Showing posts with label *PS1. Show all posts
Showing posts with label *PS1. Show all posts

Sunday, September 13, 2015

Final Fantasy IX

Squaresoft - 2000 - PS1

(On my Top 10 Favorite Games list)

(On my Top 10 Game Soundtracks list)

See Also My Top 10 Final Fantasy Games List

After the more modern/sci-fi settings used in FF 6-8, Final Fantasy IX is a return to the series roots. It takes place in the world of Gaia, a world full of knights, mages, magic, and other traditional high fantasy. The story initially follows Zidane, who is a member of a band of thieves who is charged with kidnapping the princess Garnet of Alexandria kingdom. In a twist, Garnet is actually looking a discreet transport from Alexandria and consents to the kidnapping as it fits her own agenda. They are joined by Vivi, a young child black mage who is also accidentally kidnapped and knight captain Steiner who is Garnet's royal bodyguard and is loyal to his kingdom to a fault. The four are eventually joined by other party members and are swept up in adventure, conflict and conspiracy as tends to happen in Final Fantasy games. Also in continuing with trends in other Final Fantasy games, the plot does sort of take a dive off of the deep end at around disc 3 or so. Without getting too spoiler-y, the traditional fantasy setting does get strangely thrown out the window at some point, but the game is still worth playing if you appreciate good writing.

What sets this game apart from other Final Fantasy titles for me, aside from its setting, is its well written characters. Now those of you who have played other Final Fantasy games may be rolling your eyes at "well written characters", but I think it really applies to FFIX in a way that no other FF game before or since has achieved. The characters in FFIX aren't the flat, one-dimensional stereotypes of characters that are found in most JRPGs. There's also none of (or very little of) the angsty JRPG melodrama found in the rest of the series. The characters in FFIX are more subtle and nuanced which speaks volumes for not only the writers but the translation and localization process this game had to undergo. This game even has humor. Like legitimate, actual, intentional humor. And it works. Usually when humorous dialogue is written in a Final Fantasy game, it's facepalm material. It's funny, but for all the wrong reasons. FFIX gets it right in a way that really endears all of its characters to the player.

The battle system is... well... it's just fine. There's nothing really wrong with it. But there's also nothing really right with it either. There's nothing too broken like FFVIII, but also nothing that really sticks out and grabs your attention to make you want to keep playing just one more battle like FFVII. It's pretty straightforward and standard for a Final Fantasy game. It's pseudo turn based with the ATB introduced in previous games and your characters fit into pre-defined roles of black mage, white mage, summoner, knight, thief etc. Just about the only thing noteworthy is that all abilities you learn throughout the game are learned from using a specific weapon a certain number of times in battle. For instance, if you want to learn the "fire" spell, you have to equip Vivi with the "Fire Staff" or whatever it's called. This creates a sort of interesting dynamic where the weapons and armor you have equipped for your party may not always be the "best" speaking strictly statistically. There's also the new "limit break" system called trance, where your character becomes more powerful and gets access to new abilities, but this triggers pretty much just randomly and always seems to happen when you're in a random, easily winnable battle and never against a boss when you really need it. So yeah, the battle system is... just fine I guess.

What's way better than "just fine" and another notable reason to check out this game is another superb, phenomenal, varied and otherwise spectacular soundtrack composed by Uematsu. I think Uematsu has gone on record saying this was his favorite soundtrack he composed. It's not necessarily my favorite as a whole, but picking a favorite Uematsu soundtrack is like trying to pick a favorite burger off of the menu at Red Robin. I love them all. Standouts are the "Battle Theme", "Stirring in the Forest", "Crossing Those Hills", "Border Village Dali" and "Hunter's Chance" but the whole soundtrack is really a standout as tends to be the case with Nobou Uematsu.

Final Fantasy IX Video Review

Summary
It may not have the best battle system and the plot gets a little weird about halfway through, but FFIX is still worth checking out if you like a well written story with well defined characters. The writing and soundtrack are enough to carry you through when the battle system is being dull and the story is getting weird. This game really is pretty charming once you get invested in it and it's become one of my favorites in the Final Fantasy series and just in general

Wednesday, July 15, 2015

Final Fantasy VIII

Squaresoft - 1999 - PC/PS1

(On my Top 10 Game Soundtracks list)

See Also My Top 10 Final Fantasy Games List

Part of why I think this game gets so much hate, even from me, is that it came on the heels of Final Fantasy 7, of of the best selling and most well loved RPGs of all time. Final Fantasy 7 had a brilliant and customizable battle system, an engaging story with interesting characters and an awesome soundtrack. Final Fantasy 8 has... an awesome soundtrack, at least. To be fair, the story is pretty interesting all the way through the end of disc 1, but then things get so weird and hard to follow and major plot points are added and removed on a whim, as though the game has ADD and can't decide on what kind of story it wants to tell you. But the battle system is...oh god it's a total trainwreck.

So one of the many flaws of this game's battle system is its "junction" system. In FF8, magic spells are treated as a consumable item. Kind of a weird choice, but I don't have a problem with that necessarily. What I DO have a problem with is that spells are a consumable item AND the game allows you to "junction" them to your character to improve their stats. The better the spell, the more the stat increase. If you follow this chain of logic, you'll realize that if you have a high level spell junctioned to your character and you cast that spell, your character's stats will actually decrease. So then what's the point of casting magic? There is none in a normal playthrough, especially when you consider that your summon monsters, called GFs in this game, can be called upon to essentially cast any magic spells you'd want anyway, provided you don't mind watching a 45 second cutscene of the GF appearing EVERY FREAKIN' TIME. There's lots of odd decisions like this that slow the battles down in FF8 and make them tedious. Even the way you get magic is a chore. You can "draw" spells from an enemy, but depending on a few factors the game doesn't really explain, you'll only typically get around 3-6 spells per draw. Which means you have to sit in a battle and farm draw for quite a long time if you want to get up to the maximum of 100. But really the most broken thing about this game is when you discover you can manipulate limit breaks. Your character's chance of limit breaks are actually random in this game, another odd choice. The less health you have, the higher the chance of the limit break. But if you cycle your turn order, you can keep re-rolling the calculation that determines your limit break, essentially letting you limit break whenever you want. Totally. Broken.

Now that I'm done ranting about the battle system, on to the story (mild spoilers in this paragraph). It really does seem like it's gonna go somewhere for the first, maybe quarter or third of the game. But then we hit a point after disc 1 where the narrative has an identity crisis and starts grasping at different ideas and concepts and inserts them randomly into the story which results in a totally insane mish-mash of disconnected themes and gaping plot holes. I know Final Fantasy is a universe where characters get shot, sliced and burned in every battle, but the first huge narrative red flag is when one of the main characters is freakin' impaled through the heart with a giant icicle during a cutscene... and then is totally okay in the next scene. Like the game barely even acknowledges that it took place. Come on Final Fantasy 8! If you're not gonna take your story seriously then I can't either. 

The artwork and music are the huge redeeming factors of this game. FF8 features some of the most gorgeous hand-drawn backdrops in any RPG I've seen. And this might be controversial, but I think FF8 is Uematsu's best work. At the very least it's my favorite of his work. The relaxing "Breezy", the entrancing "Find Your Way", the mysterious "Under Her Control" and the nostalgic "Fisherman's Horizon" highlight the soundtrack. And of course "Man With the Machine Gun" does its best to keep the mindlessly tedious and broken battles from being too much of a nuisance.

Summary
This is far from the best Final Fantasy, and misses the mark on battle system design and storytelling. At best it's an average-ish RPG with a trippy story, some awesome music and inspiring artwork. Still there is something sort of intangibly alluring about playing this game. I must admit I've replayed this trainwreck at least 3 times now.

Friday, December 19, 2014

Final Fantasy VII

Squaresoft - 1997 - PC/PS1

(On my Top 10 Favorite Games list)

See Also My Top 10 Final Fantasy Games List

I actually played Final Fantasy 7 for the first time several years after it was released. A friend of mine gave me both the FF7 and FF8 discs at the same time. I initially decided to play FF8 as it was the newer and more graphically realistic of the two games. FF7's blocky and cartoony graphics initially turned me off and I didn't get around to playing through it until after I finished FF8. I liked FF8 well enough at the time, but it wasn't until I went back and played through FF7 that I realized how superior of a game Final Fantasy 7 is. It taught me an important lesson that I still think about when playing games now: graphics are just not as important as good gameplay and an interesting story

Final Fantasy 7 was the first game in the series released on the PS1 and was also the first game in the series to not appear on a Nintendo console. More importantly, it is also the game that is credited with popularizing the Japanese role playing game genre for western audiences. It is also the first game in the Final Fantasy series to fully embrace a futuristic sci-fi setting as opposed to the Tolkien-esque fantasy settings found in the previous games. Earlier games in the series had some futuristic and science fiction elements, but Final Fantasy 7 really embraced this aesthetic and fully built its characters and setting around it

Final Fantasy 7 follows the story of Cloud Strife, an amnesiac mercenary who joins a band of freedom fighters who call themselves Avalanche and are trying to stop the money-loving Shinra corporation from installing environment polluting "mako reactors" across the planet. The first part of the game deals with the Avalanche vs. Shinra conflict, but then the game and story really opens up as you begin to uncover the details of Cloud's past, his lost memories and how a mysterious man known as Sephiroth ties in to the story. You'll also of course explore the backstory to all of your party members, who are all well written and interesting characters. It's a truly gripping and mysterious story that had me hooked from the beginning and kept me interested to the end. It's a difficult game to put down because if whatever's happening in the story doesn't hold your attention, the addicting and well designed battle system probably will.

Just like any other entry in the Final Fantasy series, the battle system in FF7 is completely unique, but I believe this is my favorite battle system found in any of the Final Fantasy games. This battle system allows for a high degree of character customization through the new "materia" system. In the game, materia are basically little magic jewels that characters can equip on their weapons and armor to grant additional stat bonuses or new abilities. For instance, if you want a party member to learn a fire spell, you simply place the "fire" materia into one of the materia slots on that character's weapon or armor. What makes this system interesting is that some materia can be paired together. For example, if you wanted to be able to cast fire on all enemies at once, you can pair a "fire" materia with an "all" materia, assuming you have both. Players have to make some fun strategic decisions when building out their party as some weapons may be statistically better, but have fewer materia slots. Further adding to the strategic complexity of this system is that materia can gain experience and level up, granting you further statistical bonuses or more powerful spells. Another smart piece of game design is that some weapons and armors can increase the growth rate of the materia, but at the cost of fewer total materia slots. It's an excellent battle system that forces the player to think carefully about their party's build.

Adding to the perfect harmony of excellent gameplay and well-told story is the masterfully composed soundtrack. I know I've said it before, but Nobou Uematsu is a genius. The PS1 sound chip makes the tracks sound very MIDI-ish, but pay attention to the composition of the pieces. It's genius. Even more mind blowing is the crazy musical variety found in each track. There's the sleazy "Oppressed People", the dark and beautiful "Anxious Heart", the playful carnival-like "Gold Saucer", the nightmarish "Those Chosen by the Planet" and of course, the rockin' boss battle anthem "Those who Fight Further". But really, the whole soundtrack is totally amazing from top to bottom. Give it a listen if you're into video game music

Final Fantasy VII Video Review:

Summary:
Final Fantasy 7 is a masterpiece of a game. It's a perfect blend of engaging story, smart game design and a top-notch soundtrack. I've tried many times to recreate the experience of playing FF7 for the first time be trying various other Japanese role playing games, but none can quite recapture the brilliance of FF7. It's a must-play for fans of RPGs with great storytelling, don't let the blocky graphics scare you off. Speaking of which, I'd love to see that FF7 HD remake sometime in my lifetime

Friday, October 31, 2014

Parasite Eve

Squaresoft - 1998 - PS1

I'm really not sure why I didn't try this game before now. It's got "me" written all over it. Parasite Eve is a text heavy horror RPG by Sqaresoft for the PS1. I love horror, I love RPGs, I love story and I love Squaresoft games. Classic Squaresoft, of course - not necessarily Square-Enix. Okay, so full disclosure: I haven't finished this game yet, but I'm on the 5th of 6 chapters. I usually try to complete every game I review here, but I wanted to play a bunch of new horror games in October and I think I bit off a few more games than I had time to chew this month. I'll admit to not finishing Clock Tower last week either. But I'm quite excited to wrap up Parasite Eve this weekend as opposed to Clock Tower which felt too aged for me to really enjoy.

Parasite Eve is actually a "sort of" sequel to a novel of the same name by a Japanese author named Hideaki Sena. The characters and themes of the novel were adapted to be used in the game, and a lot of new narrative was written by Takashi Tokita, who also helped direct Chrono Trigger. There's actually a lot of well-respected industry talent that worked on this game. Hironobu Sakaguchi and Tetsuya Nomura, both of Final Fantasy fame, respectively produced and did lead artwork for Parasite Eve. The game's excellent soundtrack was composed by Yoko Shimomura who is arguably the most prolific video game composer of all time who is not named Nobuo Uematsu or Koji Kondo. "Primal Eyes", "Missing Perspective" and "Out of Phase" are examples of Shimomura's great work on the soundtrack.

Parasite Eve tells the story of Aya Brea who is a cop working for the NYPD in a fictional New York City during Christmas of 1997. The game opens as Aya and her date are at Carnegie Hall watching an opera. During her solo performance, the lead actress of the opera starts to creepily stare directly at Aya and while the two gaze across the theater at each other, everyone else in the room suddenly begins to catch fire and spontaneously combust. It's a pretty crazy and horrifying opening scene. Aya then learns that the lead actress is being possessed by a being named Eve who is the source of the body melting fires. Eve eventually escapes Carnegie Hall and Aya must spend the rest of the game unraveling the mystery of who Eve is, learning what she's trying to accomplish, and finding a way to foil her plans. Parasite Eve isn't the greatest written game, but the story has its moments and keeps you interested by teasing a mysterious relationship between Aya and Eve.

One of the first things I noticed about Parasite Eve is how beautiful and detailed the backgrounds were. I love and miss all of the hand drawn backdrops that are present in all of Square's PS1 RPGs and I hope some of the modern RPGs will start to take a crack at this art style again. Parasite Eve's battle system is in some ways an evolution of Chrono Trigger's. There is no "battle scene"; encounters happen seamlessly while you're exploring. You also have full control over Aya's movements during the battle. You can move around to dodge enemy attacks and move closer when your ATB gauge is full to deal maximum damage at close range. All of Aya's weapons have range rating which determines how far away you can be from enemies and still successfully make an attack. I found I was constantly managing Aya's spatial position while my ATB was charging, which was an interesting mechanic. I know this is back-to-back reviews where I'm complaining about this, but really I found Aya's move speed to be too slow, both in and out of battle. Aya's snail-like move speed combined with the slow screen fade transitions made exploring a bit tedious at times.

Summary:
Parasite Eve isn't the most pulse-poundingly terrifying game out there, but I still found it be enjoyable. The game's creepy themes, excellent artwork and eerie soundtrack work together to make Parasite Eve an interesting play, but it's probably not anything that will make you want to sleep with the lights on. The combat was overall pretty decent, but it was hampered by Aya's slow move speed and the battles lacked that real addictive hook that's found in most of Square's games around this era. The story has its moments, but could really be aided by a little more character development early on. I did enjoy the realistic setting of New York City as opposed to the imaginary fantasy locations that are in most RPGs. I'm excited to finish this game up and to eventually move on to Parasite Eve 2 in the future

EDIT: Finished the game. The highlights of the game for me were the 4th chapter which is spent locked in a creepy abandoned hospital basement during a power outage and the 6th chapter final boss fight. Without spoiling too much, my first real moment of terror in Parasite Eve came during the final boss fight. I'd recommend this game, but only to players who can tolerate the pacing of older RPGs

Friday, September 26, 2014

Riven

Cyan - 1997 - PC/Saturn/PS1/Mobile

Anyone else remember this game? Riven was the sequel to the massively popular game Myst which launched in 1993. It was famously one of the first games to be released on a CD and helped to popularize the CD-ROM drive. I can't even believe Myst is more than 20 years old now. I can still remember playing Myst on Windows 3.1 and how frustratingly often it used to crash. Then Riven was released in 1997 and came on 5 CDs. You had to annoyingly keep swapping the CDs out as you explored different parts of the island. There's a lot of stuff like this about Riven that requires the player to have a lot of patience. Patience that I had as a kid, but has long since left me as an adult. It's kind of a shame because I'm pretty sure that if I played a game like Riven today, I'd push it aside after 15 minutes or so and move on to something else. While there are some technical limitations and some game mechanics in Riven that have not aged well over the years, there's also a lot this game does really smartly. It's a "slow burn" type of game. If you give Riven your time and patience, it will reward you with some amazingly clever puzzles and an unusual and immersive fantasy story. 

For those not familiar with the Myst games, they are point & click style adventure games. But not quite in the same way as the old King's Quest or Monkey Island games. They're no puzzles that involve combining items together through some absurd logic that allows you to progress further or whatever. In Riven, you're gated only by how much you've explored and how deep your understanding is about the island and its inhabitants. It's a game that does a beautiful job of communicating a complex story with few words and minimal cutscenes. The only cutscene you're given for quite a while is the game's initial opening cutscene, which really gives you more questions than answers. During this cryptic scene, a man teleports you to an island called Riven after giving you nothing but two books. You arrive in a jail cell on Riven where one of the books you were given is promptly stolen by a man who does not speak your language. The thief is then quickly killed by another mysterious person who sets you free, but not before taking the stolen book for himself. You're then free to explore the island and unravel the mystery of Riven. An intriguing open, no? What's in that book that's worth killing for? And who are these people who are so desperate to get it?

Riven's story is told through exploring the island, discovering its secrets and understanding the meaning and purpose behind them. Riven doesn't tell its story through dialogue or cutscenes as in most games. When you do watch a cutscene in the game, it usually only serves to confirm what you've figured out about the island already. It's never directly or clearly communicated to you what any of the character's motivations are or even why you were sent to the island in the first place. It's really up to the player to discover and understand the deep story in Riven for themselves, and this may have been the most satisfying part of the game for me. I think the best way to go about doing this is to always ask the question "Why?" when something doesn't make sense. A lot of the fun in this game is trying to form the answers to all of the questions the game gives based on what you know about the island so far. The developers did a fantastic job of being very deliberate with their world design. Nothing is there by accident or coincidence, nearly every object or structure in the game is meant to communicate something important to you. As you explore Riven, you'll encounter many mysterious machines and contraptions. Ask "What do they do?". "Who would have put them here?". If you think on these questions, eventually the details of the story will come in to focus.

The puzzles in Riven are given to you in a similar fashion as the story. The objective or elements of the puzzle aren't given to you explicitly, but rather communicated to you subtly through the environment and world design. It's definitely a game where you have to keep a sheet or two of handwritten notes while you're playing, which is something not many games do anymore. Some of the puzzles in Riven are downright brilliant. There's one amazing puzzle in particular where I can remember feeling so impressed with myself after I had figured it out. The solutions to these puzzles are really so satisfying when you finally figure them out. I'd challenge you to play through this game without looking any of them up.

Riven is not without its faults though and some of them are unfortunately due to this game's age. The game is first person, but it's not full 3D. It's essentially a bunch of still images that have been linked together. This, to me, really makes the game feel aged. A full 3D engine would do this game a lot of good. The game's pace is also incredibly slow and it can be very frustrating to be stuck in one place for a while and feel like you're not progressing. This will likely happen a lot in Riven which can be discouraging to players if they don't have a deep well of patience. There are certain puzzles in the game where Riven may have been to clever for its own good. The puzzle solutions are fair, but they're hidden so deeply in the game's world that they're not easily discovered without a very keen eye and extremely sharp mind.

Summary:
If you've got the time and patience and love puzzle games, mysteries or unusual stories, Riven would probably be a good fit for you. Just keep in mind that this game will probably show its age and you may also get stuck frequently while playing it. If you've never played a game in the Myst series and are curious, Riven is a great place to start. It's a refinement and improvement on everything that the first game was. While subsequent games in the series improved their audiovisual fidelity, they never quite recaptured the sublime story or brilliant puzzles that made Riven a great game. Also steer clear of Myst 5. That game is terrible. Rand Miller, one of the lead creative minds behind Myst and Riven recently launched a successful kickstarter for his new game, Obduction. It sounds like Obduction will play similarly to Riven and I'd love to try another game like this to see if I still have the patience for it. I'll be interested to monitor the development of Obduction and hopefully play it soon.

Friday, August 8, 2014

Castlevania: Symphony of the Night

Konami - 1997 - PS1/Sega Saturn/PSP

Symphony of the Night was an important departure in gameplay for the Castlevania series. Games in the series had previously been all 2D platformers, like the ones I was referencing in the Shovel Knight review. While SotN has some platforming elements, I don't think most people would describe it as a platformer. Rather, SotN helped give birth to the term "Metroidvania", which is used to describe gameplay that is exploration focused with a large, non-linear game world, often involves a good amount of backtracking, and revolves around discovering or unlocking upgrades to your character which are then to get to previously inaccessible areas. An example of this are the red doors in Super Metroid. They're introduced early in the game, but the player can only pass through them once they unlock Samus' missile launcher and realize that the missiles will open the red doors. Recently, Konami has put out games in the Castlevania series like Lords of Shadow 1 & 2, which are 3D action games similar to God of War or Devil May Cry. But when I think "Metroidvania", Symphony of the Night comes to mind as an example of one of the best games made in this style.

In addition to including "Metroidvania" style gameplay, SotN also includes RPG elements. Each enemy killed rewards a small amount of experience points. Primary weapons and armor can also be swapped out and upgraded. Some of the weapons and armor have unique bonuses or functions which lets your character configuration be very customizable. There are giant two handed greatswords which swing slowly, but have great range. Then there's one handed rapiers which swing quickly, but have a limited hitbox. Even the armors have unique functions such as restoring HP while walking or increasing the power of the alternate weapons. Speaking of which, the Castlevania staple alt weapons like the axe, holy cross or dagger make a return in SotN, further adding to the combat customization. 

Aside from being a departure in gameplay, SotN was also notable for being the first game in the series where you play as a member of the vampire hunting family Belmont only in the short prologue to the game. For the rest of the game you'll be playing as Alucard, who is actually the half vampire son of Count Dracula himself. Yes, "Alucard" is "Dracula" spelled backward. It's so campy and silly. I love it. You might think with dumb names like this, SotN would be a little self aware and have a bit of a sense of humor. But it kind of doesn't. SotN is actually features some pretty hilariously terrible voice acting and dialogue. The writing and VO work are about the only things in the game that aren't top notch though. The rest of this game is just so solid. 

If you do end up playing this game, I would challenge you to do so without referencing a guide. Discovering one of the castle's many secret rooms for yourself is immensely satisfying. And there are a lot of secrets. A lot. This is kind of a spoiler for those who haven't played the game but if you didn't fight Dracula as the final boss, you didn't really finish the whole game. There's actually a completely different second half of SotN that can be unlocked by finding special secret items in the castle. It's nuts. And finding all of these secrets and unlocks by yourself is just so rewarding. Besides, if you get stuck, you can usually consult the in-game map and figure out where you need to go just by closely examining the layout and flow of the castle. There's so much attention to detail in SotN from the combat and secrets to the enemy design and animations. There are so, so many unique enemy sprites with unique attacks and animations in the game. There are some enemies that appear literally one time in one room and then never again for the rest of the game. The amount of polish on the gameplay in SotN is one of the most impressive things about the game. 

The excellent soundtrack to SotN compliments the game very well. When you discover a new passageway and the track changes to something new you haven't heard before, it adds to the excitement of exploration. Composed by Michiru Yamane, the SotN soundtrack demonstrates Yamane's proficiency in a wide variety of musical styles. There's the jazzy upbeat Wandering of Ghosts, the gothic epic Final Toccata, the classical Wood Carving Partitia, the horrifying Door to the Abyss, the operatic Prayer, and the rockin' electric guitars of The Tragic Prince. The soundtrack is musically kind of all over the place and I love it. It gives each area of the castle a unique feel.

Summary:
If you've never played a Metroidvania game or a Castlevania game for that matter, start with Symphony of the Night. Even though the game is 15+ years old, the excellent gameplay and sprite art style allowed SotN to age very well. I hope Konami will return the Castlevania series back to this style of gameplay rather than the silly God of War clones they're trying to make right now. That's just not what I want from the Castlevania series. I'm not sure why the transition from 2D to 3D wasn't as graceful for the Castlevania series as it was for the Metroid series, but I'd love to see the next Castlevania be a 3D exploration game similar to Metroid Prime. Exploring a 3D castle with the amount of secrets and polish as the one in SotN would be amazing. Actually as long as the next game in the series is a Metroidvania, I think I'd be happy.


Friday, May 30, 2014

Chrono Trigger

Squaresoft - 1995 - SNES/PS1/DS/Mobile

(On my Top 10 Game Soundtracks list)

I wonder why Japanese style role playing games aren't made much anymore. At least they're not released as frequently as they used to be. Especially when you compare what's been released in the last generation of gaming systems to what was released on the SNES or the PS1. It seems like SNES/PS1 JRPGs usually sold well, were usually well received and games like Final Fantasy VII (PS1) and Chrono Trigger (SNES) are now often referred to as some of the best games ever made. A video I watched recently suggests that JRPGs like Chrono Trigger are on the rise again. I sure hope so. By the way, you should totally watch all of PBS Game/Show's videos. Good stuff.

Referring to themselves as "the dream team", Chrono Trigger was the brainchild of Hironobu Sakaguchi (creator of the Final Fantasy series), Yuji Horii (creator of the Dragon Quest series) and Akira Toriyama (creator of Dragonball Z). Sakaguchi designed the battle system, so everything will feel familiar to anyone who has played a Final Fantasy game before. There's the active time battle system, potions and ethers and all that stuff. Horii wrote most of the story and scenarios with input from Toriyama. Both Horii and Toriyama were big fans of time travel fiction and wrote the game around the theme of time travel. Toriyama did a lot of the artwork for the game including the character designs and the visual styles for each time period. When I think about it, Chrono Trigger shares quite a few stylistic similarities with Dragonball Z. It's especially evident in the future and prehistoric time periods, whereas the present and middle ages feel more like they're out of Dragon Quest. So it's pretty much like playing a Dragon Quest game set in a world out of Dragonball Z with the battle system of an old school Final Fantasy.

Squaresoft also commissioned a then unknown and unproved composer, Yasunori Mitsuda to do the soundtrack for the game. Chrono Trigger has become one of my all time favorite video game soundtracks and it's some of Mitsuda's best work. Tracks like Time Circuits, Silvard, Secret of the Forest, Chrono Trigger and Frog's Theme blow my mind. Keep in mind when you listen to these they were made in 1995 on a SNES. Also keep in mind this was Mitsuda's very first soundtrack. Crazy. No one should be this good on their first try. The tracks perfectly complement the time period and scenery and art style to create mood. Exactly what a good soundtrack should do. There's even little musical motifs he repeats throughout the soundtrack, altering them slightly to fit the mood of each track. Amazing stuff. Also Robo's Theme sounds suspiciously like Rick Astley's "Never Gonna Give you Up". Just sayin'.

The main character of Chrono Trigger is a boy named Crono. Yeah, Chrono and Crono. It gets confusing. I'm guessing in Japanese, Crono's name is written as some clever play on the word for "time" rather than just dropping the "h" from "chrono", but whatever. In the beginning of the game, Crono's scientist friend accidentally transports them 400 years into the past while testing a new invention. When trying to get back to the present, the party way overshoots their destination and winds up in the year 2300. When they arrive in the future, they find the world is in ruins. Few humans are left, there is no food and the Earth is a barren wasteland. The find out that the Earth was practically destroyed in 1999 by a giant monster called Lavos who emerged from deep in the Earth's core, where he had been resting for millions of years, slowly absorbing the Earth's energy. Yes, the Earth is destroyed in 1999. Keep in mind this game was made 20 years ago, but they probably should have picked a date farther in the future to avoid dating themselves. Most of the game's plot then deals with the party trying to find a way to defeat Lavos and spare the Earth from being destroyed in 1999. You'll need to time travel to different eras to learn how to defeat Lavos, enlisting help from a robot from the future, a cave woman from the prehistoric era, and even a talking frog from medieval times. The story's tone covers everything from adventurous & light-hearted to mysterious & thrilling and even sometimes bleak & depressing. It's well paced, and there are memorable characters and events that held my interest throughout the game

Gameplay wise, Chrono Trigger feels like a pretty standard old school Final Fantasy style RPG. You wait for your action meter to fill up, perform an action and repeat. There's really nothing too special about the battle system in Chrono Trigger, which is kind of disappointing. But even with a bland combat system, there's still fun to be had in battles though. The fights will feel challenging, but also not unfair. I never feel like I need to sit and grind in Chrono Trigger, and I do feel like that's necessity in some of the older Final Fantasy games and other older JRPGs. Which is fine if you like grinding, but I don't. If you get stuck on a boss in Chrono Trigger, you're probably not using the correct strategy. Some bosses are susceptible to physical attacks, while others are magic weak. Some bosses are susceptible to physical attacks, but only after using magic. Some have attack patterns you can exploit. You kind of have to experiment to find which strategies work best on which bosses. And I like having to figure out that these strategy puzzles rather than having to grind to get past bosses.

Chrono Trigger is notably one of the first RPGs to have a seamless transition between exploring and fighting. When you encounter an enemy while exploring, a menu just pops up and you start fighting, no transition or screen wipe to another battle scene or anything like that. It's also one of the first games I can think of to have multiple different endings depending on what actions you choose and which sidequests you do. There's also a good amount of optional sidequesting you can do to see more of a certain character's background story while also obtaining more powerful weapons and equipment for that character. There's even a secret party member you can unlock if you make the proper dialogue choices and do the appropriate sidequests.

Summary:
In short, Chrono Trigger is a fun and memorable adventure if you like old school JRPGs. The battle system is a bit unimaginative, but the game is carried by its well paced story, inspired art design and its incredible soundtrack. I played through its sequel Chrono Cross and... kinda didn't like it much. I'd love to see another game in the Chrono series and it seems now is a perfect time for it what with Square Enix's recent financial struggles. Another Chrono game seems like money in the bank to me. That and a FF7 HD remake.

Friday, February 7, 2014

Final Fantasy V

Squaresoft - 1992 - SNES/PS1/GBA/iOS/Android

See Also My Top 10 Final Fantasy Games List

(Author's note: This review was initially posted on 2/17/2014 and was rewritten on 9/25/2015. You can read the initial review below as a comment)

I have somewhat of a soft spot for old school turn-based JRPGS, and this is one of my favorites. FFV tragically gets overlooked quite a bit because it didn't have an official U.S. release/translation until 1999, seven years after it came out. This is really a shame because I think FFV outshines the other SNES era Final Fantasy games in a lot of ways. I'm sure this is a controversial opinion as debating which games in the Final Fantasy series always tends to get heated, but if you don't believe me and you haven't played this game, you really should.

FFV's story is kind of... ehhh. It's pretty standard template "heroes save the world" writing. Story is not where this game shines, but pretty early in the game, you’ll unlock FFV’s job system. FFV's job system is what sets this game apart from other Final Fantasy titles, for better or for worse. The various jobs are slowly unlocked at key story points as you progress through the game. You initially unlock knight, monk, thief, white mage, black mage and blue mage but will eventually unlock all 21 jobs (25 in the enhanced remake). You can assign any of your 4 party members any job and can reassign them at any time. Changing jobs will affect your character’s stats and what items they're able to equip as well as grant them different abilities to use in battle. Once you master a job’s ability you can carry it over to use with other jobs. This, to me, is where FFV is at its best. Trying to figure out which combinations of jobs and abilities were powerful and which were useless was really fun and rewarding. For instance, combining the Ninja job's "dual wield" ability with the knight class' high innate defense and ability to equip high damage longswords was pretty good if my memory serves. FFV is paced pretty well such that you'll unlock more jobs just as you were mastering previous ones so you always have new combinations and tricks to try out and experiment with. The ending of the game comes right about the time you've mastered enough jobs to be dangerous. Unleashing all of your ridiculous tricks and crazy combinations on the final boss feels like an adequate final exam of your mastery of the job system.

I think FFV is one of Nobuo Uematsu’s first really excellent soundtracks . Not that any that came before were inferior, but FFV really showcases Uematsu's musical range and his ability to create timeless and catchy tunes one right after the other, over and over again. “To the North Mountain”, “Home, Sweet Home" and "Clash on the Big Bridge" are some of my favorite tracks.

Summary:
If you enjoy old school RPGs or are a FF fan who missed out on this game the first time around, you should check this game out. If you don't mind the slower pacing of the turn-based combat, I've found experimenting with FFV's job system while listening to the genius of Uematsu to be a really enjoyable experience

Tuesday, December 31, 2013

Tactics Ogre

Quest - 1995 - SNES/Sega Saturn/PS1/PSP

One of the coolest SNES games you've probably never heard of, Tactics Ogre was first released on the SNES in Japan in 1995. Actually, it was never officially released in the U.S. until it was ported to the PSP a few years ago. But your best bet to play this game is probably a SNES emulator with one of the fan-translated ROMs, because no one I know actually owns a PSP.

Tactics Ogre was made by largely the exact same team of people that worked on Final Fantasy Tactics. Same director, same story writer, same composer and (some of) the same artists. This game will feel very familiar if you've ever played FF Tactics. I realize now that some of the battle scenarios and story scenarios for FF Tactics were lifted straight out of this game. If you've never played FF Tactics, Tactics Ogre is a turn based strategy game kind of like XCOM: Enemy Unknown. One of the cool differences in this game is that there are decision-based branching story points. I’m not sure why they went away from that for FF Tactics.

I really want to like Tactics Ogre more, but there are a few gameplay issues present in this game that weren't fixed until FF Tactics that make this game pretty annoying. Firstly, this game is hard. Like stupid hard. Like evil hard. Which isn't bad, but when you combine that with a permadeath mechanic where your units instantly die, it feels unfair. In FF Tactics when a unit’s HP hits zero, it begins a 3 turn timer where that unit is bleeding out and can be revived. They only will die when the timer hits 0. In Tactics Ogre when a unit’s HP hits zero, they’re dead instantly. So many ragequits. So many battles restarted. You’ll eventually get a class that can bring back units who have died in a battle, but it’s not until way late in the game.

This game is also way more grindy than FF Tactics. There were a few battles where I realized I wasn't even close to winning and had to level up my units for a bit before retrying. And like most RPGs, grinding in Tactics Ogre is not that much fun.

Summary:
If you want to try an obscure tactical RPG with some old school difficulty, you could do worse than Tactics Ogre.