Yep, Super Fighter Team have translated yet another Chinese RPG for western release. looks pretty nice and even comes with cover art that's no where near as turd as their last release, The Begger Prince. - http://www.legendofwukong.com/ Yakumo
I can totally see why this wasn't localized to begin with. Stories from Chinese folklore aren't exactly well-known to white bread gamers living in Ohio. Still, it's nice to see that there's enough demand to make it worthwhile to do. And fully licensed too? That's excellent. I wonder, is there a different challenge when releasing Mega CD games? There are a lot of excellent strategy and RPG titles for that platform that would have been less challenging to market from a cultural perspective, and CDs are easier to manufacture than cartridges.
I wouldn't waste the money. No fun at all, barely any variation anywhere in game. Edit: My mistake, did I say "barely"? I meant none.
I've been very enthusiastic of Super Fighter Team's efforts for quite a while, but is anybody else concerned that many people are getting caught up in the nostalgia element of buying "new" games for a retro system that would have been rejected due to quality issues back in the day? I'm sure there will be a small number of people genuinely happy to see this one receive a professional translation and release over here, though I'd much prefer it if we got the long-promised MegaDrive conversion of Super Fighter or maybe 100% original software. While their games undoubtedly had a fanbase, Working Designs never had the following to keep the Saturn alive for long, and I fear that situation is now being repeated for a new generation. Now, if someone was to put together a group of AM fanatics with the programming expertise to make fresh titles in the style of Yu Suzuki's best for the Saturn or Dreamcast then I'd definitely be all for that! Of course, there's a world of difference between editing existing MegaDrive games and putting together fast-paced 3D experiences from scratch - especially for systems such as the Saturn that were notoriously difficult to code (not that KSS did too bad as amateurs themselves with Anarchy In The Nippon, mind you)...
Original Software would have to be an even greater labor of love for someone to tackle. Not having a whole team that had the same vision or love would end the project way too fast. From what I remember there was an original game being created for the MD/Genesis by an online group. I don't mind buying old games that didn't "make the cut" when the system was originally out. I would still like to play them and I for sure don't know any Chinese so with the translation I can now enjoy the game.
I genuinely enjoy your wall-of-text posts for the most part, but this is a little silly, even if you do appreciate it. The idea that a group of homebrew coders could put together a game like Shenmue or VF3 on the Saturn (or whatever else you imagine could've come together within Sega but didn't) is ridiculous, regardless of what KSS managed to do in their little fighting game.
I never suggested that homebrew Saturn programmers could produce something comparable to Virtua Fighter 3 or the Shenmue prototype, and to be fair did I even say these unreleased games were the best things to come from Sega's in-house teams? Anyway, relative beginners in comparison to Yu Suzuki's team especially were still capable of putting together impressive titles such as Anarchy In The Nippon, Savaki and GT24, which were all of a similarly high quality (in my opinion, at least). To be honest, the majority of third party developers were making great leaps around this period - just look at how Takara went from Toshinden Remix to D-Xhird in a few short years, not to mention Tantalus' growing confidence on the Saturn (House Of The Dead not included, mind you)...