Showing posts with label Final Fantasy. Show all posts
Showing posts with label Final Fantasy. Show all posts

Saturday, December 31, 2016

My Month(s) In Games: October - December 2016

Final Fantasy XV - PS4


After over 10 years in development - and a name change from Final Fantasy Versus XIII (?) -  Final Fantasy XV has finally seen the light of day...and I gotta tell you, I kinda love this game! Though it signifies a fairly major change in direction from the turn-based roots of the series, the new gameplay formula feels like a welcome addition to the series, even if it isn't exactly breaking a whole lot of new ground for video games in general. With a more open world style and an emphasis on real-time combat, the whole affair reminds me a lot of Final Fantasy meets Red Dead Redemption. It's Final Fantasy in that it's still very much a JRPG; replete with beautiful anime boys, wacky hairstyles, and a somewhat enigmatic story, but it's Red Dead in that it features a vast, open (and somewhat empty) world, tons of sidequests, and more than a few compelling characters.

Though I don't typically review games this way, I figure that if you're reading a review of this game on a random blog you've likely played a few Final Fantasy games before this one. With that in mind, I thought I'd just break it down to its elements and offer a few thoughts on each.

Combat



Final Fantasy XV's combat is among the biggest departures from the games that preceded it. Full disclosure: I never did play FF XI or FF XIV (the MMOs in the series), so if they featured real time combat then you might want to take my observations here with a grain of salt. That said, I enjoyed the combat mechanics in FF XV, even though they are a TOTAL MESS at times. There are four main members of your party, yet you really only have full control of the main character, Prince Noctis. Combat generally consists of choosing a weapon or spell type that the enemy is weak to, doing your best to get behind the enemy ("blindside" attacks deal more damage) and holding down the attack button to perform an automatic combo. Noctis also has the ability to attack enemies at distance by using ranged weapons like firearms or by performing a "warp strike" move that quickly closes the gap and can boost the damage dealt by the blow. In addition, you can roll-dodge away from and/or defend and parry most enemy attacks, perform aerial combos while equipped with certain weapon types, and call upon your comrades to perform special moves that do big damage or provide defensive buffs.


Depending on the enemy, there's a fair amount of strategy you can employ in a given battle, but the vast majority of the encounters boil down to a few quick warp strikes to close the distance, a whole lot of laying on the attack button to perform combos, and maybe casting a spell or two to score big damage on larger enemies. When they're not performing special moves at your command, your comrades generally run about the battlefield randomly, taking pot shots here and there. Your pals are generally helpful to have around, but the majority of the real fighting is done by the hero. Though the flow of battle takes a bit of getting used to, and generally appears on-screen as a disorganized scrum, you get used to it quickly and it's actually pretty fun most of the time. The MESSY part of combat is, without a doubt, the camera. Though the game tries its best to give you the best view during battles, the environment often obscures your view of the action as the camera swirls about. If you're fighting in a wooded area, for example, the camera is likely to be obscured by the trees, and I occasionally found myself cursing the game's inability to automatically adjust for this in some way. You absolutely CAN (and will often have to) control the camera manually during a fight, and I never died as a result of the occasionally wonky camera movement, but there is definitely room for improvement here.

Music



Scoring the music for FF XV is a bit tricky. In a series long known for its sweeping scores and catchy themes, the music in this game is surprisingly spartan and somewhat generic at times. In some ways this feels appropriate; you're in an open world after all, and the ambient sounds of the various environments do a lot to immerse you in the experience of being outdoors, but I did occasionally find myself wishing that there was a bit more charm to the original music when it was playing. That said, a big part of this game revolves around the concept of car travel. At the various "rest stops" and towns that you encounter, you can purchase soundtrack "albums" from previous Final Fantasy games to play on the car stereo. It's pretty dope rolling to your next destination with the theme to FF IV (or whatever) bumpin' in your whip, but in some ways this also feels a bit like a cop out.

Visuals



No complaints here. This game looks fantastic. Really really solid visuals done with an eye toward realism. So many beautiful vistas and lots of attention to detail, especially in the towns. Gorgeous! There may be a few "better" looking games out there, but it's clear that a good deal of effort went into making the world of FF XV feel immersive.

Characters



I had a really good time hanging out with Noctis and the boys during my 100 hour playthrough. As a character, Noctis plays the brooding prince at first, but before long he begins to lighten up. He cracks jokes with his comrades, communicates his feelings honestly, and is just generally likable. He is neither the stern enigma that is FF VII's Cloud, nor the emo jerkoff that is Squall from FF VIII. He doesn't laugh annoyingly like Tidus from FF X, and he doesn't wear out his welcome like Lightning from FF XIII. Noctis is...pretty cool, fairly fleshed out, and I actually enjoyed spending time with him. His three comrades are also rather likable. There's the buttoned up intellectual Ignis, the brutish-yet-sensitive Gladiolus, and the plucky moppet Prompto. Together, they work well as a party; spouting words of support, cracking groan-worthy puns, and even engaging in the occasional bout of good-natured ribbing. It's lame that the banter repeats itself as much as it does, however. By the end of my playthrough I'd heard all of the jokes and all of the encouraging words DOZENS of times. It's notable, I think, that I wanted MORE banter, but I can't help feel that the charm of the characters might have burned a little brighter if they'd only recorded a bit more dialogue.


I also rather liked the main villain, though he's not nearly as fleshed out as Noctis and company. It's worth noting that I had this same feeling regarding many of the side characters as well. Just about everyone is likable in their way, but most of the supporting cast feels as though they were only sketched out. This isn't as much of an issue when you're talking about the random cat who teaches Noctis to fish (yeah, there's fishing), but many key side-characters could have done with a bit more polish if you ask me. And speaking of things that needed some polish...


Story



The story of FF XV is straight up undercooked. It's a bit of a bummer because the game is actually fun to play, but there's no getting around it. The main villain is only evil because we're told he is, and the powerful empire that he represents is barely even seen. The events that spur the story forward are often only heard in audio-only form by interacting with radios that are found in towns and outposts, and the love interest (Noctis' original destination at the game's outset) barely makes an appearance at all. With so much time in development, it's hard to understand why the narrative plays out this way. I realize that the 10-year development cycle was fraught with difficulty, but the story here is just plain weak. The saving grace in all of this is the main characters and the way they interact with one another. Thinking back on my experience with previous Final Fantasy games, I think that characters have always been the series' strong suit - with the overall storylines being down on the list below combat/job systems and even the music - but beware, the story isn't compelling as much as it is serviceable. It's my understanding that a patch set to arrive in March of 2017 will address this issue and add some additional cutscenes and story development, but yeah...


Reading this review, you might feel that I'm being mostly critical of this game, but I think that's just the natural result of having spent so much time playing it. My 100+ hour journey toward the platinum trophy game me a lot of time to digest everything I was experiencing and though I genuinely love the game and characters as a whole, there are certainly some facets of the experience that could have done with just a bit more polish. At the end of the day, if the idea of Final Fantasy meets Red Dead Redemption appeals to you, you really should put aside your doubts and jump into FF XV.


Grade: A-


Downwell - PS Vita


I love a good, twitchy, retro-styled platformer, and Downwell fits that bill quite nicely, thank you! Originally released in the Fall of 2015 for iOS devices, the game eventually saw a release on Playstation Vita in the Spring of 2016. And thank goodness for that, because touchscreen controls for a game that requires the precision of Downwell are still a total joke. I mean, sure, you technically CAN fumble your way through the game's precise, challenging gameplay while your fat thumbs take up valuable real estate on your mobile screen, but you really shouldn't.

In Downwell you take control of a "curious man" who jumps down a well in search of ...adventure, I guess? Armed with a pair of "gunboots" that allow him to both stomp and shoot at enemies as he falls, the goal is to make it through the game's 12 stages (and one memorable boss encounter!) while racking up combos for taking out as many enemies as possible before landing safely on the various platforms and outcroppings that line the walls of the well. As you make your way down through the depths, you can pick up various upgrades for your boots (3-way shot, laser, and burst fire to name a few) that each bring a new level of strategy to the proceedings, and players pick up additional power-ups at the end of each stage that enhance movement and grant other abilities as you make your way toward the final encounter.


Screenshots capture the spartan, retro aesthetics of the game quite well, but I also have to give a special shout out to the music. Evocative, foreboding, and even a little funky, the atmosphere lent by the music and sound effects really add a level of polish to this game that makes it feel like so much more than your average mobile game port. That's to say nothing of the tight controls and carefully balanced gameplay and challenge, which are tuned to perfection. 

I spent a lot of time with this game over the past few months, chipping away at the various challenging achievements until I eventually scored the platinum trophy. Perhaps the most ringing endorsement I can give to Downwell is that even now after I have done everything there is to do, I'm still playing this wonderful little gem on the regular. Highly recommended!


Grade: A

Rhythm Heaven Megamix - 3DS


Nintendo's long running rhythm-based minigame series has always appealed to me, especially as an avid fan of the WarioWare series. This particular installment features a large number of minigames that have been recycled from previous installments in the series, though there are a few dozen all new games here as well. Many of the older minigames have also received a facelift, so even experienced players would do well to check this puppy out. Also, my favorite game in the whole collection - perhaps unsurprisingly - is...



Grade: B

Wednesday, September 9, 2015

Dear Square Enix, Please Don't Change The Combat In The Final Fantasy 7 Remake


I am very excited about the Final Fantasy 7 remake that was announced at this year's E3. FF7 is still one of my all-time favorite games, and of all the titles in the Final Fantasy series, I feel it is the one most in need of a remake. For years now, people have debated the merits of such an undertaking, but I tend to look at it this way: Final Fantasy 7 is the one game in the series that suffered the most from its place in time and a loving remake will go a long way toward correcting that.

Side-by-side comparison of the PSone and PC versions.

What do I mean by that? Well, Final Fantasy 1-6 had sprite based graphics that, I feel, still hold up today. The pixelated art style of the 8- and 16-bit console entries gave the early games in the series a classic and unifying look that tied them all together and, let's face it, great pixel art never truly goes out of style. Final Fantasy 7, however, was released relatively early in the Playstation's life cycle and was the first game in the series to feature polygonal graphics. Though it looked pretty great when it was released in 1997, I think the general consensus is that FF7 really doesn't look so hot today. And it makes sense. It always takes time for developers to get a handle on newer console hardware capabilities, and since the original Playstation represented an evolutionary step away from sprite based graphics, it's not hard to understand why FF7 looks the way it does and why later Final Fantasy entries for the original Playstation look so much better. And besides, Final Fantasy 7 had a strong plot, fantastic music, a great cast of playable characters, and one of the most memorable final boss encounters in all of video games. It deserves a remake, and I'll listen to no more debate on the subject!


The real crux of this post, however, has to do with some recent comments that were made by Tetsuya Nomura, the director of the Final Fantasy 7 remake. In an interview with Official Playstation Magazine he talked about "dramatic changes" that he plans to make to the battle system. He is quoted as saying:

"And of course, that being said we want to clarify: We’re not going to be changing it into a shooter or something like that. We are going to be bringing dramatic changes, but we want to make sure it’s still recognizable."

This is a BAD idea and I do not trust the brains at SQUARE ENIX who think such a move will be good for Final Fantasy 7. Now look, I understand that, to some, turn-based RPG combat may seem played out. The thing is, IT'S NOT. There may be newer and "fresher" ways to handle combat in an RPG, but the classic turn-based style of FF7 is just that, classic. SQUARE ENIX has experimented with more contemporary ways of handling combat in its more recent Final Fantasy games and the results have been middling at best. Think of FF13 and how it obscures its battle scenes with an almost absurd amount of menus, numbers, and text, or Final Fantasy Crisis Core and how it gives the illusion of free movement during combat, only to have it be ultimately revealed as little more than cosmetic. I'm not calling either of those games BAD, mind you, I'm just pointing out the fact that SQUARE ENIX's attempts to tweak traditional turn-based RPG combat haven't done much to improve the genre. With this in mind, I believe that any attempts to "improve" the brilliant FF7 by overhauling the battle system will likely serve to alienate longtime fans and will probably do little to intrigue new ones. You want to tweak it a little and add combo attacks or something? Okay...maybe...but the phrase "dramatic changes" has me worried.


I'll close it out this way: turn-based RPG combat IS NOT DEAD! The Pokémon series still has it, and it's one of the most enduringly popular RPG series in history. Even SQUARE ENIX's recent Bravely Default featured traditional RPG combat, and that game was a commercial and critical smash! Don't do it, SQUARE ENIX. No one wants this!



Wednesday, March 12, 2014

Sound Test: BGM 08 - Final Fantasy IX "Over the Hills"

Final Fantasy IX isn't my favorite game in Square's ubiquitous RPG series, yet I still feel that it is somewhat underrated.  Among its highlights was its extremely charming soundtrack.  Longtime series composer Nobuo Uematsu has stated that it is his favorite Final Fantasy soundtrack, and while I wouldn't quite go that far in my praise, I would have to agree that it's among his best.  I particularly like this overworld track "Over the Hills".  This breezy little melody combines electronic bloops and traditional instrumentation to great effect, building over time and looping with a satisfying and somewhat wistful release.  Enjoy!

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