Part 2 is online! Check it out here: (Note: The second girl NPC that joins up is named Ayami Hazuki, not Ayumi. Name readings in Japanese are a bit hard to keep straight at times and I wasn't apparently paying as much attention to the voiced dialog as I should have been. My apologies!) Want to see more Japanese games like this get translated live? Then make sure to follow me on Twitch! You know, on cold winter nights like this, sometimes I like to just sit down. Translate some Japanese games in front of a live studio audience.
Aug 06, 2011 Zettai Zetsumei Toshi 3 is an Action game, developed and published by IREM, which was released in japan in 2009 Game Download Links: Password: japanese-game.blogspot.com. Download Zettai Zetsumei Toshi 3 - Kowareyuku Machi to Kanojo no Uta Japan ISO ROM for PSP.
This time we're playing Zettai Zetsumei Toshi 3, a Japan-only PSP sequel to Irem's PS2 disaster survival games Disaster Report/SOS: The Final Escape and Raw Danger. Frankly, it tends to play like a lesser version of its predecessors in a lot of ways, but there still really aren't any other games like it, making it more than worth my while to both play it and translate it for you all and hopefully you'll agree as time goes on. A few notes: -This was originally livestreamed, meaning I was translating the game on the spot I was playing it. I've played it to completion before, meaning I have general insight into stuff like foreshadowing and whatnot, but otherwise this obviously lacks the polish that a proper localization would get from multiple editing passes. Nevertheless, I otherwise stand by the general content of my translations. It's also worth noting that I'm using no existing translation guides simply because I speak Japanese fluently as it is.Due to the age of my PC, I normally stream at around 480p in order to ensure a steady framerate.
I thought the chat archive would come out a little clearer and I therefore apologize if you have difficulty reading it. I'll try to see if I can bump it to at least 720p next time, but no promises. Framerate comes first! -This game isn't officially supported in PPSSPP, even if it's otherwise technically 'playable.' As such there are a handful of visual and audio glitches that will pop up from time to time that aren't representative of the game as it's played on native hardware. Occasional frame rate drops are, however, normal no matter where it's played.
I appreciate your understanding in advance. That should be the long and short of it. Thanks for stopping by and I hope you enjoy it!
. Zettai Zetsumei Toshi 3. Another sequel (albeit one that never left Japan), and another overhaul to the survival system. Instead of hydration or cold like in previous games, ZZT3 implements a “stress meter” which goes up as you encounter stressful stimuli. Seeing dead bodies, getting hit with water or fire, and falling down, among other things, will cause the little blue ST bar to increase. As it moves into your green HP bar your health deteriorates, so even if you alleviate stress by drinking water (thereby shrinking the blue bar), you’ll find your HP level also reduced and requiring either a save bench of medkit to restore. In addition, there’s also quite a bit of platforming now, requiring some (usually) fairly easy jumps.
The other major overhaul is now the choice of two characters at the game’s start, either the male Naoki or female Rina. The general story arc is the same (both are university students entering the city when all hell breaks loose), but their interactions with characters, endings, and clothing collectibles are unique. Those of Rina are especially humorous since you can flirt with your fellow female characters for some awkward results. It starts with each aboard a bus, and after the earthquake hits whichever character you’ve chosen needs to escape the tunnel they’re trapped in. Along the way co-survivors Saki and Ayami join the party, mysterious gunmen are encountered, and by the end the usual revelations of greedy corporations ignoring safety warnings come to light. Turns out Central Island City is slowly crumbling into the sea – and in three days it’ll all be over. Hospital Director Mentor to Saki, you meet him briefly in the hospital by the bedside of his terminally ill wife.
In spite of the additions to the traditional ZZT formula, there is no denying that this is the weakest entry in the series, especially after the magnificent and perfectly orchestrated second game. The stress meter, while clever in theory, is weakly implemented. Because it’s apparently affected by so many different stressful stimuli you’re never quite sure why it’s rising, and it never rises particularly fast nor to a great enough degree to create tension. Only if you dawdle for a long time does it require attention.
Likewise the extra character is a clever idea, but it just warrants replaying again while following precisely the same routines as before – at least when there was one character your first couple of playthroughs could focus on befriending different survivors, followed by playthroughs of being a jerk. The “girl love” moments are kinda funny, but the number of replays has been arbitrarily doubled. This is made worse by the lack of localisation – without fluency you’re going to miss all the fun anyway, so you’re better off just reading to see how things can play out.
Items this time around are also almost redundant, apart from a few key items. You will probably never need to use any of the food or first aid kits, unless you’re making a conceited effort to play badly. There are also less things to find than previously, meaning you’re unlikely ever to max-out your inventory limit.
Furthermore, although you can combine items like in previous games to make new tools, there appears to be so few combinations available, none of which are any use anyway, that you may as well ignore this aspect entirely. All of this is actually a good thing, since the inventory screen is combined with your clothing options and there’s no sorting option, so by the halfway mark you’ll be manually sorting through dozens of shoes, gloves and hats just to find a candy bar or juice drink. In addition, there is no longer a need to share items with your survival partner. Although there is a “give” option in the menu, it’s almost never used – the one major event is to give a CalorieMate to a hungry mother and daughter. Although the need to use items is less than in previous games, there are more high-difficulty areas with instant Game Over traps this time round, necessitating several restarts.
The penultimate sequence set on a stairwell with fixed camera is especially annoying, since you need to make a series of tricky jumps almost blind and against a strict timer. Thankfully continues are infinite, and you can easily finish the game in under 8 hours first time. Another thing sadly missing is vehicles; whereas the first two games featured a handy bicycle and some incredibly fun jetski sections, plus other vehicles like rafts, the third game is purely on foot and less interesting because of this. As mentioned there’s also no English localisation or fan-translation, forcing you to rely on print-outs of the online guide. Although the guide we link to is expertly written and gives maximum enjoyment while playing, the language barrier does take away some of the series’ charm. For example there are genuine survival instructions given throughout the game which, apparently, were provided by the Japan Disaster Information Support Network. The range is vast, dealing with everything from why phones won’t work in tunnels to dealing with fires and so on.
Having said all this, if you’re a fan of the first two games this third installment is still essential playing to round off the series. Just a pity it has to end on a low note. If you’ve never tried a ZZT game before, this is not the one to start with.
It’s also worth mentioning there’s a brief 60-second stealth section later on, which actually works really well. WORD OF WARNING: During the course of play we encountered a fatal game killing glitch, which we subsequently couldn’t replicate. After a chase scene by some thugs outside you’ll be separated from your friends and will find a bench. Save here and keep that save file spare – DO NOT overwrite it.
Next will follow the short stealth section and three dialogue choices inside a building. During our playthrough, after the dialogue choices we examined some rope, a hole in the ground, and then afterwards were unable to collect the rope, effectively trapping us in the room.
After you should be able to knock the rope down with a Circle Button tackle – if the flag hasn’t been triggered and you can’t get the rope, reload the save from just before the stealth section. Series Navigation.