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Showing posts with label Final Fantasy (General). Show all posts
Showing posts with label Final Fantasy (General). Show all posts

Light-Hearted Fantasy

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Final Fantasy VIII (FFVIII) was the first RPG that I finished, so it will always hold a special place in my heart. After finishing FFVIII, I played several other RPGs, such as The Legend of Dragoon, Chrono Cross, and Final Fantasy IX (FFIX). When I first played FFIX, I was disappointed that it wasn't more like FFVIII. I wanted the characters to look more realistic and the world to be less quirky. I still enjoyed the game; I just wanted it to be more of a sequel.

One of my best friends absolutely loves FFIX. After hearing him praise it over and over again, I decided to give it another try. It was possible that I had been blinded by my love for FFVIII and didn't judge FFIX fairly.

FFIX is full of charm. There is plenty of humor, from the silly lines to the unique characters. There is a sense of playfulness in the art style. The main character has an as-yet-unexplained monkey tail, and the characters have tastefully exaggerated proportions. The art portrays a lovely fantasy world with towering castles, quaint towns, and a variety of painstakingly-detailed natural areas. The environments are full of rounded edges and each area feels very distinctive. As characters run through the 2D levels, there is a sense of scale, and the people seem to fit right in among the colorful backgrounds. The world may be a strange place filled with hippo people, humans, and a variety of other creatures, but the art really sells it. Even the game design supports the style, filling the world with children running through town squares and little vignettes that flesh out my companions.

The game design is very forgiving and fun. The gameplay constantly supports the story, allowing the player fun opportunities from the beginning, such as finding a lost cat, sneaking over rooftops to watch a play, and digging for treasure. I get a real sense of adventure from exploring the areas, and I am constantly rewarded with hidden items and opportunities. The opening sequence was very exciting and organic, combining still-impressive FMVs with in-game cutscenes and gameplay. The combat is a traditional turn-based system common to Final Fantasy games of the time. Characters have special abilities to use during combat, such as magic, summons and powerful attacks. All these special attacks, as well as passive skills, are called "Abilities" and can be learned from armor and equipable items. This is by far one of the game's greatest strengths, as it is a very simple system that is easy to customize. Players can choose which abilities to equip and learn based on their priorities and play style. For example, players can learn "Level Up" and "Ability Up", which help characters level up faster and learn abilities faster. While these abilities are relatively expensive to equip, they can greatly reduce the time spent grinding. Players can also choose to counterattack, guard against almost any status effect, or automatically cast a potion when damaged. These abilities make the game much more fun, as they allow the player to work around issues that could otherwise become frustrating.

Aside from the ability system, the game is very forgiving. If a player misses a hidden item in a certain area, it is never lost forever. Players can often purchase that item in the next town or village; finding it in a level simply allows a player to have it earlier. Also, there are many features scattered throughout the world to help players, including chocobos (for faster travel without random battles) and fairies (who can help players learn abilities much faster).

FFIX feels like a very authentic Final Fantasy experience. The developers clearly focused on the story and authenticity of the world. There was a sense of strong leadership as well; the game has a unified vision despite its length and many unique areas. The Final Fantasy series seemed to go downhill after FFIX, with FFX being little more than a display of 3D tech with bland characters and limited originality. Although I didn't play FFXI, I found that FFXII was very unforgiving and I quit partway through. FFIX represents a peak in Japanese RPGs for the PlayStation, and its character, charm, and friendly mechanics are very rewarding for those who are willing to invest a little time. I hope that modern developers will be able to apply similar mechanics to new games. After all, graphics and fancy new features don't make a great game; it's the imagination that counts.  

Pint-Sized Heroes

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I wasn't wild about the idea of playing Final Fantasy games on the DS. I had tried out Final Fantasy III DS a few months ago and quit after finding it incredibly difficult. I prefer to have my DS experiences tailored to the size of the console and its portable nature.

I recently found myself restless on an airplane. A friend had lent me Final Fantasy Crystal Chronicles: Ring of Fates, so I decided to check it out. I was soon so engrossed in the game that I refused to properly shut it down for landing, and instead just shut my DS. I picked it up a short while later and eagerly finished my level.

Ring of Fates took me completely by surprise. It was remarkably similar to one of my favorite DS games, The Legend of Zelda: Phantom Hourglass. The are several Zelda-inspired puzzles, and much of the gameplay takes place in dungeons. The combat is mostly real-time hack-and-slash with a bit of spell casting, which reminded me of Kingdom Hearts. There was a real sense of adventure and exploration, as I was playing as a small boy out to save the world.

While I have had my fair share of complaints about child characters in video games, Ring of Fates fortunately avoids many of those pitfalls. The child protagonists are cute without being annoying, and I actaully began to like them. There is a natural chemistry between the boy and his twin sister that rides the line between rivalry and friendship.

The art style is well-suited to the DS. Like Final Fantasy III, there are some lovely FMV videos, but most of the game is in a lower resolution 3D style. The avatars are cute in their small scale, and the artists managed to put in large amount detail on many of thier outfits. The medieval setting seemed well-suited to the story and the characters.

Gameplay was enjoyable overall, but I did find a couple of weaknesses. Although the levels were scaled well and had a good sense of pacing, the game is in an isometric perspective. This can get confusing, as the D-pad controls your movement (which doesn't always match up with the perspective) and the maps are also in a square overhead view. It took me a little while to get used to the navigation in the game.

I've really enjoyed playing Ring of Fates. I'd like to see more of it, and I hope that it can be as much fun as Phantom Hourglass. It has certainly shown promise so far, largely due to the fact that the developers understood the scale and potential of the DS.  

RPGs: Friends or No Friends?

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Recently, I have discovered that there are two basic types of RPGs: the kind where you have a little group of friends to fight alongside you and the kind where you’re pretty much on your own. When I tell people I love RPGs, I mean that I love RPGs like Final Fantasy where you have those virtual friends. I do not mean that I love RPGs like Oblivion where you pretty much run around on your own and the camera follows the character around as if it’s a third-person shooter.

I had heard that Star Wars: Knights of the Old Republic (KOTOR) was a great RPG. I am a fan of Star Wars and many of my nerdiest friends had basically told me that KOTOR was the best Star Wars game ever made. I had the feeling it was the no-friends type of RPG, but so many of my friends recommended it that I felt I should give it a try.

I had purchased the game just after buying my 360, counting on it to be a great experience. One hour into the game, I wondered if I had made an unfortunate mistake. While it was certainly Star Wars, it was feeling less and less like a game I wanted to play. To begin, you can customize your character. I knew very little about the game and didn’t care about character stats and intensive customization. I just wanted to try the game out, so I went with recommended stats and chose the female character that looked the least mannish.

The game began with a stuttering cutscene of a ship under attack that made the game look incredibly dated. I soon gained control of my customized character and had to run around a ship. Finding my way through the ship was easy enough, especially as there was basically only one exit in each area. The battle system felt staged and boring, as characters would attack in turns but there was one attack “mode”. Moving my character while this attack mode was engaged would cancel my actions. So, much like World of Warcraft, I got to sit back and watch my character attack automatically unless I was struck by the sudden desire to use a special attack or a healing item. There seemed to be little thought required here – a stark contrast to the many options allowed just minutes ago when customizing my character.

I continued through the game and ended up in Taris. I ran around, talking to many people. I had a companion who followed me around at this point but he said little and was pracitally useless. I got lost in a circular maze of a bar and had to consult my map (in the menu). After consulting the menu a few times, I grew increasingly frustrated by its complexity. The attempt to visually map things out such as character stats and equipping items in a grid seemed overly complex. There were so many options that I had trouble finding what I wanted. To make things more difficult, this was the first real Xbox game I had played on the 360, so I was continually confused when the game kept asking me to press the black and white buttons (now bumpers in a completely different area of the controller). This was not the game’s fault, but it wore down my patience.

After half an hour of talking to people and exploring the town, I had no idea where to go. Perhaps I am just one of those people who has to have a strategy guide in order to enjoy RPGs. I would like to think that KOTOR is more like an adventure game, so I would not need a guide. Unfortunately, I got stuck shortly after going to the one “event” to which I was invited. It was some sort of Sith party. When I went to the party, I was greeted by the man I had met earlier and then saw a short cutscene where the attendees joked about drinking too much. The cutscene ended and I heard a “clunk” noise. I looked around and everyone at the party was on the floor, unconscious, and no one in the surrounding apartments cared. The one lead I had stopped dead on the floor with the Sith party.

I was frustrated with my first experience of KOTOR. The game seemed burdened by dialogue that continued to refer to at least five people I had never seen or met. I was forced to ask stupid questions because I had so little background and constant remarks like, “You really aren’t from around here, are you?” made me feel even more like an outsider. Perhaps I take such comments too personally.

I wanted so badly for this game to take me away into the Star Wars universe. I really hoped that I could break out of my habit of playing turn-based RPGs with happy parties of friends. I may give KOTOR another shot in the future, but next time, it will probably be with a strategy guide to serve as my faithful companion.  

Eternally Better

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Out of all the demos I downloaded off Xbox Live the other day, I was most excited to try out two RPGs: Eternal Sonata and Blue Dragon. I had heard a lot about both and they were part of what motivated me to finally buy a 360.

I had already pre-ordered Eternal Sonata so I decided to play it first. I was immediately impressed by the vibrant colors and the richly detailed landscape. This world felt so alive, from the variation in the foliage to the distinct personalities of the NPCs. It had a great soundtrack based on Chopin’s music, which appealed to the classical musician in me. While it certainly has a few flaws, I realized that this just might be the immersive experience that I have been craving.

Eternal Sonata has a fast-paced battle system that feels like a cross between Kingdom Hearts and the traditional turn-based Final Fantasies. Characters’ movements can be controlled during a limited attack time. The position of a character can greatly change their attack and defense. For example, enemies have a harder time defending against attacks when the attacker is behind them. There are also two special attacks that become available depending on if a character is standing in the light or in shadows. I appreciated all this attention to detail. While the battle system did seem to have a high learning curve, at least for a demo, its original approach pulled me into the game immediately.

Like any other game, Eternal Sonata does have some flaws. The characters speak audible lines sometimes, such as when a battle begins. Some of these lines sound really stupid, including a little boy exclaiming, “C’mon! C’mon! C’mon!” I’m hoping that these lines sounded better in Japanese. Also, my QA tester training helped me to find two bugs in the half-hour demo. I was slightly disappointed, considering the obviously high production value of the game, but most commercial games do have bugs. Sometimes these bugs are reported and closed simply because there is no time to change them anymore.

I really enjoyed the Eternal Sonata demo. It had a nice pace and the demo limits felt natural, not confining. From the user-friendly menu to the inviting fantasy world, it seemed like a polished game that will be a lot of fun for me. Eternal Sonata combines two of my favorite genres: music/rhythm games and RPGs. I’m looking forward to buying it.

However, the Blue Dragon demo hardly sold me on the much-hyped RPG. First, I was disgusted by the childish art style and the ridiculous voices. When the opening cutscene began, I felt like I was watching cheap anime in 3D. I understand that Akira Toriyama of Dragon Ball Z was responsible for the character designs, but I am of the belief that some designs just don’t translate as well into HD. I had no problem with Dragon Ball Z designs in 2D, but in 3D they look wrong. It’s simply too perfect and, frankly, a bit frightening to see things like bloated heads, vacant eyes, and giant portly puppies in three realistic dimensions.

I hate to dismiss a game entirely on its artistic style. I have boycotted a couple, like Psychonauts, for this reason, but I wanted to give Blue Dragon a chance. After all, Hironobu Sakaguchi, who directed the first five Final Fantasy games, and famed Final Fantasy composer Nobuo Uematsu were involved. This game must have some redeeming qualities.

I continued past the first cutscene and found myself plagued by laborious tutorial dialogue from frightening giant animals such as the previously mentioned portly puppy. While illustrative screenshots attempted to break up the monotony, there was way too much information to absorb at once. I much prefer in-battle tutorials or other more interactive forms of instruction. I was practically asleep by the time I began the game.

I ran around and fought some enemies, but my entire party attacked with these gigantic genie-like creatures. It was never explained how or why these creatures attacked for us – they could have been anything from alien parasites to manifestations of the warriors’ souls. While it did seem cool, I was left scratching my head and it took my focus away from combat. When my allies needed healing, I explored the magic menus. I was immediately overwhelmed by almost 30 different spells, all at my disposal. Also, I had a large party and it appeared as if only one or two members could actually heal other people and yet they wouldn’t even get a turn in several fights. Desperate to heal my allies, I opened the menu to see if I could heal out of battles.

The menu appeared very industrial and was immediately overwhelming. Compared to the simpler, more friendly menu in Eternal Sonata, this was quite a shock. In a demo, there is no need for hundreds of spells and items. Since the game timer allows one hour to play the game, it is nearly impossible to even cast every spell in the time allotted. While I did find my healing spells within a few minutes, I was deeply disappointed in the overwhelming amount of items and the lack of direction after the hasty, dull tutorial.

I am definitely not pre-ordering Blue Dragon. If the gameplay or story could capture my attention, I would be willing to overlook the ridiculous visuals and childish voices. Unfortunately, my high expectations were met with disappointment in what felt like a hastily assembled demo. I am just glad that I have the Eternal Sonata demo to play, as I would be happy to check it out again.  

DS Fantasy

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The DS has quickly become my favorite console these days, as it bears little resemblance to the larger systems (like the Wii) that I use at work. On the recommendation of a friend, I picked up Final Fantasy III (FFIII) in the hope that it would provide the same rewarding experiences as the RPGs I had played on larger screens. When Puzzle Quest wasn’t satisfying my need for a deep storyline, I finally decided to check out FFIII.

FFIII immediately reminded me of Chocobo Tales. The touch-screen controls and the character designs were very similar to that other game I enjoyed so much. However, the combat system and extensive menus were as advanced as any other Final Fantasy. I felt at home right away; the blue and white dialogue boxes and menus were a pleasantly familiar sight.

FFIII seemed fairly straightforward, but the winding dungeons and caverns soon drove me to the internet to search for a map. Since this was a DS game, I had thought that I wouldn’t need a strategy guide (unlike every other RPG I had played thus far). My friend had warned me that the game could be difficult, so I was definitely afraid of making a mistake. The random battles occur very often, and being lost for just a few moments can mean the difference between life and death.

I doubt that I will purchase a strategy guide for this game, but it has definitely changed the way that I play it. I tried really hard to take the turns that would lead me to treasure chests, but sometimes I would accidentally advance the game and lose access to those items forever. Strategy guides have so often served as my mentors in those games, allowing me to progress efficiently and remain one step ahead of the enemy. In some ways, it was almost a form of companionship.

In my job, there are no strategy guides. You play the game so many times that you probably learn it better than the author of the guide. However, on a first play-through of the game you may miss some things. Just like the platform I missed week after week, certain secrets may remain hidden from even the most competent testers. When I have played new games, especially on overtime shifts, I have found my fellow testers to be incredible resources. If I get stuck in a certain area for more than five minutes, I’m not afraid to ask for help.

Despite my lack of a strategy guide, I have been having fun with FFIII. It seems to be a strong game with nice graphics and a cohesive storyline. It would be nice if the game were a little more forgiving to those of us who have never played it before, but I can always find help online if I get stuck.  

Adamantoises are Not Cute

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I was really excited to play Chocobo Tales the day after I beat that pesky Leviathan. Once I had regained my gamer’s enthusiasm, I set off to gather a couple of items. These items unlocked the final level and soon I would complete the game!

Soon, I had obtained the final items (energy cells) that allowed my friend Cid (who appears in all Final Fantasy games) to reboot his airship. We sped off to a remote tower in the sea and I jumped into the first picture book. It was The Cactuar and the Adamantoise, Vol. 2. I passed all levels up to level three with relative ease. I unlocked a card, but I could not move forward in the level until I had beaten the racing mini-game on level four.

I raced over and over again, but soon I had plateaued. I was consistently coming in half a second to one full second behind Volg, an annoying black chocobo. Once again, I would turn down the music and shout at the screen in frustration. In the race, my chocobo was riding on the back of an adamantoise, who you would steer by moving the stylus clockwise or counterclockwise on the lower screen (around an image of an adamantoise body that moved with the stylus). The adamantoise was slow to respond and the dual screens were distracting. I found that if I messed up in the slightest, I would lose the race.

After my recent frustration with the leviathan mini-game, I promptly quit. After seeing no improvement during the previous four attempts, the happy music and bright colors only served to annoy me. This time, however, I did not come back to my game after an hour. I haven’t touched it for a few days now.

Given the friendly nature of the game, I find these two difficult mini-games to be horribly frustrating. Unlike many longer games, I didn’t need a guide to help guide me along my way; all I had to do was eat one of many red apples scattered about the base level to get a hint. Friendly features like those apples were very helpful, but a couple mini-games exhausted my patience for this otherwise enjoyable game in a short amount of time. I discovered today that even the best design in a game is wasted if someone becomes so frustrated that they quit.  

A Good Tail

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I had heard of Chocobo Tales before, but the good reviews somehow managed to slip under my radar. However, this game is right up my alley. After all, it is cute, clever, and screamed Final Fantasy. After a friend told me of his interest in this game, Chocobo Tales flew to the top of my list of DS games to buy. Fortunately, I received it from a perceptive friend for my birthday.

The opening movie for Chocobo Tales was short and sweet. The chocobo theme blared out of my little DS and the screens flashed bright, happy colors. The story is rather ridiculous: an ancient book comes to life, as it is inhabited by a demon, and captures chocobos on cards. This ancient book wants to rule the world, with the help of a few bumbling henchmen and an evil girl with cones that resemble party hats sticking out of her head.

After the opening movie, you gain control of the chocobo. The controls consist almost entirely of the touch screen. You move the stylus and the chocobo follows your lead like a lost puppy. From the base world, there are several pictures books into which the chocobo will jump, each leading to a mini-game. I have described before how I have low tolerance for mini-games, and over half of this game was the mini-games.

I found the mini-game format of many of these games to be superior to many I have played before, making Chocobo Tales much easier to enjoy. The mini-games are all split into five levels. Level one could often be beaten with your eyes closed, but the levels become more difficult at a rapid rate. Fortunately, the story can be moved forward most of the time by only passing the third level. I found this to be a great system, since at that point you have played the game once or twice before, improving your skills. Instead of being prohibitively difficult, each mini-game will let you work up to levels to match your ability. For example, if I won an easy race very quickly, I could advance to level three or right away.

After conquering a few mini-games, I encountered a masked moogle. This moogle was pretending to be a superhero. I had never seen anything so silly in a Final Fantasy game, but I thought it was fantastic. Not only was the game about chocobos, but my all-time favorite Final Fantasy characters, moogles, also had a place in the game. This particular moogle explained the fighting system. The combat system is based on cards. One of my friends found it to be similar to Pokémon or Yu-Gi-Oh cards. I didn’t have much time to explore it yet, but it seems fun.

I have only played Chocobo Tales for a few hours so far, but it is very engaging. The mini-games seem to be very well-designed, systematically as well as artistically. The mini-games are in a 2D style that suits the game very well. The same style carries through into the battles, where characters jump off the cards into the battle. The rest of the game is 3D, in an anime style like the older Final Fantasies. I am really enjoying the game. It is very fast-paced, and I am looking forward to the hours ahead.