Looking
at Vagrant Story, you can simply feel the amount
of work that went into this game. This is no
six-month kludge. It does not rely on a particular
ingenious concept or special effort to
carry areas that were let slide. It does not,
as yet, have perceptible weak points. For now,
I'll withhold comment on Famitsu's much-ballyhooed
perfect score for Vagrant Story, but let it
be said that, when playing the import version,
I am very impressed indeed.
Vagrant
Story is a fully 3D action-RPG, which is a little
odd when you scan the credits and note that
the bulk of its staff comes from the Final Fantasy
Tactics development team. Despite its 3D backgrounds,
after all, Tactics drew its inspiration primarily
from grid-based isometric strategy games, which
were more or less a 16-bit phenomenon. It's
strange, then, to see its creators jump into
the 3D age with both feet, creating a polygonal
world that is not only well-constructed, but
also well-directed.
It's
a long step away from Ogre Battle. Rather, Vagrant
Story brings to mind the most cinematic PlayStation
adventures, games like Parasite Eve and Metal
Gear Solid. Especially Metal Gear, whose flair
for neatly-directed real-time cinemas Vagrant
shares. The lengthy introductory set-piece,
which weaves together the credits, cutscenes,
and combat sequences, is as impressive as anything
I've seen in that vein since Solid's denouement,
with the sharp, stacatto impact of the Bushido
Blade 2 introduction (including the same effective
use of blood spatter).
Blend
those two games together and you'll also get
a good impression of Vagrant Story's combat
system. It's very much like Parasite Eve, but
with none of the sluggish control, delays or
separation that marked Eve's ties to RPG and
Resident Evil-style gameplay. You don't switch
to a separate battle screen when you encounter
an enemy. Instead, you can draw your weapons
and fight at any time, bringing up the wire-frame
range indicator, selecting a target, and executing
an attack immediately. There's no need to wait
for your turn to come around, and you can maneuver
freely about the environment while engaging
an opponent. In other words, it's very nearly
an action game. Though the battle system still
bears trappings of its RPG roots, they're outweighed
by reflex-based elements - for example, through
the acquisition of experience and the application
of deft timing, you can execute combination
attacks and other more destructive maneuvers.
After
all this discussion of how Vagrant Story differs
from FF Tactics, though, I hasten to note that
it is still its father's son, as it were. While
the visuals and gameplay are a giant step ahead,
the characters still bear Akihiko Yoshida's
distinctive stamp, and the story is filled with
Tactics' rich medieval skullduggery. Indeed,
"medieval" is an excellent word with
which to describe Vagrant Story's atmosphere.
It's like taking a trip back to my history studies.
The world is painted in the dark, weathered
tones of pre-Renaissance Europe, when dirt abounded
and bright colors were the province of the absurdly
wealthy. Though it may sound a little dull,
remember that Metal Gear was almost entirely
gray, and it had more style than a fistful of
other games. Vagrant Story, despite the fact
that it has as much brown as Tomb Raider, bears
that same abundance of style. Yoshida's designs
mix realistic colors with just a touch of fantastic
(or anachronistic) concepts, and they're beautifully
rendered in 3D - this is one of the best transitions
between 2D concepts and polygonal models that
I've ever seen. The structures around them,
castles and cathedrals, loom massively: dark,
grim, and foreboding, but still inspiring in
their scale. The excellent camera work and scene
direction, which I've commented on before, is
accompanied by a lovely score. Square games
are famous for their soundtracks, to the point
that the superlatives rather bleed together,
but Vagrant Story's music compares to the best,
from quiet atmospheric pieces to the insistent
themes of battles and dramatic moments.
Though
it may ingratiate itself with its exceptional
style, Vagrant Story looks as if it may be carried
by the depth and potential of its gameplay.
Like Parasite Eve, it allows you to build and
modify your arsenal of weapons, but there's
more to it than just cannibalizing an old gun
to power up a new one. You have many different
types of weapons (swords, axes, crossbows, and
others), some of which you collect and others
which you can build yourself out of raw materials.
The way you use a weapon also affects its characteristics
- wield it consistently against a particular
type of opponent (the undead, dragons, or what-have-you)
and it will become more effective against them.
Certain weapons are also linked to special attacks
and magic spells - altogether, though this is
a one-man adventure, it looks to require the
strategy and preparation of a mainstream RPG.
Lucky
for us indeed, then, that Vagrant Story is guaranteed
an American release, in all likelihood within
the year. Exploring the Japanese version, there
are just enough touches of English to convey
the feeling of a deep and complex story, as
a conspiracy unfolds in the exploration of a
city gripped by evil. But if you require details
on that sort of subject, I can't do them the
same justice as Square's own Vagrant Story website,
www.vagrantstory.com.
The site is almost completely translated into
English, and filled with media and information
on this remarkable game. I recommend a trip
there, and I recommend experiencing the game
itself as soon as the opportunity becomes available.
Vagrant
Story Movies
Intro
FMV MPEG (highly recommended) - 4.6 MB
Shootout
MPEG (odd crossbow, that) - 3.9 MB
Blood
spatter MPEG - 3.0 MB
Portcullis
MPEG (short and nifty) - 1.0 MB
Sneaking
about MPEG (no action, cool camera work) - 3.6
MB
Dragon
combat MPEG - 4.2 MB
A long
look out the window into the dawn... - 4.5 MB
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