Thursday, May 01, 2008

VG Review: Some dull Final Fantasy games


"FINAL FANTASY CRYSTAL CHRONICLES: RING OF FATES"
Square-Enix, for Nintendo DS, rated E10+ for ages 10 and up, $39.99.

"FINAL FANTASY VII: CRISIS CORE"
Square-Enix, for PlayStation Portable, rated T for Teen, $39.99.


Dear Powers-That-Be at Square-Enix,

Please stop.

Stop releasing such mediocre games with the words "Final Fantasy" emblazoned on them. Stop cannibalizing beloved old games for the sake of a quick buck. Just stop.

For what seems like an eternity now, we've been treated to an endless array of sequels, prequels and remakes of role-playing games from years past. Titles such as "Final Fantasy VII: Dirge of Cerebus" have done little, however, to justify their existence.

Enough is enough. The well has not only run dry, it's been sealed up with cement and there's a barbed wire fence running around it.

Take "Final Fantasy Crystal Chronicles: Ring of Fates," for example. Designed for the DS, it tells the story of twins imbued with special powers, yadda, yadda. You know the drill.

The combat here is woefully dull. The game attempts to liven things up by incorporating a magic system, but that requires you to hold down a button while moving a target reticule with the directional pad, which can be a wee bit frustrating.

You also can switch among characters in your party, but, as with most games of this ilk, your computer controlled allies have a tendency to die fast.

Add all that to an awkward level design that makes it hard to tell where you are, and you have one really disappointing game.

Worse yet, though, is "Final Fantasy VII: Crisis Core" a prequel to one of the most popular rpgs ever that plays like the worst sort of fan fiction. Dull fan fiction.

The story -- oh why bother. The story really doesn't matter unless you're a hard-core "FFVII" fan, and even then it's just an excuse to see your favorite characters again ("Hey, it's Yuffie!").

As with "Ring," combat here is surprisingly easy. Way too easy in fact, so that boredom sets in fairly quickly.

Perhaps the most laughable aspect of the game is the "DMW," a slotslike reel that spins around randomly and lets you level up or perform devastating attacks -- but only when it feels like it.

Of course, fans aren't buying this game for the intricate game play, which makes you wonder why they bothered adding the game aspect at all. Why not just release it as a full-fledged movie?


But perhaps that would have meant fewer bags of money piling up on your door. I realize, dear Square-Enix, it's hard to ignore all the cash, but consider this an intervention. You really need to stop.

Copyright The Patriot-News, 2008

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Wednesday, November 22, 2006

VG REVIEW: Final Fantasy XII


"FINAL FANTASY XII"
Square Enix, for PlayStation 2
rated T for Teen (alcohol reference, fantasy violence, mild language, partial nudity, suggestive themes), $49.99.

Eight hours into "Final Fantasy XII," I was no further along in figuring out the plot of the game than I had been when I started playing.

To an extent that's to be expected, as the "Final Fantasy" games, like most Japanese role-playing games, are epic in length and require hours upon hours of devotion to complete. I'm talking 40 and up.

And yet, this time around I found myself less satisfied as the story seemed to be stalled in first gear. The 12th game in the popular series boasts some nice features and impressive production values, but at the same time it feels curiously bloodless. The game takes place in the fantasy world of Invalice, where a ruthless empire has subjugated a neighboring, smaller country.

After a lengthy opening sequence, the game focuses on young Vaan, a street urchin who teams up with a pair of pirates (one of whom looks like a cross between a supermodel and Bugs Bunny), a disgraced knight and a princess in hiding.

Together they, well, wander around a lot. Apart from saving the occasional wayfarer there doesn't seem to be any larger plot.

Of course, the story is only half of any good rpg. The other half is the fighting system.

The central aspect of "FF XII" is the Gambit System. It allows you to assign commands to the folks in your party, which they follow through in order of importance. For example, you can tell a character to cast a cure if someone's health gets too low, or attack the weakest enemy first and so on.

This micromanaging allows for more strategic play, as you'll frequently have to shift your tactics depending upon whom you're fighting. It also makes the game more of a spectator sport, as you'll often take a back seat during most battles and just watch your characters clash.

There also is the license system, which offers an interesting way to level characters up. You spend the points you earn in battles by purchasing licenses for armor, spells, weapons and so forth. You don't purchase any of the actual items, mind you; buying a license just allows you to use the items.

The upside to this system is you can make your characters take on any role you want. The little girl in your group could become a better swordswoman than your experienced knight, who could, in turn, become a pretty good healer.

"Final Fantasy XII" is convoluted and at times frustrating, but the game rewards those who have the time and willingness to see it through. Plus, it's one of the best-looking games I've ever played on the PS2.

But I can take only so much incremental plot devices before my mind starts to wander. It might be quite awhile before I muster up the courage to return to Invalice again.

Copyright The Patriot-News, 2006

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