2518: The Pitioss Ruins

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I finished Final Fantasy XV’s main story earlier on. It was a spectacular conclusion, but that’s not what I want to talk about today. Instead, I want to talk about the game’s “secret” dungeon, the Pitioss Ruins.

As you have probably surmised, spoilers are ahead, albeit not story ones, since the Pitioss Ruins is a purely mechanical challenge. I am going to talk about all the different aspects of the dungeon, though, so if you want to encounter it for yourself, look away now.

Continue reading “2518: The Pitioss Ruins”

2515: Life in Eos

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Still plugging away at Final Fantasy XV, and still having a lot of fun. I’m now up to Chapter 8, as I eventually ran into a roadblock in Chapter 3 where part of the map where several sidequests concluded was locked off and thus I had to progress further to be able to continue. Along the way I enjoyed some spectacular story sequences, but now I’m back on the sidequest train for the moment.

I’ve been very much enjoying the whole experience of Final Fantasy XV so far. While the sheer amount of sidequests and other distractions around the game world absolutely kill the pacing of the main story if you don’t have the self-discipline to focus on that first and do all the other shit later, all that side content is enjoyable to do. As I noted in my first impressions a few days ago, the whole game feels like an inversion of the usual Final Fantasy formula, in which a wide variety of things are open to you from almost the very outset of the game, and you’re simply able to immediately go and do whatever appeals to you the most.

Like Xenoblade Chronicles X, an open-world RPG that had a rather similar structure, I’ve been enjoying how much all the side content makes the world feel like a fleshed-out, lived-in place. Through numerous sidequests — and the conversations your party members have during these quests — you learn quite a bit about the world that you might not discover if you just focused on the main story. The town of Lestallum, for example, is one with a pretty strong gender divide that has come about naturally over time; the women (who are “built”, according to Gladio, who one can infer from his enthusiasm is all about the thicc girls) work the industrial jobs such as maintaining the power plant in the city, while the men run the market stalls, restaurants and shops. You might not notice this immediately if you just pay it the flying visit you do in the main scenario quests, but Holly’s series of sidequests explores this side of things a bit further.

I’ve enjoyed the dungeons, too. I think I’ve cleared them all now — with the exception of the high-level deeper levels that open up once you’ve completed the main story — and they’ve been pleasingly different from one another. Particular highlights included the Crestholme Channels, a labyrinth of sewers beneath the outskirts of the Crown City, and Costlemark Tower, a complex dungeon with a shifting layout that you have to carefully navigate your way through in order to reach the boss at the end.

(As a side note, Costlemark Tower presently has a bug in it where sometimes if you’ve done things in the “wrong” order, beating the boss will not trigger the final cutscene and award you with the weapon you’re supposed to get for clearing the dungeon. If this happens, exit and re-enter the dungeon, work your way back to the boss room and trigger a somewhat glitchy cutscene. You then have to fight the boss again, though the bug means that you can’t target it unless you’re able to trigger a Summon spell. You can, however, fling magic at it; Blizzard spells are particularly effective, so stock up on those before going in for an easy victory.)

I think I’m just about coming to the limit of sidequests that are left to do before I’ll be obliged to continue on with the main story. At about 57 hours deep in the game so far, I’ve already very much had my money’s worth, but I’m keen to see how the story continues and concludes — and also very excited to explore what sounds like a considerable amount of post-game content.

2514: Ghost Train

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A short while ago, Pac-Man Championship Edition 2 was considerably reduced in price on the PlayStation Store, so I grabbed a copy. I’m a big fan of the previous Pac-Man Championship Edition games — particularly Pac-Man Championship Edition DX, which is one of the finest arcade games ever created — but had heard mixed reviews about Championship Edition 2. Still, I was willing to give it the benefit of the doubt.

The first thing I’ll say about Championship Edition 2 is that its big new structural addition — a so-called “adventure mode” — is total garbage. It consists entirely of time attack phases in which you have to eat sufficient dots to make a piece of fruit appear — very rarely is this the entire maze worth of dots — and repeat until you have eaten sufficient fruit to clear the stage. At the end of every block of near-identical levels is a supposed “boss fight” in which you do exactly the same thing, only with a giant ghost bashing into the background every so often.

“Total garbage” may be an exaggeration in retrospect, as these challenges are mildly diverting, but they miss the entire point of Pac-Man Championship Edition, which is to score as many points as possible against a strict time limit.

Fortunately, the Score Attack mode is a lot of fun, and Championship Edition 2 is a different beast from its predecessors in a number of ways.

Firstly and most significantly, bumping into a ghost no longer immediately kills Pac-Man, unlike all the previous incarnations of the game including the previous Championship Edition installments. Instead, Pac-Man bounces off the ghost, though bumping into one several times (or once on Expert mode) causes the ghost to become “angry”, which makes it speed up, chase Pac-Man and become fatal to the touch. However, sometimes it is desirable to do this, since making a ghost angry causes it to fly up in the air and out of the way for a couple of seconds, so you can deliberately provoke a ghost in order to clear a path for yourself.

Secondly, the “ghost trains” introduced in Championship Edition DX work a little differently. There are several modes of play — the first has four ghosts wandering around, but only one of them forms a train when Pac-Man passes by a sleeping minion ghost, while the other two form up to four trains in total, one for each ghost. Unlike Championship Edition DX, minion ghosts don’t join a train by a ghost passing them; they immediately wake up when Pac-Man passes by them and automatically attach themselves to one of the trains, even if it’s nowhere near where the minion was. This allows you to create huge ghost trains by planning your route carefully rather than having to manipulate the ghosts AI.

Eating a power pill works a little differently, too. Power pills only spawn on certain mazes after you’ve eaten a certain number of dots, and consuming one causes the ghosts and their trains to turn blue in the traditional manner. However, in Championship Edition 2 they move on set routes that are specifically marked on the maze, allowing you to predict where they are likely to go and head them off easily. Said routes tend to branch in several places in the harder mazes, so it’s not as easy as it sounds, but by learning the routes and the way the ghost trains attempt to avoid Pac-Man, you can become more and more efficient.

Oh, and ghost trains have to be consumed from their head now rather than from any point. This can be surprisingly challenging, though chomping your way through all four ghost trains in the maze, which causes both the train and Pac-Man to go flying through the air in a ridiculously overblown display of acrobatics, is immensely satisfying.

Bombs work differently, too. Rather than blasting the ghosts up in the air for a moment as in the previous installment, bombs now send Pac-Man back to the starting point of the maze, which can be a quick means of retrieving the fruit if it’s spawned and you’re a long way from it. However, bombs are worth quite a few points at the end of your allotted time, so it’s worth holding on to them as much as possible; more can be acquired by consuming every dot in a maze rather than just the amount required to spawn the fruit needed to progress.

Extra lives also show up at predictable moments — every 1 million points — as collectible items in the maze, and these are worth huge points at the end of a game, so it’s in your interest to collect them before progressing to the next maze. They’re easily missed, so the mark of a true pro Championship Edition 2 player is going to be planning their scoring effectively so that they hit a multiple of a million points at a suitable moment to grab the extra life without inconveniencing them — and not, say, crossing the million boundary on the changeover between levels, which causes you to miss out on the opportunity to collect the extra life altogether.

There’s quite a lot to Championship Edition 2, then. Fundamentally, it’s still based around Pac-Man, but it’s pleasingly distinct from its predecessors and fun in its own right. It has a couple of irritating factors — most notably a lengthy, non-skippable and rather unnecessary tutorial sequence before you can play Score Attack or Adventure mode, and, of course, Adventure mode itself, which is a waste of time — but on the whole, once you get stuck in to chasing the high scores, it’s a lot of fun. And, like its predecessors, it’s a game you can easily spend several hours enjoying when you really have more important and interesting things to do with your life.

2509: Still on Chapter Three

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I am still on Chapter Three of Final Fantasy XV, appropriately dubbed “The Open World” — the point at which the majority of the main map opens up to you and you’re let loose to go and piss around doing whatever you want before progressing the main story.

The fact this moment occurs so early in Final Fantasy XV is a curious inversion of the usual formula for Japanese RPGs in the Final Fantasy mould. The typical format is that the game spends anywhere between 10 and 30 hours sending you on a linear quest that takes in most of the major locations around the world, conveniently introducing you to all these places and gradually providing you with increasingly unrestrictive means of transportation between them. At some point in the game — usually not long before the final confrontation and the end of it all — you are effectively given the “keys” to the world and complete freedom to explore, usually in conjunction with some particularly convenient means of getting around such as an airship.

Not so in Final Fantasy XV. Here you’re given the open world almost from the very beginning of the game, and there are a hell of a lot of things to do in it. I have been finding the myriad sidequests and hunts enormously entertaining and compelling, so much so that I haven’t advanced the story beyond the party’s arrival in the major town of Lestallum, and yet somehow I’m 30 hours deep in the game and past level 40 on all my characters.

There’s an argument that this kind of structure kills pacing somewhat, and it’s often a bugbear of mine with open world games. But I sort of feel like it makes sense this way around: that “open world” bit at the end of older Final Fantasy games often felt a little peculiar, as the narrative was demanding that you fend off some sort of imminent disaster, and yet there you were breeding chocobos, investigating crashed planes underwater or collecting frogs to get through a forest. The narrative demanded urgency, in other words, but the gameplay discouraged it.

In Final Fantasy XV, meanwhile, after the dramatic opening of the game, Noctis and his companions are simply out in the world, attempting to operate incognito while developing their own skills. While the Empire’s invasion of Noctis’ home city of Insomnia is something that needs Sorting Out at some point, the Noctis at the beginning of the game is not ready to face up to that responsibility, nor is he skilled enough or familiar enough with his unique powers to be able to simply charge in and take on a whole empire. It makes sense, then, for him to travel around the world, coming to understand it with his friends, developing relationships with people who could prove useful to know in the future, and improving his own skills in the process. The Empire will still be in Insomnia tomorrow, after all, and retaking a capital city is not the sort of thing you want to rush.

Practically speaking, it doesn’t really need all that much justification, as exploring Final Fantasy XV’s world is simply fun. Today I particularly enjoyed encountering the Rock of Ravatogh, a dungeon at the far Western side of the map that is actually a landmark you can see from the far Eastern side. Yes, it’s that old open-world favourite “if you can see that mountain, you can go to it” — or in this case, “if you can see that mountain with weird pointy glowy bits sticking out of it and smoke billowing out of the top, you can go to it”.

The Rock of Ravatogh, despite being an outdoor location, is treated as a dungeon rather than just a hill that you have to find your way up. This makes it a much more enjoyable, spectacular experience to climb, as it’s been designed and paced to feel like a real trek up a mountain, rather than simply walking in a straight line up a sloping grass texture. There are sections where you need to avoid slipping, there are sections where you need to climb cliff faces, there are sections where you need to pick your way along perilous paths with sheer drops to one side of you. And there are some amazing views of the game world along the way, plus a great reward for making it to the very top.

The Rock of Ravatogh is only the second dungeon I’ve encountered in Final Fantasy XV, but it’s very different to the first, which was a series of dark, underground tunnels with scary noises behind closed doors. This gives me hope that other dungeons in the game will be similarly varied and interesting to explore; I’m looking forward to encountering them for the first time.

2507: Into Duscae

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(Should have been posted last night, but I forgot to hit Publish!)

A little over ten hours into Final Fantasy XV so far and I’m well and truly on board.

Pro-tip: if you’re finding the opening a bit slow, make an effort to not get sidetracked by sidequests and instead push the main story on at least until you’re able to get into the Duscae region. From here, the game opens up a whole lot more and you’ll have had a taste of various different experiences you can expect to see a lot more of throughout the rest of its duration.

One thing I was very pleasantly surprised about was the discovery that Final Fantasy XV has proper dungeons. This isn’t particularly unusual for a Final Fantasy game, but it is relatively unusual for an open-world RPG, to varying degrees. Games like The Witcher 3 have kinda-sorta dungeons dotted around the place, but these often tend to feel like “oh look, another cave” rather than an exciting place to explore and loot. Games like The Elder Scrolls series have hundreds of the bloody things everywhere, but are often designed in a somewhat copy-paste manner, meaning that few of them feel “special”. And games like the Xenoblade series pretty much do away with dungeons altogether; Xenoblade Chronicles X did have some underground areas, but again, like The Witcher 3, they felt more like part of the scenery than a discrete experience in their own right.

Relatively early in Final Fantasy XV’s main story, you’re taken to your first dungeon, and it works in traditional Final Fantasy manner: it’s self-contained, it has its own music, it has secrets and branching routes to explore, and it has its own lineup of monster encounters. It felt like a significant gameplay moment to step into this place, and it was exciting and rewarding to explore. There were some surprising and interesting scripted encounters within, and the whole thing felt authentically… well, Final Fantasy.

And I think that’s part of the reason I’ve never really found open-world RPGs to do dungeons in a satisfactory manner for my tastes: you often end up doing exactly the same thing in them that you do out in the open world, whereas Final Fantasy XV’s dungeons look set to have unique mechanics, puzzles and methods of exploration. I’m looking forward to discovering more of them.

I think that sums up Final Fantasy XV’s approach quite well, actually. It knows when to use scripted sequences effectively — dramatic confrontations, boss fights, dungeons — and when to use the more freeform, unpredictable and emergent gameplay more typically found in open world games. Purely emergent games (I’m picturing the Elder Scrolls series in particular when I use this description) often end up feeling a bit sterile and characterless because nothing has had any real soul put into it — it’s all driven by mechanics. Final Fantasy XV, meanwhile, will surprise you with unscripted encounters out in the wilds (its equivalent of the random battles of yore), but also knows when would be a particularly effective time to have a monster burst through a wall or a villain to make their first appearance to make a speech and attempt to defeat you with Their Infallible New Weapon.

I like Noctis and his friends a lot; their constant banter, while occasionally repetitive, adds a lot more personality to wandering the fields than Skyrim’s mute protagonist, and by restricting the party to those four core members (and occasional guests) the conversations can flow naturally rather than having to work by triggering responses to one another as in something like Xenoblade. Already I’m feeling that core theme of “brotherhood” coming through very nicely indeed. The supporting characters are great, too, running the gamut from all-business badass (Cor) to the flamboyantly colourful and gorgeous (Cindy).

I’m having a blast, in other words. I’m looking forward to my next day off, when I’ll be able to really get stuck in.

2506: Fifteen

Well, it’s Final Fantasy XV day and I’ve spent a good five or six hours playing it this evening.

It’s good. Real good.

I haven’t progressed that far in the story as yet as it’s simply fun to wander around exploring, doing sidequests and listening to the soundtracks of old Final Fantasy games while the gang drive around in their car. However, I’m very much looking forward to the world opening up a bit more — I’m penned in to a relatively “small” area at the moment by barricades that prevent going more than a certain distance by road or on foot — and seeing what is out there to discover.

Even in this fairly fenced-off starter area it’s clear that it’s going to be a fun ride, though. In particular, I’m very much enjoying the combat; far from being a hack-and-slash action game along the lines of something like Kingdom Hearts, it manages to blend what looks like fast-paced action with relatively strategic, cerebral combat that rewards careful positioning and exploitation of enemy resistances and weaknesses.

And the world of Eos is one simultaneously filled with wonderment and pleasingly familiar mundanity. In the first few hours, I’ve spent time at a seaside resort, a motel and a truck stop, but also fought recurring Final Fantasy monsters such as goblins and flans, and run away screaming at the sight of an Iron Giant. I’ve hunted down groups of monsters and fished up a meal for a stray cat. And I’ve witnessed the devastation that Niflheim wreaked on protagonist Noctis’ home city of Insomnia.

And the music. Dear lord. I already knew that the soundtrack was going to be something special from the preview tracks I’d previously heard, but the full experience is something else. Multiple battle themes according to the context make me very happy indeed, particularly as they’re all wonderfully energetic, blasting pieces full of drama and excitement. But the more incidental music is very pleasant, too, changing according to the time of day and your surroundings and, in settlements, adjusting its mix according to whether you’re inside or outside.

The whole concept of it being “a fantasy based on reality” has been pulled off very effectively so far. The world and the places you visit are all very plausible and realistic, but overlaid on the top of all that is the wonderful sci-fi/fantasy blend that Final Fantasy has been so good at for years. It really, really works as a setting, and I’m looking forward to exploring it in more depth over the coming weeks.

For now, though, as I have an eight-hour shift to work tomorrow and I have a cold coming on, I should probably call it a night there. Probably.

2499: One Week to Go

Until what, you ask? Until Final Fantasy XV, of course.

Regular readers will know that I don’t often get hyped up about big-budget releases, but ever since I played Final Fantasy VII for the first time back in my schooldays, the mainline Final Fantasy series has been something that I cannot — will not — miss out on. And the signs are good for XV to be an incredible installment.

Here’s a new trailer if you’re not sure what the fuss is about:

There are so many things I like about this trailer, and what it promises from the full game.

Broadly speaking, I really like the “fantasy based on reality” idea that appears to have been the main impetus behind its design. Final Fantasy XV’s game world, Eos, is based on the modern age in a believable manner — right down to your party sometimes spending downtime with their heads stuck in their respective smartphones rather than talking to one another — but incorporates classic Final Fantasy material in amongst all that. I’m a big fan of this idea; I love the concept of “supernatural crazy things happen in a world that is like ours”, so I’m very much on board with Final Fantasy XV’s overall setting.

One of the things I’m most interested in is the small playable cast, which consists of just four members plus occasional guests. This is one of the smallest playable casts in Final Fantasy history, though the last time the party was this small (FFI and FFIII; you could perhaps make the argument for FFV too) the technology wasn’t really there to do anything interesting with characterisation. (EDIT: descarte25 quite rightly pointed out in the comments that we’ve also seen small casts in X-2, XIII-2 and Lightning Returns.) Now, though, we have incredibly realistic character models doing believable things in a plausible fantasy world. And the small cast size means that everyone is going to get some exploration; no-one is going to feel like a “bonus party member” who is little more than a walking collection of stats and abilities.

It’s an interesting bunch of characters, too. Noct, while looking like one of the most emo teenagers in the entire history of the series — which is saying something in a series that features Squall Leonhart — has already shown himself across a couple of demos and an anime series to be a likeable, interesting and anything but morose protagonist with plenty of depth to his character. The fact that it is his story rather than an unlikely group of heroes who just happen to stumble into their destiny to save the world puts an interesting twist on the series’ prior formula. Noct starts the game as someone unique and special, though perhaps doesn’t quite know what to do with his status, and thus relies on his friends to help him through his journey.

One of the key themes of the game as a whole is intended to be the bonds of brotherhood between the four characters in the main cast. They grew up together, fight together and live together on the road as Noct continues his journey; although the circumstances of each of them meeting, as depicted in the Brotherhood anime, were anything but natural — not least because Noct is a prince — it’s clear that their mutual relationships are going to develop and deepen over the course of the adventure. The best RPGs convey a clear sense of party members being true companions, closer than family, and if Final Fantasy XV pulls it off correctly, it’s going to be a memorable ensemble cast for sure.

Outside of the story, there are a bunch of gameplay systems I’m looking forward to, too. The Ascension system looks like an intriguingly deep means of developing the four characters’ abilities, for one, and the magic system, where you mix elemental energy with other items to produce all manner of different effects, looks particularly fascinating. Magic is also interesting in that it has an impact on the environment around you, too; fling a Fire spell and the surroundings will burn and become scorched; fling a Blizzard spell and everything will become coated in frost. This is not something that is normally acknowledged in role-playing games, so I’m interested to see how it fits in here.

There look to be a wide variety of sidequests along the way, too, including Final Fantasy XII-style hunts. I’ll be interested to see how deep these sidequests are; technically the Behemoth hunt in the Episode Duscae demo was a sidequest, and that had a ton of things to do along the way, including investigating the area, tracking the beast to its lair and devising a spectacular strategy to deal with it — including abilities for each character that were unique to that fight rather than simple hack and slash. While I’m not counting on all sidequests being that interesting, the designers have claimed that they’ve made an attempt for there not to be “filler” content (“bring me 50 pelts from the monsters on the plains!”) and so hopefully this stuff will be worth doing. It remains to be seen how well they achieve this.

That’s probably enough enthusing for now, because you can bet there’ll be plenty more to come next week once the game’s actually in my PS4. Here’s an hour-long video of some of the music from the game.

 

2497: The Further Adventures of Class Zero

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After some further time with Final Fantasy Type-0, I’m now 100% on board with what it has to offer. It’s a slow burn, to be sure — its rather drab early hours don’t really sell it all that well, but by the time it’s flinging Alexander, Bahamut Zero and Gilgamesh (including the correct music) around with gay abandon it’s hard not to enjoy the ride.

I’m planning a Final Fantasy month over at MoeGamer at some point in the near future, so I’ll write more about this then, but I did want to comment a little on the game’s tone, because it’s markedly different from the mainline Final Fantasy series, and makes this abundantly clear from the outset.

Mainline Final Fantasy games are benchmark JRPGs for many people; they’re regarded as the quintessential example of “young hero gathers a band of companions and saves the world”, despite a number of installments deviating from this stereotypical formula. One thing you can say with a reasonable amount of confidence, however, is that, on balance, they’re optimistic affairs, all about bonds of friendship and love overcoming great evil and that sort of thing. This isn’t to say that the series doesn’t have its dark moments — in fact, several installments’ darkest moments make up some of the most iconic and influential moments in all of gaming history — but on the whole, it’s a series designed to make you feel like part of a heroic epic with all the optimism that involves.

Type-0, meanwhile, occupies the complete other end of the spectrum. I talked a little yesterday about how it de-emphasises the role of the individual in favour of a large cast of characters, and the further you play, the more this becomes apparent. Part of Type-0‘s background lore is the fact that when someone dies, anyone who knew them forgets who they were, even if they were very close. This is one of many reflections the game makes on the horrors of war; a very literal interpretation of Stalin’s supposed (and possibly misattributed) quote “when one dies, it is a tragedy; when a million die, it is a statistic”.

Type-0 lays it on fairly thick with its depictions of the brutality and the senselessness of war. It doesn’t do so in a particularly preachy manner, however; the game’s setup is such that it’s fair to spend some time pondering whether anyone — including the side you’re on — are the “good guys” in the conflict depicted. Instead, we simply see various horrors unfolding, both through the eyes of Class Zero on the ground, and through the distant detachment of the narrator during the documentary-style cutscenes that punctuate the main beats of the narrative as a whole.

One particularly chilling moment comes in the aftermath of a mission late in the game, which culminates with your side in the conflict summoning Alexander as an ultimate weapon of mass destruction; in order to do so, many of your allies give up their lives as they channel their magic and life force into the summoning. The devastation that Alexander wreaks is immense, presented to you in simple, cold statistics — white text on a black screen — after the battle is over. While in the heat of the moment, Alexander’s summoning is pure Final Fantasy fanservice, the realisation that the spectacular light show you just witnessed cost the lives of many people on both sides of the conflict makes you wonder whether or not it was worth it.

I’m nearing the end of the game now, I think; just two more chapters to go. I’ll be interested to see how it ends — particularly if it concludes on as bleak a note as its opening sequence, featuring a seriously wounded soldier trying his best to reach his destination with his also wounded chocobo, then finally dying, forgotten, on the streets as the conflict continues to rage around him. I’m also interested to do a second playthrough once I’ve beaten it once; not only are you at a more suitable level to tackle the optional “Expert Trials” on a second playthrough, there are also additional missions called “Code Crimson” which add additional details and context to the story.

Considering Type-0 is a spinoff game in the Final Fantasy series rather than a mainline installment — and considering it originated as a Japan-only, handheld-only title — it’s impressive quite how much lore has been packed into this game, all of it reviewable through an in-game encyclopaedia. You don’t need to know most of it to appreciate the story, mind you; it’s simply there as “additional reading” if you find it interesting. While I wasn’t sure about Type-0 when I first started playing it, the longer I spend with it, the more fascinating I find this war-torn world that seems to be on a collision course with absolute disaster, so I very much welcome this additional content, particularly as some of it comes in the form of cutscenes that explain what happens to a number of minor characters along the way.

I’ll have definitely beaten it at least once by the time Final Fantasy XV rolls around; whether I’ll have made it through any more of that remains to be seen, but now I’m familiar with how it all works and got to know the characters, I’m certainly up for a bit of New Game Plus.

2496: Type Zero

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In anticipation of the imminent Final Fantasy XV — a game which I am getting increasingly desperate to play the closer its release date creeps — I decided to boot up a game I’ve had on my shelf for a while, but haven’t really done anything with: Final Fantasy Type-0 HD for PlayStation 4.

I had pretty much no idea what I was in for when I fired it up for the first time. I just knew, prior to its release, that it was a well-regarded game for PSP that had previously been confined to Japan, and that people had been clamouring for a localisation for quite some time. In fact, so desperate were English speakers for an English version of the game that there was already a decent quality fan translation of the PSP version available, though in order to play that you’d need to 1) know how to “do” PSP homebrew and 2) be willing to “do” PSP homebrew.

In other words, Final Fantasy Type-0 was a mystery to me when I first started it. After about 15 or so hours with it so far, I think I’ve kind of got my head around what it’s all about and where it sits in relation to other Final Fantasy spinoff games — and the mainline series, for that matter.

Type-0 (formerly Final Fantasy Agito XIII) is part of the overly ambitious Fabula Nova Crystallis series which also includes the Final Fantasy XIII games and the upcoming Final Fantasy XV (formerly Final Fantasy Versus XIII), though since the series was first conceived each of the projects kind of diverged off in its own direction — hence the name changes, abandoning the direct links to XIII — so that now they only have the loosest of thematic and stylistic connections with one another.

That said, Type-0‘s mythology is quite closely related to that of Final Fantasy XIII despite unfolding in a different world, with particular regard to the existence of “l’Cie”, individuals who have submitted themselves to the will of a superior entity (in FFXIII’s case, powerful godlike beings called fal’Cie; in Type-0, the “peristylium” crystals that form the centrepieces of the game world Orience’s various city-states) and an obligation to fulfil some grand purpose called a Focus in exchange for kinda-sorta immortality and badass magical powers. Unlike Final Fantasy XIII, you don’t play l’Cie in Type-0; they’re part of the backdrop of the ongoing story.

Type-0’s narrative focuses on the dominion of Rubrum and its elite training facility Akademeia. Across thirteen classes, Akademeia trains young people to become Agito, the best of the best when it comes to martial and magical prowess. Among the classes, the cream of the crop is found in Class Zero, a unit of youngsters with particularly exceptional powers that has, until the events at the start of the game, been kept somewhat secret from the rest of Akademeia.

Class Zero is brought out of hiding and into immediate active service as Agito Cadets when the Militesi Empire invades Rubrum’s capital and Akademeia itself. Against rather improbable odds — including a l’Cie — they manage to push back the imperial incursion and retake Akademeia, giving Rubrum the opportunity to pick itself up and start planning a counter-offensive. From here, Class Zero plays a leading role in helping Rubrum to expand its territory, push the Militesi Empire back and prevent them from deploying any more of their weapons of mass destruction, such as the Ultima Bomb which devastated one of the other city-states of Orience.

If this all sounds highly political and like the setup for a strategy game such as Final Fantasy Tactics… well, you’d be wrong, technically, but there is something to that comparison, which we’ll get onto in a moment.

In actual fact, Type-0 is an action RPG in which you control a single member of Class Zero at once — accompanied by up to two of their classmates, depending on the situation — as they attempt to complete missions for Rubrum and, in between mission days, wander the dominion generally helping out and making life miserable for the Militesi Empire. Unlike mainline Final Fantasy games (with the possible exception of XII) where the emphasis tends to be on the core cast’s personal stories, Type-0’s plot is less about individuals and more about the ongoing conflict between Rubrum and Militesi.

Each member of Class Zero is unique in their capabilities. Each one wields a different weapon, which all handle very differently from one another, and each one has a unique skill tree, though there is some overlap in common abilities between numerous class members. Some are better at dealing or taking physical damage, some are ranged attackers, others have particularly strong magical capabilities. Ultimately, the best approach to playing the game is to try and keep the entire squad levelled up pretty evenly, which means you’re going to need to get comfortable with playing at least a few of the characters, and perhaps bring the ones you don’t like so much in the AI-controlled slots so they still get some experience.

The reason I mention Final Fantasy Tactics earlier is that the way you set up your characters in Type-0 bears more than a passing resemblance, albeit without the deep and complex Job system that Tactics has. In Tactics, each character had the ability to equip two different “Job commands” at the same time, allowing them to mix abilities and spells from two classes at the same time. In Type-0, your character has two main ability slots, up to one of which can contain a spell — though some characters can unlock an ability to equip two spells — and the other of which can contain one of their unique abilities. There’s also a third ability slot dedicated to defensive magic and abilities, allowing characters to equip curative spells, protective spells or physical abilities such as blocking damage.

In order to succeed in Type-0’s missions, you ideally need a mix of different capabilities, since you’ll run into enemies that are strong or weak against particular types of attacks, and sometimes you’ll encounter enemies that are out of melee reach — on balconies, for example — necessitating ranged attacks. In other words, it’s not simply a case of equipping all of your cadets with equipment and abilities that boosts their physical attack power as high as possible; you need to understand which ones are intended as mages, outfit them accordingly and them complement them with physical melee and ranged attackers to cover every eventuality.

The combat system itself takes a little getting used to. You control a single character at a time, and the face buttons on the PlayStation controller are mapped to normal attack with your weapon (Square), abilities and spells (Triangle and X) and defensive abilities (Circle). You can “lock on” to enemies and keep them in sight by holding the right shoulder button, and dodge with Circle while moving.

Notably, attacking doesn’t require button-mashing; characters instead continuously attack while you hold down Square. Some characters have different moves available if you push forward or backward on the analog stick while holding square; Sice, for example, has a gap-closing leaping slash forwards when you push forward, an attack behind her when you push backwards and a standard melee combo if you just hold the button without a direction.

The different weapons are all very… well, different, and in order to succeed with a character you need to familiarise yourself with not just the abilities you can equip, but the amount of time the character’s various animations take to complete. This is because Type-0’s combat is heavy on timed hits; while locked on to an enemy, they will occasionally show a weakness, usually right after an attack or if they’re knocked off balance. During this time, depending on the enemy’s remaining HP, your lock on reticle will turn either yellow (Breaksight) or red (Killsight), and if you land a successful hit with either a physical attack or magic while either of these is active, you’ll do enormous damage, even killing the enemy immediately in the case of Killsight.

Just hitting the attack button as soon as you see the markers isn’t generally enough, however; most characters have a bit of a wind-up to their attacks, meaning if you start an attack when the marker appears, you’ll probably miss the window by the time it actually impacts the enemy. Instead, you need to watch the enemy animations to anticipate when Breaksight or Killsight are going to appear, and over time you’ll come to recognise how different enemy types behave in order to take maximum advantage of this feature. Pudding-type enemies, for example, rear back before they swipe at a foe; when you see them do this, dodging to the side to avoid the strike then immediately launching a forward+Square attack with most characters is a good way to hit their Killsight window perfectly every time.

Type-0 is very much a mechanics-focused game rather than a story-centric game, which puts it somewhat at odds with the mainline Final Fantasy series, but firmly in keeping with many of the spin-off titles such as the aforementioned Final Fantasy Tactics. That’s not to say the story is bad — I’m not that far in so far, but it’s been a suitably dramatic “wartime epic” so far, with many of its important moments presented in an appealing “documentary” style — but rather it’s a game in which its individual characters are of significantly lesser importance than the big picture.

It’s an acquired taste, in other words. I wasn’t sure I was going to like it all that much when I first started playing, and indeed I know a few people who bounced off it quite quickly. However, give it some time and get to know how the combat works, and it becomes quite rewarding and satisfying. There’s plenty of side content to do besides the main missions, and it’s one of the most replayable Final Fantasy games I’ve ever seen, with a second playthrough not only seeing your Cadets at a suitable level to tackle tougher challenges, but also rewarding you with additional story material at various points.

Give it a chance if you haven’t already. It’s not the best game to ever bear the Final Fantasy name, but it’s a solid, interesting game in its own right that demonstrates, once again, that Square Enix isn’t at all afraid to experiment and do all manner of strange, wonderful things beneath the Final Fantasy banner.

2490: Root Letter: Some First Impressions

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Today I’ve been playing a bunch of Root Letter from Kadokawa Games, localised and published by PQube over here. I’m honestly surprised that I’ve heard pretty much jack squat about this game except press releases from the publisher, because it’s turning out to be a most intriguing, enjoyable visual novel/adventure game hybrid.

Root Letter’s basic premise runs thus. 15 years ago, you were penpals with a high school girl named Aya Fumino. In total, you exchanged ten letters with one another before drifting apart, but one day, 15 years later, you discover an eleventh letter with no postmark. In this letter, Aya appears to confess to a murder, but gives no details about the crime, the victim or her current status. Understandably somewhat perturbed by this alarming discovery, you set off for her hometown with only her return address to guide you.

Upon arriving, you find an empty plot where her house is supposed to be, and quickly discover two rather strange stories: firstly, that while the Fumino house did indeed once stand on that plot, it burned down fifteen years ago; secondly, and more disturbingly, the only person by the name of “Aya Fumino” that people in the area seem to know died twenty-five years ago from a mysterious disease.

What unfolds from this point is a mystery story as you attempt to piece together what really happened to Aya — and, if the stories about her death are true, who the person you’ve been corresponding with actually is — by using her letters from 15 years ago as guidance. Using a combination of the information in the letters and evidence you gather through investigating scenes and conversing with various characters, you gradually come to figure out the identities of “Aya’s” classmates, each of whom theoretically hold a piece of the puzzle, but all of whom are extremely reluctant to speak of the past, and of their classmate — the girl you knew as Aya — in particular.

I’m roughly halfway through a first playthrough after a little over five hours, and I believe there are four discrete “routes” for the final two chapters to take, varying according to how you remember your replies to Aya’s letters went at the start of each chapter. It’s given me a solid idea of how the game works.

Essentially, it’s a modern take on old-school “ADV”-style visual novels such as Nocturnal Illusion in that you’re given an interface and a variety of actions to perform — including moving between locations, looking at things in a location, asking characters about topics, showing items from your inventory to characters and just standing around thinking — but in practice there’s generally only one “correct” option to push the story onward. At the end of most of the chapters, there’s an “investigation” sequence where you interrogate someone you suspect to be one of Aya’s classmates from 15 years ago, using knowledge you’ve obtained and physical evidence you’ve gathered to destroy their arguments.

If this all sounds a bit Ace Attorney, you’d be absolutely right; the structure is very similar, with the standard wandering around exploring gameplay mirroring Ace Attorney’s investigation sequences, and the interrogation sequences working much like the courtroom scenes, right down to having a limited number of chances to present the correct piece of evidence and proceed. Pleasingly, the interrogation sequences also feature some ridiculously overdramatic music that rivals Ace Attorney’s classic Pursuit ~ Cornered! theme in terms of ramping up the intensity.

One interesting mechanic the game has comes from the protagonist’s nickname “Max”, which comes from his apparent predilection to give things everything he’s got, even when it’s not strictly necessary to do so. In mechanical terms, this is represented as “Max Mode”, where a meter pulses up the sides of the screen with four different divisions, each representing a particular “intensity” of comment that you want to fling at someone. The bottom of the meter represents simple statements, moving up through lightly provocative, very provocative all the way to “I can’t believe you just said that”. When these sequences present themselves, you have a limited amount of time to determine how intensely would be appropriate to argue the point Max is presently debating, and the meter moves seemingly unpredictably at times, making it a bit of a test of reactions as much as choosing the right option. Fortunately for those blessed with less than stellar reflexes, you don’t lose a “life” if you get one of these wrong; you can simply try again.

Thus far the story has been highly intriguing and hinted at several different directions it could (and probably will) branch off into in its final chapters. The setup is an interesting one, and it’s satisfying to gradually see the truth slowly coming into focus as you progress. I have no idea what the actual “truth” is at this point, but I’m very interested to find out.

Since this game has had so little coverage on the Internet at large, I’m going to devote some time on MoeGamer to it at some point in the near future. Whether there’s enough to give it the full Cover Game treatment or if it will simply be a one-off article remains to be seen, but count on some more detailed thoughts once I’ve seen how the whole thing ends up.

For now, if you’ve been thinking about grabbing this, I’d say do so. And if you’ve never heard of it and enjoyed titles like Danganronpa or Ace Attorney, you’ll definitely want to give this one a go.