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RPG [Eushully]-神のラプソディ (Divine Rhapsody)


nnescio

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by Eushully, the makers of the Ikusa Megami (Battle Goddess) series. Some of you probably have heard of them under the Meister series (Himegari, Kamidori).

Genre: SRPG

Release Date: Unconfirmed, but preorders start from April 24 (2015).

PV/OP:

Demo:

Scroll down until you see this at the second from bottom:

体験版
2015/02/24 掲載: 2015/02/24 KAMIRhapsody_trial.zip (389MB)
MD5:016f6bf6ed87fd266618fc33d61a7dbe
ミラー: [1] [2] [3]
Hit any of the numbers (which are mirror links)

So, basically, this is a semi-sequel to Tenbin no La Dea (Goddess of Libra): Battle Goddess Memoria, set in a fortress-shrine in the land of the demihumans/beastmen.

The protagonist is El Ballad Haion, a researcher at the shrine, and he has the coke-bottle glasses to go with his role (not that he wears it in battle, guess he doesn't want to mess up the bishie look). His preferred weapon is a rapier, with the scabbard doubling as a flute (or oboe, can't tell).

His companions, Lavierie Interlude (childhood friend) and Mystoria (a mercenary archer) also carry similar weapons. Lavierie has an a̶x̶e̶g̶u̶i̶t̶a̶r̶ axe which also doubles as a double bass, while Mystoria's multiple bowstrings can be played like a harp's.

--

The game mechanics can be summed up in one sentence;

Himegari/Kamidori with a hex grid.

Okay, there are significant differences, as the gameplay is much more refined now, hex-grid aside. The map is no longer confined to rooms and narrow passageways, for one. Hex tiles also have a height value, with characters having a jump stat like Disgaea (no tossing though). Firing downwards give ranged characters additional range, and melee attacks can't reach if the height difference is too tall (likewise, ranged attacks can also be blocked by steep angles).

Terrain modifiers are also present, with some characters (and monsters) having an advantage on certain terrain, and penalties on others.

Since there are no longer definite rooms and corridors, each character now has a zone-of-control (AOC), a region of space around them where enemy units cannot move through (they can move into your ZOC to attack you, but not through it to another hex at the back to flank you or to attack another character). Different characters have different shapes for their ZOCs -- the main character, for example, controls all six hexes adjacent to him. Lavierie controls the three surrounding hexes in front of her, while Mystoria controls the three surrounding hexes behind her. There's a rogue character which controls a line of three hexes directly in front of her.

Characters now also have "facing". The direction they face is important in determining damage. Getting attacked from the front (the hex you are facing and the two to its sides) deals normal damage. More damage is dealt if you're attacked from the sides (the two hexes behind you on the sides). Being attacked from the hex directly behind deals even more damage.

Enemies take similar penalties.

You can control a character's facing before they take a turn by clicking on them. You can lock their facing so they remain facing a particular direction even after moving. In all cases, once they have finished their action you can't change their facing until the next turn.

(So yeah, pay attention to ZOCs and character facings so you won't get backstabbed, while exploiting the same mechanics to hit enemies for extra damage.)

Skills/Passives are equipped on a character somewhat like previous games, but you can no longer freely swap them in the middle of a map. These 'skills' are manifested as in-game items called "divine orbs", and are divided into three types: at-wills, which can be activated on a character's turn; conditionals, which activates when certain conditions are met (charm, for example, activates when an enemy unit of the opposite sex attacks and penalizes his/her damage and accuracy by 10%) and constant effects, which are active at all times. The latter two can be considered passives in a sense.

Skills have point costs, which are required to equip them. Each character have a point pool equivalent to their level -- a Lvl. 5 character, for example, can equip divine orbs with a combined point cost of 5 or below.

The three starting characters can equip up to eight divine orbs. The distribution of types differs, however: the protag can equip 3 at-wills/3 conditionals/2 constants, while Lavierie has a distribution of 4/2/2, and Mystoria, 3/2/3.

Some divine orbs are unique to certain characters, and cannot be equipped on others. These will have the corresponding character portrait on them.

Divine orbs are generally awarded upon completion of a map's primary and secondary objectives. They can also be picked up as treasure, or rarely as drops from defeated enemies.

There doesn't seem to be an in-game currency, so trades are done on a barter basis, with you swapping orbs for other orbs at the store.

Consumable items are treated as orbs. You equip one (as an at-will) and you're able to use them up to a certain number of times (as noted in the description) per map. Uses regenerate between maps.

Generally, to use an at-will, you have to first toggle it for the currently active character from a selection bar under their portrait. This modifies their default action accordingly. With a consumable active, for example, clicking on a character will order them to use the item on himself. Likewise, AoE's will change the default click-to-move to a targetable reticule instead.

Most attack-type at-wills require a certain amount of "Divine Power", or what functions as MP in this game. Notably, the Divine Power pool is shared among all characters (with the total cap increasing for each character you control). Summoning additional characters on-field also requires "divine power", so manage this resource carefully.

You start off with divine power equal to your to the total cap of the initially -fielded characters. You regenerate divine power by controlling "divine magic circles", which function similarly to warp points/magic towers in Kamidori/Himegari. You also summon characters from these magic circles.

There are also divine magic stones on the map, which gives you divine power when picked up. Characters pick them up automatically when passing through, so you don't have to waste your characters' move by ordering them to stop at a specific hex. Enemies can also pick them up, 'though they drop them when killed.

There are also utility at-wills (pulverize/cut/chop) which allow you to clear the appropriate obstacle from the map. Sometimes items are hidden behind such obstacles, which are indicated by a faint sparkle (you may have to rotate the map to see them though).

Armor and weapons for each character are fixed. You can't change them, unlike in Kamidori/Himegari. You can upgrade weapons though, which gives your characters bonuses to HP/Attack Damage/Magic (and possibly other bonuses in the full game).

Tweaking a weapon's stats require a number of upgrade points, which you can freely assign and reassign while in your base. Upgrade points appear to be granted when you advance the story to certain milestones/chapters (at least in the trial).

Levelling up characters is somewhat unique. No exp is awarded in combat whatsoever. Instead, most maps award divine sigils when you first complete them (to each character in your party). You then upgrade each character by slotting in the appropriate sigil in their character upgrade screen (which consist of an array of slots somewhat similiar to the Sphere Grid system from FFX, but not quite).

Red sigils upgrade attack. Blue sigils upgrade magic. Green and yellow upgrade accuracy and evade, respectively.

Evasion also has a somewhat unique mechanic. When there is a significant difference between the attacker's accuracy and the defender's evade, there's a high chance that the defender will evade (this is similar to how evade is handled in most games, where it modifies the attacker's hit rate). What it differs is that a successful evade will reduce your evasion by a number of points equal to the attacker's accuracy, so you'll evade less and less as the fight goes on. So, functionally, the evade stat acts as a secondary health pool of sorts.

Some divine orbs/skills allow characters to regenerate evade (up to their natural maximum).

Completing lines (like bingo) give you additional bonuses. Completing horizontal or vertical lines levels up your character (giving them +5 HP and another point to the divine orb pool). Completing diagonals grants a bonus divine orb (generally a special skill that is unique to that character.)

In the beginning of the game, characters only have access to one page (Curriculum: Rank 1) in their upgrade board. Advancing the storyline will grant access to additional pages.

One last thing, characters can also equip shields (another type of divine orb) in their conditional slots. These reduce incoming damage by a certain amount, and have limited uses. Each reduction costs one use, and shields no longer afford protection (for the current map) when their uses are depleted.

Most shields only protect against attacks from the front. Some 'shields', like carapaces (for monster characters) will protect against attacks from all directions.
 
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12TonWeight

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Re: [Eushully]-神のラプソディ (Divine Rhapsody)

First - and most importantly - :OH FUCK YES!

Second: Add about 6 months to the release date for a rough english patch if the current trend holds, so those plebs among us incapable (or simply too lazy) to put up with agth/ith + ATlAS etc know what the hell we are doing. And if it's anything like the previous games, it will bee too complex for good ole clicky here clicky there - OHH SHINY! kind of gameplay.
 

Alchem

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Re: [Eushully]-神のラプソディ (Divine Rhapsody)

First - and most importantly - :OH FUCK YES!

Second: Add about 6 months to the release date for a rough english patch if the current trend holds, so those plebs among us incapable (or simply too lazy) to put up with agth/ith + ATlAS etc know what the hell we are doing. And if it's anything like the previous games, it will bee too complex for good ole clicky here clicky there - OHH SHINY! kind of gameplay.
Bahahaha I like that. xD Clicky Clicky OHH SHINY! :D
 
OP
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nnescio

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Re: [Eushully]-神のラプソディ (Divine Rhapsody)

First - and most importantly - :OH FUCK YES!

Second: Add about 6 months to the release date for a rough english patch if the current trend holds, so those plebs among us incapable (or simply too lazy) to put up with agth/ith + ATlAS etc know what the hell we are doing. And if it's anything like the previous games, it will bee too complex for good ole clicky here clicky there - OHH SHINY! kind of gameplay.
True, Eushully games tend to be walls of text. So are most VNs, but most of them aren't 'epic' fantasies where you have the keep track of the names of who knows . Not that it's a bad thing, mind you, but that tends to make it less accessible.

(Unlike say, most slice-of-life dating sims where you can ctrl-skip most scenes and miss barely any of the plot).

Eushully games also tend to have complicated mechanics (well, relative to most H-games), and they tend to go for the 'forcefeed' style of tutorial where they just drop a picture with tooltips and charts instead of slowly introducing mechanics with situations where they can be applied to let the player remember better. Newer games then to be better though (with tutorials that can be reviewed once more), but Kamidori did go a bit too much in the opposite direction with the handholding to the point of being obnoxious.

(This is a collection point for minerals! This is a collection point for... etc. etc.)

--

More details on this game:

List of characters usable in the trial:

1) El Ballad [Human] [Male] (Yes, these two matter for some skills)
Element: Earth
Move: 3
Jump: 2
Sight: 4

ZoC: Six hexes directly adjacent
Default attack: Melee (Rapier)

Divine Orb slots: 3 at-wills/3 conditionals/2 constants

(I'm listing stats which don't change easily)

Basically, your tank. High HP, and his ZoC can really impede enemy movements when he's in the fray. Having 3 conditionals also let him equip more shields. He's the first character by default on most maps, and as such doesn't have a summon cost (even when dismissed and resummoned, which can be exploited in some cases).

He also has a few support skills with other female characters (and those female character also have the corresponding support skill with him), which allow him to attack for half damage if the other female character attacks a target adjacent to both of them.

So basically, he's like Wilfred Dion, at least in the initial stages of the game. Probably diverges later on.

Suggestion: Stick him on the frontlines and he'll won't disappoint.

2) Lavierie [Human] [Female]
Element: Wind
Move: 3
Jump: 2
Sight: 4

ZoC: Three hexes surrounding her front
Default attack: Melee (Axe)

Divine Orb slots: 4/2/2

Your primary DPS. Deals high damage, but starts off fragile (low HP). Doesn't have the evasion skills of Yuela (or the move). Pay attention to her ZOC to avoid being flanked.

(Her HP problems seems to alleviate somewhat at higher levels though.)

Having 4 at-wills may seem a little excessive, but it does give her some utility in picking up consumables and obstacle-clearing skills. It's tempting to put her on HM slave duty (and the game puts her on that duty by default, as seen by her starting skill and her tutorial map), but bare in mind that every turn she's clearing an obstacle is one where she's not banging on the enemies.

Can get access to an early AoE (complete diagonal on first page of her upgrades) which strikes all six hexes adjacent to her. Generally, you'd want to give her AoEs or line-attack skills which allow her to leverage her high damage while keeping her out of the fray.

So overall, inferior version of Yuela, but then again that girl was kinda OP anyway.

Suggestion: Deploy her near the front, but slightly to the sides, so she can flank with El Ballad.

3) Mystoria [Human] [Female]
Element: Water

Move: 4
Jump: 2
Sight: 5

ZoC: Three hexes surrounding her back
Default attack: Ranged (2~3) (Bow)

Divine Orb slots: 3/2/3

Your archer. Okay damage, and can be devastating if she's in a position to flank her targets. Shielded enemies can be very annoying to her though.

Also is a very good scout, thanks to her move and sight range.

(Ranged characters in Eushully SRPGs tend to have high MOV to compensate for their inability to move and attack in one action)

Has okayish magic, and it's probably a good idea to give her a cheap spell so she can hit enemies at point-blank (note her minimum range of 2, so she can't hit adjacent targets) instead of wasting time retreating and shooting. Gets access to a devastating, but costly AoE attack (range 2~4, targets a seven-hex circular area) early.

You can also put her on HM duty, as this allows her to do something useful on her move action, since she can't shoot anyway. Removing obstacles also lets her flank enemies more easily or set up the proper range for her shots.

Overall, starts off better than Serawi, but that's mostly a function of the hex grid being less awkward for ranged characters (as well as more open lines of fire vs the cramped room & corridor layout in Himegari amd Kamidori). Still, she gets access to AoEs remarkably early. Also has better range, especially when firing downhill.

Not sure if she will grow up into a super sniper with ridculously long range like Serawi though.

4) Nekol [Demihuman] [Female]
Element: Wind

Move: 4
Jump: 2
Sight: 5

ZoC: Two hexes directly in front
Default attack: Melee (Dagger)

Divine Orb slots: 3/2/2 (1 sealed)

Your c̶a̶t̶g̶i̶r̶l̶ wolfgirl rogue. You get her after defeating her in a treasure hunt. Best scout so far, as she has ridiculously high move and sight range. Can flank enemies quite easily, and can also impede enemy movement (keeping them flanked) with her oddly-shaped ZoC. Bear in mind that she herself can be flanked easily too if you misposition her, as her ZoC doesn't cover her flanks at all.

Her high jump can also let her access places that other characters can't reach, as well as letting her take alternate paths.

As a rogue, she comes with lock-picking skills (oddly, unlocking chests and doors are different divine orbs), 'though you can reassign those orbs to other characters as they aren't unique to her. It can also be tempting to give her a few HM skills to let her clear obstacles if you want her to take an alternate path.

She also starts off with a cheap at-will which lets her throw knives at a range of 1~3, letting her fill the archer role when needed.

As a rogue, she deals less damage than the frontliners, but can more than make up for it as she can flank so easily.

Overall, she starts off as a better version of Colette (Himegari) or Uya. Not sure if she'd get the Double Move in this game though, that passive was always OP in previous games.

5) Fornisugein [Mythical Beast] [Female]
Element: Water

Move: 2
Jump: 1
Sight: 3

ZoC: None
Default attack: Melee ('Unarmed')

Divine Orb slots: 2/3/2 (1 sealed)

A giant, "illusory hermit crab" with insane tanking abilities thanks to her (yes, "her") character-exclusive carapace divine orb, a 'shield' skill which reduces incoming damage by 15 with 6 uses for a low, low point cost of 1. You can even stack these as she comes equipped with three copies.

You get this character after you save her from a pair of demon/vampire bullies.

Has pathetically low move though, so she would take a while to get anywhere. Also doesn't have ZoC, so don't count on her blocking enemies from reaching your squishies.

(Which is why you just send her solo)

Starts with a decent line attack skill which hits three hexes.

Actual character will probably be nerfed when the game is released, as she's more or less a bonus character given for completing the trial.

Also her real form under the shell is a loli, judging by the character info and released art. None of these is seen or mentioned in the demo though. Also seems to regard El Ballad as a surrogate father/big brother, which is hardly surprising considering you saved her. Parallels can be drawn between her and Aht.

6) Colidra [Demon] [Female]
Element: Fire

Move: 3
Jump: 2
Sight: 4

ZoC: Four hexes in a diamond formation behind her
Default attack: Melee (Staff)

Divine Orb slots: 2/3/2 (1 sealed)

An instructor at the fortress-shrine (so basically, she's your teacher). Runs the tutorial for you, and is involved temporarily in the last fight (she leaves the command to you though). Starts off with a ridiculously high level (31) and has an obscenely high magic stat, so she'll obliterates anything that so much as stares as her funny... if you have more divine power to fuel her spells, that is.

Her access to all four elements with her starting spells. Earth and Wind are single projectile attacks at range 1~3 and 2~4 respectively. Water hits a line of 3 hexes, while fire is a circular AoE hitting 7 hexes at a range of 1~3.

You get her 'permanently' on your roster after finishing the demo. Probably not intended to be accessible in the actual game, or at least not that early.

Requires a lot of divine power to cast her spells, and starts of with a pathetic attack of 1 (so, she's worse than all of the other characters if you force her into using her basic staff attacks). Basically she's intended to help you clear the bonus demo map (use the crab to tank while she lobs earth bullets at the boss's back), which has monsters dropping sigils to let you experiment with new abilities in the demo.

--

Also , side note, divine orbs with a gold border (as is the case with a lot of character-specific skills) can be equipped in any slot. Most of them act as at-wills though.

And I messed up slightly in describing the rogue's ZoC earlier. it's only two hexes, not three. Bummer.
 
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lazydude

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Re: [Eushully]-神のラプソディ (Divine Rhapsody)

new Eushully game... yes please!
 

Tasogare

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Re: [Eushully]-神のラプソディ (Divine Rhapsody)

YESSSSSSS, more Eushully plz :L
cant wait to try this new one when its out
 

chronoex

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Re: [Eushully]-神のラプソディ (Divine Rhapsody)

I dunno. I found myself ctrl-skipping most of the plot either way with Eushully games just to get on with the gameplay, and I generally find that I don't miss out too much on things.

I'm just glad we're at the non-ikusa-megami game release alternation now. I cannot possibly care less for that series.
 

WolfLance

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Re: [Eushully]-神のラプソディ (Divine Rhapsody)

Hell yeah, what can i say...one of the protagonist (the main one it seems)... My biggest and strongest (same meaning diferent word but i need to make it clear!) turn on...



On a side note kamidori made me a lot more interested in VN, before that i had only really played Fate Stay night and i enjoyed it a lot so...hell yeah! :D
 

chronoex

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Re: [Eushully]-神のラプソディ (Divine Rhapsody)

I will say it's nice that they're accepting feedback on the demo and posting a list of changes on the game's system that will be reflected in the official release. It will help alleviate some of the quirks that can make or break the SRPG element of the game (since, you know, it's one of those genres that's been abused to hell and back).
 

Rin Umiko

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Re: [Eushully]-神のラプソディ (Divine Rhapsody)

Game should be out today.

It's not like I'm hyped about it or anything.
 

chronoex

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Re: [Eushully]-神のラプソディ (Divine Rhapsody)

There should be a torrent out anytime now. Anytime...

EDIT: My prayers are answered! I knew refreshing the torrents page every 5 minutes or so was going to work.
 
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Altrius

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Re: [Eushully]-神のラプソディ (Divine Rhapsody)

Its out....
The usual torrent site have it
1 seeder 1200+ DL as expected
 

chronoex

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Re: [Eushully]-神のラプソディ (Divine Rhapsody)

Let me just comment that while I appreciate the wallpapers in the append disc, something is either really off with white hair girl's bust in the hot spring one, or I need to review my understanding of the female anatomy. (Or, of course, her bust really is that huge)

 
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Rin Umiko

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Re: [Eushully]-神のラプソディ (Divine Rhapsody)

Let me just comment that while I appreciate the wallpapers in the append disc, something is either really off with white hair girl's bust in the hot spring one, or I need to review my understanding of the female anatomy. (Or, of course, her bust really is that huge)

Are you questioning BOOBS!!?

But, yeah, girl's breasts have some strange tendency to change between scenes in Japanese media.
Let's call that romance.
 

Anon_Ymous

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Re: [Eushully]-神のラプソディ (Divine Rhapsody)

With a full page of informative posts I'm surprised nobody mentioned the H-content. Is it the usual 20CGs, single variation, with hours and hours of gameplay in between? That's usually what disappoints me, since I might as well be playing a mainstream non-H SRPG then, better polished and localized.
 

Rin Umiko

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Re: [Eushully]-神のラプソディ (Divine Rhapsody)

With a full page of informative posts I'm surprised nobody mentioned the H-content. Is it the usual 20CGs, single variation, with hours and hours of gameplay in between? That's usually what disappoints me, since I might as well be playing a mainstream non-H SRPG then, better polished and localized.
Eushully H-contents are all about artwork, and character moe.

If you are looking for pure H-content, I would suggest looking for instead.
 

chronoex

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Re: [Eushully]-神のラプソディ (Divine Rhapsody)

Eushully H-contents are all about artwork, and character moe.
Although the writing and situations do pique interests on occasion, as Soukoku no Arterial has shown me. Instead of being just, you know, vanilla and/or rape.
 

Anon_Ymous

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Re: [Eushully]-神のラプソディ (Divine Rhapsody)

Oh, I see. Thank you.
 

Actic

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Re: [Eushully]-神のラプソディ (Divine Rhapsody)

I suck at these types of games and cheat engine doesnt seem to work :(

Could anyone upload a hacked save pretty please? :]
 

stuntcock42

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Re: [Eushully]-神のラプソディ (Divine Rhapsody)

I suck at these types of games and cheat engine doesnt seem to work :(
. Wait for someone to release a CETRAINER file. If you're impatient, to request a trainer.
 
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