Panzer Dragoon Saga – “Rated M for Mature”
Because of my fondness for RPG’s in general, I was rather cautious in approaching “Panzer Dragoon Saga”, one of the last great works in the genre, released during the late nineties. It was the final chapter in Team Andromeda’s saga, lead by Yukio Futatsugi, and also coincided with the death of the Sega Saturn. Above all, I was curious in watching how the aesthetic and narrative elements of previous “Panzer Dragoons” would translate into a full blown RPG. For these were subtle and relatively simple elements, that relied mostly on two or three, generally mute, gorgeous FMV clips, as well as the unique audiovisual nature of the post-apocalyptic world described via in-game sequences.
The game starts, as its forbearers did, with a FMV. Once again filled with subtleties and elegance, portraying characters not only through voice acting in a strange language (purposefully created for the series), but also through body language and visual imagery, all of which very rare for a 1998 Japanese game. Sadly, the narrative starts off on a somewhat simplistic, clichéd manner, following the story of a boy named Edge, who seeks vengeance against the Empire who had his buddies killed. This was quite bothersome to someone like me, who enjoys plots that suck you in, and almost made me reconsider playing it.
Fortunately, “Saga” pays off on many levels, starting with its wonderful atmosphere. Flying through the game-world on a dragon is, still today, a marvel for the senses, as you delve into a Jean Giraud (aka Möebius) inspired canvas, brimming with alien landscapes and strange magical creatures. In “Saga”, you can actually explore these sets without restrictions (in opposition to the rail-shooting nature of previous “Panzers”), which allows you freedom to engulf all the aspects of such an engrossing world, as you listen to Saori Kobayashi’s score – a calm, soothing mixture of electronic beats and acoustic sounds. Not all exploration is as grand as the flying of Edge’s dragon, I’m afraid. The on-foot exploration is horrid, as it uses the same targeting mechanic as the flying portions, (which becomes rather cumbersome, since it was designed for shooter-driven sequences) and portrays sites with the same graphics engine, which was clearly suited for large, wide open areas, lacking detail and definition in rendering small spaces, like villages and houses, that end up looking ugly and bland.
The nature of combat also evolved, specifically, into a turn based manner, as the player is asked to commandeer the dragon through a series of simple inputs. But before thinking this is another of those slow, boring combat systems that RPG’s are known for, let me reassure you, the nature of “Saga’s” combat is highly dynamic and entertaining. All because it uses a system where you can, in real time, move your dragon, as you wait for an “Active Time Battle” like bar to fill up. This becomes crucial in employed tactics, as enemies have different attacks according to your spatial position, and different weaknesses as well. This, as well as other elements, adds to a strategic, engaging combat system, that privileges tactic maneuvering and enemy observation over mindless grinding or button smashing.
As soon as the atmosphere and combat were starting to lose interest, the story started twisting and turning, gaining a lot of momentum by fleshing out the wonderful lore that could be felt in its prequels. The final stages of the epic plot have some wonderfully written dialog, presenting morally ambiguous characters with conflicting ideals and philosophies, and revealing interesting interpretations on the human condition. The final sequence, a voyage to a higher plane of existence (in a clear homage to “2001”, already present in previous games) is as astonishing as a videogame finale can be, and instantly became one of my favorite endings for a videogame. Because “Saga” is, on many levels, a work of vision, an artistic construction that, to this today, soars highly above its competition in terms of tone and language. When compared to most of Square’s “Final Fantasy” titles, that boast their grand epic plots, filled with their silly j-pop characters and outrageous, over the line aesthetics, “Saga” comes out as a subtler, more adult work, that privileges character depth and expression over visual hyperboles. Only when you can discern this, will you understand why such care was given to the game world and the underlying script, through the consistent use of FMV and voice acting for nearly every scene. Though it is a relatively small game (and even there, Team Andromeda seems to have predicted a new, more interesting narrative paradigm), and one that is not without caveats, it remains as one of the finest examples of the genre’s potential for story development. It has masterpiece written all over it, you just have to use your mind to see it.
Overall: 5/5
P.S: A thank you is in order to Dieubussy, the Bernard Shaw of Videogames, for such a lovely recommendation. Hugh Grant.
Grand Theft Auto IV – “Hail the Revol… ups, sorry, Evolution”
I don’t know about you, but right after a couple of interesting titles in 2007, I’ve found it hard to keep interest in recent games; every thing’s the same! Same genres, same mechanics, same art styles, same, same, same. It’s attack of the clones all over again. In one word: BORING. Move ON, mr. Developer. Please? Pretty please??? The way I see it, “GTA IV” had everything to succeed and turn things around: a huge budget, the backing of a series’ brand that would sell the game whichever the case, a new numerical character (hey, if the Housers think it’s important to state that, why shouldn’t I?) and all the buzz in the community, that repeatedly hauled the game as “revolutionary”, “wonderful”, “brilliant”, blah, blah, blah. But is it really so? Does GTA live up to the hype?
For a game that the media gave revolution as a tagline, “GTA IV” sure takes time to bloom… Hours into the game you’ll watch the same mechanics, the same design, the same mission structure, the same city as in past titles… again: same, same, same. The visuals are striking, sure, but hardly anything we wouldn’t expect by now. There’s also an eclectic, culturally rich soundtrack, that’s definitely the best in the series, even if it’s probably destined to be the least popular. But besides that, what’s left? A physics engine that hardly adds anything to gameplay? The cellular phone gimmick, that instead of serving gameplay, upsets you with silly phonecalls about how lonely your friends feel? Maybe it’s the Gears of War” cover combat system, but… haven’t we seen that before, and with better results in a game called er… “Gears of War”? So where’s the Revolution? Dead in the trunk, me thinks. And sure, *journalists* are quick to deliver the 10/10 “facts”: in GTA you can eat, drink, have sex, play pool, darts and arcade games, take pictures, send text messages, call 911, drunk drive, listen to radio, watch TV, surf the Internet, attend variety shows, flirt with naked girls in strip clubs, use ATM’s, etc, etc, etc; you name it, GTA has it (well, you can’t pee, but hey, nothing is perfect). The thing is, though these elements add to the sense of believability and consistency of this virtual world, they fail on their most important goal: entertainment. On that regard, “GTA IV” fails in achieving anything new. The game has, essentially, the same design as “GTA III”, going to the extreme of maintaining the same mission templates. It also fails in updating some essential elements present in more recent videogame currents, like more streamlined design, simpler controls, or even mission check-pointing (which would be essential, considering missions are composed of several lengthy sequences, that usually involve a lot of traveling).
The story does glue everything together to try and save the show: Niko Bellic’s tragic saga is the first decent script of the series (finally they got one right!), with some wonderfully depicted, morally torn characters (even if the main character is still Liberty City) and a series of well thought up social themes. Thanks to the dry wit of Niko’s remarks concerning life in the States, and the ironic nature of radio shows and commercials, the satirical nature of GTA’s universe maintains its verve in depicting modern day America, with its social paradoxes, corrupt politics, and moral inconsistencies. And it’s made all the more interesting thanks to a couple of interesting moral choices, that eventually change the ending of the game (nothing revolutionary, but still…). Yet, once again, in keeping with the industry’s flow, it’s marred by the use of the same basic narrative model as “GTA III”, which makes no sense in such a character driven narrative. Basically, you meet character -> character bitches about something -> you deal with it -> gain money -> repeat this N times -> say buhbye to character -> a new character comes along -> everything repeats again. The result is a structure that ends up leaving many interesting characters undeveloped, and that forgets each character as soon as you finish their “missions”. The social networking strategy from “San Andreas” does make a comeback through the cellphone gimmick, in an attempt to develop said characters, but the cost of some really dull minigames ends up destroying that potentially interesting story vehicle.
So why is “GTA IV” getting the glorious reviews its predecessors never had? Hype? Maybe so. In the end, I just think everyone was too eager to acclaim the game for its rich detail, absurd amount of work and sheer polish. It’s the kind of game that’s filled with those small details that really shine: the gorgeous lighting effects that can transform Liberty City into a living, moving painting, the wide array of interesting cultural activities, or those precious little moments when the game behaves exactly as you’d expect in real life. In terms of execution, it truly stands out as the grandest of all new gen titles: there’s just so much waiting to be found in this virtual “Liberty City”, that even MMO’s can pale in comparison, and it all works bug free (almost, at least). And it actually makes sense that the way forward for the series should be on a basis of “more”, instead of “new”, GTA’s always thrived on their ability to make the player explore wide open worlds, where everything is possible: freedom to go anywhere, to do anything, to be anyone – and in that regard “GTA IV” maintains the tradition. But the thing you have to ask yourself is if that “more” policy actually translates into new and solid game design ideas, and I think they don’t; GTA may have a big baggage of seemingly good ideas, but there isn’t one that you can actually name revolutionary, or that you’d actually want to replicate in another videogame. So, even though the title has a new number, it does little its predecessors haven’t done before, albeit on a smaller scale. And if you ask me, that’s one roman numeral the Houser brothers just wasted for naught.
Overall: 4/5












