Xenoblade Chronicles is on the horizon for North American Wii owners. If you’re an impatient Americano, such as myself, you cursed Reggie’s name and moved to Europe, or probably just imported the title. Those who joined the European elites had a fantastic experience eight months before a single American copy will hit GameStop shelves. But at the end of the day, they’re all just copies of the same game – a game that has ended eight year struggle for the team behind it, Monolith Soft. No, it didn’t take Monolith Soft eight years to develop Xenoblade. This is a struggle that has spanned across all Monolith Soft’s titles since the developer was conceived.
With Monolith Software being one of my favorite developers of all time, it felt like it was my duty to play Xenogears for the original PlayStation. So when it finally hit the service, I was excited, bought it basically the first hour it was up on PlayStation Network, and then shoved it in a corner… Until now! Or, well, until a couple of months ago. After pushing through what is widely considered one of the greatest RPGs of tall time, was I impressed?
Find out on TheSpeedGamers!
Developer Monolith Software, known for their Xeno series, isn’t exactly in the best position for getting their titles localized outside of Japan. Monolith Software is mostly owned by Nintendo. And when Nintendo looks at games to localize, they generally bring over their huge franchise names and maybe one or two smaller titles. So Nintendo published Monolith titles have little to no chance at ever getting localized. Namco Bandai holds some ownership of Monolith Software as well… but they don’t even localize entries in some of their biggest franchises. *cough* Tales*cough*. Thankfully, Namco Bandai is willing to let other publishers localize titles they skipped over. And through that, Monolith Software’s Super Robot Taisen OG Saga: Endless Frontier was brought to North America (sorry Europe), thanks to Atlus.
In late 2006 the Gamecube and X-box were for the most part dead. The X-box 360 was already on the market and the PlayStation 3 and Nintendo Wii were right around the corner. While the PlayStation 2’s life cycle still continues to this day, the Gamecube has been long gone. The Legend of Zelda Twilight Princess was the Gamecube’s swan song and the final showing of what Nintendo’s little purple lunch box could do. While it was the last big Nintendo published title on the system, there was another title from Nintendo that launched not long before it. Baten Kaitos Origins is a prequel to the cult classic RPG Baten Kaitos: Eternal Wings and The Lost Ocean. Despite the low sales of the original title, Nintendo localized the sequel in North America. While not the best game in the Gamecube’s small library of RPGs, it definitely is a fun title that tries its best at making a unique and advanced combat system while keeping it as user friendly as possible.
Back in E3 2006 the Wii’s initial line up was shown. One of Nintendo’s new IPs was Disaster: Day of Crisis. After the E3 showing we didn’t see anything for Disaster for almost two years besides a few screen shots. Then out of nowhere the title had its release date announced only a few weeks before its launch date. Unfortunately Nintendo decided that Disaster Day of Crisis wasn’t worth the marketing push and put it out on store shelves with little to no marketing campaign. While Europe and Japan have gotten a release, Nintendo of America stands still saying Disaster Day of Crisis is currently not in their release schedule. Fortunately for importers even the Japanese version voice acting is entirely in English. So no matter which version you play, you will fully understand the plot. Does Disaster Day of Crisis deliver despite being ignored or is it really a disaster?