TBT - Understanding Breath of Fire: Dragon Quarter As a Punk JRPG
https://basementmtl.blogspot.com/2014/09/tbt-understanding-breath-of-fire-dragon.html
Breath ofFire V: Dragon Quarter (BoF V) is an unusual sequel and an unusual JRPG.
Much of the game’s conventions are akin to Vagrant Story
and other well-crafted dungeon crawlers: the player’s time is largely spent
scouring hostile environments while contending with an above-average difficulty
in the form of extreme resource management (health points and money) and
daunting enemy encounters. Story exposition is left minimal, and much of the
game’s charm is found in its combat system.
PETS
BoF V’s focus rests on its compelling combat and exploration. All
enemies can be seen on the field, and once they are defeated, they remain dead
for the remainder of your playthrough. Additionally, many enemies are carefully
hidden in the field, often attempting to confront Ryu and his party by dropping
down on them, or attacking them out of view of the party as they enter new
areas. What results is the sense that the player must act cautiously when
exploring the game’s world, including being selective about which foes to
attack, as HP can only be recovered by using items, which are often uncommon
and cost valuable resources.
Once the player engages an enemy the game transitions from
exploration to combat. The field that you had been exploring moments earlier
becomes a de facto battlefield, with the differences in modes being illustrated
chiefly by a more craned, almost isometric view of protagonist Ruy and his
party.
During combat, the player must adhere to the Positive Encounter
Tactics System (PETS), a modified turn-based combat system. The player is
responsible for manually moving allies, similarly to how you would when
exploring. That said, during combat, movement takes up Action Points, which is
also used to attack.
What’s particularly interesting about PETS is that it forces the
player to be mindful of enemy and party positioning. For instance, playable
party member Nina can lay traps on the ground during combat, which activate
when an enemy moves over them, causing sizable damage. Most enemies won’t
simply walk onto these traps, but another playable character, Lin, can forcibly
knock back enemies. By combining these techniques, the player can essentially
chain ally moves to increase damage output. It’s a great deal of fun.
The Black Sheep Entry
Thanks largely to the game’s heightened difficulty, BoF V managed to
distance itself from much of its ilk, making it a black sheep in the series. In
contrast, the original BoF up until BoF IV were each largely ho-hum JRPGs:
their worlds and stories were rote fantasy fluff and their core gameplay
comprised of random encounters, most of which were lacklustre
attack/defend/repeat affairs. Many longtime fans who presumably identified the
series with espousing a more traditional design and inoffensive aesthetics have
expressed outrage at BoF V’s often radical changes.
Some of these complaints are well-founded. For instance, the
character designs and world are much more stylistic than in past entries, with
characters looking lean, animating stiffly and lacking many minor details that
made BoF IV’s sprite-based graphics so attractive. Additionally, the player can
only hard save by using tokens, rare items found in the game’s world and
purchased for a hefty sum. To circumvent this, players can quicksave whenever
they want, but are forced immediately to quit their
progress and return to the game’s main menu upon doing so. And after accessing
this quicksave, the game delete’s this soft save permanently.
It is my opinion that much of these complaints are part of what
makes BoF V an endearing game. Rather than becoming disintegrated into an
indistinguishable blog known as a “traditional JRPG”, BoF V is a perplexing and
almost punk statement which stands antithetically to this institutional way of
understanding the genre...It would seem that my fondness for this game grows
with each passing thought.
Final Thoughts