Before I say anything
else on some old JRPGs, I want to make one thing in particular clear:
personally, I don’t JRPGs are doing so poorly this generation. That’s not to say that the genre as a whole
has been without problems today or yesterday (it hasn’t), or that they’ve been
immune to the changes of the industry (they haven’t). If you’ll let me be a little bold -- or let
me repeat something I’ve said in passing before -- I think we have the
current-gen misadventures of Final
Fantasy to blame for JRPGs falling out of favor. Whether or not the franchise has been good
for years is and always will be up for debate, but there’s denying that it’s
the biggest name and face of the genre.
If it falters, everyone else falters -- it’s the engraved assumption
that if “the best in the genre” can’t put out a good product, none of them
can. Granted other titles have made their failures apparent as well, but when you consider which company’s name is
on the label of those boxes…well, pattern recognition is unavoidable.
But make no mistake, we
have gotten, are getting, and will keep getting good JRPGs. A little while ago, Ni no Kuni came out -- and while I haven’t gotten around to playing
it in depth just yet, from what I gather it’s a solid (if not great) game
that’s not just a rise to glory for the genre, but maybe one of the best JRPGs
in years. This, of course, is the same
slot that Xenoblade Chronicles occupied
not too long ago. And before that, there
was still Lost Odyssey. And let’s not forget the release of a handful
of Atlus/Shin Megami Tensei titles,
each one deserving of its own sort of praise.
Speaking of which, I’d
say it’s about time to give one of those games its due. So let’s get in deep with some good
JRPGs…with the Fair Lady Hendricks -- and later in the post, the TRUE face of
beauty -- guiding us.
How do you like your
carrots? Dangled on a stick, or past a
ring of fire?
Part 2: PlayStation 2 Edition!
Yikesy mikesy. The PS2 sure had a lot of games.
I mean, seriously. There are nearly two thousand games out there
-- two thousand games, good or bad, original, sequel, or based on a license…and I don’t even want to try
imagining how many of those are JRPGs.
As I understand it, the PS2 was THE system of choice for JRPG
enthusiasts (a holdover from the PS1 days, no doubt), if only in comparison to
the GameCube or the original Xbox. Just
thinking about the sheer multitude of JRPGs that I haven’t even touched makes
me queasy. At least one Tales game. At least one Kingdom Hearts game. Two Xenosaga games (which would
retroactively cripple my understanding of the third game). And how
many Atlus games are there? Digital Devil Saga, at a bare-ass
minimum?
Well, whatever. What’s important is that I have played a fair
number of JRPGs, and I’m here to offer my report. By no means is it a complete list of either
the games I’ve played or some of the system’s finest offerings -- I’m only one
guy, after all -- but I’ll do what I can to enlighten and entertain. So here’s a nice little list for all of you.
…Alternatively, you can
try and find a copy of Devil Summoner 2. See if you can nab the package that gets you
a Jack Frost wearing Raidou’s signature costume.
Mana Khemia 2: Fall of Alchemy!
(Or: Surf’s Up…School’s
Out!)
Oooh, what’s this one?
This is one of those
games that I went into blind, at least from a canonical context. I might have heard of the original (or the
franchise in general) in passing, but never put much stock in it. It certainly didn’t help that I kept
confusing Mana Khemia with the Ar Tonelico series…a mistake I likely
won’t make again, given that I played the third in the series, but I’ll get to
that. What’s important to note is that
you don’t need to have any knowledge of the first game to play or enjoy the
sequel -- there are some call backs and returning characters, but that doesn’t
detract at all.
So, the story. What is it?
Basically, there’s a school of witchcraft and wizardry alchemy
that’s designed to get the most out of a dying art and potentially arm the next
generation with enough combat knowledge, rather than alchemy knowledge, to keep
funds flowing into the school. Also the
school used to be floating in the sky, but there wasn’t enough mana to keep it
afloat and it fell to the ground. In the
grand scheme of things, that…doesn’t really matter. What’s important is that this is more of a
“Daily Lives of Magic Warrior Children” story instead of your typical
save-the-world plot. Whether or not
that’s a good thing, I’ll get into later, but for now you’re probably wondering…
So what’s so good about it?
I didn’t know a damn
thing about this game going into it (besides the fact that it came with a free
soundtrack), but you can consider it as an incredibly pleasant surprise. From the outset it’s obvious that there’s
going to be some serious replay value, considering that you can choose between
playing as one of two characters. In my
case, I opted for the hot-blooded country girl, Ulrika, and was justly
rewarded. Gameplay takes place over the
course of several in-game weeks, letting you live out the life of Ulrika and
friends throughout the school year.
Inevitably, this means you’ll be attending classes and tending to your
grades -- but instead of sifting through loads of text, you’ll be sent off on
missions (story-wise or not) that pit you against bosses, has you gathering
materials, or more often than not putting your alchemy skills to good use.
It’s interesting to see
such a focus put on the item-crafting aspect of a JRPG, but an appreciable one
nonetheless. You gather the materials
and recipes, take them to your workshop, and engage in a quick minigames to not
only construct an item, but raise its quality to give it added offensive,
defensive, or healing bonuses. You do so
by adding the proper elemental attributes from a roulette wheel, making use of
materials, the innate elemental attributes, and the special abilities of your
teammates. It all sounds complicated as
hell, I know, but I guarantee you that it works. It’s possible to screw up and make a dud
item, but once you’ve cracked the system it’s just as easy to make some
fantastic items -- in other words, you, the player, have been successfully
schooled.
But where MK2 excels is in its battle system,
fusing strategy, speed, and even spectacle into a more-than-competent
package. If you’ve played a JRPG before,
you may be like me and have wondered, “If I’m travelling in a group of seven,
where does everybody else go when I’m in a battle? Why are there only three people on-screen at
a time?” MK2 answers that question uniquely; you have three characters on
the field, but the remaining two are reserve units who can be called in at any
time. Moreover, the reserve units can be
called in while you’re using an attack to tack on more damage and switch them
out with other party members; in general, it works on the same principle as DHCs
from Marvel vs. Capcom 3.
But you can use your
reserve units to step in and defend for your party as well as attack -- and as
they level up, characters gain unique offensive and defensive abilities to dish
out damage or defend and buff the party.
The downside to the system is that you always have to be mindful of your
whole party’s status, not just the
three on the frontlines -- and like MvC3,
you can only call out your other party members when their gauges are full. The upside
to this system, however, is that by making good use of it, you gain access
to -- you guessed it -- bitchin’ damn super moves. And that’s on top of the bitchin’ damn super
moves your party already has access to.
So yes, I would argue
that the combat system -- or the gameplay in general -- is the game’s strong
suit.
Okay, so what’s wrong with it?
The story pretty much
evaporates after the opening.
Don’t get me wrong;
there is stuff that happens during the game.
Main characters Ulrika and Raze both have story arcs over the course of
their branches, and both of them get their conclusions. The problem is that for way too long, it
feels like the plot at large is completely missing. The focus is on daily school life and going
on wacky adventures with friends…the problem is, there’s an element of tension
and activity that’s missing as a result.
Even in the context of each character’s story arc, it takes a looooooooooooong time for them to get
anything in the way of actual developments -- and when you do get them, it’s
not exactly filling. So if the school hijinks
angle isn’t enough to sway you and you want
a meatier story (world-saving or otherwise), this is not the game for you.
To be fair, I think you
can unlock a final story arc by finishing both Ulrika’s story and Raze’s
story…but that’s a problem in itself. I
admit that I couldn’t bring myself to finish the game, and that’s because of
two major problems. First off, there IS
an overarching plot, but it’s obvious that it’s utterly inconsequential as you
play through dozens of hours of gameplay.
You’ll get cutscenes alluding to some bigger struggle, and a contest
between the forces of light and darkness, but they’re so fleeting and so
far-removed from the rest of the plot (or what there is of it) that you can
pretty much ignore them. The second
problem is that in my opinion, Ulrika’s story dramatically outclasses
Raze’s. Now, in terms of the plots of
their arcs it’s possible -- maybe even probable -- that Raze has the superior
tale. But the problem is the character
archetypes at play here. I’ll give you a
quick rundown of one party.
Team Ulrika
Ulrika -- hot-blooded
country girl. Belligerent, but has a
soft spot for a furry animal she adopts as her child.
Chloe -- Black magician
girl with a severe disregard for the well-being of others. A true misanthrope whose near-murderous
experiments are held in check only by her laziness.
Peppermint --
Horrifically effeminate mountain of muscle.
Claims to be a fairy in spite of overwhelming evidence to the contrary,
but dutifully loyal to/terrified into serving Ulrika.
Enna -- Preteen
mechanical genius. The voice of reason
that gets nothing but ridicule and torture for trying to act smart. Largely unloved by all but his sister, but
also has a crush on a girl who can only say one word.
Goto -- Who knows? He’s a guy wearing a cat suit whose true face
isn’t revealed in the main storyline. In
spite of that, he’s a ladies’ man, scoring droves of women in spite of wearing
a goofy cat suit. Probably the best
character ever created.
Team Raze
Raze -- Level-headed swordsman/butler. Bit of a sourpuss.
Lily -- Tsundere.
Et -- Raze’s
super-strong old friend. Is an
idiot. Also improbably buxom.
Yun -- Cool guy. Has a daughter, I guess…?
Puniyo -- Magic girl
that rides on sentient slimeballs called Punis.
Can only (?) say variations of “Puni”.
Whim -- Lily’s maid. Is a maid.
Still probably cooler than Lily herself, if only because she swings
around a halberd and puts on armor that would make Poseidon nervous.
It’s entirely possible
that I’m being a little unfair here, in the sense that there could be plenty of
moments where these characters go beyond their archetypes and entertain
regardless. But I highly doubt it -- and
even if they did, I’d still have to spend a load of time with a bunch of
characters pulled straight from any anime in the past decade or so. They could have been a hell of a lot worse,
but compared to Team Ulrika, they could have been a hell of a lot better.
So is it any good?
Well, sure. I wouldn’t be putting it on this list if it
wasn’t.
I didn't finish
Raze’s story, but that doesn’t mean I never will; maybe someday I’ll go back
and clear it and get the full ending.
Even then, I don’t feel like my time was wasted in the slightest; I had
plenty of fun and felt like the battle system put my skills and strategies to
the test. The school backdrop adds an
interesting framework to the game, and if you play well enough you can get
through most of the curriculum-required ttasks with time to spare (and as a
result gain time to engage with your party members). Overall, it’s a remarkably solid game. It’s absurd at times, but then again, I’d
expect no less when its opening theme is called “My Silly Days.”
Rogue Galaxy!
(Or: Cosmos Rockin’)
Oooh, what’s this one?
…It’s pretty much just Star Wars.
Well, no, that’s not
quite true. It’s pretty much just Star Wars: The JRPG Edition. A young lad on a desert planet has his wishes
of abandoning his constrained (and sandy) hamlet behind when a pair of quirky
characters -- one of whom is a remarkably-polite robot -- involve him in their
problems, thereby allowing our her to hop onto a ship owned and used by some
less-than-savory characters as they travel across the universe to engage with
an evil empire (business-oriented this time, natch) and conduct a search for
the greatest treasures in the universe.
Hero discovers he has a hidden power, there’s a princess among you, the
rough-edged mercenary’s got a shady past and a semi-tragic story, and victory
is obtained by drawing upon the power of each party members’ hopes and dreams.
I know that plot
doesn’t exactly inspire confidence, but…well, I really don’t have a problem
with it. It’s clichéd, yes, but it’s
handled fairly competently. It’s a meal
you’ve had before, but it’s still a tasty meal.
The story is good enough to keep you entertained and motivated, and
while it’s more than easy enough to pare it down to its basest components, it’s
the stuff throughout that will leave you walking away with a nice little smile
each time you turn your PS2 off. There’s
a reason why it’s been
received as a success in spite of being a then-new IP.
So what’s so good about it?
If you start getting
into this game, you’ll probably start considering cancelling all your previous
arrangements. This game is robust.
If memory serves me
right, clearing the game will take about sixty hours. That’s a pretty hefty length right there, but
even then I’d bet there’s a LOT more to do.
There are sidequests in this game that could have potentially -- maybe
easily -- become their own games with a bit more fleshing out; I got in deep
with the “Factory Mode”, for example, which takes item crafting to a whole new
level. It’s exactly what it sounds like:
after a certain point in the game, you get access to your own empty warehouse,
and in order to create some high-end items you have to build interlocking
machines that sprawl across dozens of square feet. It’s less of a tedious time-waster and more
of a puzzle game; components require certain amounts of time to prepare and
have to go through certain unique processes to make them ready for the final
product, so it becomes a matter of balancing out what goes where and when, how
you lay out your machines, and spatial awareness. There’s a level of thought required that I
can’t help but appreciate.
I’ll gladly admit that
I’ve probably been suckered into liking the mode by way of addiction, but
that’s all right with me; I wouldn’t play it if I didn’t THINK it was good, and
it just goes to show the power of illusion that a good game packs. I’m guessing that most of the effort put into
RG was for the sake of creating these
little diversions -- a bug-battling game, an item fusion mechanic, a
skill-learning system that depended on you finding resources and putting them
into your characters’ grids -- and I’d say that looking back, they’re
diversions that worked well. Stuff like
that stands as proof of player progression, which is as vital to any game as
much as the story (though the story should provide that as well,
obviously).
So, how’s the
combat? Well, it’s been a while since
I’ve played the game, but based on recollection alone I’d say it does more than
its fair share of the work. If you’re
the type who scoffs at the idea of turn-based combat, then you’re in luck; RG uses real-time combat with a few
notable twists. You’ll take three party
members with you onto the battlefield as usual, and you’ll string together
attacks from your character of choice’s main and sub-weapons. Again, it’s a simple system, but there are
enough tweaks to it to make for a strong product. First off, your AI partners will regularly
bring up prompts as to what they should do in a fight, and it’s up to you to
decide who does what and when.
It’s a mechanic that saves the player the
trouble of constantly stopping the action to access abilities, but more
importantly you can exert some control over when a character uses an item (take notes, Squeenix). Really, though, the main element is that you
not only have to manage your obvious resources -- items and MP -- but how
furiously you go on the attack; mash haphazardly, and you’ll be drained of
stamina and unable to attack OR use your skills. You get back in fighting form quickly enough
(and instantly if you block an attack), but it’s an incentive to make sure you
don’t just mindlessly wail away at enemies without impunity. Couple that with the ability -- and regularly
the need -- to exploit enemy weaknesses, and you’ve got yourself a tight little
number.
Okay, so what’s wrong with it?
I can’t remember
anything distinct about the cast.
I’m debating whether or
not this game or Mana Khemia has it
worse, but for now it’s safe to say they both make some big flubs when it comes
to their characters. To be fair, RG has entire sections of its plot
dedicated to exploring these characters; dog soldier Deego gets a hefty amount
of time in the spotlight when you first encounter him, and you explore his grim
past full of lost friends, the wounds of a soldier, and the payback old allies
are out for. It’s interesting stuff, to
be sure…it’s just a shame that after that sequence, Deego doesn’t really get to
do much else. I’m not even sure if he
has lines after that anymore, barring the occasional suggestion of what the
party should do next.
Now, you COULD chalk
this up to me not remembering any of the conversations that followed, but then
again isn’t that an indicator in itself?
Shouldn’t I be able to remember more than one or two lines muttered
after the fact, especially since they’re coming from a dog-man the size of
Andre the Giant with a bionic arm and a massive axe? It’s especially jarring when you consider
that saving the world comes down to characters that haven’t had a meaningful
line in a good dozen hours suddenly getting last-minute character development.
It certainly doesn’t
help that in battle, the characters feel almost interchangeable without much
thought. True, they all have different
weapons, but their abilities all tend to get muddled into some unimpressive
sludge. An area-of-effect attack with
the occasional status effect, a self-power-up, and a full-party buff -- those
are pretty much the only three abilities you’ll get outside of a couple of
dual- and triple-techs a la Chrono
Trigger. They all have different
animations, yes, but considering that you’ll be skipping them a whole lot to
get back to the action, it diminishes the effect. And as long as we’re on the subject of
battles, I’ll willingly admit that some of the mechanics are EXTREMELY
situational; you get a freeze gun, but you’ll mostly end up using it on
bosses. There’s a gun that breaks
through barriers, but again, it’s not something you’ll use too often. And whose idea was it to make a platform gun?
So is it any good?
Yeah, it is. Like any game out there, it’s not perfect,
but it’s good enough. More than good
enough, in this case.
This game kind of
reminds me of Star Ocean 3, for
obvious reasons -- but it’s the differences between the two of them that set RG a step above. I was under the impression that SO3 (and its sequel, by extension) would
have included, you know, actual planets to explore; alas, you spend huge
percentages of it on a generic fantasy world…at least before the plot goes
bonkers. At least in RG’s case, it creates the illusion that
you really are travelling across the universe -- going from one planet to the
next in search of wild adventures, wilder friends, and the wildest treasures
you could imagine. It’s quite expansive
for a PS2 title, and the variations from one area to the next really help sell
the adventure…as does the music.
All in all, I’d
definitely give it a recommendation.
Hell, I feel like playing it again someday soon.
Persona 4!
(Or: Say It’s Not True)
Oooh, what’s this one?
…You’re serious? Tell me you’re not serious. All right, whatever.
I was about to put Dragon Quest VIII or Devil Summoner 2 up here, and while I
gladly recognize that those are good-ass games you should give a look, I don’t
think I’ve played enough of them to say anything substantial about them. And had I played through Tales of Legendia again, I’d probably be listing that one
too…though I don’t remember enough about it to decide if it’s deserving of its
controversial, black-sheep status. So I
thought to myself, “All right, what JRPG can I recommend, regardless of how long it’s been since I played
it?” And the answer to that is obvious: Persona 4. If you’ve heard the hype before, I’ll go
ahead and tell you that it’s not hyperbole; it’s earned whatever praise its
garnered.
If you know Scooby-Doo, you pretty much know this
game’s story. New kid moves to rural
town for a year, gets thrown into a murder mystery, has to find the culprit
with an eclectic bunch of high school kids, regularly ventures into an
alternate dimension wherein the innermost thoughts and desires of its intruders
are given form and strength…you know, the usual stuff.
So what’s so good about it?
There’s a pretty strong
argument to be made that, like The
Walking Dead or Smallville, this
isn’t a game about the thrust of its plot; instead, it’s about the myriad
themes and side adventures that run parallel.
If that’s the case, then it would explain why there’s only so much focus
on finding out whodunit at any given moment.
That’s a key element, yes, BUT what’s more important is digging into and
even deconstructing what makes these characters tick. It’s a surefire way to ensure that nobody
walks away from the game thinking “Wow, these characters are sooooooooooooooo cliché.” Granted that might require an extreme time
investment to prove, but even at a glance there’s satisfaction to be had.
Now, you could chalk
this up to personal preference, but I think that P4’s length (among other things, but I’ll get to that in a bit) is
a strength. I have a hunch that video
games -- especially recent ones -- have a problem with overly-rushed pacing;
we’re not allowed to soak in anything unless we check it out on a wiki hours
later. It’s railroading, it’s needless,
and it’s detrimental; we can’t enjoy the game to its fullest as long as we’re
constantly running from one skirmish to the next, and said skirmishes can get
mashed together with ease.
P4 gives the player time to breathe and absorb what’s going on,
thanks to the centralization on a single town as well as events both in the
storyline and out of it. Time management
is a vital aspect of the game (in that you only have a certain amount of
in-game time across several days to save a victim before an automatic game
over), and while clearing out a dungeon is always a multi-day endeavor, I’d
guess that a bigger focus is placed on building relationships with NPCs -- as
stupid as that sounds -- so you can reap benefits both in terms of battle
bonuses and in terms of player satisfaction.
I can just imagine Xzibit going “Yo dawg, I heard you like stories…”
As for the actual
gameplay, it’s also quite good. Very
good. I’d come off of Persona 3 FES not long before P4 came out, and while I did enjoy the
combat in that game as well, the improvements are immediately observable. Direct control over all four party members
lessens the chance of, say, Mitsuru using Marin Karin on a boss; every turn can
get its full impact thanks to the player’s deft hand. There’s now an option to defend yourself so
you can protect your party from their weaknesses or big whompin’ attacks. Party members get a lot more active as well;
scoring critical hits on one enemy might let a comrade knock another enemy down
with a special move, or cure a party member from a status ailment. Couple that with their ability to absorb
game-ending attacks for the MC, and the battles become more about using skill
and strategy and less about bad luck.
That’s not always the case, but in general when you die, it’s your
fault. The game will make you a hardened
vet before you even reach the last dungeon, and for that I’m more than
thankful.
Take notes, Squeenix.
Okay, so what’s wrong with it?
Looking back, its
greatest strengths may also be its greatest failings.
Resource/time
management is important in the game, yes, but I’m fairly confident that such
management is forced instead of
implied. Using a characters SP for
spells is usually the best way to strike weaknesses and make battles easier on
you, but even at low levels your spells seriously eat into your reserves. Items to restore them are in short supply,
meaning that if you’re in a dungeon and you run low, your best bet is to get
out of there and try another day…especially when you know there’s a miniboss
around the corner. It’s a way to make
sure you take every skill usage into account, but it has the side effect of
making battles -- especially boss battles where you’re already locked and
loaded -- tougher than they already are.
So if you’re the type that wants to plow through a dungeon in a single
day and never look back, you’re in for a rough time. (Bear in mind that this is coming from someone that
hasn’t played through the updated -- and likely superior -- version on Vita, so how well this holds up is
beyond me.)
It’s also worth noting
that, while this is an Atlus game, this is also unfortunately an Atlus game --
meaning that if you’re on the lookout for some high-end graphics, you’d better
look elsewhere. Admittedly it could be
because the game was released when the “next-gen consoles” had firmly taken
root, but even then I don’t feel like the hardware has been fully tapped. It’s got stylish presentation, yes (and some
great tracks), but in terms of technical prowess you might end up walking away
disappointed. Character models are good
enough, the dungeons aren’t particularly impressive (style aside), and the
camera is generally pretty static; dynamic camera angles that could make a good
scene great are all but missing outside of a few instances. I’m definitely assuming that the Vita version
has the PS2 game beat in the visuals department.
But what could be THE
deathblow for the uninitiated is that P4 has
a very specific -- for lack of a better word -- “route” in mind. It’s a story that, very frequently, is not
about the thrust of its plot (i.e. solving the mystery of the Inaba
killer). If you want a tense,
suspenseful, pulse-pounding pursuit of justice, this is not the game for
you. Even if it isn’t, I can see why
people might take issue, or even hate it.
The opening sequence -- before you get full reign to explore Inaba and
the dungeons in the TV world -- might take you about two hours…and that’s a
generous estimate. Having a buddy nearby
might make the opening slog a bit more tolerable.
Bonding with NPCs is a
pretty notable distraction from the main plot, to the point where the side
stories threaten to overwhelm the main one.
And there’s a shitload of unskippable hijinks between the MC and the
other party members -- with even more in the Vita version, I hear -- that make
the threat of death pretty much evaporate.
And not all the party members are present for every scene, so that’s
another can of worms…and the game just kind of stops after a certain point,
even though there are months left on the calendar…and sorting out the problems
of my (future) party members takes up a whole lot of time…and then I have to adjust
my schedule to see how their arcs fully resolve…and then there’s --
So is it any good?
There’s not a doubt in
my mind. If you haven’t played it,
go. Just go.
Nothing I’ve listed
here should even be remotely considered as a deal-breaker. They’re things that might ensure that P4 isn’t exactly the perfect game, sure,
but they’re also things that lend the game an unmistakable character. You get a cast of well-developed,
highly-likable characters. You get a
main story that intrigues and entices, and at least a dozen side stories to
enhance the experience.
You get a stylish
product that offers visible progression and relief bred from overcoming the
absurd challenges you face -- and on top of that, a world that feels fleshed
out AND is more than willing to crack a good joke. Whether or not you enjoy it may come down to
a matter of preferences, but I’d say you can’t go wrong with P4 -- and even with its flaws in mind, I
can’t let this list go without naming one of my favorite games ever.
And that’ll do it for
now. See you guys…oh wait, I think that
I still owe you all something, don’t I?
Well, let’s see what ol’ Uncle Voltech has in his goodies bag…maybe a
nice carrot for you. Aha! Here we are!
Oh, Alyson
Hannigan. I just can’t quit you,
madam. I just can’t quit you.
…But you didn’t hear
that from me.
Awww, damn dude, I actually loved Infinite Undiscovery. It's a slow burn of the slowest types, taking about 10 hours to get to the meat of it, but man, I couldn't stop playing after that point. Last Remnant, however, was a steaming pile of hobbit crap. The PS2 was the defining JRPG console, IMO.
ReplyDeleteTruth be told, I kind of like Infinite Undiscovery as well. I know I shouldn't, because even though I did ultimately enjoy it, I feel like there are a lot of issues that would make a straight recommendation hard (if not impossible). I'll probably end up talking about it at a later date, because it's seriously intriguing in spite of its flaws.
ReplyDeleteOn the opposite end of the spectrum, I couldn't spend more than an hour with Last Remnant. And Star Ocean: The Last Hope is...well, I'll get to that someday.
But yes, I'm in 100% agreement with you -- the PS2 was THE home of JRPGs. Maybe the genre would be better off in the eyes of the common folk if there was a substitute in the spotlight; the DS and the other handhelds offer plenty of quality titles, but I guess the idea is "no console, no point." And that's really just a shame.
Just out of curiosity, are you familiar with the first Ar tonelico game? I've been enjoying it, and you seem acquainted with the bullshit third game...
ReplyDeleteI'm gonna go ahead and set a couple of things straight about the Vita version of P4. The graphics are about the same as the PS2 version, but with prettier textures and a "cleaner" look from the higher resolution. Also, most of the "unskippable hijinks" is now skippable, via a VHS-esque fast-forward button for the cutscenes. Add to the fact that it's a portable Persona 4, and you have the definitive version of the game. Too bad no one actually HAS a Vita... apparently. >_>
ReplyDeleteAnd I'll go ahead and vouch for the first Ar Tonelico, but it's been a while since I've played it. I remember some of the innuendo being really juvenile at times, and the main character is kind of bland. But I don't remember it being particularly terrible playing it concurrently with Persona 4. Granted, it wasn't AS good, but it certainly wasn't too bad either. The music is really good in spots (especially in surround sound), and the setting is pretty interesting too. I've really got to get back to it to confirm my thoughts, though.
Personally, I'd like to see a DS JRPG list, especially considering the sorta-renaissance the genre's enjoying on handhelds lately (alongside J-adventure/visual novel games, strangely enough). I'd also like to hear your thoughts on Etrian Odyssey III, considering you've somehow beat that...
Aha, aha, I see. 1Up suggested that The Golden was the version of choice, and I can see why. Well then, maybe I'll add a little addendum saying that if people have the means, they should go for the Vita version. And by extension, get a Vita. You know, show Sony a bit of love.
ReplyDeleteAnd don't worry, I'll get a DS-based list up eventually; I just need to sort through which ones I absolutely HAVE to recommend. Etrian Odyssey might not be on there, though; I've been thinking about giving it a separate post, so I can talk about both it and Injustice: Gods Among Us. I'll mull it over for a bit, I guess; I need to spend some more time with Injustice anyway so I can decide if I like the gameplay or not. (I'm REALLY biased against Mortal Kombat, you see...but I'll gladly admit Injustice is the best showing yet.)
Sad to say, but my first and only experience with the franchise so far has been Qoga. From what I can gather, that's a real shame -- I know it's not the most popular series, but it wouldn't have made it to the third installment if it didn't have SOME quality and SOME fans.
ReplyDeleteAh, Qoga...ever adept at breeding confusion and despair...if only you could be like your elder kin. Or good. I'm okay with good.