2332: A Musical Journey

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Let’s try a little experiment, shall we? I’m going to start with a YouTube video of a piece of music I really like. Given that I’ve just come off a session of Ys Origin, let’s make it a piece from Ys Origin. After that I’m going to see where the Related Videos take us, and we’ll go on a little journey. I’ll try and give a bit of useless trivia for each track.

To give things a bit of variety (though I’m not promising quite how much!) I’ll pick the first Related video that isn’t 1) a Recommendation for me based on past viewing and 2) from the same game, movie, whatever as the previous one.

Ready? Here we go.

This is the theme that plays in the final area of Ys Origin, and I particularly like it because it uses one of my favourite soundtrack techniques: making use of the main theme in a different way to how it sounded originally. When used in a finale sequence, as it is here, it gives the whole thing a nice feeling of “closure” — or at least of approaching the end, anyway.

To put it more simply, effective use of this technique can get you seriously pumped for the final battle. And Ys Origin certainly does it well.

Onward!

I haven’t played Ys: The Oath in Felghana yet, but it’s probably next up after I finish with Ys Origin. As such, this is the first time I’ve heard this piece, and I’m pleased to hear that it has Falcom’s distinctive prog rock-inspired sound about it. While I don’t really know a lot about prog rock itself, I do like the sound of music inspired by it, and it seems there are a number of Japanese groups that do it very well — Falcom’s sound team being one. (Nobuo Uematsu’s bands The Black Mages and The Earthbound Papas are some others, though they do arrangements of game music rather than directly soundtracking games for the most part.)

Unsurprisingly, YouTube is taking us on a distinctly Ys-ian journey. Again, I haven’t played this game, so it’s my first time hearing this track, and initial impressions are good. Again, it has the melodic rock sound to it, but it also makes use of some violin melodies, which I often find sound really nice in the context of instruments you might not typically associate violin with. Other examples of this being done well include its combination with electronic instruments in Final Fantasy XIII’s main battle theme, and as part of a distinctly modern-sounding pop ensemble in Omega Quintet’s two battle themes.

Yet another Ys I’m yet to get to, and I know I have at least a couple of friends who count this soundtrack among their favourites. The timbre of this one’s soundtrack is a little “cleaner” and perhaps more artificial-sounding; there’s certainly some synthesised brass going on, but the guitars and solo violins sound fairly convincing.

The slightly more artificial sound of the music is presumably down to Ys VI being an earlier release than Oath in Felghana and Origin, and Falcom’s sound team still refining and developing their sound with new tech and capabilities.

We’ve escaped the Ys series! And we find ourselves involved with another Japanese video game company’s internal sound team that is world-renowned as being Rather Good. In this case, we’re with Gust, developers of the Atelier and Ar Tonelico series, both of which have simply lovely soundtracks.

This particular piece is from one of their slightly lesser known games, Mana Khemia, which is often regarded as part of the Atelier series due to its thematic and mechanical similarities.

And speaking of Atelier, here’s a track from one of the more recent ones. It very much sounds like the distinctive sound Gust has put together for the Atelier series over the last few installments, featuring prominent use of traditional “folk-style” instruments such as harmonica and penny whistle.

I’m also a big fan of this track’s title.

Staying with Atelier and moving forwards in time, this is from Escha and Logy, a game I don’t know a lot about but know is reasonably well regarded in the Atelier canon. There’s a pretty cool guitar solo in the middle of this track, too.

And we’re up to the most recent Atelier game, Atelier Sophie, and a track with a pretty magnificent rhythm guitar part. There’s also a hint of Nights of Azure in there with the prominent use of harpsichord/clavichord. In fact, this whole track wouldn’t be out of place in Nights of Azure.

YouTube agrees. Nights of Azure was a really great game that I enjoyed a lot, and a big part of that was due to its wonderful soundtrack, also the product of Gust’s sound team, but clearly heavily inspired by Michiru Yamane’s work on the older Castlevania games. This sort of Gothic rock is perfectly fitting with the game’s fast action and overall tone, and contrasts nicely with the more gentle music used in its story sequences.

Let’s do two more, or we’ll be here all night. This one’s from Megadimension Neptunia V-II, a game which I’m sure you already know I liked a whole lot. This particular track was one of my favourites due to its heavy use of some distinctly retro-sounding synthesisers, which brought to mind a few things: the synthesised music of Sega Mega Drive/Genesis games, and the once-fashionable .MOD format of digital music, which effectively used short, digitised samples as “notes” on a virtual synthesiser-sequencer and allowed those who knew what they were doing to put together multi-track compositions.

Last one!

Eternal Sonata was an extremely peculiar concept for a game in that it’s an RPG based around the noted Romantic composer Frederic Chopin. In keeping with that, the soundtrack has a distinctly Romantic feel to it, with authentic orchestral instruments used to give the music a very different feel to more obviously “gamey” pieces. The game also used some of Chopin’s work directly in its soundtrack.

2284: Nights of Azure: Encounter in the Abyss

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I only have a couple of trophies left before I have the Platinum on Gust’s action RPG Nights of Azure, and I’m coming away from the game very impressed. I wasn’t quite sure what to make of it to begin with — though I adored its aesthetic and narrative — but once I got my head around its unconventional systems and subversions of standard RPG mechanics, I was well and truly enraptured.

The game has excellent combat. I was concerned that it would be a little hack-and-slashy when I first started playing, but as it progresses and you open up more and more systems and options for yourself, it becomes really interesting. In fact, oddly enough, one game that I’m constantly reminded of while I’m playing Nights of Azure is Final Fantasy XIV, of all things; while the two games may not appear to have much in common initially, one being an action RPG and one being a hotbar-and-cooldown-based MMO, I maintain that Nights of Azure is what Final Fantasy XIV would play like if it was a single-player action game.

Perhaps I should clarify that. Both are based on making good use of a gradually expanding roster of abilities that you unlock bit by bit as you progress through the game, rather than outright customisation (though Nights of Azure has considerably more customisation when it comes to equipment than FFXIV, with up to four items being equippable, each having both an effect on Arnice’s stats and some sort of special effect). Both are based on a combination of open world adventuring (albeit in Nights of Azure’s case, said “world” being just one town) and linear dungeons with boss encounters. And in both cases, said boss encounters are based heavily on learning the boss’ attacks, how to avoid them, making sure you don’t stand in area of effect markers, and recognising when it’s safe to attack.

This latter aspect is particularly apparent in the later hours of the game and especially the “epilogue” chapter after you beat the final boss for the first time. The “epilogue” is actually a retread of the last chapter with some additional content and the ability to raise Arnice to the level cap of 11 rather than the previous 10; she also gains the ability to transform into Nightmare form as well as her previous Demon, Moon Rabbit, Phantom and Armour forms. More importantly, totally completing this final chapter unlocks the “true” ending, which I haven’t seen yet, since I’m cleaning up the last few trophies first.

Throughout the game, there are a number of boss battles. These are all very good and have a nice amount of variety between them, but for me, the absolute highlight of the game’s battles has been the optional “Abyss” battle in the Arena. The Arena is initially designed as a place to practice the various techniques you’ll need to use in the game, ranging from chaining long combos to defeating enemies using only your summoned Servans. “Abyss”, meanwhile, is the culmination of everything you’ve learned, in theory, pitting you against the toughest individual foe in the game over the course of several phases; a fight that rivals some of Final Fantasy XIV’s raid bosses in its complexity.

Let me explain how I beat the fight and you’ll see.

Your opponent is a demon girl fiend — Yfritte, I believe, though don’t quote me on that. She’s a level 11 opponent — enemies in the game go up to level 15, and your Servans can level this high with an appropriate ability, though Arnice herself can only level to 11. Unlike similar-looking enemies you might have encountered elsewhere in the game, Yfritte (as we’ll call her, even if she isn’t) has about a bazillion HP and, it becomes clear immediately after engaging her, isn’t going to go down without one hell of a fight.

You start across the Arena from Yfritte with no Servans summoned. I summoned all my Servans immediately — my main party consisting of Alraune (healer), Plumie (ranged damage dealer), Toy Trooper (group of damage dealers) and Toy Sentinel (single damage dealer, hits lots of times) — and straight away set off Toy Trooper and Toy Sentinel’s Burst attacks to deal some initial damage to Yfritte.

Using Arnice’s Blood Sword, I alternated between using the Special attack, which knocks Yfritte down for a couple of seconds, and the Weak attack, which, with the Vlad’s Crest item I had equipped, restored Arnice’s SP quickly enough to perform Special attacks almost indefinitely, effectively stun-locking Yfritte. This process repeats until about 80% of her HP, at which point she summons two Manticores.

The Manticores can Paralyse you and your Servans, so it’s a good idea to have status-repelling abilities or equipment on at least Arnice and your healer. They also have a nasty multi-hit fire breath attack, so staying behind or to the side of them is a good idea. Continue alternating Weak and Special attacks to repeatedly knock them down until Arnice’s Transformation bar fills, at which point the combination of Servans I had equipped allowed me to transform into the speedy Moon Rabbit form.

Moon Rabbit’s Special attack needs 100SP, but it’s a huge area-effect attack that hits lots of times — and, with Vlad’s Crest equipped, this means that 100SP is regenerated almost immediately if you hit more than one target with it. It also inflicts Bleed for some damage over time, so it’s good for upping your average damage per second. I repeatedly triggered Moon Rabbit’s Special Attack, taking care to catch Yfritte and the two Manticores in the AoE, until the transformation ran out, by which point the Manticores were dead and Yfritte had a chunk of life missing.

There now follows a short phase where Yfritte is by herself. She flings missiles at you from a distance, some of which home in on you, and sets off close-range area effect abilities when you’re up close, some of which are powerful enough to one-shot Arnice. Distract her with your Servans — use Alraune’s Mega Heal to top up their HP if necessary — and return to the Weak-Special combo to keep her off-balance.

After a while, she’ll summon a huge number of level 1 Shadows. Move away from Yfritte and hack and slash through the Shadows to build up both SP and the Transformation bar. It’s potentially worth unsummoning your Servans at this point, as the Shadows don’t hit hard and if you keep clear of Yfritte (and avoid her missiles) you won’t take a lot of damage. Plus when you re-summon the Servans, they’ll have full SP again, although their HP will be where you left it, so be ready to heal if necessary.

I had a second deck of Servans set up to transform Arnice into Nightmare form, so I took the opportunity to use this powerful transformation once the bar was full. Nightmare form has a wide arc ranged attack that hits multiple times as its default weak attack, so spamming this and avoiding Yfritte’s missiles does a significant amount of damage in a short space of time. Once I was safely in Nightmare form, I switched back to my initial deck, summoned Alraune for healing purposes just in case a shot got through, and prepared for the next phase.

The next phase comes when Yfritte summons a huge blue area of effect marker on the ground. This inflicts poison and is also slippery ice, so having status resist abilities or equipment is a good idea, particularly on Alraune. The Mermaid’s Tear item completely nullifies any area-effect abilities, so this effectively allows Alraune to shrug it off and continue healing you. Don’t summon any other Servans until the AoE disappears, since they’re dumb enough to blindly charge straight into it, get poisoned and die straight away. Once it goes away, however, go nuts; return to the Weak-Special combo to knock Yfritte off balance until the next phase starts.

Next up, Yfritte summons a doll who chucks toys at you, which can be easily avoided, and a spirit-type who we’ll affectionately refer to as the “bullet hell fairy”. Kill the doll first, since it’s not got many HP and will go down quickly. The bullet hell fairy is a little more troublesome, since she repeatedly summons large groups of bullets which then explode for significant damage. You can see where they’re going to appear and get out of the way of them; use the Follow command on Servans to get them out of harm’s way. They’re always in the same formation: one at “twelve o’clock”, then two more at “eight” and “four”. Take care to continue dodging Yfritte’s bullets and close-range AoEs while you deal with the fairy.

By now we’re getting close to the end, but there’s still a couple of phases to go. Yfritte will do another big AoE — red this time — so deal with it the same way: unsummon everything except an immune Alraune and perhaps pelt Yfritte from afar with the Blitz Shooter if she refuses to come out of her little safe space. When the AoE disappears, you’re on the home straight.

Yfritte will summon some Shadows again — level 7 this time, so they don’t go down so easily. Re-summon your Servans and get them to hack and slash their way through the hordes, though keep an eye on where Yfritte is so you don’t get caught out by a one-shot AoE at this late stage in the fight. Build up SP with Weak attacks and clear an area with a Special from the Blood Sword, preferably catching Yfritte on the outside of it so you can knock her down for a bit of damage. Repeat until you charge up another transformation; it’s a good idea to pick Moon Rabbit for this one for the large Special AoE, though Nightmare works too, since its ranged attack covers a wide area. Basically you want to rip through as many Shadows as possible while still hitting Yfritte in order to keep your SP topped up.

Towards the end of the fight, Yfritte will summon a Stone Hellion — the same really annoying ones that were in earlier Arena battles, equipped entirely with nothing but one-shot abilities with huge AoEs. Fortunately this one goes down a little easier than the boss-class ones in earlier battles, so catch him in a Moon Rabbit Special if you can while continuing to hit Yfritte. Take care to avoid all his big AoEs — Moon Rabbit’s speed is really helpful here — and continue pelting Yfritte with everything you’ve got while making sure to stay clear of her bullets and AoEs as well as ensuring you don’t get overwhelmed by shadows… and eventually, hopefully, you will prevail with time to spare.

2277: That Girl’s in Lesbians with That Other Girl

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Playing through Gust’s latest game Nights of Azure, I was struck with how… explicit the romantic relationship between the two heroines is. I don’t mean sexually explicit; I mean that the fact that the two of them even have a romantic relationship is acknowledged at all.

Yuri (lesbian) themes are frequently a part of Japanese popular media — an interesting fact to toss back at those who are keen to paint the nation as being somewhat less than progressive when it comes to attitudes towards gay people. Indeed, while “real world” Japanese society in general may not appear to look on homosexuality with as tolerant an eye as we like to think we have here in the West, it’s clear that there’s plenty of the old “public face, private face” going on, since there are a ton of creators who are obviously fascinated with the idea of same-sex relationships — both male-on-male and female-on-female.

The thing that struck me about Nights of Azure’s depiction of its central relationship is the fact that, as I noted above, it’s pretty up-front about it. This is noteworthy because although yuri themes often make an appearance in Japanese popular media, they’re often more implied than explicit, with it often being left up to the audience (and fan artists) to explore these relationships further.

Take something like popular anime Love Live. Even the most casual viewer will notice the blossoming relationship between Maki and Nico by the end of the run, but the show never particularly draws attention to it; it’s just sort of there. Likewise, the Senran Kagura series features a number of obviously romantic relationships between many of its all-female cast members, but it’s rare for these to be acknowledged or not “laughed off” by the characters — though, interestingly, latest installment Estival Versus did feature a scene where one character specifically called out Asuka and Homura for being so obviously gay for each other, even if they’d never properly admit it. And the Neptunia series is riddled with yuri undertones, ranging from Nepgear and Uni’s heartwarming relationship to Noire’s obvious but perpetually unspoken interest in Neptune — and, in most recent installment Megadimension Neptunia V-II, K-Sha’s obsession with Noire, though this particular instance was an explicit admission of lady-love.

Nights of Azure, though… it’s right there from the beginning, and it develops over the course of the game. Several other characters comment on it. And, most tellingly, there are outright romantic scenes between protagonist Arnice and other leading lady Lilysse. The two share moments of intimacy with one another that, on reflection, are actually quite unusual to see so explicitly depicted in games: in one scene, Arnice comforts an upset Lilysse by draping her arms around her neck from behind and holding her close; in another, the two dance together, their devotion to one another immediately apparent from the way they look at each other. And after a particularly heartfelt make-up session after a dispute between the two, we see them waking up in bed together, having obviously slept facing one another holding hands. (There’s no yuri sexytime, though; it’s not that kind of game.)

As with other Japanese games that feature yuri themes, Nights of Azure treats its central relationship with the appropriate amount of respect: that is to say, it’s just there, and no-one thinks it’s anything unusual. A couple of male characters are introduced by hitting on Arnice, but once they see she and Lilysse are obviously involved with one another, they back off — not with an “oh, wow, you’re gay” sentiment, but with a simple recognition of “oh, well, you’re together” that would have been the same if either of the two ladies involved were the opposite gender.

This is the sort of progressiveness and diversity that is a very positive part of the modern games industry — however, sadly, given Nights of Azure’s status as a niche title that a significant number of people probably haven’t even heard of, it’s a game that you likely won’t hear many games writers from big sites talking about.

Consider this my small attempt to acknowledge and celebrate the good that this game is doing, then, and rest assured that Nights of Azure is very much worth your time as an action RPG as well as an interactive lesbian experience.

2274: Holding Back the Night(s) of Azure

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The more I play Nights of Azure, Gust’s latest game, the more I like it.

It’s a slow burn, though, I must admit; although the setup and premise is intriguing, mechanically it feels a little obtuse to begin with — or perhaps I’m just overthinking it and trying to play it like a conventional grind-heavy RPG, which it emphatically isn’t.

There are a whole bunch of unconventional aspects to the game, most notably its progression system. The level cap is just 11, for one thing, and unusually, the protagonist’s level progression isn’t a case of grinding for experience; rather, you collect “Blood” from fallen enemies, and then make use of this in increasingly large quantities to gain a level. Levelling up increases your base stats, unlocks new skills to purchase using the four different types of skill points, and sometimes gives you access to new weapons or abilities.

However, there’s a more noteworthy aspect to levelling up, which is that it gives you access to a story scene between the protagonist Arnice and the “Maiden of Jorth”, a mysterious young woman who looks awfully like Arnice’s ladyfriend Lilysse and hangs out in a dream world. During these scenes, you generally have the option to either find out a bit more about the background lore of the world or a bit more about the relationship between Arnice and Lilysse.

It’s interesting to see level progression and narrative progression intertwined so closely, as this isn’t something that happens very often. In fact, outside of level-locked quests in MMOs, the last time I remember it happening in a single-player RPG is The Granstream Saga on PlayStation 1, though this came at it from the other angle in that you levelled up at predefined moments in the story rather than levelling up triggering story scenes.

There’s a more conventional levelling system in there too in the form of the “Servans” system that forms the main basis for the battle mechanics. During the game’s action sequences, Arnice can take one or more “decks” of Servans with her, and summon them in exchange for her SP. She can have up to four Servans out at once, and each of them have a combination of passive, automatically activated and manually activated “Burst” abilities. They all act independently of Arnice; while you can give them some rudimentary orders such as “Follow me” and “Attack my target”, they mostly do their own thing according to their personality — some loyally attack your target without question; others hang back and attack if they feel like it; others still don’t like fighting at all and would rather dig up items for you.

There was the potential for the lack of direct control of the Servans to be enormously frustrating, but it seems to work pretty well. Arnice isn’t an especially strong combatant by herself, but wading into the melee yourself generally sends a clear message to your Servans as to which enemies you want to focus on. And the more you use them, the more they level up; after an action scene, they gain experience points in a more “normal RPG” style, levelling up and unlocking abilities of their own.

Each of the Servans seems to have a very different use; I have what feels like a good party right now, but I’m sure it won’t be ideal for every situation. Of particular note in this system is the fact that each Servan has a coloured affinity, and the combination of affinities in your deck (or, rather, which affinity has a clear majority) determines what weird and wonderful demonic form Arnice can transform into after charging up through battle. These demon forms are enormously powerful in various ways — some hit hard, some are very fast, some can take a beating. They’re particularly useful when it comes to the bosses in the game, which are interesting, challenging battles that demand successful juggling of Arnice’s attacks, your Servans’ attacks, positioning and well-timed transformations.

I don’t feel I quite have my head around all the mechanics in Nights of Azure just yet, but I’m enjoying it a lot. The story and characters are compelling, and the game doesn’t waste a lot of time with endless dialogue sequences; it’s pretty pacy, moving from one episode to the next in short order, and the action sequences are cut into short, 5-15 minute chunks, making it an easy game to dip into.

There’s a whole bunch of interesting stuff going on in this game, in other words, and I feel it’s probably a strong contender to spend a month on over at MoeGamer in the near future. So I think I’d probably better start taking notes!

2266: Nights of Azure: A Peculiar Game Destined for Cult Status?

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Two of my favourite games of all time are Cavia’s Nier and Ganbarion’s Pandora’s Tower. They’re both gloriously unconventional takes on the role-playing game genre, mechanically and narratively, and they’re both extremely rewarding to engage with. They were also both the recipient of mediocre to middling reviews when they were first released, and have since — at least, in Nier’s case — broken free of that critical mire and attained cult status.

I’ve only played a couple of hours of it so far, but Gust’s Nights of Azure looks like joining these two overlooked classics in “flawed masterpiece” territory, as it has a lot in common with these two ambitious titles.

Nights of Azure casts you in the role of Arnice, a half-demon woman tasked with slaying Fiends and keeping a young woman called the Saint safe so that she can perform a ritual that will seal away the evil Nightlord and prevent the world from falling into perpetual darkness. There have been numerous Saints throughout the generations, but this time around the young maiden who has been chosen happens to be one Lilysse, a woman with whom it quickly becomes very apparent that Arnice has previously had an extremely close relationship with. Like, lovers close.

The two women are polar opposites in many ways. Lilysse is carefree and demure, while Arnice is confident and serious, though she has an easily rattled side to her. Their reunion after what has seemingly been quite some time apart begins with the two displaying that characteristic awkwardness around one another that two former lovers often show, but it’s obvious that there are still feelings there — particularly once Arnice starts finding crystallised memories around the city that forms the backdrop to the story, and when she starts exploring dream sequences that give you the option of either exploring the overall lore of the setting or the relationship between Arnice and Lilysse.

The gameplay of Nights of Azure isn’t your standard action RPG. There’s a bit of Castlevania in regard to the gothic opera aesthetic; there’s a bit of Shin Megami Tensei in the demon-summoning mechanics — the majority of your damage output in combat will come from your summoned demons; Arnice is mostly there to give orders and support; there’s a bit of 3D brawler action in terms of the basic controls; and there’s even a touch of the Souls series in there with regard to one of the game’s two main currencies being “blood” which can be used either to power up Arnice or purchase things.

Combat is fairly straightforward but satisfying. Arnice has a weak and a strong attack — initially with just a sword, but later with three other weapons — and a special attack that consumes her SP bar. She also has four decks of up to four Servans each to summon, and these also cost SP to summon. When a Servan is summoned, it performs a special ability, so it’s tactically advantageous to wait for a good moment to summon them rather than getting them out right away; once they’re out, they also have access to a Burst ability as well as their skills that they use automatically. This Burst ability is strong and tied to the Servan’s role in the party, be it tank, damage dealer or healer, and is limited by the Servan’s own SP bar.

The Servan stuff is interesting because it reminds me of the good bits of Japanese collectible card games on mobile: you collect units, you level them up and upgrade them, you customise them with attachments, and you take a suitable deck into battle with you to deal with any encounters you might face. Unlike Arnice, Servans level up just by engaging in combat — no Blood required — and gain access to more abilities as they reach higher levels. Arnice can find or purchase Fetishes throughout the game, too, and these can either be “actualised” into a new Servan, or given to an existing Servan to buff them up. Servans’ skills can also be customised by giving them various items.

The structure of Nights of Azure is pretty intriguing, too. All the main action goes on at night-time, and you’re limited to bursts of 15 minutes in the action stages before you have to go back to Arnice’s home base. In practice, this never really becomes an issue because you’ll reach a checkpoint or finish an area long before the timer expires in most cases. After coming back from the evening’s adventures, Arnice does some “daytime activities” that can result in the acquisition of skill points in four different fields, which can then be spent to acquire different abilities. She’s also able to take on quests aside from the main story, which are generally either “kill [x] of [y]” or “find [z]”, but reward her with useful items and currency. There’s also a battle arena where she can take on combat challenges with specific conditions to clear, with varying rewards on offer according to what her score is when she’s completed the challenge in question.

All in all, it feels like a very, very odd game so far — though this isn’t a bad thing at all. It feels inventive and interesting rather than being same old, same old, and I’m interested to see how it develops further. The core narrative of the relationship between the two leading ladies is intriguing and compelling, and the whole narrative is dripping with initially unexplained mysteries, supported by the overall aesthetic having a wonderful otherworldly feel to it — drenched in blue mist with character models that look like flowing pencil sketches, somewhat similar to the Atelier series.

And the music. Oh gosh. How wonderful is the music? Combining Michiru Yamane-style gothic rock tracks in the action stages with some distinctly Shoji Meguro-style jazz and funk back at the hotel and some beautiful solo piano pieces during the more heartfelt moments, the soundtrack is absolutely lovely.

It’s a pity the translation is so atrocious, riddled with typos and grammatical errors — and one of the PSN trophies even refers to the protagonist by the wrong name, presumably an erroneous transliteration from the original Japanese — but ultimately even these flaws don’t detract from an immediately intriguing, compelling and downright bizarre action RPG that deserves a great deal more love and attention than I can guarantee it’s (not) going to get from the gaming community at large.

1252: The Alchemist of Arland

Jun 23 -- AtelierNow Ar Tonelico is over and done with, I’ve been able to start up some other games without guilt. Specifically, I made a start on Hyperdimension Neptunia Victory today, which I’ll talk about in more detail in a day or two, as well as Atelier Rorona: The Alchemist of Arland.

This is my first encounter with the Atelier series. I do, in fact, own all three PS2 games (known as Atelier Iris and all three PS3 Arland games (Atelier Rorona, Atelier Totori and Atelier Meruru) plus the first entry in the new Dusk series (Atelier Ayesha), but this is my first time playing them — they’re all games that I picked up when I saw good deals a while back, and subsequently added them to my stack of Stuff I’d Like to Play at Some Indefinite Point in the Future.

From what I understand, each “subseries” in the Atelier franchise as a whole does things markedly differently. The PS2 games, from what I can make out, appear to be rather more conventional JRPGs with a lot of game mechanics brought across from the Ar Tonelico series — no bad thing. The PS3 games, meanwhile, if Atelier Rorona is anything to go by, are an interesting twist — and not at all what I expected.

In Atelier Rorona, you play the titular heroine, a young girl with a bit of a self-confidence problem. Rorona is currently employed in an alchemy workshop as a means of paying off a debt to the alchemist Astrid. Rorona is a lovely girl, but unfortunately Astrid is not particularly popular, and as such the kingdom of Arland is doing its level best to get her workshop shut down so factories can be built on its location. It’s up to you to make sure that doesn’t happen.

On the surface, Atelier Rorona resembles a fairly straightforward JRPG. You have big-eyed anime characters who chat to each other at great length via the medium of 2D emote portraits, text and voice acting. You have hit points, experience and levels. You have “dungeons”. But it’s not a JRPG. No, in fact, it’s actually more of a strategy/management game, in which the most important thing is not pushing through the story or powerlevelling your characters, but instead making careful — very careful — use of your time.

The flow of gameplay in Atelier Rorona is pretty straightforward. Roughly every three months or so of in-game time, you’re given an assignment by the kingdom of Arland; meet the deadline and everything’s fine, but fail to meet the requirements and your alchemy workshop will be shut down, prompting an immediate Game Over. The assignments generally require you to turn in items of one or more different types, with your overall evaluation score for the assignment as a whole being calculated on a combination of the number of items you submitted in total, their quality, and the variety of different types of item you submitted.

Completing assignments isn’t the only thing you have to do, though. No, as well as ensuring that your workshop survives for the next three months, you also have to try and improve its dreadful reputation by taking on smaller-scale quests for the local populace, and improve your relationship with your friends by taking on quests for them. And in the meantime, you need ingredients, of course, so you’ll need to spend a few days every so often going on a jaunt into the forest/ruins/mines to go and collect things. And in order to protect themselves on said jaunts, your party needs equipment, of course, which means you need to synthesise the raw materials needed then take them to the friendly local blacksmith to forge them into something new.

It’s initially overwhelming, but once you get into the groove of prioritising what you need to do vs. what you want to do, it’s a lot of fun.

What I find particularly interesting is that while it’s clearly a strategy game, its approach to things is very different to the high level of abstraction found in Western games. Were this a Western-developed game based on the same premise, you’d be spending a lot of time in abstract menus, dragging icons around and that sort of thing. Combat would perhaps be resolved automatically. There’s nothing wrong with that approach, of course; it’s just a little too dry for my tastes. Which is why I appreciate the amount of time and effort which Gust has made to infuse Atelier Rorona’s tiny world with a great deal of character.

In order to do various things, you need to wander around town and visit people. In the process, you’ll stumble across things happening on various occasions, with further events happening according to your friendship level with your various party members. We get a strong feeling of who Rorona is and how she relates to the people around her, not to mention a strong sense of unfolding narrative, but the core gameplay is straight up hardcore strategy/management.

It’s actively stressful to play, but enjoyable in the process; there’s just enough light relief with the characters and story sequences to keep things interesting. I’m already very much enamoured with the Rorona’s rather tsundere best friend Cordelia, who hasn’t explicitly said so yet, but clearly has a big chip on her shoulder about her short stature. I’m looking forward to the inevitable explosion about that at some point, but in the meantime I have a batch of incense to make that just won’t wait…

1232: Knell of Ar Ciel

Jun 03 -- Ar Tonelico 3I haven’t posted about Ar Tonelico for a while, and having just witnessed the “bad ending” of the third game (ooh, it’s bad) I feel now may be a good time for a progress report on my thoughts thus far before I jump in and try for the other endings.

Ar Tonelico Qoga, as the third game is known, is a peculiar beast. While it’s the most outright “perverted” of the series — the previous two games had plenty in the way of innuendo but stopped short of being overly fanservicey, a couple of scenes where the heroines were clad only in towels aside — it’s also probably the most open-minded of the three with regard to the subject matter it tackles. This is a game that revels in sexuality in all its forms as one of its themes, and if you feel somewhat uncomfortable playing it, I feel I know Gust’s work well enough by now to say that it’s probably intentional that you feel that way.

Let me qualify the above statements a little. Insofar as the game is “perverted”, one of its core gameplay mechanics involves the female “Reyvateil” characters (essentially glass-cannon mages if you want to assign them a traditional RPG party role) stripping off their clothes throughout the course of battle. While, yes, this is gratuitous and unnecessary and etc. etc. (for the record: I am an unabashed (well, mildly abashed) pervert and have no issue with pervy fanservice in my entertainment) they do at least make an attempt to justify the reason for this happening to a certain degree in a narrative sense: Reyvateils are artificial human-like life forms that are basically equipped with Wi-Fi (bear with me) and communicate wirelessly with the titular tower of Ar Tonelico in order to produce the magic-like effects of their Songs. By stripping — or “purging”, as the game calls it — the Reyvateils are able to get better reception, so to speak, and can absorb more magic from the tower. This translates, in gameplay terms, to the “Burst” gauge, which represents how powerful the Reyvateil’s spell will be if you set it off right now, increasing at a much more rapid rate according to how few clothes she is wearing. (They stop short of her getting fully naked, I might add — after purging three levels of clothing, she’s down to her skimpies, and purging a fourth time triggers her powerful (and surreal) “Flipsphere” über-attack, at which point her clothes magically reappear.)

Read all that back again, and I’d forgive you for never wanting to give this game the time of day. A game whose female characters strip off in exchange for increased magical capabilities? Sounds like some sort of Male Power Fantasy™. And perhaps it is.

Thing is, though, Ar Tonelico Qoga is far more interesting and intelligent than just pretty girls getting almost-naked. For starters, it’s worth noting that after a certain point in the game, all the male characters will strip off at a moment’s notice too — performing each character’s best attack causes all their clothes to fall off and for you to get a good look at what each of them are packing underneath their armour. Doctor Hikari Gojo’s fundoshi in particular is a sight to behold.

But no. It’s not even about characters getting naked. Much like the previous two games in the series, the really interesting stuff comes about thanks to the “Dive” mechanic — a system whereby you can increase the power of the two Reyvateils by taking a wander through their “Cosmosphere” — a multi-level psychic world that exists within their subconscious. By exploring the two heroines’ Cosmospheres, you learn a great deal about them — facts that simply don’t come up explicitly in the game’s “normal” plot, but which can help inform your reaction to things that go on once you know them.

As is par for the course in the series, each level of the two heroines’ Cosmospheres focuses around some sort of problem that they are having — be it a difficulty coming to terms with who they are, the strange influences other aspects of their personality have on them, or simply something they’re having trouble admitting or dealing with. By interacting with the Reyvateil and the other characters in her Cosmosphere, the protagonist Aoto forges an incredibly strong, incredibly intimate bond with the heroines and gets to know them in a way that no-one else in the world does.

This leads to some really interesting scenes, many of which are touching on territory I can’t recall exploring in a game before. And unlike the gaudy excesses of the strip-centric battle system, they’re handled sensitively and with care; clearly composed by someone who knew what they were talking about.

I’m trying not to spoil anything here for those of you who are reading this and intend to play through this fascinating game, but I feel I should give one example to highlight what I’m talking about, and that is the character who, in one of her Cosmosphere levels, essentially “comes out” as being a submissive or “bottom” with somewhat masochistic tendencies. Given what you know about this character by this point, her confession is not altogether surprising, but what is surprising is that it is actually referenced and explored through more than simple innuendo.

“Don’t take off the chains,” she says after a convoluted, embarrassing and humiliating sequence of events for her, where Aoto is about to give her her freedom. “I feel safe when I’m in the chains, so long as you’re there.”

I’ll confess to not knowing anything about BDSM and related sexual preferences, but I found it fascinating to see this character opening up about her secret passions and desires like this. It wasn’t treated as a kind of “wish fulfilment” scene for male players, either; it was simple, to the point and helped me to understand one aspect of this particular character. In short, it’s the sort of thing I’d like to see explored in more games; sadly, it’s abundantly clear that very few “triple-A” producers would greenlight a game that delves into such subject matter, though thankfully there’s always the “lower-tier” games such as Ar Tonelico willing to step up to the plate and try something new.

As guilty as I feel for what occurred in the bad ending, I should probably go to bed now and absolutely not try to get a better ending now. Right? Right. Suuuuuure.

1174: The Second Tower

I beat Ar Tonelico II: Melody of Metafalica this evening. Or, more accurately, I saw one of its four endings. Two of the other endings won’t be particularly difficult to obtain with the tactical saves I made on the way to the finale, but the last remaining one will require playing about 80% of the game again, albeit with a completely different second “phase”. I’ll probably take care of that last ending alongside a new game, which will either be Hyperdimension Neptunia Victory or the third Ar Tonelico game, both of which I anticipate I will be enthusing about considerably on these pages in the very near future if previous instalments in their respective franchises are anything to go by.

Anyway, Ar Tonelico II. It’s… well, fantastic. I must confess to having not been as immediately smitten with it as I was the first game, as the conflicting art styles between the field and battle sprites (and between the field sprites of the first game and the second game) were initially a little jarring. (Seriously, everyone has really, really big hands and massive feet on the field maps and it’s very disconcerting to begin with.) But after not very long at all, I found myself looking past this rather superficial consideration and immersing myself in what turned out to be a very pleasingly deep and meaningful story packed with good characterisation and questionable translation from the original Japanese. (On that note, though, the translation was at least understandable despite a few errors, and certainly no worse than some visual novels I’ve played.)

Spoilarz Ahead

2a91og8Ar Tonelico II stands on its own, but also fits into the current “trilogy” as the sort of “dark middle episode”. Whereas the first Ar Tonelico was rather bright and breezy most of the way through, the land of Ar Tonelico II is a bit bleaker. The people are struggling, there isn’t enough land for everyone and everyone is clinging to the seemingly hopeless desire that the land’s Holy Maiden will be able to create “Metafalica” — a verdant green land summoned through the use of Reyvateil Song Magic. Plenty of political machinations and backstabbings threaten to fuck everything up completely (and pretty much do on several occasions over the course of the entire narrative) but, this being a JRPG, our plucky band of heroes are there to wander the lands, right wrongs and eventually figure out how in the world they are going to help everyone find hope for the future.

Ar Tonelico II’s story is nice in that it isn’t quite the clichéd “Big Bad wants to destroy the world” business. Sure, there’s world-threatening stuff going on and the eventual aim of the game is to save the world from an unpleasant fate, but it’s not quite what you might expect. For starters, you spend most of the game not being quite sure who the “good” and “bad” guys are. There’s no sign of a single easily-identifiable antagonist who is fucking shit up and needs a good Omnislash to the face; no white-haired pretty boy accompanied by tubular bells and organ music every time he appears. In fact, over the course of the narrative, none of these characters are presented as one-dimensional — most of them go through some sort of change and/or growth as the story progresses.

Perhaps the most interesting thing about Ar Tonelico II in this regard is the fact that the final boss “Mir” from the first game is actually a party member in the second — though you don’t know this when you first meet her, and in fact it’s entirely possible to go through pretty much the whole game without noticing this or figuring it out, depending on the choices you make and the optional events you witness. Not having played the first game won’t affect your enjoyment of the second, but if you have played the first game, the moment where you find yourself going “Wait… OH. Mir?!” is a “big reveal” on a par with Darth Revan in Star Wars: Knights of the Old Republic or SHODAN’s first appearance in System Shock 2.

Herein lies one of the interesting things about the first two Ar Tonelico games in general: “good” and “evil” aren’t absolute. In Ar Tonelicowe get some insight into why Mir is the way she is and why she is so angry about everything — and it’s easy to find yourself sympathising with her rather than just wanting to kick her ass. In Ar Tonelico II, by spending some time with her as a (relatively) normal person, we get to find out a whole lot more about her — what happened to her in the distant past, what led her to her actions in the first game, and how she feels about what has happened to her then and since. If you follow her “route” through to its complete conclusion in Ar Tonelico II, it’s a really wonderful story arc for one of the most interesting, troubled characters I’ve encountered in a very long time. I don’t yet know if she shows up in Ar Tonelico Qoga, the third game, but I’ll be very happy to see her again if she does.

The overriding theme of the Ar Tonelico series is that of bonds between people, and this is particularly apparent in the second game. The main theme of Ar Tonelico II’s story is that the more intense a relationship between two or more people, the more painful it is. The more people you surround yourself with, the more “alive” you feel from being part of something bigger than yourself, but the more pain you suffer when you lose those precious people. The world-ending chaos at the end of Ar Tonelico II is not brought about by a desire for dominance or a display of power, but instead out of a simple desire to not feel that sharp pain of loss any longer. If everyone was able to abandon their physical bodies and live on purely as an individual spiritual entity, the primary antagonist’s theory goes, no-one would have any need for other people, no-one would feel the pain of loss, and everyone would be happy in their complete and total individuality. But, responds the protagonist, no-one would be truly alive then. Life would not have meaning drawn from the people around you and the hardships you work together to overcome. You’d be little more than data.

It’s an interesting and somewhat bittersweet message, but it works hugely well in the context of both the overarching plot and the smaller, individual character-led stories that unfold over the course of the whole game. I’m all for exploring deep and thought-provoking themes through interactive entertainment, and Ar Tonelico II successfully achieves that without sacrificing the “spectacular” side of its overall experience. It’s still recognisably a JRPG with all the over-the-top pyrotechnics and anime-style special attacks that entails, but at the same time it’s a complex and emotional tale far beyond the “Evil Guy Is Over There, Go Stab Him” trope that people (largely incorrectly) assume still characterises the genre.

In other words, just go play it, all right?

1145: Metafalica

Page_1I’ve been continuing to play Ar Tonelico II and it’s really rather good. One thing I’ve found particularly endearing about it is the fact that just when you think you’ve got a handle on the way it does things, it goes and does something else interesting just to throw you off a bit. And yet even despite all these mechanics that get added over time, it still feels like a coherent experience as a whole.

Let’s take the stage I’ve got up to now — “Phase 2” in game terms. In the first Ar Tonelico, the change from Phase 1 to Phase 2 marked the point where you were out of the “exposition” chapter and into the plot proper. Phase 2 was also the point where you had to choose between the two heroines, and then had two completely separate (but related) storylines to follow along with. The paths then reconverged towards the end of Phase 2 and remained together for the (completely optional) Phase 3, which offered the “true” ending of the game.

Phase 2 in Ar Tonelico II is a bit different. Rather than, like the first one, being set in the same locations and simply branching off in two different directions, Phase 2 of Ar Tonelico II takes place in a completely different area that works completely differently to the environment you’ve spent the previous 12 hours in. The early part of the game is, aside from its many and varied peculiar gameplay systems, relatively conventional — you visit towns and do stuff in them, then you go to dungeons. Then you go back to towns. And so on. The linear plotline is broken up by an optional “hunting” sidequest in which you can track down various “I.P.D.”-infected Reyvateils to add to your “Girl Power” arsenal (I’m not even going to get started explaining that, I’ll be here all day) but for the most part, you’re doing the usual JRPG business.

Phase 2, meanwhile, takes place in an environment that changes according to your choices. Early in the Phase, you’re introduced to a new mechanic known as the Infelsphere. This virtual world works in a similar way to the “cosmospheres” found inside the heroines’ minds, but rather than reflecting their inner turmoil and anxieties, the Infelsphere represents the relationship between the two heroines and how they understand each other. Events unfold in the Infelsphere in which you have to make choices as to how to respond, and the choices you make in the Infelsphere subsequently affect what parts of the “real world” open and close to you. Your eventual goal is to get to a specific location by navigating your way through a maze of these pathways that open and close according to how the Infelsphere events unfold, with each point on the path containing some sort of “trial” to overcome. This might be as simple as defeating a monster, or it might be a challenge such as successfully smuggling biscuits past the penguin-like “Pippen” creatures.

Thematically, in each of these trials, you’re “proving your love” to one of the heroines, which subsequently provides you with keys to unlock new events in the Infelsphere, and so it continues. It’s a really peculiar, really interesting structure that not only offers some unconventional JRPG gameplay in the “real world” sections, but also provides some intriguing insights into the characters and the way they respond to various situations in the Infelsphere component.

You’ll notice I haven’t really mentioned the plot in this description, and that’s deliberate, as discussing the plot surrounding all this would be a massive spoiler, so I’ll spare you that — for now, anyway. What I am finding particularly pleasing about Ar Tonelico II as a whole, though, is that even if it didn’t have a compelling plot and awesome characters — which it does — it would still have rock-solid gameplay with an absolute bucketload of things to do. It is just one of the many, many examples out there that prove JRPGs are far more than the “ATTACK, MAGIC, ITEM”-fests that ill-informed detractors of the genre assume these games still are.

They haven’t been that way for a long time, people. So if you haven’t played a JRPG since Final Fantasy VII I strongly recommend you check out what the genre has done since then — you might just be very pleasantly surprised by what you find.

1134: Melody of Elemia

Page_1I completed Ar Tonelico: Melody of Elemia this evening. What a fine, fine game that was. I’ll be writing somewhat more “professionally” for want of a better word about it this Wednesday over on Games Are Evil, but for now I just wanted to enthuse a little about the great experience that was that game. There may be some spoilers ahead; be forewarned.

The most immediately striking thing about Ar Tonelico for a new player coming to it for the first time in 2013 is that it looks old. It’s also worth noting that it came out in 2007, so it actually looked pretty old when it first came out. That said, after a few hours of play, the low-resolution isometric-perspective sprite-based graphics cease to matter on a technical level, and the amount of character and personality in them starts to shine through. A friend of mine just noted that the visual style is actually something of a successor to stuff like Secret of Mana and the like and that’s a great comparision — I’m kicking myself for not figuring that out sooner.

Outside of the in-game graphics, Ar Tonelico has some absolutely lovely character designs. Lyner may look fairly “generic JRPG hero” in his stylings, but at least he has some personality about him. The two heroines Aurica and Misha are both attractive and appealing in completely different ways, and a plot twist I won’t go into here sees you interacting with Misha in both her “spunky young girl” and “equally spunky young woman” forms. The third Reyvateil introduced later in the game also proves herself to be an interesting character in her own right, again with her own unique visual style and “appeal elements”.

One of the most interesting things about the game to me — and the thing I’m intending to write about this Wednesday — is the game’s multi-route, multi-ending structure. Now, this could very easily be a recipe for disaster, as multiple endings in lengthy RPGs are often a good method to ensure your players won’t see all of the awesome story content you made. That’s not necessarily a bad thing — it’s kind of cool when you can discuss a game with a friend and discover they had a completely different experience to you — but it’s also frustrating to some people who like to know they’ve got everything they can out of a game before moving on.

Ar Tonelico’s multiple endings and routes are handled in a rather peculiar manner. There are three “phases” to the game, each of which is a complete story arc in and of itself, complete with final boss confrontation at the end of each. Early in the second “phase”, you have the opportunity to go with one of the two heroines and experience their story. Aurica’s story gives you an overall view of what is going on in the overarching plot of the game, while Misha’s story gives you a more personal view of what is going on with her and how she is relevant to everything. If you play Misha’s route first, there are a number of scenes you see completely without context that don’t really make sense. If you play Aurica’s route, however, you play an important part in these scenes. The two paths then converge towards the end of the second phase, and the game then apparently ends — the credits roll and everything.

There’s a twist, though. In a post-credits sequence, you get to run around and do all the usual JRPG “our party’s splitting up, say goodbye” business, but once you’ve done all that, you’re presented with another choice: live a happy life with [insert girl you chose here], or refuse to accept that as “the end” and move on. If the latter option is chosen, you find yourself entering a completely optional third phase that is about 20 hours by itself, and which leads to the “true” ending.

Except in that third phase, there are four possible endings, three of which relate to one of the three heroine characters — the latter of whom only becomes a major player in this third phase. The third phase is pretty much identical regardless of which girl you picked earlier, but the very end — if you fulfilled some very precise conditions — allows you to pick between the girl you chose earlier and the new addition. There’s also a “bad” ending relatively early in the third phase that basically says “I can’t be bothered with all this sidequesting, let’s just get this over with”.

So that’s a total of… hang on… (counts) six endings? Fortunately, there’s absolutely no need to play through the game six times to see all of them — instead, you can play through once, save before the “big decision” in phase 2, play one route to either the end of phase 2 or to complete completion in phase 3, then go back and do the other route, stopping wherever you didn’t stop first time around. In my case, I played Aurica’s route through to total completion, then played Misha’s route to the natural end at the conclusion of phase 2. I don’t feel like I missed out on anything, and it only required me to play less than 10 hours over and above what I’d already played anyway. And I feel rewarded for having done so — I have a deeper understanding of the story as a whole, and particularly the characters.

So that’s Ar Tonelico — a really, really excellent JRPG and surprisingly thought-provoking if you can look past the notorious innuendo (of which there isn’t anywhere near as much as people make out). It’s also in possession of I think the best soundtrack I think I’ve ever heard in a JRPG… though I’m about to start Ar Tonelico 2 as I type this, so I may well be revising that statement in the near future!