Tag Archives: RPG

Best of 2008 #9: Persona 4

Persona 4

Considering that this was the second Persona game that I played in 2008 and that it had to live up to the high standards of its predecessor, the standard that Persona 4 manages to hit is all the more remarkable.

I was pretty much guaranteed to like this one as soon as I saw the small-town Japan setting – I like another game with a similar setting, in case you didn’t know – and although I do indeed like that better than the more anonymous city of Persona 3, there are other reasons why I like this one better. There’s no more shooting oneself in the head to summon demons, but you can’t have everything.

It’s not far removed from P3 in terms of gameplay and structure, but all of its changes are for the better. As well as finally letting me see what a spell does from the menu, finally removing the need to memorise the functions of moves with such descriptive names as Pulinpa or Marakukaja to avoid the potentially harsh punishments for using the wrong one, there’s more variety to the dungeons, better characters, and a fantastic translation.

I mean, somehow the translation team managed to take a cute bear-thing called Teddie, who’s with you throughout and talks in frequent bear puns, and not make the whole thing un-bear-able. Sorry… but it’s still an impressive feat of translation in an already genuinely funny script.

So a round of applause for Atlus, sending out the PS2 with one of its best RPGs and what will surely be – I’m sure that I said this about God of War II and Persona 3, but I actually think it’s true this time – the console’s last truly great game.

Fable II is Amazing

Ladies and gentlemen, we have an early frontrunner for my 2008 game of the year.

It wasn’t long ago that I wrote about the poor state of Japanese gaming, with particular mention of how the RPG genre was thriving in Western hands thanks to its splicing with more mainstream genres, and Fable II is an ideal demonstration of this. While JRPG developers are seemingly content to remake their sacred cows until FFXIII comes and shows them what to do next, Lionhead has picked the best tropes of the traditional RPG and discarded the rest, replacing it with cherry-picked elements from straight action games and thereby opening up a staid and traditionally hardcore genre to a new audience.

Fable II

Its simplicity is one way that it does this. Far from over-simplifying things, the controversial one-button combat – actually more like three buttons, to be fair – takes the battles away from both turn-based menu-digging and the mindless slashing of something like Oblivion. The closest comparison I can think of is a fighting game, thinking ahead as you input a three-hit melee combo followed by a rifle blast to the chops and a quick blast of fire to give yourself some room, all with only three different buttons. There’s no memorising button combos for certain spells provided you take the time to get used to how the spell-charging works, and it means combat never becomes a chore.

There’s now a minimal penalty for death, which is a small hit to your experience, and this coupled with the lack of levelling – although you do get more powerful as you trade experience for enhanced stats and spells – means that you’re never fighting the game to progress and it’s not a game that’s likely to sit unfinished because you got stuck.

But if the measure of an RPG is its towns, which is a theory that I definitely subscribe to, Fable II is right up there with the best. Coming off a spell in the wilderness to find a nice little hamlet to do some shopping and rest up has always been the best part, and good ones will guarantee that an RPG lives long in my memory, whatever flaws it may have – who didn’t love Skies of Arcadia despite the obnoxious random battles? The feeling is the same in Fable II, showing off just how beautiful the game looks. Continue reading Fable II is Amazing

Persona 3 FES

Shin Megami Tensei: Persona 3 FESMuch as I’d like to, I can’t spend all my time playing GTA IV (16 hours over the long weekend was quite enough), and with the rest of the development world going into hiding until everyone gets bored, I’ve had to turn over a few rocks for something else to play.

So I came to this: the expanded edition of last year’s well-received Shin Megami Tensei: Persona 3. This is where I put a rant about how it’ll never come out here, but I only just found out that the original game did, in fact, come out in the UK. Still, that doesn’t improve our chances of getting a remix of a game that probably didn’t make it out of four figures in sales. Import is the only way to go if you want FES (pronounced ‘fess’, as it’s short for ‘festival’).

Right, here comes the synopsis. I’ve played some weird games in my time, but this one takes the biscuit. The premise is that there’s a 25th hour to every day called the Dark Hour. Most people are completely unaware of it, as they transmogrify into coffins (seriously) for the duration and return to normal at 12:01 as if nothing has happened. But a select few are able to retain their form and must spend their nights fighting ‘shadows’, demons that emerge from a mysterious labyrinth called Tartarus, which only appears during the Dark Hour. Someone dies or inexplicably becomes catatonic during the night? That’s the shadows getting up to no good with them.

Naturally, your protagonist and some of his school friends are among those with the ability to roam the Dark Hour. They also have the handy ability to control personas – personal demons called forth from their psyche by shooting themselves in the head. Yes, really. Strengthen your personality by day by making friends, having relationships and joining clubs, and it makes your personas and their spells stronger for when you roam the randomly generated 200+ floors of Tartarus, grinding and fighting occasional bosses to build yourself up for monthly story events that occur during the full moon. Continue reading Persona 3 FES

Lost Odyssey

Remember those days when an RPG being spread across four discs was cause for celebration? What once seemed like amazing value – before the crushing disappointment, seeing that Final Fantasy VIII was a whole disc bigger than VII was like several Christmases in one – now seems like an advert for Blu-ray.

Lost Odyssey

Nonetheless, Lost Odyssey is here, representing Microsoft and Mistwalker’s Final Fantasy to Blue Dragon’s Dragon Quest. As pretty as it is, especially when it uses high definition CG for backgrounds (see this video of the opening scenes), just as Blue Dragon was more than slightly influenced by Dragon Quest VIII, to look at it Lost Odyssey could almost be Final Fantasy XII running in high def. To play it, however, is a less iconoclastic experience that that Square epic.

While FFXII sought to forge new ground for the series, Lost Odyssey is far more traditional. Battles are random – and thankfully very lenient with the frequency, which is an issue that has ruined many an RPG for me (*cough*Skies of Arcadia*cough*) – and there’s not even so much as an ATB system: it’s entirely old-fashioned turn-based combat. Although there is a list of upcoming turns, a la Final Fantasy X and its CTB system, it’s mainly there for tactical reasons; just so you know that Monster A is due to attack before Jansen can get off a spell, so it’s probably worth using the others to beat it down first, and such.

I find myself enjoying this combat, although, that said, I’m only a couple of hours into disc two and have experienced one difficulty spike. Judging from the various forums that I frequent, I’m not the only one to find the first boss significantly tougher than any others so far. It’s an unfortunate flaw that afflicts a baffling number of JRPGs.

So far it’s been the skill system that’s most interested me. While the mortal characters work in the traditional fashion, gaining new skills as they hit the requisite level, the immortals will never learn new abilities by themselves. By using ‘Skill Link’, they can learn all of the abilities of the mortals, meaning that, say, the physically strong Kaim can also have a complete mastery of Black, White, and Spirit magic, as well as everything else. He wouldn’t be as good with the magic as an innate spellcaster, but he becomes very versatile and kitting out your entire team with appropriate skills and accessories (immortals will learn skills from these, too) before big fights becomes a necessity. It’s quicker and less obtuse than similar systems like Final Fantasy X’s Sphere Grid and FFXII’s inexplicable licences, and it has achievements for getting them all ;)

Is that the first time there’s been any real reason to grind?

When I started drafting this post, I was going to make two complaints about Lost Odyssey here: that the story is weak, and that Jansen – the “comic relief” – is annoying as fuck. While both of those are pretty much true for the first few hours, by the time you reach the end of disc one they’ve both started to right themselves. The story starts to differentiate itself from the dozens of other ‘warring nations’ RPGs as the issues of immortality come into play, specifically when you gain your fourth and fifth party members, and while Jansen is still prone to ill-advised wisecracks – only one has actually made me chuckle so far – he’s slowly been winning me over by becoming less obnoxious. If the story is what sustains an RPG and you find yourself disappointed with Lost Odyssey’s, stick with it.

I had no plans of buying Lost Odyssey, given the generally positive but hardly glowing reviews and my disappointment with Blue Dragon, but having played it extensively I wouldn’t have had a problem buying it. Personally I think they’re missing an opportunity by not pushing it with a demo; I know that the indifferent reaction to the Blue Dragon demo may be fresh in the memory, but even just the opening battle of this game would be a suitable demonstration of its traditional RPG credentials and the scope that a next generation platform provides.

There’s no poo in this one, mind.

GOTY Honourable Mentions

Naturally, this year had more great games than anyone could possibly whittle down to just ten. So, as I did last year, here are a few that I liked but didn’t quite make the list. All are worth a try.

  • Jeanne d’Arc (PSP) – Level-5’s strategy RPG arrived with almost no hype and, therefore unsurprisingly, didn’t exactly set the world alight. What was the last PSP game that did? Nonetheless, it’s as gorgeous as Dragon Quest VIII with even better production values – check out the fully animated and voiced anime scenes – and is portable, which for me makes an RPG infinitely more playable. It’s also not as hardcore as many SRPGs tend to be, so virgins to the genre shouldn’t be afraid of trying it out.
  • The Legend of Zelda: Phantom Hourglass (DS) – As the game in this list that came closest to making the top ten, I shouldn’t need to tell you what’s good about Phantom Hourglass. It’s Zelda. You’ve played it. This one just gets extra credit for mapping workable touch screen controls to a traditional game style. As with Twilight Princess, I found myself enjoying the unique controls rather than simply tolerating them.
  • Mass Effect (360) – Despite suffering from many of the issues of Knights of the Old Republic minus such an immediately appealing world (though this one is certainly far better than most sci-fi RPGs), Mass Effect is an enthralling game that will become a huge time sink if you let it. Both technically stunning (the facial animation) and disappointing (the frame rate), it’s still a lesson in how to do a sci-fi adventure. Let’s hope that it doesn’t mark Bioware’s descent into the same hole that swallowed Westwood and Bullfrog.
  • Ninja Gaiden Sigma (PS3) – I’m cheating somewhat here, given that I’ve played Sigma for little more than a couple of hours. This is really a chance to honour Ninja Gaiden in general, a game that I played to a meaningful extent for the first time this year and thought was absolutely fantastic. Sigma looks better and has more content, and is therefore just as easy to recommend. Play any version (the original and Black both work perfectly on a 360) in time for the sequel later in 2008.
  • Puzzle Quest: Challenge of the Warlords (360/DS/PSP) – If Viva Piñata was 2006’s best game that nobody played, surely Puzzle Quest is 2007’s. Yes, at its heart it’s yet another Bejeweled clone, and yes, the AI can be frustratingly prescient, chaining massive combos using off-screen gems that no-one could know about without cheating. But even so, Bejeweled is an addictive and fun game without a well-developed RPG component. Since its appearance on XBLA there can be few people without access to this gem. Sorry, couldn’t resist.
  • Resistance: Fall of Man (PS3) – While it’s consistently overrated in certain camps, Resistance was a solid shooter with an excellent suite of multiplayer modes, and deserves mention for the extensive support post-release. Insomniac’s feature-laden patches have brought everything from balance tweaks to a screenshot function and Dual Shock 3 support, even while they’ve brought another game to market and have undoubtedly started work on the sequel. Other developers could learn from the example.
  • Super Stardust HD (PS3) – In the flood of twin-stick shooters that have followed Geometry Wars, this is arguably the best. While I felt it slightly overcomplicated, it gave the genre a modern sheen that Geometry Wars had lacked, coupling mightily impressive graphics with a superb soundtrack. With more content to come and the recent patch bringing more features to the table, this is an overlooked gem.

Jeanne d’Arc (PSP)

Jeanne d'Arc

Could this turn out to be Viva Piñata’s successor for the title of best game nobody played this year?

It’s not often that a game is a genuine surprise, least of all when it’s a strategy RPG – a subgenre which combines a genre that I dislike and one for which I’m largely ambivalent. Being that I’d read nothing about this game, I had visions of a grim, serious SRPG based on the real life heroine, probably drab and with lots of horses and archers, and maybe even some light immolation towards the end.

I’m only a few hours in and so can’t speak for the outcome (surely Joan of Arc without fiery death is like Titanic without an iceberg?), but nonetheless I implore you not to write this one off. It’s from Level-5 – those of Dragon Quest VIII and Rogue Galaxy – and while it still takes place against the backdrop of war between France and the invading English, Henry VI is now a possessed child in cahoots with the forces of darkness. While the full extent (and source) of Jeanne’s supernatural abilities are yet to be revealed at the point that I’ve reached, it’s safe to say that there’s more to it than voices in her head.

The presentation here is stunning. Many of the significant cut scenes are told through anime, fully voiced and with excellent production values, and the main game is no slouch either. It maintains the look of DQVIII, and while it gets the most out of the PSP by limiting the scope of each location (one of the necessities of the genre), the characters and environments stand up well to being zoomed it for story scenes. Even on the small screen the towns have personality, and the characters remain as charming as any of Level-5’s creations as they trade quips and words of encouragement during battle.

Coming at the same time as BioShock and certain other games due in the next month, even at its budget price ($30 in the US) I can’t see Jeanne d’Arc being a hit. It’s unfortunate when it’s been out in Japan since last year and we’ve just had our usual summer with nothing to play but alas, this is the industry that we rely on to give us what we need. Don’t miss out on Halo 3 to play this, but if you have a flight (see? Another boat plane they missed with a late release) or just want something portable it seems worth a go. If you like SRPGs you should have no hesitation.