Showing posts with label Legend of Dragoon. Show all posts
Showing posts with label Legend of Dragoon. Show all posts
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.
Sony’s games have a reputation. Ever since I played The Legend of Dragoon seven years ago, I’ve come to expect that Sony will continue to impress me with cutting-edge visuals. Heavenly Sword is no exception. In a brief demo lasting no more than 10 minutes, I was sufficiently awed.Heavenly Sword definitely raises the bar with its visual style. The environments were stunning. Cinematic sequences looked impeccable and the visuals during gameplay were only slightly lower in quality. The game had a very fluid, cinematic style that, combined with the epic scale, made me feel as if I were the heroine in a movie.
Soon after the cinematic sequence ends, I was sliding down enormous ropes thicker than three of my character’s torsos. I had to jump between the huge ropes and land on a column towering over a hundred feet up. While I fought the enemies there, I tried not to get too distracted by the fantastic view of the untouched beauty of nature surrounding me.
There was also a beauty in the grace of my character’s movements. She had ridiculously long, supermodel legs with enough muscle to justify her incredible strength. The combat animation was fluid and the fights were elegant. She moved with the swiftness of a dancer, but executed attacks at a deadly speed.
Combat, although fluid, felt somewhat unrealistic. I enjoyed being able to use my sword in three different ways: as a ranged weapon, for speed attacks (as two swords separately) or as a power attack (three swords as one). The special attacks were cinematic but didn’t waste time with transitions. Some moves felt artificially effortless, such as picking up and throwing bodies with ease. The intense speed and fluidity was fun but unrealistic. It reminded me of God of War in terms of the bloody hack-and-slash, so it didn’t seem to push combat boundaries.
Other elements in the game felt very polished. The voice-overs were high-quality. Sound effects were spot-on. Certain mechanics, such as using the sixaxis to guide a thrown object, were innovative. Aside from a few irregularities, such as a lack of a block button, this game was quite well-rounded.
After only 10 minutes, it is impossible to truly judge a game. I have heard that it is a short game but, from my limited experience, it seems to be worth the time. I hope that I can play the full version of this game when I finally get a PS3 of my own.