on a console that's largely defined by the standout quality of its RPG library would be a treat.
Holy crap, seeing this on my feed and you opening up talking about Idea Factory right after I closed out of a Neptunia game gave me the funniest whiplash. Neptunia games certainly aren't good (barring the latest mainline entry which actually holds its own as a game) but like you said, there's a strange charm to its concept and meta humor that can sometimes carry the game, even if the actual gameplay leaves much to be desired. I actually just remembered that Neptunia also parodies the name of Spectral Tower in some of its entries, featuring an area called the Neptral Tower, usually used as a spot for an item collection minigame of sorts.
Thank you for this video, because I otherwise wouldn't have known anything about this company otherwise! I have a feeling that this will be one of the better performing videos. It's crowd pleasing: It describes a terrible, unheard of JRPG, is under just 20 minutes, and it's amusing. I bet when I share this one, more of my friends will be clicking on it than usual.
Genuine question... Where do you share Rnd's videos that they may be clicked on? I share them with people when I want to explain some Famicom game I'm neurospicily obsessing over, in fact I found Famidaily when I was trying to challenge a speedruner to try to speedrun Super Monkey Daibouken. 😁
5:15 TL;DR- you fight 5 towers, and the actual spectral tower- tower #4- has 1,000 floors. In a rogue like. Tower #5 has 10,000. The rest of this is just a post mortem on every other failure this game has which makes even the diehard rogue like enjoyers not want to do all that.
Despite how notorious the studio is, I just want to say that Black Stone: Magic & Steel was a banger. Their attempt at a full-on co-op dungeon crawler ARPG actually worked out really well.
After games like Wild Arms and PoPoLoCrois Monogatari this one seems to be a huge disgrace for PSX. It's worse than Hoshi wo Miru Hito and Maka Maka combined. I'd rather challenge myself with solo thief in Final Fantasy 😊
Sounds like they could make this a passable mobile game. Add some lore, a hub area with quirky characters, recruitable NPCs and multiplayer mode, skip rods as a reward for various tasks, more monster and dungeon variety, etc.
I think there's only been, like... 20 or 30 games I've ever spent more than 450 hours on, and most of those hardly even count as separate games due to being different entries of the same series. Can't imagine pouring that amount of time into something like this.
This is a perfect example on why you shouldn’t make your game long just for the sake of being long. Especially if you don’t have a lot of content to back it up.
This game has to be the ultimate speed run challenge. Props to whoever has the patience to play this. Tetris has been recently beaten for the first time.
The engine is good enough. Someone could make a Romhack of this to turn it into a fun game. Such a Romhack will come someday after people have exhausted every other possibility, because when the PS10 is released people will realize that PS1 was pretty close to the beginning of console gaming history and there's not actually that many RPGs from the PS1 era for game historians in the future to look back on.
The thing that gets me most is how slick and epic the characters look on the box art, even the comic in the manual looks pretty neat, but then in the actual game they look janky and ugly.