Last Bible 3

Last Bible 3 will probably never be fan translated.  It has masses and masses of tiny text, and as a Megami Tensei spinoff, it has a negotiation system that would make for lots of hard to translate dialogue.  Megami Tensei games tend to allow you to negotiate with “demons” which are basically the monsters you fight in the game.  Most of the conversations amount to the demon being a personality type, and asking you a set of questions from a data bank.  So, say, an “old” demon would like being respected, and a bully wouldn’t like meek and mild conversation.

Why might the game be interesting?  It’s fairly easy for a Megami Tensei game, and it avoids the dizzying pseudo 3D corridor wandering that pops up in other SNES Megami Tensei series games.  The world is brightly colored and features many SNES graphical tricks.

A cheerful town on a hill.

Ciel, the hero, looks around a colorful hillside town.

The demon conversation system varies from party member to party member.  Your character’s brother loves birds, so when you talk to bird demons he warbles at them.  You get a gauge showing you how happy a demon is, and the effects of your attempts.  This is a pretty nice and helpful feature for the era of the game.

Plotwise, your character’s father was a demon talker from a war.  His best friend died in the far north near the gateway to the demon world.  Now, forces are moving trying to harness that power or release evil, and they’re focusing in on your character and his brother.  The game is tragic.  Your teacher brutally dies.  A party member drowns to try to save your life.

Seconds into the Introduction, a horse dies.

His horse is dead. He'll die out here.

One major flaw in the demon collecting is that it is pointless.  By the end of the game your group will consist of your friends and a smattering of plot important demons which means that fusing and collecting demons will be made useless.

A blue haired boy and some stats.

You can customize character's stat growth.

From what I’ve seen, it’s not the dubious usefulness of the demon talking feature that killed hopes of a fan translation.  It could be the easier gameplay and less mature cast.  It most likely is the art style.  The game is saturated with primary colors and is as rich and vibrant as Breath of Fire.  The monster design in the game is – it frankly looks like Disney animators were very confused by a work order.  A kelpie like horse looks like something out of the Wizard of Oz.  A bird has exaggerated  round cheeks and a cheeky side long look.  Lamias look like you woke them up from a nap.  Even the human characters, like Ciel above, have a noticeable style to their art.

A winged Serpent and an Ogre

Enemies in the game have a goofy art style.

It’s almost like a Disneyfied version of Earthbound.  Bright colors and childish monsters trying to understand and mediate the horror that your children are seeing.

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