English Hacker's Memory Footage of Domination Battles & a Quest

MarcFBR

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Time for some more Hacker's Memory!

(If the embed doesn't work you can find the video here.)


The video is a short clip of a quest from the story mode from the English version of the game. It appears to be roughly equivalent footage to what Producer Habu showed off on the recent 20th livestream.


In addition to the clip of the quest, there is also footage of a Domination Battle.


IGN's footage of the Domination Battle appears to have significantly more footage than that provided by Bandai (Bandai's own footage appears to be edited down from what IGN posted) so we are including their version instead.


Digimon Story: Cyber Sleuth- Hacker's Memory is scheduled for 2017 in Japan and early 2018 elsewhere.

In the West it will get a physical release on Playstation 4 and digital on both Playstation 4 and Playstation Vita.



The physical version of the game is currently available to pre-order (affiliate link.)

Digimon Story: Cyber Sleuth Hacker's Memory for Playstation 4
 

floof

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This is lookin' pretty awesome!

I, personally, enjoyed Cyber Sleuth quite a bit, so I'm sure I'll like Hacker's Memory just the same! Some of the additions to the updated roster are pretty nice, like Lunamon's line (I'm hoping that we get Coronamon too, considering World: Dawn was my first Digimon game, and I'd just love to see Apollomon. Perhaps we'll get to see that "GraceNovamon" in all their glory as well).

Domination battle looks pretty fun too! Like simple board game. Can't wait!
 

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The domination battles look interesting, I can see them getting pretty intense down the line!
 

Shadow Shinji

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Yaaay this looks super neat!! I still cannot imagine how a game can be even better than Cyber Sleuth, but here we are! While watching the mechanics of the Domination Battles, I cannot help but thinking in Digimon Xros Wars. Also, very excited to see Sangloupmon in action! Please let Grand Dracumon be in the game too Habu...some Spirit Digimon and the rest of the Olympos XII would be cool too

Anyways, Hacker's Memory is an insta-buy for me!!
 

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Yaaay this looks super neat!! I still cannot imagine how a game can be even better than Cyber Sleuth, but here we are! While watching the mechanics of the Domination Battles, I cannot help but thinking in Digimon Xros Wars. Also, very excited to see Sangloupmon in action! Please let Grand Dracumon be in the game too Habu...some Spirit Digimon and the rest of the Olympos XII would be cool too

Anyways, Hacker's Memory is an insta-buy for me!!
I still think that Dawn/Dusk aka Sunburst/Moonlight still having better gameplay than CS.

About domination battle, it seems my thought was right, that it's just a gimmick of a longer battle phase. But yeah the positive is you can control others' team, not just yours. I hope there's another variation of these domination battle, for now it looks pretty simple.

But then it seems now I can understand the mechanic, so in summary, you take move, gets points, when you're entering an empty space, you got 5 points, if it's yours space, you got 1, and there's a center free space that can give you 10. Battle only run for one turn per monster, depending which one takes first. If someone KO, it goes back to spawn point, if not, then the turn will end. So it's like an infinite ammunition until one side gets required points. Yeah, still I really hope they have another variation of this mode.
 
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Jay Ukyou

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I like the concept of Domination Battles. It really gives a purpose for the huge amount of Digimon you can raise at once in Cyber Sleuth.

Seeing Sangloupmon in action is one of the coolest things on its own.

A Net Cafe is the coolest idea for a hideout for a group of hackers.
 

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The whole Net Café is very cool. Domination Battles look simple but very fun.

I'm really liking how this game is shaping up. :)
 

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I really like the look of domination battle. It'll spice up the gameplay a lot, and will make Coliseum type battles a lot more interesting if they can incorporate multiple types of board layouts.

Overall, super stoked for this game. And looks like the localization is pretty far along too.
 

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This must be on easy... because the enemy Digimon are doing no damage at all and taking insane amounts of damage. Gonna be playing on hard again, there appears to be no challenge in the footgae they showed
 

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This must be on easy... because the enemy Digimon are doing no damage at all and taking insane amounts of damage. Gonna be playing on hard again, there appears to be no challenge in the footgae they showed
Considering it was footage for exhibition, I wouldn't be surprised if it skewed in the player's favour to keep things moving swiftly.

I seriously doubt it will be that easy in the actual game.
 

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This must be on easy... because the enemy Digimon are doing no damage at all and taking insane amounts of damage. Gonna be playing on hard again, there appears to be no challenge in the footgae they showed
Considering it was footage for exhibition, I wouldn't be surprised if it skewed in the player's favour to keep things moving swiftly.

I seriously doubt it will be that easy in the actual game.
I'd hope not, you have Champions and Ultimates on shotting Megas over and over
 

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This must be on easy... because the enemy Digimon are doing no damage at all and taking insane amounts of damage. Gonna be playing on hard again, there appears to be no challenge in the footgae they showed
Considering it was footage for exhibition, I wouldn't be surprised if it skewed in the player's favour to keep things moving swiftly.

I seriously doubt it will be that easy in the actual game.
or perhaps it will, remember we got Cyber Sleuth which was too easy on normal & story mode battle (even in hard mode) but quite - very hard on special battles like the RK one and SGDL. One thing that I was disappointed from them is they're making hard mode was like kinda cheap. I didn't think they were that serious in making the hard mode, or it's just an procedural excuse.

But then seriously, CS needs more variations in gameplay, I feel that the game is too simple and narrow, unlike how Story series usually were. It's like they focused so much on story but not into the level design and the other gameplay aspect, which made the game less memorable. That's why I think the game had less replay value, unlike the earlier world series or the DS games. Even I think something like Re:Digi and Decode has much better replay value.

I really hope they don't fall into the original CS' "samey connect jump & digital dungeon" for the domination battle fields, which I still doubt they can do so.
 
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I'm not saying CS has the pinnacle of level design, but dang, it is so much better than the maze-like and repetitive dungeons with high encounter rates of the DS games. I just found them to be such a grindy chore to play...
 

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I'm not saying CS has the pinnacle of level design, but dang, it is so much better than the maze-like and repetitive dungeons with high encounter rates of the DS games. I just found them to be such a grindy chore to play...

and at least you can just turn off battles if you want in CS unlike DS/Dawn/Dusk
 
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DATS24

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I'm not saying CS has the pinnacle of level design, but dang, it is so much better than the maze-like and repetitive dungeons with high encounter rates of the DS games. I just found them to be such a grindy chore to play...
For me repetitive is better than short & linear. Cyber Sleuth dungeon is most likely a borefest, no challenge, except the last part, I never felt lost in a dungeon at all. At least the DS dungeon are designed better, having dead ends, and secret portal with secret encounter, not to mention secret key items like Digimental. Encounter rate is the only merit of the DS game. But for me turning off encounter rate into 0% in Cyber Sleuth is just err, cheating. They don't limit the usage at all, you can turn it on and off as you wish. This makes the last dungeon a piece of cake. Even in pokemon games, repels had limit in a cave etc.
 

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Well, if you'd prefer the challenge of random encounters, then just don't turn them off?
 

DATS24

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Well, if you'd prefer the challenge of random encounters, then just don't turn them off?
Same, it's cheating. As I said, you can personally turn it on and off as you wish. I prefer that we can take benefit with the feature that has limit. If the no encounter hacking skill only last on certain seconds, then having cooldown to be able to use again, then I will be fine. Let the system do the whole encounter, player should only be able to reduce or increase with items/skills that had limit, not wholefully manipulating it.
 

Jay Ukyou

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I dunno, I've personally found that the best-received JRPGs tend to give you both a sliding scale of enemy difficulty and encounter rate. Bravely Default and The World Ends With You for prime examples of how giving the player more choice on how many battles they want to play tends to make players enjoy playing battles more.
 

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I'm not saying CS has the pinnacle of level design, but dang, it is so much better than the maze-like and repetitive dungeons with high encounter rates of the DS games. I just found them to be such a grindy chore to play...
For me repetitive is better than short & linear. Cyber Sleuth dungeon is most likely a borefest, no challenge, except the last part, I never felt lost in a dungeon at all. At least the DS dungeon are designed better, having dead ends, and secret portal with secret encounter, not to mention secret key items like Digimental. Encounter rate is the only merit of the DS game. But for me turning off encounter rate into 0% in Cyber Sleuth is just err, cheating. They don't limit the usage at all, you can turn it on and off as you wish. This makes the last dungeon a piece of cake. Even in pokemon games, repels had limit in a cave etc.
I agree.

Cyber Sleuth had some of the most uninteresting level designs, with the best levels being the Digital Shifts, in my opinion. At least those merit a little bit of exploration. Kowloon's dungeons were the worst, considering the environment and how linear they were. The whole "cyberspace" theme sounds like it could of been kind of cool, if they hadn't done it in such a generic way. Does it really need to look like the inside of a server? I mean, for a virtual reality platform, EDEN isn't very realistic. It just made the side-quests such a chore, and they were painfully dull because of it. "Go fetch my sparkle in this incredibly simplistic dungeon!" However, the Metropolitan Building was a pretty interesting dungeon, at least compared to the rest of the game, even if the elevators were annoying.

The Ds dungeons on the other hand, were pretty nice. They had interesting environments, and there was plenty to explore (perhaps a little too much at times, however). Despite the tedious encounter rates, the dungeons were much more enjoyable than those in Cyber Sleuth. At least the dungeons can be memorable, even if they're only memorable for being difficult (I'm lookin' at you Loop Swamp and Micro Sea/Access Glacier!).

As for the encounter rates, and being able to simply turn them off in Cyber Sleuth, I'd also have to agree. I never bothered to turn off encounters in Cyber Sleuth, even if it was tempting at times. It just defeats the point of JRPGs, if you ask me. I can understand being able to tone them down during times where having them on kind of kills the mood (i.e during points in the story where you are "rushing" to get somewhere or get something done), but simply turning them off feels like cheating (perhaps its because previously, in order to turn of encounters in these sorts of games, you needed to cheat). It'd be pretty nice to have a system like the Repels in Pokemon though. You could buy some "protection software" (because Digimon are seen as viruses in the eyes of the public) that would only last a short while before wearing out.

So really, I'd really like for them to fix all of these things in Hacker's Memory, but I seriously doubt that's gonna happen. Maybe someday...
 

DATS24

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I dunno, I've personally found that the best-received JRPGs tend to give you both a sliding scale of enemy difficulty and encounter rate. Bravely Default and The World Ends With You for prime examples of how giving the player more choice on how many battles they want to play tends to make players enjoy playing battles more.
I don't say that I don't like it at all, it might work on other JRPG, but for CS, sorry, it's cheating. There's few reasons:

1. Wild battles in CS are cheap, yeah they're not any important / challenging at all. If you wanna big exp, just go to the last dungeon, then do direct encounter skill many times. It will make you avoid all random battles when finally able to use the skill except in last floor of last dungeon.

2. No objective to scan digimon more. Coz pretty much your digimon can evolve into anythingmon. So just making 11 digimon is already more than enough coz you can choose what route you can both evolve and devolve, you can get all digimon in no time. It's not like in the DS where scanning is important bcos that's the only way to get correspondent digimon and unlock its evo. I mean, you won't find any dorugoramon in wild battle of Sunburst, you have to scan dorugamon in wild battles and yet there's no dorumon or dorugreymon anywhere. So this is connected to the first reason coz player will obviously 90% avoid any random encounter.
 
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