History VideoGame / PhantasyStarIII

4th Sep '16 2:23:55 PM WillKeaton
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* ChestMonster: [[spoiler:Dark Force is hiding in one.]]

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* ChestMonster: [[spoiler:Dark Force [[spoiler:The final boss, Dark Force, is hiding in one.a chest.]]
4th Jun '16 10:40:24 PM GunarmDyne
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Added DiffLines:

* {{Foreshadowing}}: [[spoiler:Dark Force]] is mentioned by name early in Generation 1 when Rhys takes a ferry that travels by the shrine where Orakio's sword is kept.
1st Jan '16 11:28:16 PM Eyebrawl
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The game also has a fan remake called ''Phantasy Star [=III2K=]''. It was made by Lys86, the creator of ''VideoGame/ABlurredLine'', and can be freely downloaded [[http://rpgmaker.net/games/95/ here]].

to:

The game also has a fan remake called ''Phantasy Star [=III2K=]''. It was made by Lys86, the creator of ''VideoGame/ABlurredLine'', and can be freely downloaded [[http://rpgmaker.net/games/95/ here]].
21st Sep '15 8:47:32 PM Drgonzo
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Generally, this game is considered the weakest of the original tetralogy, largely because its ambitious design somewhat outstripped the capabilities of the hardware and development style of its day; today, with modern storage, larger development teams & management and a good long dev cycle, a multi-generational is possible(in fact, ''VideoGame/AgarestSenki'' is precisely that), but in 1990, with a small team who had a year to work on the game and on a cart with a data weight of less than a megabyte, doing the concept justice proved... difficult. The location shift from the previous two games (which, among other things, left the ending of ''[=PSII=]'' unaddressed) also caused a large deal of discontent. While still remembered as being one of the most ambitious titles of the 16-bit era (and one of the only to attempt a generational shift), ultimately its sibling titles are remembered more fondly.

to:

Generally, this game is considered the weakest of the original tetralogy, largely because its ambitious design somewhat outstripped the capabilities of the hardware and development style of its day; today, with modern storage, larger development teams & management and a good long dev cycle, a multi-generational epic is possible(in possible (in fact, ''VideoGame/AgarestSenki'' is precisely that), but in 1990, with a small team who had a year to work on the game and on a cart with a data weight of less than a megabyte, doing the concept justice proved... difficult. The location shift from the previous two games (which, among other things, left the ending of ''[=PSII=]'' unaddressed) also caused a large deal of discontent. While still remembered as being one of the most ambitious titles of the 16-bit era (and one of the only to attempt a generational shift), ultimately its sibling titles are remembered more fondly.
21st Sep '15 8:46:57 PM Drgonzo
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Generally, this game is considered the weakest of the original tetralogy, largely because its ambitious design somewhat outstripped the capabilities of the hardware and development style of its day; today, with modern storage, larger development teams & management and a good long dev cycle, a multi-generational epic might be possible, but in 1990, with a small team who had a year to work on the game and on a cart with a data weight of less than a megabyte, doing the concept justice proved... difficult. The location shift from the previous two games (which, among other things, left the ending of ''[=PSII=]'' unaddressed) also caused a large deal of discontent. While still remembered as being one of the most ambitious titles of the 16-bit era (and one of the only to attempt a generational shift), ultimately its sibling titles are remembered more fondly.

to:

Generally, this game is considered the weakest of the original tetralogy, largely because its ambitious design somewhat outstripped the capabilities of the hardware and development style of its day; today, with modern storage, larger development teams & management and a good long dev cycle, a multi-generational epic might be possible, is possible(in fact, ''VideoGame/AgarestSenki'' is precisely that), but in 1990, with a small team who had a year to work on the game and on a cart with a data weight of less than a megabyte, doing the concept justice proved... difficult. The location shift from the previous two games (which, among other things, left the ending of ''[=PSII=]'' unaddressed) also caused a large deal of discontent. While still remembered as being one of the most ambitious titles of the 16-bit era (and one of the only to attempt a generational shift), ultimately its sibling titles are remembered more fondly.
15th Jun '15 7:05:47 AM NTC3
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''PhantasyStarIII: Generations of Doom'' [[FakeOutOpening seems to be a radical departure]] from the first two ''PhantasyStar'' games at first; it doesn't even take place in the Algol system (although for good reason). It begins with the story of Rhys, a young prince of the Orakians, who is preparing to marry Maia, a girl from the rival Layans. When Maia is kidnapped, it sets events in motion that span generations. ''PSIII'' starts off as a classic MedievalEuropeanFantasy, but the appearances of androids and obviously high-tech "caves" quickly clue them in to the fact that things are not as they seem. The game features a unique twist: at the end of Rhys' adventure, he is given a choice of [[LoveTriangle two girls to marry]]. Depending on his choice, the game then ''continues'' through the eyes of the resulting child. This child's own story will then play out, again with a choice of whom to marry. This final child will play out the final act of the story.

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''PhantasyStarIII: '''PhantasyStarIII: Generations of Doom'' Doom''' [[FakeOutOpening seems to be a radical departure]] from the first two ''PhantasyStar'' games at first; it doesn't even take place in the Algol system (although for good reason). It begins with the story of Rhys, a young prince of the Orakians, who is preparing to marry Maia, a girl from the rival Layans. When Maia is kidnapped, it sets events in motion that span generations. ''PSIII'' starts off as a classic MedievalEuropeanFantasy, but the appearances of androids and obviously high-tech "caves" quickly clue them in to the fact that things are not as they seem. The game features a unique twist: at the end of Rhys' adventure, he is given a choice of [[LoveTriangle two girls to marry]]. Depending on his choice, the game then ''continues'' through the eyes of the resulting child. This child's own story will then play out, again with a choice of whom to marry. This final child will play out the final act of the story.


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The game also has a fan remake called ''Phantasy Star [=III2K=]''. It was made by Lys86, the creator of ''VideoGame/ABlurredLine'', and can be freely downloaded [[http://rpgmaker.net/games/95/ here]].
5th May '15 1:14:57 AM SpaceDrake
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Generally, this game is considered the weakest of the original tetralogy, largely because its ambitious design somewhat outstripped the capabilities of the hardware and developers of its day; today, with modern storage and development teams, a multi-generational epic might be possible, but in 1990, with a small team and on a cart with a data weight of less than a megabyte, doing the concept justice proved... difficult. The location shift from the previous two games (which, among other things, left the ending of ''[=PSII=]'' unaddressed) also caused a large deal of discontent. While still remembered as being one of the most ambitious titles of the 16-bit era (and one of the only to attempt a generational shift), ultimately its sibling titles are remembered more fondly.

to:

Generally, this game is considered the weakest of the original tetralogy, largely because its ambitious design somewhat outstripped the capabilities of the hardware and developers development style of its day; today, with modern storage and storage, larger development teams, teams & management and a good long dev cycle, a multi-generational epic might be possible, but in 1990, with a small team who had a year to work on the game and on a cart with a data weight of less than a megabyte, doing the concept justice proved... difficult. The location shift from the previous two games (which, among other things, left the ending of ''[=PSII=]'' unaddressed) also caused a large deal of discontent. While still remembered as being one of the most ambitious titles of the 16-bit era (and one of the only to attempt a generational shift), ultimately its sibling titles are remembered more fondly.
17th Feb '15 4:22:55 AM starofjusticev21
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* OneSteveLimit: An aversion. There are two Layas in the game. One is only referenced in past tense and was the being who eventually headed Layan society; the other is her younger sister who is eventually roused from cryostasis. The Japanese version adds a third, who became Gwyn in the translation.

to:

* OneSteveLimit: An aversion. There are two Layas in the game. One is only referenced in past tense and was the being who eventually headed Layan society; the other is her younger sister who is eventually roused from cryostasis. The Japanese version adds a third, who became Gwyn in the translation.translation (the daughter of the second Laya).
4th Feb '15 7:02:47 AM DracMonster
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* TheDevTeamThinksOfEverything: You can escape the dungeon at the beginning with an escapipe. You appear before the king, who tells you that ''would'' have been a good idea, except you've [[OffTheRails derailed the plot]] and need to reset the game now.

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* TheDevTeamThinksOfEverything: You can escape the dungeon your prison cell at the beginning with an escapipe. You appear before the king, who tells you that ''would'' have been a good idea, except you've [[OffTheRails derailed the plot]] and need to reset the game now.
4th Feb '15 6:59:51 AM DracMonster
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Added DiffLines:

* TheDevTeamThinksOfEverything: You can escape the dungeon at the beginning with an escapipe. You appear before the king, who tells you that ''would'' have been a good idea, except you've [[OffTheRails derailed the plot]] and need to reset the game now.
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