The overall gameplay flow of Dragon Quest IV: Chapters of the Chosen may be familiar to RPG fans who have been playing games in the genre for a while. It introduces an excellent way to familiarize you with its characters, by playing through their specific chapters to walk you through their history and search for the chosen one (of which you're given your choice of name and gender), hence the game's subtitle. This is how the first four chapters are structured, before you begin the fifth, massive chapter with the chosen one. Its earlier moments consist of linear, by-the-numbers RPG structuring (especially these days), but in Chapter V the world opens for you to explore it at your own leisure. Through this structure it actually offers a wonderful sense of exploration, leaving you to uncover the secrets of the world.
You may have figured out by now that its structure is similar to Final Fantasy VI's. Suddenly one of your favorite games isn't so innovative after all!
The dungeons are empty-though-invigorating environments...But that's perfectly acceptable practice. There's nothing inherently wrong with a game being inspired by another in terms of structure; what matters is how it uses said ideas, and whether it can use them effectively; which FFVI certainly did. And I'm not going to bother delving into the main villain's inspiration, which will pop out as obvious to players once they run into him - even down to his motivations for his descent into malignance.
This may be a recent release, but DQIV on DS maintains a feel that adheres to its NES origins. It's very light on story and exposition, which allows for a more personable experience with its characters. Sure, some of the exposition is gone because of Square Enix bafflingly removing the "Party Talk" feature from the international versions, but the story itself is rather sparse on detail. But that's not to say it isn't sophisticated; everything isn't spelled out, leaving you, the player, to figure things out. In other words, it's the anti-Xenogears.
This game moves at a pretty rapid pace. It's a little slower than the original thanks to the added animations for monsters, but that's negligible. It's typical turn based material, and random encounters can happen often, but they're so brisk that it's not a problem. As the game goes on, you'll realize that there's an excellent balance between your party members and the enemies, which is especially evident during boss battles. Of course, you could always choose to grind and overpower your enemies, but the outcome of every battle won't be as satisfying as merely successfully outwitting then.
...but the towns are pretty lively.DQIV really isn't that different from the original, aside from the graphics and sound being given an overhaul. Its look is similar to that of Dragon Quest VII, but the result here is a smoother transition and a level of consistency between environments that make it nowhere near as hideous as that game -- DQVII's "finished" product looked a little rough, with portions of the game showing its SNES origins and had sections that were obviously built on PSX. You could say it had a very troubled development period. Not to mention that the PSX didn't do 2D very well.
The Dragon Quest franchise has always had the same sound effects for nostalgia's sake, and they feel right in place here. The music is always very well done, and is a testament to why people like Koichi Sugiyama's compositions so much, despite his dubious personal opinions on a certain other matter (go down to "The Case Against Sugiyama). My cohort may not have expressed similar sentiments in his review -- though he did play through the NES version -- but the music is incredibly in-fitting with the game's style, especially the character themes. It's not without its problems, like hearing the same dungeon themes a little too often; but that issue doesn't lie within the music itself.
Some battles require some thought. Some don't. RPGs.As a remake, DQIV on DS serves as an excellent way to preserve the style of the original. This was also done for nostalgia's sake. A pet peeve some gamers have with remakes of their favorite games is how they attained a sense of affinity for the original title, something that could be lost with a remake. The DS and PSX versions of DQIV keep that sense perfectly. Not to say there's anything wrong with complete overhauls like Final Fantasy IV on DS, but it's nice to see which interpretations developers like to use. Whatever form an interpretation will take depends on the audience it's being aimed towards.
The main point of contention with DQIV for DS is the localization, which has generated mixed reactions. Dragon Quest VIII contained some beautiful voice work, complete with dialects that matched whatever region NPCs and specific characters were from. Since this game doesn't have voice work, Square Enix, in association with Plus Alpha Translations, sought to convey this through its text. The results are pretty admirable and keep conversations with every NPC lively, but it does have the tendency to go a little overboard at times.
The translation gives everyone a sense of character. You know, if you like that.Take the speaking style used for the Kingdom of Zamoksva, where characters Tsarevna Alena, Kryll, and Borya are from. Zamoksva and its surrounding townships are definitely based on a fantastical version of Russia, so it follows that everyone from that area should have a Russian accent while speaking English. The localization team has done their best at keeping that tone, but it can be esoteric for people not accustomed to hearing that dialect used in either real life or other forms of media. Talking to NPCs in RPGs is usually a passive experience, especially if you've done it a lot. But the positive effect of hearing unfamiliar dialects in an RPG is that it makes talking to NPCs a joy, and the time you'll spend making sense of everything will assist in helping you pay attention.
What makes Dragon Quest IV one of the most admired games in the franchise is its sense of subtlety in terms of establishing a plot, along with its unique approach to telling its story. It has ideas that many RPGs still haven't explored, despite the original releasing 20 years ago. The excellent, if a tad overdone, localization only adds to the charm the game offers. If you haven't played it yet, definitely go get it. This makes up for not receiving the PSX version.
Or perhaps you prefer the original?

So! Final Fantasy XIII. This game is a tad monotonous, isn't it? In its outset, it feels like it's really somewhat of a new take on the RPG genre; perhaps you could argue that it ventures beyond being given a generic "JRPG" term. But it's around Chapters 9 and 10 that you realize that you're just going through the numbers, walking from one straight line to another and from one battle to the next. Its battles are incredibly fun and fast paced, but sometimes going through dungeons that can't be completely explored can be a drag.
It's the battle system that's really had time to shine. Throughout the lengthy "opening" hours, the game has spent time placing you into arbitrary teams and has forced you to abide by their setups. Part of the reason for that is that the developers had a story they wanted to tell, so they placed the game's specific characters in these situations to let one particular character (or multiple characters) develop with each other. But another reason they've done this is to teach you how to skillfully utilize the game's particular mechanics.
As you could expect, the game looks incredibly nice. In the comments section to
Publishers in the video game industry tend to make many mistakes, but in that particular way it's no different than a lot of other companies within their respective districts. But the mistakes some of them make, especially in the gaming industry, tend to be the most obvious ones; those made because of the management and marketing sectors being completely oblivious to occurrences they damn well shouldn't be oblivious to.
One of the earliest, and most unfortunate, cases dates back to Final Fantasy VIII. Now, the game itself released at a fine time, in early-September of 1999. But it was a shame that Konami decided to release their main RPG at the time, Suikoden II, mere weeks after it. A game heralded as one of the best RPGs of all time was overshadowed by one of the biggest love-it-or-hate-it FF games in the series. I'm sure there are plenty of people who want a copy of the game now, or wish they owned two so the could sell one to pay off a Corvette.
But that's not all: Resonance of Fate, a new RPG developed by Tri-Ace and published by Sega, is going for much more of the FFXIII audience. I pointed out a week ago that
Anyone anticipating Lunar: Silver Star Harmony got their first chance to play it this Thursday, as a demo for the game was made available on Playstation Network this week; the sole beacon of light in an otherwise dismal update. Dedicated fans of the Working Designs iteration could find out whether XSEED's version lived up to the one that exists in their nostalgia (and likely on their shelves still). The results are mostly good, but I'm sure fans are going to have a problem with some of them.
Sega and Tri-Ace's collaborative RPG, End of Eternity (Resonance of Fate outside of Japan), is on the horizon now, though it's thankfully releasing far away from Final Fantasy XIII in Japan. A lot of RPG fans who found themselves burnt by Infinite Undiscovery and Star Ocean: The Last Hope are finding themselves intrigued by the concepts being realized in the game -- though time will tell if all of us are setting ourselves up for disappointment -- but there were a few details revealed that will appeal to fans of the genre as a whole; features that seriously should have been addressed years ago.
It's been a long, long time in coming, but Final Fantasy XIII is coming very soon. Sooner than you think, actually. And that's not just for Japan either; Square Enix announced Friday that the game releases in North America and Europe on March 9, 2010 (which you
Meanwhile, Japanese gamers are keeping themselves busy with Final Fantasy Crystal Chronicles: The Crystal Bearers, which just released there on Thursday. OK, probably not, given that word circulating around the internet is that
Did you know that today is the anniversary of Final Fantasy VIII in America? Well actually, history can't make up its mind as to whether it's the 7th, 8th, or today, but whatever; today is close enough. The RPG that so many love, and that so many love to hate, has an anniversary day for every territory this year, and its impact was pretty big on the RPG community back in 1999.
And damn did the game have some good looking CG movies. It was loaded with enough of them that they had to spread the game to four discs, up from Final Fantasy VII's three. Looks like Squaresoft had a lot of money to spend! Though they definitely recouped that and more with the game's sales. Ah, don't you miss the PSX era sometimes?
To the chagrin of its detractors, Final Fantasy VIII is still the fastest selling game in the franchise. But if there's anything that's established the game as a memorable among all video gaming, it's the music. The game's main theme song, Eyes on Me, performed by Chinese singer Faye Wong, won an award for "Song of the Year (Western Music)" at the14th Annual Japan Gold Disc Awards in 1999. It was the first time a song from a video game won an award there, and it's also been performed by several other music artists since then - among them Angela Aki, who performed Final Fantasy XII's theme. Additionally, the game's opening theme, Liberi Fatali, was played at the 2004 Summer Olympics in Athens, specifically hand-picked by the US for their women's duet synchronized swimming event.
So hey! It looks like we have a new feature here. Oh boy. With this feature, I'd like to examine the differences in box arts from different regions. But that won't be all; I'll be sure to merely examine certain box arts and point out anything that's particularly interesting about them, or any inconsistencies. For this, I'm starting with cover art for the recently announced Nostalgia, which is actually your boring ol' region comparison. Yeah, bummer.
The Japanese cover certainly represents this. I think it has a little homage to a lot of epic anime series and movies, mainly some of the classic Miyazaki movies. It manages to fuse that with the feeling of a classic RPG from either the SNES era or the PSX/DC era, most particularly Skies of Arcadia, which itself is fitting for what the actual game is going for. With that, there's no need to change this for America given the audience it's targeting, right? Well, uh....
Yeah, I don't know what they were thinking with this. It eschews the feeling the Japanese cover in favor of something that looks like....well, a video game cover. And that's just boring. If they were going for Nostalgia, they could go for the look of a classic 90s cover; you know, the covers that told you virtually nothing about the game and even went as far as to use a different character designer solely for the cover. This particular one kind of misses the point if it wants to send a message about the scope of the game.
I've totally forgotten to mention anything about Blood of Bahamut. Like at all. It's an interesting new RPG (alike?) from Square Enix that releases next Thursday whose looks seem reminiscent of, no, not Bahamut Lagoon, but Shadow of the Colossus. Except in 2D! It's a conclusion a lot of people who first saw the game made when it was originally revealed late last year, but its inspiration was confirmed by one of Famitsu's reviews from last week's issue. I guess Famitsu reviews are worth something. Just don't look forward to too much criticism from them. Or integrity.
Meanwhile, I
Finally, there's Shin Megami Tensei: Strange Journey, which Angela mentioned in
It's good to see that someone is bringing over Demon's Souls, a game that Sony decided to pass on localizing despite its voice acting already being in English. But it's good that Atlus is bringing it over in their stead. Despite already announcing the game for a US release, Atlus noticed that gamers were still importing it for some strange reason. Yeah, there's the omnipresent gamer desire to have and play a great game immediately, but come on. Why pay high import prices for something with some nearly unreadable Engrish when you can wait for an Atlus translation? Atlus pondered this as well, and
The entire package. Or is it?
XSEED Games has made quite a good name for themselves in the last few years for giving us great localizations of Japanese games. In doing that they've established themselves as one of the most reliable companies for bringing over niche games that only a specific-yet-dedicated audience (regrettably) wants; you know, games that bigger companies wouldn't dare touch because of their reputation with the same fans or because they have too much fear of losing money. So yeah, it's great we have them.
Gamers originally took notice of it because of how stunning it looks for a DS games. It's definitely one of the best looking games on the system in terms of its adaptable graphics style and unique character designs. But more notable, of course, is looking at how it plays. You move Dorothy on the field by using a track ball on the touch screen, her speed increasing and dwindling depending on where your stylis is. In other words, that control scheme sounds like what should've been in Sonic Chronicles: The Dark Brotherhood, which chose to disregard its traditions for a more, uh, traditional RPG route. Oh Sega.
Square Enix is slowly revealing more information on Final Fantasy Gaiden: 4 Warriors of Light via the main website, and one of the updates consists of new videos now on
For some strange reason, people are still importing the Asian version despite Atlus announcing it back in May, so they're fittingly
No one could successfully guess what game, or what kind of game, was being teased in Square Enix's countdown, which started a week and a half back. All that was familiar was the beautiful art style of Akihiko Yoshida (Final Fantasy Tactics, Vagrant Story), and a different-though-familiar musical tune, which invoked senses of nostalgia. And though fans of the company didn't know what it was for, there sure were some interesting guesses. SaGa 4? A new Romancing SaGa? Final Fantasy V DS? It turned out to be none of those, and was something entirely different from everyone's expectations. But it was welcome one nonetheless.
But big RPG releases for the DS won't end there. A mere two months after DQIX (where it will probably still have legs), Pokemon Heart Gold & Soul Silver will release in Japan to commemorate the games' 10th anniversary. You're probably aware of how big Pokemon is, even if you don't play video games. But it's pretty amazing to see that the games still set the sales charts on fire over ten years after the games were introduced, though that says more for its staying power in America and Europe rather than Japan. Anyway, I have no doubt that this game will also sell big when it
Those legs are actually more likely to affect the sales of SaGa 2: Goddess of Destiny, which
But I couldn't help but look at Dragon Quest IX's
DQIX will assuredly have the astonshing sense of adventure that its games are known for, but it will also have so much more. For one, it has one of the most extensive and unique character customization modes I've ever seen in a JRPG, and that's more important than it initially seems. That character customization will help immerse you into the game more. Involved in this adventure will be characters that you created, and it will be your responsibility to guide them through the world of DQIX. That's something that will help you connect more with the characters you've created and the characters you meet in the world. Not to mention the places you'll undoubtedly travel to.
