Posts Tagged ‘ Folklore ’

Folklore – “Interactive Art Museum”

“Folklore” is every art fan’s idyllic dream. From start to finish, your senses will be engaged in hundreds of sumptuous sights and sounds, beautifully blended in a sea of lush, vibrant colors and moving melodies, each referencing several art movements all at once, from realism to surrealism, minimalism to impressionism. The bundling of layers and layers of cultural and aesthetic influences into this arresting piece of audio-visual fanfare is baffling, to be honest, and its unique artistic expression is surely the main focus of the game. Journeying through its locations is always a breath of fresh air in the polluted aesthetic of the videogame environment, and it’s not to wonder, since it comes from a group of artists not commonly associated with videogames, such as the art director Kohei Toda or Kenji Kawai, one of the game’s 5 soundtrack composers, known for his work on Mamoru Oshii’s animes (“Ghost in the Shell”) and Hideo Nakata’s movies (“Ringu”). As the authors themselves admit, it’s a work heavily inspired by Patrick Woodruff and Roger Dean, Tim Burton and Danny Elfman, amongst many, many other visual artists and composers. It’s impossible to find a game that so clearly presents itself as an interactive art lesson, compressed in space and time into this beautiful fantasy story about a little girl named Ellen.

Ellen is all grown up now and lives a normal life, until the day she receives a letter from her long lost mother. Desperately in search for clues concerning her past as a little child, of which she bares no memories, she goes back to her childhood village, Doolin, an island along the Irish coast. There, she becomes aware of her power to travel into the Netherworld, the land where the spirits of the dead roam freely. Searching for her mother, she thus embarks on an allegoric journey into the deep corners of our collective subconscious’ dreams concerning death and the after-life. She explores several different interpretations of death, from the lands of the Faery Realm, a curious vision on Celtic mysticism, to the dark halls of Hell Realm, a modern view on religious Inferno, passing through an interpretation on atheist philosophical currents, The Infinite Corridor. Each of these worlds is tightly bound by an unique aesthetic frame, which allows the enormous variety of artistic styles and influences. The tale of the occult and mystic, which weaves these worlds together is interesting, dramatic and well written, even if at times, a tad eccentric for its own good. Delivered through nicely rendered cutscenes, a few FMV’s by Shirogumi and a stylized 3D vignette type of cutscene, which mimics graphic novels’ framings and mise-en-scene. The only major downfall in the narrative department comes from the lack of voice acting in the vignettes, which are the most prevalent storytelling vehicle in the game. At least, cutscenes and FMV feature good cinematic production values and excellent voice acting.

Where “Folkore’s” ambitions are brought back down to earth is in the interaction dimension. A sort of narrative driven action/adventure hybrid with mild rpg elements, “Folklore” never frees itself from the weight brought about by its director, Takashi Shono (director of the “Genji” series) and its executive producer, Yoshiki Okamoto (who also co-directed the first “Genji” and produced/directed a vast portfolio of classic Capcom games, from “Street Fighter” to “Resident Evil”). Despite the artistic marvel present in the game, the head honchos behind it decided to bring in their knowledge on the ludic genres they knew best, creating a game which revolves too much around mindless grinding and action, specially considering it’s a 20 hour experience. The result is an overlong “Onimusha”, with repetitive and dull combat, and with a bland level design that’s the same for all of the realms you explore in the netherworld. The poor interactive mechanics severely mar the story flow, and systematically impede a proper exploration of the wonderful sets designed by the art department, not to mention that they make little sense in an artsy production such as this.

“Folklore” is an experience like no other, and one that deserves all my love. Its sheer artistic value is enough to capture the spirit of any art enthusiast, and make him dream profusely with such delectable and delicate artwork. However, there’s a price to pay for its ambitions: to suffer the tedium of the game’s poor combat and mediocre game design, which constantly shatter the otherwise virtuous 3D art museum of “Folklore”. But hell, is it a ride worth dying for…

Overall: 5/5

Infinite Undiscovery – “Infinite Undiscovery”

As a genre grows old, it tends to stagnate and become a solid monolithic structure, impervious to new ideas. RPG’s, especially their oriental counterpart, greatly suffer from this predicament. Even when something refreshing comes along, fans are quick to distrust it (even if sales usually don’t falter). A quick look through current generation JRPG’s shows how much the genre is stale; in between “Blue Dragon”, “Lost Odyssey”, “Disgaea 3”, “Eternal Sonata”, and “Tales of Vesperia” there isn’t a single innovative concept that breaks away long winding “motifs”. If anything, these are some of the more conservative titles in years, “Blue Dragon” is a facsimile of “Dragon Quest” with poop jokes, wait… scratch that, it’s a facsimile of “Dragon Quest”, “Lost Odyssey”, an attempt at reproducing “Final Fantasy” outside of mega conglomerate Square-Enix, “Disgaea 3” is… well, “Disgaea”, and “Eternal Sonata” and “Tales of Vesperia” continue in the same vein of previous “Tales” and “Star Ocean” titles. Mild attempts at revitalizing the genre, are either remarkably flawed, as “Enchanted Arms” was, or completely forgotten despise their aspirations, as “Folklore”. “Infinite Undiscovery”, despite its numerous flaws, at least seems to have a noble goal: shake things up a bit.

It starts by employing some of the concepts inaugurated by “Parasite Eve”, “Vagrant Story” and “FFXII”, namely the idea of a consistent game-world, in which there is no transition from exploration to battle. “Infinite Undiscovery” however, abdicates turn-based like battle systems, instead opting for a completely real-time mechanic. Combat is simple and a nice evolution of the system present in Tri-Ace games, with only an attack and special attack buttons used for the unleashing of combos; this surprisingly simple system has an arcade feel that provides hectic brawls with enemies in fully 3D spaces. It’s pleasant and fast-paced as with any beat’em up, with careful positioning of your character and the selection of the right combo being the bulk of tactical choices present to the player. Magic is completely relegated to other members of your party, which you don’t control directly, so in order to heal yourself you’ll just press a button and the rest of the party will take care of the rest. The greatest issue concerning battle in “Infinite Undiscovery” comes when you actually have to coordinate attacks with your party. The game uses a standard tactical order that you can assign (like “focus your attacks” or “save mp”) and a “Connect” system which allows you to give direct orders to characters. The issue emerges from the incredibly slow pace of character reactions when you’re connected, making it impossible to use the system correctly, as you’re managing a gruesome, fast-paced, real-time battle with multiple enemies.

The “Connect Ability” is also used when exploring dungeons and town hubs, and once again marred with problems. Each character has a different special ability; for instance, there is a kid who can talk with animals, so for the player to engage in conversation with an animal, he has to connect with that character. The thing is, you can only connect with one character at a time, and connecting isn’t a simple matter of picking a name from a menu, no, for some insane reason you have to physically be in contact with a character to activate the “Connect” system and then go to the place where you want to use its ability. This would be fine if towns weren’t gigantic, and had clear indication on where each character is, but no, and if that wasn’t enough, characters are spread out randomly. This flaw in design destroys all the attempts at exploration, questing, as well as any tactical nuances you’d want to impose on your party. It’s at times like this, that “FFXII’s Gambit System” really comes to mind.

Exploring is not only a chore because of the silly “Connect” system, but also because most game-areas are large and, for the most part, vacant. There are wide open landscapes, sprawling in every direction, on the scale of many football fields, enormous castles with many corridor-filled floors and the stereotypical, boring dungeons with meters and meters of dark passages – and in each one of these areas, there are only one or two items to catch, even though they’re inhabited by dozens of enemies for you to kill. Not only that, but nine out of ten times, you don’t know where you’re supposed to go, as characters, cutscenes and maps provide zero clues on where to head in the vast game-world; leaving you two choices, wander aimlessly in hope of finding what you’re looking for (even if at times, you don’t know what that is) or google the solution and be on with it (my personal response).

Oh well, you can use mindless exploration to enjoy the scenery of “Undiscovery’s” strange world, and that pays off… for the most part. Each scenic area is beautiful in a fantasy postcard kind of way: mild blue skies, white clouds soaring high, the sun reflected in each small pond and lake, lush green pastures and grassy knolls spreading as far as the eye can see, tall forests of extremely old trees with a golden moon rain falling down from the skies, a hot steamy desert in reddish brown hues… It lacks the picturesque and impressionist design of “Eternal Sonata”, but is still beautiful by its own merits. The Shirogumi FMV intro is the cherry on top of the visual banquet. If only the dungeons and castles were as good looking: gray, black and brown tinted to the point of saturation, with poor lighting contrasts, and bland architectural details. Some art pieces present in certain sets are definitely worth watching carefully, as this is clearly the case of a “Square Enix” production, the most relevant being the ever looming moon, chained by beautifully ornamented chains to the Earth, glancing surreptitiously in every scenario, its presence constant and somewhat frightening.

And therein lies “Infinite Undiscovery’s” ultimate failure, by not being able to harness the potential of a powerful concept, which instead of flourishing into an arresting epic adventure, is instead turned into a shallow, cliched narrative. The idea of a world chained to a moon is original (even if the moon as an evil presence is a recurrent theme), and had the potential to deliver a high-fantasy story filled with powerful imagery; and yet, what we’re treated to is an insult to our intelligence. It starts with the characters, all the same tiresome archetypes with the same skin deep details you’ve come to expect, with Porom/Polom clones of the worst kind, a myriad of under-explored mystical concepts, a handful of predictable twists, and even a shameless copy of the “Prince and the Pauper” tale imbued in the main story-arch. As if it wasn’t enough, the voice acting is horrible, making even most Japanese-to-English game dubs seem decent. Super high pitch voices, overly sentimentalist tones, actors doing multiple voices when they’re clearly incapable of producing any believable accents, etc, etc. There are even scenes in which voice acting is cut off from the original, leaving awkward silence scenes in the game. And unlike recent JRPG’s… NO OPTION FOR THE ORIGINAL LANGUAGE. Why? Why would you bother dubbing something if not to attempt to do it, at least, mildly right? [Note to publishers: if you don’t wanna pay for a proper translation and dubbing, just leave it with subtitles, it’s much cheaper and we’ll all appreciate it.]

Motoi Sakuraba’s soundtrack tries and save the dramatic impact of the story sequences with his signature scores, but as the rest of the game, they’re not always on the level. Sad, heartwarming scenes are treated with soft and delightful melodies that are only marred by the obnoxious voices chatting away. Yet, whenever the need for a full, grand epic sounding score arises, Sakuraba’s progressive and unrelentingly grandiose style becomes tiresome for music excerpts that are repeated so often. The game’s main theme is his ultimate saving grace, a simple harmonic pattern that’s catchy and well developed over a series of orchestrations.

“Infinite Undiscovery” is filled with small ideas that are uncommon in the genre. Unfortunately, it gets none of them right, as they’re all wasted thanks to poor design choices, an apparent lack of testing and overall polish. This was Hiroshi Ogawa’s (“Tales of Destiny” and “Star Ocean Till the End of Time”) directorial debut, and though he seems to want to break the mold, he fails miserably. At the end of the day, the only thing that’s left is an entertaining battle system – which is little for a game that according to Square-Enix, had years and years of bottled ideas which were only possible to implement in the current generation of consoles. Apparently, it’s still too early to implement them.

Overall: 1/5