
Your eyes do not deceive you. That is indeed a North American copy of Disgaea 3 for the Playstation of the same number. How did I get it? I had to do some… things. I don’t wanna talk about it.* All I know is I will be devoting all of my free time to it.
Expect an IN-DEPTH hands-on-review/preview in about a week.
Since Disgaea 3’s release date is getting close fast, I figured I would go over the posts I have made thus far with a fine-toothed comb. Tedious? You better believe it.
Most of the changes are simply differences in my translation and what NIS decided to go with. Here is a breakdown of whats new:
- Gender specific jobclasses: Many both-sex jobs feature different names for the male and female. This wasn’t the case in the Japanese game, so I couldn’t really have anticipated it.
- Female Samurai = Lady Samurai
- Male Archer = Ranger
- Male Cleric = Clergy
- Female Warrior = Valkyrie
- Brawler Male = Martial Artist
- Brawler Female = Fight Mistress
- Female Gunner = Gunslinger
- Female Mage = Witch
- Male Mage = Magician (I like Skull better)
- Miscellaneous jobclass differences: More translation differences.
- Berserker = Brute Warrior
- Shaman = Sorcerer
- Shinigami = Death
- Ifrit = Flame Demon
- System related names: Terms having to do with the game’s battle system or mechanics.
- Ma-change = Magichange
- Ma-bility = Evility
That’s pretty much it. If you wanna take a look at the revised articles you can of course check them out here.
*On a serious note, I would like to formally thank NIS for allowing me to preview such an amazing game. Their support is more than I could have ever expected to gain from my humble blog.

So Famitsu has slowly been releasing passwords for Metal Gear Solid 4: Guns of the Patriots. In case you don’t already know, you can enter passwords by going to Extras, and then to Password. This week the password for the Altair costume was finally revealed. You no longer have to slit all those throats to play Assassin’s Solid.
| Item | Password |
| Altair Costume | aottrykmyn |
| Type 17 Pistol | jmsotsynrn |
| Drebin Facecamo | dntkkhktmm |
| M1911 Custom | 1aytmmymhk |
| Mk.23 | mekakorkkk |
| Mosin Nagant | mnsoymsyhn |
| Desert Eagle (Long Barrel) | deskyhstyl |
| Thor .45-70 | tshsniammr |
| Patriot | pkhhnwhsjt |
| Scanning Plug | skynytktjp |
If you’re not great with guns, which hopefully you aren’t, you can check out this list of weapons from MGS4. Just about every gun listed above has some significance to the series.
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| Yesterday I received my Doublejump Books Disgaea 3 strategy guide in the mail. It’s a bit ahead of schedule, at least according to the publisher’s website, but I’m not asking any questions.
I don’t buy guides for most games, and NIS games are certainly not most games. They are literally filled to the brim with hours upon hours of ways to make tiny sprites bash enormous numbers out of each other. This may not sound like much fun to most people, but I daresay it is what I live for. Making awesome guides is what the guys at DJB live for. Luckily, they happen to have the same taste in games as me. Great minds… or so they say. |
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When I play a game, I love knowing how things work behind the scenes. This usually means a breakdown of everything numerically, the language of the gods. The guide includes the numbers behind such important features as stealing, weapon mastery, team attacks, maxing out a character, etc. Knowing how to make the numbers work in your favor can be a huge time-saver.
The second thing I love to have handy when playing a game as massive as Disgaea 3 is lists. If I could, I would lie in an aromatic field of lists all damn day. This is probably one of the most space consuming elements of the guide. Yet with so much data, the lists are extremely organized to help the reader find whatever they want as easy as possible.
The last thing (which I already mentioned) that is important to me, is organization. Especially when it comes to a guide for a game I haven’t even played yet. Spoiling anything for myself would surely result in an attempt to locate and terminate any brain cells affected. The layout of the guide makes it clear what sections to avoid in a case like mine. To get a better idea of the guide’s organization i recommend taking a look at a .PDF preview of it here.
As always, DJB puts their own special touches into their guide. This guide in particular contains some fanart as well as a cute comic. I was a tad disappointed that there wasn’t an interview with NIS America. The Disgaea 2, Phantom Brave, and even Makai Kingdom guides all included interviews with the games creators, which was one of my favorite features. I’ll let it slide since it’s obvious the game sucked up a lot of time.
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As I wrote earlier, the pre-order bonus was that the guide’s publisher, djpubba, would sign the cover of each and every guide. If that doesn’t show appreciation, then goddamn, just pay someone to beat the game for you. |
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Disgaea 3 Guide Pre-Order Bonus
Three Disgaea 3 Pre-Order Options
All other Kotowari posts relating to Makai Senki Disgaea 3 can be found here.
A large majority of video games are localized from Japan. In the process, a lot of blatant and frustrating mistakes can cause the end product to be well… incomplete. These changes are usually based on the localization team’s opinions on what is acceptable to Western audiences.
These changes can range from story and character overhauls, to the deletion of unique cultural aspects. In the latter case the reasoning is slightly understandable since an explanation of such aspects may require further programming which can become costly.
One aspect of games that almost always undergoes a dramatic change is the cover art of video games. This topic was first brought to my attention while wasting some time on 4chan’s /v/ message board. At first I didn’t think much of it, but then it really began to bug me.
Why do video game companies fear that which is Eastern in origin? Do they really think that we as consumers are incapable of accepting a foreign culture?
Here are 3 covers that were brought to my attention by 4channers and by my own digging:
Suikoden
Publisher: Konami
US release date: 1996
The left cover is the original Japanese cover, and the right is the North American cover. The 90’s are marked by a high level of xenophobia when it comes to localizing games. You can plainly see that the anime style art has been replaced by hideous art western in nature. The localizers may have been trying to pass the game off as a WRPG rather than a JRPG.
Ico
Publisher: Sony Computer Entertainment America
US release date: September 24, 2001
It is important to note here that everywhere but North America received the left cover art. Everywhere. The left cover art puts the emphasis on the castle, the game’s setting, and arguably the most important element of Ico’s story.
Making people the focus of art has long been a western tradition, whereas making people’s surroundings the focus (with little to no emphasis on people) is a common element in Eastern art–especially brush painting and sumie.
The Japanese cover was painted by Fumito Ueda, the creator of both Ico and Shadows of the Colossus. His inspiration for the piece was the surrealist works of Giorgio de Chirico. As for the other piece, I can only think that SCEA wanted to show off the graphics of the game, so they decided to go with CG.
Mystery Dungeon: Shiren the Wnderer
Publisher: Chunsoft, localized by Sega
US release date: March 4, 2008
Here is a game near and dear to my heart. It is the most recent of the 3, possibly making it the most relevant. The Japanese cover art features smooth anime style art complete with tranquil looking characters.
The North American cover art is quite different. All three featured characters (I am including Koppa the weasel) look angry. Even the reddish background suggests rage. Also, the art looks much more western. Even Shiren’s sword doesn’t look like a katana–it appears straight.
The only reasoning I can conclude for these covers to differ so dramatically from their originals is that the localizers fear the game will not be received well, and they won’t make money.
Such a fear today seems ludicrous. Gamers do not purchase a game based on the box art. Speaking for myself, purchasing a game is based on brand loyalty, research, and genre.
Many Western gamers seem to appreciate the influx of Japanese or Eastern culture in their games. Shin Megami Tensei: Persona 3 for example brings the player into the shoes of an (almost) average Japanese school student. All cultural references to Japanese food, religion, etc. were retained, and yet the game was immensely popular.
So c’mon, America! Give gamers some credit. We can’t stand anymore garish cover art!
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A lot of people would argue that rogue-like games are boring. About the same percentage of people would argue that Ninja are superior to Pirates. What do these figures mean? I have no idea.
Anyway, I picked up Izuna 2 with memories fresh in my mind of how poorly the first game was received. But alas, my faith in Atlus and female Ninja were strong. Plus the game is about $10 cheaper than most DS games, which is always nice.
Visually, the second installment only features slight improvements. The dialog-art and sprite quality is a bit better, but dungeon appearance, backgrounds and UI are virtually identical.
The story once again revolves around our misfit group of comically unemployed ninja:
- Izuna: The young, stubborn Ninja who often acts before she thinks.
- Shino: Izuna’s level-headed friend whom she considers to be like a sister.
- Gen-An: The group’s wise old leader.
- Mitsumoto: The member of the group taken least seriously. He loves women, but they all pretty much ignore him.
The group is still wandering ancient Japan after their last adventure. They stumble upon a tea house in the mountains and proceed to eat their fill. Izuna, of course, goes overboard and soon they are penniless again.
Lucky for them, a friend in a nearby town is holding a wedding, and they are all invited to the festivities–that means more food! During the celebration, Shino eats some tamagoyaki which she distinctly recalls eating during her childhood. She inquires as to who catered the wedding.
She learns from the townspeople that it was a girl dressed in foreign clothing. Shino is positive the girl is her long-lost sister, Shizune, so during the night she sets out alone to try and find her. By the time Izuna catches up to Shino, Shizune is nowhere to be found.
Izuna can see that this is important to Shino, and doesn’t want her to go off on her own again, so she decides to help Shino trace Shizune’s trail. Thus the game begins.
The largest improvement to the game, without a doubt, is the battle system. The last game received a bunch of negative press over this feature, and even left fans of the game wanting just a bit more.
I won’t go into detail over who can be recruited for Izuna’s team, but I’ll just let you know that less than 10 hours in, I already had about 8 characters to choose from.
The weapon system remains about the same although there are several new weapon types added. Different characters excel at different weapons, or in some cases, can’t equip them at all.
Dying makes you lose all held equips and money, but character level is retained. It’s not hard to find new weapons by simply going back into a dungeon and picking some up. However, weapons that you use in battle and repair frequently generate LUV, which increases critical hits, damage etc. If losing everything sounds scary there is a nice storage system which makes socking away cash and extra items easy.
I was happy to see that the localizers kept the Japanese voice-overs, which probably cost them a lot less. All in all I am enjoying just about every aspect of Izuna 2. The game is fun, the story is enjoyable, and I love the character design and setting. If a gamer had never taken on a roguelike title before, I would recommend this one in a heartbeat. If you are a veteran of roguelike or dungeon crawlers, then Izuna 2 should still provide a decent challenge and show you some cool new features to the genre.
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