Tag Archives: RPG

Best of 2013 #10: Bravely Default

Bravely DefaultA lot’s been written about how JRPGs in general and Final Fantasy in particular have gone off the rails in recent years, but it frequently seems to escape the notice of such editorials that portable RPGs have thrived. While Final Fantasy stuttered on consoles, minor classics like Radiant Historia, The World Ends With You, Jeanne D’Arc and innumerable Shin Megami Tensei games have shone on the last two handheld generations. Dragon Quest saw where the action was, and now Final Fantasy does. Kind of.

Square Enix got cold feet, instead making this the spiritual successor to a minor Final Fantasy spin-off, but it doesn’t take long to see where its roots lie. Familiar enemies, items and tropes show up in a world that blends Final Fantasy IX – an easy way into my heart – with the style of the DS Final Fantasy remakes.

Some late subversion of various RPG stereotypes aside, it’s disappointingly conservative – more old-fashioned than nostalgic. But as a fan of classic JRPGs, I had a great time with it. It makes some clever use of StreetPass; it’s beautiful, making subtle use of 3D to add depth to its watercolour environments; and the return of the job system is welcome, since it’s one of my favourite character development systems that got left by the wayside for some reason.

JRPGs as big budget entertainment burned brightly but lasted only two generations. The likes of this show where the real talent has gone.

The Kick Up the Arse That Pokémon Needed

It’s funny what a difference a few tweaks in the right place can make. I wrote back in 2011 about my disappointment in Pokémon White, my first foray into the series since the GBA evidence to me that it was a series in decline. It was a sense of diminishing returns that left my copy of Sapphire abandoned and Blue as my only game with a full Pokédex, and a hardware generation and a couple of instalments in the game series hadn’t done anything to advance things substantially.

As you might have guessed, I’ve recently given it another go with Pokémon X. Fool me once and all that, but my 1998 self would have been so deliriously happy with a fully 3D Pokémon game that I couldn’t resist. And, unsurprisingly, not much has changed between this and Black and White. Nor, indeed, the Game Boy games. Maybe I’m a graphics whore or something, but the little changes here have made all the difference.

Pokémon X/Y Trainer

Graphics aren’t everything, sure, but they are something, and Pokémon X – or Y, but I’m going to talk about the version I own – doesn’t feel as half-arsed as Black/White did. Seeing those monsters in three dimensions, performing flashy attacks beyond bobbing the sprite up and down, adds dramatically to the personality and appeal. It’s like going from a pen-and-paper RPG to, well, a video game.

Another complaint I had about Black/White was that I found Pokémon to be insultingly formulaic. To illustrate:

  • It’s time for you to become a Pokémon trainer! Go and get your starter from the local professor!
  • Your rival picked the opposing element, so fight him/her.
  • Work your way through the gym leaders.
  • Thwart the plot of a criminal gang with a weird uniform, staffed entirely by incompetent henchmen.
  • Head to Victory Road and beat the Elite Four.
  • Uncover some secret of Pokémon mastery that the world’s scientists couldn’t crack a kid could for some reason.
  • Go after a set of one-of-a-kind legendaries.
  • If you’re not bored by now, pour months into building a competitive team.
  • Oh, and catch ’em all™.

Which Pokémon game am I talking about? It basically could be any of them.

X is the same, but by not looking just like it did on the Game Boy and delivering the occasional well-placed hit of nostalgia (see screenshot below) it tickles the urge that the last generation failed to. If I’d drifted away from the series and come back to this instalment, I’d have been perfectly happy with how much things had progressed.

Pokémon X/Y Mega Blastoise

It’s still not the 3D adventure that I would have killed for in 1998 – Monster Hunter looks closer to that ideal, so it’s feasible, though perhaps not from a small team on a release schedule like Game Freak’s – but as a much-needed improvement to a stagnated franchise, Pokémon X delivers. Given that delivering on the series’ potential would require Nintendo to release powerful hardware, show some ambition and overhaul a proven cash cow, I’ll take what I can get.

Fire Emblem Awakening

In a year that’s already showing signs of being a vintage one for gaming, at least compared to the disappointments of 2012, the rush for GOTY titles is going to be fierce. We’ve already had two prime candidates in BioShock Infinite and The Last of Us, which are probably going to clean up in December unless GTA V ends up being something special, but now that we’re past 2013’s halfway point, neither is looking like being my number one.

Fire Emblem Awakening

For the first time in years, it’s a Nintendo game that’s foremost in my thoughts. And for the first time ever, it’s a strategy RPG.

Deciding what it is that Fire Emblem Awakening does so much better than other examples of its genre, which have historically failed to excite me, is difficult. It makes great use of the 3DS hardware, for one, making subtle but pretty use of 3D and taking advantage of system features like StreetPass, while ditching the more annoying gimmicks. It seems Intelligent Systems has worked out that gyro controls break the 3DS’s banner feature before Nintendo. It’s also controlled almost entirely with the buttons, using the touchscreen mainly for information. Thank God.

It’s clearly been put together with great thought. The translation work from 8-4 is witty and full of character, from the support conversations to the quips that accompany critical hits – Frederick’s badass “Pick a god and pray!” is my favourite. The Japanese voices are there for those who prefer their European fantasy setting to have an Asian language and not match up with the translated text. There’s depth to be found in every aspect, from which characters you pair up to how you move them up and down through the classes in an attempt to create an army of supermen.

I came late to this one thanks to my 3DS packing in when I was barely 40 minutes into the campaign, but since my system returns – eight weeks later, but that’s another story – I’ve been hammering this like nothing else. It’s kept me off the new Mario & Luigi and Animal Crossing, and it’s meant my ongoing playthrough of the 50-hour Grandia has taken not the expected couple of weeks but rather two months and counting. It makes a mockery of the RPG collection that I deliberately expanded to cover the lean summer until the next generation begins that my gaming time has been monopolised so willingly by a strategy game in a series that I haven’t afforded much attention until now.

Of course, the people don’t have feet, but we can forgive it that.

Radiant Historia

Back in the glory days when Atlus games could be imported and didn’t acquire major bugs in crossing the Atlantic, a little RPG called Radiant Historia came out, and sold out almost as quickly. Being from Atlus, it was woefully underproduced, quickly reached absurd prices on eBay, and never officially came out in Europe. I, naturally, paid over the odds for it only weeks before a third reprint pushed the price for a new copy down to around the £20 mark, but oh well. It’s a very good game, so I don’t mind.

It’s not the first time it’s happened, so I’ve since sworn to purchase every Atlus game on release, which is probably the idea. Well done, Atlus. Your evil plan has succeeded.

Radiant Historia

It’s hard to mind such a scheme when games are as good as this, though. Radiant Historia harks back to 16-bit RPGs, notably Chrono Trigger – time-travelling storyline, enemies on the world map – with only perfunctory 3D backgrounds to let you know that this game was made this side of 2000.

That’s precisely why I like it. The travails of the JRPG genre in the last generation have been documented, and recently I’ve been playing classics I missed from the PS1 and PS2 genre in a generally successful attempt to recapture the magic of that period when a type of game was at its absolute zenith. While the B-tier has been ripped out of console development, leaving us with nothing between indie darlings and expensive AAA adventures that need 5 million sales to break even, it’s alive and well on handhelds, creating games like this while console RPGs straddle some line between anime and game that pleases nobody.

I’m not meaning to imply that this is anything less than a sterling effort by referring to it as B-tier, however. It’s lengthy (38 hours for me), it breaks tradition by having a main character who’s intelligent and has useful things to say, and the grid-based battle system is empowering as you master it. Apparently developers do get it, but the ones that do are no longer working on console games.

The 3DS is looking like an RPG powerhouse as well – in 2013 alone, we’ve got or are getting Fire Emblem Awakening, Mario & Luigi: Dream Team, Shin Megami Tensei IV, Etrian Odyssey IV, Soul Hackers and Bravely Default, among others – and so it’s taking up an increasing amount of my gaming time. But that said, as I’ve also spent dozens of hours sat in front of my PS3 in recent weeks, playing games like Chrono Cross, Grandia, Xenogears and Dragon Quest VIII, I’m still hoping that affords to rein in development costs next generation with more friendly hardware will see the triumphant return of games like this to their rightful home.

Ni No Kuni shows what we’ve been missing

I’m looking at the JRPGs from last generation on my shelf: Final Fantasy X and XII, Persona 3 and 4, Digital Devil Saga, Skies of Arcadia, Grandia II, Shin Megami Tensei: Nocturne, Dragon Quest VIII, Kingdom Hearts I and II. The generation before that was arguably even better – Final Fantasy VII-IX, Chrono Cross, Xenogears and Panzer Dragoon Saga, to name but a handful – and the quality of the JRPGs on the SNES before that goes without saying. The Mega Drive was no slouch either – Phantasy Star, anyone?

I think I’ve made my point. So what went wrong?

Ni No Kuni

It’s fairly obvious when you look at what a bloodbath this generation has been for developers; the costs of development make the vast worlds and sweeping quests of yore impractical. Prior to this, I’ve enjoyed Lost Odyssey, and already I’m having to stretch the definition of a JRPG to include titles like Valkyria Chronicles, Demon’s Souls and Dark Souls. The Wii had a triptych of notables under the Operation Rainfall banner for those who still have theirs hooked up, but those have the advantage of playing with the previous generation’s production values. Probably my most played JRPG of the last few years is my trusty DS copy of Chrono Trigger, which remains a staple of my portable gaming rotation.

Ni No Kuni is proof that Japan’s RPG developers do still get it; that it can still be done. This is every inch a traditional JRPG, so traditional that it almost feels innovative these days, with towns, a vast map, caves and dungeons, a lengthy story, tons of characters, FMV cut-scenes, a colour manual and even a lavish special edition. Admittedly, acting impressed that Level-5 with the backing of Studio Ghibli can get it done is a bit like praising Manchester United for winning a Sunday league game, and the days of small developers independently putting out epic productions are likely gone – someone please, please prove me wrong – but that doesn’t diminish the achievement of releasing such a shining example under these circumstances.

Prior to release, the superb reviews pushed Ni No Kuni to the top of the Amazon charts in several countries and ensured that the limited edition, which again breaks from this generation’s traditions by actually being limited, has sold out more than one batch before it even made it to store shelves. As I write this, it’s also managed to top the UK charts. It’s heartening evidence that there still is a market for RPGs.

Since the game’s only been out a few days, I’ve merely scratched the surface by putting in half a dozen hours, but what I’ve played has been both impressive and wonderfully nostalgic. I honestly haven’t found a JRPG that’s been so nice to simply exist in since Skies of Arcadia provided the cherry on top of the Dreamcast’s spectacular 2000.

Too bad the generational goalposts are about to be moved again, likely putting us back to square one…

Best of 2012 #1: The Witcher 2

The Witcher 2: Assassins of KingsCheating? Nah. Although The Witcher 2 debuted in 2011, this year marked its first console appearance in its Enhanced Edition form. The 360 wasn’t the definitive way to experience it, but this side of a mortgage to pay for the PC to run it in its full glory it was still mightily impressive.

Even in its cut-down form, this game blew me away. I’ve been a fan of the books since the first one was translated into English and missed the first game after the console release was canned, and it surpassed my wildest expectations for both its depth and the faithfulness of the adaptation. I also wrote about how impressed I was at its ability to satisfy the whole role-playing side of a role-playing game by not railroading the player, and I stand by that. Most games are content to be embarrassingly cack-handed in their depictions of morality, and this somehow managed to feel nuanced while portraying an established character.

It’s doing things that BioWare struggled to do in Mass Effect with colossal budgets and the support of EA behind it. And all from a little Polish studio working with a licence that was little-known in the anglophone world before the first game set tongues waggling. With this and the underrated Metro series, Eastern Europe is seemingly becoming a hotbed of technically stunning, ambitious and innovative literary adaptations, and long may it continue.

A gaming PC is one of my planned purchases for the first half of 2013, and seeing The Witcher 2 in all its glory – GPUs are only now able to run it with ubersampling on at a stable frame rate, and it’s a sight to behold – with areas that aren’t divided to fit into 256MB of RAM will be one of the first things I do. I so rarely go back to games I’ve finished that those intentions should absolutely be taken as a comment on this game’s quality. Watch Cyberpunk 2077 like a hawk, because I’m expecting great things.