#legend of legaia
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playstationpark · 1 month ago
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My Word! 'Legend Of Legaia' PlayStation Support us on Patreon
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vgcartography · 3 months ago
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LEGEND OF LEGAIA - World Map.
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rjdrawsstuff · 11 months ago
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Does anyone still remember Legend of Legaia for the PS1 or am I just too old?
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video-game-jams · 12 days ago
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Legend of Legaia - Sol Tower
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scarletfire03 · 7 months ago
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Hand hydra go brrrrr
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bookrat · 1 year ago
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This project will never actually be 'done', but there's enough to it now to be worth sharing. A treasure chest full of items and accessories from the 1998 ps1 rpg Legend of Legaia
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jaeharuart · 23 days ago
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Noa in one of her victory poses from Legend of Legaia. Still one of my favorite JRPGS. : 3
PSD on Patreon: https://www.patreon.com/preview/campaign?u=833777&fan_landing=true&view_as=public
All Other Accounts on Link Tree: https://linktr.ee/jaeharuart
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videogamepolls · 8 months ago
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Requested by @catabatus
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satoshi-mochida · 1 year ago
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Some games that are currently stuck on older consoles that I hope get rereleased in some way, Part 3:
Part 1, 2, 4, 5, 6, 7
Yakuza/Like a Dragon: Black Panther 1 and 2/Kurohyo: Ryu ga Gotoku Shinsho and Kurohyo 2: Ryu ga Gotoku Ashura hen(both do have fan translations, though).
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The Legend of Heroes: Trails in the Sky 1-3(all three are on Steam, but it'd be good to have them on consoles, too).
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Ys V: Lost Kefin, Kingdom of Sand
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Legend of Legaia
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The Legend of Dragoon
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Ape Escape 3(it was supposed to be part of the PS2onPS4 set of games, but never materialized)
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Devil Survivor 1 and 2.
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Shin Megami Tensei: Devil Summoner: Soul Hackers
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Shin Megami Tensei IV/IV Apocalypse
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Bravely Default/Bravely Second
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Project X Zone 1 and 2
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Devil Summoner: Raidou Kuzunoha Vs the Souless Army and Raidou Kuzunoha Vs King Abaddon(I think both are on the PS3 PSN)
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Tail Concerto
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Clash at Demonhead
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Pokemon Ranger series
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Golden Sun series
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Viva Piñata series
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Steambot Chronicles
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Sakura Wars series
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Ar Tonelico series
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Fragile Dreams: Farewell Ruins of the Moon
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Tears to Tiara series
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Sonic Heroes and Sonic Unleashed
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Star Ocean: Blue Sphere
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Devil May Cry 4(it is on Steam, but is otherwise stuck on the PS3/Xbox 360, I think).
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Warhammer 40K: Space Marine(I don't know much about Warhammer 40K, but I watched someone play this and it looked pretty cool)
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Osu! Tatakae! Ouendan! series(and Elite Beat Agents, too).
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Whiplash
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Shining series(both the Shining Force games and the post-Shining Force games that have Tony Taka or Noizi Ito as the artist)
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nintendocompositions · 6 months ago
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WHO ELSE HAS BEEN HYPE FOR THE MVC COLLECTION ON SWITCH?! I've been hyperfocusing on this high energy fighting game house nonstop music mix for the past four days and I'm SUPER excited to share this with everyone! no matter your play level these tracks will get you MOVING!!
anyway, this is a track from the mix now on soundcloud and youtube!!
https://on.soundcloud.com/hfJFU1GMtixHPmGK8
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jojostory · 1 year ago
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Huevember 2023 Day 22
Some Legaia fanart! I really don't know what to do with the blue hues hahahhh T_T
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playstationpark · 2 months ago
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Talking with Natsumi Arisawa, President of Prokion, about 'Legend Of Legaia' on the PlayStation. Source: PlayStation Underground 3.1 Support us on Patreon
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mister-e-muss · 9 months ago
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I had a game development idea, so if you’d like to hear me ramble about an idea involving ATB and Stamina systems in RPGs, follow me. I should warn you though, that this is probably the longest post I’ve ever written.
So, I was looking at gameplay of Final Fantasy 13 out of curiosity, and a thought struck me.
Xenogears, Chrono Cross, and Legend of Legaia all use something I refer to as a stamina system for their attacks: You have a certain amount of points, and you can use as many of them as you want in a given turn, with extra bonuses sometimes stacking on top depending on how many and what types of attacks you’ve used. If you wanted to stretch the definition, then you could argue that Baten Kaitos does this as well, but with cards instead of basic attacks.
This made me realize that Final Fantasy 13 did something similar, but using Time as your resource. You can have an entire log of basic attacks, a medium amount of medium attacks, or a limit break that takes up all your time. What also separates FF13 from the aforementioned examples is that FF13 uses it for all of their abilities and options, instead of just basic attacks.
I know that a lot of the criticism towards FF13 comes from having to rely on auto-input rather than manually planning out your turn. So I started to think on how I would maybe handle the same idea of an “ATBar as Resource” or a take on something inspired by FF13.
My theoretical battle system goes something like this. Like FF13 your options revolve around queuing up sets of commands for your character or characters to enact. Unlike FF13, you have as much time as you’d like to have when deciding your commands. (Think Wait mode in classic FF games and Chrono Trigger, where time pauses as you scroll through your magics.) However, your turn only starts once you’ve queued up your attacks and what have you. When you’ve finished selecting your strategy, the time starts ticking and the abilities you’ve selected all start to charge up, going off when they reach full charge. Like Xenogears Deathblows, there would even be extra moves and bonuses for choosing the right combinations. The key difference here is that it applies to more than just basic attacks. Like using two spells that go off at the same time to combine, or using ascending levels of spell to create an ultimate attack for that element.
I actually made a little design guide for comparison, and hopefully explain the idea better.
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I realize that stamina systems might be best used in a more traditional turn-based system, so that the player isn’t getting overwhelmed by constant inputs. However this is why I suggest the pausing as the player picks commands. To keep this more in line with ATB, all of the turns will have a separate ‘Cooldown’ phase that determines when they’ll be able to act again. Maybe even have this cooldown extend the more actions or longer actions are taken. To keep this from getting to confusing, I’m suggesting color coordination. I’m picturing something like this:
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(I was worried the photo wouldn’t look good. My colored pencils are not the best quality.)
Hopefully even a system as theoretically complex as this would be manageable if everything is laid out properly. A standard party status would look something like this:
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Revisiting the whole Combo Finisher/Deathblows mechanic, I feel like this is a personal preference rather than a solid design necessity, but when your combat relies heavily on experimentation, a clear way to keep track of what works is vital. I’m not suggesting that all the combos are listed fighting game style right off the bat, but rather that the game keep track of discovered combos and potential combos.
Like, say that you have used the level 1 Thunder exemplified in my first diagram, but you haven’t yet acquired the other two Thunders, or if you have them but haven’t used them in that order yet. Then when you start your turn with Thunder it will register in a database that you can check on the main menu. It will say “[Thunder l.v.1] + [???] + [???] = [???]” This doesn’t really tell the player much, but it does say at least that there is a combo move that starts with the basic Thunder. This means the player will find out when they are on the right track, won’t hesitate to experiment, and have a place to check their moves if they step away from the game for a while. I’m not a believer in explaining to the point of killing discovery. However I’m also very much against blind aimless wandering.
This last idea might be a step too far, but at this point I’ve spilled everything else, I might as well spitball this too. What if, in this theoretical RPG, you could combine turns? Pass one character so that when the next one finishes cooldown, they pool the available attacks and queue points so that even bigger and more complex combos can be built?
Idk Man, it’s half-an-hour into the next morning, and I don’t even know if a game like this sounds like a good idea. I am not, have never been, and most likely never will be a game developer. This is just the most detailed gamecrafting thought that I’ve ever had, and I feel like it should be written down and documented just in case. And hey, if there are any Indie devs out there who would want to take a crack at this type of combat, please tag me, I would Love to see if this works in practice as well as it does in concept!
Thank you all for indulging my very detailed ramblings.
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durasoup · 5 months ago
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Legend of Legaia // Cort in Court
8:00 PM EST // https://www.twitch.tv/durasoup The world is saved! Nothing could possibly go wrong!
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konnichibot · 1 year ago
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So I replayed a game I always loved but never could beat as a kid, Legend of Legaia, and I FINALLY BEAT IT and
**spoilers for Legend of Legaia**
this was rated E in the 90s, but one thing I didn't know about it until I replayed it as an adult was all the existential body horror that was in the game! I would've been freaked out by it as a kid, but this was awesome!
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insecateur · 7 months ago
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mmmmmmmmm meat :)
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