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Showing posts with label JRPGs. Show all posts
Showing posts with label JRPGs. Show all posts

Wednesday, 15 February 2012

100 Minutes With . . . Dragon Quest IX: Sentinels of the Starry Skies

Dragon Quest is a legend, not a game. It’s said that the release of every new title in the series stops Tokyo in its tracks. People of all ages, from all walks of life schedule time off school and work just to play the damned thing. As a video game franchise, it’s as big as they come, yet for many years it was virtually unknown outside its home country. While the Western world was wowed by Final Fantasy’s cinematics, back East, Japan suckled at the Dragon Quest teat. This was the series that separated fan boy from otaku. This was the JRPG at its purist.

It took Dragon Quest VIII to introduce the West to the franchise’s allure (and no, it wasn’t the first Dragon Quest game released outside Japan; just bear with me, okay?) because Dragon Quest VIII was the first game in the series to have a lush, 3D world and a localisation that wasn’t just acceptable, it was enjoyable. It had been translated into English so well it made every Japanese game ever given a PAL EU release sound like it was channelling Dick van Dyke. Dragon Quest VIII had proper cockneys and Scots and Welshies and everything in between, and while it wasn’t perfect, chances are you were too busy grinning to notice its imperfections. It was a bright, joyous affair, the perfect counterpoint to the steampunk Star Wars antics of Final Fantasy XII which was released soon after. Back to back, the two signified a golden age for the JRPG. If this was what we could expect from the Squaresoft/Enix merge then the gaming world was a better place for it.

Dragon Quest IX is its follow-up, somehow bigger and better despite being crammed onto a DS card and promoted by Jedward. That Jedward--the mutated offspring of the Judderman and the Twins from The Matrix Reloaded; a pair of twinned popstrels discovered by Simon Cowell in a Morlock cavern beneath the X-Factor studio and through unthinking malice unleashed upon the nation--should advertise a video game--and a JRPG at that--speaks volumes. Until this point Nintendo had pop stars and celebrities schilling for family friendly games--Wii Sports, Nintendogs, Mario Kart--and educational software that taught pensioners how to draw or play Sudoku. JRPGs aren’t about waving Wii-wands; they’re not made for the Redknap family. Dragon Quest otaku had every right to be up in arms about Jedward--a couple of toilet brushes with learning difficulties--advertising this most prized jewel in the JRPG crown.

Except, as Jedward are to people who don’t like music or human intelligence, Dragon Quest IX is a game for people who don’t really like video games. It’s therefore perfectly suited to being advertised by stars who have problems telling left from right. “Heresy!” I hear you cry--but please, for the second time this article, bear with me.

As with any genre that’s been around for so long, JRPGs have long since rested on their laurels and adhered to a set code of conduct. Turn-based and menu-driven, there’s little separating Dragon Quest from its brethren. If aliens were to descend from the heavens demanding to be shown an example of our Earthling Japanese Role Playing Games, this would be the game we’d show them. Given that Jedward--like Lady Gaga was slit across her mid-riff and revealed to be a couple of imps standing one atop the other’s shoulders--are as close as the human race has to otherworldly beings, this is the game we gave to them, and to all their followers who, in complete contradiction to common sense, have made them an unlikely success.

I’m not saying Dragon Quest doesn’t require skill to play, or that there aren’t tactical depths concealed behind its charming exterior. But in the first hundred minutes--and for several hours thereafter--you won’t be plumbing them: you’ll be pressing the same button over and over again. For the first hundred minutes it takes as much thought to play Dragon Quest IX as it does to shriek “Cringe!” from beneath a hairstyle resembling a startled, anaemic bull-rush. In fact the most demanding thing you’ll do during this time is pick out a hairstyle from all the choices given.

Clocking in at playtime measured in weeks, Dragon Quest plays the long game. At times it deceives, presenting open fields to roam across only small corners of which hold anything of interest. It’s as padded as a supermodel playing Friar Tuck. Battles encountered after twenty hours of play require only marginally more attention than those encountered at the start--that’s twenty hours of repeatedly pressing the same button. Attack, choose your enemy, repeat--it’s like the back of a shampoo bottle stuck in a feedback loop. Your cohorts, should you take them with you (unlike the colourful cast of Dragon Quest XIII your party consists of randomly generated bots who can escort you or be abandoned as required) are either controlled individually or left to follow behavioural rules which have them fight aggressively or conservatively depending on your needs. They’re perfectly capable of looking after themselves, which leaves you at a loss for anything to do other than hit the attack button again and again and again. It’s like being a shepherd with a pack of particularly intelligent sheepdogs: you could whistle, but all you really need do is close the gate once they’re done.

The only scripted character accompanying you on your quest is Stella, a fairy cut from the same cloth as Ocarina of Time’s Navi, who berates you for anything improper, like, say, independent thought. Dialogue options (in the shape of questions with yes/no answers) are only included for show. Tell a villager that no, you don’t want to help him, and Stella chews you out; try to leave a town when you still have business there and she becomes downright irate. You’re tethered to the story with an industrial elastic belt: attempt to deviate from it and you’ll be pinged right back on track with Stella’s reprimands ringing in your ears.

By JRPG standards there’s a lot to see and do in Dragon Quest IX. The Battle Log contains pages of monsters, clothes, achievements and items to collect--it’s a set collecting game as much as it’s an RPG. The alchemy system unlocked several hours in scratches an obsessive compulsive urge--you’ll want to recreate weapons you already have in your inventory just to remove the question mark next to their list entry. But it’s the largest fish in a very small pond. Next door, Skyrim rules the western RPG ocean, defining openness as yelling a goat off a cliff, grabbing mayflies from the sunset sky and eating them in your pants, killing an entire village--quest-givers and all--just because one of them has an face you don’t particulartly care for. Dragon Quest’s openness extends to palette-swap enemies and a half-dozen sets of collectable animal-ear hair bands. It is a trompe l’oeil of open gameplay.

And I want to hate it for giving the illusion of openness, and for its battles throughout which my involvement boils down to choosing the same attack options regardless of my foes--for being, in short, the kind of game which deserves to be sold to Jedward fans.

But I can’t.

I can’t tell you exactly why I like Dragon Quest IX so much. I can’t tell you how enjoyable it is to visit my wife’s game world and run around like a superhero, eviscerating monsters she has trouble with in a single stroke. I don’t know why it’s fun collecting party tricks--MMORPG emotes--then binding four of them to a single button to make it look as if my character’s breakdancing. Why do I fight monsters for experience point despite there being no experience bar to catalogue them and despite having to return to a church to discover how close I am to advancing to the next level? Why do I put up with this constrictive, archaic system when other, wider games are more appealing and much closer to my heart?

It beats the hell out of me.

What I can say is that much of Dragon Quest IX’s charm lies in detail uncharacteristic of the genre. The nameless, identikit NPCs all say different things depending on the time of day or how far you’ve advanced through the story. Equipment is depicted in-engine, meaning whatever weapon or item of clothing your characters are equipped with can be seen at a glance--you can tell the difference between worn cat ears and bunny ears even on the DS’s titchy screen. Monsters respond in a variety ways when in battle, sometimes choosing not to attack at all but to become enthralled with a certain member of your group or sit around dumbly, playing with daisies underfoot. This varied behaviour only adds to the charm of a menagerie that is already uniformly charming, as does seeing all parties involved in a fight scurry about between attacks, lining them up and interacting with one another, removing the abstract nature that usually accompanies turn-based combat. Every attack’s cause and effect are clearly on display and help give each battle a unique feel.

And let’s not ignore that this is a visually sumptuous game, arriving late enough in the DS’s life to take full advantage of the hardware. Playing a game so majestic on a humble handheld--the same console that played home to Cooking Mama, no less--is a thrill unto itself. When it was announced there was some fan consternation as to whether the DS could do justice to a mainline Dragon Quest title being as it was a step down in power from the Playstation 2 on which the previous game had been released. The DS acquits itself so admirably in this task that Dragon Quest IX genuinely feels more impressive than its predecessor rather than simply feeling impressive because you can play it on the toilet: it’s a sequel that feels like a sequel, rather than a game emasculated to fit onto a handheld.

Like World of Warcraft--which it resembles at times--Dragon Quest IX is a game of unlikely but undeniable charm. Large parts of it are spent performing repetitive tasks for little reward; it’s a time waster, but like fishing off a pier or pottering in the garden it somehow manages to be more than the sum of its parts.

It’s gentle, feel-good gaming, and do you know what? If it meant that more people played it, enjoyed it and smiled about it, I don’t mind that Jedward advertised it. In pop culture terms that’s as high as praise comes.

Saturday, 8 January 2011

100 Minutes With . . . Final Fantasy X

I am not a JRPG boy. I like my role playing games in a Western flavour which means exploration, customisation, story branching and a unique player experience are all par for the course. My trip through Baldur’s Gate might be very different from that of my neighbour, and my journey through Morrowind certainly would be, but that’s what’s so great about Western RPGs. Even the most rigid titles adapt to your own personal gameplay style. Want to play Mass Effect through as a psychic peacenik space hippy and not a gun-toting soldier out for blood? Knock yourself out, kid.

This is not the way of the JRPG, where character customisation is often limited to renaming the lead character from ‘Crono’ to ‘Boobies’. Which isn’t to say that this individualism is replaced with a deeper story or more sympathetic characters, resulting in a richer and more absorbing experience. In fact I’ve never played a JRPG that has a more engrossing narrative or more memorable characters than those in than any of Bioware’s games. Which leaves me wondering just what people find so appealing about JRPGs.

And they do. The ongoing success of the Mass Effect series has gone some way to redress the balance between the two hemispheres but it’s the Final Fantasies and the Dragon Quests that dominate RPG culture. Convention-goers are much more likely to dress up in towering spiky wigs and wield gunblades than they are to cosplay as a Krogan warrior or an Asari consort. You hear strange tales coming from Japan about the economy suffering as a result of so many people taking a particular day off work just to play the latest Dragon Quest title. As a Westerner it’s bizarre to think of these games in terms of the popularity associated with the Call of Duty franchise. One’s a dumb-as-a-rock first person shooter and the other, well, the other’s an RPG. It’s weird.

So when the opportunity to revisit the old PS2 back catalogue presented itself I thought I’d pick up a copy of the highly-acclaimed Final Fantasy X to see what all the bother was about. It’s not like I’ve never touched a JRPG before you understand, but this game constantly appears on lists of the systems best titles. If anything could sell me on the JRPG it would be Final Fantasy X, right?

One hundred minutes is, of course, nowhere near long enough to explore such a title. JRPGs are made for longevity; the fans demand it, and seem to harbour a certain sneery attitude toward shorter games. After a hundred minutes I still hadn’t played my first game of Blitzball, a sport that’s introduced at the very start of the game, and I’ve heard some FFX fans mention they’d spent hours upon that particular minigame alone. But one hundred minutes of any game should be enough to show the player a sparkling core of gameplay and give them an inkling as to whether or not they’ll like the rest game.

After one hundred minutes my first impressions weren’t negative, but I’m afraid they’re not entirely positive either.

I’ve always hated that JRPGs speak in stilted riddles. When reading or listening to dialogue I’m always aware that this is a game made for a faraway audience, that’s been translated from a faraway language. Final Fantasy X does not buck this trend. Nothing in it feels natural, and in a title that’s otherwise highly polished this awkwardness stands out as a terrible flaw. The characters undergo titanic mood shifts far too often, leaving them seem brittle at best, unhinged at worst. They voice their thoughts often and when they do it it’s out loud, in a comic book style, but their thoughts are usually half-formed. “But that means-!” is a phrase that typifies this kind of dialogue. It’s there to indicate the character has come to a certain conclusion, but the dialogue surrounding it doesn’t expand upon that conclusion, leaving the gamer to hazard guesses as to the conclusion - or even the mood - of the character itself. Maybe if the voice acting was a little better we’d be able to fathom the emotions of the characters; sadly it’s merely competent, and errs toward that of a cheap import cartoon voiceover. If the Pokémon voice track has you reaching for a shotgun in order to end the pain, you might want to turn FFX’s sound down.

In spite of the acting and dialogue there is something deeper to these characters, something to latch upon. Take Tidus, the main player character. He has the spiky hair and the massive sword, and he’s cocky almost to the point of obnoxiousness, but he’s also a sports megastar whose father abandoned him as a child and left him angry, bitter and confused. Further subtleties of his character are screwed by the broad mood changes and poor translation, but there’s enough emotional content there to grab onto.

It’s the same with Yuna, the squeaky-voiced summoner who’s trying to follow in her father’s priestly footsteps, or Wakka, the burly, big-hearted idiot who pines for his dead father and hides his grief between Blitzball and improbable hairstyles. This disparate band of misfits might be irritating and something of a cliché, but that doesn’t mean they aren’t endearing. It seemed terribly unlikely that I’d ever come to care for them when I first met them but one hundred minutes into the game I was starting to smile at magician Lulu’s callous put-downs, and Wakka’s oxen stupidity.

But the real pull for me - the factor that keeps me playing in spite of my better judgement - is the story. Which is strange because I’m not sure I actually like it, and I definitely don’t like how it ties into the gameplay itself. You begin the game as the aforementioned Tidus, sweeping into town in a limousine, signing autographs for swooning fangirls and pegging it towards a gargantuan Blitzball stadium across silvered walkways, beneath neon lights and vid screens showing endlessly repeated footage of your missing father. And there’s something there, something different to all those other spiky-haired heroes with daddy issues who have something to prove to themselves. Tidus has already proved himself worthy to take up his father’s mantle - he’s a star, he’s beloved. When you reach the stadium (and in a master stroke the fans cheers and well-wishes you encounter along the way intermingle with your own, internal narrative, blending the here and now with future reminisces) the crowd goes mental, and every tuck, toss and turn of the Bltizball game is met with fresh applause and adulation. All the while, mysterious figures watch as the nearby ocean erupts to engulf the city, destroying skyscrapers and walkways, sending flurries of demonic ‘Sin-spawn’ down to terrorize the citizens and finally sweeping you into the heart of the aquatic attacking demon, a water-monster called Sin.

When you wake up a thousand years have passed and with it, the grandeur of your home city. In its place are a series of fishing villages, temples containing tedious puzzles revolving around juggling spheres, and the rest of the game.

It’s a big letdown. It feels like you’ve been promised Blade Runner only to be given Doc Hollywood. But again, there’s enough to grab onto and hope for the best.

That’s the feeling I emerged from the first one hundred minutes of Final Fantasy X with - a sort of hopeful disappointment. While the game is often beautiful in a primitive sort of way, it revels in its own narrowness. There is only the one path through the game, and every battle, puzzle and plot-point you encounter is just another obstacle to surmount. Battles - still simplistic this early into the game - are defeated with a set sequence of button presses. In fact if you deviate from the battle plan the game actively scolds you, telling you to leave certain enemies to the group member who deals with them the best. There’s no room for improvisation - there is only the plan. There is no room for exploration - there is only the path.

While I can’t say I dislike FFX, I can’t say I find much joy in it either. JRPGs have often come under fire for being more akin to interactive novels and movies than anything else, and I think it’s fair to say that thus far, that’s exactly what FFX is. It’s something to sit and watch rather than something to experience, and for a game that’s something of a sin. When a cut scene ends it’s simply a case of moving from point A to point B and climbing the obstacles you encounter until you reach the next cut scene and progress the story. It’s almost like the game is happening to someone else and you, the player, are just a voyeur.

I feel sad that I went into this game hoping it would change my mind on JRPGs; if anything it’s reinforced my opinion of them. Pretty cut scenes, obtuse battle systems, dodgy translations and plenty of pointless, non-interactive scenery - all these are evident in FFX, as they are in pretty much any JRPG you could mention. And again, I wonder why this genre has such fervent and dedicated fans when compared to the open worlds of WRPGs they are little more than narrow, well-decorated corridors.

Still, I’ve only played one hundred minutes of a fifty hour game. Maybe it’ll change my mind after all.