I think capes are stupid.
This isn’t just someone who lives in a post-Incredibles world. It’s just that I’ve never really seen the
appeal of capes; sure, guys like Superman or Dracula can pull it off, but
they’re just so gaudy and cumbersome.
Now, something like a nice, long scarf?
Not exactly practical in a fight, but still plenty cool. Capes, not so much. I mean, I’d prefer no cape to a costume over anything else, including scarves. See: more Kamen Riders than I can count, but let’s
start here.
So I can’t say I’m too keen on Class Zero’s
capes. They’re in Type-0 so that the cadets of Akademeia can tell at a glance what
person is in what class -- and their home country has a high reliance on magic,
so it fits the motif. Though that begs
the question of why soldiers would go out onto the battlefield wearing prim and
proper uniforms, and to a lesser extent takes some of the oomph out of their
character designs. Then again, that’s a
complaint you could lob at a lot of
Japanese stories, and to be fair it’s not as if the fourteen characters’
uniforms are 100% identical. That’s a
plus, even if they’re wearing stupid capes.
If it seems like I’m focusing too much on trivial
matters like capes and uniforms…well, it’s because I am. So let’s switch gears and talk about Type-0’s gameplay. Hang your capes up at the door.
...Or just wear them anyway. That's cool, too. I don't even care.
Part 3: Play My Ass Off
(Or: YEAH,
THAT MAKES SENSE!)
When someone says Final Fantasy, the mind typically jumps to turn-based combat --
allies and enemies in separate lines and adhering to unspoken rules of
combat. But Type-0 takes a page from Kingdom
Hearts; you’ll be able to take control of one of the fourteen (!) cadets of
Class Zero and head off to battlefields alongside two comrades of your
choosing. Fight your hardest and try to
survive with your weapon of choice, magic, and special techniques -- and defend
yourself with dodges, items, and support skills.
There are some important flourishes to the combat,
of course. For starters, you can’t count
on Phoenix Downs to bring back fallen comrades; they’re still in the game, but
they’re extremely rare. So instead of
relying on the same three characters, if someone dies you sub in another
cadet. That sounds like a death knell
for any player that doesn’t keep all fourteen cadets in top form, but there’s
still an ace in the hole: the game’s combat revolves around Killsights, i.e.
attacking an opponent at the right time (when a red reticle appears on them)
lets you land an instant kill. Or if not
that, then you can land a hit that does huge damage (via attacking an enemy
with a yellow reticule).
I was a little wary of the Killsight system at
first, because -- hey, killing enemies in one shot? Where’s the fun in that? But having put some time into Type-0, I can say with some confidence
that it’s one of my favorite battle systems in any Squeenix production. Why?
Because it turns the JRPG into a fighting game.
I’m not even joking. It’s not as execution-heavy as even the most
basic of fighters, but it has a lot of the same principles -- to the point
where you could add in fighting game terminology and get the same effect. Example: the Killsight system may sound like
a revolution, but it’s not at all removed from the counter-hit and punishment
systems of any fighting game worth its salt.
To wit: attack an opponent at certain points of their moves (ideally the
startup), and you’ll land a counter-hit which can do more damage, increase
hitstun duration, or just open them up for big combos.
That’s some excessive stuff, but one of the most
basic elements of a fighting game is punishment; if an opponent does something
that they’re not supposed to (a fireball thrown at the wrong time, for example)
and you defend against it, then you can seize the opportunity and land some
attacks of your own. Killsights may not
let you bust out hundred hit combos just because you land one clean hit, but
they cut out all the guesswork and instantly waste anyone who makes a wrong
move. In other words? If you want to make fights easier, you have
to be paying attention. Watch and know
your enemy, and fight efficiently.
By extension, that means you have to know each
character fairly intimately -- know their ins and outs so that if you have to use someone like Jack or Deuce,
you can actually stand a chance. It’s
not enough to just have them leveled up and equipped with the right skills and
gear (though that helps); you have to know how to move with them, what their
ideal ranges are, their strengths and weaknesses, and how to land those
Killsights. By extension, that means
learning about spacing, footsies, mobility, reads, and defense. The melee characters may not have projectiles
by default, but if you can learn the properties of their attacks, you can land
a poke that shuts down an opponent’s offense.
And life.
It’s kind of a drag that (outside of the
occasional EXP boosts you get from going to class), the only way to level up
your cadets is to take them on the battlefield -- which is kind of a problem
when you can only have three on the field and you’ve got fourteen people to micromanage.
Thankfully, there’s an arena in Akademeia that lets you take control of
a character of your choosing and manually level them. But more importantly, the arena is the JRPG
analogue to training mode (lovingly referred to as the “combo lab”, in some
cases). Want to use King but don’t have
the confidence to throw him out on the battlefield? Combo lab time!
So you know what?
Let’s go over Class Zero right now.
Starting with my favorite of the bunch.
Eight:
It’s hard to say whether or not he’s the best character, but to me he’s the character
that feels the best to play. He’s not
much in the way of range, and his magic’s not the best, but he’s an offensive
juggernaut who can handle damn near any situation. His basic attacks flow perfectly into his
special attacks, the majority of which are extremely
useful. He can self-heal, stun for
free with one of his normal attacks, close the gap in an instant, has a dodge
mechanic built into his other normal attacks, and his combos generate meter
perpetually -- meaning that he’s got nigh-infinite fuel for his specials. Learning Eight means learning how to excel at
Type-0…to say nothing of actually using him.
Cinque:
She’s a slow mover, and her attacks are by far the slowest of Class Zero’s; the
tradeoff is that only the heaviest attacks can stop her once she’s in
motion. (That’s sort of true for most
characters, but given how much it figures into her style I’m about ready to say
she’s got hyper
armor.) Even for a heavy hitter, her
attack power is disproportionately high, and only gets higher once you unlock
her charged hits. Cinque seems like
bottom-tier material at first -- and probably is ultimately -- but once you
figure out how to use her and buff her up, she’s THE heavy hitter; she can stun
distant enemies, kill multiple foes at once (even without specials, thanks to
disjointed hitboxes), and regenerates health by landing hits. Could it be that she’s secretly broken…?
Trey: In
the wake of a Dragon Age: Inquisition run
I’ll never finish, I felt compelled to play as another archer. Trey’s arguably one of the slower ranged
characters in terms of his rate of fire, but he makes up for it by being able
to charge up his arrows for extra power.
He’s got a handful of moves to cover himself, and he’s got a support
move that puts Killsights on enemies. I
haven’t tested it out to be sure, but my theory is that Trey’s the heaviest
hitter of the ranged hitters; his Dynamite Arrow may take a while to detonate
(and can miss entirely), but when it goes off it does OBSCENE damage.
Seven:
She looks like a white-haired Lightning, so I’m conflicted about using her --
but her attacks are so useful that I can’t give her the cold shoulder. Her whipblade (straight outta Soulcalibur) lets her fight at close
range and mid-range, though her attack speed makes her slightly better at the
latter. Whatever the case, she’s great
for harassing distant enemies and can score some very easy Killsights with one
of her default moves on reaction; on top of that, she’s got some really good
crowd control with both normal and special moves. Definitely a good character to have around.
Cater: If
Trey’s the heavy-hitter of the ranged characters, then Cater’s closer to being
the speedster. Her shots charge
automatically -- though they can come at the end of her basic combo -- so she
has a perfect way to deal with enemies that get close to her…on top of her full
mobility during her gun attacks. Her
special moves are pretty versatile, but I’d like to think that she’s got a
special knack for debuffing enemies; she can spew poison from her palm and give
enemies a bunch of diseases to deal with.
Couple that close-range move with Hawkeye -- which turns her into a
sniper -- and you’ve got a character that can handle any situation.
Jack: He
shares a spot with Cinque as the team’s heavy-hitter, but he works in a
dramatically different way. His katana
attacks are incredibly fast and absurdly strong,
but the tradeoff is that he’s got no range…and worse yet, his movement speed is
utterly abysmal. When you’ve got his
weapon out, he can only move at sub-walking speed, meaning that you have to A)
spam his dodge roll or B) switch between sheathed and unsheathed modes to
reasonably make your approach. Luckily,
Jack does so much damage that he doesn’t even need Killsights to win -- and
that’s exacerbated by having a hard-hitting combo unlocked a little ways into
the game. All told, Jack makes for one
hell of a pinch hitter.
Ace: I
consider him the main character of the game, but he’s no Ryu. His card attacks let him fight at long range,
but that’s not all he’s got; holding down and Square lets you fire off a
charged shot that not only batters opponents with multiple card attacks, but
holds them at bay so you can make your approach, fall back, or attack another
foe entirely. (Think of it as a Marvel-style assist, in a way.) You have to unlock his close-range attack,
but once you do he does some surprisingly-good damage. He can also heal himself with one move and
set traps with another, but Ace’s attacks are such that you almost don’t need
anything else -- especially since some of them have multi-stage setups.
King:
Another ranged character, and one of the only two with enough sense to bring
guns to the battlefield. He’s not as
fast as Cater, but by default he’s better at long-range action because his
bullets move WAY faster. The notable
thing about this character is that he has a reload mechanic; you can manually
reload with down and Square, but once he goes from his (default) twelve to
zero, he’ll be a sitting duck temporarily.
It’s a small price to pay, considering that with his Point-Blank Shot he
can do massive damage to nearby enemies, too.
Interestingly, King can shoot immediately after a dodge with a different
animation and a slightly-faster fire rate.
Nine:
Probably the most straightforward and “honest” character of the bunch. Nine doesn’t have any fancy tricks; he just
needs to get in and skewer enemies with his lance -- the range of which is
pretty good, even if some of its packed-in attacks are slow on the uptake. In terms of his special moves, I’ve barely
felt the need to experiment with anything but two: his default Jump, which does
really good damage and avoids enemy attacks, and White Knight. It puts up an anti-everything shield to keep
enemies out, and heals allies standing inside.
Seems pretty broken, if you
ask me.
Queen:
The wiki suggests that she’s a good character for beginners (she’s one of the
starting three, after all), but I’m not sure I agree with that. She’s got the normals to support her, but
some of them ask for a bit more planning and finesse. On top of that, some of her moves are less
about “direct damage, now” and more
about supporting the party; her starting move is Divine Judgment, which looks
impressive and covers a huge area with a spinning cross, but it’s not a
practical move to be throwing out all willy-nilly. And while she can regenerate MP for her
teammates, she has to sacrifice HP to do it -- and that depends on how much you
value magic attacks in your arsenal. Whatever
the case, she’s got a teleport that lets you zoom in…and exploit Killsights.
Sice: “Dark
and edgy” in physical form. Sice and her
scythe feel unwieldy at first, and still kind of do well into the game -- the
reason being that her attack motions are bound to a direction and Square. So if you want to jump in and land a Killsight
on a distant enemy, you actually can.
That’s pretty useful. The other
attacks (the two sides in particular), not so much -- and even then, her basic
attacks are lacking in speed. In any
case, she has a special mechanic that lets her get powered up the more she
kills, and she can release that energy with some of her special moves. Sice can do some serious damage immediately or over time, especially since one of
her early attacks is to toss out a tornado of darkness that homes in on
enemies.
Deuce: She’s
one of the characters I use the least, and arguably for good reason: she seems
like a character designed to stay
back and support the others. Her flute
“attacks” generate a spirit that fights on your behalf, so it can cover you
even when you’re getting hit; the issue is that even if she’s kinda-sorta
long-range-focused, she’s got some of the slowest attacks of the bunch. Conversely, she’s one of the few characters
with buffs to the party. You can balance
that out by giving her access to magic, but on the other hand, that makes her
heavily MP-dependent. If she lands in
the party, I tend to let the CPU handle her.
Whatever the case, I feel like I’ve spent an undue
amount of time taking characters to the arena -- and I haven’t regretted it in
the slightest. It’s like hitting the
Survival Mode of the average fighting game -- you get to learn the ins and outs
of your character in a pseudo-combat situation, and get more comfortable as a
result. I wish that said arena had more
variation in enemies than just “gun-toting soldier”, but it’s still fun to land
those counter-hits and capitalize on punishes.
And that usually extends to the full game. I remember playing the first story mission
and waltzing up to an elevator, only to have a genuine “OH SHIT” moment when a
two-story mech rode up it and stood five inches in front of my face. So I made my way through the arena amidst its
barrage of gunshots and missile fire, weaving through shipping crates on my way
back in to start an offense. And when I
won the fight I had a realization: the terrain actually mattered in an RPG
again. And I thought to myself, “This is
exactly what I wanted.”
It’s true that you can go on autopilot more than a
few times in Type-0 (the terrain
typically mixes up during big story missions, but the game’s pacing puts those
few and far between), but the defensive options are still as solid as they are
appreciable. For one thing, every
character can Dodge Roll by default by running and hitting Circle, which is
HUGE for me; more to the point, dodges can be used to cut attack animations
short. That’s a really good thing to
have, especially for a slow-starter like Cinque.
On top of that, you can choose what defensive
option each character has mapped to Circle.
For example, Eight comes with Block set by default, which does exactly
what you expect it to -- good for characters that don’t have the biggest MP
count. In contrast, Ace comes pre-loaded
with Wall, which sets up a towering magic barrier to cover him -- perfect for
long-range characters like Trey or King.
As always, Cure is a viable option for anyone to have (though it takes a
little while to charge up).
After the button-mashing bonanza of Kingdom Hearts II and the auto-battle
drudgery of The Lightning Saga (yes I know Squeenix has put out more games than
that, but work with me here), it’s good to have a JRPG from the company that
actually feels fun to play. Good
mechanics, good options, good balance, good flow -- there’s a lot to like. It reaches the ideal state: if at any point I
have to grind, Type-0 is built in
such a way that it (usually) makes the grind fun.
With all that said, I still have some
complaints. The biggest thing that holds
the battle system back is the control scheme; this is one of the areas where
you’re reminded that you’re playing a PSP game, not a PS4 game. As you’ll recall, the PSP only has two
trigger buttons instead of the consoles’ four, and no attempts were made to take
advantage of the additional buttons.
L1 brings out/puts away your weapons, while R1 is
for targeting; what this means is that you only have two buttons mapped to your
character’s magic or techniques, and you’ll be rolling in them before
long. I find myself wishing for Kingdom Hearts’ shortcut system, where
you hold a trigger and queue up a list of moves to activate with a face button
-- and they could have added that here if they took advantage of the
hardware. It’s a hard limit to the
amount of variability and experimentation you could have with a character.
But it’s not just about being able to equip more
moves. Using items is much too clunky
for the type of game it’s striving to be.
Sure, you can have one item assigned to down on the D-pad, but if you
need to heal a hurting party member or take a status effect off of you, you
have to open the menu, scroll over to items, find the item you want, choose who
you want to use it on, and then use it. God
help you if you want to use a Phoenix Down to revive your leader, because you
only have a short time frame to do that before they fade out. Why the devs were so afraid to use a system
long since proven to work is beyond me.
I’m also not too keen on the ability meter that
fuels characters’ techniques. It’s true
that it can empty, and you have to refill it with normal attacks/Killsights,
but it’s a rare moment when I actually have to worry about how much I’m using
at once -- and that’s only when I’m spamming a technique like crazy. To be fair it puts a stronger emphasis on in-their-face
action, but takes away some of the resource management that makes an RPG what
it is; if they had merged that meter with the MP meter, then it’d make me more
conscious of my attack patterns -- especially since (thanks to the hard limit
on move slots) I barely even bother with magic/MP.
The biggest moment-killer in terms of the combat
is Phantoma. It’s not a bad concept; you
get ghostly, colorful orbs from downed enemies and use it to power up magic
(and earning enough with individual cadets nets you special bonuses). The problem is that in order to pull it out
of baddies, you have to defeat them, stand in place while locked-on, and press
Square, AKA your default attack button.
That wouldn’t be so bad, except that you come to a complete halt and can’t do anything
else until you harvest the Phantoma or target something else. You don’t know how many times I’ve taken a
beating because I suddenly went into harvest-mode -- and that wouldn’t be a
problem if they just added one button to harvest it when you have a moment to
breathe. It’s like they’ve never even
heard of Onimusha.
Lastly, it’s worth noting that mentions of Type-0 being “hard” are greatly
exaggerated. You have more than enough
tools to dominate opponents, and the only real issue is that all of the cadets
have glass jaws. If one of them takes a
hit, they tend to get hurt bad -- or
put in a situation where they’ll continue to get hurt. That doesn’t really amount to much of a
challenge; it just means that enemies can do lots of damage, or they’ve got
some cheap move that you have to deal with unless you want to get wrecked. And contrary to the game’s insistence that
you take it easy, getting wrecked is usually only possible when there’s some
ol’ bullshit thrown your way. (Remember
this for another day.)
All things considered, though? I’m happy with Type-0’s battle system.
Pared down to basics, a JRPG needs to get two things right: its story
and its gameplay. And of that gameplay,
the battle system takes up a huge slice of the pie chart; it’s what decides
whether or not a player gets to have fun, and whether they will have fun dozens of hours from starting out, or grinding in
fear of the next big boss. By and large,
Type-0 passes the test. I’ve always believed that anyone who
constantly runs or skips battles is doing the game a disservice, and that’s
definitely the case here.
It’s just a shame about the story.
Type-0 got
off to a good start, but immediately dropped the ball in favor of, well, pretty
much nothing. To call it “insubstantial”
would almost be too kind -- because even if it is such a nothing story, the parts that do
have substance are so infuriating it takes me right back to the dark days
of FF13-2. I wish I could say I was joking, but I’m
not. Nothing I’ve seen as of writing
compares to a certain subplot from that game, but the tradeoff is that there
are more scenes that try to reach
those lofty heights. I’ll explain why in
the future, but before I do there’s one thing that I can’t overlook. Or rather, two things.
Say hello to the two characters that ruin the
game. And get ready to learn why…next
time.
Steel your soul.
Capes have defensive purpose by the way. They're a nightmare for assassins because they modify the silhouette of the target, making it difficult to aim for vitals. It is very easy to disrupt a cape, so movement tends to make it flutter. If you'e wearing a cape and it moves without warning, someone might be sneaking up on you. (or at least justify peeking behind you) They also have a pretty good chance to tamper with arrows shot at the back.
ReplyDeleteDepending on the material a cape can also turn a lethal arrow wound into a treatable one. Silk wraps around the arrowhead rather than breaking. Much of the damage from an arrow comes when you pull it out.
(This is why important people through history wore capes)
As as Type Zero goes, this is a pretty interesting series of reads. IT looks better than I expected it to be at least.
Machinations is possibly one the most annoying final fantasy characters ever.
ReplyDeleteThen you're gonna love the next post, because I'm going to explain exactly why he's so annoying (as if you need a reminder). Need catharsis? Got you covered.
ReplyDelete*reads the much-appreciated historical applications of capes*
ReplyDelete*cracks knuckles to make a sterling rebuttal*
Yeah, but...I think they look dumb, tho.
Anyway, Type-0. I don't know how close I am to the end -- I'm at Chapter 7, as of this comment -- but right now? I can say it's better than 13 and 13-2, BUT it's still disappointing in all sorts of ways. It's an interesting game with interesting concepts and plenty of potential, but so much of it goes untapped. It's so frustrating.
I guess we'll see how I feel when I finish it. Whenever that is. I don't know; some heady stuff happened at the end of the last chapter that would normally put an end to most stories/wars, so imagine my surprise when the thing keeps going. Hopefully it'll lead somewhere good.
EXCELLENT!!!
ReplyDelete*sips tea* Hmmm, yes, I suppose it is quite...
ReplyDeletehttps://www.youtube.com/watch?v=b0ahW0swF0g