Tag Archives: RPG

Thoughts on Final Fantasy XII

With Zelda finished (still my firm GOTY), I’ve flicked the component switch over to the PS2 in order to put some real time into the other big adventure of 2006, Final Fantasy XII. While I feel that I’ve only scratched the surface of it, I just wanted to put down some thoughts on the drastic new direction in which the game has taken the venerable series, beyond the first impressions that I wrote previously.

First of all, I really do have to emphasise how huge the changes between this and Final Fantasy X are. Most seem to think of Final Fantasy XI as the black sheep of the family, but XII almost validates it. MMORPGs are a huge deal nowadays, bigger even that conventional RPGs, and I think it’s entirely possible that XI was intended from the start as a big experiment to see what of that genre might work in a traditional offline RPG. XII comes out the other side looking a bit Frankensteinian at first, but with the praise being heaped on it I don’t doubt that XIII will play in a similar fashion. Dragon Quest IX is also supposed to be adopting more real-time combat mechanics, so we may find that that has experienced a similar mutation.

Overall, I like the new combat very much. I thought X did an excellent job of revising the battle system without breaking too much with the formula and would have been quite happy had they stuck with that as a framework. Random encounters are a system that I’m glad to see the back of, and while it would have been perfectly acceptable to use the Chrono series as a model (normal enemies visible on the map with turn-based combat when battle is initiated), the idea of making the map screen and battle screen one and the same is inspired. The game as a whole feels more coherent; less fractured than when you’re constantly switching between exploring and fighting, and even entering the menu to use an item or spell. It’s just all there.

When I started out on XII the combat was the element that I was most unsure about, what with the other changes that are immediately apparent – full 3D environments, mainly – being easily accepted. At first it seems rudimentary since you have only physical attacks and the game essentially does that for you. In fact it’s actually quite boring since there’s little more to it than chivalrously exchanging blows with the enemy. It’s not until a couple of hours in when you get a real party with spells and the Gambit system in full swing that things fall into place. Maybe that’s a serious criticism because I was only convinced to stick with it by the rapturous praise that the game has received, but once it lets you loose on the licence board and Gambits it works really well. Continue reading Thoughts on Final Fantasy XII

GOTY Late Additions

It’s always a risk when deciding on your games of the year before 31st December (and especially before 25th December) that something will come along that could or should have made the list, had you only played it a month before. So instead of going back and messing with the whole list, here’s a handful of latecomers that deserve a mention and had a shout of making the list:

  • Final Fantasy V Advance (GBA) – The first of two Final Fantasies, and one from back in the glory years which FFIV began a year earlier (yes, they used to make one a year). RPGs and portables often aren’t the best of bedfellows, but couple this with a Game Boy Micro and you have a top combination. A machine small enough for you to forget that you have it and a deep game that actually lets you make decent progress on the commute go together nicely, and it helps that this is one of the stronger instalments in the series. Bring on FFVI Advance in February!
  • Final Fantasy XII (PS2) – FFXI aside, this is probably the biggest breaks from the formula for a major series that I’ve ever seen. At first I wasn’t completely convinced by the MMORPG influence (MMO combat is completely inane, and the only reason to do it is because it’s with real people – why would I play it with AI characters?), but a few hours in, once you have a party and the Gambit system in place, it just clicks. Had I played it earlier this could probably have made the top five.
  • Viva PiƱata (360) – If I was doing special awards this would have been a shoo-in for both surprise of the year and best game nobody played. I certainly expected it to be rubbish, but quite the contrary. Playing like a cross between The Sims and Animal Crossing (neither of which I’m a massive fan of, oddly), it’s surprisingly addictive and paced well enough that you never go long without unlocking a new Pi?ata or other item, ensuring that you have an incentive to keep playing. Best of all, it’s an Animal Crossing-style game that doesn’t use a real-time clock, so you sidestep the issue of having to go back to a weed-filled garden after a few days of downtime.

All of those are worth a look. And I’m so glad that bloody feature is out of the way for another year.

Best of 2006 #4: The Elder Scrolls IV: Oblivion

The Elder Scrolls IV: Oblivion

I love my immersive, coherent worlds, me. Make a good one of those and you’re halfway onto my top ten of the year list. One of the best ones won last year, in fact. This is also one of the best.

The scale of Oblivion is the amazing thing. As I type this I’m playing Final Fantasy V Advance, originally released in 1992, and it strikes me that what was a large game then can now be done in full 3D, fully voiced with proper actors, and just looking absolutely phenomenal. It had technical issues that were maybe symptomatic of overreaching on current hardware – or possibly unfamiliarity with it – but the magnitude of Bethesda’s vision was just phenomenal.

But give an ambitious and talented team the time and budget (and possibly the Lord of the Rings licence), and this shows what you can get. The moment when you first walk out of the sewers and up the hill – possibly getting held up or attacked by an ogre on the way – to look back at the city you’ve just come from is burnt indelibly into the memories of everyone who saw it, whatever they thought of the game.

Memorable towns and innumerable settlements and landmarks that can be endlessly explored make a great game, marred only by some technical quibbles. It’s unmissable.

Best of 2006 #6: Dragon Quest VIII

Dragon Quest VIII

The next one may be coming to the DS, but Dragon Quest VIII certainly managed to do the PS2 proud. 2006 has been a good sendoff for Sony’s retiree with some of the most impressive games in the console’s history, and this is certainly up there.

Rather than reinventing the wheel as the Final Fantasy series is wont to do, DQVIII takes quite the opposite path. This is about as traditionalist as can be. The admittedly stunning graphics are essentially a flashy wrapper for gameplay that has been all but unchanged since the beginning. No ATB, minimal battle animations, random battles coming out of its arse, and a blank expression when quizzed about anything as elaborate as a job system.

The basics are as solid as can be after so much refinement, but it’s the setting and visuals that provide the biggest step forward. Let nobody tell you that cel-shading is dead, because this game is one of the best showpieces yet. The game takes place in a beautiful fantasy world painted mainly in primary colours, as far from the dystopian future/steampunk settings of many contemporaries as can be. It’s one of those games that can visually transcend the HD barrier that newer consoles are hastily building over the past.

Too bad that such a top game couldn’t forge a market outside Japan like the Final Fantasy series could. Maybe that’s what they’re hoping for with IX.

A Very Final Fantasy Christmas

I trust everyone else had an excellent Christmas.

Shockingly, I got several new games. What was surprising is that all of them, with the exception of the free copy of Uno (oddly captivating) that came with the Xbox Live Vision cam that I also got, were Final Fantasy games: Final Fantasy XII on the PS2, Final Fantasy III on DS, and Final Fantasy V Advance for GBA.

Final Fantasies

XII is an unusual one when coming from the fairly orthodox FFX. Final Fantasy XI has become the red-headed stepchild of the series and I bet whoever decided to make it a part of the normal chronology rather than a Crystal Chronicles style sidestory is living in a cardboard box somewhere now, but it’s definitely had an influence on this. In fact it is an MMORPG…just without the MO. It has an entirely different MO, in fact.

I’m shocked by how much of a departure from FFI-through-X this game is. Random battles are gone (hooray!), enemies can be seen on the map and avoided entirely like an MMORPG, and combat plays a lot like Knights of the Old Republic. And if the whole thing didn’t play enough like what is traditionally a PC genre, you can get your hands dirty with what is effectively a scripting language to control the rest of your team. It sounds weird, but that’s one system that I really like, and one that proves essential to real-time control in a game like this.

This is another one of those games that shows how much life the PS2 could have had in it. The opening town is vast, and your view isn’t constrained by prerendered backdrops and fixed cameras because the right stick lets you look anywhere. The FMV is often spectacular, voice acting is generally very strong (Migelo is a particular high point), and even the facial expressions in real-time cinematics are better than many prerendered scenes that I’ve experienced. I can’t wait to really crack on with it. Continue reading A Very Final Fantasy Christmas

Megaton!

The announcement that Dragon Quest IX would be a DS game, despite the size of its new host platform, could end up being one of the biggest news stories of recent years. It represents a huge shift in development trends right up there with the mass exodus of Nintendo’s oppressed minions to Sony circa 1995.

The movement of Dragon Quest back to Nintendo – for this instalment, at least – comes over a decade since the last ‘proper’ Nintendo Dragon Quest and may not have the impact of Final Fantasy in the West, but in Japan this is, infamously, the game that cannot legally be released on a school day because of the effect it has on productivity. It’s second only to Final Fantasy and, when coupled with the insane popularity of the DS in Japan, has the potential to smash sales records. I was in Japan when the FFIII DS remake came out and the only units I saw on sale were expensive import models from Europe. This should be even bigger.

More than anything this is a slap in the face to Sony. One of their bigs guns has gone portable, and it’s not on theirs. This is going to put even more distance between the DS and PSP, in fact. And if this is as big of a success as it should be I’d bet money that Dragon Quest X turns up on DS or Wii. Low development costs and colossal sales are an irresistible combination for any company, and I’m sure they’re quite aware of how much a game on the scale of DQVIII would cost to develop on the PS3.

I’ve seen the complaints the people expecting this to be a PS3 game and can understand them (although I think the DQIX screenshots look great), but Square Enix won’t be able to hear them. They’re too busy filling up a swimming pool with money.