Grandia (video game)
In March 1999, Game Art's Japanese publisher ESP Software showcased a PlayStation version of "Grandia" at that year's Tokyo Game Show expo, along with confirmation that the game would be released in English for the first time in North America by Sony Computer Entertainment America. Working Designs, which had previously worked with Game Arts on bringing their "Lunar" games to the region, had expressed interest in publishing the game, but were ultimately unable to secure the rights. New features for the PlayStation version included support for the system's DualShock analog control sticks and vibration function, as well as compatibility with Sony's Japanese-only PocketStation peripheral, which allows players to download game data on a portable device for use in a special mini-game. Although the company had expressed interest in bringing the game to the PlayStation as early as 1998, technical problems originally prevented the title from being ported to the system. Game Arts was later able to release the game with a slight loss in frame rate and a marginal decrease in video effects the following June. The North American version was originally announced by Sony as a summer release during the 1999 Electronic Entertainment Expo in Los Angeles, but was pushed back to the following October. "Grandia" was later released for the PlayStation in Europe in 2000 by Ubisoft.
History of Eastern role-playing video games
"", released for the MSX in 1987 and for the Mega Drive as "Super Hydlide" in 1989, adopted the morality meter of its predecessor, expanded on its time option with the introduction of an in-game clock setting day-night cycles and a need to sleep and eat, and made other improvements such as cut scenes for the opening and ending, a combat system closer to "The Legend of Zelda", the choice between four distinct character classes, a wider variety of equipment and spells, and a weight system affecting the player's movement depending on the overall weight of the equipment carried. That same year, Kogado Studio's sci-fi RPG "Cosmic Soldier: Psychic War" featured a unique "tug of war" style real-time combat system, where battles are a clash of energy between the party and the enemy, with the player needing to push the energy towards the enemy to strike them, while being able to use a shield to block or a suction ability to absorb the opponent's power. It also featured a unique non-linear conversation system, where the player can recruit allies by talking to them, choose whether to kill or spare an enemy, and engage enemies in conversation, similar to "Megami Tensei". Also in 1987, the survival horror game "", an MSX2 title developed by Fun Factory and published by Victor Music Industries, was the first true survival horror RPG. Designed by Katsuya Iwamoto, the game revolved around a female SWAT member Lila rescuing survivors in an isolated monster-infested town and bringing them to safety in a church. It was open-ended like "Dragon Quest" and had real-time side-view battles like "". Unlike other RPGs at the time, however, the game had a dark and creepy atmosphere expressed through the story, graphics, and music, while the gameplay used shooter-based combat and gave limited ammunition for each weapon, forcing the player to search for ammo and often run away from monsters in order to conserve ammo. That same year saw the release of "Laplace no Ma", another hybrid of survival horror and RPG, though with more traditional RPG elements such as turn-based combat. It was mostly set in a mansion infested with undead creatures, and the player controlled a party of several characters with different professions, including a scientist who constructs tools and a journalist who takes pictures.