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1468_12 | Structures of the World (1998–)Super Weapons of the Ancient World (2005 series)SuperstormSupervolcanoSurprise by DesignSurvive ThisSurvivormanSwamp Brothers (2011–12)Swamp Loggers (2009–12)Swords: Life on the Line (2009–12)TanksTanks! The Aces (2005)Test Case (2006)Texas Car Wars (2012)Tilt 23 1/2Time Warp (2008–09)Titanic: Anatomy of a DisasterTop GearTop MarquesTop Ten (2004–05)TournamentTravelersTreasure!True Horror with Anthony Head (2004)Ultimate Car Build-OffUltimate CarsThe Ultimate GuideThe Ultimate TenUnchained Reaction (2012)Under Siege: America's Northern Border (2013 special)UnderstandingUniverseUnsolved History (2002–05)Untamed AfricaValley of the T-Rex (2001 special)Verminators (2008–09)Viking Voyages: Wings of the Dragon (2005)Walking with BeastsWalking with CavemenWalking with DinosaursA Walking With Dinosaurs Trilogy: Sea Monsters (2003 trilogy)Walking with MonstersWarlocks Rising (premiered July 5, 2013)Warrior WomenWeapon Masters (2007)WeaponizersWeapons of War |
1468_13 | (series)Weed Country (2013)Weird or What?What's That About?Wheeler Dealers (2011–15)When Dinosaurs Roamed America (2001)When Dinosaurs RuledWhen We Left Earth: The NASA Missions (2008)Why Didn't I Think of That?Wild Discovery (1995–2002)Wild PacificWild Weather (2002 miniseries)Wildlife ChroniclesWingsWolves at Our Door (1997)A World AwayWorld Birth Day (2002–03)World Class CuisineWorld of WonderWorld's Biggest And Baddest Bugs (2004)The World's Strangest UFO StoriesWorld's Toughest FixesThe World's Toughest Tunnel (2005)Wreckreation Nation (2009)X-MachinesX-Ray Mega Airport (2015)You Have Been WarnedYou Spoof Discovery (2007 special)Yukon MenZero Hour'' |
1468_14 | References
Discovery Channel |
1469_0 | is an action role-playing video game developed by Level-5 and published by Sony Computer Entertainment for the PlayStation 2. The game was released in Japan in December 2005, in North America in January 2007, and in most European countries and Australia in September the same year. A Director's Cut of the game was released in Japan in March 2007, which includes all of the added features and improvements made for the North American and European localizations. In December 2015, the game was made available for the PlayStation 4 through the PlayStation Network. |
1469_1 | The game follows the adventures of Jaster Rogue, a young agricultural worker living on an isolated planet, who becomes involved in a galactic conflict, and learns the fate of the entire galaxy lies in his hands. At the time of its release, Rogue Galaxy was the largest game Level-5 had ever developed, both in terms of the number of staff working on it and the length of production (over three years). Both Level-5 and Sony had strong expectations for the game, hoping it would challenge the RPG market dominance of the Final Fantasy and Dragon Quest franchises.
Rogue Galaxy received generally positive reviews, with critics praising the graphics, range of side quests and scope of the game. Some, however, were critical of the plot and character development. Although the game went on to win several gaming awards, it did not sell as well as had been hoped, failing to meet Sony's expectations of selling one million units. |
1469_2 | Gameplay |
1469_3 | Rogue Galaxy is an action role-playing game played from a third-person perspective in which the player moves through a continuous environment, with no load time between overworld exploration and combat. Battles occur as random encounters, a la traditional role-playing video games such as Square's Final Fantasy X or Level-5's own Dragon Quest VIII: Journey of the Cursed King. However, unlike such games, which feature turn-based combat, Rogue Galaxy uses a real-time hack and slash combat system in which the player fights with a party of three characters. The player has direct control over only one character, although which character this is can be changed at any time. The two NPCs fight independently of the player character, based on the strategy selected prior to the battle. Available strategies include fighting very aggressively, targeting a specific enemy, or not fighting at all. The strategy can also be changed at any time during the battle. Additionally, the player can issue |
1469_4 | specific orders to the NPCs during combat, such as having them use an item or activate one of their special abilities. NPC allies will also offer advice to the player character, such as suggesting they perform a special move or use a particular item. The player is given a choice of either ignoring the advice, or picking one of the available options. NPCs will not perform any special moves or use items unless the player tells them to, or has selected a particular strategy prior to the battle. |
1469_5 | During combat, each character has an "Action Gauge", which decrease with each action taken. When it is empty, the player can no longer attack, and must wait for the gauge to automatically refill, or instantly refill by successfully blocking an enemy attack. Each character's secondary weapon has its own individual gauge, which depletes with each use, and must be automatically refilled before the weapon can be used again. This gauge is independent of the attack gauge, and during combat it can only be refilled a certain number of times before the secondary weapon is no longer available for use. |
1469_6 | As well as fighting independently of one another, and performing their own unique abilities, players can also perform team abilities, although the correct characters must be active in the battle for a particular team ability to be available for use. The player also has a special attack, the "Burning Strike". In the original Japanese release, the Burning Strike occurred at random irrespective of the player's actions, but this was altered for the North American and European versions to allow the player to choose when to use the attack. Once enough "Burning Chips" have been collected from slain enemies, the player can activate the Burning Strike whenever they wish. The player must then follow a series of button prompts to string together combo attacks, which deal more damage the more attacks are successfully chained. |
1469_7 | When the game begins, the storyline follows a linear path, but at a certain point, the game world opens up, and the player is free to move from planet to planet using the pirate ship, Dorgenark. In the overworld, the player can move around by walking, but can also transport from any activated save point on the map to any other activated point on that planet, although they cannot transport to a save point on another planet.
Revelation Flow |
1469_8 | Character abilities and power-ups are handled via a feature called the "Revelation Flow". Similar to the "Sphere Grid" in Final Fantasy X and the "License Board" in Final Fantasy XII, the Revelation Flow is not based on a traditional experience point/leveling up system. Instead of characters gaining pre-determined statistical bonuses as they increase in level, they gain abilities and stat increases by placing items in the Revelation Flow. Once all of the prerequisite items have been placed, the particular ability/stat increase becomes available. Each character has their own unique Revelation Flow, with a different layout, different abilities and different item requirements. |
1469_9 | Weapons
The game features a "Weapon Synthesis" system similar to Dark Cloud and Dark Chronicle, which allows the player to combine weapons. For every victory in battle, each weapon carried by active characters gains experience points. When a weapon has gained a certain amount of experience, it becomes "Maxed". After a weapon is maxed, it continues to gain additional experience in specific elemental categories - fire, ice, lightning, wind, and holy. When the experience and the elemental damage are both at maximum, a weapon is "Mastered" and cannot be improved any further. Once a weapon is maxed, it becomes available for synthesis with another maxed weapon of the same type. When two maxed weapons are synthesized, a stronger weapon is created, and must be maxed again to become available for subsequent synthesis. |
1469_10 | Synthesis is carried out by a character within the game called "Toady", a frog who can swallow two weapons and then regurgitate a new weapon. Toady can also analyze maxed weapons and make suggestions for synthesis combinations. These suggestions are recorded in the "Frog Log". Toady will also warn the player if an attempted combination is going to result in a decrease in stats, or with a weapon for which the player's level is not yet high enough. |
1469_11 | Sidequests
The game features numerous optional gameplay elements beyond the main storyline. For example, early in the game, the player can begin to compete in the "Insectron Tournament". Similar to Dark Chronicles fishing mini-game, the player must capture and breed Insectrons (bugs), which can then be entered into a tournament where they fight other Insectrons, in a manner similar to a game of chess. Once an Insectron has been captured, the player can increase its stats by feeding it certain food or breeding it with another Insectron of the opposite sex. The Insectron Tournament awards prizes as the player move through the various ranks. |
1469_12 | Another sidequest is "Factory". At a later point in the game, the player gains access to a reconfigurable factory. By talking to specific characters in the overworld, the player can acquire blueprints, which can be used to assemble specific equipment and raw materials so as to make new items, which then become available for purchase in the various shops throughout the game.
A further sidequest is "Challenge battles", which occur randomly throughout the game. In these battles, specific conditions must be met, such as finishing the battle without taking damage, finishing within a certain time limit, using only one character, or not using any items or abilities. If the player wins the battle and fulfills the condition, they receive a "Hunter Coin". These coins can be used to purchase different levels of "Hunter Licenses", which are required in some shops to purchase certain items. Additionally, the higher the player's license, the lower the prices for general items. |
1469_13 | The game also includes a "Hunter Ranking" system whereby the player is awarded "Hunter Points" for killing a specific number of particular enemies. As the player's rank increases, prizes are awarded. Tied into the hunter system are "Quarries" - mini-bosses which award a lot of hunter points. Unlike standard monsters, quarries must be purchased before they become available. Once the player has purchased the quarry, they must locate it on the map and then use a specific item to initiate the battle. |
1469_14 | The game also features a completion chart, which records the player's progress through various aspects of gameplay; "Hunter Ranking" (the goal is to top the league of hunters), "Rare Items" (collect all nine rare items in the game), "Quarries" (successfully defeat all available quarries), "Hunting Record" (attain maximum hunter points by killing all of the specified enemies), "Insectron" (win the highest tournament rank), "Revelation Flow" (complete every character's Revelation Flow), "Frog Log" (have Toady analyze at least one-hundred weapons and produce at least fifty), and "Factory" (produce all forty items available in the factory). When any single aspect is completed to 100%, an award is given, usually in the form of a new costume for one of the characters.
Story
Characters
Jaster Rogue |
1469_15 | The game's protagonist and the main playable character. Jaster is seventeen years old, and has a distinctive birthmark on his cheek. He lives on the planet of Rosa with his adoptive father, Raul (Peter Renaday), where he works in the agricultural sector. Resentful of the presence on the planet of the Longardian army, he yearns to leave and explore space. He is given just such an opportunity when he encounters the crew of the intergalactic pirate ship Dorgenark.
Kisala
The adopted daughter of Dorgengoa (Fred Tatasciore), captain of the Dorgenark.
Zegram Ghart
A former bounty hunter who joined the Dorgenarks crew several years prior to the beginning of the game.
Simon Wicard
A member of the Dorgenarks crew. Cheerful and optimistic, he wears a mask and speaks in a heavy Scottish accent.
Steve
An android created by Dr. Pocacchio (Marc Graue), he is the navigator of the Dorgenark.
Lilika Rhyza |
1469_16 | A warrior from the planet Juraika, Lilika joins the Dorgenarks crew shortly after Jaster.
Deego Aegis
A former elite soldier for the Longardian army, he has a robotic arm, and yearns for peace in the galaxy.
Jupis Tooki McGanel
A lizard-like alien known as a Granshee. Regarded as the greatest hacker in the galaxy, he is a former scientist who devoted his life's work to the spaceship manufacturing megacorporation Daytron.
Desert Claw
The galaxy's most famous bounty hunter. When the game begins, the crew of the Dorgenark are looking to hire him. |
1469_17 | Plot |
1469_18 | The game begins with Jaster foraging in the desert outside his home town of Salgin on the planet Rosa. Meanwhile, Simon and Steve arrive in Salgin looking for Desert Claw. As Jaster returns, he complains to his adopted father, Raul, about the presence of the Longardian Federation on the planet, who are ostensibly there to protect it from the Draxian Empire. As they talk, a beast attacks the town. Jaster rushes outside and is attacked by a group of smaller beasts. With the help of a stranger, he fights them off, and they head to face the main beast. Upon seeing Steve and Simon, the stranger leaves Jaster, giving him his sword. Steve recognizes the sword as Desert Claw's sword, "Desert Seeker - one of the Seven Sacred Galactic Swords" and concludes that Jaster is Desert Claw. As such, they join him in fighting the beast. They defeat it, and Steve tells Jaster their boss wants to hire him. When Jaster learns they are space pirates working for the legendary Dorgengoa, he decides to join, |
1469_19 | maintaining the ruse that he is Desert Claw. |
1469_20 | On board, he meets Kisala, Zegram and the chief mate, Monsha (Quinton Flynn). While passing the Rose Nebula on their way to Zerard, the Dorgenark is attacked by beasts and crashes on the jungle planet Juraika, where they meet Lilika, a member of the local Burkaqua tribe, who joins the crew. They resume their journey to Zerard, where they renew the ship's galactic travel visa from the Galaxy Corporation, after a stint in Rosencaster Prison, and the inadvertent recruitment of Jupis to the ship's crew. |
1469_21 | Meanwhile, Dorgengoa sees Jaster for the first time, immediately recognizing he is not Desert Claw. He orders Jaster be thrown overboard, but Kisala refuses to allow it. Dorgengoa decides to test Jaster's ability. First, he reveals he is seeking the lost planet of Eden, which is said to have disappeared 10,000 years ago. The key to finding Eden is the "Great Tablets", which are also lost, and for which Dorgengoa is searching. A tablet is believed to have been recently excavated on the planet Vedan. The crew head to the Vedanian mining town of Myna. There they meet Deego and his girlfriend Angela (Heather Halley). Deego helps the group get into the mines, but not in time to save the tablet from Daytron, who take it to Rosa. Deego decides to join the crew of the Dorgenark, and Angela promises to wait for him to return. |
1469_22 | The party arrives on Rosa and heads to the ruins in the Sylvazard Desert. The Tablet arrives and three pedestals are revealed, on which must be set three "Key Pieces". Meanwhile, Daytron president Valkog Drazer (David Lodge) and his assistant, Norma Kissleigh (Michelle Ruff), arrive with Seed (Jason Spisak), a masked servant, who engages the crew in battle. They are unable to defeat him but are rescued by Desert Claw, who promptly leaves again. On the Dorgenark, they tell Dorgengoa about the pedestals, and Deego guesses the Key Pieces are probably located within the three Ruins of the Ancient Kings. |
1469_23 | The party manages to acquire the three Key Pieces, and Jaster places them on the pedestals, transforming the Tablet into a massive three-dimensional puzzle structure. Seed begins an incantation and sets about manipulating the structure. However, he proves unable to solve the puzzle and transforms into a massive beast. He attacks the party, but Jaster unleashes a ferocious power, defeating him. Jaster then uses his power to solve the puzzle, opening the gates to a labyrinth. Deego speculates Jaster may be a descendant of the Star King, an ancient king who ruled the entire galaxy 50,000 years ago. After opening the labyrinth, a confused Jaster returns to normal, and the crew enter. |
1469_24 | Inside, they encounter Ragnar (Chris Edgerly), a robot who explains Kisala is actually Princess Irieth of Mariglenn, the planet also known as Eden. He gives her the key to open the Gates of Eden. Meanwhile, the Daytron flagship, the Emperor attacks Salgin. Valkog demands the key from Jaster who is about to acquiesce, when Raul fires an electromagnetic pulse at the Emperor, partially disabling it. The ship fires on Raul's church before retreating. Raul dies in Jaster's arms after giving him an artifact that points to the apparently deserted Kuje Desert. In the middle of Kuje, the party finds a village, Joannasburg. There, they meet the spirit of the long-dead Joanna (C. C. Seymour). She explains she is a descendant of the Star King, as is her son; Jaster. Desert Claw arrives, telling Jaster he is his father. He gave Jaster to Raul while he prepared for the day when Jaster would awaken the power of the Star King and open the Gates of Eden. |
1469_25 | Jaster uses the key and a space portal appears above Rosa. After passing through, the crew Mariglenn, where they are greeted by Queen Freidias (Wendee Lee), who tells Kisala she is her mother. Freidias then tells the story of Mariglenn; tens of thousands of years ago, the planet was attacked by evil energy known as Rune, which possesses the power to turn living beings into beasts. Mother, the essence of Rune, took control of the planet, and the people realized that once Mariglenn was destroyed, Mother would move onto another planet, eventually destroying the entire galaxy. As such, Freidias sealed Mariglenn into a "space-time cleft". Only one person can defeat Mother – the Star King. |
1469_26 | The crew travel to Ti'atha Forest where they encounter the spirit of Kisala's father, King Albioth (Fred Tatasciore). Albioth had faced Mother, but lost and had turned into a beast. He tells them the only way she can be defeated is by neutralizing the power of her Rune, using Drigellum energy; which can only be found in the hearts of good people. Each of the party's hearts generates Drigellum, which is forged into a sword. The party enter Mother's lair and fight her. Jaster again releases the power of the Star King. He reveals Mother as being a sorceress named Ilzarbella (Wendee Lee) who served the Star King until she was seduced by the power of Rune. Using the Drigellum sword, the Star King/Jaster kills her. As soon as the battle ends, the Emperor arrives with the intention of collecting the Rune energy to create beasts so as to continue the war, but Rune takes over the ship, killing Valkog and Norma, and integrating them into an organic vessel which it uses to attack Jaster and his |
1469_27 | group. The group split up, with each member attacking a separate part of the ship, eventually defeating it. |
1469_28 | Mariglenn returns to its former self, and Kisala says goodbye to Freidias. When they return to their own galaxy, the group finds Mariglenn has reappeared. They visit and the Mariglenndians appoint Kisala as their new queen, much to the disappointment of Dorgengoa and Jaster. As Jaster and Monsha discuss the newly established galactic peace, Kisala is inaugurated as the new queen. Meanwhile, Simon returns to his family, Lilika returns to Bukaqua, Deego reunites with Angela, Steve returns to work with Dr. Pocacchio, Jupis resumes his scientific research, and Zegram remains on the Dorgenark. Later, Dorgenoa tells Jaster they are returning to Mariglenn to get back Kisala. The game ends with a narration saying the crew made off with their "ultimate treasure" in what was their very last heist, implying that they succeeded in getting Kisala, but are on the run from Mariglenn.
Development |
1469_29 | Rogue Galaxy was first hinted at on August 1, 2003, when Level-5 revamped its website, and included a single image for a "New RPG". No further information was provided, although, at the time, some thought the game might be the rumored Dark Cloud 3. Nothing more was heard until February 2005, when Level-5 president Akihiro Hino revealed that "New RPG" was going to be released for the PlayStation 2, quelling rumors the game was being developed for the PlayStation Portable. The name was announced on July 19, when it was also revealed that the game would feature cel-shaded graphics in the style of previous Level-5 games, such as Dark Chronicle and Dragon Quest VIII: Journey of the Cursed King. Level-5 refer to the technique as "tonal rendering" - a mixture of cel-shaded 3D graphics for the main characters, set against detailed, realistic backgrounds. Hino was director of the project. The game was officially unveiled at the July 2005 PlayStation Meeting in Tokyo, where Hino said it had |
1469_30 | been in development for the past two and a half years, with its development time overlapping that of Dragon Quest VIII. He also revealed the game was the biggest project Level-5 had ever worked on, both in terms of production length and the number of staff working on the project. |
1469_31 | In an August interview with Famitsu, Hino explained the gameplay involves the player travelling the galaxy and visiting various planets, each of which has its own unique visual theme. He claimed the total volume of areas to explore in the game would surpass any RPG to date. Originally, he had planned to feature a "virtually uncountable number of planets", which would be procedurally generated as the player explored them, but this concept was later modified to a smaller number of planets, each with multiple locations. He revealed a major selling point of the game to be no loading times between exploration and combat, or when moving from one location to another, something which had never before been accomplished on a disc-based RPG, and something which had been a long-time personal goal of his. He also went into detail about the backgrounds of Jaster, Kisala, Zegram and Lilika, and he explained the basic combat system (a hack and slash system using three party members, with the player |
1469_32 | able to issue commands to the two NPCs), the Revelation Flow system, and some basic information about the Factory system. |
1469_33 | A trailer for the game was released on August 5, as was basic plot information. Also on August 5, the game's website went live. A playable demo of the game was made available at the 2005 Tokyo Game Show in September. IGN's Anoop Gantayat was impressed with the "seamless" gameplay, and the absence of load times, although he did note the frame rate was lower than Dragon Quest VIII. He was also impressed with the graphics: "The game doesn't hide the vastness of its world, with plenty of distant views as you explore the complicated landscapes. One may actually get the feeling of existing in the expansive world of a massively multiplayer online RPG rather than the limited world of standard RPG".
Playstation Underground sent Demo disk packages that came with a small poster of the game and pirate flag on the month of December, 2006. |
1469_34 | The game was released in Japan on December 8, with no date set for North American or European releases. Both IGN and GameSpot played an import copy of the game, and both were impressed. IGN's Gantayat again praised the absence of loading times, arguing "the technical feats this game pulls off with the grey and limping PS2 hardware are impressive". He praised the pre-rendered CG cutscenes, and the smooth transition from these scenes to the gameplay itself. GameSpot's Bethany Massimilla wrote that "the visual style of the game is strongly inspired by cel-shading techniques, but the characters here aren't the flat and cartoony sort that you might ordinarily associate with the cel-shaded style. They exist and move in full 3D with lots of attention to detail in their attire and their movement, and they look great". |
1469_35 | Dark Cloud 3 references
Rogue Galaxy has been rumored to be Dark Cloud 3 for a long time, and there are several details that can be found within the games files that can confirm this. Two graphics labeled "DC3Title" inside the menu folder on the NTSC-J version can be found. One of these images has the header "Dark Chronicle Rogue Galaxy" while the other is an incomplete main menu. Two of the launch files in this version also refer to the game as DC3-Project on June 6 and 24 of 2005. It was officially changed to RG-Project a few months later in November. |
1469_36 | An anonymous employee had also revealed in an interview that Dark Cloud 3 had actually been green lit by Sony. They also said that it became Rogue Galaxy after Sony asked for many changes, which included removing the Georama that the series was well known for. Level-5 mentioned many parts of Dark Cloud and Dark Cloud 2 in interviews and development diaries they did for Rogue Galaxy. They used much of their past experiences to create Rogue Galaxy, and to make the focus on world exploration instead of world building like the first two games. |
1469_37 | Music
The game's music was composed, arranged, and produced by Tomohito Nishiura. The two-disc, sixty-one track Rogue Galaxy Original Soundtrack, was released in Japan on January 25, 2006 by King Records. The title's ending vocal track, "Dreaming My Way Home", is composed by Nishiura, and arranged and performed by Barbara Kessler. GameSpot wrote of the score: "Rogue Galaxys soundtrack is a robust and varied assortment of tunes that fit its epic scale".
On the same day, the single-disk, ten-track Rogue Galaxy Premium Arrange was published in Japan by TEAM Entertainment. Consisting of remixes of some of the tracks from the game, the album featured contributions from some of the Japanese video game industry's top composers, including Yasunori Mitsuda, Shinji Hosoe, Kenji Ito, Yoko Shimomura, Nobuyoshi Sano, Yoshitaka Hirota and Noriyuki Iwadare. |
1469_38 | Localization improvements
In April 2006, Sony Computer Entertainment confirmed the localised version for a North American market. Also in E3 event in May, Level-5 revealed the English language version of the game is much more than a direct translation of the original Japanese version, but also to include multiple new features. Primary amongst these is a new planet with its own storyline, characters and items, as well as gameplay tweaks, such as Burning Strikes no longer happening randomly. Over one-hundred new items and weapons were also to be added to the game, and numerous character animations are improved. Initially for October 2006, the North American release date had been pushed back to January 2007 to facilitate further refinement. |
1469_39 | At the 2006 Tokyo Game Show, the producer of the English localization, Nao Higo, called the new version of the game the "perfect version". He explained the team had taken on board criticisms regarding the difficulty of the original game, which was felt to be too easy in some places and too hard in others, and had created a more balanced difficulty level. He also explained the new world, the water world Alistia, is optional, but fully realized, with its own map, storylines, characters, missions and items. Improvements were also made to the graphics of the existing planets. He explained the Insectron minigame includes a multiplayer mode, whereby the player's team of insectrons would generate a code, which could be given to another player. When the second player enters the code in "Battle mode" at the Insectron tournament, they can use their team to fight the first player's team.
Other improvements include: |
1469_40 | The game is now housed on a double-layer 8.5GB DVD instead of the original 4.7GB DVD, which allows smoother graphics and additional data.
Toady's weapon analysis is easier to use.
The "Burning Strike" system has been altered. Players now collect Burning Chips during battle, which allows them to store power, and execute their Burning Strike when they wish. In the original game, the Burning Strikes happened randomly. The input section of the ability has also been changed, with full animations for each character as they perform each attack, and different animations for each character's five-hit, seven-hit, and nine-hit attacks.
The layout and visual design of several dungeons and planets has been altered and improved; specifically Salgin, Rosencaster Prison, the Daytron factory, the Ruins on Rosa and the Gladius Towers.
Two new species of Insectron have been added; the "Bomber Snail" and the "Spidan", each with eight types of Insectron per species. |
1469_41 | Each character has four additional costumes, except for Kisala and Simon, who have five each.
Over 2000 lines of additional voiced dialogue has been added.
Each character has three new abilities on their Revelation Flow, except for Lilika, who has four. Two new Combination abilities have also been added that team up Kisala with Lilika and Steve with Jupis. |
1469_42 | PlayStation 4 re-release
Sony released the emulated PlayStation 4 version of the game in December 5, 2015, featuring 1080p graphics via up-rendering, trophy support, both Remote Play and Share Play compatibility and second screen support for the PlayStation Vita and PlayStation App.
Reception
Rogue Galaxy received "generally favorable reviews" according to the review aggregation website Metacritic.
Although Eurogamer's Simon Parkin praised the graphics and range of mini-games and side-quests, he felt the game's release after Final Fantasy XII placed an unrealizable burden of expectation upon it: "Many players will be expecting that game's new lessons in design to have been absorbed and even evolved here". He concluded, when "viewed objectively and set against the newest highpoints of the genre, aside from its gorgeous aesthetics and removal of load times, Rogue Galaxy just isn't the marvel it's been set up to be". |
1469_43 | Game Revolution's Tim Tackett was critical of the plot, writing that "the characters lack backstories, and the emotional pitch never leaves the realm of Saturday morning cartoons". However, he praised the range of side-quests, the battle system, the graphics and the Revelation Flow, which he found superior to the License Board of Final Fantasy XII. He concluded: "The plot is a little dry and chewy, but the surrounding game is juicy and sweet. With a fairly lengthy, if substandard, main storyline crammed with lots of action and neat extra tidbits, Rogue Galaxy is a taste of the holidays, with none of the hassle". |
1469_44 | GameTrailers was also critical of the plot: "What you have here is an unending parade of threadbare anime tropes predictably matched by bland characters. You've seen every one of these stereotypes before, acting out the same quests and forcing out the same emotions they do in just about every other RPG", but praised the gameplay and variety of side-quests, and concluded that "while it has plenty of problems, anyone who can get beyond the banal storytelling and stale level design will find something addictive and worthwhile in Rogue Galaxy. Grinding out levels and looking for items is rarely this rewarding, and it's obvious that Level 5 knows the depths of the role-player's mind all too well". |
1469_45 | GameSpot's Greg Kasavin had mixed feelings about the combat system: "The combat gets to be repetitive after a while. Since you only have direct control over one character, who'll mostly depend on the same basic attacks regardless of which weapons you've equipped, the battles don't feel particularly varied from one to the next". He concluded: "The PlayStation 2 has delivered an almost countless number of high-quality Japanese role-playing games, so all the past competition is really the main reason why Rogue Galaxy doesn't come off as a stunning accomplishment. On the other hand, though, this is a game that does enough differently or better than most of its PS2 predecessors that it's still well deserving of your consideration". |
1469_46 | IGN's Jeremy Dunham praised the graphics ("It's easily one of the top 20 best looking PS2 titles ever made") and the battle system, although he was somewhat critical of teammate AI. He also praised the range of side quests and mini-games. He concluded: "Rogue Galaxy definitely brings the noise to longtime RPG fans. Though its storyline isn't on the same level as other great PS2 games in the genre, its mixture of strong combat mechanics, addictive sidequests, and absolutely stunning visual style more than makes up for what it doesn't do". |
1469_47 | GameSpy's Patrick Joynt's main criticism concerned the lack of character development: "Rogue Galaxy looks great and is technically stunning. It's packed utterly full of the standbys of the genre - combat, exploration, personalization, and sub-games that are too huge to be called "mini-games" - which are all executed well, but [...] the characters themselves seem entirely secondary to the matter at hand [...] they're as engaging as cardboard cutouts, largely because they're so predictable". In turn, he praised the range of mini-games and side-quests, and the overall size of the game, concluding: "Rogue Galaxys greatest triumph, the brightest gleam in its eye, is that at sixty hours of play I've got another sixty I could easily pour in". |
1469_48 | Sales and awards
Prior to the release of the game, Sony Computer Entertainment corporate executive Masatsuka Saeki had hoped it would sell a million units. Although it was the top-selling video game in Japan during the week ending December 11, 2005, selling 237,631 units, by the end of 2006, the game had sold only 356,192 units. In 2007, Rogue Galaxy: Director's Cut sold a further 29,457 units.
The game won a "Future Award" at the CESA Game Awards (2005) and an "Excellence in Digital Content" award at the Digital Contents Grandprix (2006). At the Famitsu Awards in 2006, it won both "Best RPG" and a "Special Rookie Award." It was named "Game of the Month" for January 2007 and given an "Editor's Choice" award by IGN, who, in 2010, placed it at #53 in their "Top 100 PlayStation 2 Games". It was also given an "Editor's Choice" award by GameSpy. |
1469_49 | The Academy of Interactive Arts & Sciences named Rogue Galaxy as one of the nominees for 2007 "Roleplaying Game of the Year", but eventually lost to Mass Effect.
References
External links
2005 video games
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1470_0 | The Legend of Legacy is a turn-based role-playing video game for the Nintendo 3DS handheld video game console, developed by Cattle Call. The game was first published for Japan by FuRyu in January 2015, then localized by Atlus USA to be published by Atlus USA for North America in October and by NIS America for Europe and Australia in February 2016. The story takes place on the legendary lost continent of Avalon, where eight adventurers explore and fight to uncover its mysteries. |
1470_1 | The production of The Legend of Legacy began in 2013; multiple industry and genre veterans were joined the development staff, including director Masataka Matsuura, designer Kyoji Koizumi, promotional artist Tomomi Kobayashi, writer Masato Kato, and composer Masashi Hamauzu. The game was chosen for localization by Atlus USA due to its positive impression on staff and their previous relationship with FuRyu. Upon release, the game received mixed reviews. The core developers used ideas from the concept stages of The Legend of Legacy to develop The Alliance Alive.
Gameplay |
1470_2 | The Legend of Legacy is a role-playing video game in which players take control of seven different characters as they explore the island of Avalon; each character has different starting statistics (stats). While each scenario starts out with three pre-set characters, the rest of the cast can be recruited, but will only gain stat increases if they are in the party. The chosen protagonist operates from the town of Initium on Avalon, exploring areas of Avalon after being provided with a blank map. Walking around areas automatically generates a map, displayed on the bottom screen of the Nintendo 3DS. During exploration, the party can also explore dungeons, and find chest both above ground and in dungeons containing items and currency. Once each region is explored, the mission turned in for currency and replaced with a new blank map and new area to explore. It also enables monster numbers to be reduced, and aids in dungeon exploration. Completing maps or buying them within Initium |
1470_3 | progresses the game's narrative. The player can save both at specific locations and create a quick save at any point during the campaign. |
1470_4 | Initium acts as a hub for the party, where they can buy and sell equipment and maps, and talk with non-playable characters to learn story and gameplay information. The player can use ships to trade from Initium in a mechanic tied to the 3DS' StreetPass functionality. Players send out ships with cargo to trade with other cities, bringing currency and items. Larger ship types take longer to return from trips, but have a higher chance of bringing rare items. Using StreetPass allows players to fill ships sooner and see them return earlier. Completing the game allows players access to a New Game Plus option, carrying over character statistics and money, while making advanced weapons available for purchase from the start. |
1470_5 | During exploration, enemies appear as sprites within the environment, which can be avoided or engaged and will pursue if they see the party. Battles use a turn-based battle system within a themed arena, with both player and enemy parties being arranged on a grid in arrangements called "Formations". Each formation has a selection of "Stances", which are divided into attack, defense and "support" abilities such as healing. Player formations are created between battles, with the party able to change formation once during their turn. The party has access to eight weapon types, which can be freely assigned to each character and impact their statistics and battle abilities; Fists (melee combat) Long and Short swords, Axes, Spears, Staves, Bows and Shields. Each party member can partner with Elemental spirits aligned to Fire, Air, Water and Shadow once they find special relics during exploration. Once a partnership is established, the party member can use "Charms", powerful magical spells |
1470_6 | unique to each element which can unleash powerful attacks or protect the party from taking damage. Charms grow stronger the more they are used. Winning a battle rewards the party with statistic increases, currency and items. |
1470_7 | Contrary to the majority of role-playing games, character stat increases do not rely on an experience point system, instead depending on usage during battle. Winning a battle awards the party with items and currency, but also randomized stat increases, raising a character's health or attack power. Each weapon has specific abilities dubbed "Arts"; using an Art often enough results in it either upgrading to a more powerful form or the party member learning a new skill for that weapon in a process dubbed "Awakening". Charms also grow stronger the more they are used, and characters grown more proficient in their Formation roles the more they are used in a particular formation.
Synopsis |
1470_8 | Setting and characters
The Legend of Legacy takes place entirely on the island of Avalon, which was discovered ten years before the game's opening and identified with a legendary lost continent whose inhabitants walked alongside gods; the island, while now mostly wild and dominated by monsters, housed ruins crafted with the assistance of natural spirits dubbed "Elementals", and ancient stones which detail the island's past when activated. A legendary artifact of Avalon is the Star Graal, which is said to grand "eternity" to its bearer, and prompts dozens of adventurers to travel Avalon in search of it. The only active town on Avalon is Initium, founded by the King of Adventurers, a man who discovered the island ten years before. |
1470_9 | Each of the seven playable characters come to Avalon with different objectives. Meurs is the last Elementalist, a people with the power to communicate with Elementals. Bianca is an amnesiac who wakes up on Avalon only remembering her name. Liber is lured to Avalon with the promise of adventure and treasure. Garnet is a Templar in service to the Holy Order. Eloise is a seductive alchemist pursuing the secret of eternal life. Owen is a legendary mercenary who will take any job if the price is right. Filmia, the only native of Avalon, is a frog prince from a lost kingdom. Each of the seven protagonists are drawn to Avalon for different reasons: Meurs is summoned by the distressed calls of Elementals; Bianca goes on a quest to discover her identity, Liber is in search of the Star Graal as treasure; Eloise searches for the Star Graal to discover the secret of immortality; both Garnet and Owen are sent by the Holy Order to investigate Avalon due to its rumors of living gods and their |
1470_10 | consequent heretical status; and Filmia resolves to rebuild his kingdom. |
1470_11 | Plot |
1470_12 | Each of the seven protagonists comes to Avalon, making their base in the town of Initium. At the request of the King of Adventurers, the seven begin mapping the uncharted regions of Avalon. As they explore, they find magical stones called Singing Shards scattered across the world that reveal the story of Avalon. The ancient native kingdom was once prosperous through the efforts of Elementalists, sorcerers who created and communed with Elementals, harnessing their power and consequently growing overly dependent upon them. A civil war sparked between its reigning queen and her power-hungry successor Amelius. Emerging victorious, Amelius created an artifact called the Star Graal, granting immortality to himself and his followers including General Cherubim, the only military figurehead to betray Avalon's former ruler. The Star Graal imprisoned the Elementals, created a dark "Shadow" element which drove Amelius insane, cursed those it had made immortal, and caused both Avalon's initial |
1470_13 | disappearance and the vanishing of stars from the night sky. It was the Elementals' painful enslavement to the Star Graal that prompted them to call for Meurs. |
1470_14 | Within each part of Avalon, the group discovers ancient temples which unlock the way to the City of the Unseen, Amelius' capital. During their adventure, Filmia rediscovers remnants of his people, and Bianca learns that she was crafted by Amelius as a servant. Exploring the City of the Unseen and fighting its enthralled inhabitants, the group then fight first Cherubim and then Amelius—he is defeated after merging with the Star Graal in a desperate attempt to defeat them. The destruction of the Star Graal leads to the deaths of Amelius's followers and the return of starlight, allowing nighttime navigation at sea and opening the way for Initium to become a major port. All the main characters aside from Filmia choose to leave Avalon behind. Each character has their own ending: Meurs continues his wanderings satisfied that the Elementals have been freed; Bianca decides to forge her own life free from her origins; Liber briefly settles down before setting out on another adventure; Garment |
1470_15 | decides to leave the Church to explore the wider world; Eloise—revealed to be actually called Lydia, sister to the real Eloise—decides to return to her sister; Filmia establishes his kingdom on Avalon and is hailed as a new god; and Owen is hired by the Church to hunt Filmia. |
1470_16 | Development
The Legend of Legacy was principally developed by Cattle Call, with game design by Grezzo and general supervision by Atlus. The staff included multiple industry veterans, many of whom had worked at Square on the Final Fantasy and SaGa series. From the SaGa series were designer Kyoji Koizumi, and promotional illustrator Tomomi Kobayashi. From the Final Fantasy series were art director Masayo Asano, character designer Ryo Hirao, and monster designer Yuichiro Kojima. Ryoji Shimogama, whose previous credits included the Resident Evil series and Parasite Eve 2, worked on monster designs with Kojima. The music was composed by Masashi Hamauzu, who had worked on both Unlimited Saga and Final Fantasy XIII. The script was written by Masato Kato, who had written the scripts for Chrono Trigger and its sequel Chrono Cross. The game was directed by Masataka Matsuura, who had previously worked on Nine Hours, Nine Persons, Nine Doors. |
1470_17 | The concept of The Legend of Legacy was being created by Matsuura before he joined FuRyu, and became a reaction to the proliferation of casual mobile games in Japan. He was intent on creating an RPG reminiscent of the genre's golden age, using the RPGs of Square such as Final Fantasy and SaGa as his inspiration. While FuRyu's other major titles in development at the time—Exstetra and Lost Dimension—were aimed at younger audiences, Matsuura was intended for those who had played golden age RPGs. Due to his particular liking for the SaGa series, Matsuura wanted to create a game which emulated its unique style. Due to his relative lack of experience and his ambitions for the project, he asked both Koizumi and Kobayashi to be involved in the production. He later stated that his initial game design was almost entirely rewritten by Koizumi, which gave him confidence that they shared a passion for the project which would see it to completion. The development team was dubbed "Project Legacy". |
1470_18 | The game was completed in a relatively short time, with Matsuura saying that the team "worked themselves to the bone" to accomplish this. |
1470_19 | Matsuura created the idea of three men, three women and one non-human in the cast. Kato expanded the scenario based on this premise, notably creating the story surrounding Filmia. Due to the game's target demographic, all the protagonists were adults, and due to the demands of the story did not specifically form a party or strong relationships. The game's title, written in English rather than Japanese to promote an air of mystery, was intended to show the game's central narrative theme and its commercial purpose of showing the legacy of golden age RPGs. The continent of Avalon was built up from the earliest piece of concept art, which encapsulated the island's ancient civilization, current condition and the game's artistic direction. The "Cartograph" mapping system was created by Koizumi to make exploring entertaining, but Matsuura added explanatory elements as the original version was proving difficult to understand. The game's environments, which has the environment pop into view as |
1470_20 | the character explores, was meant to emulate pop-up artwork from picture books, which fitted well with the stereoscopic 3D function of the Nintendo 3DS. The battle system concepts of interchangeable weapon types, the Awakening mechanic and positioning were created by Koizumi, the latter so that players would not grow tired from characters put into set battle roles. |
1470_21 | Release |
1470_22 | The Legend of Legacy was first announced in September 2014 through an issue of V Jump, which reported its release window and setting details. It was initially teased by FuRyu through a "Project Legacy" teaser website. The game was released on January 22, 2015. An American release was published in the region by Atlus USA. Atlus USA chose the title for localization due to their positive working relationship with FuRyu, having already picked up Lost Dimension for release. After it received positive critical reception in Japan, Atlus decided to work with FuRyu to release The Legend of Legacy overseas. A demo was released for digital download on September 22, featuring Eloise, Owen and Filma exploring the game's two opening dungeons. Save data could be transferred from the demo to the main game. The Legend of Legacy was released in North America on October 13, 2015 for physical and digital formats. In addition to the standard edition, a Limited Edition was released with an artbook and |
1470_23 | soundtrack album. In Europe, the game was published physically and digitally by NIS America on February 5, 2016. For its Western release, the New Game Plus feature was improved so more was carried over between playthroughs. |
1470_24 | Reception
The Legend of Legacy received high pre-order numbers through Japanese retailer Tsutaya. Upon release, it debuted in Japan with sales of nearly 54,000 units, putting it in second place in sales charts behind Tales of Zestiria. This was the highest debut for any title by FuRyu up to that point, outselling recent titles in the popular Atelier series and selling out in several highstreet stores. During its second week, the game dropped to thirteenth place with further sales of 6,500 units. By January the following year, the game had sold over 74,000 copies in the region. Following its released in North America, the game sold 31,000 units during 2015. Upon its debut in the United Kingdom, it reached ninth place in the dedicated 3DS charts.
The Legend of Legacy received "mixed or average" reviews upon release: aggregate site Metacritic recorded a score of 67% based on reviews from 31 critics.
Legacy |
1470_25 | Following the release of The Legend of Legacy, Matsuura wanted to create a story-driven role-playing game similar to those from the genre's golden age. Using ideas predating the development of The Legend of Legacy, Matsuura brought together many of the same developers to create The Alliance Alive. The game was released in Japan on June 22, 2017. An international release for North America and Europe was set for March 27, 2018, localized and published in the regions by Atlus USA.
Notes
References
External links
2015 video games
Nintendo 3DS games
Nintendo 3DS-only games
Nintendo 3DS eShop games
Nintendo Network games
Role-playing video games
Fantasy video games
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Video games developed in Japan
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Video games set on fictional islands
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Single-player video games |
1471_0 | Operation Lamar Plain was a security operation during the Vietnam War in Quảng Tín Province, that took place from 15 May to 14 August 1969.
Background
The 1st Brigade, 101st Airborne Division was placed under the operational control of the 23rd Infantry Division (Americal) to relieve People's Army of Vietnam (PAVN) and Vietcong (VC) pressure on Tam Kỳ. The 1st Brigade conducted extensive airmobile and reconnaissance in force operations with three manoeuvre battalions, supported by one direct support artillery battalion and one air cavalry troop providing aerial and ground reconnaissance.
Operation
The operation began on 15 May with the 1st Brigade moving from Phu Bai Combat Base to Tam Kỳ. |
1471_1 | On 17 May at 17:25 an OH-6 light observation helicopter of Troop B, 2nd Squadron, 17th Cavalry Regiment engaged six to eight PAVN/VC, killing one. Throughout the area of operations support aircraft received PAVN/VC antiaircraft machine gun fire. On 18 May at 07:00 fire from Battery B, 3rd Battalion, 16th Field Artillery Regiment killed six PAVN. At 07:10 Company B, 1st Battalion 501st Infantry Regiment was fired on by a PAVN soldier who was shot and captured. At 11:27 Company C, 1/501st was engaged by PAVN in bunkers, the position was captured that afternoon with six PAVN killed and six weapons captured, US losses were three killed. At 12:40 Company B 1/501st received 82mm mortar fire resulting in four killed. At 16:05 Company C, 1/501st called in artillery fire on four PAVN killing all of them. At 17:35 Troop B, 2/17th Cavalry attacked a PAVN mortar position killing four. |
1471_2 | On 19 May at 11:25 an LOH of Company C, 2/17th Cavalry was hit by anti-aircraft fire and crashed. That afternoon Company B, 1st Battalion, 46th Infantry Regiment captured two PAVN. On 20 May at 08:00 the command post of 1/46th Infantry was hit by mortar fire resulting in two killed. At 12:45 scouts from Troop B 2/17th Cavalry directed an airstrike on a PAVN 12.7mm machine gun. |
1471_3 | On 21 May at 05:00 Company C, 1/501st detected movement outside their night defensive position and opened fire, a sweep of the area at dawn found two dead PAVN. At 06:42 near grid reference BT 165108 () Company B, 1/501st was hit by small arms and machine gun fire, they were soon joined by Companies C and D and the reconnaissance Company in a daylong fight against PAVN in reinforced concrete bunkers. After finally overrunning the position, 25 PAVN dead were found in the area, while US losses were 12 killed. At 09:00 an LOH observed four VC dead. At 12:10 a medevac helicopter of the 54th Medical Battalion was hit by anti-aircraft fire and crashed near grid reference BT 136128 (). |
1471_4 | On 22 May at 05:30 Company D, 1/501st killed one PAVN outside their night defensive position. At 06:15 a mortar attack on 1/46th Infantry resulted in two U.S. killed. At 08:35 a UH-1 medevac helicopter of the 54th Medical Battalion was hit by anti-aircraft fire and crashed with no survivors. At 09:25 Company B, 1st Battalion, 502nd Infantry Regiment received small arms fire and responded killing two PAVN. At 09:45 near grid reference BT 132078 () Company C, 1/46th recovered the bodies of 12 US personnel killed during Operation Frederick Hill. At 10:25 Brigade Forward Air Controllers called in an airstrike destroying a 12.7mm machine gun. At 11:00 Company B, 1/502nd received machine gun fire resulting in one U.S. killed. At 13:15 Company B, 1/502nd found the bodies of five PAVN killed by airstrikes the previous day. At 14:07 Company B, 1/501st found one PAVN body. Between 14:55 and 14:57 an LOH and a UH-1 were hit by anti-aircraft fire. At 15:45 Troop B, 2/17th Cavalry killed one VC. |
1471_5 | At 19:10 Company B, 1/501st engaged two PAVN, killing one. At 20:16 Recon Company 1/501st killed two PAVN. |
1471_6 | On 23 May at 11:00 Company B, 1/501st engaged PAVN in bunkers resulting in one PAVN killed. At 11:15 the Recon Company, 1/502nd captured one PAVN and found the body of one VC. At 13:53 Company B, 1/501st received mortar and M79 grenade fire resulting in three U.S. killed. Between 18:55 and 19:25 Company B, 2/17th Cavalry engaged two targets resulting in two PAVN killed. On 24 May at 08:30 a Brigade LOH engaged two VC killing all of them. At 16:15 Company B. 1/501st received small arms fire resulting in one U.S. killed. |
1471_7 | On 25 May at 07:20 an LOH was hit by small arms fire and crashed, other air cavalry units moved to the scene and another LOH was hit by ground fire. An airstrike was called in which destroyed a 12.7mm machine gun. At 09:50 another airstrike killed one VC. At 13:09 Recon Company, 1/502nd found two PAVN killed by air strikes. At 14:10 an air observer called artillery fire on five VC, killing three. At 16:20 Company A, 1/501st was hit by small arms fire, they then overran a PAVN 82mm mortar position, killing six PAVN and capturing one. At 18:50 Recon Company, 1/502nd killed one PAVN and found one VC killed earlier. On 26 May at 09:25 Company B, 1/501st received heavy fire resulting in two U.S. killed. At 14:30 and 16:30 two B-52 strikes were directed against the suspected locations of the PAVN 2nd Division headquarters at grid references BT 160101 () and BT 170015 (). At 17:25 PAVN sniper fire killed one soldier from Company B, 1/501st. |
1471_8 | On 27 May bomb damage assessments were conducted of the B-52 strike areas, at 07:35 Troop B, 2/17th Cavalry observed one PAVN killed in the strike. At 08:40 Company A, 1/46th killed two PAVN. At 10:05 Company D, 1/502nd found four PAVN killed by airstrikes. At 12:25 the Troop B, 2/17th Cavalry aero-rifle platoon was inserted at grid reference BT 185005 () to check the B-52 strike area, they were engaged by a PAVN sniper who they killed, the platoon found extensive damaged bunkers, but no dead. At 14:30 Troop B, 2/17th Cavalry killed one PAVN. At 17:25 Company A, 1/46th called in artillery fire on a PAVN platoon, killing five. |
1471_9 | On 28 May at 12:30 Troop B, 2/17th Cavalry killed two PAVN. At 12:50 Recon Company, 1/502nd killed one PAVN at a river crossing. On 29 May at 11:35 Company D, 1/501st found two PAVN killed by airstrikes. At 16:20 Recon Company, 1/46th killed two PAVN. At 17:00 Company A, 1/501st found one PAVN killed by airstrikes. On 30 May despite a 24 hour ceasefire for Bhudda's birthday, at 08:15 PAVN fired on a Troop B, 2/17th Cavalry LOH, which returned fire killing two. At 13:55 another LOH was fired on and it returned fire killing one PAVN. That afternoon the Brigade was ordered to prepare for an operation against the VC 1st Main Force Regiment in the Song Tham Valley commencing on 1 June. On 31 May at 10:25 Company D, 1/501st was fired on and it engaged killing six PAVN for two U.S. killed. |
1471_10 | On 1 June the PAVN/VC generally avoided contact. The graves of two PAVN were found. The air assault into the Song Tham Valley by 1/502nd was uneventful. At 12:15 Company B 1/501st attacked a bunker killing one VC. On 2 June at 07:40 Company B, 1/502nd captured one PAVN. At 08:55 Troop B, 2/17th Cavalry received ground fire and killed one VC. Graves containing two PAVN/VC were located. At 12:30 the aero-rifle platoon was landed at grid reference BT 210128 () to suppress antiaircraft fire, it came under fire and air and artillery support was called in resulting in one VC killed. At 15:30 Company D, 1/501st found the body of a U.S. soldier killed the previous day, as they prepared to evacuate it a command detonated mine was triggered and they were hit by small arms fire resulting in five U.S. killed. On 5 June at 11:10 helicopter gunships of the Division's air cavalry element sighted and engaged 24 PAVN/VC southeast of Tam Kỳ killing 10. On 6 June the grave of one PAVN was found. At |
1471_11 | 10:20 1/502nd engaged two PAVN killing one and capturing the other. At 14:50 an aerial observer directed artillery that destroyed a 12.7mm machine gun. At 16:50 Company D, 1/502nd engaged two VC killing one. On 7 June at 08:00 units of the Brigade drew small arms and mortar fire from PAVN/VC in bunkers and hedgegrows southwest of Tam Kỳ, the troops engaged and remained in contact until 13:20, when the PAVN/VC withdrew leaving seven dead and one crew-served and three individual weapons were captured, U.S. casualties were seven killed. |
1471_12 | On 8 June at 03:45 Company A, 1/501st detected movement outside its night defensive position and triggered Claymore mines, causing the VC to respond with RPGs, a search of the perimeter found one dead VC and one weapon. At 12:10 Troop B, 2/17th Cavalry took ground fire and attacked a group of huts supported by artillery, killing four VC. At the same time Company D, 1/501st was hit by fire and responded with unit weapons, artillery and air support, resulting in two PAVN killed for one U.S. missing. |
1471_13 | On 9 June heavy fighting took place at Hill 376 as 1/501st engaged PAVN/VC forces there. At 09:00 Company B, 1/46th received sniper fire resulting in two U.S. killed, the Company engaged killing three PAVN. Between 09:35 and 10:35 Troop B, 2/17th Cavalry killed two PAVN/VC. At 11:55 Company D, 1/502nd killed one PAVN. At 11:55 Recon Company, 1/502nd captured a sleeping VC. At 13:00 Company A, 1/501st received mortar fire resulting in one killed. At 13:00 Company D, 1/501st received mortar and small arms fire and engaged a PAVN force killing seven for one U.S. killed. At 14:45 Company C, 1/501st received fire resulting in two killed. At 15:20 Recon Company 1/501st was pinned down by fire, losing two killed. At 16:05 Company C, 1/46th directed artillery fire onto a hut resulting in one PAVN killed. |
1471_14 | On 10 June activity around Hill 376 subsided. At 06:20 Recon Company 1/502nd killed three PAVN. The bodies of four PAVN/VC were located. At 16:10 Troop B, 2/17th Cavalry destroyed an 82mm, during this time they took ground fire and called in an airstrike killing two PAVN. At 16:20 Company D, 1/501st directed artillery fire to kill a PAVN sniper. On 11 June small groups of PAVN/VC were engaged around Hill 376 with eight killed. On 12 June Company C, 1/46th engaged several small groups of PAVN/VC killing seven. On 13 June at 08:00 Company B, 1/46th received fire and killed one PAVN. At 10:00 in the same area the Company received mortar fire resulting in three U.S. killed, the Company returned fire killing six PAVN. At 10:45 a helicopter gunship crashed after being hit by ground fire killing one crewman. Company A, 1/502nd killed one PAVN and captured two weapons, Troop B, 2/17th Cavalry killed one PAVN and Company B, 1/502nd engaged a PAVN/VC force losing one dead. At 18:30 a Brigade |
1471_15 | LOH killed three VC with rocket fire. At 21:30 a PAVN soldier surrendered to Company A, 1/502nd. On 14 June Company B, 1/502nd engaged 10-15 PAVN, capturing one and at 21:05 a mortar attack on Landing Zone Professional killed one U.S.. |
1471_16 | 15 June saw only light contact with one arms cache found and three VC killed. At 13:15 the ARVN 5th Regiment found 10 PAVN dead killed by artillery in the fighting around Hill 376. 16 June saw light contact with only two PAVN killed. On 17 June at 11:40 company A, 1/46th received small arms fire killing one U.S., the unit returned fire and with gunship support killed eight PAVN. A further two PAVN killed in earlier fighting were found. At 18:00 an LOH killed two PAVN with machine gun fire. On 18 June at 12:30 Company D, 1/502nd killed one VC. On 19 June Brigade units killed four VC. |
1471_17 | On 21 June activity increased with Troop B, 2/17th Cavalry making numerous sightings and contacts, killing five VC. At 12:05 Company A, 1/502nd engaged five PAVN killing one. In the afternoon a Brigade LOH killed three PAVN/VC in two separate engagements. On 22 June Troop B, 2/17th Cavalry killed two VC in the morning. At 17:30 Company D, 1/502nd found a hospital complex and 10 PAVN graves. At 18:00 a Brigade LOH killed one VC. At 18:17 Company A, 1/46th found three VC graves. On 23 June Company C, 1/502nd lost one killed in a friendly fire incident and found one PAVN grave. On 24 June four PAVN/VC were killed in three separate engagements. |
1471_18 | On 25 June Company, C 1/46th found five PAVN graves. At 17:45 a Brigade LOH engaged two PAVN/VC in a bunker killing 1. On 26 June two B-52 strikes took place but bomb damage assessment showed little evidence of damage or casualties. On 27 June air assaults were conducted into the site of the B-52 strikes resulting in two PAVN killed and one VC grave located. On 28 June activity increased with four ralliers, three PAVN bodies found, one VC killed and one Kit Carson Scout killed by PAVN/VC fire. On 29 June at 08:35 Company D, 502nd was hit by small arms, machine gun and RPG fire, the unit supported by helicopter gunships engaged killing four PAVN. However, while fleeing the PAVN left two pressure type mines resulting in four U.S. wounded. |
1471_19 | On 1 July a unit of the Brigade found two weapons and munitions caches totaling 9.5 tons southwest of Tam Kỳ. 4 July 1969 Activity was light in the AO as the lull in the ground fighting continued. At 2:50pm a Brigade LOH reconnaissance team was struck by an RPG and crashed. The aircraft then exploded and burned resulting in 4 US KIA. At 4:50pm Recon/1-501 tripped a pressure type mine resulting in 4 US WIA. At 7:10pm D/1-46 found the remains of 1 NVA KIA by small arms fire. On 5 July at 11:30 Company A, 1/502nd captured one VC. At 12:20 Company D, 1/46th captured four VC and one M-79. On 6 July between 04:40 and 06:49 two B-52 strikes took place, troops were air-assaulted in for bomb damage assessment and six VC and one U.S. soldier were killed in search operations. On 7 July Troop B, 2/17th Cavalry killed one VC. |
1471_20 | On 8 July at 08:00 Company C, 1/46th engaged six PAVN, killing one. At 12:10 a Brigade unit was ambushed by an estimated PAVN/VC company southwest of Tam Kỳ, the troops fought back with small arms and automatic weapons fire and were then supported by a USAF AC-47 Spooky gunship, tactical air strikes and artillery. The PAVN/VC withdrew at 19:00, leaving two dead, U.S. casualties were nine killed. On 9 July at 09:08 Company C, 1/46th killed one PAVN. On 10 July at 10:40 a Brigade LOH killed one PAVN. At 11:10 Company B, 1/502nd captured one PAVN. On 11 July the body of one PAVN was located. On 13 July at 08:00 a Brigade LOH engaged 10 VC killing three with its minigun. That afternoon Company B, 1/50st killed one VC and found the grave of one VC. On 14 July Troop B, 2/17 Cavalry helicopters killed five PAVN. At 10:00 a Brigade LOH called in rocket fire on a group of PAVN killing one. At 10:20 Company B, 1/501st found 10 PAVN graves. At 10:30 Troop B, 2/17th Cavalry killed two VC. On 15 |
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