Monday, February 28, 2011

Backlog Reports #1 - Blue Dragon

Blissfully behind the times though I may be, Sometimes I do play a game that was made AFTER the 2000 break. I'm pretty selective about any current-gen games I get. I'll typically go for remakes or collections, sometimes I'll go for the new material, if it's interesting or engaging enough. This time, I went for something a little on the newer side. I went for an XBOX360 exclusive by Mistwalker and Artoon known as Blue Dragon.


The game was released in Japan in 2006, but we didn't see it here in the states until 2008. The game was developed by Mistwalker and Artoon. At the helm of production and storyboarding, was the legendary Hironobu Sakaguchi, creator and director of the Final Fantasy series. The art director is another name buried by accolades, Akira Toriyama, the man behind Chrono Trigger, the Dragon Ball Series and Dragon Warrior/Dragon Quest ( I see a trend). Also on the team in the sound department is Nobuo Uematsu, composer for nearly the entire Final Fantasy series, Chrono Trigger, and Lost Odyssey. The game also spawned a manga series, and 51 episodes of an anime series that was a non-sequitur with regards to the plot of the XBOX360 game.

--Story--

Blue Dragon follows the story of three young...children? Teenagers? It's hard to tell the age of the characters because of the way they're drawn, but all of the playable characters in the game except for one look to be about 8 years old. In any case, these kids are from the nowhere village of Talta, who is beset by a fog of purple clouds. When these clouds appear, a vicious Land Shark makes its way into this valley town and wreaks all kinds of havoc, breaking buildings, ramps, people, anything it can charge on through. The three kids, Shu, Jiro and Kluke, band together and give it their best shot to try and stop the land shark. With a net and a rusty sword. At what point did this seem like a good idea?


Hey, YOU drew the short straw. It's YOUR problem now.


Oh, right. They're 12. In any case, it doesn't go well, and the three young heroes get dragged into a dark cave, and summarily airlifted out, and into a ship they've never seen before that appears to be causing the purple clouds to appear. Within, the find a decrepit, purple old man who goes by the name of Nene. For no apparent reason, he's just been fucking with this village for years. Maybe he's bored. The group tries to fight him, but can't quite muster the mustard, so they are forced to flee from Nene's ship. As they run, they get surrounded by dozens of Nene's robot soldiers, until a disembodied female voice gives each of them some blue spheres and tells them to swallow them. Yeah, the main characters get their powers by chugging balls.

After doing so, the shadows of each character grow taller and taller and take a semi corporeal form, each one becoming a different animal, Dragon, Bull and Phoenix. With these new Shadows, the characters gain the power of magic, the power to fight, and a means with which to grow stronger and finally defeat Nene. The group charges forward, meeting new friends, joining up with new characters, and doing very RPG-Staple hero stuff.

The storyline itself is incredibly basic which is both a plus and a minus. While it's nothing special at all, it's something relatively comfortable that we've all seen before, and allows us to look at other aspects of the game. Like the characters! Except that the characters are dry, overdone, and confusing as hell with regards to how old they actually are. If I'm playing a kid, I want to play a kid, not a 35 year old in an 8 year old’s body. The story also takes a turn for the absolutely ridiculous right at the end of the game. Like it was WAITING for you to be okay with the game as a whole, and then drop a huge pile of suck right on top of what was already mediocre.

6/10

--Audio--

I'd really like to be able to say "UEMATSU DOES IT AGAIN!", but I can't. A lot of the game's soundtrack is fairly forgettable, some of it's annoying, and the recurring boss theme is an absolute catastrophe. This is a track called "Eternity" which features lyrics written by Uematsu himself, and sung by Ian Gillian, formerly of Black Sabbath and Deep Purple. The unfortunate thing about the song, both with the way it is written and with the way it is sung, it sounds like something else entirely.

Every. Goddamn. Boss.

That's not to say it's ALL bad, there are still a few diamonds in the rough, but it's not exactly worth sifting through the entire soundtrack to find them. That said, the SFX were actually well done. The robots sounded like robots, the punches sounded like punches, and for the most part they were all timed fairly well. However this is not exactly a glimmer of hope, so much as something that doesn't taste like shit amongst a pile of shit. I refer now to the voice acting. It's pretty bad. Granted, I'm probably a moron for playing the damn game in English, but is it so much to expect that they find somebody believable for these roles? I mean, there are plenty of VA's out there who can actually DO an 8 (12? 17? 4?) year old kid, that are looking for the work. Throw them a freakin bone, here! Where it may work in Japan for a woman to voice a young boy, it doesn't translate NEARLY so well here in the states! LEARN FROM YOUR MISTAKES. I'M LOOKING AT YOU, MEGAMAN LEGENDS 2.

6/10


--Visuals--

Here's where the game really makes up some ground. Though I'm not what I consider to be graphically fixated when it comes to my vidya games,  I was extremely impressed with  what was coming through my screen. Akira Toriyama's character art can get a little bizarre at times, but it largely worked out for the better. The scenery was extraordinarily done, the graphical rendering of environments and character models was top notch, and the special effects were of a masterwork caliber.

Suck it, Avatar.

The one downside to all of these visual treats is that the 360's driver can't handle it as perfectly as one could hope, so it does cause a little bit of slowdown here and there. Because of this slowdown, sometimes cutscene transitions take a bit of time and are a little jumpy, sometimes killing the mood, but even then it's not so bad to deal with, because there's plenty enough there to kill the mood without the graphics getting involved. Overall, the visual team did a really good job with this one.

9/10

--Gameplay--

Another decent aspect of the game is the way everything plays out. Combat is done by upgrading your Shadows, which act in the same way as Job Classes from certain Final Fantasy games like Tactics, or FFV. Your shadow can switch between classes at will, gaining experience and unlocking new abilities within said class. The great use to leveling multiple classes is that all of the abilities you learn can be equipped to different classes, making it really easy to come up with different combinations, and playing any class any way you want. You can have an assassin base who specializes in stealing from as many people as possible, or an assassin who focuses in being able to hit any enemy from any point on the field. The only drawback here is that it makes the game really easy, as most of the classes get their best or final abilities really early in the progression.

"I CAN BE AN ASSASSIN TOO. LOOK HOW QUIET I AM."


Most of them max out abilities between levels 30 and 35, so leveling a class to 99 is only good for stat gains and achievements. By mid to late game, your party will basically be invincible, because the game doesn't really hold back on giving you any decent items. However, to alleviate this, there are two superbosses in the game that are fairly difficult. I still haven't beaten them, but that may be do to lack of want to spend time to build a strategy. One minor issue, is landing your inevitable airship. It's pretty damn hard to see where you are in relation to the ground on that thing. Overall, the game is rewarding to actually play through, if nothing else, from a mechanical standpoint.

9/10

--Overall/Final Thoughts--

If you're asking my opinion, and I assume you are by reading this whole mess, I tell you now that I wouldn't recommend this game to anyone. The plot doesn't really evolve in any good way, the characters are annoying as FUCK, and the bgm gets hard to listen to. The gameplay is entertaining, but it's not unlike anything else that you could find within a more rewarding game. I mean, if you want to play a game that uses a class system, and has a maniacal wizard trying to tear the world apart, I'd tell you to go play Final Fantasy V instead. It's not a terrible game, but it is on the lower end of mediocre. If you're really out of any other option, then I guess it's good enough to occupy your mind for a bit, but the payout just isn't worth the amount of time you're required to invest in it.

Hm...there's something else I'm missing though. There's something that's stopping me from telling people that the game isn't really bad, but I can't quite put my finger on it. There's one giant flaw in the game that detracts from anything good that might have been. Someone help me out here.

"The Devee Dance of Trivia! Is it me? Is it me?!"

OF COURSE IT'S FUCKING YOU. Jesus christ, in all the time I've been playing RPGs, I've sifted through legions of annoying ass characters and I've come out okay. This motherfucker right here takes the proverbial cake. I don't understand why Japan seems to think that this character archetype is a good idea. He's obnoxious, screams every god damn word, quick to get angry which makes him even MORE loud and annoying, and ever-fucking-present. There are maybe two cutscenes in the whole damn game that don't involve him, and they're the only two bearable cutscenes in said whole damn game. Anytime anything happens, he shows how he feels about it by performing a dance. "The Devee Dance of Friendship," or "The Devee Dance of Joy," or "The Devee Dance of Love." THEY ARE ALL THE SAME DANCE. Here's one for you. The Devee Dance of SHUT THE HELL UP. -5 points from the game, JUST FOR THIS ASSHOLE.

25/40 = D-

Thursday, February 17, 2011

Top Ten #1: Most Awesome Moments in a Final Fantasy Game. Part 2. -SPOILERS-

#5 - Final Fantasy IV - The Giant of Babil

Let's visit Final Fantasy IV once more. A lot has happened between that moment and this one. This one takes place near the end of the game. Cecil and crew have traveled from town to town, city to city, been all around the world, the underworld, and even been to the home of a sleeping race of moon-folk named Lunarians. Many characters have joined his party, and many have left for various reasons, injury being the most common. All the while during their travels, they were chasing after 8 crystals that were rapidly being taken by a dark knight named Golbez, the man who replaced Cecil after he left Baron, and the man who was responsible for all of the events of the game so far. It wasn't until Cecil and company got to the moon that the Lunarian FuSoYa told them what the 8 crystals were going to be used for: To open a road from Cecil's planet to the moon, in order to transport a Robotic Giant to the surface of the world and destroy everything.

Think he saw us?

The scary thing? At the point you find out the plan, you have a bit of an Ozymandias moment. "I did it 35 minutes ago." By the time you get back to your planet from the moon, The Giant of Babil has arrived, and is beginning his monstrous rampage. The bad guy actually accomplished his goal, the angry death machine is loose and all appears to be going their way. As your group is flying in front of the Giant of Babil, they begin to remark on how hopeless the situation is.

Oh don't, worry. Sit tight, it's about to become awesome!

That is, until the entire world stands up and collectively screams "Hell No!"

"Goin' somewhere?"

The friends who you had to leave behind apparently saw this shit coming from miles away. The collective airship fleet of the overworld is seen flying in from the east, ready to bomb the fuck out of the giant. The fleet is led by a Prince of a demolished castle, and your aging airship mechanic, Cid. On top of that, You've got tanks coming in from the south side. King Giott, overseer of the Dwarves of the underworld has brought his entire military force to the upper layer of the world, and is accompanied by Sylphs who until this point were xenophobic and distrustful of non-magical sentient life. The Sylphs are joined by Kung-Fu master Yang, another party member who was presumed dead, but has returned to give the forces of the world a fighting chance. I don't know HOW they managed to drive Tanks out of the underworld, over mountains, and across the freaking ocean but you know what? I don't care. The combined assault force unleashes absolute hell upon this intruder upon their peace, with the exception of Cid's airship, who sidles up next to yours. He tells you to hop in, he'll drop you off at a spot close enough to get inside the Giant. Once within the Giant, one of the best dungeon bgm's begins to play, and Cecil and friends charge inside and find the CPU of the robot and summarily smash it. After some expository banter, the Giant crumbles, the world is saved, and the group decides they're not gonna stop there. They get back on the ship, return to the moon, and look for the asshole who started all of this. This is how "turning the tides" is done.


#4 - Final Fantasy VIII - The War of the Gardens

Now let's come back to Final Fantasy VIII. This is the last cool event before the game's plot takes a horrendous nose dive. When we last left our heroes, they had just succeeded their Practical Final Exam, and had been accepted as soldier mercenaries. Their first mission took them to Timber, a city under martial law where they were to assist a resistance faction known as the Timber Owls. From there, they get word that the President of Galbadia has appointed a new advisor, a Sorceress named Edea. This is apparently very bad news, as you are promptly recalled from your mission and given a new one: Assassinate the Sorceress.

At the end of the first disc, the plan to bump off the mage-lady is put into action and subsequently fails. The sniper's presence was noticed and the Sorceress blocked his bullet, so Squall charges in swinging his sword, and discovers his rival Seifer, who has turned on Garden and now serves by the Sorceress' side as her Knight. After a short combat, Edea gets pissed off, stabs Squall through the chest with an unfinished ice sculpture, and throws the group in jail. When he awakes in prison, he learns of plans by the Galbadian army to wipe out the Gardens of the world.

"Dibs on the girl's changing rooms!"

Obviously our intrepid heroes escape from the prison, and return to the Garden, which in a pinch just before getting blown apart by angry shark-missiles, turns mobile and uproots itself, dodging the majority of the blast. From there on, Balamb Garden becomes the token "boat" of the game, traveling around the world, reuniting with your friends. Eventually, you learn that the Galbadian Garden has learned how to go mobile as well, and you see their garden hanging around once in a while. Events lead the group to a small abandoned orphanage off the coast of a distant continent, where they all feel familiar memories emanating from. When they get there, they discover that they were all in the orphanage together at a young age, with the exception of Squall's love interest, and none of them were able to remember it. After some warm nostalgia, they're reminded that the Sorceress Edea was actually their matron at this orphanage. Oh noes!

Think it's a bit ridiculous? Well sit tight, it's about to become awesome!

The Galbadian Army doesn't give a shit about your past. When you exit the orphanage and re-enter your Garden, you see the Galbadian Garden sitting in the middle of a forest, staring at you like "bring it, bitch." Squall takes charge of the situation, however reluctantly, and prepares the soldiers and students of Balamb for a final confrontation with Galbadia Garden. Who do you imagine is going to be leading the opposing Garden force? You guess it, it's Seifer, Squall's old buddy.

"I love the smell of Firaga in the morning."

The battle begins like a sumo match, with the two gardens crashing into each other. Unlike a sumo match, these Gardens have the added perk of shaving off entire sections of the opponent. It's very clear from the onset that Galbadia has the upper hand. You've got legions of well-trained soldiers, paratroopers, hell you've even got troops coming in on rocket-propelled motorcycles. Whereas Balamb garden has a few Mercenaries, a handful of somewhat-competent students, and a mess of junior classmen. For the majority of the battle, Balamb is boarded by the enemy, and it becomes a hectic warzone that drags everyone into it. Your party splits up and runs to help with different tasks, such as shoring up defenses, defending the junior classmen, and providing general support. At one point, Squall's love interest Rinoa gets knocked off the edge of the Garden's quad area, and hangs on to a rock for dear life while everyone runs around frantically trying to find a way to save her. Squall leaves charge of the battle in the hands of his friends, and as he runs through the Garden, looking at the state of things, he realizes that this fight isn't going well in the slightest, and a change of strategy is needed.

The music cuts out and changes to something somewhat inspiring, and Squall jumps on the PA, giving an inspiring speech about how not all is lost, and though his soldiers may be tired, they're made of tougher stuff than that, and they can find the will within them to drive the enemy out of the Garden and win this fight. With this, Squall directs the forces of Balamb into a final desparate charge to fully combat the enemy.

I feel bad for that guy's motorcycle.

After that, Squall gets singled out by a soldier in a suit that acts as a glorified jetpack. He gets into a fistfight with the jerk, and eventually knocks him out of his own armor. He then uses the hover-armor to float over to Rinoa, who by this point has arms bigger than Hulk Hogan, and grabs her, flying to a safe location on the enemy's base, where they will now sneak in, and finish the job they were assigned to do by defeating the Sorceress. Not a bad sequence to end disc 2, eh?


#3 - Final Fantasy V - Apparently "Chuck Norris" is a Job Class

In Final Fantasy V, you play from the perspective of a young adventurer named Bartz (or Butz, if you play a certain localization), who travels the world with his faithful steed Boco the Chocobo. Bartz is adventuring along one day and spots a Meteor screaming towards the earth below. As it collides, he is filled with wonder and confusion, and promptly charges forth to investigate the fallen rock. When he gets there, he finds an old man who appears to have lost his memory, except to say that he warns Bartz about the danger that the 4 elemental crystals are in. Over time, you learn that these four crystals are the seal that binds the evil sorcerer Exdeath. Stupid name aside, this sorcerer is bad news, so Bartz teams up with Galuf, as well as a Princess and a Pirate in order to venture forth and protect the four crystals from destructions. The group is met with numerous failures as the crystals shatter before their very eyes on more than one occasion.

The upside to shattered crystals is that the crystal fragments are able to imbue a person with power, and each fragment is unique. This is how they explain the Job Class system that was seen in Final Fantasy III and later, Final Fantasy Tactics. Soon enough, Bartz and crew fail to save the 4th and final crystal from being destroyed, and the seal on Exdeath is released. Simultaneously, old man Galuf recalls his purpose and regains his memories. As it so turns out, he was actually one of the members of the party who had originally sealed Exdeath away to begin with, The Dawn Warriors. He also explains that there is an alternate parallel universe that he is originally from, and that he must return there now, as Exdeath is his problem and he'll deal with it in his own world. Galuf then leaves the party on their planet, jumps back in his meteor, and winds up warping back to his own world.

Of course the group isn't going to let the geriatric handle the world's problems by himself. There are other meteors in the world, so the group attempts to power one of them up and warp themselves to Galuf's world in order to give him a helping hand and finish off Exdeath once and for all! That's the plan, however it doesn't work out quite so romantically. The group succeeds in powering one of the meteors, but it doesn't transport them directly to Galuf's location like they would have hoped. Instead, it warps them smack in the middle of an isolated, and biologically devoid island with no way to contact anybody in the world.

Somebody get this man a volleyball.

The group wanders around the island for a while, fighting off hostile monsters, and are eventually knocked out by agents of Exdeath who knows of their exploits and almost-successes, and has them dragged to his castle and thrown into jail. Meanwhile, Galuf is getting ready to lead an assault on Exdeath's castle when his scouts tell him of a group of unconscious adventurers who were taken into Exdeath's castle. Upon getting their description, he immediately understands the danger his friends are in.

It's number 3! You know it's about to get awesome!

So what's an old soul to do? Send in a task force to retreive them? Nah. Bargain with Exdeath for their lives? Not a chance. What does Galuf do, you ask? He tells his army to sit the fuck down, he'll be right back. He jumps on top of his dragon, flies across a massive bridge, over enemy lines, and into the top layers of Exdeath's castle. The music changes to one of the best "Fuck Yeah" themes ever played, as Galuf jumps into the prison block area of Exdeath's castle, fighting his old ass way through dozens of Exdeath's minions, breaking down doors and kicking all kinds of ass. As he goes along, he grabs up all of his friends' gear. He eventually comes across Exdeath's general Gilgamesh.

"Walker, Texas RedMage."

Galuf pulls no punches, as he summarily embarasses Gilgamesh, takes the prison keys, and gets his friends out of there and drops their weapons in front of em, sayin "time to go to work." The four of them then make a daring escape from the castle, and begin the infamous Clash on the Big Bridge sequence, in which Galuf's army sees him returning from Exdeath's castle, so they launch an offensive at the same time in order to give Galuf and crew a safe place to return to. That's what I call a rescue.


#2 - Final Fantasy VII - Evil Corporation Finally Gets Judgement

Final Fantasy VII is the story of an Ex-SOLDIER named Cloud, who now takes jobs as a mercenary, as long as the pay is good. At the start of the game, he is working with an activist/terrorist group known as Avalanche, whose purpose is to overthrow the Technology/Energy company known as Shinra Inc., whose influence is far reaching, and who runs the majority of the world, as a monopoly that has grown too large to subdue anymore. Avalanche operates out of Midgar, the main city of the corporation, and their main targets are machines known as Mako Reactors, which draw upon the very life force of the planet and convert that force into energy that provides heat, power, electricity, etc.

Cloud and his friends eventually get way in over their heads, as the sector their are from gets crushed underfoot, essentially wiping out 1/8th of the city, all in the name of stopping Avalanche. The party isn't too happy with this, so they climb their way all the way to the top of Shinra Tower, and eventually they find that the president has been killed off by a figure from Cloud's past, the greatest SOLDIER of all time, Sephiroth. From that point on, the game is spent largely following Sephiroth around, but Shinra gets in your way time and time and time again. They Coerce locals, they wipe clean and rebuild Cloud's hometown and fill it with their own employees in order to hide what happened there, they take advantage of the hopes and dreams of industrious folk like Cid Highwind, and they contribute in unleashing terrible monsters known as WEAPON, which only awaken when the world is in absolute, imminent peril.

Near the start of disc 2, after WEAPON is awakened, the party is captured by Shinra Inc, and taken back to the town of Junon, where they will be given a public execution and blamed for literally all of the world's problems, all in an effort to make themselves look better.

"How DARE they put a Meteor the size of 50 moons in the sky?!"

The group obviously doesn't care for this, so they break out of the jail, steal an airship, and get the hell out. As the crew regroups and tries to decide what to do next about Sephiroth and the Meteor, the move all around the world, finding clues to help them, they even try to smash a rocketship loaded with magical explosives into the meteor. When they return from space however, all hell breaks loose.


"Man, I sure hope Midgar has funnel cake!"

WEAPON is pissed off, and the Diamond variety has decided to take a nice little vacation to Midgar. The problem here is that a WEAPON's vacation involves destruction, murder, and chaos. Essentially, he's gonna run and clear Midgar right off of the map. Thankfully, Shinra Inc. Has a solution to this problem. They've got a weapon of their own, though not a mobile, sentient one. Actually, Midgar has relocated their marvelous symbol of compensation, a colossal cannon, from their port town to their capital city. They then hooked it up to every major power generator in the city, and aimed it directly north, coincidentally, exactly where Diamond WEAPON is coming from. As they fire the cannon, it shears right through Weapon, sending him flying thousands of feet backwards and slumping to the ground, defeated (of course, not before he gets a few shots off and blows up the top of shinra tower.)

The group rests easy and takes a deep breath. That is, until they get word from their inside man that the Mako Cannon is about to fire again. This wouldn't be so big a problem, if the draw on the city's power supply wasn't so heavy, and the cannon's cooldown time wasn't a few hours. Turns out, the mad scientist who oversaw Sephiroth's genetic engineering has decided to once and for all end the problem he created by firing the cannon directly at the northern crater where Sephiroth sleeps. The shock from this blast would destroy the grand majority of Midgar and kill just about everyone inside city limits. Yet, as we go to the board room of Shinra Inc, only one of the executives wants to do anything to stop the cannon. The rest of them just don't care.

Sit tight and grab your parachutes, because it's about to get awesome!

The group decides collectively, "Alright Shinra, you know what? No. Fucking NO. Enough of your shit!" Midgar is presently under martial law, so nobody can get in or out of the city by foot. Solution? The group brings their airship about and flies right over the top of Midgar city and parachute their way in.

"Whoo, Bitches!"

The entire sequence of trying to get up to the Mako Cannon is my favorite part of the entire game. The music that plays is the music that played at the beginning of the game, during the mission to bomb one of the reactors. I find it cool that they bring the music back for when you're running up to screw with Shinra on a much bigger scale.

The group lands in sector 8 and immediately enters the sewer system, which leads them through to the train system which they follow all the way back to a familiar location from the beginning of the game. Along the way, everyone from Shinra Inc. you've ever encountered is there to try and stop you. The elite shadow agents The Turks, Weapons and Development Executives Heidegger and Scarlett, as well as all of the soldiers and machines that shinra has at its disposal. The most satisfying thing about this segment is being able to personally get revenge on the assholes responsible for all of your troubles throughout the game. At the end of the sequence, the group climbs up a long staircase and comes upon the mad scientist Hojo, who reveals that he could be considered Sephiroth's father, and claims its his job to finish him off. Hojo doesn't want you to foil his plan, so he takes advantage of all the weird experiments he's done to himself over the years and engages you in a long climactic battle to finish off the second disc. By the end, the people of midgar are saved, Shinra is finished, and only Sephiroth remains. 


#1 - Final Fantasy IX - Assault of the Silver Dragons

Final Fantasy IX is one of the more overlooked games in the series, but I find it to be one of the most rewarding. Throughout the events of the story, you will find a plethora of reference and homage to earlier games from the same series. It follows the story of a thief named Zidane, a bit of a ladykiller with a real lackadaisy attitude and a penchant for pushing peoples' buttons whenever he can find them. Throughout the game, it's hinted at that Zidane is trying to find out where he is originally from, as he does not know who his parents are, or where his homeland is. Eventually, he finds it in an alternate world known as Terra. Once there, he receives some long exposition that he was not born, but he was created. As well as the villain Kuja, who had been pulling all of the strings in all of the bad events up to this point in the game. He orchestrated a war on the Mist Continent, the murder of the Alexandrian Queen and her armies, the stealing of magical essence from one of the characters, as well as the near-complete Genocide of an entire race.

It is told to Zidane that he and Kuja were created for the same purpose, which is to incite war and destruction on the world of Gaia, in order to remove the souls of the people from their bodies, and circulate them over to Terra so that the genomes, Zidane's kind, can have souls of their own and be allowed to have a real life once more. Zidane had a bit of a Goku treatment from DBZ, in that his memory was lost at a very early age, and he instead grew attached to the people of the world. After a moment of desperation and loss, Zidane returns to his senses and bands together with his friends in an effort to defeat Garland, the mastermind behind the soul operation, and Kuja who had been gaining power in order to defeat Garland himself.

At the end of the third disc, we're treated to three consecutive boss fights against a silver dragon, Garland, and Kuja himself who returns to Terra and kicks Garland off of a cliff, killing him. After Kuja is defeated at last, he begins to question how this could have happened, typical bad guy speeches, so on and so forth. Suddenly, Garland's voice can be heard. Garland tells Kuja that even if he weren't defeated, he isn't long for this world. See, Kuja wasn't ever meant to have a long life. After accomplishing his mission, he would have fallen over dead, no longer of use. Confused and enraged by this, Kuja enters a sort of limit-break mode and completely destroys the Pandemonium dungeon, and sends Terra into a state of flux. The group narrowly escapes in Kuja's airship, and finds a way to return to Gaia. When they get back however, things are not looking so great. The world is covered in a thicker, more potent version of the same tension-raising Mist that the group had eradicated earlier in the game. Above the source of this mist is where the final area can be reached. All that can be seen is a swirling red, pink, and white sphere of energy that must be flown into.

Sit tight and put your tray table in its locked and upright position, it's about to get awesome!

However, as the group approaches, this happens:


Wait....is that....?


Shit.

If you thought fighting one silver dragon was bad, well here's an entire flock of them. Enjoy. Nevermind that your airship's only weapon is on the bottom of the ship, facing down. This is Final Fantasy, not Mario. You're not going to be able to get above every single enemy. The situation appears to be hopeless, and dire is too light a word. One of the dragons rears up to fire a blast of energy directly into the bridge of the airship when...

"So, we heard you had a dragon problem."

Hell yeah, the cavalry has arrived! In an homage to Final Fantasy IV, all of the allies you've made over the course of the game come in the save your ass and clear a path!

"Six vs. Six thousand? I like those odds."

The airforce of the industrial city of Lindblum, who you've helped out time and time again throughout the game, arrives just in time, blowing away hundreds of these silver dragons that seek to stop you from entering the final area, Memoria. The scene cuts to the pilots of the ships, all of them close friends to Zidane and crew, or important figures who they've helped in the past. As the fight rages on, a path gets cleared for Zidane's ship, but a flight of dragons catches wind of them and starts to follow behind them. It looks like they're about to catch up with the ship, until the Alexandrian airship blocks the way, t-boning all of the dragons against the hull of the ship, giving Zidane and crew a clear passage into Memoria. I mentioned the music in earlier entries, and this will be no exception. The theme that plays here is one of the best Uematsu has ever written, and I almost think he wrote this theme first, before the scene was finished. That's how perfect the entire scene is. You've just flown a ship past thousands of angry dragons, while your dozen good buddies had your back and blasted most of them into dust. That is a hell of a way to enter a final dungeon.That is awesome.

Wednesday, February 16, 2011

Top Ten #1: Most Awesome Moments in a Final Fantasy Game. Part 1. -SPOILERS-

It only came as a realization recently, that you don't really play games in the Final Fantasy series for their deep and meaningful plotlines, but that's a rant for another time. That said however, the games often have a way of slipping certain moments into the main progression of the game that get you psyched out, pumped up, or just feeling awesome, invincible, on top of the world, etc. When the game does them,  it does them pretty damn well, and I figured that since this is a forum for getting all my gaming rants and rambles out, this would be as good a time as any to pick out the 10 most awesome moments from the final fantasy series. I warn you now, there are no moments from FFIII, XII or XIII. I have not played III or XIII, and XII was incredibly dry and not very rewarding.

#10 - Final Fantasy X: Discarding Yunalesca's Tradition

Final Fantasy X is the story of a young Blitzball player named Tidus whose world flips upside down in one crazy night, and finds himself in a foreign land in a distant time. He finds himself tagging along with a party of warriors who are escorting a Summoner from the remote village of Besaid, all the way to the dead city of Zanarkand. The purpose of the pilgrimage is to obtain the Final Summoning, and use it against a monster that comes around every 10 years known as Sin. Tidus grows to care about the summoner, a girl named Yuna, and agrees to become one of her Guardians during the pilgrimage. When it is learned that the summoner of the Final Summon always loses their life during the process, Tidus begins desperately looking for a way out of the situation. By the time they make it to Zanarkand, he still doesn't have an answer.

Near the end of the foray into Zanarkand, the group finds the chamber of the Final Aeon and with it, the first summoner: Yunalesca. The tradition states that Yunalesca has the power to grant the Final Aeon to a summoner, and that any summoner who wishes to fight sin must obtain this power from her. There is a terrible price for gaining the summon however. The Summoner must choose one of his or her closest companions to be made INTO the summon. The group is obviously not thrilled about this, and begin to question whether it is worth it or not. Certain individuals are willing enough to go through the ritual, but they don't want their sacrifice to be in vain. Yunalesca goes on and on about how the world's only hope is to rely on the final summon, and ride out the hard times and wait for the time of the Calm. Basically, she tells you that you must sacrifice yourself, even though it's a perpetually temporary solution.

O Rly?

Sit tight, it's about to get awesome!

The group decides as a whole, "nah fuck that." When they make apparent their will to find another way to destroy Sin, Yunalesca suddenly turns hostile, saying that it would be better to kill the party where they stand, so that they don't have to move on with the suffering of life in terror. At this point, the party takes up arms, and throws caution to the wind, and battles the woman who in the eyes of the world, is the only remaining hope for peace.


                                                             This is what a real man looks like.

You are treated to a cutscene where one of your party members, a twice-Guardian named Auron tells your party that they have to decide now whether they can actually go through with this and the choice to live or die is theirs and theirs alone. Of course the group bands together. The group goes through a long hectic 3-form boss, and come out on top, having sent Yunalesca to heaven/hell and seemingly dooming the world to extermination.


#9 - Final Fantasy II -  A Small Exhaust Port, 2 Meters Wide

In Final Fantasy II, you play from the perspective of Firion, a runaway from a village nearby to an expansionist Evil Empire. Firion and his three friends escape the clutches of the empire and make it to a nearby village who has allied themselves with an underground Rebel faction. Throughout the course of the game, Firion and his friends travel around the world, looking for materials or people, or taking missions to hinder or cripple the empire's forces. Missions get accomplished, friends are made and summarily lost, the Rebel Force grows more powerful, and all appears to be going well. That is, until the dreadnought happens.

The Dreadnought, as drawn from real-life history, is a massive battleship that the empire constructs in response to the Rebel scum's actions. The ship flies over towns and suspected hideaways, virtually bombing the shit out of anything it comes across that doesn't have the Empire's logo on it. The town that Firion and crew initially ran to is among the first victims of this massive war machine.

Sit tight, it's about to get awesome!

 Couldn't agree more, Porkins!

The Rebel faction, already pissed off by tyranny, is now having to deal with some asshole bombing their towns and killing their doods. So what do they do? They come to a unanimous decision: "Fuck your boat." Firion and his friends hitch up their gear, grab a red bull, and charge off to the town where the Dreadnought is kept while it's taking its naps. They manage to sneak their way into the ship, navigate the maze of passageways and doors (who constructs a warship like this?!), and find a good spot to place a couple of bombs to take this abomination out.

Score One for Democracy!

That's what they get for not evacuating in their moment of triumph.


#8  -Final Fantasy IV: Dark Knight No Longer

Final Fantasy IV (II, when first released in the USA on the Super Nintendo), was an interesting game, because you actually start out on the side of the evil empire. Cecil Harvey is a Dark Knight, and the commander of the Kingdom of Baron's Airship Fleet: The Red Wings. At the start of the game, we see Cecil and his crew on a mission to the city of Mysidia, a peaceful town that spends much of its time researching and perfecting the magical arts. Until Baron's forces charge into the town, slaughtering everyone in their path, and crash their way until they reach the depths of the Elder's house where a magical Crystal is being held suspended on a pedestal in a room made of glass. Cecil and crew show no mercy to those who oppose them and when they finish their task, they fully withdraw, leaving behind a broken town.

Cecil doesn't necessarily agree to this however, and questions his King on his motives. This isn't taken well, and Cecil is demoted and told to, without his knowledge, eliminate a nearby town of summoners. After finally seeing his King's true character, Cecil leaves Baron and seeks to find the other crystals and protect them.

 But Cecil, she has green hair! It's mercy!

Events carry Cecil and the friends he makes onto a boat to Baron which then gets attacked by the fabled summon Leviathan. When Cecil wakes up, He finds himself stranded on a beach nearby to, guess where, Mysidia! When he enters the town, all of the inhabitants curse him and spit at him, and certain townsfolk will even turn him into a pig, a frog, or a pint-sized Dark Knight. However, he moves towards the Elder's home and apologizes to him directly. The Elder is a better man than I could ever be, because he lends an ear to Cecil, stating that he seems remorseful, and not the same as he once was. The Elder makes Cecil a deal: Become a Paladin, and you will have my forgiveness.

It becomes very clear as you climb Mt. Ordeals, the home of the Paladin, that the powers that be do NOT want Cecil to succeed. His Dark Knight's sword is worthless against the majority of the enemies, and a very frightful figure is thrown directly in Cecil's way.

Sit tight, it's about to get awesome!

Even with the Archfiend of Earth, Scarmiglione in the way, Cecil takes up arms, charges forward, and starts singing to himself, "Ain't nothin gonna break my stride." Cecil and his new party members defeat Scarmiglione, twice, and make their way into the tomb of the Paladins. As Cecil approaches the crystalline back wall, he sees himself in the reflection, but becomes confused when the reflection starts speaking to him. After a brief conversation, the image in the crystal deems Cecil worthy of walking the Path of Light, and removes the dark past from his sword.

Pala. Pala! Paladin! HOOOOOOO!

Now that he walks the Path of Light, Cecil gets himself ready to charge back into the Castle Baron and set things right. Fuck yea! Time for the game to get serious!


#7 - Final Fantasy VIII - The Landing: 50% of Your Grade.
In Final Fantasy VIII, you play an aspiring SeeD named Squall Leonhart. SeeD are elite task forces sent from locations named "Garden", whose sole purpose are to teach and train young kids to be efficient mercenaries and war machines. Yeah, I know. In the beginning of the game, we see Squall dueling with another trainee named Seifer, the two very clearly hate each other and give each other permanent wounds before the opening scene is even finished. We see that after Squall recovers, he still has some homework to do, so his instructor joins his party briefly and takes him to the nearby Fire Cavern, home of  the Guardian Force Ifrit! How is this an assignment?!

SHOOOOW YOOOOUR WOOOOORK

Anyways, after subduing and recruiting the summon, Squall is told to go back to his dorm and change into his school-issued trainee uniform and report to the main hall for his final exam. Squall does so, meets up with his instructor and is introduced to him team. His team is a three man cell comprised of him, a loudmouth idiot named Zell, and it's led by *gasp* Seifer?! No way! Way. The three of them jump into a car and drive to the nearby port town of Balamb, and jump into a small 5 or 6-man armored speedboat and take off to their exam destination. Once they're on the water, they learn that their mission is to storm the beaches of the Dukedom of Dollet, and assist their troops against the invading forces of the Galbadian army. Some exam.

Sit tight, it's about to get awesome!

So after the explanation of the mission, some light banter, and the introduction of the phrase "Chicken-Wuss", we're treated to a nice little cutscene of the SeeD making their approach.

Everyone calm the fuck down. I got this.

As well as we are treated to one of the best musical tracks in the game, all in the first hour of the game! The SeeD vessels all speed forth, crashing through barricades, taking fire, and slam into the beach where a war zone has erupted. Bombs are bursting, guns blazing, and the people getting off the boats aren't even recognized soldiers yet. So in you run, following your reckless leader, cleaning out the enemy forces within the city quite handily, and basically being the most badass a 17 year old could ever hope to be. As you close the distance to the enemy's objective, you battle with one of their commanders, a comical fellow, and shortly thereafter receive the order to retreat to the shore. Just as you're about to make your way back though, the enemy commander sends a giant mechanized Spider to chase you through the city. As you run about halfway out, the game switches to cutscene mode. Your party is frantically fleeing through the city, the spider is breaking down walls, smashing cars, basically doing as much damage as the actual battle. Just as Squall is about to jump into the vessel and sail away, it looks like the Spider is about to get him until your instructor shoots the ever loving shit out of him with the boat's built-in Gatling gun.

Not-so-awesome side note: Y'know, some of the students FAILED this test. Do they have to wait for the next war to break out in order to be accepted as soldiers?


#6 - Final Fantasy VI - The Epitaph of Darryl

Final Fantasy VI is another Rebellion vs. Empire story, which doesn't have so much of a main character as earlier installments of the game. You start off play with Terra, but as she gains more allies, you begin to play out scenes in the game from their perspectives, and the storyline branches out in several different directions until a point where the group can meet each other once more.

Near the end of the first "half" of the game, one of the Empire's generals, a man named Kefka, betrays a fellow soldier to gain the power of ancient creatures known as Espers. These creatures' essences are harvested in order to infuse people with the ability to cast magic. Through his betrayal, Kefka is able to capture scores of them and elevates his and his emperor's power to such a point, where they lift an entire chunk of a continent off the face of the planet and into the sky. At the end of the floating continent sequence, Kefka's madness furthers itself and he betrays his own Emperor and kicks him off the edge of the floating island. He then proceeds to imbue himself with the magic that had been keeping the world in balance, which is then upset. The world starts to fall apart, lands are sundered, your airship gets totally destroyed, and the entire face of the world is changed.

Note the distinct lack of an Emperor in panel two

Of course this is a Final Fantasy, so the game can't end there! When control comes back to us, we have control of a former soldier of the Empire, Celes Chere. She is stranded on an island alone with the man who was her mentor from a young age forth. He helps her get off of the island by giving her a raft, and she sails her way back to the mainland continents. As she wanders on, she finds a few of her friends, some come with her and others do not. As things continue to look hopeless, the small group happens upon their airship pilot, Setzer. As mentioned before, Setzer's airship was completely lost during the apocalypse and since then, he's been boozing it up in a local bar. The group meets him and talks a bit of sense into him, and a plan begins to hatch in his head. He merely gets up, rejoins the party, and directs them to a small cave near the town.

When you enter the cave, the name bar shows it as being "Darryl's Tomb." Who the heck is Darryl? The group travels deeper and deeper into the tomb, fighting off the Dullahan that plagues it, and enters into a long expository staircase. Here we see the sad story of Setzer, who at this point in the story became one of my favorite characters in the game. You learn that his airship was not the only one in the world. There was once a woman with whom Setzer was romantically involved named Darryl. Both of them were airship pilots and both had undying faith in their own ships. One day Setzer and Darryl were racing around the world, and Setzer lost. After the contest, Darryl said she was going to break all of the records and fly closer to the moon than anyone ever had before.

The scene then cuts to Setzer standing by himself at their meeting spot, staring out at the sunset and he tells how he waited there for her all night but never saw her again, as well as he found the remains of her ship a year later.

Don't do it, man!

Sad yet? Well sit tight, it's about to become awesome!

As the group reaches the bottom of the staircase, Setzer reveals that he gathered up the remains of Darryl's ship, reconstructed it, and then buried it with her in this tomb. Now his memories of her may be the only thing that can save the world now. For the first time since the apocalypse, the group feels hopeful, like maybe they can start to fix everything. As the ship starts up, it moves forward and up out of the ocean, and the new airship music begins to play, a hopeful theme that plays any time you fly the falcon. Finally, your mission becomes clear to you. Find your friends, prepare yourself, and destroy that madman Kefka. With the Falcon, anything is possible.

Wednesday, February 9, 2011

Retro Review: SaGa Frontier 2

In my time, dozens of JRPGs have come and gone. Unfortunately for the genre I love, many of these titles are utterly forgettable, and get lost in the shuffle of memory as you move through games with better plots, better music, better gameplay, etc. Some games hardly even get that chance. Some games are so painfully overlooked that you're left wondering if the game you just played was actually good, or if you just have bad taste. I'd like to think that the latter isn't what's true. For goodness' sakes, I played and enjoyed Ephemeral Fantasia, but I'm well aware it's not what's considered a "good" game. One such game that gets little to no love, and the focus of this post, is a gem titled "SaGa Frontier 2."



--Story--

SaGa Frontier 2 is the 8th installment in the overarching "SaGa" series, but like other games in the series it has nothing to do with its predecessors. It was originally released April 1999 in Japan, and January 2000 in the United States. Initially, it follows the viewpoints of two young men who must find their own way in the world.

The first is young Gustave XIII, the crown prince of the Kingdom of Finney. This prince is the first child of King Gustave XII and Queen Sophie, and is seemingly destined for great things. At the age of 7, he undergoes the Firebrand Ceremony, a royal tradition that has the next heir to the throne hold the sword Firebrand, and allow it to draw his Anima, a force of nature that enables magic. However, it is discovered during the ceremony that Gustave XIII has no Anima to be drawn. Shamed by this, his father casts him and his mother out of the kingdom. From there on, Gustave learns to live with being "Ungifted," and must learn to make his own way in life.

The second is William Knights, a boy who seeks adventure not only for the sake of excitement, but also to investigate and discover the cause behind his father's demise. As he adventures on, he meets new friends who join his quest to discover great treasures, and as they become closer to him, his father's cause of death. He learns the cause of his father's death early on, but the consequences of learning such a tale begins to haunt and possess him, turning into something so much more than inquisition.

The game's storyline itself spans over 100 years, and as you progress through the game, more characters become playable, storylines branch and weave, and eventually all come to a head in an exciting final scenario that wraps up the loose ends. An interesting note here is that every consequence, every event that takes place can all be traced back to those first two men, Gustave and William, who goes by "Wil" in the game.

The story is deep and intense, and it becomes easy to lose yourself in the best possible way. The twists are entertaining, and the game understands how to put forth an emotional scene without overstepping its bounds. The only drawback is that at times the storyline takes a bit of time to really get going, so you're left doing a scenario or two which may feel like filler content to the player.

9/10

--Audio--

The music is done by Masashi Hamauzu, who also did work on Final Fantasy X, Final Fantasy XIII, Front Mission: Gun Hazard, and several more. The game features an emotional, piano-heavy score. A score you wouldn't think works well with an action-intense game, but the surprise is good and welcome. The sound itself is clear, and any atmospheric background tracking fits the scenes, theme, and mood. Most notable are the battle themes. Each battle theme is remixed and derived from  the first one that you hear in the game, yet Hamauzu finds a way to keep it interesting, and manages to make each theme distinct from one another.

10/10

--Gameplay--

During combats, the player selects a command for up to four characters at the start of the turn, and then the enemies and players all act at the same time. By upgrading your skill with certain weapons or spells, you can speed up your action time and the power of your techniques, as well as make it easy to learn new techniques. Techniques, or as they're called in the game, "Arts" are learned seemingly at random while in a party battle. By using a particular weapon, sometimes a light bulb will flash over a character's head and they'll perform a new technique. Arts are divided into three categories. Weapon Arts, Spell Arts, and Hybrid Arts which require a proficiency in a weapon and a corresponding spell type. New to SaGa Frontier is the Duel system. At the start of some battles, you can choose to fight with either your full party, or just one of your characters. This is largely beneficial when trying to learn new techniques for your characters, but can become dangerous very quickly. The fortunate thing about learning skills, as aggravating as it can get, is that once one character learns the skill, any character you have the ability to play can use it. This was likely done for the fact that the game progresses over 100 years.

The biggest drawback to the overall gameplay, is that getting into and out of monster encounters can be a lengthy process. The game has an issue with load times between combats, and sometimes there are delays between entering commands, and the action taking place. More problematic, is that many combats are either difficult, or nigh impossible to avoid. The monsters can be seen roaming the playing field, so they're not exactly random, but they are numerous. The game also has a strange habit of occasionally, but not often, putting a monster in a dungeon that is way out of your power range. It can be a little unforgiving if you explore too far from the path.

7/10

--Visuals--

Saga Frontier 2 does something entirely different with its physical presentation. All of the backgrounds in the game, as well as the character sprites are hand-drawn and water-colored. The intention was to give the game a "story-book" atmosphere, and it worked fantastically. Though not using the polygonal 3-D style that was so prevalent at the time of release, Saga Frontier 2 still makes a graphically and visually stunning game that allows you to enjoy each of the areas of the game fully. The only minor drawback to the artistic direction is that it can sometimes be difficult to discern the different pathways that you can trod, making it hard to figure out where to go, but this only becomes an issue once or twice. The action graphics are pretty, and the sprite motions are well animated, making for a graphically pleasing experience.

9/10

Total: 35/40 - B+

--So why have I never heard of it?--

The SaGa series itself has an underground cult following here in America. With series like Final Fantasy, Dragon Quest, Pokemon, etc., it gets hard to pay attention to such a severely under-hyped product like SaGa Frontier 2. Hell, I wouldn't have even heard of it if I wasn't strolling through a blockbuster when I was 12 and feeling adventurous. IGN's reviews give the game a 7/10, much less than what I gave it, for the fact that it was poorly marketed, and some believe that the 2-D movement of the game was just too little, too late. As such, many who have heard of the game, much less played it, will not have a great amount of good to say about it. All these things combined buried the game, and kept it out of the spotlight.

I, however, believe that this is a game that was denied the spotlight it oh-so-deserved. It's a 2-D adventure that, in Japan, hung in with the likes of Final Fantasy 8. It's been re-released several times and sold quite well during its initial release. I firmly believe the game just wasn't given a fair chance or enough exposure. It's got more than anyone could rightfully ask for in a JRPG, and I consider myself extremely lucky to own a copy.