ゼノギアス // Week 1 // Opening & Chapter 1

Note on scripts: I found an English script on GameFAQs, which I find handy to check I got it roughly right after I tried to understand a passage for myself.

It doesn’t have some optional dialogue e.g. with the maid in the beginning, but even the Japanese script does seem to, e.g. the second dialogue line you can trigger from an NPC like this one. Had to look up 門出 just from ingame visuals.

But even first dialogue lines in this scene.

Still, both very handy and a lot better than nothing.

Excited to continue from here and look up your week finish comments later :slight_smile:

btw I’m playing on Duckstation with the crt-lottes filter I found recommended.
I can’t stand the RetroArch UI, I think it’s a disaster. It’s so hard to find any option, I found it impossible to find the shader options despite having already played with it in the past, haha. Too many sub menus as well, and navigation is somehow annoying.

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Week 1

I admit I didn’t even try to follow that opening sequence and infodump, I watched it, then read it all line by line on the Japanese script with yomichan.
Think I kinda got the gist of it, and I guess now I know how to say “Reboot”.
Fei is an interesting protagonist. Can’t think of any other classic JRPG protagonists that know how to paint.
(And paint things that are yet supposed to happen judging from that mech sequence…I guess?)
Got the two items and wandered around the village, peeked out into the world map (love the theme!), and I will read through all the tutorial guys later this week. For now, things are pretty good. Reading that pixelated PSX font is so charming!
Also punched two mushrooms and a wolf; another thing I immediately liked Fei for, he’s not the usual sword welding JRPG guy.
The old school save system where you selected the memory block you wanted to write on was also incredibly nostalgic.
Also love the little animation when you save.

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Finished this week’s part. Loved it.

I like being confused about the story and having to figure out timelines and connections.
If I want story telling that instantly spoon-feeds me every detail chronologically, I read the wikipedia story summary.
(yes, FF7 does set it up well, just a different style of story telling)

The intro was awesome, did not expect a lavish anime production.
But yeah, the mixing is terrible, it’s hard to hear the voices over music and SFX.

Love the graphics, the village is so charming. Many small details like the guy walking the dog or a kid on a roof.

Thankfully a lot of the dialogue is a lot easier than the prologue text.

Looking forward to week 2!

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What a blast from the past this week was. I think I’ve tried playing this in Japanese once before around five years ago, since I did remember some vistas around the village – can’t say the same for the next city we are heading to.

Practicing my screenshot routine via Steam Deck → Steam App → iPad → macOS.

This game feels a bit like Super Mario 64 with some wild camera driving action in places, but mostly locking us to fixed perspectives. I think it’s mostly down to how the game is mixing 3D terrain with 2D sprites, but this scene for instance kind of hints at what would be possible all the time with free look… alas, the tech was not quite there yet.

I was taken aback by how much effort the devs put into ラハン. It feels very… alive, in a sense many games just don’t even try to be these days. The NPCs all seem to have some purpose to their existence. The world itself is internally consistent with door placement etc., matching the inner and outer environments. I guess we take this for granted now, but it was absolutely not the case during this day and age…

I was delighted that not every item you can collect is glowing. This style rewards interaction and going slow, although the rewards are not earth-shattering. Thank you @Voi for highlighting missables – I must have missed both of these on my first run, since I absolutely did not win five times in a row during my original playthrough.

I jumped into the well, just like I did all those years ago, just to see if you could…

One thing very sorely missing from my expected list of features: minimap. It’s far too easy to get disoriented when you rotate the camera a few times.

Spoilers for this week

The game starts with the big questions right away, between the expected roles of women and men in this society.




Not the talk you expect from a tutorial village NPC right off the bat! Questioning the patriarchy right from the start is invigorating in a game from 1998. Picked the wrong choice by accident here… considered restarting the game. The 変 here refers to these doubts she has about the roles, not the pastoral patriarchy itself as I first thought!


The same topic raised a second time, but this time from someone who would want to settle and set down some roots.

I love how many conversations end with that はあ〜, adds just that bit of air between the 4-5 textboxes each NPC seems to respond with. Also, you can move during conversations! Such a small thing but somehow feels rare?

I guess I’m not advanced enough in Japanese innuendo to decipher just quite heavily she is laying down on poor young フェイ here? Moreover, what exactly does 今度 imply in the following sentence?? Tempted to look up the English translation on this one…

Visiting the bride sets quite the scene:




OOF. フェイ doing his best Squall impression here… フェイ arrived in the village three years ago, and one of the villagers mentions that he had been mostly spending his time with アルル and ティモシー and teases him about his feelings toward アルル. Well, it certainly seems there is something in the air on her side as well.

Love that this game features people speaking over each other. It’s the most natural thing in the universe, but it NEVER happens in games (Expedition 33: Clair Obscur recently also had this).

Small details in the spritework, アルル’s closed eyes and フェイ turning his head away in silence… this game manages to convey a lot with little.

The urge to forge ahead… I will resist it this time. Playing this in lock step with y’all.

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Starting late tonight. I’ve only read the Opening (I might get to the prologue but not much further tonight) and I am so fascinated.

The captain uses 「民間人、及び全乗組員」 even though it seems to be a battleship (艦長, 退艦). So they also got civilians on board. As like civil servants or is the ship like a floating civilization?? I hope we get more info later because I legit don’t remember.

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We do get more info, but it will take a long time. :sweat_smile:

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I made the same mistake! I blame the patriarchy.

I’ve definitely seen it in other games from that era, although I can’t recall which ones right now. Maybe Suikoden? Or Grandia? I don’t see the point of it frankly.

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Just wanted to say that while reading this I burst out a laugh on the bus. Thanks

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Joining the party!

Was looking for the PC in my room to take the potion before going on the adventure, didn’t find it but found 200G instead, cool

Edit: found the potions in the barrels, all good

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So I found a visual bug in my PlayStation emulator while playing this week, which means that on top of being a Japanese language exercise this is going to turn into a coding exercise as well!

I pinpointed the code that triggers the bug at memory address 0x800464a8. I’m currently compiling MIPS binutils to disassemble it.

Maybe we could make Week 2 about going through the asm listing together and see what we can find?

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Screenshot?

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It’s not really visible on screenshots, it’s a one pixel black column at the right edge of the screen that sometimes pops up while I’m moving in the town.

The issue appears to be that, while you’re moving, the game messes with the VRAM clipping (basically the region of VRAM where the game draws the frame) and when it restores it to the normal value it messes up for one frame in my emulator:

CLIP 318x479
CLIP 319x223
CLIP 319x479
CLIP 319x223

You can see that the first clipping value here is one pixel less than the others, and that creates a black bar for one single frame since the 319th pixel column is missing from the output.

Now I need to track the code that generates this off-by-one value in the game to figure out what causes it to bug out this way…

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Finished week 1!

I used the script for the prologue, but once I was in the village, I managed just fine without, very nice.
Interesting backstory, and interesting that the game starts with his potential love interest getting married immediately. I wonder if there’ll be more to that relationship in the future. (just rambling here, don’t answer that if you know :grin: )

I was also wondering how on else even natives would understand a thing, when you cannot even hear it.

Wow good job!

I talked to them in the reverse order, so it was nice to get some money back!

Really?? I feel like I remember the games I played back them. Or maybe I only remember those that I remember. :thinking:

One thing that was irritating me a bit in FFI is that the music would change to a “shop” music when you opened the menu. Would ruin the mood for me when I was in a dungeon for example. Happy that this doesn’t happen here.

I only used jump when I was stuck between an NPC and a bed so far. Did you get any interesting places?
The rotation of the camera is nice, but missing that I can also go up and down.

The other way around, I think he was in the mech fight but lost his memory there and was brought to the village by シタン.

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Forgot the most important, thanks @Voi for organizing + the links to the scripts and walkthrough + the tips and missables, very nice!

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Week 1 reply

Ah, I guess that could be… But it looked exactly like the same village, would they have already rebuilt that fast? And no one mentioning anything about that one time the village got trampled by giant mechas… Unless I missed it. Guess I will find out!

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I think there was a period of time when I was around 17 where I discovered emulators and piracy websites and I just binged a million games, and especially 16 and 32bit JRPGs that were never released in France. I would often play multiple games at the same time and they kind of all blend together. There are actually some scenes from individual games that I remember enjoying but I can’t recall what game they’re from…

Yeah that’s annoying, it’s true.

You can visit at least one roof by platforming. And also a well.

I just restarted the game a bunch of times to debug my emulator issue and I’m 99% sure it’s the same village, so I think it’s a flash-forward. I also think that the guy on foot who talks to him and tells him to stop is the doctor we’re going to visit next week.

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Apparently on 2020-03-09 I decided to create some fun for future me by adding a random - 1 to my code for no reason.

But now my Xenogears looks pristine :smiling_face_with_sunglasses:

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What was the commit message? “Good luck” ?

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No but my commit messages are equally terse.

Also in my defense it was during peak COVID.

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Technobabble

I’ve been bit by this exact one-off type bug so many times that I now force myself to name these type of “adjustments” explicitly. If I’m unable to come up with a good logical name on the spot, that’s basically like a summoning ritual for a bug to manifest itself right there.

If I need to convert between 0 and 1-based indices, that’s a separate helper function only called at the edges between functions… Single function only deals with one or the other.

Rust helps a lot with keeping the C-isms out of my code to be honest. :laughing:

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