Gungho Online Entertainment Tagged Articles RSS Feed | Gungho Online Entertainment RSS Feed on en Launch Media Network Let it Die Beginner's Guide Fri, 09 Dec 2016 00:41:10 -0500 Jeffrey Rousseau

The newest free to play game for the PlayStation 4 is Let is Die. The title is brought to you by the mind of Suda 51

After Suda 51's development studio Grasshopper Manufacturer was acquired from Gungho Online in 2013, Let it Die became the first title developed via the new partnership. The game is the studio's first non single player focused title.

In a nutshell, it's a hack & slash title set in a  post apocalyptic backdrop. In the not so distant future, a tower has risen in South Tokyo. The tower has an unknown number of floors. What is known is that it's not safe. It's home to blood thirsty murderers & wackiness.

Take Your Time and Use Caution

You can get overwhelmed relatively easy in this game. Enemies will often attack you in groups. In case this sounds unfair so far, it doesn't end there. They are not above attacking your blind spots and coordinating attacks together. This is quite apparent in cases where you fight a brawler and a sniper for example.

Now, things can appear rather dire when you fight groups. Instead of serving yourself a quick death things can become advantageous. Enemies can hurt each other with friendly fire. So if you take your time kiting foes they can maul, burn, shoot and etc to  each other as they scramble to you. You can also make fights easier as well with mushrooms that boost your offense. Use caution.

Don't Run Just Walk

Nearly all attacks in the game can be dodged simply by walking backwards. Although you can roll to evade, it's not as effective. So you can wait for your would-be-killers to attack and merely take a few steps to avoid imminent danger. The real beauty with this strategy is that no fight should be impossible.

This proves to be very beneficial as well against Haters. When one of your characters dies, they become haters. When you revisit the area where you previous character died, their body comes back to life and attacks. So let's say you had some decent armor and so forth. This fight could be very... not fun to say the least.

You can ignore the level indicator and attack the enemy. Ok sure, you don't want to throw all caution to the wind, just pay attention.  So you can even defeat a level 30 character at level 1.

Find A Weapon And Stay With It

The more you use a weapon your mastery levels up accordingly. The better your proficiency with a weapon the more damage it'll deal. Things get better for players because weapon mastery is shared between your fighters. This helps you level up newly created fighters relatively quickly.  So if you're fond of bats for example, you should whack away like it's a home run derby.

Do You Need A Weapon Suggestion? Wield a hammer

It's strongly suggested that if you need an early game weapon, you should take a crack at using hammers. They are fast, require low stamina use and deal high amounts of damage. What makes them useful is that unlockable "ten-ton smash". It allows players to mow down foes up to floor 5 instantly. If you don't find them fret not. You'll find blueprints to create them in the early parts of the game. So they'll be readily available and accessible. 

How Do Weapons Gain Exp Exactly?

The that you use delivers a death blow to a foe is what will gain the experience. So you could hack and slash away with goals in mind. Weapons can be equip on both hands. Therefore you can use a more damaging weapon on your left and end it with your right. This pays off against tougher foes where you can level up your mastery sooner. It's just a matter of choice.

Don't Get Attached To One Character.

So, a higher level character dies in a dangerous location. Well, things would get bad if you didn't take the time to level up other characters. Why would this be bad? Well, you've invested a lot of time where you'll find yourself with a setback. You'll essentially lose out on time. This will also make you much more prone to invaders into your game world.

A more effective use of your time would be to have an assortment of fighters within the same level range. Having a large roster of available fighters ties into the next bullet point.

Everything is Disposable, Yes Everything

Everything, including your first character should be considered expendable. Armor deteriorates, weapons break, decals fall off and etc, etc. So you're probably wondering why? Simply put the game will provide you better toys regularly.  You will find better fighters to add to your fault, you'll find new weapons, armor, and etc. The whole point of the game is to advance onward for the better as you climb the tower.

Tokyo Death Metro Is Your Friend

The Tokyo Death Metro(TDM) is the game's primary PvP feature. It becomes available early on after you defeat the first boss. This is your go to way to accumulate SP. Sp allows you to level up your base and gain Kill Coins. A good run is a guaranteed 2000 to 3000 number of coins. The tower itself is regulated to help you gain experience points. TDM is your source for other materials necessary to success.

Hold on to those Death Metals

Death metals should not be spent on continues. If you die(which will happen often), just accept it and move on. You'll be able to go back and defeat your character anyway. You could also forgo that and let your character run wild online to defeat players. This will allow you to get more items from your character turned Hater, later on. Using coins for continues is ultimately pointless in the grand scheme of things. Those coins are better off to boost your storage. The more items you can hold the better.

Find A Song You Like

Within the Hate Arcade, where you can converse with Uncle Death, you can change what song that plays. At the jukebox you have the ability to change the song that plays for your hub. From a psychological standpoint it's logically to play something you like for your enjoyment. The game features an impressive collection of 100 bands that have lead their skills to its audio. So it's pretty unlikely that you'll find a jam that you won't like -- In fact, I'd worry if you didn't find one.

Hopefully, this guide aids you in your quest for climbing the tower. This guide would not be possible if not for the hard work from the Reddit community.

Were there any tips we missed that helped you a lot? Did this guide help you out of a jam? Please let us know in the comments section below.

The Upcoming RPG Seventh Rebirth: What Happens When You Mix a FFXI Producer and Chrono Trigger Composer? Wed, 26 Oct 2016 00:23:01 -0400 Janette Ceballos

Final Fantasy XI producer Hiromichi Tanaka, Chrono Trigger composer Yasunori Mitsuda, and publisher GungHo Online Entertainment have worked together to create the smartphone-based RPG, Seventh Rebirth. Tanaka has previous experience with this genre as the producer of Square Enix’s first MMORPG, FFXI, while GungHo has been publishing mobile games since 2002, making for a good combination.

The first video trailer has been uploaded to YouTube with information on the story of the game. Every thousand years, the world undergoes a great destruction and rebirth, with this game beginning in the seventh cycle. The main character is a young mayor adventuring to build and protect their village.

While the video shows no actual gameplay, Tanaka promises a relatively traditional RPG, saying in a recent interview that, “it is basically being made to be a very orthodox RPG. Instead of something shiny, we’re making it into a fun and fleshed out game.”

The game will be free to download, but will contain in-app purchases.

A pre-registration campaign in Japan has been ongoing since October 19 in preparation for the 2016 autumn release. The campaign is a tier-based system where a threshold number of people joining determines the in-game bonuses players will receive when they download the game. These bonuses include villagers and weapons or attacks based on previous GungHo games such as Puzzle and Dragons, Divine Gate, and Princess Punt.

Seventh Rebirth will be available in Japan for Android and iOS this fall with no word as to whether there will be an English release.

Puzzle & Dragons - 5 tips I wish someone told me at low rank Tue, 05 Jan 2016 07:52:25 -0500 Ashley Shankle

Puzzle and Dragons is by far my favorite mobile game, and is perhaps one of my biggest gaming vices ever. I've been at it for over a year and a half now and there's no end to the puzzles nor the dragons in sight, and there are a lot of people who have been playing for way longer than I have.

There are a lot of bad decisions I made in-game in my first few months that I look back on and wish someone had slapped the phone out of my hand.

Puzzle and Dragons is a complicated game no matter how you look at it. You spend months toiling away on your teams because of the importance of team synergy and can spend anywhere from a second to several minutes plotting out a move in a difficult dungeon.

It is not a game for the impatient nor does it give you any sort of real idea of what you're getting into at the beginning. At the start you're like a newborn babe addicted to that sweet, sweet puzzling with no context.

There are some pieces of advice I always give my friends when they start out that I simply wish I had when I was new to the game. So many opportunities wasted. Don't let it happen to you!

Plus eggs should be used carefully

Plus.. eggs? What are plus eggs?

See this? This is a plus egg, and from it will hatch a unit with a stat bonus that can save your team's life.

Plus eggs boost an individual stat each, giving either +10 HP, +5 attack, or +3 recovery.

From early to later ranks, you get these babies mostly from trash units dropped in dungeons. At later ranks you end up farming for these specifically because you want the extra stats on your primary units (usually leaders), but early on they don't seem to be all that useful.

There are a number of dungeons you can run at specific times for an extra chance at plus eggs, but we're not going to get into all that. Do know that you have a higher chance of getting plus eggs from technical dungeons on Mondays.

You want to save those pluses, even if you don't know which units you want to feed them to yet. One way to do this is to feed all your plused units to a single useless unit until you know what you want to feed them to. This way you don't waste Monster Box space and can use your pluses on a unit you're going to get a lot of mileage with.

Don't bother rolling for units outside of Godfests

Man, I just love getting new units. I used to love getting new units so much I pulled whenever I could. And you know what I got? Garbage.



This happened a lot. (And thank goodness golems aren't in REM anymore.)

Eventually I, like anyone not making in-app purchases and with half a brain, stopped pulling like my stones were on fire and would burn my account to the ground and learned some semblance of patience.

Any experienced Puzzle and Dragons player will tell you to hold off on pulling until a Godfest rolls around and as of seven or eight months ago, I do agree. I wish I saw the wisdom of that advice earlier.

During Godfests, you have a higher chance of pulling actually rare and really (and truly) good units from the Rare Egg Machine (REM). This is crucial for non-IAP players because of how slowly stones end up trickling onto your account later on. Every pull counts.

Now, I'm not going to say for you to always roll during every Godfest. At early ranks, do what you want. But as you get higher up, you're going to want certain units to add to your teams. This means being picky with which Godfests you should pull on -- and my next tip will help you with just that.

Puzzle Dragon X is your best friend

Every popular game has some sort of fan wiki and Puzzle & Dragons is no different. Except the biggest one it has is pretty much amazing.

There are multiple fan wikis for the game, but Puzzle Dragon X is by far the most active, comprehensive, and helpful for players of all skill levels. It's absolute heaven if you have a Puzzle & Dragons addiction.

This site keeps tracks of events, daily dungeons, Godfests, North American and Japanese releases and events, and the North American Facebook. Not only that but its unit pages are second to none; there's a friend finder, and tools for theorycrafting your teams.

It's the most amazing resource you could possibly hope for if you want to keep at the game for a long time or just want to poke around and look at units.

Hold on to your evolution materials! As best you can, anyway

If you have never touched a free to play mobile RPG before, the concept of evolution materials (evo mats) can be foreign. You need units to evolve your units into better units, that will probably need to be evolved into even better units. It's a cycle and it takes a heavy toll on your Monster Box.

Some evo mats are harder to come by than others, and you are going to want to hold onto them, especially at early ranks.

These are all tough to get at early ranks. Somewhere between ranks 50 and 150 (depending on your skill and roll luck), you'll start being able to get Keeper of the Rainbow (first column, second row), Mystic Mask (third column, third row), and Dub Mythlits (second column, third row) from their respective dungeons regularly.

If you're super low rank and somehow get any of the above, hold onto them. If you're only sort of low rank (pre-100) you probably only need to hold onto all of them but the ones with their names bolded above.

You never know when new evolutions are coming nor do you know what the REM has in store for you down the line. Stockpile your rare evo mats, you won't regret the convenience down the line.

Keep track of your daily metal dungeon schedule.. or else

So now you have a link to Puzzle Dragon X (if you didn't have one before). What's the biggest benefit to the site?

How about an accurate daily metal dungeon tracker?

Daily metal dungeons give metal dragons of their respective colors, which are your biggest source of unit EXP. Pop a metal dragon into a unit of its own color and you will get 1.5x EXP for that fusion. Not bad, right?

Metal dungeons are different from daily dungeons and from scheduled event and defended dungeons. They come about at random times each day, which you can see on Puzzle Dragon X, and are absolutely crucial to your progress.

I always check my metal schedule in the mornings when I wake up, but I'm an addict. If you're not an addict (yet), just check it out per day to wander in and grab up some metals. The EXP you get is a must for making any progress.

I wish someone had given me these tips outright when I first started playing Puzzle & Dragons. It's my own fault for not thinking I'd be playing for so long and not caring at the start, but heed this advice if you have a feeling you'll be playing a while. Your PAD life will be that much easier for it.

Dreamcasters no longer dreaming on; Grandia II now available on Steam Tue, 25 Aug 2015 04:20:23 -0400 Courtney Gamache

Many gamers might feel a ping of nostalgia when mentioning the game Grandia II and the time is to finally rejoice in an anniversary edition being released on Steam today. 

Grandia II was first released back in 2000 on the Dreamcast and further on the PS2 and PC in 2002. While Steam was just a twinkle in Valve's eye at the time, Grandia II Anniversary Edition is now available and remastered.Straight from the horse's mouth

Steam put out a Tweet earlier today welcoming in Grandia II Anniversary Edition to their massive game store with hearty 25% off. Normally priced at $20, Grandia II is now temporarily at $15 until August 31st, and becoming a popular option for gamers looking for that classic JRPG.  

For some of the gamers out there who aren't familiar with Grandia II, it's an adventure story focusing on a mercenary whose mission is to find a weapon once possessed by the gods. While along the way an array of friendships, storyline, and immersing music takes the player on an adventure they never expected. 

By adding plenty of new upgrades in the game, GungHo Online Entertainment brought a game from the early 2000s up to speed and appealing to not only older gamers but the new generation. 

"Grandia II is back and better than ever!"

  • Visual upgrades to textures, lighting, and shadows
  • Original classic Japanese voice option
  • Additional difficulty level for those daring enough
  • Steam Trading Cards and Achievements
  • Steam Cloud Save Support
  • Selectable Video Options
  • Remapable Keyboard & Gamepad Support
  • 100 Save File Slots
  • Dreamcast VMS Save File Support

A representative from GungHo Online Entertainment divulged further information regarding the VMS save file support. The support will surprisingly reach out to emulator support so anyone that's been keeping up with the game can consolidate their saves in one place. 

“The VMS file format is the same file format used by the original Dreamcast console. Because the Anniversary Edition is based off the original Dreamcast code, we also write and read to the VMS save file format within the data/save file directory. This allows the player to import their own VMS save files that can be downloaded from any Dreamcast community websites like Blue Swirl.”

“Also, since Dreamcast emulators also use VMS save files, they can also bring any of their personal save files over from their emulator and continue on within the Anniversary Edition. Any Grandia II VMS save file will work. This allows the Grandia community to share VMS save files easily between their friends & fanbase regardless of platform.”

-GungHo Online Entertainment Representative

GungHo Online Entertainment took complete thought into what would appease the older generation of gamers and the new; resulting in a beautiful game suiting for the year 2015. Do you plan on picking up this new remastered Dreamcast game? What do you absolutely love about it? Share your opinions on this re-release below!


Puzzle & Dragons Z + Super Mario Bros. (3DS) Review Mon, 01 Jun 2015 09:26:00 -0400 Matt_Paprocki

The 3DS is a failure. This handheld's battery cannot withstand nine hour sessions of Puzzle & Dragons Z. That is a problem. So is the draw to Puzzle & Dragons in general.

Critically, Puzzle & Dragons is embarrassing. Asset sharing-esque anime design should be catastrophic. Images indistinguishable from the glut of late '90s card/monster dealing properties (Bakugan, Mega Man Battle Network, even Pokemon) cycle through the screen at large, terrorizing a match-em-up of menial progress wherein a twist of luck is preferable to skill. Yuck.

Unwillingly enslaved to colored gems

Yet Puzzle & Dragons is narcotically charged, or maybe the cartridge unknowingly secretes nicotine from technology still unexposed. This is interactive equivalency to awful, sugary pop music. The lyrics are empty, down to the level of near parody the likes of boy band LFO - where New Kids on the Block had a bunch of hits and Chinese food made them sick – and yet Puzzle & Dragons, like those chorus-filled songs, calls out. It reaches. It pulls. It tugs. It works with little understanding as to why.

The formula is unchanged outside of eliminating tired, paid meters and other money-sucking design functions.

This is free-to-play syndrome.

Puzzle & Dragons started around the legions of people spending their days (and money) crushing candy on mobile. The formula is unchanged outside of eliminating tired, paid meters and other money-sucking design functions. GungHo Online must sorrowfully clinch their millions-per-day bank accounts whenever someone uses a potentially paid feature in this single purchase 3DS translation.


Match orbs, kill stuff, level up, move. How mundane... and embarrassingly effective. Puzzle & Dragons enacts tired lore, with a fantasy land snapped into pieces while the government's Dragon Tamers use a young recruit to piece things together. They are fighting Paradox, evil people who enjoying being evil because of evil reasons after falling out from starring roles on Power Rangers or Japanese tokusatsu shows such as Ultraman.

Samurai, dragons, and blobs, oh my!

But there are monsters. So many monsters. Dragons, dead samurai, blobs of colored stuff, adorable puppy kittens, adorable puppy kittens who evolve into ultra mega level 90 carnivore death machines; you can likely see the draw. This is all done via color matching systems. As a formula, it's existed for decades. Sega's Columns popularized the colored swap-em-up, but failed to include leveling systems. The search and hunt for loot is emphatically charming no matter the dressing. There is zero connection to the world, towns, characters, or story. It's about stuff and only stuff.

The fixation on the material, even when said material “exists” in a fantastical digital file, is a lunacy of the first-world.

Therein is where free-to-play monstrosities nab people. They pray on have/have not culture. Even in this form, so too does Puzzle & Dragons with embedded sharing and trading systems. Either help comes from Street Pass friends who also purchased their copy or help does not come at all. The psychological impact, from both the consumer level and simplicity of this gameplay model, is fascinating to some extent, depressing in another. The fixation on the material, even when said material “exists” in a digital file, is a lunacy of the first-world. We're so fortunate.

A wild Mario Bros. game appears

So why not slap Mario on the back-end in his own starring version? Nintendo has relegated their mascot cornerstone to the status of a gateway drug. It was okay when Mario taught kids how to type; now he peddles iOS software. There are positives. Mario's edition carries a pleasing, hard-edged cartoon aesthetic. First-person Mushroom Kingdom backgrounds are a joy to see. Pipes, platforms, bricks, coins; the POV experiment, even without direct control, is pleasing.

Funny enough, Mario's end is intended to be the teacher, a six level tutorial. Only it's dreadful. The execution is such that helper Toad spits up buckets of text en masse, little of it particularly clear, with even less of this information standing out as relevant to the tweaked Puzzle & Dragons Z variation on the opposite end.

In short, everything else is terrible because everything else is not Puzzle & Dragons Z. Backyards do not contain monster eggs, children do not engage in questionably dangerous activities to save the world, and Puzzle & Dragons does not come in an injectable version. Please, send help.

Popular Dreamcast RPG Grandia II Coming to Steam Wed, 13 May 2015 17:17:27 -0400 Shatai Melvin

Role-playing game Grandia II will be coming to Steam. Last month GungHo Online Entertainment released a survey on what games fans wanted to be remastered that were developed by Game Arts. GungHo Online Entertainment acquired Game Arts in 2004.

The Dreamcast version of the game will be remastered for Steam. Grandia will receive an HD update along with mouse, keypad, and gamepad support. Steam achievements and trading cards will also be added to the game. The majority of responses from the survey were to make a remastered version of Grandia II.

"With the rise of digital downloads, it is especially important that classic games continue to remain available to play in some form," said president of GungHo America Jun Iwasaki. "Grandia II was chosen for a PC re-release because it represents both a hallmark of the Grandia series and an example of how great JRPGs can be."

Grandia is also on the PSN Store. The production for the remastered edition of game was just announced so there is no news on an expected release date.


Mobile Company GungHo Has Made $1.22 Billion In 2014 So Far Sun, 02 Nov 2014 03:28:38 -0500 Adam Koziol

The Japanese game publisher GungHo has released their latest financial figures and they're, looking very positive.

In the first nine months of the year, the mobile company generated $1.22 billion dollars in revenue, 14.3% more than in the first nine months of 2013. That means that GungHo is making $4.5 million every day. This rise in revenue has resulted in an operating profit of $680 million, up 7.2% from last year's results. For the company to achieve a profit margin of over 50% is simply incredible. It doesn't look like GungHo's success is going to end any time soon, as the publisher expects to earn a further $120 million from sales in October 2014. 

GungHo's success can largely be attributed to their hit mobile game, Puzzle & Dragons. Released in Japan on iOS in February 2012, this puzzle game quickly grew to become the country's top-selling mobile app. It is now also available on Android and has been downloaded over 30 million times in Japan alone. As with most hit games, Puzzle & Dragons is free to play. It makes its money from selling in-game currency. GungHo published a sequel called Puzzle & Dragons Z on the 3DS last year, and back in July they released a major update for the mobile game called Puzzle & Dragons W. In 2013, the game accounted for 91% of GungHo's revenue, and the figure for this year is likely to be similar.

In terms of their future plans, GungHo wants to rapidly expand into foreign markets. The company is opening a new branch in Singapore that will enable them to reach more players in East Asia. In terms of the US, GungHo recently acquired a 70% share of the social gaming network PlayPhone. They have also agreed to publish the next title from indie developer 17-bit, Galak-Z: The Dimensional.  

Gamers who havn't heard of Puzzle & Dragons may know GungHo as the firm that acquired Suda 51's studio Grasshopper Manufacturer. GungHo will be publishing the developer's PlayStation 4 exclusive Let it Die, which is due out next year.

Google's Play in the Japanese Market Tue, 16 Sep 2014 08:38:52 -0400 mchiu

Google's Android OS is the world's most popular mobile operating system, however, it is still behind Apple's iOS in terms of revenue. Chris Yerga, Google's head of the Asia online store is now turning to countries like Japan to narrow the gap.

“Japan has always created great content. For the longest time it was only available on certain consoles. Now, with a platform like Android, we want to open that content to a billion people.” 

Moving Japanese Games Abroad


Mobile games have turned Japan into the largest app market in the world in terms of revenue, despite having a significantly smaller user base compared to countries such as the US and China. Games such as GungHo! Online's Puzzles and Dragons and Square-Enix's Dragon Quest VIII have been highly successful in their home country. Other apps from these developers and others are slowly making their way abroad to other countries, and to help, Google is now offering translation support and more analytics in an effort to help market content overseas.

Google Dominates on Mobile, Apple Dominates on Revenue

Since Android is free to the phone makers, they have helped Android get onto 78.6% of smartphones shipped in 2013, compared to 15% of smartphones shipping iPhones, according to IDC. Despite this, Google still lags behind on Apple by 2 times, based on estimates.

Getting Android Users to Buy Apps

Android users are notorious for not paying for apps and in-app purchases. However, Japan has seemed to have figured out a way to get people to pay for games, as well as monetize from in-app purchases in the games. In fact, Japan seems to be obsessed with games,  considering that 80% of all app revenue in the country is from mobile games. 

 The Rest of Asia

While Japan is the biggest fish in the sea for Google right now, for the rest of Asia they are also putting in efforts to get more developers out of S. Korea. Considering that Samsung is based out of there, it would make sense that Google has a vested interested in growing the number of game developers from there. 

In China, it would make sense for Google to make a move as well, especially with companies like Tencent, Alibaba, and Baidu all being deeply rooted in the mobile game side, however, at the moment, Google does not have a Google Play store set up for China, and has declined to comment on its plan for the China market.

To me, it seems like only a matter of time before Google overtakes Apple on mobile app revenues. Combined with Google's upcoming release on Google One phones, Google is continuing to increase its market share on the mobile phone market worldwide. For myself, while I do play several Japanese titles on my Android phone and tablets, I am hoping that we will continue see to more titles coming from there, but hope that they can do more than just ports of console titles and make something truly unique for the mobile experience.

Mobile Game Grosses $2 Million Daily; Makes Me Feel Like An Underachiever Tue, 19 Feb 2013 22:24:34 -0500 Imayen Etim

The mobile market is booming. You just can't beat the ubiquitous devices or the low cost of titles. As with any model that's proven as successful, a lot of pro and amateur devs are rushing in, looking for a bit of fame and fortune a la Rovio's Angry Birds. In such a competitive market, you're bombarded by shoddy apps or lots of the same freaking game, just with different titles. So it's pretty remarkable when one single mobile game is raking in an average of $2 million every single day, according to recent financial reports.

Tons of games have a hard enough time breaking even with development costs and end up taking a loss, while GungHo Online's Puzzle and Dragons is kicking massive ass to the tune of over 8 million downloads

The puzzler is barely a year old, but is already pushing the Japanese firm past the net worth of Zynga -- a company that, even with its evident decline, is still worth a pretty penny (or, like, billions of pretty pennies). Financial docs show that GungHo saw a boost of 1022.4 percent year-over-year, and hit 91.4 billion bucks in sales. You ever made an improvement of 1000 percent? Didn't think so. Slacker.

GungHo is no stranger to success. Their biggest claim to fame has thus far been the MMORPG Ragnarok Online.