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Showing posts with label Developer: Mistwalker. Show all posts
Showing posts with label Developer: Mistwalker. Show all posts

Friday, December 6, 2024

Fantasian: Neo Dimension

A game met with much anticipation as it's been hinted to be their final game project, Fantasian sees Hironobu Sakaguchi return to write and produce and Nobuo Uematsu to compose the soundtrack.  But does it serve as a high note to go out on for two legendary names of the industry, or does this final fantasy just not bring the magic?

Mistwalker of course was founded by Hironobu Sakaguchi after his departure from Square Enix in 2003, and while they did produce a few decently-received games for the XBox 360 and Wii, they hadn't really done a high-profile release since 2011, mostly relegating their output to lower-stakes mobile releases.  Fantasian seemed to mark a return to form as a narrative-driven cinematic RPG reminiscent of the old Final Fantasy games, and despite being exclusive to Apple Arcade managed to amass a decent following - enough for Square Enix themselves to codevelop a port with Arzest and give it a wider release on consoles, in effect bringing Sakaguchi and Uematsu's careers full-circle.

Fantasian was also a unique turn for Mistwalker in many respects.  The game was developed in Unity, and rather than simply using CGI backgrounds they actually built dioramas and digitized photos of them for the game, giving them a more realistic yet slightly surreal touch compared to the Playstation-era Final Fantasies.  That said all the characters in the game are still CGI models, so there is a definite and slightly awkward contrast there.  The Neo Dimension port adds voiceover in both English and Japanese, and it's well done in spite of the often-clunky dialog.  The game also invokes Lost Odyssey's Memories with its amnesiac protagonist and frequent flashback scenes told in a sparse, very wordy style with scrolling text effects and voiceover, which are easily the best part of the storytelling.

In terms of design it's a fairly streamlined turn-based RPG experience, with turn-based combat, a small handful of abilities per character, and items to inflict one-off elemental damage or restore HP or MP.  A bit like Chrono Trigger is the fact that most abilities have given ranges - a radius around the cursor or a straight line - and will hit any enemies in their path.  Spells can be angled into curved shots to hit multiple enemies - a useful tactic in many battles, and particularly battles with dozens of enemies.  Exploration is also fairly standard fare, having you wander through the labyrinthine environments in search of hidden treasures, which are often locked behind chests that require specific types of single-use keys.  The sudden camera shifts, paired with the fact you keep moving in the same direction after one unless you completely take your thumb off the stick and then move again, can get a bit jarring, but there is a convenient minimap in the menu to prevent it from becoming disorienting.

Yes, dozens.  There are frequent battles where you'll fight many enemies at once.  Sometimes these are boss battles, but more often they tie into another mechanic called the Dimengion Machine.  Essentially, what this does is store up to 30 (later 40 or 50) enemies you'd normally fight in random encounters, which you can then fight in one big marathon at any time you choose; typically about 10 will be on the field at time, with enemies replacing defeated ones until you've cleared them all.  They do go surprisingly quickly with line and area-clearing skills, though, and one can even tag small crystals that appear on the field with their attacks to get temporary buffs or bonus turns.

The game is fairly basic (and very linear) for its first half, but jarringly adds many new mechanics in the second.  Suddenly you have skill points to unlock character-specific ability trees, not unlike Final Fantasy XII's license boards or Dragon Quest XI's skill panels, equipment crafting, a tension meter as a new combat mechanic that operates somewhat like a Limit Break, and the ability to swap characters mid-battle a la Final Fantasy X.  My guess is that the first half of the game (initially released standalone on Apple Arcade) was criticized for its basic design, so they added many new mechanics to the second half in an attempt to punch it up.  It would have been nice to see them be integrated a bit more smoothly into the Neo Dimension port, but they opted to keep it as originally presented.  But worse than that is that the pacing takes a nosedive, with enemies barely giving a pittance of XP and the player having to slog through fights with 40+ enemies on a frequent basis owing to the absurd encounter rate.

Fantasian, for both good and ill, resembles an early '90s era Final Fantasy game more than any other Mistwalker effort I've played - it's got a familiar but enjoyable (to a point) gameplay loop, an archetypal story with a lot of goofy dialog and contrived plot points, a visual style that blends 2D and 3D elements reminiscent of the early PS1 era, and relatively brisk pacing with enough mechanical intricacies to keep you interested for the entirety of its ~40 hour runtime.  It doesn't hold a candle to the best of the Final Fantasy games, but it is much better than Mistwalker's previous overproduced and poorly-paced fare and frequently invokes the crisp, satisfying design that made the Final Fantasy franchise a classic to begin with; something so many other lame copycats have tried and repeatedly failed to do.  I should probably mention as well that I always felt Sakaguchi role in making FF such a legendary series was heavily overstated; yes he pitched the first game, wrote the scenarios of many of its classic entries and even directed the first five, but he was never its sole creative force; he'd always worked alongside several other writers and designers to flesh out their ideas and have them meld together in a satisfying way.  VI, VII and IX - easily the most popular Final Fantasies where he served creatively - were all especially large collaborative projects, and while he was their scenario writer and producer, other big names at Square like Masato Kato, Yoshinori Kitase, Takashi Tokita, Hirohiko Ito, Tetsuya Takahashi, Tetsuya Nomura and of course Nobuo Uematsu also played major roles in giving them their identities.  Sakaguchi can certainly make a project come together, but without all those other big talents there to help putty up the cracks, the shortcomings in his writing and design become all the more prominent; they've only become more obvious with the rise of so many other other fantastic players in the field since his heyday too. Fantasian has some hints of old Final Fantasy's ingenuity, but they're sandwiched between a lot of baffling design decisions and some really bad character dialog and plot points.  As a possible capstone to two legendary gaming careers, it's better than Sakaguchi's last couple efforts, but still leaves much to be desired.

 

Developer: Mistwalker, Console ports by Square Enix/Arzest
Publisher: Mistwalker, Console ports by Square Enix
Released: 2021, 2024
Platforms: iOS, macOS, tvOS, Switch, PlayStation 4, PlayStation 5, PC, XBox Series
Recommended Version:  Neo Fantasian, in addition to the upgraded presentation, adds many balance tweaks, a difficulty select and the option to utilize the battle themes from numerous Final Fantasy titles.

Sunday, January 29, 2023

Blue Dragon

One of the earliest seventh-gen Japanese RPGs, Blue Dragon came out for the XBox 360 and was the first game released by Mistwalker, a company founded by Final Fantasy creator Hironobu Sakaguchi.  But does it prove to be another worthy title from a legend of the genre, or does Blue Dragon just drag on?


Squaresoft was on pretty shaky grounds in the early 2000s. Final Fantasy: the Spirits Within and Square Pictures proved to be a financial disaster for the company, and their planned merger with Enix led to a shakeup in management, resulting in several prominent names from the Square camp splitting to form their own studios; Hiroki Kikuta formed Sacnoth and helmed up Koudelka, with the resulting franchise (Shadow Hearts) continuing on without his involvement. Tetsuya Takahashi formed Monolith Soft and began work on Xenosaga (and later Xenoblade under the Nintendo banner), and Hironobu Sakaguchi, Final Fantasy's creator, even left the company himself, going on to form Mistwalker.  All would become pretty well-known franchises in their time, with Square Enix continuing on to create a broad spectrum of games that found a new audience, but alienated a lot of older fans in the process.

Mistwalker's first project was Blue Dragon, which was announced for the XBox 360 - a strange choice to many as the original XBox was very unpopular in Japan.  Still, it seemed like a pretty big deal at the time for JRPG fans, being made by a dream team for the genre - famed artist Akira Toriyama doing the character designs, Final Fantasy's Hironobu Sakaguchi writing and long-time FF composer Nobuo Uematsu doing the soundtrack.  While the XBox 360 still trailed far behind its competitors in Japan, Blue Dragon helped moved a significant number of units for it, aided by a special pack-in bundle including the game; it ultimately sold 200,000 copies there. It was also a modest success in other regions, selling about 300,000 copies each in North America and Europe and getting a fair bit of attention as the platform's first Japanese-style RPG.  It also spawned a short-lived media franchise, with two sequels on the Nintendo DS and anime and manga tie-ins.

In terms of gameplay, Blue Dragon is very much reminiscent of an older Final Fantasy title, with turn-based action, front and back rows for both your enemy and the party (with those in the back being untargetable by short-ranged attacks), a focus on elemental spells and status buffers, and your characters able to change between multiple job classes that grant them new abilities.  There's even a heavy Final Fantasy V element in there, allowing you to mix and match abilities from classes each character has powered up to create powerful hybrids.  So you can, say, power up as a Defender to get an HP Up skill, then switch over to Mage and equip that to give that otherwise squishy class more survivability.  Some skills are also just worth learning regardless of class choice - the Black Mage's MP Regeneration is one, which causes anyone who equips it to regenerate 1 MP every 10 steps or so; it adds up quite quickly in a game without random encounters.  Generalist is also one worth powering up for every character despite its unimpressive stats, as it will unlock slots for special accessories and more skill slots to further expand your repertoire of options in battle.  The game is also quite well paced, with few overly long combat animations, dungeons that don't drag on too long and even some nice touches like warning you about imminent boss fights and having enemies only respawn if you leave the dungeon, cutting down on tedious filler battles.

Blue Dragon's gameplay isn't without a few changeups, though.  There aren't really "weapons" to equip, as each character instead utilizes a Shadow as the source of all of their attacks and spells, and which all manifest as giant monsterish critters slightly reminiscent of the Jojo series (with Shu's being the titular Blue Dragon). Equipping five types of accessories - necklaces, bracelets, rings, earrings and "specials" - serve to upgrade your core stats and grant elemental resistances.  There is a light turn manipulation element in combat too, letting a character delay their turn a bit to deal more punch with their spells (and potentially strike multiple targets rather than just one) by playing a timing-based minigame.  Hitting the highlighted orange "sweet spot" on the meter gives an added benefit, reducing that spell's MP consumption and the time until character's next move, so it's worth doing whenever practical to do so.  One can also multiple encounters back to back for added benefit - by pressing RT on the field, a circle surrounds the character, and you can select any (or all) enemies in that range to fight next.  Tagging multiple parties in this way forces you to endure several battles in a row, but you get semi-random bonuses between rounds (including stat buffs and HP/MP restores) and more XP and SP for winning, so it's worth doing whenever possible.  Some monsters can also infight with one another if you do this, cutting down on the total you need to battle and occasionally giving way to some other unique mechanics - for example, the Ice and Fire Wolf Ghosts in the hospital era will negate each other's elements, turning them into much weaker enemies.  One can also utilize particular field spells to this end, like a barrier that draws enemies to pursue you further so you can chain multiple fights or a barrier that instantly defeats weaker enemies on contact, saving you a bit of time at considerable MP cost.  Also like old-school RPGs, it's to your benefit to click on almost everything - you find items, XP, SP, gold and even stat boosts (instantly applied) in the most bizarre, innocuous places.  Even if you get a "nothing" message from your search the game keeps track of that, letting you trade "nothings" for rare accessories late in the game.  A few minigames also pop up throughout, with achievements tied to getting a perfect score in them, so if you're going for the maximum Gamerscore it's worth saving before the attempt.  (You'll also want to have a guide handy anyway, as there are quite a few missable enemies and items you'll need for full completion).

Blue Dragon's presentation is a bit mixed, however.  While the game has Toriyama's charming character designs and a quite imaginative dark world, and a cinematic presentation with camera cut-ins during battle and in dialog, the visuals are hampered a bit by the overused of distance blur - anything that's not the primary focus of a scene tends to be blurred out, even mid battle, so it's like you're viewing the whole game through the eyes of someone chronically nearsighted.  Characters also don't get much in the way of facial expressions outside of prerendered cutscenes, which is a little disappointing.  The voice acting is decent for the most part, though the dialog can get a bit annoying (though as it's coming from a bunch of dumb kids, it's at least more excusable than in some of the worse Final Fantasy games).  Nobuo Uematsu provides the soundtrack for the game, and it is quite good, lending the game quite a bit of atmosphere and some epic combat tunes.  The boss theme is a bit of a cheeseball legend among RPG players, being a hard rock tune with with some amazingly goofy lyrics by Sakaguchi (seriously) and vocals by Ian Gillan of Deep Purple fame (no, really).  One of the odder elements is an a monotone voice that prompts the player at various times, letting them know they have control of the party again, gained a level, found treasure or had characters rejoin the party, all with short phrases like "Joined", "Playable", "Level", "Treasure" or "Nothing".  You can turn it off, but I found it kind of handy - there are more than a few times in other games when I've sat there waiting for a cutscene to continue only to realize that it had ended and I had control of my party again.

Blue Dragon is what it is - an old school RPG with several names behind classic RPGs behind it.  It didn't make as many waves as its creators clearly hoped it would, but it's a decent, playable title that draws a lot from JRPGs of the '80s and '90s while having some twists of its own, and while ultimately nothing outstanding, it's still one of the better Japanese RPGs of this console generation.  Hell, it looks like a veritable masterpiece compared to dreckwork like Final Fantasy XIII and whatever unplayable garbage Idea Factory was crapping out every six months around this time.  It's also still available for pretty cheap both digitally and physically, so give it a try if you have a system it's playable on.


Developer:
 Mistwalker/Artoon
Publisher: Microsoft Game Studios
Platform: XBox 360 (backwards compatibility on XBox One)
Released: 2007
Recommended Version: N/A

Saturday, April 2, 2022

The Last Story

Final Fantasy was on a rocky road for a good while after the turn of the millennium; Squaresoft merged with Enix following significant financial difficulties and many of their biggest names split from the company over the next few years; most prominently Hironobu Sakaguchi, Final Fantasy's creator.  It certainly didn't help that the company's first forays into HD gaming - The Last Remnant and Final Fantasy XIII - were underwhelming messes that left a sizable portion of their fanbase feeling disappointed and betrayed.  That left a perfect opening for Sakaguchi's new company to reclaim his crown with a big budget high-quality RPG release, so he did just that, right?  Well... no.  If Lost Odyssey was a poor man's Final Fantasy X (which was already a craptastic game, by the way), this one is the poor man's Final Fantasy XIII, trying way too hard to be 'cinematic' and forgetting all about important elements like gameplay and competent writing.  With clunky, poorly explained and confusing mechanics, 100% railroaded progression, awful party AI, a messy narrative with countless plot holes,  a thoroughly obnoxious and unlikable central cast compounded with terrible acting every step of the way, and tons of lag and framerate issues due to being shoehorned onto aging Wii hardware, it's just a wretched experience all around.  But, being codeveloped by the team that brought us amazing classics like Ju-On: the Grudge, Vampire Rain and Bullet Witch, is that really a surprise?  If you're wondering why Mistwalker has mostly moved into making low-stakes mobile games and Sakaguchi is only spoken of fondly in the past tense nowadays, well, look no further.


Developer: Mistwalker, AQ Interactive
Publisher: XSeed Games
Released: 2012
Platforms: Wii