Posts Tagged ‘rpg’

Fifteen Years of Persona Changes You

On a large, overhanging screen within a dimly-lit videogame store in March of 2009, my gaze gradually fixated on a trailer that would alter the course of my life. A sharply-dressed Japanese kid with silver hair closed his fist and manifested a gigantic, colourful monster to attack his enemies, then a second later was shown working a boring dishwashing job in a sleepy town before looking into a murder mystery plot. This brazen mix of disparate parts apparently called itself Shin Megami Tensei: Persona 4, and in the desolate JRPG landscape of the very late 2000s it had the gall to release on the years-obsolete Playstation TWO. I was immediately struck by its confidence and style, and got myself a copy as soon as the game was available.

Need I say what happened next? Well you’ve probably met a Persona fan or two, dear reader; you know what happened next. But I’m still going to talk about it. As we rapidly approach the next major release from the head honchos of Persona development, the heinously-named Metaphor: Re Fantazio, I present my own personal retrospective of a truly incredible RPG series.

“The First One You Play is Probably Your Favourite”

It was a slow, gradual realisation, but by 2009 I knew I liked Japanese Role-Playing Games: Pokemon Yellow had been my first videogame, after all, and I had also sunk a weird amount of time into that turn-based Harry Potter and the Chamber of Secrets Game Boy game; then when I was lucky enough to acquire a GBA a few years later it came with the unique lightning-in-a-bottle moment that was Golden Sun. In the ensuing years, the likes of Final Fantasy Tactics Advance, Tales of Symphonia, Paper Mario: The Thousand Year Door, Kingdom Hearts (vicariously) and eventually the DS remake of Final Fantasy IV would help me determine enough of the incidental characteristics shared by members of the genre to convince me of my taste for them. So come to think of it, that fateful 2009 Persona moment was probably the earliest time in my life I saw a game without a single shred of understanding of its history, recognised it as a JRPG, and bought it primarily on that basis.

But as we all know, a Persona game isn’t ‘just’ a JRPG; the series offers quite a bit to distinguish itself from the crowd, and chief among that list is style. The very first thing that greets you when you boot up Persona 4 is a lavish, provocative music video heaving with equal parts grimy retro-tech nostalgia and sharp yellow/black contrasts dialled right in to the contemporaneous 2000s Apple marketing playbook. The lyrical essays scrolling past in every direction to mimic the information overload within those very lyrics made an indelible impact on me as a millennial teenager whose active memories stranded both sides of the social media divide; I was instantly drawn in.

That love of yellow and black persists throughout the game’s striking UI, which also marks menu transitions with a neat faux-CRT TV colour-banding effect reminiscent of modern-day Netflix branding. And that tune was an instant ear-worm, a chaotic Shoji Meguro instant classic solidified by its presence on an honest-to-goodness soundtrack selection CD included as standard in that PS2 game case – the first game I can remember owning that did so. I wore out the tracks on that disc long before I heard them within the game, and the identity of the Persona series as an audiovisual feast unimpeded by ageing hardware was unmistakable from my very first day with it.

Beyond this clear stylistic identity, Persona 4 is defined by its intimate small-town scale, filling out a small cast of characters with layers upon layers of depth and going to some uncomfortable – not to mention ambitious and a teensy bit Jungian – thematic places without ever losing a sense of warmth or its perfectly-balanced humour over a year-long main story. The idea of a narrative taken day-by-day, filled with small relatable choices bearing meaningful consequences but never overwhelming in number, was absolutely delightful. It would be many years before brute force and hindsight would help me empathise with fans who had jumped on the Persona train with the groundbreaking Persona 3, a game with a much darker and edgier presentational wrapper around it and a greater emphasis on plot over levity or egalitarian character study. But for me, the damage was done: this mellow, vibes-first creative direction was Persona to me.

Continue reading

The 2016 JRPG Report: Quarters 3 & 4

That’s right, I didn’t forget about this little project – Quarter 3 was just such a relative non-event for JRPGs that I decided to combine it with Q4 and bring things home strong. With one day to spare…

Q3 of 2016 really could have been a big one for Japanese RPGs. With Final Fantasy XV and Persona 5 originally slated for release in the third quarter, July-September was in danger of relegating the remainder of the year to relative obscurity. Yet Persona 5 only came out in Japan within this window (I realise we knew this a long time ago, but it’s still a bitter pill), and as for FF XV… Well, it was delayed again. This pair of facts, combined with the ongoing absence of smaller yet nonetheless exciting titles like Cosmic Star Heroine, left us with a decidedly lighter period of releases. At least for me personally, this allowed me to give more time to other games, most notably an old, highly revered classic. But then we reached Q4, and received two very heavy hitters alongside a decent selection of smaller but far from insignificant titles, leaving us with a lot to talk about. Let’s get stuck into the second half of 2016 in Japanese role-playing games.

.
WHAT I’VE PLAYED

Releasing in mid-July, before my very late Quarter 2 summary went up, the much-anticipated Square Enix title I Am Setsuna promised to prove a number of things – not only that the notoriously ambitious company is capable of shipping games on time, but in doing so that it might better cater to the tastes of some of its oldest fans through gameplay-first experiences. An admirable goal to be sure, and while they may have pulled it off for all I know (opinions I read/heard were genuinely mixed), ultimately all that the snow-covered, piano-scored exercise in melancholy did for me was remind me that I never did finish Chrono Trigger back in the day, and I should probably fix that.

Don’t get me wrong – I didn’t just drop I Am Setsuna straight away. I played the first two to three hours and enjoyed the instant sense of atmosphere the visuals and music provide. And yet with each and every Chrono Trigger-esque enemy encounter I was reminded more and more of how much I enjoyed the SNES gem when I initially tried it on DS seven years ago. Fast forward a few months and I finally did finish Chrono Trigger in late October. I loved every second. If I have time (highly unlikely) I might write about that experience one day. It’s not all that relevant on this page though, so for now I’ll just say a hearty thank you to I Am Setsuna and move on.

Continue reading

The 2016 JRPG Report: Quarter 2

Wow, these days it’s like I blink and suddenly I haven’t blogged in a month.

Then Pokemon Go comes out and suddenly I haven’t blogged in two months…

Well would you look at that, we’re already well into the second half of the year. This of course means it’s (well past) time for part two of my 2016 JRPG Report, a look at the second quarter of the most insanely populated year for Japanese role-playing games in recent memory. If you missed Quarter 1, click on over here.

I mentioned this last time, but Q2 was indeed noticeably less intense for JRPG fans than the opening three month period. I was able to dabble in most of the notable releases within the genre this past quarter, even taking into account the dense explosion of quality triple-A videogame releases that defined May. I even managed to finish one or two along the way, in a manner of speaking, which was nice. The biggest JRPG-related struggle I faced this time around was that of classification – I came right up against that nebulous chestnut of a question “What makes a game a JRPG?” on more than one occasion.

.
WHAT I’VE PLAYED

I’ll get to perhaps the most controversial of these classification conundrums shortly, but first, to the game that contextualises it. Stranger of Sword City launched on Playstation Vita in late April (It was also supposed to release on Xbox One as it did in the US, strangely enough, but no such luck for Australians), a first-person dungeon crawling game with punishingly difficult moments and beautiful sprite-based artwork. In many ways I found it to be a more visually striking, mechanically deeper version of Demon Gaze, a dungeon crawler I had enjoyed far more than I expected back in 2014. This makes sense given they come from the same developers, but it was good to see nonetheless. Though I only played enough of the game to get a good grasp of what it is, I am glad I did, and I’d recommend it to any Vita-owning JRPG fan looking for a substantial challenge. The finely detailed art style pops off the Vita screen to make it even harder to escape the game’s punishing grasp.

Now Stranger of Sword City is a first person dungeon-crawling RPG (a subgenre that in some circles is simply shortened to DRPG), and Q2 of 2016 featured another such game – a Playstation Vita exclusive to boot. The game was not developed in Japan, but exhibits enough JRPG elements that I believe it deserves to sit in the same camp as Child of Light and South Park: The Stick of Truth, themselves Japanese Role-Playing Games in all but country of origin. The wonderful game I’m referring to is Severed.

Developed by Canadian studio Drinkbox games, Severed ‘s clever blend of strategic, fairly unique combat, fun levelling mechanics, morbidly oppressive Aztec atmosphere, eye-catching visuals and focused story make it well worth playing for the JRPG-inclined, and if you don’t have a PS Vita, the game is allegedly coming to 3DS and Wii U very soon, and has just recently launched on iOS devices. Don’t miss it.

Continue reading

The 2016 JRPG Report: Quarter 1

Another post that became far longer than I intended.

I couldn’t write a 3000-word post on JRPGs to open the year without following it up, could I?

So far, there can be little doubt that 2016 has lived up to its promise to inundate players with Japanese role-playing games of all kinds. While quite a few gamers have looked at this February and March as unusually barren in the “Triple A” blockbuster market – correctly, I might add – JRPG fans have been struggling to get through the deluge of quality content relevant to their interests. And boy, have I been struggling. I knew what I was getting into this year, but I’ve had to cut and run on some absorbing games and flat-out ignore others in order to even scratch the surface of the ones I most wanted to play. Such is adult life.

.
WHAT I’VE PLAYED

It’s no real surprise that the Japanese handheld consoles have been the most fruitful homes for JRPGs early in 2016. The 3DS kicked things off with Final Fantasy Explorers, a Monster Hunter-esque game that focuses more on grinding for parts to make stronger armour/weapons than it does traditional Final Fantasy mechanics (though they also make an appearance). It was notorious for being in very short supply at retail when it launched at the end of January, but I got my hands on it and played a dozen or so hours alongside different co-op partners. The game is fun, and the ability to incrementally level up your skills and magic within the framework of a traditional FF job system offers some welcome differences from the MH formula. But it isn’t the kind of game I would play alone, so it was only a matter of time before I moved on.

Launching in Australia very quickly after Explorers, the PS Vita/PS3 received The Legend of Heroes: Trails of Cold Steel in the early moments of February. Blending your standard turn-based battle style with light spatial awareness mechanics, the game presents a story in a Hogwarts-esque fantastical boarding academy with a cold military slant. It packs a schedule management system similar to the recent Persona games and its atmosphere is on point. I picked it up on Vita and really enjoyed the five hours or so that I played while up the coast on holiday, but life and other games have prevented me from going back.

Continue reading

Game Review: Bravely Default

Here’s a game that came out really late last year in Europe and Australia but only just hit the United States last month. It’s a pretty damn long one and I only recently finished it.

-◊-◊-◊-◊-
Platform:
3DS
Developer: Silicon Studio/Square Enix

Rating: M
-◊-◊-◊-◊-

Terrible name, lovely game.

Pretty bad name, lovely game.

.
The new default.

.
From now on, whenever a game developer attempts to craft a JRPG in the mould of classic 1980s and ’90s Final Fantasy titles, they need not look at the classics themselves. Rather, they now owe it to themselves to look at the 3DS exclusive Bravely Default. Not only does this Square Enix-published homage succeed in recapturing the magic of the epic turn-based fantasy tales of old, but it drags their spirit firmly into the current generation. It is a delectable treat for nostalgic FF fans, boasting an addictive set of job mechanics without forgetting about the importance of memorable characters and a grand story. It isn’t perfect – not by a long shot – but it is a wonderful game.

Continue reading