Okay, a solid start but it gets so much better. Meanwhile, the two characters find themselves in the sights of the Crimson Blades, a religious military force that has descended upon the place because their leader, Romeo Guildenstern, has intentions of harnessing dark powers for himself. Following the blonde-haired, metal-limbed magic user’s trail leads to the once-mighty-but-now ruined city of Leá Monde, a site of tremendous mystical power that is riven with mythical monsters from golems to dullahans. Set in the kingdom of Valendia, you play Ashley Riot, a government agent on the trail of a charismatic cult leader named Sydney Losstarot who has connections to a politician. That, and jumping into and adoring other Yasumi Matsuno RPGs, Tactics Ogre: Let Us Cling Together, Final Fantasy Tactics: The War of the Lions, and Final Fantasy Tactics XII. Time and maturity gave me the patience to reattempt the game more than a decade later. What also haunted me was the knowledge that my initial resistance to the game likely stemmed from a short attention span and an unwillingness to experiment with the game’s many deep systems and master what was on offer. The rich atmosphere of the setting, the power of the music, the dark story. This may sound like an exaggeration but there are so many elements of it that are unforgettable that my mind has jumped to them every so often over the years. I was resistant to this game which effectively threw an armoury at you and expected you to pick up the pieces and assemble them. In terms of RPGs, I was experienced in a range of titles from turn-based Skies of Arcadia to isometric Baldur’s Gate, action RPGs Illusion of Gaia and Zelda, and the wonderfully immersive Shenmue (I love that one to such an extent that I travelled to Yokohama when I lived in Japan). You have to understand that this was a random purchase as a teenager at a time when I was playing more arcadey experiences like Resident Evil: Code Veronica, Metropolis Street Racer, and Dead or Alive 2 on the Dreamcast. I wasn’t in the right mind frame to do that hard graft. My first attempts at understanding them weren’t dedicated enough and the game makes few allowances, offers little in terms of tutorials, and expects the player to experiment to mix and match the right items for each enemy encounter. Much of my confusion and estrangement from the experience was rooted in the game’s complex crafting and battle systems. That will only do single-digit damage! And seeing the 1s stack up in a battle that turns into a slog is so disheartening! That giant crab with 1000 health points requires a blunt weapon with air affinity. However, if the weapons don’t have the right attributes imbued by magical gems or particular parts, you aren’t going to do much damage. You can construct swords, hammers and more to tackle a range of human and supernatural enemies. Played a year or so after its initial release, I found the combat clunky, the weapon creation bewildering, and understanding the enemy and how to beat them hard. I found my first experience with the game was not pleasurable in the least. Released in 2000, it straddled the grim-dark generic medieval fantasy of Western studios and teenage protagonists on an adventure full of self-discovery from Japan, to offer a story full of magic, murder, monsters, moody music, occasional platforming, box puzzles, and the sort of cinematic storytelling that made it an unforgettable experience. His games respect players enough to offer them a challenge and a mature story with charismatic characters that probably didn’t pander to focus group testing and market appeals in the way that, say, Final Fantasy XII did with main character Vaan. Players enter this world through dense and deep battle systems. Ivalice is a dark and war-torn land where politics, religion, and class divide people. That written, it refuses to be bound by expectations of the genre and its connotations of that venerable franchise because its writer and director, the legendary Yasumi Matsuno, crafted his own vision. It is an action RPG with a fantasy setting based in the Ivalice part of the Final Fantasy world. Given the right circumstances, they evangelise it, talk about its qualities and how it is such an influential game. However, it converts those who persist and complete it into diehard fans. Vagrant Story is a game with a fearsome reputation for being hard and for alienating people. This post has been on my mind for years, so brace yourself for some rambling… Writer: Yasumi Matsuno, Akihiko Yoshida (Script/Story) Artist: Akihiko Yoshida, Hiroshi Minagawa
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