TBT - Paving The Way
https://basementmtl.blogspot.com/2014/07/tbt-paving-way.html
Nostalgia is a ponderous, depressing feeling,
and I often sense its presence when playing modern video games. That’s how I’ve
felt recently while playing through Vagrant
Story: a game which appears to judge my contemporary sensibilities such as
immediate gratification, lowered difficulty, streamlined design, and
bloated/delicious production values. Moreover, I feel it has enabled modern
Cinderella Stories Demon’s and Dark Souls to not only thrive in this
industry, but to have been born at all.
“Iron"
Directed by Yasumi Matsuno (of Final Fantasy Tactics fame), Vagrant Story is a PS1
action RPG set in a dilapidated city called Leá Monde, which plays host to all
manner of supernatural monstrosities. Protagonist Ashley Riot has been sent to
Leá Monde to investigate the dealings of a cult and its affiliation with a
senior Valendian Parliamentary figure.
Interesting, the game employs an
archaic English (localized by Alexander O. Smith, who also worked on translating Final Fantasy
XII) which, complimented nicely by the oppressive, dark fantasy world, compares
nicely to what would later become popularized through Demon’s and Dark
Souls.
Other similarities between both IPs
include obtuse gameplay mechanics, an often rich and moving soundtrack, and a
level of difficulty unfit for many softened and contemporary gaming palates. It
is in these moments that I enjoyed Demon’s and Dark Souls: and the same holds
true for Vagrant Story.
“The Golden Age”
Where both the Souls’ series and Vagrant Story
differ however, is with respects to storytelling and core gameplay. Vagrant
Story is slightly more verbose, and doesn’t shy away from incorporating several
theological, supernatural and fantastical themes into an initially intimidating
amount of world-building. After a strong start, the game’s pacing doesn’t
relent, with moderate stretches of dungeon-crawling interspersed by vague
allusions as to what exactly is happening. It’s all good stuff, and saddens me
increasingly to think that powerfully mature storytelling is enormously rare in
today’s video game landscape.
Demon’s and Dark Souls accomplishes
its world-building and storytelling using far greater subtlety. The player is
given far more autonomy to seek and digest as much of the game’s world as s/he
wants, instead of passively donning the role of an established hero, as with
Vagrant Story. This difference in narrative construction helps differentiate
both IPs. Both styles are also effective in different areas, with Vagrant Story
coming across as proud in its sophisticated story; whereas Demon’s and Darks
Souls is more humble and covert.
“Run Boy Run”
Vagrant Story’s core gameplay is
divided between rudimentary puzzle-solving and pseudo real-time action (whereas
Demon’s and Dark Souls opts for entirely real-time combat). Whenever Ashley
engages a foe, the player is given the option as to which part of the enemy’s
body he wishes to strike. Particular enemies are weak in certain regions of
their body, to certain weapon types, and against certain elements.
It is in these moments that both the
Souls’ series and Vagrant Story are truly alike: the player must consciously
choose which arms s/he uses against which foe, least s/he come across an
insurmountable wall of crushing defeat. And it is in these moments of defeat
that I am reminded of the often flawed and systemic ways that games used to be
produced.
Older RPGs in particular felt
stuffed with mechanics, only half of which were brilliant. The other mechanics
just sort of existed in the game’s code, and could be explored by the player if
s/he chose. What resulted were often rough gems that felt distinct and
forward-thinking.
Final Thoughts
Perhaps I’m getting to that stage in my life
when I’ll begin feeding birds, and screaming at kids when they complain about
how difficult their lives are. Age itself is miraculous in its ability to fold
over your memories and senses. I appreciate older RPGs and games more now than
I had ever before, and owe nostalgia a great deal of credit for its
machinations. I think I need more cardigans to help round off my saddened and
sober worldviews.