Sunday, May 29, 2011

Review: Final Fantasy V


As promised, part one of our thirteen-plus part review of the Final Fantasy series.

So, we wanted to begin with one of the more underrated Final Fantasy titles, Final Fantasy V, in order to build our tolerance for the series early and make adapting to later, "easier" titles that much faster. After playing FFV, I'm pretty glad we spent the time playing all of the Shin Megami Tensei games we did prior, given the game's challenge level as well as its depth of customization and sheer, well, we'll say that a lot of series and games owe a lot of creative debt to this game.

Concerning the story, those who have played any pre-PlayStation Final Fantasy can probably spot most of Final Fantasy's tropes and archetypes from a mile away: your characters are infused with one of the four elements and are charged with the responsibility of maintaining the balance of nature in the world. The ultimate bad guy is an incarnation of a sheer force of evil, somewhat of a destructive and malignant fifth element, There's chocobos, airships, Meteor, Holy, you name it.

Surprisingly, this is not a bad thing.

Final Fantasy as a franchise has always done one thing right, and that's stick to the script. Their theme has always been the potential end of humanity by its own hand, usually due to resource exploitation. Usually this abuse rears its head as the personification of some negative force, who coincidentally is the final boss. Sticking to this motif allows them to reinvent themselves at the nuts-and-bolts level, telling the same story but with different characters, settings and events, hopefully to give us a different perspective on their message. Sometimes this reinvention goes completely sideways. Sometimes it's the story's fault, sometimes it's the battle engine, sometimes it's the levelling.

Final Fantasy V is not one of those games.

If you've played Final Fantasy VI and understand the Espers system, you understand most of the job system in V, but there's some under the hood stuff that's worth reading.

FFV features a job system that gives you your expanded attack, defense, special command, passive ability, and weapon class attributes as a character. You start off as a Freelancer, who can equip any weapon and only has Attack and Item for options. As you progress you unlock new jobs, beginning with Black/White/Blue/Red Mage, Thief, and Knight, all stalwarts from the series' perspective, but eventually you get classes like Ranger and Mime whose influences on your stat development may be minor, but completing their jobs unlocks some of the best attacks in the entire game. At a point the game gets somewhat cheesy, but considering the minimal hand-holding at the beginning and the amount of elbow grease required to unlock some of the better skills, it ends up making the end game extremely satisfying. The cool thing is, once you max a job out, the passive skills (for sake of example, Thieves learn the passive skill Find Passages that makes hidden pathways visible) rub off on you once you pick a neutral job class. Once you get the hang of the delicate nuances of the system, you can build every character precisely the way you want.

The above is squarely the reason I feel many of today's games owe a great debt of inspiration to FFV, including FF Tactics, the Disgaea series and most other Nippon Ichi games, World of Warcraft and its ilk, etc. Beyond the more obvious face-value inspiration, the blown-outness of the game's core mechanics is something we rarely see in games today, and that level of polish is normally the realm of fighting games, open-world adventure titles (which RPGs are, just with more numbers), first-person shooters, you name it.

I have some problems with the game overall, but many of them are relics of their time, and since this port is particularly faithful I must forfeit some of them. However, one sticks out as particularly inexcusable: the final boss of this game takes constant left turns into "so bad it's good" territory, and the game as a serious effort suffers. While certainly not as terrible of a villain as Sephiroth (really, who could be), Exdeath (in this port, sometimes it's translated as Exodus) does his fair share of wiping out hapless innocents and making sure the justice league (that's you) has a lot of personal sacrifice to endure. Let's just say that someone's home town doesn't make it to the end of the game, which if you've been paying attention, is not much of a spoiler when it comes to this series.

If you have a Final Fantasy itch but are (somehow) sick of replaying IV and VI for the seventeenth time (okay, on second thought...), then V's totally worthwhile. We prefer the GBA version for the updated script, the PSX version will play on your PS3 if you have one of those and it's probably like $15 on eBay or Amazon so pick whichever you like. It's up in the higher ranks of our favorite, if not our actual favorite, because while it doesn't bring the freshest of ideas to the house consistently and the villain's story is hilariously bad (but good!), the things it gets right it hits out of the park. The job system is truly revolutionary and is fleshed out to near-perfection, and the integration of the rest of the game's systems into it shows they truly stood by this element of their design. "But E, we play RPGs for story!" Go for it, so do we, and even though it's a story we've heard a few times already, this was a particularly excellent retelling.

-E

Wednesday, May 25, 2011

Final Fantasy V & The Twilight Zone

We have a philosophy in our house and it's called the Twilight Zone. It's the point at which an item of media becomes irreparably bad, named after the moment in the first Twilight film wherein the vampire love interest steps into direct sunlight and, rather than burst into flames and let forth a scream so primal and so tortured that all nearby are deafened by its pure black evil, he fucking sparkles.

No, I'm not going to justify or explain myself on why I've seen Twilight. It's beside the point.

Final Fantasy 5 is getting extremely close to that point as I type this. The main enemy, the terribly-named Exdeath, is fighting against a sarcastic shit-talking turtle that has such lines as:

Ghido: "You think I sat around for seven centuries munching on pizza?"

Exdeath: "You will find no such tasty diversions in the afterlife!"

Now that I've thought about it a little longer, this is actually probably the greatest game of all time.

- E

Tuesday, May 24, 2011

Update: Final Fantasy V

Grinding.

I have a habit with RPGs, or really any games with unlockables that are put right in front of my face. For example, in Assassin's Creed II (decidely not an RPG, but fantastic nonetheless) I'll get to a new location and immediately hunt down every single viewpoint to "open the map up" for myself.

So, in FF5, we have jobs with skill points that you accrue to permanently unlock some of the skills for each job that you can bring with you for other jobs. Specifically, you have a job slot (usually a special command function you use in combat), and a "free" slot to plug in whatever active or passive abilities you've "learned" from your other jobs. Sometimes they stack to create stupidly powerful character classes, like when you can use a Ranger's !Rapid Fire (a command ability, marked by !, that lets you hit four times but at half power per hit) and a Samurai's Two-Handed (a static ability that lets you equip a weapon to each hand) to get eight hits per round for a total of four times as much damage than average. Later in the game is when you can harness the game's Freelancer job, which allows you to equip a total of three skills, instead of having to pick a job based on the skill you want to have access to. I can only imagine what it's going to be like at that point.

But, of course, this requires grinding. So in our first "I'm going to take an idea from every other blog and actually encourage reader(s) to reply to a post" I'd like to know: How much grinding is too much? Do you like your games to have some kind of grind (as long as it's substantially rewarding), or would you rather set the controller down and walk away while the game makes big numbers at you?

Let us know.

- E

P.S. You can now follow us via our Gamespot page and view our entire collection online. I'll take some time to migrate this profile over to Backloggery when it reopens, IGN, and the like.

A post that needs no title.

We're FINALLY getting Persona 2: Innocent Sin in the US!

Sunday, May 22, 2011

Update - May 22 2011

Final Fantasy 5 is making me eat a lot of my words lately. Namely, that Square is largely irrelevant, and that they were going to eventually run out of the ability to remake Final Fantasy 4 before they'd have to get around to a revamp of 7. Also it's making me retract my original position of 5 being a snore of a grindfest, all of the work of Disgaea with not much in the way of payback. This position is, after almost twenty hours of gameplay, completely wrong.

We've really started to get to the meat of the plot and the combat system is becoming more and more our "bitch", so we'll hopefully bulldoze through the rest of this by the end of this or next week. I'll write an update on Nocturne and a write-up on FF5's mechanics tomorrow.

- E

Saturday, May 21, 2011

Hahaha, we haven't updated since October 5th.

How crazy.

So, we're in the middle of three different projects:

#1: I'm finishing Shin Megami Tensei: Nocturne for the first time and will have a review up. That will be probably my final SMT review until after we complete projects #2 and #3.
#2: We're going to play the entire Final Fantasy series in order with exception to 11 & 14 (obviously). Well that's not entirely true, we're lending 1 out to someone currently so we're playing 5 in the meantime. No I'm not going to insult your intelligence by typing XIII or MCIXLAIVMVOANFOJ. btw they're all going to be the Playstation versions (i.e. the Final Fantasy Anthology/Chronicles/Origins versions of 1 - 6 [minus 3, which is DS-only in America]), and I think I'm going to play Tactics as well. We'll see.
#3: We're going to catch up to modern day in Persona 4 since its events begin April 2011 (a month ago :\) and then play one in-game day per day, essentially following the game along its calendar, and documenting our progress. Think of it kind of like a real-time LP, except we don't have a way to capture screenshots or video (yet). We'll make up for it somehow, or scrap the project and do it on our own time or something instead, who knows.

- E

"Crystals ... Reminds me of my parents ..." - Bartz, Final Fantasy 5

Tuesday, October 5, 2010

Review: Ys 7


I don't use my psp for a whole lot other than the terrible and probably illegal task of playing old ps1 games. The handful of games I've bought for it probably have dust on them and the DS has more of my attention than ever.

That is, until I saw this little gem during one of my last days at *insert hellish corporate game selling store here*. I am a sucker for Limited Editions and Japanese RPGs. E, however, knowing my impulsive desire to covet and collect these sorts of things wouldn't let me buy it. He also unfortunately knows that I never play anything on my PSP.

Solution? Play it and see if I like it.

This was probably one of my greatest RPG experiences. It's, at the very least, on my Top 5 of all time.


Story
Isn't that the reason people play RPGs? It's mine, anyways. (I guess some people like fighting and grinding but those people are certifiably insane.) From what I understand now, all of the Ys games are different sections of the main character's, Adol, really long ass adventure. Knowing nothing of the other games or the series, I dove right in - it's very newcomer friendly. The story itself is incredible. There's something happening at every turn and nothing feels like a fetch quest, EXCEPT THE FETCH QUESTS THEMSELVES. E and I have been talking about how awesome certain ideas would be if we could make our own RPG - well, Ys 7 beat us to them. It's all absolutely incredible. You're an adventurer who's just passing by, the king wants to give you a task! Lo, it becomes more than it seems at first. Cliche, but played out oh so wonderfully.


Gameplay
Action RPG. Not quite hack n' slash. This game is comprised of having a party of three characters and you get three different attack types that are effective against the three different types of monsters. Go figure. So obviously you should carry one of each at any given time. But don't worry about who you want - just pick your favorites and go! Your reserve party members, get this, level up alongside you. You can only control one at a time though but it's easy enough to switch off. 
There are a myriad of special attacks that you learn through your weapons. And I love the shopping/equipment system - you can, of course, purchase your weapons and armor OR you can use the various materials to forge together even more powerful weapons/equipment/ and even rare items. This is the only way, in fact, to get everyone's best gear at the end of the game. And as for those items - this game DOES require a fair bit of strategy - with single person only items, you can carry a max of 5. For items that heal the entire party? Maximum of 3. This kind of sucked at the last boss when there were 3 forms and all my characters were split up to fight them. You just have to fight smarter. There is no endurance with spamming items to be found here.


Graphics/Sound
This game has some of the crispest (is that even a word?) graphics I've seen in a long time and a stellar soundtrack. I was pleasantly thrilled when new music played. Definitely worth getting just on that aspect alone.
Overall
This game is like a nice boy your BFF hooks you up with. He takes you out to your favorite spot for dinner and lets you order any and everything you want, gets you a nice bottle of wine, takes you home and makes the bed shake in a truly memorable way and then clobbers you over the head the next morning. I was so mad at the end of game boss fight. That's truly how it felt though and it was probably the best video game experience of my life. Or at least my best on the PSP.

A++++++++++++++++ Would date again.

-A