2437: Ultimate Fencer

0437_001

I finished up Fairy Fencer F: Advent Dark Force this evening, including getting the Platinum trophy, and I’ve come away thoroughly satisfied with what is possibly Compile Heart’s best game to date, although it’s a close-run thing between this and MegaDimension Neptunia V-II.

I was particularly impressed by how much the two new narrative paths diverged from the original Fairy Fencer F’s storyline — while they involve many of the same dungeons, locales and characters, the important stuff about the story is very different indeed, right from the characters’ personalities in some cases all the way to their motivations and eventual goals.

I found the fact that the game wasn’t afraid to be a bit dark to be very much in its favour. Its colourful Tsunako character designs would suggest an adventure similar in tone to the Neptunia series, but in actual fact Fairy Fencer F is lighter on the comedy, heavier on the drama and even tragedy at times. That’s not to say there isn’t any comedy at all — what comedy there is tends to be well-timed in order to lighten the mood after some particularly heavy exposition — but it’s not the main point of it all.

This seems to be a direction that Compile Heart is moving in with its recent releases, and one that it seems to feel comfortable with. The Neptunia series has been expressing greater confidence with storytelling as it has proceeded, too — while the first game felt a bit like a string of amusing events loosely tied together with the semblance of an overarching plot, mk2/Re;Birth2 took a much darker tone with some truly odious villains (and one of the series’ most notoriously unpleasant optional endings) and Victory/Re;Birth3 had a much stronger sense that it had been composed as a complete story rather than a series of episodes. As for MegaDimension Neptunia V-II, that had its darker elements — particularly towards the end — and consequently, narratively speaking, was the most “structurally sound” of the series.

I didn’t play the original Fairy Fencer F when it came out, but I’ve now experienced that game’s story thanks to Advent Dark Force’s Goddess arc. It’s clear that Compile Heart wants to experiment with more ambitious narratives, but thought, quite rightly so, that Neptunia probably wasn’t the best place to do it (although that said, mk2’s Conquest ending is effective precisely because it is so tonally dissonant with what you’ve been conditioned to expect from the rest of the series). Fairy Fencer F jumps in headfirst with a likeable cast of rogues, many of whom are a bit morally ambiguous, and which Advent Dark Force does a good job in exploring over the course of its three distinct narrative paths.

Perhaps most striking about Advent Dark Force is that it isn’t afraid to let main characters die — something that would be unthinkable in a Neptunia game, regardless of how dark the overall plot got — and it demonstrates this early on. In most of the narrative paths, which take place after a “time loop” at the end of the common route, then diverge in three very different directions, protagonist Fang seeks to atone for the deaths he directly or indirectly caused in the common route, with varying degrees of success. Each path features a different combination of characters from the complete playable cast, with some of these characters dying or even being on the “other side” in different routes.

Of particular note is the character Sherman, who — mild spoiler, sorry — is the villain in the original Fairy Fencer F story, but in the Vile God arc he spends a significant amount of time being the protagonist in Fang’s absence. In the Evil Goddess arc, meanwhile, he has a more complex role that I’ll leave for you to discover.

One of the other great things about the additional routes in Advent Dark Force is that it gives some of the “filler” characters from the original something to do. Fairy-loving scientist Harley, for example, doesn’t have a whole lot to do in the original game’s narrative, but in the Evil Goddess arc in particular she plays a leading role. Likewise, in both the Vile God and Evil Goddess arcs we see a lot more of the taciturn child assassin Ethel, including how she became the person she was and how it came to be that she could only communicate through the word “kill” with varying intonation.

After having finished all three routes, I’m left with the feeling that I have when I finish a good visual novel: I have a good, solid understanding of all the characters, the situations in which they found themselves and the world which they inhabited. And, if the post-credits sequence in the Evil Goddess arc — clearly intended to be the “true” path — is anything to go by, then I have little doubt that we’re going to see more of these characters in the future. I certainly wouldn’t complain about more Fairy Fencer F games if it gives Compile Heart a chance to spread their wings and explore more ambitious narrative themes — particularly if the game itself is as good as Advent Dark Force ended up being.

I’ll say one more time for now: if you’re still ignoring (or worse, deriding) Compile Heart games and call yourself a fan of JRPGs, you’re missing out on some great experiences. Fairy Fencer F: Advent Dark Force is a good entry point to start exploring their work for yourself if you feel a little overwhelmed by the amount of Neptunia out there already; if you enjoy good, traditional JRPG stories, solid combat, wonderfully loathsome villains (one of them even does the ol’ “ohohohohohoho!” beloved of ’90s anime) and a colourful, immensely memorable cast of characters you can’t go wrong with this one.

2428: Seal the Vile God… For Good!

0428_001

I finished my first playthrough of Fairy Fencer F: Advent Dark Force tonight. I completed my first playthrough, as I’m sure most people do, on the Goddess route, which is (mostly) the same as the PlayStation 3 original. Having never quite gotten around to the PS3 original, it was all new to me, so it was an exciting journey to take.

I found Fairy Fencer F  — the Goddess route, anyway — to be an interesting experience because it’s by far the most “traditional” RPG that Compile Heart has put out, in that it has a spiky-haired male protagonist who goes on an Oprah-worthy journey of personal growth over the course of the entire story, a band of plucky companions that he attracts to his cause through his own charisma and personal magnetism, a plot that involves aspects of faith and religion, and a suitably climactic battle against a supernatural being at the end.

This is in stark contrast to, say, the Neptunia series, where the overall plot is often the least important aspect of the game (though MegaDimension Neptunia V-II placed greater emphasis on the overall plot and was one of the best Neptunia games I’ve played as a result) and instead the main attraction is the developing relationship between the recurring cast members.

Fairy Fencer F is ample proof that Compile Heart has what it takes to butt heads with the masters of the genre, though, at least in terms of characterisation and storytelling. Their method of interacting with the game world affords it fewer opportunities for demonstrating the sheer level of detail Falcom puts into works such as the Legend of Heroes series — Compile Heart RPGs typically flow like visual novels punctuated by dungeon crawling rather than the more free-flowing experience that is a Falcom RPG — but the game nonetheless manages to paint a convincing picture of the world in which the story takes place, and the people who make the story happen. It achieves this by taking an approach Compile Heart also adopts in many of its other games: keeping the scale of things relatively small. Fairy Fencer F features only one town and a few dungeons in its immediate (rather geographically diverse) vicinity, and consequently you get to know the area and the people in it pretty well, both through the main story and the optional interactions with incidental characters around the town and its various locations.

Of particular note in the story as a whole is the protagonist Fang and his relationship with the two leading ladies of the piece: his fairy Eryn, with whom he constantly bickers but obviously trusts absolutely, and Tiara, whose first encounter with Fang and Eryn comes when she tricks them into drinking paralytic tea so she can steal the Fury the duo were in pursuit of. Tiara in particular demonstrates herself to be a complex character over the course of the complete narrative, and while the big “revelation” about her identity may not be a big surprise to those who have played a lot of RPGs, the story takes some very surprising twists and turns, particularly immediately leading up to the “split point” where the new version diverges into three different narrative paths.

Also noteworthy is the game’s tendency to demonstrate that people aren’t necessarily always as “good” or “evil” as they might immediately appear. Indeed, one of the most squeaky-clean characters in the game turns out to be a bit of a bastard, while overtly playing for Team Evil is a noble swordsman whom Fang can eventually recruit to his cause (fail to do so and he kills himself, a shot of darkness I’m not entirely used to seeing in Compile Heart games!), a young woman who spends her free time caring for orphans using the Obligatory Big Bad Corporation’s funds, and a salaryman who is only perpetrating less-than-noble deeds to care for his wife and child, whom it is clear he genuinely loves a great deal.

This “people aren’t exactly what they seem” theme is also seen to a lesser extent through Tiara, who acts like a “proper lady” — her Japanese speech is riddled with watakushi and desu wa, both of which are verbal signals that we’re dealing with someone who either is “noble” or at least wants to put across the impression that they are — but is actually, as Fang puts it, “nasty” underneath. And the trope is explicitly lampshaded in the form of the character Pippin, who appears to be a strange green cat-like creature, and who constantly extols the virtues of not judging a book by its cover. Indeed, Pippin remains something of an oddball enigma right up until the very end of the game, but after a while you just start thinking of him as an odd person, not an odd green cat-like creature.

All in all, my 50-hour first playthrough of Advent Dark Force leaves me feeling like it’s Compile Heart’s strongest game to date — yes, even better than the already excellent MegaDimension Neptunia V-II — and hungry for more. Fortunately, there is more — I have two more narrative routes to play through, plus a Platinum trophy to chase. I’m particularly interested to see how the two other narrative routes differ from the Goddess route — whether it’s a few changed events or a complete restructuring of the story. I’m kind of expecting the latter based on what I’ve seen people discussing, but either way, I’m looking forward to spending more time with this great cast of characters.

Serious talk: if you’re still rejecting Compile Heart games just because they’re Compile Heart games, you’re missing out on some truly great RPGs. Including this one.

2418: The Bonds of True Friendship

0418_001

As someone who, for the most part, tends to put narrative concerns front and centre when considering what to entertain himself with, it probably won’t surprise you to hear that the main thing that draws me to my favourite genre of video game — RPGs — is not the stat-crunching mechanical goodness that goes on behind the scenes (though good mechanics can make a game I’m already emotionally invested in even more satisfying) but the almost overwhelming sense of camaraderie and “all being in it together” that a good ensemble cast brings to the table.

When considering narrative tropes, this sense of comradeship is regarded as “true companions” or sometimes nakama, from a Japanese word that translates to “friend” or “comrade”. Indeed, if you turn the Japanese voices on in many JRPGs, you’ll hear the word nakama used pretty liberally when characters are talking about their friends and travelling companions in the party; it’s a contrast to another Japanese term referring to friendship, tomodachi, which is typically used when talking about friends in a more social, casual manner. To put it crudely, your nakama friends are the ones who travel with you, who will go to the ends of the earth with you, the ones who are closer than family; your tomodachi friends are the ones you go down the pub with once or twice a month and talk about girls or football.

This sense of true companionship is, for me, what defines a great RPG story, and it’s a big part of why I find solitary experiences like Skyrim and Fallout — which, mechanically at least, ought to be right up my alley — so fundamentally unsatisfying: you don’t get that sense of being part of a group of people with complex and interesting relationships.

So with that in mind, I thought I’d share some of my favourite ensemble casts from the past few years. You can probably guess at least one of them.

Neptune and the gang

Yup, you were right! The biggest thing that keeps me coming back to the Neptunia series time after time — and the thing that kept me persevering with the shaky first game in the series — is the wonderful sense of camaraderie between the characters.

Interestingly, Neptunia’s cast can be split into a few different elements, each of which overlap a little and which all have Neptune as their common element.

First up, you have IF and Compa, who will always have an important place in any Neptunia fan’s heart due to them being pretty much the first characters you have a meaningful conversation with in the series. IF and Compa are friends, but also a study in contrasts; IF is somewhat sullen and tsundere (with a secret otaku side) while Compa is feminine, ditzy and honest. They’re good foils for one another, and with the chaotic personality of Neptune in the middle, just these three make for a good cast by themselves, and indeed a significant portion of the original Hyperdimension Neptunia consisted of just these three core cast members fighting alongside one another.

Then you have the more well-known faces of the series, the CPUs Blanc, Noire and Vert. These were introduced in the original Hyperdimension Neptunia almost as antagonistic characters, but over time their personalities have softened somewhat, and the four of them (including Neptune) have become very close friends with one another. Once again, they work as a group because of how they contrast with one another. Noire is determined and driven to a fault, but secretly wishes for close friendships; Vert likes to play the older sister but in many ways is one of the most immature of the group, often disappearing for days at a time to indulge in her hobbies rather than doing her job; Blanc, meanwhile, despite her youthful appearance, seems calm and mature until something — it doesn’t take much — attracts her ire, at which point she becomes a devastating force of fury.

mk2 onwards introduced the sisters of the CPUs to the series, and again, they made heavy use of contrast to make them stand out from one another. Neptune’s sister Nepgear, for example, is the opposite of Neptune in almost every way: she’s smart where Neptune is dim; she’s articulate where Neptune tends to let her mouth run away with herself; yet she’s timid where Neptune is (over)confident. Blanc’s twin sisters Rom and Rom contrast both with each other and with Blanc, with Rom being quiet and shy, while Ram is loud and rambunctious. And Noire’s sister Uni, in her own way, contrasts with the rest of the group altogether by actually being similar to her sister — a little too similar at times, so closely does she follow in her sister’s footsteps.

All together, you have a substantial ensemble cast with a variety of contrasting character types. They often clash with one another, as contrasting personalities tend to do, but their shared hardships and common goals bring them together time after time. The particularly dark mk2/Re;Birth2 story is arguably the catalyst for their closeness, thanks to the especially unpleasant events that occur therein, but by now their relationship has grown so close that each new Neptunia game feels like being reunited with a group of old friends. It’s a delight.

The Witcher

The Witcher series is an unusual case in that they’re not party-based RPGs, but they nonetheless carry a strong sense of camaraderie, friendship and even romance between their major characters. This is helped along in part by the fact that the games are based on some already extensive pre-existing lore from the original novels, but even if you’re unfamiliar with the source material, The Witcher’s relationships are a real highlight of the whole experience.

For starters, despite protagonist Geralt usually working alone for each of the games, there’s a strong sense of comradeship between him and his fellow School of the Wolf witchers, some of the last remaining witchers in the world. Months or even years can pass between them seeing one another in some instances, but when they do meet up with one another, it’s like no time has passed. The Witcher 3 in particular plays with this delightfully in a scene where Geralt and his witcher buddies get absolutely hammered before going to try on the fancy outfits of sorceress Yennefer, Geralt’s significant other (or onetime squeeze, depending on how you’ve chosen to play that particular subplot out) and play with her megascope. In game terms, it’s utterly irrelevant to the main plot and doesn’t give you any mechanical benefits, but it’s a beautifully captured moment that emphasises the fact that despite the work of witchers typically being solitary, they, too, still have need of the ties of friendship.

Then there are the recurring characters like Dandelion the bard and Zoltan Chivay the, um, dwarf. These characters show up throughout the novels and all three games, and their relationship with Geralt is likewise one of close friendship and trust. Indeed, the bond between Dandelion and Geralt is so seemingly close that all the in-game journal entries tracking your quests are written not from Geralt’s perspective or even that of an omniscient third-person non-participant narrator, but as if Dandelion is narrating Geralt’s tale in the past tense to an eager audience. It’s a nice touch.

The Witcher prides itself on shades of grey, though, and this is true for Geralt’s relationships, too. In The Witcher 3 in particular, Geralt will come into contact with a number of people with whom he’s had dealings in the past, many of whom will seem like unquestionable friends if you’re unfamiliar with their history. Yet depending on the choices you make and Geralt’s subsequent actions, their relationships can take some very surprising — sometimes tragic — turns. The arc with former spymaster Dijkstra in The Witcher 3 is particularly interesting to see play out.

The Witcher, then, definitely has an ensemble cast of the kind I find particularly appealing, even if they’re not all there obediently running along behind Geralt for the whole game. In the case of The Witcher 3 in particular, it’s proof positive that it’s more than possible for the Western open-world RPG to pull off this sense of “true companionship” — even without a persistent party — and that Bethesda should consider trying a bit harder in this regard with future Elder Scrolls and Fallout games.

Tales of Xillia

Two of my favourite RPGs in recent years were Tales of Xillia and its sequel, and the strong ties between the party members in those games are what made those games special for me.

The first Xillia had two overlapping storylines that were mostly identical apart from their very beginning and a significant chunk in the middle. The two protagonists were Jude, a somewhat idealistic young medical student who gets swept up in a series of rather peculiar events, and Milla, a mysterious young woman who claims to be the earthly incarnation of the deity Maxwell.

The journey through the two Xillias is very long, but its epic nature works to its benefit, because it allows us to get to know the two protagonists and the party members they gather around them very well indeed. There’s Jude’s childhood friend Leia, who is clumsy but charming; there’s butler Rowen, who turns out to be a highly regarded former general; there’s the cynical mercenary Alvin who seems like a pleasant enough “big brother” type but is clearly hiding something; and there’s young girl Elize, who captures the feeling of a young girl being alone in the world and finally finding people who understand her perfectly.

Xillia’s cast works because of the game’s frequent use of “skits”, where action stops for a moment and the party members have a quick chat about something. This might be important to the plot, or it might be seemingly irrelevant information, but all of it is essential to the characterisation of the group as a whole. In the first game in particular, Milla is the centrepiece of the group, and we come to understand the world of Rieze Maxia through her eyes, with her party members explaining and supporting her along the way. That said, Milla isn’t a helpless waif by any means; on the contrary, on more than one occasion her companions have to hold her back from getting a little too inappropriate with her explorations of life among the humans.

Xillia 2 takes an unusual step in this day and age by actually being a direct sequel to the first game. All the characters from the original make a reappearance, along with a couple of new ones — just enough to keep it feeling a bit different from the original, while still familiar and recognisable as a continuation of the same story. Interestingly, Xillia 2 introduces a new protagonist named Ludger, and for your first playthrough he’s an almost entirely silent protagonist, his contributions mostly being limited to grunts and gasps. (Calm down.) There is a narrative-related reason for this that I shan’t spoil for you here, but the use of a silent protagonist is also often a way of making the player feel like “they” are in the world rather than just controlling a character who isn’t them.

Regardless of the reasons for his silence, Ludger forms a suitable nucleus for the party in much the same way as Milla did in the first Xillia game, and once again we’re treated to a variety of enjoyable skits on a variety of subjects, both plot-relevant and inconsequential. By the end of the two games, you really feel like you’ve been on a lengthy journey with a group of people who have come to be close friends.

Persona 3 and 4

Shin Megami Tensei purists may thumb their nose at the later installments in the Persona series, but for me the thing that made them special to me is their strong emphasis on the bonds between people.

In both Persona 3 and 4, these bonds take many forms. They might be the bond between the protagonist and a member of an extracurricular club he attends, who gradually grows comfortable enough to open up a bit about their own concerns. Or they might be the bond between party members who come to understand one another as events start spiralling out of control around them.

In Persona 4 this latter case is particularly true, given that the majority of the dungeons are themed around one of the characters confronting their “true self” and admitting something that they would previously rather keep quiet about for one reason or another. The game goes to some surprisingly daring places in terms of subject matter, though it also leaves a few bits and pieces just ambiguous enough for you to come to your own interpretation of what you just witnessed.

Like Xillia, one of the biggest strengths of both Persona 3 and Persona 4 is the sheer amount of time their respective quests take — and the fact that, in both games, you can actually see how much virtual time you’ve spent in the world thanks to the ever-present readout of the in-game date, which also acts as a reminder that each month, you are on a tight deadline to ensure things don’t go horribly wrong for someone you know.

The sheer amount of time you spend with the characters in both Persona 3 and coupled with the game’s setting in a school and its surroundings means that you really come to think of these characters as friends by the end of the game. This makes a relatively minor aspect of Persona 4’s ending, where you leave on a train and see all the people whose lives you touched standing on the platform to see you off, incredibly touching and borderline heartbreaking. It is likely no coincidence that one of the most frequently heard pieces of music on the soundtrack is called Heartbeat, Heartbreak.

The Witch and the Hundred Knight

This is an unusual one in that it’s an action RPG in which you play a distinctly non-human silent protagonist and don’t actually have a party gathered around you at all times, but nonetheless it manages to have that strong sense of “true companions”, with numerous characters who go through significant developmental arcs over the course of the complete narrative.

In The Witch and the Hundred Knight, you play the Hundred Knight, a mythological creature that turned out to be a bit disappointing in the flesh. You were summoned by the witch Metallia, who lives by herself in a swamp and is pretty much a psychopath. Your stated aim at the outset of the game is to spread Metallia’s swamp across the land so she is able to move freely and dominate the world — she can’t go far from her swamp — but over time things become much, much more complex.

The Hundred Knight, despite being the playable protagonist, is in many ways the least important part of the plot, though his actions do serve as the catalyst for most of the major plot beats throughout the narrative. Instead, the story is about Metallia: why she is so angry, why she is so violent — and why she is so sad. The tale itself features some gut-wrenchingly horrible moments to depict Metallia’s seemingly “beyond redemption” status, but her growth as a character across the entire narrative — a process witnessed and helped along by a young cursed noblewoman called Visco, who eventually becomes very important to Metallia — and the three possible finales, none of which can be called particularly “happy”, makes for a game that takes the unusual step of being an outright tragedy in terms of its narrative.

The story works, once again, because of the close bonds between the characters. We see how horrible Metallia is at the beginning of the game, and we see how poorly she treats Visco. But we see how Visco keeps coming back for more, obviously seeing something in Metallia that others don’t, and we see how Metallia, despite continuing to be foul-mouthed and aggressive, softens a little as she realises that she is developing feelings of friendship — arguably more — for this young woman cursed with the face of a dog. I shan’t spoil the “bad” ending (which is actually the most significant ending, despite the game’s terminology) but suffice to say the Metallia at the end of the game is a completely different person from the one at the beginning, and as the Hundred Knight, we’ve been there to see that whole process.

Fairy Fencer F

And perhaps most relevantly, given that I’m still playing through it at the moment, I was delighted to discover that Fairy Fencer F has a wonderful ensemble cast, too — and despite its aesthetic similarities to the Neptunia series thanks to artist Tsunako on character design duty, it has an overall darker tone to its stablemate, allowing for its characters to share hardships and sadness as well as good times with one another.

Like Neptunia, FFF’s cast can be split into a number of components. There’s the core cast of playable characters who centre around protagonist Fang, who is initially lazy and cynical, but later turns out to be far more responsible and caring than he would care to admit. Then each of these characters has a companion fairy, who form a sub-cast of their own who are usually with their human partners, but sometimes get the chance to do things by themselves. Then there’s a cast of villains, too, but without spoiling too much, let’s just say that on the Goddess route, at least — the narrative path that comprised the original Fairy Fencer F, rather than one of the two new ones introduced for the PlayStation 4 version — the lines between “good” and “evil” are frequently blurred to quite a significant degree.

An crucial moment at the midpoint of Fairy Fencer F carries more emotional weight than I’ve ever seen from a Compile Heart game, eschewing the company’s usually breezy comedy and satire — both of which are present in Fairy Fencer F when appropriate, make no mistake — in the name of something truly awful happening as a catalyst for one of the three subsequent divergent narrative paths that follow. This moment only works because of the first half of the game, in which we get to know Fang and his ragtag group of companions very well indeed, and because of its sharp, surprising contrast with what we, the player, had been led to expect would happen at that point in the story.

I haven’t yet seen how things turn out. I can guess, but given that this game has already surprised me more than once with the direction its narrative takes — mostly with regard to how dark it gets at times — I’m not going to believe it until I actually see it. It’s been an enjoyable journey so far, though, so I’m looking forward to seeing how it ends. And then seeing the other two ways in which it ends after that.

2402: The JRPG Protagonist as a Sign of the Times

0402_001

Playing Fairy Fencer F: Advent Dark Force this evening, I was struck by a thought about JRPG protagonists over the years and how they often tend to reflect some of the prevalent attitudes from the time in which they were first written.

Perhaps more accurately, JRPG protagonists often tend to reflect some of the prevalent attitudes in the games industry rather than in society at large, but nonetheless, it is clear that things have changed somewhat over time.

Consider the early days of JRPGs: the first Final Fantasy, the first Dragon Quest. These games featured protagonists that were silent and had no story or characterisation behind them save for “you are legendary hero”. They were intended primarily to be an avatar for the player: a means for the player to put themselves inside the game, to inhabit the game world, to become that legendary hero. This reflects how many computer and video games were marketed at the time: on the basis that they allowed you to live out fantasies that were impossible — or at the very least unlikely — in reality. Where games had narration, it was in second-person; marketing materials put the emphasis on “you” rather than the name of the protagonist, if they even had one.

Advance a few years as RPGs started getting a little more comfortable with storytelling. We have the early days of the Ys series, for example, where protagonist Adol Christin was still silent, but he had a certain amount of personality about him that could be understood through the way people reacted to and communicated with him. While the Ys games have their dark moments, the overall tone of them is rather light-hearted, being all about the joy of adventure and discovery; once again, the player was brought along for the ride, but this time, they were a companion to the protagonist rather than being the protagonist.

As we moved into the 16-bit era, games started to become more sophisticated and the increased amount of storage capacity available to developers allowed them to be a bit more ambitious with their storytelling. From Final Fantasy IV onwards, we started to get much more well-defined characters in the main cast, and the same, too, was true for longtime rival Dragon Quest. We still had our silent protagonists — our Adols and our Links — but where our protagonists had a voice, they often had noble intentions or goals: to help people, to save the world, or sometimes simply for the joy of adventure. This overall air of positivity about many of the games of this time was a reflection of this period being regarded as something of a “golden age” for games: everyone was excited about what the 16-bit consoles could do, and as rumours started to leak out about the upcoming 32- and 64-bit offerings from Sony and Nintendo respectively, it was an exciting time to be a gamer.

This air of positivity continued throughout the PlayStation/Saturn/N64 era, and can be seen throughout the numerous role-playing games that graced these platforms — although Nintendo’s console, being cartridge-based, often got left behind due to developers having grand ambitions that often required the extensive storage capacity of CD-ROM to fully realise. At the same time, though, a hint of darkness started to creep in. With Final Fantasy VII, we had the beginning of the “moody protagonist” trope with Cloud Strife, which was subsequently continued with the sulky Squall in Final Fantasy VIII before reverting to form with Zidane and company in Final Fantasy IX. The arrival of moody, angsty heroes on the scene corresponded roughly with a sharp rise in teens expressing themselves through music and counterculture; Cloud and Squall hit the scene around the same time many of us were listening to Nirvana and contemplating slitting our wrists to Radiohead.

That seed of darkness took root, but didn’t flourish just yet. The Dreamcast and PS2 era saw a continuation of the overall air of positivity and the joy of adventure in role-playing games, with a few notable exceptions. Ryudo from Grandia 2 on Dreamcast stands out in many players’ memories as being a bit different from the norm. He wasn’t all “let’s adventure!” like more traditional RPG heroes, but he wasn’t really angsty like Cloud and Squall. His attitude erred more towards the bleaker side of things, though; he was cynical and pessimistic on many occasions, but ultimately he did the right thing. I highlight Ryudo in particular here as the starting point for an increasingly common trope we’re seeing these days.

In the PS3 era, we started to see JRPG protagonists diverge in two different directions, more often than not distinguished by gender as much as attitude. Female protagonists tended to be lively, energetic, positive and full of life, but often inexperienced or incompetent, at least at the start of their adventures — the Atelier and Neptunia girls are good examples of this — while male protagonists weren’t necessarily tormented or angsty as such, but the air of cynicism which Ryudo had introduced in Grandia 2 started to become increasingly apparent with every male-fronted JRPG.

How this connects to Fairy Fencer F is simple: protagonist Fang is a cynical, lazy lout who is primarily out for his own gratification, at least at the start of the story. As the adventure progresses, he does naturally start to think about others as much as — or even more than — himself — but his intense cynicism, his unwillingness to be bothered with anything that sounds too troublesome, feels very much like a response to prevalent attitudes in a lot of gaming today. Many people can’t be bothered with anything that’s difficult or troublesome; if something’s supposed to take a long time they need to find the most “efficient” way, even if that’s also the most boring way; and if the opportunity comes up to bypass hard work for the same rewards — paying up to skip content or get overpowered equipment, watching YouTube videos of endings — then many people will take it.

Of course, there’s a kind of delicious irony about Fang as commentary on the laziness and cynicism of many people in modern society in a game by Compile Heart, which will inevitably be hundreds of hours long and filled with lots of grinding and busywork. But given the company’s history with using games as satirical works — primarily through the Neptunia series, but Fairy Fencer F has, so far, despite a darker, more serious tone, dipped its toes into satire too at times — this irony is doubtless entirely intentional, and Fang’s growth as a character over the course of those hundreds of hours is symbolic of those people who aren’t cynical, who are willing to put the “work” in to fully enjoy a game. His development, then, mirrors the player’s own journey in many ways: breaking through the endless cynicism, laziness and grumpiness that pervades the modern online sphere to find that stepping out into the wider world is rewarding in its own way.

Or perhaps he’s just a grumpy old sod. It’s nearly 3am. Humour me.

2383: Fencing with Fairies

0383_001

Doubtless I’ll be writing about this in more detail at some point in the near future over on MoeGamer, but while it’s still new and fresh I thought I’d give some initial impressions on Fairy Fencer F: Advent Dark Force, Compile Heart’s latest PS4 release.

FFF:ADF, as I will refer to it hereafter, is a Neptunia Re;Birth-style reimagining of the PlayStation 3 game Fairy Fencer F. It includes the whole story of the original game, updated and expanded with all-new mechanics, plus a whole bunch of brand new content as well, making for what looks to be an absolutely sprawling mammoth of a JRPG that I’m very much looking forward to sinking my teeth into.

For the uninitiated, FFF:ADF casts you in the role of Fang, a lazy asshole who we’re introduced to as he’s been locked in prison for stealing bread. Three days earlier, it transpires, Fang pulled a legendary sword known as a Fury out of the ground, and thus found his fate inextricably intertwined with the adorably cute but rather headstrong fairy Eryn. Fang, wanting nothing more than a good meal and a warm bed, finds himself rather hastily recruited into a quest to find all 100 other Furies scattered around the world and use the power of the Fairies within to wake up the Goddess and prevent some sort of horrible catastrophe from occurring.

FFF:ADF follows Compile Heart’s usual RPG formula fairly closely. Town scenes are menu-based and allow you to visit a number of different locations to purchase and sell items or just chat with NPCs. As you progress through the game, more facilities become available in town.

When you leave town, you’ll likely be entering one of the game’s dungeons, which are filled with enemies you can see wandering around the map, and perhaps an event and/or a boss fight to complete.

Striking an enemy with your weapon while you’re in the field — a challenge made significantly easier than in the Neptunia series by the simple addition of a visual and auditory cue when you’re in range to connect a hit — allows you to get the jump on an enemy; mistiming it or letting an enemy run into your back, conversely, lets them ambush you.

Combat initially appears similar to the Neptunia series but there’s a few twists on the basic formula. For starters, characters only begin with a basic attack rather than a multi-hit combo. Multi-hit combos can be unlocked later — and they include fighting game-style techniques such as launching and juggling enemies — but initially the bulk of your damage will probably come from your special skills, which are further subdivided into weapon skills and magic spells.

The thing that’s looking most interesting about FFF:ADF at this early stage is its progression system. Whereas Neptunia’s character progression was completely linear — though once you unlocked abilities you could customise your characters to a minor degree, and Megadimension Neptunia made more of this by making different weapons capable of different combos — in FFF:ADF you earn WP (“Weapon Points”) through combat, which can then be spent on unlocking abilities, buffing stats and activating passive skills. In practice, there’s probably a “right” order to unlock things in — and if previous Compile Heart RPGs are anything to go by, you’ll probably unlock everything by the time you’re through — but it’s nice to at least feel like you have some options.

Other cool features include a battle system that allows up to six party members at a time, which will hopefully make for some interesting encounters later in the game — I only have two characters at present! Neptunia’s Challenge system is back, too, providing you with useful stat boosts in exchange for completing various tasks.

It’s early days yet, but FFF:ADF looks like Compile Heart’s most polished title to date; there’s none of the weird screen tearing from Omega Quintet and, so far, none of the frame drops of Megadimension Neptunia, and the 2D art (courtesy of Neptunia artist Tsunako) is as gorgeous as ever.

I’m looking forward to seeing what this game has to offer; everything I’ve heard from people who have already played it makes me feel like it’s going to be a really solid JRPG, and I’m excited to see what other gameplay features I’ll be fiddling around with as I progress further.