2016 video game
I am Setsuna | |
---|---|
Developer(s) | Tokyo RPG Factory |
Publisher(s) | Square Enix |
Director(s) | Atsushi Hashimoto |
Producer(s) | Kengo Uchibori |
Artist(s) |
|
Writer(s) |
|
Composer(s) | Tomoki Miyoshi |
Engine | Unity |
Platform(s) | |
Release | Vita
|
Genre(s) | Role-playing |
Mode(s) | Single-player |
I am Setsuna is a 2016 role-playing video game developed by Tokyo RPG Factory and published by parent company Square Enix for PlayStation 4, PlayStation Vita and Microsoft Windows. A version for the Nintendo Switch was released in 2017 as a console launch title. The storyline, set in a snow-bound world plagued by monsters, follows silent protagonist Endir as he becomes the guardian of Setsuna, a young woman destined to be a sacrifice for pacifying the world's monsters. The gameplay, designed to emulate titles from the genre's "golden age", uses an Active Time Battle system.
The debut project of Tokyo RPG Factory, I am Setsuna began development in 2014 with a short production schedule. In keeping with the studio's goal, the team took mechanical inspiration from Chrono Trigger (1995). Using the visual theme of snow, the narrative was written to explore the theme of sadness. The music, composed by Tomoki Miyoshi, was performed on piano by Randy Kerber. Due to its weak market presence, the Vita version was not localized. The game released to strong sales and was positively received by critics. Praise went to its atmosphere, soundtrack, and combat, though several faulted the lack of aesthetic variety and low difficulty. Tokyo RPG Factory went on to produce two more titles before closing in 2024: Lost Sphear (2017) and Oninaki (2019).
Gameplay
I am Setsuna is a role-playing video game in which players take control of a party of characters, navigating environments from a fixed top-down perspective. Locations, such as towns and areas outdoors and in dungeons where enemy encounters take place, are reached by navigating the game's overworld. In towns, the party can talk with villagers to reveal plot elements. Items such as potions or stones used to escape battles are sold in shops in towns. There are a small number of side quests tied to each of the playable characters, unlocked when all characters are recruited and triggered by having that character in the current party.
Enemies are represented on the field by icons: contact with the icons initiates a battle. Battles take place in the environments where the enemy is encountered, rather than shifting to a specific battle arena. Characters' health and magic meter are respectively represented by HP and MP. Characters fight using a version of the turn based Active Time Battle (ATB) system: after each action is taken by a character in battle, an ATB gauge must fill again before another action is taken. Available actions include attacking with weapons; using special combat abilities or magic, which are lumped together as "Techs"; or using an item. If more than one character's ATB gauges are full, they will perform actions in the order in which instructions are issued to them.
Each character may equip talismans which house interchangeable Spritnite crystals, which unlock Techs. Some Techs can synergize together into a new ability. If one of these "Double Techs" is available, the "Techs" menu will change to "Combo". Each time an action is taken or a character's ATB gauge is allowed to remain full, a separate "Setsuna" gauge begins to fill. When full, it grants a "Momentum" charge which may be expended at the player's discretion to grant power boosts to the character's actions. These boosts can include dealing multiple versions of the attack, recovering health, or dealing critical damage to an enemy. After combat, defeated enemies grant experience points which raise a character's health and magic points, with other statistical elements only changing using weapons. They also drop items and materials, which are influenced by the way enemies are killed and can be sold for in-game currency.
Synopsis
I am Setsuna is set in a snow-bound land regularly attacked by monsters. According to an ancient custom, a maiden is sacrificed in the distant Last Lands to appease monsters. The story begins with the mercenary Endir accepting a mission to assassinate Setsuna, the next chosen sacrifice. Upon arriving, Setsuna persuades him to accompany her as a guardian alongside her childhood friend Aeterna. On their journey, they meet and are joined by Nidr, the guard of the earlier sacrifice and Setsuna's illegitimate father; Kir, a member of a magically gifted tribe with truncated lifespans; and Julienne, a descendant of the ancient kingdom once occupying the Last Lands. They are attacked several times by a figure called the Reaper, who is driven by a power that seeks Setsuna's death; he is eventually killed when they arrive in the Last Lands. The growing party also comes across signs of the monsters' continued attacks, undermining the morale of surviving human settlements.
At the heart of the Last Lands, the group is met by a woman called the Time Judge, who reveals that the sacrifices are offered to sustain a barrier that imprisons the Dark Samsara, with Aeterna being a clone that can be active beyond the Last Lands. Once a magically-gifted boy a millennium before, the Dark Samsara was experimented on by Julienne's ancestors when magic started dying out, the aim being to create an eternal source of magic. The boy lost his consciousness and became a being driven by rage, destroying the kingdom that occupied the Last Lands and birthing the monsters. The previous sacrifice, Setsuna's mother, told the Time Judge of Setsuna's potential as one who might defeat the Dark Samsara. Whenever Setsuna instead followed through with the sacrifice, the Time Judge rewound time to repeat the cycle, though in this cycle Endir has been influencing events. The Time Judge resurrects the Reaper, who takes the name Fides, to aid them before fading away, leaving no means of rewinding time if the Dark Samsara wins.
The group fights and seemingly defeats the Dark Samsara, but it flees back through time to escape. To follow it, Endir and Setsuna use the traces left by their memories—the save points scattered through the world that only they can see—and follow the Dark Samsara after the others give up their magical energy to empower them. Travelling back to Setsuna's home on the day her mother left as a sacrifice, Endir defeats the Dark Samsara in its humanoid form. Setsuna then absorbs him into herself, granting the Dark Samsara access to her feelings and companionship, before asking Endir to destroy her body. The ending shows Aeterna vanishing with her mission completed, and the other party members go their separate ways. A post-credits scene shows Endir walking past a broadleaf tree in leaf, with Setsuna's spirit watching over him.
Development
I am Setsuna was developed by Tokyo RPG Factory, a studio created by Square Enix and staffed by external staff to produce role-playing video games (RPGs). At the event, it was described by Square Enix as a "pure fantasy, true role-playing video game". The game was designed as a new intellectual property, with its future developments to be decided after Square Enix reviewed its post-launch reception and success. The concept for I am Setsuna was written in September 2014, with development beginning the following month. The alpha build was completed by August 2015. Atsushi Hashimoto acted as director, and Kengo Uchibori as producer. The production schedule was noted as being fairly short. The concept originated from plans to re-create a game similar to classic RPGs from the genre's "golden age". The staff was made up of developers who agreed with this vision. I am Setsuna was developed using the Unity game engine.
In keeping with the team goals, the battle system was adopted from role-playing games like early Final Fantasy titles and other games like Chrono Trigger. According to Hashimoto, Chrono Trigger was used as inspiration due to its popularity, it being a favorite of the assembled development team, and the fact that there were few spiritual successors to it on the market. They also drew influence from Dragon Quest, The Legend of Zelda, the SaGa and Mother series, and Xenogears. The playtime was designed to be similar to RPGs of the 90s, going against the prevalent trend of added content with the scale and power of gaming technology. The traditional battle system gave the development team a "sense of security" when faced with the challenges of developing the game. One of the difficult elements was balancing the game's difficulty so it could be enjoyed by both casual and hardcore gamers. The battle system was specifically based on the Active Time Battle system used in Chrono Trigger. The lack of established RPG elements, such as inns for resting and a world map, were influenced by the harsh setting and a wish to have players think about where to go.
A key theme running through the game is "sadness". The story's setting, a land covered by snow, and its general tone carried this theme, evoking the emotional stories of classic role-playing games. The theme also extends to its title, which stems from the word "setsunasa": while it holds a variety of meanings in Japanese, the meaning used by the production team was sadness or sorrow. "Setsuna" also translated as "a moment in time", which is tied into the game's SP battle mechanic. Much of the effort in writing went into the game's language, with the team obsessing over how players would respond to different words. For this reason, they used katakana as little as possible, instead using native kanji expressions for terms like "monster". Despite lacking katakana, the setting used writing schemes akin to those from European literature, giving the world a unique feel.
The scenario was co-written by Hirotaka Inaba and Makoto Goya. The game's central themes, which focused on life and death as represented by Setsuna's sacrifice, were included as part of the callback to earlier role-playing games. One of the main features of the hero's design was his mask, which made it harder for players to fully empathize with him. During early production, Hashimoto was putting relatively little effort in the scenario, expecting it not to change. The development team disliked how the scenario was developing and insisted on a rewrite that changed half the script despite the production's time constraints. The scenario's ending was not determined from the outset, with the writing team instead writing the script as if they were on the journey themselves based on the established theme. While the team wanted to continue producing games based on gameplay and thematic concepts, they considered I am Setsuna to be a standalone project without any need for a sequel. No CGI scenes were included, and some elements of the story were left up to interpretation as had been done in earlier titles.
From its foundation, Tokyo RPG Factory had drawn inspiration from the Japanese phrase setsugekka (Snow, Moon and Flowers) when choosing the visual themes for each planned game; I am Setsuna used the theme of snow. The snowy environment was chosen to emphasize the melancholy tone of the narrative. The character designs were done by Toi8; he was brought in at an early stage, and his designs were likewise meant to reinforce the atmosphere. When translating the design into the game's 3D models, the team shortened them and gave them a distinctive appearance by removing their feet. This was possible due to the snowy environment in most areas, which would theoretically hide the feet. The art director was Jun Suzuki.
Music
The game's music was composed by Tomoki Miyoshi, a young composer whose first notable score was for Soul Calibur V. Almost all tracks were performed on a solo piano played by Randy Kerber, who had worked on major films including Forrest Gump and Titanic. The score was recorded at the Eastwood Scoring Stage. Vocals were provided by Japanese singer Kotringo, and the sound director was Hiroaki Yura. Hashimoto wanted the score to be deeply melancholic and able to have sharp endings to tracks and sections, something a piano was good at. The instrument was chosen within the first few minutes of Miyoshi's first meeting with the team. Hashimoto also wanted an instrument that was recognized worldwide to convey the game's themes without language barriers. Miyoshi's approach to his compositions was driven by the game's narrative themes, drawing inspiration from the compositions of Joe Hisaishi.
The main theme was originally not written for the game, but Hashimoto insisted on its use after hearing it. Yura reflected that creating a soundtrack using only one instrument proved challenging at points due to the inability to use different instruments to indicate mood changes and character themes. Hashimoto said that other instruments could be used if necessary, but Miyoshi and Yura were able to create the score without them. The score had over seventy tracks created for it, all short pieces between one to one and a half minutes that would regularly loop in-game.
A two-disc soundtrack album was released on March 23, 2016. An arranged version of the soundtrack, Winter's End, was released by Creative Intelligence Arts on October 5. Miyoshi described the album as a new version inspired by fan performances of the soundtrack, with him creating a musical representation of Setsuna's journey. Miyoshi also needed to condense the most recognizable elements of the overall score into a smaller number of tracks than the game's music album, along with creating new parts to close off tracks originally intended to loop. While Miyoshi was generally allowed creative freedom, Yura wanted the score to include each main character's theme and the main theme. To keep a relaxing tone across the album, the combat themes were not included. Miyoshi performed on the piano, while Kotringo and Yura returned to provide vocals and additional violin.
Release
The game was first announced at the 2015 Electronic Entertainment Expo as a game for the PlayStation 4 under the title Project Setsuna. During its promotion, the team were wary of openly referencing Chrono Trigger, as that might cause an excess of expectations among potential players. Its next showing was at that year's Tokyo Game Show, where its official Japanese title was revealed, along with its release on the PlayStation Vita. Its title in Japan is Ikenie to Yuki no Setsuna, roughly translated as "Setsuna of Sacrifice and Snow". There are no differences in content between the two versions of the game, with the only exception being that the PlayStation 4 version looks better on a large screen due to resolution issues. They also wanted to enable players to have a portable version, accommodating different playstyles. As of September 2015, development was reported as 60% complete. In November of the same year, the game's Japanese release date was revealed to be February 18, 2016.
In March 2016, Square Enix announced details regarding the game's English release, including its English title, I am Setsuna, and the fact that it would only be released on the PS4 and Microsoft Windows platforms, not on the Vita. According to Hashimoto, dropping the Vita in the West was due to a trend in Western gaming for full immersion. Another factor was the smaller Vita market in the West when compared to home consoles and PC gaming. Despite this decision, he said that there was still a chance for a Western Vita release if there was enough demand. The title was changed for the Western version as a direct translation of the original title would have lost language nuances relating to Setsuna's name. The game was translated and localized for the West by the independent company Dico. The PS4 and PC versions of I am Setsuna were released internationally on July 19, 2016.
The game was later announced as a worldwide launch title for the Nintendo Switch on March 3, 2017. A coliseum battle mode dubbed "Temporal Battle Arena" was released as downloadable content for the Switch version on April 13. The Switch port was co-developed by Tokyo RPG Factory and Gemdrops. Porting began in late 2016 and was made easier by their existing knowledge of the Unity engine and the fact that the Switch would support it. The team ran into some issues porting the game over, with one cited bug being the menu screens glitching between docked and handheld modes.
Reception
ReceptionAggregator | Score |
---|---|
Metacritic | PC: 70/100 PS4: 74/100 NS: 75/100 |
Publication | Score |
---|---|
Eurogamer | Recommended |
Famitsu | 32/40 |
Game Informer | 7.5/10 |
GameSpot | 7/10 |
IGN | 7.5/10 |
Nintendo Life | 7/10 |
Nintendo World Report | 6.5/10 |
PC Gamer (US) | 70/100 |
Polygon | 8.5/10 |
Dengeki PlayStation | 75/90/75/85 |
According to Media Create, the PlayStation 4 and PlayStation Vita versions of I am Setsuna debuted at #6 and #7 respectively. The PlayStation 4 version sold 33,629, while the PlayStation Vita version sold 27,994, bringing total sales to roughly 66,000 units. By the following week, the Vita version had dropped out of the top 20, while the PlayStation 4 version had sold a further 6,619 units. During its first year, Tokyo RPG Factory recorded a heavy loss for its parent company, though this was not seen as unusual given its status as a new studio. By the following year, the studio had earned a substantial profit from continued sales of I am Setsuna.
Japanese gaming magazine Famitsu praised the game as an enjoyable throwback to the 90s era of JRPGs, praising its simplified design and atmosphere. The reviewers for Dengeki PlayStation similarly noted these features, thinking it was an enjoyable title for its price and audience. Simon Parkin, writing for Eurogamer, lauded the tight focus of its plot and game design, praising it as a good homage to the games that had inspired it. PC Gamer's Leif Johnson similarly praised the game's simplicity of design, with his main complaints being a lack of side content and innovative features. Peter Brown of GameSpot felt the game was held back by adhering too closely to its inspirations, summarizing it as "an unapologetic homage to beloved Japanese RPGs that plays well but takes few risks."
Liam Croft of Nintendo Life felt the game would appeal more to genre veterans than newcomers due to a lack of engaging elements outside its combat system. Philip Kollar of Polygon, while noting a lack of original elements, was positive and stated that the game "demonstrates a great understanding and mastery of what made Square Enix's past successes work so well." Game Informer's Joe Juba enjoyed the game but felt its story and systems were too strongly rooted in the games it was emulating to stand out, Vince Ingenito of IGN noted that the deeper he got into the game, the more original elements he found in the story and combat, ultimately feeling the game defied its inspirations rather than mimicking them. Donald Theriault of Nintendo World Report felt the game was let down by some of its aesthetic and gameplay design but otherwise found the core experience strong.
From review aggregate website Metacritic, out of 100 points, the game earned scores of 70 for PC, 74 for PS4 and 75 for Switch. These scores were summarized as a "mixed or average" reception for PC and "generally favorable" for PS4 and Switch. The narrative met with general praise from reviewers for its somber tone, and emotional weight. Some felt the plot was either derivative or rushed to conclusion. The battle system and related mechanics met with general praise, though several negatively noted some limitations in its functions and slow speed. Ingenito, Juba and Brown faulted issues with the game's low difficulty. There was also frequent criticism of menu management, and a lack of content outside combat. The lack of visual variety and depressing effect of the game's snowy landscapes was disliked by several reviewers. Talking about the Switch port specifically, Croft was positive about the conversion, but Ingenito and Theriault noted technical and localization issues respectively. The piano score met with both praise for its impact, and criticism for the lack of variety or derivative melodies.
Future projects
Main articles: Lost Sphear and OninakiTokyo RPG Staff confirmed in later interviews that they had concepts for three game titles from their foundation, inspired by the setsugekka phrase. Following the completion of I am Setsuna, Tokyo RPG Factory began concept development on their next project. Titled Lost Sphear, it used a refined version of the combat of I am Setsuna with a new setting and story. Their third title, Oninaki (2019), changed to an action-based combat system and went for a darker narrative tone. Hashimoto and Inaba were involved in all three titles. Tokyo RPG Factory was eventually absorbed into Square Enix in 2024.
Notes
- Known as Ikenie to Yuki no Setsuna (いけにえと雪のセツナ, lit. "Setsuna of Sacrifice and Snow") in Japan
References
- ^ "Square Enix's I am Setsuna RPG Heads West on PS4, PC". Anime News Network. 14 March 2016. Archived from the original on 15 March 2016. Retrieved 6 August 2021.
- ^ Romano, Sal (15 September 2015). "Ikenie to Yuki no Setsuna TGS 2015 details, gameplay". Gematsu. CraveOnline. Archived from the original on 3 October 2015. Retrieved 1 February 2023.
- Bierton, David (14 March 2017). "I am Setsuna on Switch is a visual match for PS4". Eurogamer. Game Network. Archived from the original on 5 July 2022. Retrieved 26 July 2024.
- ^ Kollar, Philip (19 July 2016). "I Am Setsuna review". Polygon. Archived from the original on 21 July 2016. Retrieved 19 July 2016.
- ^ Brown, Peter (18 July 2016). "I Am Setsuna Review". GameSpot. Archived from the original on 1 February 2023. Retrieved 1 February 2023.
- Lada, Jenni (26 July 2016). "I am Setsuna Has A Few Secrets For Folks Near The End". Silcionera. Archived from the original on 27 July 2016. Retrieved 1 February 2023.
- ^ Romano, Sal (19 November 2015). "Ikenie to Yuki no Setsuna details battle system, new characters Kuon and Yomi". Gematsu. CraveOnline. Archived from the original on 19 November 2015. Retrieved 1 February 2023.
- ^ Ingenito, Vince (20 July 2016). "I Am Setsuna Review". IGN. Archived from the original on 1 February 2023. Retrieved 1 February 2023.
- ^ とりもどそう、ぼくたちのRPG。スクエニ×TRFが『いけにえと雪のセツナ』を作った理由 [Let's take back our RPG. Why Square Enix and TRF created "Ikenie to Yuki no Setsuna"]. Dengeki Online (in Japanese). ASCII Media Works. 28 September 2015. Archived from the original on 29 September 2015. Retrieved 1 February 2023.
- S. Good, Owen (16 June 2015). "Square Enix creates new studio to handle new RPG: 'Project Setsuna'". Polygon. Vox Media. Archived from the original on 29 September 2015. Retrieved 1 February 2023.
- ^ Te, Zorine (21 July 2015). "New Square Enix RPG Project Setsuna Will Be Themed Around Sadness". GameSpot. CBS Interactive. Archived from the original on 17 November 2015. Retrieved 1 February 2023.
- Romano, Sal (15 September 2015). "Tokyo RPG Factory announces Ikenie to Yuki no Setsuna for PS4, PS Vita". Gematsu. CraveOnline. Archived from the original on 2 October 2015. Retrieved 15 September 2015.
- ^ Takasue, Kaori (3 June 2016). "15 Things to Know About I Am Setsuna, Out July 19 on PS4". PlayStation Blog. Sony Computer Entertainment. Archived from the original on 3 June 2016. Retrieved 3 June 2016.
- ^ 『いけにえと雪のセツナ』の魅力に迫る連載企画! 旅の仲間たちの紹介に加え、ディレクター&プロデューサーへのインタビューも掲載【特集第2回/電撃PS】 [A serial project that delves into the appeal of "Ikenie to Yuki no Setuna"! In addition to introducing the companions on the journey, there is also an interview with the director and producer ]. PlayStation Blog (in Japanese). Sony Computer Entertainment. 5 February 2016. Archived from the original on 9 February 2016. Retrieved 9 February 2016.
- ^ 『いけにえと雪のセツナ』数々の謎が明らかに!? 開発スタッフインタビュー満載の書籍が登場【ファミ通の攻略本】 [Many mysteries of "Ikenie to Yuki no Setuna" revealed!? A book full of interviews with the development staff has been released ]. Famitsu (in Japanese). 25 March 2016. Archived from the original on 16 July 2021. Retrieved 6 August 2021.
- "Unity at GDC 30: Meet the Unity Community at GDC 2016". Unity Technologies. Unity Technologies. 2016. Archived from the original on 24 April 2016. Retrieved 22 April 2016.
- ^ Farokhmanesh, Megan (15 March 2016). "I Am Setsuna dev ditched Vita version in the US to focus on 'big screen' immersion". Polygon. Vox Media. Archived from the original on 15 March 2016. Retrieved 16 March 2016.
- ^ Romano, Sal (17 November 2016). "I am Setsuna staff discuss setting, feet, OST, and influences in fan interview video". Gematsu. Archived from the original on 16 December 2019. Retrieved 6 August 2021.
- ^ 『いけにえと雪のセツナ』の魅力に迫る連載企画第3回!奥深い戦略を生み出すシステムに迫ります。開発キーマンへのインタビューも掲載【特集第3回/電撃PS】 [The third installment of a series that delves into the appeal of "Ikenie to Yuki no Setuna"! We'll take a closer look at the system that creates deep strategies. We'll also feature an interview with a key developer. ]. PlayStation Blog (in Japanese). 12 February 2016. Archived from the original on 13 July 2021. Retrieved 6 August 2021.
- Romano, Sal (16 November 2016). "I am Setsuna director discusses planning and thought process in fan interview video". Gematsu. Archived from the original on 8 November 2020. Retrieved 6 August 2021.
- LOST SPHEAR 完全攻略ガイド+ビジュアルアート集 ~記憶が紡ぐ神話の書~ [Lost Sphear Complete Guide + Visual Art Collection ~A Book of Myths Spun from Memories~] (in Japanese). Square Enix. 26 October 2017. ISBN 978-4757555174.
- ^ Romano, Sal (20 February 2019). "Oninaki creative producer is Chrono Trigger director Takashi Tokita". Gematsu. Archived from the original on 20 February 2019. Retrieved 7 September 2019.
- Romano, Sal (22 December 2016). "I am Setsuna staff discuss concept, CGI, internal reception, and what's next in fan interview video". Gematsu. Archived from the original on 24 December 2016. Retrieved 6 August 2021.
- ^ "Tokyo RPG Factory Shares a Closer Look at Oninaki". PlayStation Blog. 24 April 2019. Archived from the original on 30 April 2019. Retrieved 7 September 2019.
- Kotowski, Don (22 January 2016). "Tomoki Miyoshi writes piano-focused soundtrack for new Square Enix RPG". Video Game Music Online. Archived from the original on 9 February 2016. Retrieved 9 February 2016.
- Miyoshi, Tomiki (23 March 2016). Ikenie to Yuki no Setsuna Original Soundtrack (booklet) (in Japanese). Square Enix. pp. 3–6. SQEX-10539~40.
- ^ Barder, Ollie (4 August 2016). "Tomoki Miyoshi Talks About How He Composed The Beautiful Score For 'I Am Setsuna'". Forbes. Archived from the original on 5 August 2016. Retrieved 6 August 2021.
- ^ 『いけにえと雪のセツナ』作曲家インタビュー。ピアノソロへのアレンジの狙いやコンサートの意気込みを聞く [An interview with the composer of "Ikenie to Yuki no Setsuna." Hear about the aim of the piano solo arrangement and his enthusiasm for the concert.]. Dengeki Online (in Japanese). 3 September 2016. Archived from the original on 5 December 2022. Retrieved 16 April 2024.
- いけにえと雪のセツナ Original Soundtrack [Ikenie to Yuki no Setuna Original Soundtrack] (in Japanese). Square Enix. Archived from the original on 2 June 2023. Retrieved 15 April 2024.
- ^ 「Winter's End - 『いけにえと雪のセツナ』 Original Soundtrack Collection」 [Winter's End - "Ikenie to Yuki no Setuna" Original Soundtrack Collection] (in Japanese). Winters End official website. Archived from the original on 21 April 2017. Retrieved 15 April 2024.
- Karmali, Luke (16 June 2015). "E3 2015: Square Enix Announces New Studio and RPG Project Setsuna". IGN. Ziff Davis. Archived from the original on 26 September 2015. Retrieved 1 February 2023.
- Nunneley-Jackson, Stephany (15 September 2015). "Square Enix's Project Setsuna announced for PS4, Vita at TGS 2015". VG247. Gamer Network. Archived from the original on 14 August 2022. Retrieved 1 February 2023.
- Sato (15 September 2015). "Ikenie to Yuki no Setsuna Is Being Made To Bring Back Memories From '90s RPGs". Siliconera. Curse, Inc. Archived from the original on 21 May 2020. Retrieved 1 February 2023.
- "Ikenie to Yuki no Setsuna RPG Ships in Japan on February 18". Anime News Network. 17 November 2015. Archived from the original on 17 November 2015. Retrieved 17 November 2015.
- Sato (14 March 2016). "I am Setsuna Is Releasing On PlayStation 4 And PC This Summer in the West". Siliconera. Curse, Inc. Archived from the original on 14 March 2016. Retrieved 14 March 2016.
- Bailey, Kat (15 March 2016). "I Am Setsuna Director: "We'd Consider the Vita Version for the U.S."". VG247. Gamer Network. Archived from the original on 1 February 2023. Retrieved 1 February 2023.
- Stenbuck, Kite (10 June 2017). "Lost Sphear will have new features as well as revamping features from I Am Setsuna". RPG Site. Archived from the original on 15 June 2017. Retrieved 6 August 2021.
- "DICO localized "I am Setsuna" produced by Square Enix". Dico4u. Archived from the original on 30 September 2020. Retrieved 6 August 2021.
- McWhertor, Michael (22 April 2016). "Square Enix's Chrono Trigger-inspired I Am Setsuna coming to PS4 and PC in July". Polygon. Vox Media. Archived from the original on 22 April 2016. Retrieved 1 February 2023.
- Romano, Sal (23 January 2017). "I Am Setsuna for Switch launches March 3". Gematsu. Archived from the original on 24 January 2017. Retrieved 23 January 2017.
- Romano, Sal (10 April 2017). "I Am Setsuna Switch-exclusive free DLC 'Temporal Battle Arena' launches April 13". Gematsu. Archived from the original on 14 June 2021. Retrieved 6 August 2021.
- Switch版「いけにえと雪のセツナ」で専用無料DLC「時の闘技場」が配信 [The Switch version of "Ikenie to Yuki no Setsuna" will have a free DLC "Time Arena"]. 4Gamer.net (in Japanese). 13 April 2017. Archived from the original on 17 July 2017. Retrieved 6 August 2021.
- 『いけにえと雪のセツナ』がニンテンドースイッチのローンチタイトルになった理由とは?【Unite Tokyo 2017】 [Why did "Ikenie to Yuki no Setsuna" become a launch title for the Nintendo Switch? ]. Famitsu (in Japanese). 10 May 2017. Archived from the original on 2 October 2023. Retrieved 15 April 2024.
- ^ "I Am Setsuna for PC Reviews". Metacritic. Archived from the original on 15 August 2022. Retrieved 1 February 2023.
- ^ "I Am Setsuna for PlayStation 4 Reviews". Metacritic. Archived from the original on 21 July 2016. Retrieved 19 July 2016.
- ^ "I Am Setsuna for Switch Reviews". Metacritic. Archived from the original on 28 April 2017. Retrieved 4 May 2017.
- ^ Parkin, Simon (20 July 2016). "I am Setsuna review - Easy peeler". Eurogamer. Archived from the original on 25 September 2023. Retrieved 15 April 2024.
- Romano, Sal (9 February 2016). "Famitsu Review Scores: Issue 1419". Gematsu. Archived from the original on 28 February 2016. Retrieved 1 February 2023.
- ^ Juba, Joe (18 July 2016). "Frozen in Time - I Am Setsuna - PlayStation 4". Game Informer. Archived from the original on 1 February 2023. Retrieved 1 February 2023.
- ^ Croft, Liam (5 May 2017). "I Am Setsuna Review". Nintendo Life. Archived from the original on 31 January 2024. Retrieved 15 April 2024.
- ^ Theriault, Donald (8 March 2017). "I Am Setsuna (Switch eShop) Review". Nintendo World Report. Archived from the original on 31 August 2023. Retrieved 15 April 2024.
- ^ Johnson, Leif (19 July 2016). "I Am Setsuna review". PC Gamer. Archived from the original on 1 February 2023. Retrieved 1 February 2023.
- ^ Dengeki Review: いけにえと雪のセツナ (PS4/PSV) [Dengeki Review: Ikenie to Yuki no Setsuna (PS4/PSV)]. Dengeki PlayStation (in Japanese). No. 608. ASCII Media Works. 10 February 2016.
- Romano, Sal (24 February 2016). "Media Create Sales: 2/15/16 – 2/21/16". Gematsu. CraveOnline. Archived from the original on 25 February 2016. Retrieved 2 March 2016.
- Romano, Sal (2 March 2016). "Media Create Sales: 2/22/16 – 2/28/16". Gematsu. CraveOnline. Archived from the original on 3 October 2022. Retrieved 1 February 2023.
- Frye, Brendan (3 August 2016). "Tokyo RPG Factory Ends Year in $2.4 Million Deficit". CG Magazine. Archived from the original on 6 August 2016. Retrieved 14 July 2021.
- スクエニHD子会社のTokyo RPG Factory、17年3月期の最終利益は2億3600万円と黒字転換に成功…『いけにえと雪のセツナ』で知られる [Tokyo RPG Factory, a subsidiary of Square Enix Holdings, has successfully turned a profit with a net profit of 236 million yen for the fiscal year ending March 2017. The company is known for "Ikenie to Yuki no Setsuna".]. GameBiz.jp (in Japanese). 24 July 2017. Archived from the original on 12 April 2022. Retrieved 1 February 2023.
- ^ プレイステーション4/プレイステーション・ヴィータ - いけにえと雪のセツナ [PlayStation 4/PlayStation Vita - Ikenie to Yuki no Setsuna]. Famitsu Weekly (in Japanese). No. 1419. Enterbrain. 11 February 2016.
- ^ 『鬼ノ哭ク邦』インタビュー。「スクウェア・エニックスってこういうこともやるんだ」を目指して。ハクスラ系のやりこみ要素の情報も【E3 2019】 [Interview with "Oni no Naku Kuni". Aiming to show people that "Square Enix does this kind of thing too". Information on the addictive aspects of the hack-and-slash genre is also included ]. Famitsu (in Japanese). 20 June 2019. Archived from the original on 20 June 2019. Retrieved 7 September 2019.
- Sato, Ike (17 January 2018). "Square Enix On Recreating A '90s-Style RPG In Lost Sphear—From ATB To Teenage Heroes". Siliconera. Archived from the original on 19 February 2018. Retrieved 6 April 2024.
- Stenbuck, Kite (10 June 2017). "Lost Sphear will have new features as well as revamping features from I Am Setsuna". RPG Site. Archived from the original on 6 July 2022. Retrieved 6 April 2024.
- スクエニ、Tokyo RPG Factoryを吸収合併 Tokyo RPG Factoryは解散 『いけにえと雪のセツナ』『鬼ノ哭ク邦』『LOST SPHEAR』を開発 [Square Enix absorbs Tokyo RPG Factory, which is dissolved. Developed "Ikenie to Yuki no Setsuna", "Oni no Naku Kuni", and "LOST SPHEAR".]. GameBiz.jp (in Japanese). 31 January 2024. Archived from the original on 31 January 2024. Retrieved 31 January 2024.
External links
Tokyo RPG Factory | |
---|---|