Approved Does a "risky" design pay off?

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Title: Does a "risky" design pay off?
Vagrant Story Review (PREPRINT TEXT DRAFT)
Shout out to everyone from the RTG Nostalgia Society thread that made me play this for first time <3
1) Introduction
Your first question while reading this is probably, why all the Final Fantasy Tactics (FFT) comparisons? No, it is not just because I will take any opportunity to talk about FFT >:) Vagrant Story (VS) development was lead by the legend Yasumi Matsuno (writer and director for FFT) and pretty much the same team as FFT, and more comparisons will become understandable as we go. So how is it to play as our favorite RISKbreaker Ashley Riot, taking on the challenges of the haunted city of Lea Monde? Let's go!
2) Atmosphere
The atmosphere of the game is wonderful, you would expect nothing less from the FFT team. My only gripe is the story, as explained below.
2a) Graphics
Not much to say here. It looks as good as a psx game probably can and has a memorable visual style. At no time are the graphics a hindrance to the experience. Yes, at times graphics can look repetitive, but you spend a lot of time in underground caves, mines and catacombs, what did you expect?
2b) Music/sound
You would think with Hitoshi Sakimoto (FFT) at the helm I would love this! Yes, the music is very well composed, but it is not as memorable for me as FFT. While initially composing the music in a similar style to FFT, Sakimoto was apparently directed by Matsuno to instead go "dark and heavy"[1] Honestly, I think it DOES sound like FFT (also, Matsuno, what makes you think FFT didn't have dark and heavy compositions O_o), just a little more "classical": ambient with long pauses, slow build, flourishes or whatever (I don't know music theory), and for me that is the only problem. Obviously, this is not always true (some dungeons have great bgm), but it was something that stuck out to me while dungeon crawling at times. I wanted more "fight" music, more tension, more simple/catchy (which many battle stages in FFT have) while I was running around killing things. I don't know, just didn't hit for me like FFT...

All that said, I am not deducting anything based on that, just thought it was interesting discussion and my fellow FFT fanatics would too; to be clear, the music of VS is fantastic. Sakimoto has even said Vagrant Story is one of his favorite works[1]. Another complaint I have (also not major) is some parts have NO MUSIC. I understand the artistic choice to have parts of a game have no music, but the decisions seemed very arbitrary. For example, why no music in the first area (yes, I know that is if you skip the opening, but still) of the game? tsk, tsk, first impressions... Especially for a game where clearly GREAT care was taken with the music direction. Why?

The sfx are great, satisfying when you stab something etc. so no problems there. Nothing sounds goofy or becomes annoyingly repetitive. To wrap up, nothing in music/sound detracts from this game.
2c) Story
This was underwhelming. It took forever to "get going". About half way in, I was finally interested and ~2/3 in I was hooked! Events got more interesting (and explained, so I knew what was going on finally >_<), but a problem is no real attachment to any of the characters. To be fair, I think this was an intentional design: Ashley has no companion or even npc's the entire game to talk to! That makes it hard to get invested in the story, initially. Again, compare with FFT. Yes, there are some unclear plot elements intentionally and a complex script, but even at the beginning, the character drama is enough for anyone to latch on to. Again, the plot of VS does pick up, and it is not like the entire beginning is boring, but the story is going to feel rushed/unbalanced. In fact, "Matsuno revealed that over half of the game's story was cut due to capacity and development time constraints" [1] And so I think this criticism is fair.
3) Gameplay
In Matsuno's opinion, "The gameplay was conceived to cater to hardcore gamers who do not ask for hints and read through strategy guides" [1] Well, VS certainly accomplished that, but sounds like an excuse to me... There is nothing wrong with expecting players to "git gud", but I am certain that much of the difficulty/frustration was unintentional, but I will detail that in section (4).
3a) Combat Mechanics.
This is what sets VS apart: an incredibly innovative and creative combat system for an action rpg. First, the action stops while you make you decisions (like Parasite Eve (PE), but no atb), so it is a unique blend of action and turn based, and it works great! However, I bring up PE as a little foreshadowing; sometimes less is more. While I like the innovation of combat VS brings, I think the team went a little too deep and didn't quite understand the monster they had created >_>

Anyway, you will realize you are able to target certain body parts of enemies. For example, damage to legs will decrease movement etc. And this works against you as well. Don't see the big deal yet? Well there are also class/affinity/type modifiers to every body part of enemies. What the hell do those do? Well, those are the reasons you will see the base damage be 0 and have a low % chance of a hit when selecting a part to attack. How to overcome that? Well, you fight fire with fire (not literally, you should have water affinity gems for your weapon if your target has fire affinity :P) and modify your own equipment to overcome/combat those stats. That sounds simple enough right? Oh you sweet summer child... See (4)
3b) General control.
No annoying camera issues or anything like that. Everything is responsive and the quick menu via the shoulder button is great. I don't like how the first person view has flight controls that cannot be changed, but overall, controls are intuitive and my only gripe is platforming: see (4).
4) So what are the cracks in this gem?
4a) Mechanics are not cryptic, but...
The game tries to help you as much as it can by having a tutorial to read in game, but some information is not explained and some is outright wrong! The description of DP makes it sound like only 0 has an impact, this is not true! DP is a percentage variable in the damage formula! Also, class has little impact: go for DP and PP on your weapon, affinity will be provided by gems, and type from crafting. Do not waste your time training class or using class gems. Also, shields are so good they make two handed weapons pretty much useless, imo. If you want to know how this game works consult [2].
4b) Crafting, items and menu hell.
Using a storage box requires saving your game. Considering how much crap you end up carrying around (not knowing what is good), this gets annoying real quick. If you don't know to prioritize grips with more gem slots, you are screwed. From my experience, only bronze + iron to get hagane is all that makes a significant improvement in your gear: if you think it will be fun crafting unique stuff, you will be disappointed. The workshop music is my favorite track, so it is appropriate that is used for where you will be spending lots of time, scrolling through menus >_<
4c) Degenerate. Degenerate. Degenerate.
Debuff/buff spells like Degenerate are the only spells that are worthwhile: they are what give you the edge to actually get damage through. Yes, your elemental spells do have uses, but for the most part, they will go unused. Kind of annoying to just cast the same spell over and over and over :( Naturally, healing spells come in second in terms of use, but if you are using raging ache, you are better off going unhealed unless a limb is damaged.
4d) What is raging ache? Now to talk about chains!
This initially frustrated me, but now that I can pull off a 8-10 hit offensive chain with muscle memory, it is fun. I can only pull that off for the one hand weapons (not staffs, I'm pretty sure the timing is different so I trashed those). Naturally I also trashed the two handed weapons, I did tell you how good shields are right? I never learned to time the defensive abilities which was frustrating. Oh right, raging ache? It is a chain ability that deals damage based on your damage BUT it ignores enemy defenses: it will come in clutch and is NEEDED if you are coming into this game as a neophyte like me! GIT GUD AT CHAINS TO UNLOCK THIS AS FAST AS YOU CAN!
4e) Puzzles and time limits are annoying.
The combat is already a puzzle! For whatever reason, Matsuno thought we needed to push blocks around. To be fair, I do like a number of these, but it gets stupid toward the end, and your patience is probably reaching its end. In addition, some events have time limits for no reason, they just piss you off.
4f) Platforming.
Expect to try a few unfair jumps over and over. I swear, there is one where you NEED the fairy wing item to do.
4g) Where the fuck do I go?
Sorry Matsuno, you're my hero, but I guess I'm not hardcore enough for this one ;_; I needed a guide[3] for this, even beyond the mechanics. To be fair, the map system is probably as good as possible: it is wonderful it shows what keys open which doors! That might sound like a good deal, but before you get teleport, it is going to be hard to navigate (why no onscreen compass? and don't forget the grueling respawning encounters as you wander). A guide in a separate tab still took me 40 hours to complete :(
5) Conclusion
A very difficult game to come to a final score on. Does the frustration overwhelm the wonderful atmosphere and incredibly unique, innovative and deep combat system? Well, you will have to wait for the final version to see my score :P
6) Citations
[1] Vagrant Story wikipedia article
[2] Beamup's Combat Mechanics Guide https://gamefaqs.gamespot.com/ps/914326-vagrant-story/faqs/56772
[3] Spatvark's Guide. https://gamefaqs.gamespot.com/ps/914326-vagrant-story/faqs/40255
 
To answer that question on your article’s title, definitely yes FFT is revered as one of the best trpg of all time alongside TO LUCT you might even feel that there’s a little similarity between the two because both of them are really a grind fest like most jrpg of the 90’s.
Though for me the story progression on FFT is presented just like a novel where you have to get through halfway to get a glimpse of what was really going on a way most authors do to keep their audience glued and keeping them guessing which is not a bad thing specially if it’s well executed.
Great piece you have here, good luck I hope you make the cut!
 
Great piece you have here, good luck I hope you make the cut!
Thanks for the kind words (it's first time I have written about games) and the read ::heart
[HorribleSubs] Gabriel DropOut - 06 [720p].mkv00001.jpg

To answer that question on your article’s title, definitely yes FFT is revered as one of the best trpg of all time alongside TO LUCT you might even feel that there’s a little similarity between the two because both of them are really a grind fest like most jrpg of the 90’s.
The title is meant to be a reference to the risk mechanic which is why I emphasize RISKbreaker in the intro, but yea probably my fault for not even mentioning the risk mechanic, I meant to when discussing chains, but I was at the character limit :( And the rules say it doesn't need to be a final draft, so I just went with it. I will try to rework the intro for that reason: thanks for that opinion.

But yea, mentioning any grinding aspects along with FFT is probably a good idea, I'll think about it, but argh, the character limit ::angrygenjin Maybe can cut down the music discussion, but I thought a lot of that was interesting, and I like reviews that mention history/development of the game with trivia like that. And music is something I like talking about.... I'll figure it out ^_^
Though for me the story progression on FFT is presented just like a novel where you have to get through halfway to get a glimpse of what was really going on a way most authors do to keep their audience glued and keeping them guessing which is not a bad thing specially if it’s well executed.
Exactly! FFT was so well executed in that aspect and you see that aspect in VS, but it felt like much was cut and I felt vindicated when I learned during research that even Matsuno said over half of story was gutted, so I think that was the problem. Again, thanks for your reply! That helps me improve it ::heart
 
Vagrant Story is a good game, especially when I played it before exams. I played it for 10 hours straight before my chemistry exam and I failed the exam, then I received sweet punches from my father as a nice sign of love. Oh, those were the days.

Miss U GIF
 
I played it for 10 hours straight before my chemistry exam and I failed the exam
::sadkirby Well, vagrant story does not teach metallurgy well, so would not help for studying chemistry... Combining bronze and iron would not create a useful alloy, so they needed to have the fictitious "hagane". Why have irl elements and a combination system, then not try to teach that? I learned copper and tin make bronze from runescape :loldog
 
Sweet, make sure to use h2 headings when posting live.
Welcome on board.
[HorribleSubs] Nanbaka - 02 [720p].mkv_snapshot_02.20_[2016.10.11_19.35.34].jpg

Will do, I will use the headings for final version. ::heart
 

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