My Opinion Surrounding The Charms Of Golden Age JRPGs
https://basementmtl.blogspot.com/2014/07/my-opinion-surrounding-charms-of-golden.html
A few weeks
back Ilauded Vagrant Story for itsambiance and storytelling. This week, I’m here to deconstruct that praise
by presenting you, the reader, with what I hope is a mostly intelligible rant
aimed at some of the major gripes that I have with the game.
Admittedly,
the complaints I have with Vagrant Story are largely rooted in how
comparatively old the game is. Released back in 2000 for the PS1, Vagrant Story
is a product of its time in many ways, and reflects a period when the video
game industry was enveloped in a social movement of sorts which encouraged
experimental game design, especially in RPGs and their ilk.
They Say The Classics Never Go Out Of Style, But They Do, They Do
Recently
I’ve become engulfed by what I would classify as a desire to consume all manner
of “golden age JRPGs”. This era, which I consider to have begun during the
SNES’ heyday and to have reached full swing during the PS1’s lifecycle, was
notable for the enormous amount of diverse, excellent RPGs developed by
Japanese development studios.
Many of
these exceptional titles presented varied combat mechanics, aesthetics, and/or
subject matter. Vagrant Story is no different. Unfortunately, it also shares
many issues which plagued games of this golden age, such as convoluted gameplay
mechanics and cumbersome UI. In particular, I’d like to address how the game
handles its combat.
Pump The Breaks
Combat in
Vagrant Story is largely handled in real-time. This is to say that you engage
enemies, position yourself actively in the game’s environments and attack as
regularly as you like, without restriction. Once you do, you are given the option
of chaining your initial attack to additional attack types. Each attack type
offers additional bonuses, such as casting silence on the enemy, gaining HP or
MP, etc. The intention is for the player to chain an optimal combo against an
enemy, providing the player with additional resources while dealing direct
damage to said enemy.
When
fighting an enemy in Vagrant Story, I’m often reminded of tug-of-war, where the
goal is to consistently gain ground on your enemy through the manipulation of momentum.
“Momentum” is itself acquired by equipping the right weapon, with the right
element, and the right affinity against the particular enemy you are fighting.
In managing
to properly prepare for each and every fight (of which there are literally
thousands over the course of the game), the player is rewarded with a
relatively brief enemy encounter. Oftentimes, a single combo can kill even bosses,
assuming that you’ve done enough planning to ensure that your weapon is
optimally built to manage this foe. Oftentimes, it is not. Failure to plan
effectively usually leads to swift defeat or a long-winded encounter in which
the player deals almost literally no damage to the enemy they are fighting.
Usual
encounters for me break down to analyzing a foe, equipping the right weapon and
accessory, enhancing my weapon’s elemental affinity, and then equipping the
right attack chain. Once all of these steps are completed (which takes roughly
30 seconds or so), I begin the actual fight, which occasionally doesn’t last
more than 10 seconds.
I’m all for
planning, but the ratio of preparation to actual combat is slightly
discouraging. Moreover, the game often pairs the player up against several
different types of enemies, each of radically different weaknesses. It’s enough
to make me want to stop playing at times, though I’ve managed to persist to
about 15 or so hours into the game so far (having played through about 60% of
the game’s map).
Vagrant
Story is trying in all the right ways thankfully: its art direction,
storytelling and design is mostly beautiful, and manages to sell the otherwise
sluggish combat. Interestingly and to its credit, every fight manages to give
off the impression of an actual fight in many ways, and I often feel as though
there is a very strong correlation between the effort I put in to pre-fight
planning and the outcome of that skirmish. With all that in mind, I actively
find myself wishing that the heaps of innovation didn’t have to come with such
a large amount of convoluted mechanics.
What do you
think about RPGs from 10-15 years ago?