Posts Tagged ‘ rpg ’

“The Year of …………” pt1 – Western RPG

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2008 was not very rich in western roleplaying games, in fact, only two are deserving of mentioning: “Fable II”, Peter Molyneux’s much awaited sequel to one of the most controversial RPG’s of recent history, and “Fallout 3”, Bethesda’s reinvention of one of videogames’ most loved and critically acclaimed series. Both show a clear trend in recent roleplaying games – an attempt at merging the Game World Narrative paradigm (which is sustained by a heavy number of side-quests, as in MMORPGs) with choice oriented branching narratives (seen, for example, in “Knights of the Old Republic”). I admit not being a big fan of huge MMORPG-like RPG’s, because they lack dramatic punch in their spread out,  fragmented story-lines, and more often than not, are the subject of much repetition, both in gameplay and storytelling mechanisms. However, the Game World Narrative, with its free, go anywhere, do anything approach, can translate notions that are harder to convey using different narrative models – namely, the sense of presence in a virtual world, i.e. the construction of that idea of being in an alternate reality, a constant, coherent environment that sucks you in, and envelops you in a higher form of narrative. As I’ve defended before, adding ‘choice’ to that paradigm is the only form of it coming to full fruition. Game Worlds should be responsive and reply to your actions, just as the real world does, not only because this makes the world feel more credible, but also because it adds to the notion of choice that is so often associated with this “sandbox” approach. Both “Fable 2” and “Fallout 3” try to merge those narrative models, and both bare achievements in their own way.

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Fable II” – Molyneux’s first “Fable” was intent on delivering a game of choice and consequence. However, at the same time it was designed, “Knights of the Republic” advanced that notion far beyond the simplistic design of the first “Fable”. However, there was an interesting thought hidden in “Fable” – the intertwining of a social mini-game, akin to “The Sims”, with standard action RPG trappings. “Fable II” takes that notion and spirals it tenfold, by designing a whole social-economic model that reacts to your choices during the game. Granted, it’s not the most elaborate of social-economic models – people basically respond by liking/fearing the player, and the economy responds with growth/recession accordingly – but basic as that might sound, it does provide a more realistic background to the game’s quests.

The other interesting notion in “Fable 2” is the idea that your moral choices, expressed in quests or through your social-economic behavior do have irreversible consequences in terms of gameplay, thus serving as a more meaningful metaphor for real-life consequences. Specifically, instances in which you’re asked to make sacrifices in order to preserve a set of moral values, such as sacrificing your loved ones or relinquishing hard-earned experience. Though far from the unrelenting consequences of “The Witcher”, it’s still a new approach to the same narrative model that I appreciated.

Another interesting aspect is that, though “Fable II” maintains the crudeness of the first “Fable’s” humor, it has a strong point of view, and a consistency to it that most games lack. “Fable”, as the name so implies, presents itself as a parody to Role Playing Games and fantasy storytelling in general. The game admits this set-up and plays with it through and through: its depiction of characters, absurdly simplistic and without any nuances; the way in which you interact with villagers, by simple expressions, is admittedly a critique to the hollow nature of social interactions; its plot, so in tune with “The Hero’s Journey”, that you’re literally referred to “The Hero”; the lore of the game, brimming with self-parody about the game world; and the charming aesthetic, which purposefully exaggerates the audio-visual ‘motifs’ typically associated with fantasy stories (excessive bloom effects for instance). Even if you do not appreciate the tone of the humor, as I do not, you have to concede to the consistency of Molyneux’s point of view.

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“Fallout 3” – Much more so than Molyneux’s work, “Fallout 3” shows that Bethesda understands what it means to immerse a player in a vast game-world: the use of the first person camera, which blurs the barrier between game and player; the greater character flexibility that allows for infinite ways of playing the game, or experiencing the plot (being good or bad); a textually richer storyline (even if a less emotional one) that can be both satirical and stimulating on an intellectual level; and finally, the sheer scale of the game-world, which you can explore freely (as opposed to “Fable II” in which you’re limited to certain closed off areas), making it feel more believable and, of course, engrossing.

The lack of nuisances such as babysitting families or having to work for money like in “Fable II” (and to some extent in “GTA IV”) also help “Fallout 3” stand as more entertaining game. Though its aesthetic is more dry and unappealing than that of “Fable II”, it’s also very consistent – a vicious satire to USA and its vices, brimming with gore and excess… oh, and it has art-deco, a plus in any game’s aesthetic. Though it’s definitely a more classic experience, that upholds many of the tropes associated with old-school RPG’s, “Fallout 3” implements them with an uncompromising love, which makes it a great RPG experience for lovers of the genre.

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That being said, both these games can also be seen as disappointing references inside the scope of their genre. Firstly, because neither shows a substantial leap in terms of actual game; both RPG’s are very limited in their improvements over the design models in which they’re based. Secondly, because both of them devise their game worlds using poorly expressive characters, bad dramatic writing, and a lack of aesthetic creativity through and through (remember, they’re both sequels). The fact that they’re the only games in the genre to have come out this year makes me fear that the W-RPG isn’t evolving in any (significant) way, and I do not see any promising game to be released next year (except a hypothetical “The Witcher 2”). Even so, the lack of quantity (and quality) isn’t exasperating, just bittersweet in a year that had so many videogames of sub-par quality.

[Sidenote: I haven’t played “Neverwinter Nights 2 – Storm of Zehir”]

Number 3: Yoshinori Kitase

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Of all the developers in this list, Kitase should’ve been the one with the most notorious name, but sadly, he got completely overshadowed by his mentor: Hironobu Sakaguchi. Kitase, as a writer and director, is behind the 4 more influential and well regarded RPGs in gaming history: “Chrono Trigger”, “Final Fantasy VI”, “VII” and “VIII”. So you see why he should be better known to the grand audience: just as Sakaguchi had been the father of the classic RPG genre, Kitase became the father of its modern current. And though his style feels like an evolution of Sakaguchi’s, he improved on many aspects of the formula and added a few twists of his own.

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The first thing that pops up when you look at Kitase’s RPG’s, is the change of a predominantly high-fantasy scenario to a mix of sci-fi and fantasy. In earlier “Final Fantasies” technology existed, but magic clearly had a more important role in the development of the plot; with Kitase, technology and magic were seen side by side, as two faces of the same coin. Though this is probably a shallow change, since the allegoric meaning of magic or technology remained the same (a representation of Man’s power and thus, a danger to the planet and Humanity), the fact is that it ended up establishing an iconic, aesthetical and conceptual trademark that would later be replicated in nearly every other RPG.

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But what really made him a great developer, was the way he deepened the narrative aspects of the genre. Though he followed Sakaguchi’s approach, of focusing the narrative on emotional “motifs”, he also complicated the plot mechanisms used to move things along. When you look back, Sakaguchi’s stories were no more than simple bed-time fantasy stories, where an evil man wants to destroy the world, and a couple of specially gifted magic-users fight back. All you had to do, as a character, was to follow the trail of the big baddie, from point A to point B (repeated “ad infinitum”), until you could terminate the threat; along the way the big bad evil monsters would destroy villages and kill some of the good guys, but in the end, good would triumph over evil; all in all, it was a very simplistic, straightforward narrative (even if at the time, it was the best you could find in a console). Kitase’s narratives are much more complex and above all, are highly manipulative, in an “Hitchcockian” kind of way: they’re conceived so that the flow of information can be controlled, allowing the director to effectively influence the gamer into believing certain facts, while hiding important plot details for a grand, exciting twist afterwards. From the memorable destruction of the Earth in “FFVI”, to the multiple fates of “Chrono Trigger”, not forgetting Cloud and Sephiroth’s mysterious past, every Kitase story is filled with complex and interesting plot twists. These are, of course, essential in capitalizing the focus of the audience, which becomes all the more engrossed if the stories are twisted and unpredictable. Add to that the emotional side of Sakaguchi’s stories, and you can begin to understand why everyone who played his games, fondly remembers Cloud and Barrett’s environmentalist struggle to save the world or Squall’s undying love for Rinoa (in what is probably the only good love-story ever to grace a videogame).

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Story-telling also took a slight shift from Sakaguchi’s games; Kitase opted for an epic and operatic overtone in his games, in direct opposition to Sakaguchi’s more intimate and somewhat “fairy tale-ish” approach. This tone was largely imbued in the cutscenes that bolstered a cinematic flair into the game, turning it into a more dynamic and touching way of getting across to players. It is hard to forget such memorable moments as the openings or endings from his “Final Fantasies”, or the all too famous death of Aeris. Of course, without the technology he had at his disposition, it would be hard to convey what he did, but still, he potentiated the means at his disposal with a far greater success than anyone else. He also deviated the style of the art department from Sakaguchi’s lines, by using a more anime-like art design, in charge of Tetsuya Nomura, and a more epic and grandiose soundtrack by series’ veteran Nobuo Uematsu. The result blended perfectly with Kitase’s more cinematic and epic outlines, giving the franchise exactly what it needed: a slightly more mature aesthetic.

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In the end, whatever your view of Kitase is, you have to admit it: he is one of the genre’s most influential developers: he opened up the world to the genre, by giving it a more complex and mature narrative structure, a different aesthetic goal, and taking advantage of the CD-medium to create highly-stylized cinematic cutscenes. If you’re a fan of RPG’s, than you’re definitely in love with at least one of his games, but chances are that you’re in love with all of his games. Today, if you think about a JRPG, you don’t think about childish and endearing bedtime stories, you imagine epic, complex and touching narratives, just like the ones Yoshinori Kitase told… when everyone else was still dreaming about the idea.

Top 5 Japanese RPG developers

During last week, Gamasutra released their list for the 20 essential Japanese RPG’s and because of that, I decided to do something similar. But, keeping with the alternative tone of this blog, I thought it would be more interesting to analyze and commend the top 5 essential Japanese RPG creators/developers instead of the actual games. The reason I chose developers, instead of the games themselves is simple: (lead) game designers end up establishing the stylistic trends of their games to a far greater degree the actual franchise name, story or company name. That means they are responsible for the most important decisions that end up molding the game: their narrative tone, gameplay approach, overall art direction and even the game’s purpose for existence. Unfortunately, games are still a very immature means of expression, and because of that, most people in the business have little recognition (apart some of the more mediatic developers). Many people still attribute specific game styles to companies like Square or Enix, when in fact, that has much more to do with specific developers. As such, these posts serve a double purpose: review the best J-RPG developers, including their style and substance, and show the world a bit more about who these guys really are.

And so, onto the countdown…

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The Witcher – “… for there is nothing either good or bad, but thinking makes it so.” [Hamlet Act 2, scene 2]

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What defines right or wrong? Good and Evil? Justice and Lawlessness? Is it the act, or its observer? Whichever the answer you believe in, it is fair to say that morality is a tricky business. Games are the ideal medium to convey these questions, for one simple reason: they give the possibility of choice. Unlike a book or a movie, where you are stuck with perceiving the decisions (and consequences) a character makes, in games you can actually do it for them – your moral compass can actually be tested. That is not to say, that the morality of the authors is absent; the consequences that derive from these choices, and the moral weight they carry, are entirely defined by the creators. And that opens a whole new world of possibilities from a narrative standpoint. Should the player be rewarded for a good deed and punished by an evil one? Or should he be reminded, that in the real world, good deeds are hard choices, with no real compensation to speak of, and that the crime, sometimes actually does pay? That law is not always just? That to achieve great things, compromises must be made? Should the gamer even be aware of the morality of his choice, or should he make his own judgment?

Just the fact that so many issues can be discussed is a testament to the importance of interactive narratives. For many years, western rpg’s have been the genre in which the gamer is actually provoked by the kind of tricky questions mentioned before. This is in no small part, thanks to Bioware and its writers, especially Drew Karpyshyn (“Knights of the Old Republic”, “Mass Effect”) and to Black Isle/Obsidian’s lead designer, Chris Avellone (“Planescape – Torment”, “Knights of the Old Republic II”); the whole morality issue in interactive narrative was introduced by these authors. But in their games, morality has been dealt in an almost absolute way, with good and evil separated by well defined, glowing white lines. Not that the worlds they depict are black and white, mind you, they are grey and dark, but the decisions players can take are undoubtedly polarized into good and evil (and sometimes, lawful and chaotic). The direction they are taking, however, is in the sense of introducing more ambiguity and relativity into moral choices (and both “KotOR II” and “Mass Effect” tread in that same direction). Nonetheless, it is a path they have only begun to embrace.

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In comes “The Witcher”, an RPG by the newborn polish company “CD Projekt Red” (sister to CD Projekt, a polish games translator company). “The Witcher” is an adaptation of the world created by Andrzej Sapkowski, in a series of dark fantasy novels centered round a monster-slaying mutant with magical powers, i.e. “The Witcher” Geralt. Sapkowski’s work is very reminiscent of high fantasy classics like Tolkien’s “Lord of the Rings”, but, as is common in dark fantasy narratives, twists its classical and mythological nature in favor of a more cynic and realistic tone. Racism, segregation, social struggles, political and law corruption are just some of the themes that manage to squeeze into his universe, transforming it into less of a fantasy world, and more to an allegorical version of our own decaying human society. The game’s narrative borrows this tone, and in the same way that Sapkowskis twists Tolkien, CD project twists Bioware.

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The tale of the witcher Geralt starts with an attack on the witchers’ citadel, carried out by an evil mage who seeks to steal the magic and arcane secrets hidden by the witchers. After failing to repel the attack, Geralt and his witcher brothers start out on a quest to recover those secrets and have revenge. As poor as the start of this tale might sound, it develops in a series of unpredictable and interesting ways: on his journey for vengeance, Geralt will be caught in the middle of a conflict between humans and non-humans. Elves, dwarfs and other species have been the focus of prejudice throughout the development of human civilization, and so have decided to take up arms against them. On the other hand, humans see these “freedom fighters” as terrorists that are not afraid to kill women or children. Throughout the game, Geralt will have to make difficult choices in a war that he does not understand and that has nothing to do with him. Does he help the non-humans, that have a noble cause, but are so filled with hate and anger that will not stop at any means to fulfill their objectives? Or does he side with the humans, that are merely defending themselves against terrorists, and whose society, though decadent and filled with corruption, is a synonym of order and stability? He can also stay neutral, letting both sides destroy each other, and thus bringing a whole nation to shambles. So which is it? Many, many choices the player will have, and none right or wrong. In most of them, the player will only acknowledge their consequences much later in the game, when his overall perception of characters and events has changed. More than once, good-hearted decisions will have horrible consequences, and cold and difficult judgments will bring good in the end… a bit like real life, if you ask me. This simple substitution of black and white decisions with gray ones, joined with the butterfly effect, transforms binary selections into conundrums of unpredictable consequences, and gives a whole new meaning to the word: “choice”. If you let yourself immerse in this Universe, you will no doubt spend many minutes before making decisions, calculating carefully what might happen in either case. And since the consequences are only known much further in the game, there is no point in doing the save-load routine: once you make a choice, there’s no turning back.

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The script of the game is not only interesting from the interactive point, as it is a testament to the creativity and quality of its author’s writings. Dialogs are rich and mature, characters are usually intelligent and filled with ulterior motives… rarely can they be judged at first sight. As standard, a number of unpredictable twists will turn the whole world upside down near the end of the game. The only downfall in this department is the somewhat lack of quality in some small game aspects, like the character animations, which are simply abominable, and the absence of certain narrative bridges, that make the game’s plot somewhat confusing at times.

The presentation of the game is almost as good as its narrative. [As you can see from the pictures] Art design department had a lot of work in conjuring up this dark-themed world, half way between Earth and Middle Earth, without falling in the temptation to transform it into either of them. Scenarios could have been taken from a historical-background game like “Assassin’s Creed”, as cities are usually places of decadence and poverty filled with anglo-saxonic architectural details, and have little, if anything, of a magical nature. Even forests and lakes, places typically associated with magic, have a down-to-earth feel, with somewhat drab color palettes. The game manages to feel idyllic, thanks to a good use of lighting and weather effects, but never surreal or magic, like most fantasy-themed games. Sometimes, it does feel a bit too drab and gloomy, lacking some contrast in colors, but overall it is an extremely beautiful game. On the sound department, nothing out of the normal to report: the soundtrack is mostly epic and medieval sounding, with one or two great tracks, but fails to harness the emotional power of, say, Jeremy Soule’s compositions (“Oblivion”).

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On the subject of gameplay, “The Witcher” stands as most western RPG’s – In each chapter, you’ll have to enter a town hub, talk to villagers to fetch some quests and make money (that go from the “slay 1500 monsters and bring back proof” quest, to the “get the item that ***** bastard stole from me” quest). Once you’ve fed up with those trifle matters, you can do the main quests and enjoy the unveiling of the plot. On the good side of things, most quests have something to say about the game’s setting, so, no matter how boring they might seem, expect them always to manage unveiling some dark little secret. Combat is a bit of a hack and slash, with the player only having to click on their enemies at the right time for Geralt to release massive sword swinging combos (a bit like rhythm based games or “Legend of Dragoon”). There are also some magic spells Geralt can invoke, and 6 different combat styles, each of them with a typical usage scenario, which brings some tactical planning into play. It doesn’t reinvent the wheel, but it manages to keep the player captivated.

And so, what seemed like an intangible possibility was accomplished by a new company: a truly interesting and morally ambiguous choice-driven RPG. Few games can even brag about having meaningful stories, let alone about having meaningful possibilities in them. The questions posed in this review’s first paragraph were definitely thought of during the game’s design and subtly inserted in the plot. By taking the best out of the “Good vs Evil” rpg’s (which were, by all means, brilliant) and adding a morally confusing tale, the authors ended up creating an epic and thought-provoking fantasy world. It has the writing quality of a book, and the endless possibilities of a game; it is, in every aspect, the new landmark in interactive storytelling.

Overall: 5/5

Eternal Sonata – “A symphony to remember”

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Originality is sparse in game concepts. Most follow standard formulas and are easily categorized in terms of plot and gameplay. “Eternal Sonata” is one of those rare games that risk everything with an original concept. Alas, like many others, “Eternal Sonata” is in many ways refreshing, but is also filled with a huge array of worn out clichés, that just like bad music, never allow the game to reach its “crescendo”.

Frederic Chopin is dying. While he lies on his deathbed, he starts to dream of a magical world where every note, song and symphony he ever wrote come to life in the form of characters and locations. The game can be depicted as his inner journey throughout this dream, where a dense plot lies, filled with the classic themes of love, betrayal and death. Since Chopin was a real life character, realism would have been the way to go in terms of art design. But strangely, the only speck of reality in this game lies in slideshows that recount Chopin’s Biography, through captioned live-action pictures accompanied by the sound of Chopin’s greatest music.

But apart from those memorable sequences, the aesthetic of the game is very anime-like… actually, it’s pure anime. Cutscenes have dialogue, action, comedy and directing that follow anime’s principles. And they’re actually pretty good, filled with cinematic camera angles and great use of soundtrack. Characters are young, cute, act like silly “j-pop” kids, and have the unusual tendency to start digressing about the meaning of life and death. That might’ve been a downside, but the truth is that the dialogues in these philosophical sequences are sharply written, in the tradition of animes like “Evangelion” or “Ghost in the Shell”. However, like the “animes” it resembles, most of the hidden meanings of the narrative only become clear after the game-over screen, and even then, they are never fully explained. Unveiling the hidden meanings of the plot requires some thought, since many actions and dialogues are of an allegorical or metaphorical nature, bursting with spiritual meaning. Art usually lends itself to be open for interpretation, and though games rarely do so, “Eternal Sonata” clearly wants to stand out, and thus become like one of Chopin’s melodies: enigmatic and beautiful.

And beautiful is certainly the right word to describe the visuals of “Eternal Sonata”. Lush environments, filled with vibrant colors and lighting schemes, merge to form crisp, awe inspiring imagery, with some impressionist references. This aesthetic choice fits perfectly with the game’s theme, as Chopin lived roughly around the same time as when the impressionist movement emerged. There’s also a rare amount of detail in every game element: buildings’ architecture, characters’ wardrobe and accessories are portrayed with surgical-like precision and show a great deal of creativity, even by “japanimation” standards. Even the best “Final Fantasies” may look a bit shady when compared to this game’s bright color palettes.

“Tri-Crescendo” has been the sound designer of “Tri-Ace” (“Star Ocean” and “Tales” series), and was behind the “Baten Kaitos” games and it shows. Soundtrack (among other things) will feel familiar to those who played any of these games, but, since the subject matter is Chopin, Composer Motoi Sakuraba’s music is heavily influenced by his work, which results in one of his best soundtracks so far.

Where “Eternal Sonata” does hit a bad note is in gameplay elements. Hiroya Hatsushiba’s creativity appears to have run out after designing the plot and art aspects, something that curiously didn’t happen in his previous works (“Baten Kaitos”and “Baten Kaitos II”). The actual game inside “Eternal Sonata” is extremely formulaic, as if it was an afterthought in the creative process. Probably, the designers thought that there was enough innovation in other aspects to risk breaking any more conventions in gameplay. And, looking at the rant “Final Fantasy XII” got for trying to break the mold, maybe they weren’t so far off. Action is therefore, business as usual, with towns and dungeon-like areas to explore in the same tiring way as every other J-RPG (talk to very villager, get items in small wooden boxes), and combat is turn-based (with one or two gimmicks that try to cover it up). Battles are somewhat fun (for the first hours anyway) and relatively easy, which is a plus, since that means you don’t have to tire yourself too much with the repetition of the attack-attack-heal strategy, which is basically everything you can actually do during combat. On the other hand, dungeons are too elaborate for a game with no map whatsoever, which means consistently exploring every nut and crack of the scenarios, which also means… more dull and insipid combat.

If it wasn’t for the blandness of the gameplay aspects of the game, “Eternal Sonata” would probably be one of the greatest RPG’s ever made, period. But as it stands, it manages only to achieve one of its goals: create an “artsy” audio-visual interpretation of Chopin’s works. The game sees itself as fine art, and fine art it is… it’s just not interactive fine art.

Overall: 4/5