Note: Fair warning, this was written back before I started editing my own work.
When talking about re-released games I can’t help but show my nostalgic side. I’m aware that this isn’t the greatest aspect to take with me into a review and I must judge every game as if it came out just recently instead of many years ago. Still I do the best I can by giving these games a fresh play-through, and looking out for flaws I may have glossed over. This goes both ways as at times I’ll find an appreciation for aspects of the game that I never noticed before or that I was going about them the wrong way and considered them to be issues. With all of that said I still can’t help but think “What in the world happened to Squaresoft?” when I play absolutely brilliant games like Vagrant Story. Don’t tell me you’ve never thought about the same thing at one time or another, whether it’s the most recent Final Fantasy games, the lack of flawed yet ambitious projects like Xenogears, and the complete disappearance of the Mana franchise. I imagine for at least some of you out there it doesn’t look like a promising future for what was your favorite RPG publisher. There have been inklings of the Squaresoft I remember thanks to games such as The World Ends With You but for the most part I think they’re becoming something I no longer want to be a part of.
When talking about re-released games I can’t help but show my nostalgic side. I’m aware that this isn’t the greatest aspect to take with me into a review and I must judge every game as if it came out just recently instead of many years ago. Still I do the best I can by giving these games a fresh play-through, and looking out for flaws I may have glossed over. This goes both ways as at times I’ll find an appreciation for aspects of the game that I never noticed before or that I was going about them the wrong way and considered them to be issues. With all of that said I still can’t help but think “What in the world happened to Squaresoft?” when I play absolutely brilliant games like Vagrant Story. Don’t tell me you’ve never thought about the same thing at one time or another, whether it’s the most recent Final Fantasy games, the lack of flawed yet ambitious projects like Xenogears, and the complete disappearance of the Mana franchise. I imagine for at least some of you out there it doesn’t look like a promising future for what was your favorite RPG publisher. There have been inklings of the Squaresoft I remember thanks to games such as The World Ends With You but for the most part I think they’re becoming something I no longer want to be a part of.
The entirety of Vagrant Story revolves around the enigmatic Leá
Monde, a once thriving city that has been reduced to ruins and is now the home
of the Müllenkamp cultists and the denizens of the dark. A power beyond
understanding also makes its home here and Ashley Riot has been given the
mission to insure it doesn’t fall in the wrong hands. The storyline is
exceptionally focused, relying only on a handful of characters and minimal
dialogue to keep the pacing strong. The story is bolstered ever further due to
well-directed cut-scenes done entirely in the game’s engine. It’s seamless as
well as stylish and somehow the graphics have aged quite well despite being
late generation 3D on the Playstation. What ties everything together is the
city itself, a city that haunts as well as it enamors, and does everything in
its power to produce an atmosphere unlike any game out there. With the
limitations of the console in mind the game relies on simple things like giving
every room its own name, using and withholding music when necessary, and
implementing just the right touches to breathe life into everything. Even after
a decade this game is still quite an experience. On the other hand while fans
of this game might agree wholeheartedly those who are new to Vagrant Story
might be taken aback by these words. It’s completely understandable because
time has nicked and weathered this game away quite a bit. There are times when
everything doesn’t look as polished as it should, the game has that early 3D
feel where even the most static of objects seems to be in motion, and in short
there are a few things that one has to look past to appreciate this game.
The game itself denies my meager attempts at summation.
Sometimes I’m not even sure if I can call it an RPG. There is a lot of fighting
as well as a number of block-pushing and jumping puzzles, but that description
sounds as enticing as a spoiled eggplant sandwich. What will eke away at this
game’s classic status more than anything is its usage of puzzles. This game
isn’t anything like Landstalker, an adventure game that understood the perfect
balance between combat and puzzles. Vagrant Story’s greatest strength is in the
battle-system and it’s so far above almost every other aspect of the game so
any deviation sticks out like something analogous to a blemish on a work of
art. The most grating example involves the Snowfly forest, a confusing area
that is best solved by looking up a map on gamefaqs. Still there is something
to be said about the times the game gets it right when they throw a puzzle the
player’s way in lieu of a fight. It certainly helps that this game is a very
lean affair as the first playthrough will likely take less than twenty hours,
with subsequent play-throughs going as low as the one hour mark.
Now that I’ve mentioned it, twenty hours to one hour is a
heck of a disparity isn’t it? This is simply because it can take a long time to
develop the weapon-set and abilities the player will focus on until they’re
done playing Vagrant Story. This game’s depth is in its options and it is
designed in such a way that unless the player extends a certain amount of
effort their game is going to be play out differently than everyone else’s. To
start with while there are set equipment pieces awarded through certain battles
or by opening chests many encounters can award the player with other weapons or
armor. It is their discretion as to what to focus on but the most important
guideline is that they carry at least one weapon of each type. This is where
much of the time in the first play-through is spent as it takes quite a while
to develop one’s arsenal properly. Even with these three weapon types one has
to account the class of foe they’re facing as well as elemental affinities.
While there’s a phonebook’s worth of help available in the
option menu there’s not much of anything resembling a tutorial in the game.
Along with all of the weapons the player is liable to acquire they will also be
buried in spell-books. Magick is a difficult beast to tame as the player’s MP
is very limited and most of the time it’s probably more effective to stick to
healing as well as spells that raise and lower stats. Veterans of the game will
likely find magic to be more useful as they have a greater understanding of the
mechanics and the knowledge of how to make their MP last. Early on however it
can become frustrating when a spell that takes away over half the player’s MP
completely misses the enemy they target.
Obviously I can’t review Vagrant Story without mentioning
the chaining system as well as risk management. While it’s perfectly acceptable
to stick to attacks that hit the enemy once at times or to suit differing
play-styles one can focus on chaining to bring their foes down. Excessive
chaining is balanced by the fact that as the chain increases the timing differs
ever so slightly in an attempt to throw the player off as well as a dramatic
drop in accuracy. Furthermore this leads to a massive bump in risk, which
leaves the player at the mercy of their opponent. This system should not be
considered a punishment though, it’s something that can be worked around and
catered to the player’s way of getting through the game. For example I tend to
focus on Crimson Pain and Raging Ache, chaining skills that require me to be at
low health to maximize their effect. At high risk I take more damage so that my
offensive skills can be even more effective. Another factor to consider is that
the healing spell is more effective at high risk, which balances everything
nicely.
There are many other factors that go into each encounter.
The position of both the player and enemy can affect which attacks are viable
as well as the move the enemy is most likely to perform. If for example the
player is carrying a spear and the enemy has a short-sword then the player can
keep their distance and stab the enemy as they won’t be able to get close
enough to attack. At its core Vagrant Story is a turn-based game so every
advantage the player can get through positioning and movement is worth
considering. It should also be pointed out that encounters never last very
long. Even the bosses tend to have a small amount of hit-points so even when it
seems hopeless the player can win a battle of attrition if need be. This will
require a better understanding of defensive abilities which all hinge on the player’s
ability to time button-presses.
Considering all of the variables that go into each encounter
it seems fitting that the player can change almost everything about their setup
even in the middle of battle. If the player uses two-handed weapons they can
still jump into the menu to throw on a shield just before the enemy attacks.
The player is also free to equip whatever accessories and gems that’ll give
them an advantage even when they are caught unprepared. This system was also
used in Final Fantasy XII. It’s a very useful system and the only real limits
are inventory space and the player’s patience, as going through menus gets old
before long.
I wouldn’t be surprised if some play-throughs of Vagrant
Story are done in such a way as to spend as little time in menus as possible.
This isn’t limited to inventory management and item usage either as there’s an
entire forging system to account for. With every attack the player gives or
receives various stats can rise and fall. Unlike what some may say this aspect
isn’t completely necessary to winning the game as it’s just a bonus. The three
weapons the player focuses on can also be used towards the six classes of
monsters. Unfortunately this isn’t properly documented and it would be a good
idea to consult a guide as to what types of weapons are most effective with
each class. Other variances like elemental affinity can be mitigated through
the use of accessories and gems. In any case through the use of a forge the
player can carry these bonuses to stronger weapons. The game helpfully points
out the result of each forge before the player finishes the job but until that
perfect combination is found it can be a long time spent in menus or worse,
seeking out foes to defeat again and again before they drop the much-needed
blade to strengthen their weapon further.
Despite my best attempts there is no easy way to summarize
the battle-system in Vagrant Story. It is really the most involving factor of
the game and the player must grasp at least a basic understanding of it to
complete their initial play-through. The second time around will be much easier
as the player has access to New Game +. This feature allows the player to start
a new game with all of their acquired equipment and stats, giving them the
opportunity to pursue a different route and try new abilities, come up with
ways to challenge themselves further, explore the optional dungeon for a chance
at some game-destroying equipment, or continue to build their stats up until
they’re bored of being an unstoppable behemoth. Some will even opt to start a
fresh new game as the additional stats and equipment might be too much of an
advantage. The most brilliant aspect of Vagrant Story is how well it handles
all of these options. More importantly the game is of an appropriate length and
isn’t involving to the point where it takes dozens of hours to get wherever the
player wants to be. It’s all about manipulating the system to make everything
go the player’s way and when it all clicks it becomes a remarkable experience.
The completionists are a strange breed I’ll admit. They’re
the types that open every chest, explore every room, and do just about
everything in their power to find every last item in the game no matter how
useless it probably is. Vagrant Story is well aware of the existence of
completionists and offers a set of titles that can be acquired for mastering
every aspect of the game. As if Vagrant Story wasn’t daunting enough it offers
several ways of playing through the game with the only reward being a mere title.
Frankly I couldn’t care less if a game says I’m the best box-pusher around so
let the completionists have fun with that sort of fluff.
As I said my experience with Vagrant Story is colored
because I’ve spent a lot of time with it in the past as well as the present. It
becomes especially apparent when I compare the game to similar titles released
more recently. I have to say I’m really disappointed not that these newer games
don’t have any depth, it’s that they require so much time spent on them to get
to that depth it becomes exhausting. In less than twenty hours Vagrant Story
can provide an entirely rich experience with both its depth and story, and the
door is left wide open for the player to pursue further if they feel if they
haven’t gotten enough out of the game. All of its faults lie in a cumbersome
interface and the handful of puzzles that simply don’t work, which in light of
everything feels like mere nitpicks. Still do not be alarmed by the walls of
text I used to describe the various systems of the game, I’ve done the same for
Breath of Fire: Dragon Quarter and that is one of my other all-time favorite
games. All of this is said as a fair warning as dedication and perseverance is
what makes both of these games work and I would not have them any other way. Still
don’t be the type of person who feels that their manhood is going to be
questioned if they look up strategies. If nothing else at least get a map for
the Snowfly Forest , that place is awful.
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