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Vagrant Story - Retroview |
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The Plot That Binds
By: Epochkun
Review Breakdown |
Battle System |
8 |
Interface |
6 |
Music/Sound |
9 |
Originality |
6 |
Plot |
10 |
Localization |
9 |
Replay Value |
8 |
Visuals |
9 |
Difficulty |
Hard |
Time to Complete |
10 - 20 Hours
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Overall |
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Criteria
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Hot off the heels of the wildly successful Final
Fantasy VIII, Square could do no wrong in the eyes of gamers
worldwide. The large amounts of money amassed through the successful
retail sales of Final Fantasy VIII enabled the company to explore new and
innovative game ideas, adding their own contributions to existing genres, and
pioneering some of their own simultaneously. Vagrant Story, the
tale of a mysterious VKP Riskbreaker named Ashley Riot, is a fresh take on the
old "hack and slash" formula, translated into a sprawling and massive
dungeon crawler, with puzzles, monsters, weapons, and a definitely enthralling
storyline to boot.
The most dominant area of a dungeon crawling RPG
such as Vagrant Story is undeniably the battle system, and a fresh spin has
certainly been put on the classic method of turn-based combat. Instead of
the tried and true "you hit me, I'll hit you" method of warfare,
Vagrant Story tries to be fairly innovative, taking a nod from the sphere-based
targeting system employed by Square's earlier "cinematic RPG,"
Parasite Eve. When the attack button is pressed, Ashley is given a certain
attack radius, the size of which is dictated by Ashley's current level, as well
as his current weapon. A wooden bow and arrow, for instance, will have a
much larger range of attack than say, a two-handed iron mace. Once the
attack sphere is visible, you may proceed to target any of the in-range enemy's
available appendages -- left arm, right arm, chest, head, you name it -- and
hack away at the body part to your content. The aforementioned hacking
isn't as easy as simply mashing the X button like your little brother,
however. Once the first attack is en route to the victim's targeted area,
you can press any of the attack buttons again, at the proper time, to trigger
one of the special commands you've "chain mapped." But before
you begin to think of chain-attacking any enemy for thirty minutes straight,
realize this: there are definite consequences to such behavior. Knowing
full well that timing experts everywhere would undoubtedly try to exploit the
chain combinations, Square cleverly added another feature to the already
bursting at the seams battle system -- the aptly named "risk"
system. Think you can chain that dungeon guard for hundreds of damage
points? Maybe you can, but with each successive attack, your risk meter
increases, to a maximum of one hundred points. Risk is Ashley's stamina of
sorts. As the risk increases, Ashley's hit rate decreases, leading to
missed attack attempts and weak hits when one does connect. The player
must, consequently, use chaining sparingly, if he or she hopes to have enough
coordination to pull off that damaging "Break Art" and finish off a
particularly difficult enemy. Break Arts are the magic spells of Vagrant
Story, so to speak, in that the attacks can be learned and executed as
Ashley has the MP available. This makes for a balanced gaming experience,
where no attack can be used repeatedly, and coupled with the very scarce
availability of herbs granting MP refills, the player will certainly make sure
not to overdo it.
A game touting such a complex battle system had
better have the solid support of good gameplay behind it, and Vagrant Story
delivers a mixed bag. The majority of the game will be spent battling,
granted, but the rest of the game consists of running through various dungeons
to acquire keys of sorts that allow you to open the next door, and so on.
You'll also need to solve various "box" puzzles, that is, the
manipulation of various crates and such in order to progress through a
room. It's a tried and true method of dungeon crawl gameplay, and Vagrant
Story follows the popular consensus in this regard. Along the way, you'll
have to pause with the box pushing occasionally, because you'll need to pick up
weapons in addition to your keys. And there are many, many weapons. Maces, spears, bows, daggers, axes --
a medieval adventurer's tools of the trade, and all readily available. And
it's not just with the types of weapon that the battle system stops.
During the course of the game, numerous hilts, blades, and gems can be acquired
through different means, and then combined in one of a few blacksmithing rooms
to be encountered across the vast expanses of Lea Monde.
With such emphasis on weapon combination, Vagrant
Story has a mildly confusing interface. The menus, although clever
once figured out, are initially awkward, and many players will undoubtedly
stumble when trying to determine which screens hold hilts, which ones hold gems,
and how they're sorted. Aside from the initially confusing menus, the game
has a very comfortable control system. Special commands can be mapped to
the R and L buttons, and all of the face buttons have real worth in the heat of
battle. The analog control is also helpful when maneuvering around large
groups of enemies.
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Oh Ashley, You Little
Casanova You
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While you're fooling around with your items and
fiddling with your weapons, it's imperative to have a musical background that
won't drive you to insanity, and Vagrant Story, thankfully, has quite
fitting and soothing music to accompany the gameplay. Many classical
styles of music can be heard throughout, with very decently synthed notes
sounding very close to their real life counterparts. The sound effects,
from the unsheathing of a sword, to the tap of a foot, are also very identical
to actual sounds, and are always appropriate and classy.
Even though Vagrant Story gets big
originality points for the innovative weapon creation functions and the
intuitive chain-based battle system, it loses a great deal due to the face that
it does, often, boil down to little more than a dungeon crawl in three
dimensions. Many fans will become frustrated with the block puzzles, which
were designed to be a main part of the game, even having a menu devoted entirely
to times and completion stats about each block puzzle Ashley's encountered.
The plot of Vagrant Story is widely regarded
as its strongest suit. A perfectly and meticulously detailed tale of
political upheaval and the quest for power fits the dreary medieval European
parliamentary design perfectly, and the intricacies the plot unravels as the
game progresses serve only to draw the player in even more. The game has
been called a cinematic RPG, and the plot certainly assures that the story is
always exciting, even if getting caught up on that last box puzzle
isn't.
It's important for any plot to be given to the
reader in an interesting manner, and the localization of Vagrant Story is
a testament to the quality gaming experience that can be had when a title is
properly localized. A comic book style of text window is used, instead of
a boring blue box common to other RPG's of the past, and the script has been
re-written flawlessly to fit in perfectly with the style and speech methods that
would have been used during this type of historical period. It makes
sense, and lines aren't awkward or out of place at any time. There's a
great style present in Vagrant Story.
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Sir, It's Rather Dark
In Here |
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Many people will replay the game in order to grab
the nuances of the plot again, or just to make new weapons and experience the
great style again. There are added incentives to finishing multiple times,
however. Previously non-accessible are now able to be reached, through the
use of different methods or different block puzzles. Square intended the
game to be played more than one time, and due to the enjoyable atmosphere of the
game, there is a good chance many people will replay it.
Speaking of the atmosphere, the visuals in Vagrant
Story are unrivaled by most Playstation ventures. Character models
retain an edgy comic book style to them, while retaining good looking texture
maps and very clean lines. The levels you traverse are also gorgeous, from
each stone on the ground, to the dank areas of the castle you'll sneak
through. Windows shine, candles glow, and large, Victorian architecture is
visible. This all adds up to an absolutely stunning visual experience,
even though the beautiful opening FMV is a rarity in the game.
Let's not question the difficulty level of the game, however -- Vagrant
Story is TOUGH. It's a harkening back to the days of RPG's where
bosses required multiple efforts to fell, and even regular enemies made you
rethink your decision to enter the room. Hours will be spent conditioning
certain weapons to have a better efficiency against a certain type of monster,
and you're probably going to die. A lot. The sense of accomplishment
that does come with completion is more than worth the trouble, however, and the
game is able to be worked through, even if you're only going for the revelations
the plot will provide.
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This Is Not A Jar-Jar
Reference |
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When Vagrant Story was first released,
rumor flew that the game would only last a meager seven hours or so --
about the length of then action game king Metal Gear Solid.
These rumors are so terribly inaccurate that it's rather flattering to
even the most experienced player. On the first playthrough, assuming
no guides and no cheating, the average player can expect a 20-hour gaming
experience, and possibly more if he or she gets hung up on any box
puzzles, becomes lost in exploration, or decides to build weapon
strength. On successive playthroughs the game becomes easier, but if
the player has the determination to complete the game multiple times,
there's a good chance that they're used to the difficulty level of the
game.
A complex battle system, spot-on visuals, and
perfect musical score aren't enough to warrant picking up Vagrant Story
-- on those merits alone, the game would be a basic enough dungeon
crawl -- but the style with which everything is executed and the plot that
ties it all together certainly justify the purchase. Vagrant
Story is an immensely satisfying gaming experience that's still just
as impacting today as it was the day of its release, and any RPG fan
should be proud to make it a worthy addition to their gaming library.
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