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Preview - Legend of Sword: Guy to the Past Now Present Near Future
Legend of Sword: Guy to the Past Now Present Near Future
Creator: Bakusan

Q1. Your game is called "Legend of Sword: Guy to the Past Now Present Near Future." I assume it's a comedy. What is it all about?

Bakusan: It's a farce; something that has a serious story except that the characters are silly or the setting is out of place/completely wacky/or lighthearted (if you've read Discworld or seen movies like Kill Bill, Starship Troopers, or Eight Legged Freaks, you'll know what I mean). The story is my personal rip-off of Zelda, mainly because I loved the old Zelda's but I am getting tired of the new formula Nintendo is implementing.

The game takes place in Taerth, a big-*** world I created for that past ten years in order to help pass the time on those rainy days. In the game, you play as Guy Guy'm'locke, a run-of-the-mill, 347 year old knight (in Taerth, human's live to be about 500 years old so Guy is in his middle-aged period). He comes from a prestigious family full of aristocrats and noble warriors, but Guy isn't the most noble person around. He moves to Byrule, a large kingdom in the south and one of the six seats in the United Kingdoms of Taerth. He builds a wood cabin in the country-side and tries to live his life as best as he can without being bothered by his neighbors who love his family name.

The picks up when he recieves word from the Knights of the Illuminated Light Lithical (Lithical being a magic spell that pops up constantly in the game; its hailed as one of the most powerful spells in the world but all it does is conjure up the PERFECT BLT sandwich). K.I.L.L. needs some new recruits, and you're goal is to obtain as many points as you can by helping out the townsfolks. As your points increase, you begin to learn about the corruption in the local government and the story of the evil wizard Godrick More-beers.

Godrick was once a wizard in the high council of Rush'd'ia, the coldest and most southern land on Taerth. Rush'd'ia isn't the most "civil" land around, and his family was "liquidated" after he failed to produce a spell that would melt the Sigh-ber icecaps (Sigh-ber has an immense amount of natural resources... tis a shame it's frozen). Extremely pissed off, Godrick comes up with an evil (like always) plan to kidnap the princess of Byrule and use her body to summon the infernal (not to mention perverted) demons of the Abyss. Guy, who usually doesn't care for the whole save the world thing, is promised by the Knights that if he helps them, he will be granted the title of Lord and given a sword of immense power. Because he is the type of person who wants to impress, Guy decides to except the quest (not without hesitation, in fact, he almost refuses because he A; hates women, B; hates saving people, and C; hates people in general). After that, the rest of the game is exploring the world, talking to the many colorful villagers (every one of them has a name and they all have SOMETHING of interest), and collecting random crap to open a rift to the Abyss (trust me when I say you will not expect what will happen when you travel to hell, hehe).

Q2. Well, that's sound pretty unique. How long have you been working on this game, anyway?

Bakusan: Well... to tell you the truth it's probably been a month (not even that, I started the thing two weeks ago but I have a suprising amount done). I was thinking of several ideas for it, mainly so I could make it the first rpgm2 game (released that is... and maybe the first completed one) to have an action battle system. I was originally going to do a more traditional RPG-type game, but this one tickled my fancy so much that I HAD to do it (plus, rpgm2 has a character model that looks JUST LIKE LINK! When I saw it, I was like "WTF is this? I must use this!"). Originally, the game was going to be called "The Legend of Zelda: Please Stop the Madness". I changed the name because of A; it was madness, B; it had no organization, C; I don't like Zelda as much as I used to so it would end up sucking, and G; I hate fangames and I always screw up on my alphabet. I changed the heroes name to Guy (he's still the Zelda dude character model... I think the original name is "male, hunter" or something like that), I made it Legend of Sword because it's the tale of how you obtain a legendary sword, and I called it "Guy to the Past Now Present Near Future" because it's the first game in the Taerth Chronicles (hence the name past), you play in the present, and the future is near after you beat the game (that's using logic, the future is always here).

Q3. How do you plan to make your game different from everything out there? Any secret innovations?

Bakusan: Secret innovations... well, I'm a pc role-player; always have, always will be. I still play console RPGs, but I love a good PC RPG. For one, the game's comedy isn't going to be over-the-top. There won't be any random cursing (hell, I think I cursed more in this interview than I did in the first two hours of the game), no stupid jokes that only a select few will understand, no dumb slap-stick mess, no 1337 [leet] speak, and dumb characters are a no-no. The humor is what I'd like to call sophisticated (don't get me wrong, I'd love to see some of the other comedy game's I've been seeing, but some of the stuff in amateur comedy games gets stale and boring and it's just not funny). My game isn't a gut burster, but there are plenty of moments where you will chuckle to yourself. It's not meant to laugh out loud, and it's not a serious comedy, but the whole thing is meant to be silly.

Another thing is my world. In my humble opinion, I put a lot of history and color into this world. Just talking to people will spark up conversations about ancient legends, hidden tombs that need to be raided, and mythical creatures you can kill. Another thing is the NPC's. I think NPC's are THE most important factor in a video game (second only to gameplay of course). All of the NPC's are individually named, they have interesting things to say, and they speak realistically. When you talk to one, Guy speaks FIRST (so a conversation would be like "Guy: You, yes you. You're the only guy wearing an out-of-style hat and smells like a sewer. Answer my question, I command you." "Carl Montague: Are you talking to me, my good man? If it weren't for your prestigious name, I wouldn't even acknowledged your presence. Speak now or leave). Also, conversations spark up a list of "choices" to ask people. After you introduce yourself to someone, you get several choices which include "Talk, Any info, Any secrets, Any advice, ect.

Another thing is the difficulty. This game is hard (and not in a cheap way) and you'll be scrambling to complete as many quests as you can to grow in power. Finally, no Zelda game would be complete without item collecting (lets just say there are lots of items to collect and trade for cool stuff from bags of Golden Fleece, to planting Magic Soybeans for a hippy conservative, and even collecting the golden ectoplasm from Ghostulas). There are lots of secrets to unravel, cool combos for my attack system, and the monsters grow in power as you do (all though monsters level up more slowly than you so the game won't be TOO hard).

Q4. It seems like you've planned the crap outta this thing. At the end of it all, what kind of experience to you hope to leave the players of this game?

Bakusan: My main hope is to teach people how to enjoy PC-style RPGs a bit more and the fact that story-line really isn't important as long as you have enjoyable gameplay. Another point I'm trying to prove is that you can pull of anything if you have three things; Time, Dedication, and Love of what you are doing (I love video-games and I love making them). If this game really picks up as I hope it will, I plan on making several other games that take place in the same world.

Q5. What do you plan on doing after you finish this game? Any new projects?

Bakusan: After I finish the game I will crawl into my bed and sip on some cognac while reading a good book. As far as projects go, I have plenty planned out. Taerth, being a huge world, will have many games involved in it (like the Forgotten Realms for Dungeons and Dragons). My next project (which I'm actually working on now very slowly) is called Wizardy (that's what people in Taerth call spell-casting). In Wizardy, I'm trying to pull off a first person dungeon crawling system. It's actually not as hard as I planned but it does require some skill. My friend is working on a modern spy-game (and he's doing a bang-up job too) and I started writing on paper a WWII real-time-strategy game (I have a basic engine idea down and I built a few tanks and machine-gun bunkers for fun).

Q6. What have you found to be the hardest aspect of RPGM2 to handle?

Bakusan: None really. I've been working with the not-so-legal Rpg Maker 2000 on the pc so I pretty much know every aspect of RPGM2. I don't like how switches where changed to flags, but other than that, everything is easy as pie. I think the event placement is stupid and they should have streamlined events and event placement (as well as scripts) into a single option (you make the script, create it's graphic, and place it without having to switch between so much crap). I haven't run into any problems yet and everything is going smoothly. One aspect that really pisses me off, though, is how hard it is to place some objects in the map. Placing a bridge is nearly impossible because you can't switch to object editing while inside of a map. If Enterbrain decided to streamline map making and object placing into one map, it would have really made my day (seriously, it took me an hour to place a friggin wood bridge yet only half that time to make the basics for my ABS). Enterbrain did a really good job with this maker and I'm pretty satisfied (unlike most people who are like "Hoe Noes, walk when they talk WTF is that?")

Q7. *GASP!* RPG Maker 2000! How could you?! :-P

Bakusan: Yes, I know. Call me evil, but I used RPG Maker 2000. All though I ended up buying the real version (just to give my thanks to Enterbrain) I personally felt is was much better than RPGM1 on the playstation (this is my opinion so don't bother me about it). Not only does it have a HUGE fanbase (there is one website I frequent that has 13,000 rpg2k users all in one spot) but it's also easier and you can use your own music, make your own graphics, and it's easier to create your own battle system. Rpgm2 blows 2k out of the water and I don't use it that much because I've grown out of it. Oh, and rpg2k also lets you have 32,000 switches, 32,000 variables, and an infinite amount of events on one map (infinite maps too). Rpg2k is in a way, better than rpgm2, but rpgm2 still kicks its sorry ***.

Q8. If you could tell newbies to RPG Maker 1 or 2 one thing, what would it be?

Bakusan: READ THE MANUAL.

Thanks for your time.

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