Subm.:Vagrant Story

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TorontoReign

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Vagrant Story, 2000
Square
Playstation, PSP, PS3
Local Retailer, Amazon, Ebay, PSN





Phantom Pain

Vagrant Story is a medieval tale of espionage, politics, religion, and the human soul with arguably the best graphics and soundtrack for the PSX, not surprising since it was the last Square game made for that system. The story begins in Ivalice, in the kingdom of Valendia, as the protagonist, Ashley Riot, is sent to Duke Barodora’s mansion by the Valendia Knights of the Peace to break the Mullencamp cults hold on the manor. One of the antagonists and leader of the cult, Sydney Losstorot, uses dark magic to summon a Wyvern during the inevitable conflict with Agent Riot, and escapes with the Duke's son. Ashley pursues him to the ruins of Leá Monde, a cursed place where the souls of the dead roam free, along with another agent of the VKP, a woman named Merlose. You control Agent Riot from a 3rd person view (with a button for 1st person) as you navigate Lea Monde, traversing various obstacles, solving block puzzles, killing a wide variety of creatures, like Zombies, Wyverns, Ogres, Elementals, and several humans, all the while being assailed by supernatural forces that force you to view things from others people’s eyes. The real thrill of Vagrant Story is learning about the various events going on, how it relates to Ashley’s suppressed memories, and what Sydney has to do with it all. The story is very mature, primarily focusing on various political and religious factions and the conspiracies they weave, with a few major plot twists that are surprising. The characters and subplots are all very different, so Vagrant Story should not be avoided by those who simply dislike Square games(It’s not like Final Fantasy). You won't find any emo whiners, cheerful optimists, or brooding douchebags here however, Ashley’s ass hangs out the entire game since the creator likes S&M clothing, bondage, and other assorted weirdness, and Sydney, one of the villains, walks around with no shirt, metal claw gauntlets, and an extremely low cut pair of pants. It’s safe to say that the characters are much more unique than the standard Square titles, and the plot isn't as simplistic as many jRPG's. Even the Old English used in the dialog is different than most RPG's.




I am the reinforcements.

The combat is real time with pause, much like in Parasite Eve. You have Chain and Defense Abilities, that allow you to chain together combos via timed button presses, which increases your Risk Points. Risk points are usually bad to have since you are less effective at combat, but it does have it's benefits like letting you heal for more. This keeps you from stringing together too many combos because you are putting yourself at risk, of course various items can decrease Risk. The various weapon types also have several Break Limit attacks that you can use, but it does drain a certain amount of HP. Each enemy has a certain class, making specific weapons more suited to specific classes. No magic spell is useless in Vagrant Story. You will learn more spells by discovering Grimoire pages scattered throughout treasure chests and on several creatures. Spells like Strength Down, Analyze, Antidote, and Unlock are especially more useful since all of your items are from enemy drops and you are fighting alone. There are entire sections of the labyrinth that are locked the first time through, with certain bosses and items only available after a second play through. Several titles can be obtained also for those hardcore enough to go for that sort of thing. Each equipment item has several affinities, like the six creature affinities, eight elemental affinities, and the standard blunt, piercing, edged weapon types. Weapons and armor gain the affinities of the enemies they are most often used against, whether they be Undead, Phantom, Dragon, Human, and so on. Often, what a weapon or armor gains in one area it will lose in another, though typically many weapons will carry several affinities. No single weapon or shield is equally powerful against all enemies, but they can be combined, merging their affinities, and creating an even stronger weapon.

The boss fights force you to use inventive ways to defeat them and were often what kept me playing the game. At times you will find yourself fighting a boss while only taking off 3 or 4 Hp's a swing - Do not fear, this is only the game telling you to to rethink your weapon choice or tactics. You can't just turn off your brain during the combat, it forces you to focus on what is important. Your stats increase at random, every time you defeat a boss, with a mini game that will determine what goes up: Strength, Mana, Hp, or Agility. There are no shops and no player interaction with NPC’s (other than in cutscenes) as the game is primarily a dungeon crawler, but there is plenty of depth from the weapon customization and combat to more than make up for that. Instead of focusing so much on leveling up your character as in most RPG’s, you basically level up your weapons and armor by using them, combining, reassembling, and augmenting them with gems. A few changes can be done anywhere, but only in workshop areas can you rename, combine, disassemble or assemble. Each room you explore has it's own unique name and feel to it, so the exploration never gets tedious, and the soundtrack is simply amazing. A wide variety of tracks are used so exploring the dungeons and other various areas never gets monotonous, and the ambient music is incredibly effective at setting the atmosphere. The various lighting effects are excellent for a PSX game too. It’s pretty obvious the developer had been using the PSX tools for a while, because Vagrant Story excels in almost every level, although it isn't without it’s downsides.



You doubt my power?

The save points are sparse, and the learning curve can be rough for some since you are basically left to find out about the game mechanics on your own, minus the inventory screen tutorials, which I advise first time players to read in depth, not to mention it's just hard as hell at times. There is a ton of backtracking, but that can be expected with a dungeon crawler, especially one with this much content. A quick weapon switch button would have been very nice, because you end up switching weapons so much, so prepare to look at the inventory screen a lot, especially once you start customizing equipment. If you don't like the combat that may be a problem since it makes up the majority of the game, also, if you have poor timing skills, the combos may be difficult to pull off. It's truly a shame that over 50% of the plot was cut, along with an extra playable character. They were planning a co-op mode, but it never made it in. If you consider yourself a dungeon crawler fan, or want to try out a jRPG unlike any other, give Vagrant Story a shot, once you do get in and begin to understand the level of customization the game allows, you will begin to grasp how exceptional Vagrant Story really is. For the uninitiated, sit through the opening cinematic and don't press any buttons for a while after it ends, a intro detailing more of the backstory will play shortly after, and as I said before, read the tutorial provided in the inventory screen, so you can fully utilize all of the game's features to the full extent. I also advise any first time players to at least get to the above ground area before giving up on the game, it really opens up at that point and the story begins to get really interesting. If you played it before and quit before then I urge you to try it again. Vagrant Story is quite simply, one of the best dungeon crawlers around.


Assless chaps help against Wyverns
 
Nice writeup. I still hold to my opinion on the visuals though; while those may be technically top-notch, the game doesn't look very good today, as evident both in-game and from your screenshots. Though maybe it's just the somewhat bland art style and not graphical prowess that I disliked. By comparison, say, FFIX looked much more colorful and catchy to the eye for me.

Perhaps I'll give it a shot sometime, but god, do I have tons of console games to go through.
 
Ausdoerrt said:
Nice writeup. I still hold to my opinion on the visuals though; while those may be technically top-notch, the game doesn't look very good today, as evident both in-game and from your screenshots. Though maybe it's just the somewhat bland art style and not graphical prowess that I disliked. By comparison, say, FFIX looked much more colorful and catchy to the eye for me.

Perhaps I'll give it a shot sometime, but god, do I have tons of console games to go through.


True, but neither does Metal Gear Solid for that matter, and it is considered a classic. For the PSX it looks pretty damn good, although I admit it does look bland in certain areas. Don't let the graphics keep you from playing the game though. It's like, all about the gameplay and story man. :wink:


Also, those screenies might not do it justice. I will look for some more. Personally I still find the graphics pleasant, especially the lighting effects.










 
Fair enough, I guess I just never got to the really cool stuff. The opening dungeon(s?) was quite monotonous in all respects. The screenies make it look rather good, except for character models. I guess PSX was never good at handling realistic-like 3D models in the first place, neither do they age well in general, so it's not the fault of the game per se.

P.S. [spoiler:a248d51c8b]I've started replaying Valkyrie Profile (Normal, cause I can't be bothered to grind hard), and will likely do a writeup on it once I'm done. From your article, it seems like the two games are a bit similar style-wise[/spoiler:a248d51c8b]
 
I really enjoyed this game, but never finished it...it's bloody hard in some places. I will admit I didn't enjoy having to do a 100 hit combo to kill a boss. The guys that made Final Fantasy Tactics made this game (same team).

Just on a side note, I met a guy that worked from Square once (he built the backdrops for FF7), anyway, I asked him about FFT, and he said that team was a separate team, independent from Square, so technically Square didn't make FFT.

On the visuals: I thought this game was one of the most beautiful games for the PS1, of that period (2000). It leaves plenty of space for the imagination, and yet it is rich and inviting. :wink:
 
.Pixote. said:
Just on a side note, I meet a guy that worked from Square once (he built the backdrops for FF7), anyway, I asked him about FFT, and he said that team was a separate team, independent from Square, so technically Square didn't make FFT.

You must mean FF tactics, not FO tactics (above).

And yeah, that's pretty common practice for Square. Kinda similar to how Obsidian is picking up lots of sequels, except that is seems they only invite game designers rather than completely oursource the games. At least that's what I gathered from the wiki article on the game.
 
Ausdoerrt said:
.Pixote. said:
Just on a side note, I meet a guy that worked from Square once (he built the backdrops for FF7), anyway, I asked him about FFT, and he said that team was a separate team, independent from Square, so technically Square didn't make FFT.

You must mean FF tactics, not FO tactics (above).

And yeah, that's pretty common practice for Square. Kinda similar to how Obsidian is picking up lots of sequels, except that is seems they only invite game designers rather than completely oursource the games. At least that's what I gathered from the wiki article on the game.

Vagrant Story is referenced in FFT and FFXII, since they shared many team members. I love when you get little easter eggs like that in games. Too bad FFXII's combat and fetch quests were such a chore or I would have been able to play through it.
 
Ausdoerrt said:
.Pixote. said:
Just on a side note, I meet a guy that worked from Square once (he built the backdrops for FF7), anyway, I asked him about FFT, and he said that team was a separate team, independent from Square, so technically Square didn't make FFT.

You must mean FF tactics, not FO tactics (above).

Yep...the brain isn't working all that well. Anyway I amended my statement. :P
 
TorontRayne said:
Vagrant Story is referenced in FFT and FFXII, since they shared many team members. I love when you get little easter eggs like that in games. Too bad FFXII's combat and fetch quests were such a chore or I would have been able to play through it.

I dunno, I liked FFXII FWIW, though for setting and atmosphere more than anything else - it's probably the best universe out of all FF games (ib4 angry FFVII fanbois). Quests were sort of simple one-shot ventures, FFTA style - not particularly inventive but not horrible either. I thoroughly appreciated the combat because it was much more contextual than other FF games, and I loved the lack of the combat loading screens every 30 seconds.

I do think the game suffers from the "Too F...ing Long" syndrome like most of the Square games, especially the more recent ones - after the first 50-60 hours it's just really hard to maintain focus for me, and I move on to sth else.
 
Ausdoerrt said:
TorontRayne said:
Vagrant Story is referenced in FFT and FFXII, since they shared many team members. I love when you get little easter eggs like that in games. Too bad FFXII's combat and fetch quests were such a chore or I would have been able to play through it.

I dunno, I liked FFXII FWIW, though for setting and atmosphere more than anything else - it's probably the best universe out of all FF games (ib4 angry FFVII fanbois). Quests were sort of simple one-shot ventures, FFTA style - not particularly inventive but not horrible either. I thoroughly appreciated the combat because it was much more contextual than other FF games, and I loved the lack of the combat loading screens every 30 seconds.

I do think the game suffers from the "Too F...ing Long" syndrome like most of the Square games, especially the more recent ones - after the first 50-60 hours it's just really hard to maintain focus for me, and I move on to sth else.


Same here. I loved the universe but found it hard to stay with it because there were so many damn fetch quests to keep up with, and it drug on in the opening areas forever.
 
I find Square like to stretch out the combat unnecessarily, example: FF7 Knights of the Round - "Ultimate End"...what were they thinking (it's 1.25 bloody minutes long).
 
.Pixote. said:
I find Square like to stretch out the combat unnecessarily, example: FF7 Knights of the Round - "Ultimate End"...what were they thinking (it's 1.25 bloody minutes long).


I have never cared for the combat in FF games tbh. Other than Final Fantasy Tactics anyway.
 
Ausdoerrt said:
I still hold to my opinion on the visuals though; while those may be technically top-notch, the game doesn't look very good today, as evident both in-game and from your screenshots. Though maybe it's just the somewhat bland art style and not graphical prowess that I disliked.
Interesting. I have never owned a PSX and the first time I played it I loved the art style. The beginning isn't very colorful but I liked the renaissance Gothic feel it had going. I will admit that the costuming for the protagonist and antagonist were and remain very Japanese (I believe "bishi" is the term generally used) but they were it. I guess different strokes for different folks. That said, I started it again recently and the drab look of the first dungeon does seem to linger with breaks coming infrequently in the form of cutscenes.

Ausdoerrt said:
By comparison, say, FFIX looked much more colorful and catchy to the eye for me.
I'm pretty sure that was a design goal and it was quite effective. I need to go back and beat it one of these days, I hope I'd be able to embrace the character design more quickly (I guess I already have) rather than having to get used to them this time.

.Pixote. said:
Just on a side note, I met a guy that worked from Square once (he built the backdrops for FF7), anyway, I asked him about FFT, and he said that team was a separate team, independent from Square, so technically Square didn't make FFT.
Matsuno (the producer, director, and lead designer) was from Quest and is noted for creating Ogre Battle and Tactics Ogre before quitting. My understanding was that he brought some of his former team with him, though I can't confirm that. He joined Square and made Final Fantasy Tactics (a spiritual successor to Tactics Ogre) before working on Vagrant Story.

TorontRayne said:
Too bad FFXII's combat and fetch quests were such a chore or I would have been able to play through it.
It's up there for worst game ever to 100% complete and a shining example of why more is not better. So much of the side content is utter crap. It's made worse since it's sprinkled throughout rather than back-loaded (post game) like most Final Fantasy games which means that if you complete it as you reach the areas, which appears to be the intent, you triple the game's length. Long explanation short (too late), I can't really remember the story very well because it got so spread out with all of the content between it.
 
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