I really need to play this. I have it on my PSP but I just haven't been able to get into it yet. The opening cut scenes are really neat, I just don't understand the combat and wish I had a manual. But one of these days, I will get into it.
Riskbreaker: The Bold Brilliance of Vagrant Story
On 03/12/2013 at 10:21 AM by natron See More From This User » |
Having perfected their craft on Nintendo's 16-bit Super Nintendo, Square was well poised to enter the next console generation with a bang. Boasting an incredibly talented staff of designers, producers and artists, and fresh off of console bending efforts such as Chrono Trigger, Treasure of the Rudras and the hotly anticipated Nintendo collaboration Super Mario RPG: The Legend of the Seven Stars, Square released arguably the most popular console role-playing game of all time the following year when it released Final Fantasy VII for Sony's PlayStation console.
In the years that followed Square fostered a level of creativity within Japanese role-playing games, and in the Japanese gaming industry in general that has never, and likely will never be equaled. Established franchises took daring new paths, as was the case with Final Fantasy VIII, and Square branched off into new genres, releasing and/or developing Einhänder (shooter) and Tobal No.1 and Ehrgeiz (fighters).
During this period of enlightenment at Square, many experimental titles crafted within a JPRG framework were also developed and released. Legend of Mana, Parasite Eve, Chrono Cross, Final Fantasy Tactics and Xenogears are just a few.
Among those titles listed, Final Fantasy Tactics probably represents the greatest creative coup Square managed during this era. In 1995 after quitting rival developer Quest, Yasumi Matsuno, creative force behind Enix/Quest's highly regarded Tactics Ogre franchise, was brought aboard by Square. Matsuno promptly went to work and oversaw the development of Final Fantasy Tactics, a game largely created in the mould of his own beloved Tactics Ogre series. The combination of Matsuno's intricate isometric Tactics Ogre-style game mechanics and the Final Fantasy world and mythos ended up yielding one of the, if not the greatest strategy RPG of all time.
Yasumi Matsuno’s second Square effort, Vagrant Story, took a radically different approach to game design. Much like Final Fantasy Tactics it deserves every bit of praise it has accrued since it’s original release back in February of 2000- and just like Matsuno’s Final Fantasy Tactics before it (and Final Fantasy 12 after), Vagrant Story broke new ground within its genre.
With Final Fantasy Tactics, Matsumo added a level of customization and depth of story and character development that was unrivaled in the genre of the console strategy RPG and in Final Fantasy 12, he merged the traditional JRPG with the Western influences and characteristics of the MMORPG. Vagrant Story, like his previous and latter efforts, is a scrapbook of styles and genre defining creativity. Vagrant Story is part dungeon crawler, part action game, and part strategy RPG.
The underlying strategy aspect of the game may not be readily apparent, excluding the many environmental puzzles peppered through-out the game, but they play an enormous role once you start to peel back the games many layers. The combat system is a marriage of hack and slash action and calculated attack, in which you choose to where specifically to deal damage (you are given a choice of head, body, left arm etc. depending on your position and proximity to said areas) and methodology by which you chain your attacks plays an integral part in your ability to proceed past many of the games battles, both boss and standard.
Custom weapon and item creation, done in workshops scattered through-out the games 3D maps, add an additional element of strategy. Smart and efficient use of this mechanic can often times mean the difference between success and crushing defeat.
Set in the medieval-France inspired world of Ivalice, Vagrant Story’s art design is ambitious and perfect. Everything from the stunning architecture of the city of Lea Monde, to the isometric catacombs have been meticulously detailed and flawlessly executed.
I won’t venture too far into Vagrant Story’s plot, because I personally feel that it is one of the best aspects of the title. Suffice to say, by the time you gain control of Ashley Riot and begin fighting your way through the catacombs en route to Lea Monde, the story will have drawn you in with no signs of letting go. Political infighting, corruption, deranged cult leaders and secret alliances all play their part in unfolding a masterfully crafted story. Much of this is thanks to the outstanding translation and localization efforts of Alexander O. Smith who has been praised for expertly relaying the games dark themes and complex plot.
The game shares many themes and plot devices as Yasumi Matsuno’s other Square Ivalice titles, and in many ways, is part of an unofficial series. In fact, Matsuno himself has mentioned in interviews that Final Fantasy Tactics, Vagrant Story, and Final Fantasy 12 take place not only in the same universe, but are relatively close to each other on Ivalice’s map. Final Fantasy 12 even includes numerous references, most obvious of which is the city of Leamonde (the spelling of which was altered in localization).
This is a classic Square title that has actually aged very respectably, and should be considered a mandatory experience for Square fans, PS1 fans, and JPRG fans alike. The release of Parasite Eve II proved beyond a reasonable doubt that not every flight-of-fancy Square game required a follow-up, and Vagrant Story is a prime example; a one-off masterpiece in a league, and class of its own.
Screenshots taken from Giant Bomb.
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