2361: Up to Date on Ys

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Just in time to cover it extensively this month over on MoeGamer, I’m finally up to date on the Ys series, as I finished Memories of Celceta tonight.

I’m glad I finally took the time to play through it all, as it really is a remarkable series that has evolved considerably since its humble beginnings. I’ll save the history lesson for MoeGamer, though, and talk a bit about Memories of Celceta specifically.

Memories of Celceta builds on what Ys Seven started, and does it very well. While Ys Seven felt a little bit clunky at times — at least partly due to the fact that it was running on the crusty old PSP hardware — Celceta feels much more fluid and refined. It’s not perfect — the poor old Vita struggles to keep the framerate up when there’s lots happening on screen, but it never really becomes a problem. No, I’m talking more about the gameplay; combat is fluid and satisfying, and the skills each character has all feel a lot more distinct than the rather feeble ones you had for the majority of Seven. Different characters have clear purposes, both in and out of combat, and each one is enjoyable to fight as.

The thing I liked the most about it, I think, was the emphasis on exploration. The central concept of the game is that protagonist Adol is exploring the uncharted forest of Celceta, a job well suited to an adventurer such as he. Indeed, your progress in the game roughly corresponds to your progress uncovering the surprisingly sprawling map, and by the end of the game you’ll be at, or at least close to, 100% of the forest being mapped out.

And it’s an interesting forest, too, with plenty of distinct areas rather than remaining uniformly green and leafy throughout. There are plains-like clearings, towering mountains, crystalline lakes and damp, soggy marshland. Later in the game there’s the Ashen Forest, which is a beautiful, almost otherworldly area bathed in a curious sparkling, purple mist.

I found myself missing the “jump” button from Oath in Felghana and its ilk less in Celceta than I did in Ys Seven. This is because the maps were overall better designed and more interesting to explore. Ys Seven’s dungeons in particular weren’t bad as such, but it’s clear that technological limitations, at times, held Falcom’s designers back a bit from making some really interesting levels.

I particularly liked the various “artifacts” you acquire throughout Celceta, many of which provide you with new traversal abilities in true Metroidvania tradition. The Hydra Scales, for example, allow you to swim underwater and reach otherwise inaccessible chests and areas, while the Gale Boots allow you to run incredibly fast, even straight up certain walls. The controls for some of these non-standard means of traversal are occasionally a bit wobbly — steering the Gale Boots is near-impossible, so you better line up before you unleash them, for example, and combat underwater is a terrible experience proving that Falcom, unfortunately, didn’t learn anything from Ys Origin’s excellent underwater section — but they never get in the way of gameplay, because they’re usually required only to bypass a particular obstacle, at which point you can just get back to doing what Adol does best — hacking and slashing through hordes of enemies.

I won’t spoil anything, but the finale was fantastic, too. The Ys games have all had excellent finales so far, and Celceta certainly didn’t disappoint with a particularly strong final confrontation and the unusual move of having a few things extra to do after the “final” boss. It was dramatic, exciting — and, perhaps most importantly, extremely relevant to the overall Ys lore, which, again, is something that Falcom excels at. By now, the lore of the world of Ys is extremely well-realised, with each new game bringing us new information about a region or country; effectively, we learn about these lands alongside Adol as he continues his quest to see every part of the world “without shortcuts”.

I’m a total convert to Ys, then, and you better believe I’ll be all over Ys VIII when it inevitably comes West. In the meantime, have a rest, Adol Christin, you’ve definitely earned it.

2354: They’re Both for Monsters

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(yes, I found a way to put a beard on my model in ComiPo! Woo!)

I’ve been playing a bit of The Witcher 3: Wild Hunt lately. I’ve been meaning to give it a go for ages, but it’s never quite dropped in price enough for me to want to jump on board; thankfully, the combination of the Steam Summer Sale and Andie generously buying me a copy as an anniversary present means that I can now explore this game to my heart’s content.

Playing Witcher 3 alongside Ys: Memories of Celceta is an interesting experience, because it’s a study in contrasts between Western and Eastern game design philosophy. Both of them have a surprising number of elements in common: they’re both action RPGs, they both involve exploring a large overworld, fighting monsters and completing quests, they both feature a muscle-bound man with white hair tied back in a ponytail (though he’s not the protagonist in Celceta, instead acting as a Dogi-substitute and cipher for the ever-mute Adol) and they’re both very good. But they’re both very different.

Celceta is fast-paced and action-packed. Its combat is very arcadey, with lots of flashy special effects, overblown sound effects, rockin’ music and celebratory messages flashing up on the screen as you do things like use the right attack type to take advantage of enemy weaknesses. In contrast, Witcher 3 feels almost sedate in its pacing, even in combat, which, thanks to its excellent animations and fluid movement, has an almost dance-like feeling about it as opposed to the frenetic leaping around of Celceta.

The upshot of this is that Witcher 3 is a surprisingly relaxing game to play. This might sound strange, given that the setting for the Witcher series is one of the darkest, bleakest takes on Western fantasy out there, but I’ve absolutely found it to be the case. While in Celceta you can’t relax for a moment when you’re out in the overworld because everything is trying to kill you, in Witcher 3 there’s plenty of opportunity to explore, wander off the path into the bushes and just start walking in a direction to see what’s there. Worthwhile things are marked on the map so you’re not wandering completely aimlessly — unless you want to — but for the most part the game’s rather sedate pacing has the pleasant feeling of a walk in the countryside or the woods rather than constantly fighting for your life, even though the countrysides and woods of Witcher 3’s world are far more dangerous than what your average rambler might have to contend with.

Both games have their place, then, and I’m enjoying them both a great deal. I feel like on the whole, I tend to enjoy the more frenetic, chaotic, joyful pace and tone of the Japanese approach to RPGs more — they cheer me up with their sheer energy — but there’s most definitely something very appealing and oddly relaxing about the more sedate pacing and carefully crafted periods of solitude in games like The Witcher 3.