Posts Tagged ‘ Vagrant story ’

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

Number 2 – Yasumi Matsuno

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“Final Fantasies” have always been tales about love, friendship, family, protecting the world and the conquering of evil… until Yasumi Matsuno took over FFXII and changed the series upside down, that is. Final Fantasies’ mass audience probably didn’t know (or comprehend) Matsuno-san, and so the change of style from FFX to XII (XI is a side note) was probably a shock to many people; to most I’d go as far to say it was downright heresy. Yet, his long career of successes made him, from a commercial point of view, a natural successor to Kitase and Sakaguchi in Square’s long winding series.

He started his career in the Atlus’ “Ogre Battle” series, by directing “March of the Black Queen” and the most notable of all “Ogre Battles”, “Let Us Cling Together”. These strategic RPG’s were quite important in the means, establishing most of the rules the genre still uses today, like dark, political intrigue stories and turn based battles in gridded isometric landscapes. His big chance was when he was chosen to direct “Final Fantasy Tactics”, a series spin-off that was essentially, Square’s response to… the “Tactics Ogre” series; and what better way for Square to beat their competition than buying it out? And though “Final Fantasy Tactics” tried to capitalize on the series’ brand name, at its core, was a spiritual sequel to “Let Us Cling Together”, even if it had a streamlined approach to a difficult and challenging genre. It also featured appealing, stylized and more colorful graphics than previous games, which helped sell the game to the less-hardcore audience established by FFVII. A few years after, “Vagrant Story” arrived, a game that took place in the same universe as “Tactics”, but opted for a more cinematic language, which ended up granting the game with the nickname “Metal Gear Fantasy” from reviewers. Despite its difficulty and somewhat cumbersome interface (no doubt a legacy from his strategy-RPG background), the game was widely acclaimed, and even managed to receive a perfect score from Famitsu. So, when he was chosen to write and direct FFXII, it seemed a natural choice, even if from an artistic point of view, he clearly had divergences in approach with the classical standards of the series. Unfortunately, Matsuno-san got sick before he could finish the game, being replaced by Hiroyuki Itô (co-director of FFVI and director of FFIX) and Hiroshi Minagawa (Matsuno’s games’ Art Director), thus, some of his influence was diminished in the final product. Yet, that didn’t stop from making the game a true sequel to “Vagrant Story”, even if with some shortcomings.

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But what really defines Matsuno as a game-artist? In a sense, Yasumi Matsuno is the “anti-Sakaguchi”: his tales are always very cold and cynical, his gameplay mechanics are very complex and most often than not, original and groundbreaking, and the art design in his games is far less joyous than the classic “Final Fantasy” trademark.

Matsuno’s narratives deal primarily with social, political and religious themes, and are often very rational and analytical, completely in opposition to the lyrical nature of Sakaguchi and Kitase’s works. The emotional aspects of his characters are always secondary to the unfolding of the story, having a much more functional aspect than in classic dramatic narratives: they merely help advance the plot. That is probably why many people disliked FFXII: it lacked emotional depth and impact; there was no love interest, no epic story of friendship, no weeping for the death of fallen loved ones, no environmentalist tale about saving the world, and apart the traditional royal family intrigue, even the bounds of family were somewhat absent. But that is exactly what I love about Matsuno: he doesn’t deal with a naive world, where love and happiness always triumph over evil; Matsuno’s worlds are cruel, twisted places where good and evil are hard to distinguish and where anyone, even your loved ones, can stab you in the back. It’s a cruel and harsh reality, but a much more realistic one, nonetheless. It becomes all the more powerful because of the Shakespearean tone of his stories that adds a welcome sense of tragedy, hopelessness and irony to the plot. Unfortunately, that might have gone unnoticed in “Tactics Ogre” and in the first release of “FF Tactics”, because of the atrocious translations. Gladly, from “Vagrant Story” on, Square’s translators understood that the right way to localize his tales was to use 16th century Shakespearean British; the result is marvelous: Shakespearean tragedies set in modern high-fantasy Universes.

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The art design, leaded by Akihiko Yoshida, also translated Matsuno’s cynical view of life, by using a palette of mostly drab colors that went to the point of an all-out baroque aesthetic for “Vagrant Story”. In other aspects, like character design, Yoshida’s style wasn’t that far off from the already canonical anime aspect of the series, with the expected large blue-eyed hero with spiky hair, and a funny mix of j-pop clothes with historically influenced wardrobe (no doubt a dream for any “cosplay” fanatic). Still, it was definitely more bold and stylized than Nomura’s by-the-numbers act, with hand drawn graphic-effects and a more mature tone giving it a certain edge. Also, Ivalice, the world/kingdom where Matsuno’s games are located, is filled with desert, sand and a lot of middle-eastern inspired architecture, which also contrasts with the blend of oriental and sci-fi architecture design of RPG’s in general. The soundtracks of his games are also slightly different from the FF series, with scores from Hitoshi Sakimoto and Masaharu Iwata which, besides being more epic and opulent, also feel more ascetic than Uematsu’s scores, mostly lacking ballads and more intimate songs to balance the epic compositions.

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Matsuno is a progressist: he moved the genre forward when he appeared, and continued to explore its potential with every single game. Like Kitase and Sakaguchi before him, he broke many of the previously established conventions, managing to create a singular style that is clearly identifiable in all of his games. He is acclaimed by critics as one of the genre’s best creators, and in my opinion, with great merit. And even if today he’s misunderstood by the majority of the RPG fan base, I think that someday people will understand the critics better, and comprehend what makes Yasumi Matsuno’s games absolutely amazing.