Io Interactive Releases Final Hitman Elusive Target
Io Interactive has been the center of a couple of news stories lately. Last month, we saw them become independent from Square Enix. In the process, they retained control of their original IP.
Io Interactive has been the center of a couple of news stories lately. Last month, we saw them become independent from Square Enix. In the process, they retained control of their original IP.
There aren’t many game series that have managed to not only survive, but thrive as long and as well as Final Fantasy. Final Fantasy has practically become synonymous with the JRPG genre and in many ways, is its mascot. That doesn’t necessarily mean that Final Fantasy is without sin, though.
I find it hard to call myself a longtime Final Fantasy fan in light of just how long it’s been around, even in the States (1990) but I have been a fan of Final Fantasy for just over a decade now, and I have played most of the main series games and many of the sequels, prequels, and spinoffs. In other words, I know my way around the franchise well enough to know exactly what I want from it. Ever since the release of 15 I’ve been thinking a lot about things I’d like from the franchise since it’s been changing so much in its last few entries: New concepts that could be interesting, old ones that I’d like to return, things it should hang on to and let go of, and so on. So without further ado, here’s my wish list of things I want to see in Final Fantasy.
Since Final Fantasy 7 is getting remade, it’d only be appropriate if its wonderful prequel, Final Fantasy VII: Crisis Core, got a remake, too. Or at the very least re-released. It was originally released for the PSP in 2007 (or, if you live anywhere but Japan, 2008) and is, in fact, the tenth best selling game on the PSP. Despite being a clearly well-loved and well-selling game, a very crucial part of the Final Fantasy 7 story, and yet on a handheld console that was largely overlooked and underrated, Crisis Core never got a re-release of any kind. Not even on Steam, where you can find a sizable portion of the Final Fantasy franchise, for better or for worse. I’ve been playing a lot of Final Fantasy 7 lately, and the only thing it’s making me want more than to sink my teeth into the remake is a chance to replay Crisis Core. Not only is Crisis Core simply a wonderful game, but it fleshes out 7’s story entirely–but sadly, unless I want to go buy another PSP, I can’t do that unless it’s re-released. Once the remake is out, we’re going to see a flood of new Final Fantasy fans wanting to get into the series and older fans wanting to relive it. Crisis Core is a large part of reliving the joy of Final Fantasy 7, and Square Enix can bank on that easily. There’s no reason for them not to re-release it.
Currently, Final Fantasy 5 and 6 are the only main series Final Fantasy games that were never made or remade in 3D, despite 1-4 all getting 3D remakes on the DS (7, of course, is when they started getting made in 3D right off the bat.) Final Fantasy 5 I can sort of understand why it was never remade in 3D: It’s not one of the particularly more well-loved Final Fantasy games, generally has okay reviews at best, and is generally only well-known for being the first Final Fantasy game to expand the job system and add more customization options. In other words, it’s easy to see why it wouldn’t be high on Square Enix’s priority list for Final Fantasy.
The reason Final Fantasy 6 hasn’t been remade in 3D escapes me completely. There’s no reason for it not to have been remade in 3D. Final Fantasy 6 is constantly hailed as one of the greatest entries in the series. Many fans agree that its antagonist, Kefka, is the best in the whole franchise, the gameplay is more polished and perfected in 6 as opposed to the other 16-bit Final Fantasy games, the characters are very well-written, this was the first time a Final Fantasy game dug this deep into its story, it was emotionally gripping, the list of reasons why this game is so beloved can go on forever. This makes it all the more curious why it never got a 3D re-release or remake of any kind, sans a very poorly made mobile port with some slightly 3D sprites (which, in case you’re wondering, doesn’t constitute being called a 3D remake.)
If I haven’t made it clear enough, if only 1 of these games were to get a 3D remake, it should be 6. It confounds me how it hasn’t been remade in 3D yet. The gorgeous visuals and jaw-dropping atmosphere are 2 of the biggest hallmarks of Final Fantasy. So why not, Square Enix, bank on one of your most loved games and make it the visual indulgence we’ve all imagined it to be for over 20 years now? After the 7 remake is done, 6 should, without a doubt, be the next to get remade. If Square Enix wanted to take the next decade or so and not make any new Final Fantasy games and focus on remaking some of the classics instead, I honestly wouldn’t have a problem with that.
If this were a numbered list, this would be number 1. If only one thing on this list were to happen, I’d want it to be this. I didn’t care for the combat in Final Fantasy 12. It got worse in 13. I give 14 the same leeway I give 11 because they’re both MMOs and therefore should be played differently because they’re a different genre of game, and of course, I’m not a fan of the gameplay in 15. One of the hallmarks that made early Final Fantasy stand out was its turn-based combat with a timer that was used in the first 9 games. In 10, the timer was removed and it was purely turn based. Final Fantasy 11 is when the average player could start noticing some pretty large changes to the traditional Final Fantasy combat, but as I already said, it’s an MMO–obviously the combat would be different. Enter Final Fantasy 12, which in terms of gameplay, feels like an identity crisis from start to finish. The timer from the early games is still there, but it’s not turn based–it’s a Frankenstein of gameplay elements. It’s the game that transitioned the series from its traditional turn-based combat to action JRPG combat.
Make no mistake, I like action JRPGs. In fact, there are many I love–most notably the .hack//G.U. trilogy which is one of my all-time favorites. The problem lying in Final Fantasy as an action JRPG series is that the gameplay is messy, gimmicky, and in many cases, needlessly complex. It had its time to experiment, but has failed not once (12), not twice (13 and all its spinoffs), but 3/3 (15) times now. Many fans miss the turn-based combat this series branded itself with–including myself. Change can be good, sure. And yes, there is a shortage of popular turn-based JRPGs (as opposed to action JRPGs) in recent years. I think that’s all the more reason Final Fantasy should return to its turn-based roots, especially if they choose to bring back the style from 10 which (in my opinion) was the best gameplay the franchise has ever had. Not only will several older fans be happy, but it’s an effective way to dominate the sizable niche of fans who prefer turn-based JRPGs (which is likely to be become bigger real soon with the release of Persona 5 on the way) and improve the overall quality of the games in general.
This has been brought up on the podcast a number of times, but if your game–Final Fantasy or otherwise–practically requires you to watch an anime, please attach the anime with the game somehow. Put it in the case. Attach it with the files on Steam. Put an option to watch it in the main menu. Something. The original .hack// series attached DVDs with the .hack//Liminality anime with the games, so why can’t Final Fantasy do it, too? If it’s more of a spin off (like Advent Children) then this isn’t necessary, but in Final Fantasy 15 they practically make it a necessity to watch Kingsglaive and Brotherhood–yet they’re no where to be found with the games. Luckily, Brotherhood is available on Crunchyroll but Kingsglaive, however, isn’t. You have to pay $13.99 to stream it or buy it on DVD/Blu-Ray, unless you’re okay with pirating it. (Square Enix certainly isn’t, which makes it all the more baffling why it’s not more accessible.)
In summary, I don’t mind watching an anime to better understand the world of a Final Fantasy game–but if you’re assuming your audience has seen the anime (as Square Enix does with Final Fantasy 15) then give them access to the anime. There’s a difference between using an anime to help your storytelling and requiring the anime to help your storytelling–Final Fantasy 15 is the latter. If you’re going to do this, attach the anime with the game. It highlights its importance to the story. If you’ve bought the game, you’ve bought the anime with it. Square Enix doesn’t even have the courtesy of making Kingsglaive more accessible, which is, for lack of a better phrase, a scummy thing for them to do–not to mention confusing. Is trading accessibility for a higher price honestly more profitable for them in this scenario? Anime is one of the easiest things out there to pirate or stream illegally. I honestly think that if they charged a reasonable price for Kingsglaive, Square Enix would see many more people more willing to pay the extra few dollars to support it. But by asking so much to see it–especially after paying for the game with a retail price of $60–that seems like more money than necessary. Again, this wouldn’t be a big deal if it were a spinoff like Advent Children was, but unless you want to be left without context several times in-game, watching not just Brotherhood but also Kingsglaive is a necessity.
There isn’t anything in Final Fantasy 15 that puts a bigger smile on my face than when I see Prompto has taken more pictures. It’s charming, culturally relevant, and a good way to share the game and get some free publicity and discussion on social media.Final Fantasy 15 is the first time we’ve seen such a large integration with modern technology in a Final Fantasy game, and for the most part, makes it work really well! Whatever direction Final Fantasy 16 takes–traditional fantasy (EX: 10), futuristic/dsytopian fantasy (EX: 7), or something with a more modern feeling (EX: 15) I really hope that Square Enix finds a way to integrate the camera. In fact, photographer can be a permanent class in Final Fantasy for all I care. Regardless, it’s a light hearted break to see our protagonists having fun during the rest of the despair and tragedy going on in the rest of the game–I hope it stays. In fact, I hope we’re eventually able to take our own in-game photos as well.
If you’ve played almost any Final Fantasy game before 13 you know exactly what I’m talking about. Skirts made out of belts, hats the size of your torso, a new character sporting a midriff for each day of the week, and who can forget the indescribable “style” of the blitz ball uniforms. With a few exceptions (most of the characters from 7 and 8 and a few other miscellaneous characters here and there) up until Final Fantasy 13 most characters in the series had wonderfully bad fashion taste. But of course, most of their attire fits in well with the universe–if anything, it helps build the universe. A glance at any character from Final Fantasy 9 will tell you that we’re dealing with a very traditional fantasy game–just as a glance of any character from Final Fantasy 15 will tell you that there’s less traditional fantasy in this entry.
But man oh man, despite that, I still miss the wildly imaginative–often over imaginative–designs given to characters. I consider these over-the-top fantasy designs practically a part of the Final Fantasy branding because they were used for so long. There’s nothing wrong with not having them, though–like I said, in a subtle way, it helps build the world. Such as in 15, they might not be necessary. But to someone who’s become so accustomed to the questionable designs of Final Fantasy–which is likely the vast majority of fans–it’s a little disappointing playing a game like 8, 13, or 15 and not needing to pause for a minute to wonder how someone’s hair is staying the way it is and how many hair products they consume in a daily basis. Or how part of an outfit was even crafted or where it was bought, let alone staying on their body. Or feeling pure shock and awe seeing a cosplay of it and wondering how the hell they did it. In 13 is when I think we saw the transition. If you went out dressed light Lightning, Vanille, Serah (her 13-2 costume, not her 13 one), or Noel you’d probably get some strange looks, but in the right environment (I say because of Fang) I think you could get away with dressing up as anyone else without anyone batting an eye. Will we ever see a character with hair as gravity defying as Cloud or Seymour again? God, I hope so. I miss the sensation of being able to look at a character design covered in 50 fabrics, a few unnecessary pieces of armor here and there, a dozen belts and zippers, probably either a midriff or a deep v-neck (maybe even both), and hair that would make Marie Antoinette jealous and without knowing anything else being able to identify that it’s a Final Fantasy character.
It’s an argument as old as time: Story vs Gameplay. Alongside Console vs PC, this is probably the second most argued thing by the gaming community as a whole–and most will probably tell you that it depends on the game–after all, I don’t know anyone who played Bayonetta for the “story” or anyone who plays a Telltale game because they can’t get enough of making decisions that ultimately won’t matter. But on the other side of that, the gameplay in Bayonetta is nothing short of exhilarating and The Wolf Among Us brags a story more interesting than most other games. As far as the gameplay vs story debate, although it does certainly depend on the game (after all, I don’t start a new visual novel game expecting much, if any gameplay–and I don’t play fighting games because I want to know the story) in my opinion, the best games are the games that have both of these 2 factors working together in tandem and with equal force.
What do I mean by this? After all, what separates a game from other means of telling a story is the gameplay–should the gameplay not be the main focus of the game? Not necessarily if the game is a game meaning to tell a story. After all, if the story is good enough, it can outshine any lack of gameplay (or poor gameplay) and keep the player interested anyways–which is the foundation of the visual novel genre. Alternatively, if one’s gameplay is good enough, the player won’t care about the story because they’re having so much fun–which is what a lot of fighting games rely on. There’s no right answer in the story vs gameplay debate, but we can identify which one a game focuses on despite its efforts–and Kingdom Hearts being such a complex case of this is a great series to analyze in this lens.
It’s hard for me to remember a time when I completely understood the story of Kingdom Hearts. And believe me, there was! In my middle school and early high school days (about 10 years ago–when ReChain of Memories wasn’t out in English yet and 358/2 Days was hardly more than a rumor) you could’ve asked me anything about the franchise, no matter how obscure, and I could’ve told you the answer–well, if there was an answer at least. The story of Kingdom Hearts has always been one that’s tried to shroud itself in mystery when it can. That wasn’t enough to stop Kingdom Hearts from being my favorite game series for a few years, though. Needless to say, when a new game would come out, I’d buy it day 1. I wanted those questions that not even I knew the answer for to be answered. And as more games came out and more questions were “answered” it became more and more apparent to me:
Every time a question was seemingly answered, it never came without a catch–another dozen questions arise, the characters don’t know the full story, someone teases that there’s more to it than that and either won’t tell you what you’re missing or at least won’t tell you until much later, people forget about the answer and it becomes irrelevant, or in some cases, it becomes important again later and it’s revealed that the “answer” you thought you’ve had all this time was wrong all along. It’s one thing to do these things once or twice–in fact, it’d be hard to imagine a good story in which everyone knew everything all the time–but it’s another to use them all the time and for every possible conflict and character, as Kingdom Hearts does.
Take for instance the purpose of Organization XIII. In Chain of Memories and Kingdom Hearts 2, we’re told it’s a coalition of strong Nobodies who have joined together under Xemnas who seek to open Kingdom Hearts to regain their hearts and become whole again. Nothing too wrong with that, right? Enter Xion in 358/2 Days: Suddenly, it becomes apparent to us that there’s more to their purpose than they say since Xemnas went out of his way to make a (faulty) clone of Roxas in case he “proved useless” but despite the implications that came with that, we weren’t told anything more. Birth By Sleep comes out, we see the origins of Organization XIII: It was originally a research project lead by Ansem the Wise and Xehanort on heartless and memories (particularly the restoration of Xehanort’s memories) gone horribly wrong, ultimately resulting in them becoming Nobodies. Finally, Dream Drop Distance: Xigbar reveals that the true purpose of the Organization was to create vessels for Xehanort–the members, who were on some level, all at least part Xehanort (though only Xigbar and Saix were aware.) Alternatively, they were also possibly meant to be the 13 Seekers of Darkness to fight the 7 Lights in the inevitable keyblade war that would follow.
Organization XIII is just one of the dozens of major elements that make the “everything but the kitchen sink” story that is Kingdom Hears. Sadly, it’s also one of the easier elements to explain since it’s a group, rather than a single character–all of whom are surrounded by clones, vague symbolism, Alzheimer’s symptoms, more clones, cardiology problems, and at least 1 major identity crisis per game. If I had to compare the overall writing in Kingdom Hearts to anything, it’d be an overdramatic soap opera or telenovela with too many twists and turns–to the point where it’s clear to anyone who watches it for more than 10 seconds that it’s trying far too hard.
Actually, comparing Kingdom Hearts to a cheap soap opera or telenovela is still a bit generous since the same soap operas don’t aspire for the same level of symbolism that Kingdom Hearts always is, yet always loses itself in trying so hard, effectively turning any traces of symbolism into the player wondering if anything said in a given conversation is meant to be taken literally. (Read: Any time anyone talks dramatically about the concepts of light and darkness and if it’s supposed to be symbolic of good and evil, or if they’re talking about a literal force, and how wildly inconsistent it is.)So despite how obviously the story has lost itself in its own alleged symbolism, why are there so many people who defend the writing in this game to the death? Two words: Forced Drama.
How do soap operas and telenovela play up a situation, even if it doesn’t entirely make sense to the audience? Editing. Dramatic music and sound effects. Dynamic camera angles. Over-the-top acting. And when one starts making money, the writers come up with a cheap excuse to draw the story on longer than it needs to be. How does Kingdom Hearts do it? Editing. Dramatic music and sound effects. Dynamic camera angles. Try-hard acting. And what has Kingdom Hearts been doing so well these last few years? Cheap excuses that have been drawing out the story longer than it needs to be.By clearly establishing an easily identifiable relationship between the main characters and knowing right when to time the music, Kingdom Hearts has done a stellar job of making you think a moment is dramatic and heart wrenching when in reality, it’s either completely insignificant (or will become insignificant), or just plain makes no sense and is merely happening out of convenience. The best example of this I can give is Axel’s death in Kingdom Hearts 2. Axel was (and still is) my favorite character in Kingdom Hearts–so like most, his death scene, no matter how underwhelming, really upset me. Even back then I knew it was a really underwhelming scene–and frankly, poorly timed as well. Axel has come seemingly out of no where, helps Sora fight off one horde of nobodies, and dies thinking of Roxas.
So to understand this scene, first we got to understand why he died in the first place. Why it was necessary. Was it necessary? Absolutely not. Up to this point, the only things that have killed Organization XIII members was fighting with either Sora or Riku–not a kamikaze attack. Not just any kamikaze attack, but one that not even Axel seems to be aware of. In the cutscene preceeding his death, Axel says, “I think I liked it better when they were on my side.” to which Sora asks, “Feeling a little…regret?” “Nah, I can handle these punks. Watch this!” and then Axel explodes. At least, that what it looks like–he’s still in one piece, somehow completely devoid of burns, yet it still kills him.
So what’s the reasoning in killing the only member of the Organization that isn’t completely against us?
So yes, killing off Axel definitely wasn’t an accident. It was the way it was done that was sloppy. As I mentioned before, it was underwhelming. The attack that killed him didn’t look like something that would kill him. The way he spoke before doing the attack wasn’t how someone who knew they were about to die in a move of self sacrifice would speak. It was the tone and words of a new ally who was confident that he was more powerful than you and that he could prove it–without serious consequences. And when Sora realizes that he’s fading away, Axel still speaks casually–not just unlike someone who’s dying, but unlike anyone who’s even slightly injured. So why is this out-of-the-blue death still so sad? Because they start playing the sad music which this game is so famous for. Because we see Axel talking about his one and only friend, saying “He… was the only one I liked. He made me feel like I had a heart.” So we get sad. Not because Axel is dying, but because the game is giving us the cues to be sad.
Axel’s death was nothing more than a convenient way for the game to give some exposition, character development, and a route to your next destination all in one convenient scene. But what makes a character death emotional is when it’s more than than that, when it’s more than a convenient plot device like this is and nothing more. A truly gripping character death isn’t just looking to be convenient, it’s looking to be meaningful–and due to the underwhelming and too-sudden timing and method of his death next to how convenient his death would be, it’s easy to see that his death was, indeed, just a plot device. It’s not sad, the game just gives us the cues so we think it’s sad. And it’s not hard to play up these cues since they gave him a few redeeming lines at the last minute. Just to further this point, nobody ever looks back on Axel’s death. It’s not something Sora ever looks back on (very surprising, in light of how highly he seems to value his friends) for strength, it’s not a scene anyone goes back to thinking, “We couldn’tve done this without Axel.” Axel is literally never mentioned again by anyone–very surprisingly, since this is supposed to be a sad scene, right? Not surprising at all when you realize that this is just a thinly veiled plot device wrought of convenience because leaving Axel alive would be too problematic at the time (after all, can’t have a member of the Organization running around, can we? Especially one looking for Roxas) and the writer’s inability to write a good death and using the editors as a crutch to make up for it.
If you want to reference a good heroic death scene to compare this to–one that’s not the love child of poor writing and needing some last minute exposition–I’d point you toward another Square Enix game, Final Fantasy VII Crisis Core, in Zack’s death scene. Not only is it clear that he knows he’s going to die saving Cloud, but as we see in Final Fantasy VII, it’s something that stays with him. Something that haunts him. Something that’s formed him into the character he became because he’s tried in many ways to become Zack. Not just him, but Aerith as well. It’s emotionally gripping not just because there’s rain and sad music, but because we already saw so much character development for Zack throughout the whole game and how badly he wanted to be a hero–and seeing that he’s finally come full circle and become one. To drive the point home, it shows you Zack’s life flashing before his eyes. And because, if you’ve played Final Fantasy VII, you’ll realize that his aspirations for Cloud would only be half fulfilled because he was unable to protect Aerith, whom Cloud associates heavily with Zack. It’s emotional, it’s gripping, it’s something that affects the characters.
If it wasn’t enough that they were insulting Axel’s character so much to only kill him (sloppily) for convenience, they went and did one of what I consider to be cardinal sins of writing a good story:
They brought him back to life in Dream Drop Distance. For no reason. No explanation. He literally just showed up.
And what’s more, like everyone else now, he can wield a keyblade because why the hell not.
The whole game operates under the same formula as Axel’s death: Use the music and camera angles, make people think it’s sad by forcing the emotion, and then BAM! Make it irrelevant somehow–In Axel’s case, by bringing him back to life for no reason. Just when the game makes you think it’s sad, it makes you happy again. You’re feeling a wide range of extreme emotions when you play through this series, so even when you don’t understand what’s going on, you still feel emotionally involved because the game is giving you the cues for when to be happy, sad, etc. And that’s why so many people confuse the fragments of story in Kingdom Hearts with a solid, understandable, well-written story–because they feel emotionally involved.
By now you probably think I hate Kingdom Hearts–and I don’t. Because it’s finally time to look at the other side of Kingdom Hearts: The gameplay. It’s an action RPG with several menus. Gameplay is kept constant in the main games (Kingdom Hearts 1, 2, and Birth By Sleep) and gimmicky in the “in-between” games like Chain of Memories, 358/2, ReCoded, and Dream Drop Distance. In the main games, the gameplay is generally the same–attack with one button, use magic with another, and then use items. Menu is in the bottom right, use it! Personally, I think Birth By Sleep had the best gameplay as it used that simplicity and added special combo attacks and a better way to aim. Regardless, there’s something satisfying about hitting mashing a button and see Sora (or whoever else the protagonist may be) act accordingly, nearly at the same speed as you. And what’s more, the games do require several elements of strategy in some of the battles–they’re not all easy. You can’t just keep mashing attack and win all the time. And it’s fun. It’s satisfying. And they mix up the gameplay (for better and for worse) in just enough games to make it feel all the more diverse and refreshing. From a technical standpoint, Kingdom Hearts is just. Plain. Fun.
In recent games, they’ve especially boosted this with adding more fun to be had than in combat: By adding mechanics with Unversed and training them in Dream Drop Distance, by sliding around in Birth By Sleep (and based on the trailer, we’ll see this again in 2.8 and 3), using the enemies more creatively, and of course, bigger, flashier, more colorful, borderline cinematic looking attacks. It’s fun to watch this happen–it’s fun to make it happen.
It’s hard to play a Kingdom Hearts game and not say you didn’t have at least a little fun. From a technical aspect–visuals, soundtrack, and most importantly, gameplay, Square Enix nailed it with Kingdom Hearts. I think that’s why I care so little about Chain of Memories, which has gameplay that’s the antithesis of all the other Kingdom Hearts games by using deck building based combat–which is significantly slower than the normally fast paced, hot bloodedness of the rest of the series which is so easily and readily fun to play right off the bat. It’s satisfying, it’s not mindless, and there’s different ways you can play the game if you don’t like playing it in a certain way. (EX: Using more magic, or using a certain kind of magic, as opposed to normal attacks–or focusing on abilities rather than regular attacks and magic.)
I don’t hate Kingdom Hearts. In fact, I quite like it. What I don’t like–no, what I don’t understand–is how a series that was the brainchild of the same man who made Final Fantasy 7 (and many other wonderful JRPGs) could’ve also thought of the hot mess story that is Kingdom Hearts. Lost in its own symbolism and the clearest example of what happens when you make a few too many sequels and come up with any excuse you can to force drama and carry the series on far longer than what it should’ve been, Kingdom Hearts fails in every possible department of story telling. I guess that’s what happens when you try to mix Disney charaters, Final Fantasy characters, and a few original characters. It sounds like the beginning of an awful “X and Y walk into a bar” joke, but alas, it’s the unfortunate basis of one of the most well known JRPG series of all time. But for every bit that the storytelling is bad, the gameplay is absolutely wonderful. It’s satisfying, fast, and increasingly diverse and cinematic. Again: It’s just plain fun.
In the story vs gameplay debate, Kingdom Hearts is the clearest example of how if a game’s gameplay is good enough, it can outshine even the worst of stories. If your editing and soundtrack is good enough, you can fake having a good story under the guise of “emotional involvement.” As such, joins the ranks of other convoluted but fun games like Bayonetta and Metal Gear. Not bad games at all–in fact, they’re excellent games. But God forbid movies ever get made about them, removing their gameplay and relying entirely on the overly complex story to entertain the audience.
Kingdom Hearts is what happens when an idea that would work for no more than 3 games gets drawn out far longer than necessary in an attempt to make money. The story becomes cheap, convoluted, and inconsistent, the excuses and reasoning behind character’s actions (and thus the characters themselves) become one-trope caricatures, and the strong emotions you felt in those first few games gradually become forgotten. If Kingdom Hearts didn’t have stellar gameplay to save it, this series likely would’ve died years ago.
In the three episodes of Hitman we’ve gotten so far, they’ve all been set in very diverse locations. I don’t mean only setting wise, each of the three episodes gives us very different play styles that fit according to each location. In Paris, it was all about infiltrating a runway show. It had quiet outskirts and a very dense center, this allowed the player to do all of their dirty work on the outskirts and plan their way in. Sapienza was very sparse and had a lot of hidden entrances, this time the player could explore the vast setting of Italy and really plan how they got the job done. In Marrakesh, the area is as dense as it could be and it makes you react quickly and improvise frequently. Marrakesh provides the most unique experience while giving you plenty of options to dispense of your targets, making it the strongest episode of Hitman so far.
When you start your mission in Marrakesh, you immediately realize that this isn’t the traditional in-and-out hit. Both of your targets are in two heavily guarded areas on opposite sides of the map. You quickly realize that you won’t be able to get away with that much when the whole area is filled to the brim with witnesses.
As you start exploring and plan your infiltration a lot of “opportunities” will arise. Opportunities are Hitman’s way of telling you that there might be a way in if you follow through with what’s going on around you. Opportunities are multistep processes that will eventually lead you to your target. This time around the opportunities let you do some incredibly fun things. One of them you get to pretend to be a masseuse and snap your targets neck while massaging him. While in another one you can pretend to be a cameraman a drop a giant moose on your target. However, my favorite of the opportunities involves shoving a toilet onto your targets head. I won’t ruin all of the fun for you but trust me, it’s pretty damn awesome.
Source: Namelessdreadx37x
In the other episodes of Hitman you don’t necessarily need to complete the opportunities because of the open nature of them but Marrakesh provides a much more tight and controlled experience, which I ended up liking a lot more than Paris, for example.
The opportunities also make replaying Marrakesh more fun than ever. In previous episodes the opportunities were often left to the side and it wasn’t that fun to see them through. This time around I ended up playing the mission multiple times just so I could see how each of them played out. Each of them have some bizarre and fun twist in them like the ones I mentioned earlier.
Exploring the areas of Marrakesh also end up being more interesting because of the nature of the mission. When going into places you’re never guaranteed to get away with anything. There’s always someone around to ruin your plan making your windows to get stuff done a lot smaller and a hell of a lot more satisfying when it all falls into place. This also makes it so you can’t necessarily brute force your way through the mission like you could in the other two episodes.
Bravely Default surprised fans and critics alike as this handheld experience was the best example of a quality JRPG in years. It prompted Square Enix to reevaluate their design philosophy and upcoming releases. So how does this Bravely Second stack up? Find out next week!
As this is my first review I’d like to explain how I analyse games. I primarily look at games from three major perspectives: Narrative, Gameplay and Aesthetic. Narrative representing the greater story told as well as the ways the story itself is presented. Gameplay representing the interactive elements the player takes part in. And Aesthetic representing the visuals, art style, sound design and soundtrack.
The story of Bravely Second follows Yew Geneolgia, heir to an influential religious family and his quest to live up to his family name. On the brink of a peace treaty between the Duchy of Eternia and the Crystal Orthodoxy an anarchist by the name Kaiser Oblivion kidnaps Agnes Oblige, the leader of the Orthodoxy. On his quest to save her, scared and alone Yew meets: Edea, daughter of the Leader of Eternia. Magnolia Arch, Ba’al Buster from the Moon. And Tiz Arrior, farm boy turned legendary hero after the events of the prior game in the series. Together Agnes’ Ba’al Busting Avengers face giant monsters known as Ba’al and the Kaiser Oblivion’s fearsome allies.
An adventure that will take them to the ends of Luxendarc! And Beyond!
The saving grace of this game’s narrative are the characters and how the game really doesn’t take itself all that serious even if when you think about it, some really awful things happen during the course of its 40 to 50 hour run. I wouldn’t say the characters are particularly well written, Magnolia constantly flops between complete badass super-spy, saucy seductress and naive teenager all throughout the story. But, at the end of the day the characters are written so earnestly that you can’t help but crack a smile and some of their antics. Their official group name is “Agnes’ Ba’al Busting Avengers” for Pete’s sake. A name they and many others refer to them as in earnest.
The best example is this silliness is in the line “Coup de Gravy.” Magnolia being from the Moon, speaks French. (Obviously) And when Yew hears this he combines the phrase “Coup de grace” with his love of food, notably gravy, into a term that would be repeated at even the most dire and serious of moments. “Coup de gravy.”
Speaking of food, the characters in this game talk about food alot. Like an insane amount, I’d say one-fourth of the game’s total dialogue is about food. And that has to be the best part of the writing in this game. Nothing humanizes a character better than knowing what they like to eat. Not only do they flesh out characters with these campfire chats they world build as well. The characters will comment about the local food or combining dishes of different regions.
It’s brilliant.
The precedent was set for strange meta story telling in the prequel and Bravely Second does not disappoint in that regard. I won’t go into too much detail, butitssick.
Overall if you can handle some of your standard anime cheese, like “MY FRIENDS ARE MY STRENGTH!” and “YOUR HUMANS AND YOUR LOVE MEANS NOTHING TO ME FUFU!” Then there is absolutely no reason to skip out on this one.
Bravely Second’s gameplay is easily its strongest aspect with combat so engaging you won’t even mind grinding. Bravely Second is your standard turn based, 4 person party JRPG with a few unique twists, namely the Brave/Default system. First, whenever you take an action you can spend something known as a Brave Point(BP) to do that same or another combination of actions up to 4 times in a single turn. This is known as the “Brave” action. Secondly, instead of your defend or block action you have the “Default” action. This grants your player additional defense for that turn and grants you additional BP. If you start your turn with negative BP that turn is skipped and you gain 1 BP per turn until you are positive. So as the player you must manage knowing when to Brave and when to default. While seeming somewhat straightforward this is a very complex system that will probably take you a good amount of your time with the game to truly wrap your head around. But when you do you will discover that Bravely Second has the most well crafted and engaging combat system in JRPG history.
To help with the learning process here are a few examples of optimal use of the Brave/Default system:
– During exploration your may want all your units to Brave for the full amount to clear the battle quickly as there will be no consequence to having negative BP.
– Oh shit! Healer’s down and not only do you need to make sure he/shes’s both back up but you also need him/her to be able to survive the monsters next attack! So, you Brave and throw both a phoenix down and a hi-potion their way.
– You’re party is low and you’ve examined the boss and you see he’s at low health as well! You make your healer cast some spells to stabilize everyone to the point when you feel confident you won’t get wiped! You have your tank protect the healer while this is taking place cause if they go down your screwed! You have your two other units default so your healer doesn’t have to spend additional BP reviving them and so that they can potentially fully brave two turns in a row finishing off the boss. Woo! Get it?!
Next is the Class System. As you journey through Bravely Second you will unlock classes and these are not specific to any character so you’re free to mix and match as you please. As you gain levels within that class you gain new passive and active abilities. You can then equips two class sets of actives and you can equip passives from any class. Seems pretty straightforward but what makes this such an excellent system is the ludicrous amounts of synergy between the classes.
For example lets look at the wizard class. The wizard’s specialty is known as “Spellcraft.” Spellcraft allows you to manipulate ANY spell in special ways such as: casting it at the start of a turn, casting that spell as an AOE, casting that spell to proc at the end of turns for several turns, and much more. Combine all that together and you get one of the most satisfying progression systems in any RPG.
Here’s what a pretty basic character build might look like.
Magnolia:
Main Class: Knight – Throws themself in front of enemies attacks with large defensive statistics.
Sub Class: Swordmaster – Abilities that increase aggro and retaliates after being hit.
Passives:
Counter:(Swordmaster Passive) Chance to retaliate when hit by a physical attack.
Stand Ground:(Freelancer Passive) Chance to live with 1 HP when dropped below 0.
Counter Amp:(Swordmaster Passive) Increase counter damage.
This build fits neatly into the “Tank” archetype having high defenses, actively defending allies, and benefiting from doing so. And on the off chance you do fall you’re using someone from a third class, Freelancer, to help you as well.
Here’s what the Core Gameplay Loop looks like:
– Plot directing you to a dungeon
– Traverse landscape to arrive at dungeon
– Solve Dungeon’s puzzles whilst handling the new combat encounters within.
– Encounter Boss which unlocks a new class
– Explore potential synergies between new classes and old.
– Reach new town and buy new gear.
Bravely Second sports nearly identical visuals and art style to its predecessor. In other words its one of the best looking games on the 3ds. The game combines chibi character models and beautiful backgrounds that resemble water color paintings. This perfectly represents the world of Luxendarc which is both charming and beautiful.
But forget all that ’cause this game’s soundtrack is fuckin’ bonkers.
This is the general boss theme. What? Who? Why is it so intense? Who is this for? Why does this cute ass game where we say shit like Coup De Gravy has such an intense boss theme? I don’t know and I don’t care, because I love this song.
The soundtrack isn’t all heavy guitar as the comment sections say, there does exist some variety. While I do agree with alot of the sentiment that the variety of instruments in the Default’s OST was preferable, all that matter in the end is, “Are these tracks fuckin’ tight?”
And the answer is a resounding yes.
But there is a serious amount of guitar, and depending on who you ask may or may not be the best thing ever.
The only problem with this soundtrack is sadly a lack of variety. While I love that first theme I linked you do end up fighting ALOT of bosses and there is such a thing as “Too much of a good thing.” If that boss theme was for one of the bosses I wouldn’t hesitate to call it one of my top 10 favorite tracks of all time. But the more bosses I fought the more it faded into the background and the more the magic slipped away. And this is true for a few of the themes. Especially since there are some tracks that are from the PREQUEL!
In conclusion, Bravely Second is a fantastic game and one of the best on 3DS, particularly if you have no experience with its predecessor. But as a huge fan of the first game there are a lot of issues I cannot ignore. This game relies far too heavily on things established in Bravely Default. In Bravely Second you are exploring the same overworld, with a good 80% of the dungeons in the game being reused, and two members of your party are from the prior game in the series. Even a good chunk of the boss fights in the game are ripped straight out of the prequel. But at the end of the day I’m happy that I picked this one up, and I think you will too.
Now for my recommendations.
With E3 starting later today, everyone’s getting out their bingo charts and praying to the video game gods that their dream-game is finally confirmed or that they’ll see new footage of that super-cool game that was announced a while ago. (Including myself. C’mon, Mother 3!) Last year we received several amazing, unlikely announcements for such dream-games finally confirmed: Most notably the Final Fantasy VII Remake, Kingdom Hearts 3, and Shenmue 3. With those finally confirmed, gamers are finding more games to fantasize about announcements for, and I’m of no exception. Here are 5 games that I’d absolutely adore to see confirmed at E3, but as I’ll explain, I’m very aware how very unlikely it is. (Alternatively, think of this as a list of games that I think deserve sequels.)
The World Ends With You 2
The World Ends With You is a very interesting case. It sold well and is generally considered to be one of the best games on the Nintendo DS. Without spoiling it, I’ll also say that the ending is very heavy sequel-bait because so much of the story is left unexplained or unclear. Moreover, it’s a Square Enix game that got to cross over with Kingdom Hearts 3D. You’d think it’s a no-brainer for a sequel, and yet here we are 9 years later and still no sequel. The closest we’ve had to a sequel (other than cameos for the main characters in Kingdom Hearts 3D) is an iOS and Android release of the game. Especially if the TWEWY characters are going to be important to the rest of the Kingdom Hearts story, there’s no reason to not make a sequel—especially since Square Enix seems to be really pushing the new Kingdom Hearts games, which is a blessing and a curse. The reason I don’t see this happening anytime soon is because Square Enix seems to really have its hands full between Kingdom Hearts and Final Fantasy VII. I’d love to be proved wrong and to hear this announced, but I certainly won’t get my hopes up until at least one of those projects are complete.
Silent Hills
There’s no suffering like the suffering of Silent Hill fans in recent years. It’s been a long time since Silent Hill has had a good game released, but Silent Hills (also known as P.T.) was ready to change that: Silent Hills was ready to bring life back into this dying cash cow of a franchise. Fans and new players alike were hopeful: I mean, why wouldn’t they be? Guillermo del Toro and Hideo Kojima were going to be working on it. There in lied the problem, though. Months later, Hideo Kojima left Konami, and Silent Hills left with him a cancelled game with no word on what was going to happen to it. To add insult to injury it was removed from the PlayStation store as well. In its spirit, an indie game called Allison Road hoped to fill the void that Silent Hills left behind, but only last week was cancelled. As far as we know, Silent Hills, despite its large following, is a dead project right now. Of the games on this list, I’ll admit that this one, while still unlikely in the near future, is still the most probable game of being announced on this list because it’s so recent and still so talked about—even by developers. The largest problem here though is Konami, who doesn’t seem very willing to want to reboot Silent Hill at all—let alone the right way.
Final Fantasy VI Remake
Now that VII has been confirmed for getting a remake, why not make the next fan favorite of the older Final Fantasy games? I played this game for the first time last year, and while I was thoroughly impressed enough to call it my second favorite Final Fantasy game, there was one thing I couldn’t stop thinking while I was playing it: This game would be absolutely astonishing in 3D. The environments, the characters, the combat, it’s all begging to see the light of beautiful HD graphics. I want to see Kefka’s face twist and writhe as he laughs maniacally, I want to see a more animated transformation for Terra, I want to see the opera scene as cinematically as possible—and I know I’m not the only one, as Final Fantasy VI is generally considered to be arguably the best 2D Final Fantasy game, as well as one of the best Final Fantasy games of all time. Kefka, in particular, is still usually called the best Final Fantasy villain since he’s the only villain to have actually succeeded in his evil plans. If Square Enix took a temporary break from making new Final Fantasy games after XV is complete to remake some of the older Final Fantasy games as they are with VII, I’d be perfectly fine with that.
A New .hack// Series (that will get an English release)
I will proclaim my overwhelming love of .hack until I die: The .hack games, particularly the G.U. Trilogy, are some of the finest JRPGs to have graced gamers. Despite this, we don’t really see much love for them here in the West. The last time a .hack game was released here were the G.U. games—not to say Japan got much more, they got .hack//Link (basically a spin-off game on the PSP, nothing horrendously important), a crossover campaign with a mobile Sword Art Online game, and a fighting game that wasn’t entirely well-received. Kite, BlackRose,and Haseo are all playable characters in the Project X Zone games, and that’s as close as the States have got in the last few years. Especially with G.U. Celebrating its 10th birthday this year, I think it’s about time CyberConnect2 or Bandai Namco or someone—anyone—announced a new .hack series. Especially with the implications we received in the .hack//Quantum anime and the End of the World movie that came out a few years ago, there’s plenty of ways to write a new storyline for a new, main series set of .hack games to be released both in English and in Japanese. At the very least, I’ll settle for an HD edition of either .hack series—something to make them more accessible, not to mention cheaper. Please, it’s been so long, we’re starving for new .hack content.
Portal 3/Half Life 3
Do I honestly need to explain these?