Showing posts with label RPG. Show all posts
Showing posts with label RPG. Show all posts

Tuesday, June 3, 2014

Ni No Kuni and Coping With Depression

I was planning on writing a game review for Ni No Kuni, but this IGN article perfectly sums up what I feel about this game.


Why Ollie has a lot more to offer than most JRPG protagonists.


Poor little Ollie isn’t your typical JRPG hero. He doesn’t have spiky hair or carry a sword that’s bigger than he is. He doesn’t brood in the way popularised to stereotype by Cloud or Kaim, nor is he at the opposite end of the spectrum with the relentless and irksome positivity of Serah. He’s not an amnesiac or an elite warrior; he is simply a normal young boy who, because of certain events, wants to do good things for those in need around him.

Oliver’s desire to do right has come at a cost, though. At fault for his mother’s untimely death, he is obviously and understandably distraught, spiralling into three days of wallowing and self-pity. Eventually his tears spring a surprise, breathing life into his cherished cuddly toy who reveals himself as Drippy, a noble fairy from the realm of Ni No Kuni.

Drippy explains that Ni No Kuni is in desperate trouble, the victim of a terror known as Shadar. He requires Oliver, one of pure heart, to help him save his world. Ollie is initially uncertain, but when offered the slightest hope that his aid may save his mother, it’s then he agrees to go on the uncertain journey.

Ni-No-Kuni-1
Ollie wants more than anything to return to his old life.

Although it can be easily lost in the game’s innocent and charming setup, what Ollie is doing is blocking out reality in favour of a fantasy world, one that’s a more attractive proposition than his own. In Ollie’s case, what’s particularly interesting is that his fantasy world not only absolves him of any culpability relating to his mother’s death (as Drippy explains to him, it was Shadar’s fault, after all), but it’s also a world in which he believes he can actually save her from death.

Simply put, he has control of his life and a purpose in Ni No Kuni. Without Ni No Kuni, he has nothing; he is alone.

It’s a scenario that’s seems so sad, yet this form of escapism is something that I can absolutely relate to through my own past experiences with depression. I won’t bore you with the finer details, but every time I put a disc in my console throughout my twenties, I was doing exactly what Ollie was; escaping to a place where my problems couldn’t hurt me.

Bad day at work? Rapture offered the intrigue to make me forget. Didn’t feel capable of going outside and facing the world? I delved into the Capital Wasteland instead… or the Ishimura… or Liberty City… or Hyrule... anywhere I could escape my brain. These were all worlds in which I felt I had more control than the real one and they were a massive comfort to me at the worst of times. Game worlds were always my go-to release from the bad times, just as they’re the chosen release of countless others like me.

Like many of those who turn to games as an escape, though, Ollie’s never actually free of his guilt or of his relationship with the real world. The faces he knows from his quaint hometown appear regularly in Ni No Kuni as very different characters (a factor described by Drippy as linked souls), and in a handful of instances, his sadness still gets the better of him externally. Even Drippy is a gift from his mother, his accent and mannerisms all come from her interactions with Ollie.

If you're going to escape to a fantasy world, you could do a whole lot worse...
If you're going to escape to a fantasy world, you could do a whole lot worse...

Despite this, Ollie manages to forget his loss through his escapism, or at least comes to terms with it for a while. In between the reminders, his mourning is replaced by a resolve to help everyone he meets. It might be that he feels that in some way, by doing good in either world, he’s making amends for the events that led to his mother’s demise (at least making progress towards that goal). I like to think, however, that he simply understands. He understands their pain because of his loss and wants to help it stop. Helping people becomes his new coping mechanism in spite of his goal to save his mother, and he revels in it.

In most cases in gameplay, this process simply means locating someone struggling to find the very elements of a person that real-life depression can cripple, such as enthusiasm, courage or kindness, borrowing a sliver from someone who has too much and topping up the sufferer’s heart. The message is simple but effective, and plainly clear from the first moment you undertake this little chain of events. It gets a little more tactile the further you delve, though…

A bit later into the game and Ollie is trying to gain the help of a once great sage. The sage, Rasheed, initially refuses, too worried about his daughter shutting herself off from her loved ones. Ollie travels back to the real world to locate her linked soul, only to find Myrtle, a reclusive young girl who believes she is too sick to leave the confines of her bedroom. Using his magic to break into her house and speak to her, Ollie can sense from her a real fear of her father. A neighbour will shortly confirm your suspicion. Her father, Rusty, has become abusive to both her and his wife.

Myrtle's soul mate Esther joins Ollie on his adventure. It's a soul thing.
Myrtle's soul mate Esther joins Ollie on his adventure. It's a soul thing.

After hotfooting it to the father’s garage, Ollie witnesses the abuse first hand. As Rusty works frantically on a car, his wife lovingly brings him a meal, which he hits out of her hands aggressively. Ollie is the only one in the town not to turn a blind eye and confronts the angry father.

It turns out that the man isn’t merely broken-hearted like many others you’ve already helped at this early stage, but a demon labelled as a “Nightmare” has also attached itself to his heart, controlling him, causing him to become a monster terrorising his own family. Ollie must battle the Nightmare to save the man.

In this sense, he literally helps Rusty fight his demons.

This realisation of what the game was tackling hit me like a ton of bricks at this point. As with real depression (and other ailments which can be related, like alcohol or drug addiction, which is my interpretation of how Rusty’s broken heart evolved), you can’t always find the answers yourself; often sufferers require a push from someone, even anyone, to seek the help that is really closer than they realise. For this man, Ollie was the catalyst for his recovery as he was brave enough to speak up, just as my own friends were for me.



I love it when video games can manage to connect at an unexpectedly emotional level, and in Ni No Kuni’s case, I certainly wasn’t expecting it to resonate with me this much prior to starting. Indeed, many reviews hint that it hits all the right emotional high-notes through excellent writing, pacing and character growth, yet it’s the game’s indirect commentary on coping with depression that managed to strike a particular chord. These are just a handful of early examples too; the mending of broken hearts remains a constant theme throughout.

At the centre of it all is the bond that I felt with Ollie in particular, a young man that I had initially thought I’d dislike, but instead grew to look up to and admire. We shared something in common, he and I, and although my own depression wasn’t related to a loss, I fully understood him in his strongest and weakest moments. I found common ground in the ways in which we both chose to cope with our own sadness, our acceptance, and our recovery.

It hits me now that, despite dealing with the morose subjects of loss and depression, Level 5 and Studio Ghibli have avoided the tired genre tropes of the internally angry, disengaged loner and created a protagonist that deals with his anguish in far more human and relatable ways. Because of this, Ni No Kuni might well be one of the most important and relevant JRPGs in more than a decade.

Original article written by Andy Corrigan at IGN.com - Ni No Kuni and Coping With Depression - IGN

Monday, February 17, 2014

Also Finished Final Fantasy XIII-2, Too



Last month, I did my review of Final Fantasy XIII. I have mixed feelings about the game. It was much different from previous Final Fantasies and used the new Fabula Nova Crystallis mythology instead of the original crystal origins that the first games used. Linear maps, non-north facing maps (which was a pain), very short story, only one major side quest... the list goes on. Good thing the sequel improved on everything.

Final Fantasy XIII-2 is set three years after the previous game. Without spoiling much of what happened, the 6 main characters saved the world. However, something is off. Lightning, one of the main characters is gone. Nobody knows where she is. Many of her friends believe she turned into crystal. Serah Farron, Lightning's sister, sees things differently. She remembers Lightning being with the group after they saved the world and then suddenly just disappears.

The game starts with Lightning in another dimension, Valhalla, in battle gear and different armor. She's fighting another person named Caius Ballad. During the fight, a portal appears out in the sky. A young man, named Noel Kreiss, falls through. Lightning saves him and tells Noel that she was expecting his arrival. She knows that Noel is from the distant future. She sends Noel on a task to help Serah on saving the world... again. The game pulled a Metal Gear Solid 2 and switched main characters. For the duration of the game, Serah and Noel are the main characters.

Noel arrives in Serah's time, 3 years after the 6 l'Cie heroes saved the world, and tells her that Lightning sent him. Noel explains that the sudden appearance of otherworldly monsters is caused by different timelines bleeding into each other at one point in history, causing a paradox. The only way to fix these is to travel through time and resolve all the paradoxes and find the TRUE timeline. Serah decides to go with Noel and jumped through time using the Historia Crux (it's the fancy name they call the wormhole to jump through time).

That's pretty much the whole premise of XIII-2. The two main characters have to go through history fixing paradoxes. Along the way, they meet familiar main and supporting characters from XIII. There's actually more content here than XIII on top of many improvements.

One of many complaints from XIII were the linear maps. That's gone. They expanded the borders on where you can run around, battling monsters and talking to NPC. The non-north facing map? They fixed that by adding an option to make the full map and mini-map always facing north or facing where your character looks. Chocobos are found in all timelines after you've completed the story missions in those areas. This makes traveling much easier than XIII. You're also able to fully explore the game menu unlike in XIII. You can also save anywhere.

In XIII, it was possible to completely ignore appearing monsters by running away from them and catching them completely off-guard with their backs turned and abuse staggers. Not anymore. When monsters appear, a color-coordinated timer appears counting down from green, to yellow then red. You have the chance to hit any of the monsters with your weapon before the timer runs out and get a preemptive strike. However, these preemptive strikes don't almost stagger the monsters. You can run away from the monsters and the timer disappears. if you don't hit them or them hitting you before the timer runs out to red, you won't be able to restart the battle.

In battle, you have a chance to obtain monster crystals from monsters you've defeated. You can use these monsters as pets and your third character during battle. Like your two main characters, they can be leveled up and obtain more powerful skills and more health. You can also infuse one monster to another monster. The other monster would gain any available ability from the consumed monster. Another game mechanic they changed is the ability to switch leaders during battle. This was not possible in XIII. When the leader dies, it's game over. Not in XIII-2. When the leader dies, it automatically switches to either Noel or Serah. They also added this feature for paradigm shifts: (1) Normal, Cross (X) or Wide (W) paradigms. Paradigms with X have the characters focus on one target. Wide paradigms focus on all targets. You can also save up to three paradigm shift setups. This makes setting up for specific boss battles easier and it's as easy as loading your go-to shifts.

XIII-2 played similarly to another numbered sequel (X-2)... in that you can choose the order you play each timeline or branching timeline. You don't even have to play all the timelines to beat the game. I know some people play the game like that, but they miss out on everything. When interacting with certain NPCs and various story points in the game, there is a trigger event that lets you choose an answer, which garner serious, honest or funny reactions from the characters. Any variations of these will net you decorations for your monster pets. There lots of these collectible items. They're unnecessary for completing the game, but it's fun to dress up your monsters. XIII had you collecting monster drops and pawning them off to shops as the main source of money. Not in XIII-2. This time, monsters actually drop gil, as well as monster items and equipment.

Can't get enough of side quests? XIII-2 has got you covered. Collecting monster decorations, fully exploring every map from all possible timelines, optional bosses, gambling and chocobo racing. These will keep you busy. These don't even include the downloadable content (DLC) you have to pay, which are a lot, and which Square Enix is guilty of abusing. There's a colliseum DLC, which have you fighting strong monsters and familiar characters from XIII. Beating these guys will net you their monster crystal. That's right. You can have Sazh, two version of Lightning and Snow as support characters. From a gameplay standpoint, these DLCs were fun to beat. They don't really add much to the story, but they sure help out with beating the game. Too bad I already beat the game before I attempted to fight them in the colliseum.

You can get Sazh early on by playing his own DLC. In this story, he was also affected by the paradox. He and his son, Dajh, wind up in the Serendipity dimension, where everyone can gamble. You can play poker and this other gambling game having to do with a clock or something. Beating the requirements for this DLC gets you Sazh's as a supporting character.

The last DLC is the important one, as it bridges the story at the end of XIII-2 and the third game, Lightning Returns: Final Fantasy XIII. In this DLC, you play as Lightning wearing Etro's Goddess armors or whatever. You fight Caius Ballad one on one. It's probably one of the hardest DLCs I've had to play. Normally DLCs are freebies and much easier than the main game content. Square Enix didn't get the memo and is basically making you pay extra for a harder difficulty. Because Japan.

Square Enix did everything right in my book. From what I heard, this was supposed to be just one game, but it got too big to fit in one Blu-Ray disk that they have to split it into two games. Not sure if that's true or not, though. The only thing I didn't like is having to play another game to find out the story of the Lightning Saga. I already ordered it, but the seller is waiting on a back order delivery of another item before they can ship this. Gives me more time to play other games, I guess.

I'm done.

Thursday, January 2, 2014

Finally Finished Final Fantasy XIII

I bought Final Fantasy XIII (FFXIII) back in late 2010. I even wrote a first impression on the game based on a few hours of gameplay. Then my fat PS3 broke. It couldn't handle all of FFXIII's awesomeness (The original 80GB PS3s could play PS2 games and DVDs, overworking the disk lens. FFXIII fried it). My initial review was heavily biased over a broke PS3 and I chimed in haterade bandwagon online. Three years later, a new slim PS3 and numerous games after, I decided to pick up where I left off on the game early December completed the game.

The cast in Final Fantasy XIII: Left to right: Sazh, Snow, Hope, Lightning, Fang and Vanille.

The Final Fantasy series is the poster boy for everything that the gamers of the world know about Japanese Role-Playing Games. Numerous iterations, different game mechanics and new stories later, we are now at the thirteenth of the series.



Story (mostly from Wikipedia)
Review



Story

FFXIII is set on the gigantic world of Gran Pulse (simply called Pulse). Central to the story is Cocoon, a massive artificial sphere that floats above Pulse's surface and is ruled by the Sanctum, a theocratic government. The two worlds are controlled by godlike beings known as fal'Cie. The Cocoon fal'Cie are responsible for keeping Cocoon floating, as well as providing light and water to the people that live inside. Each fal'Cie handles a specific task. The fal'Cie have the capability of marking the humans that live in Pulse and Cocoon as their servants. These servants, called l'Cie, are branded with a symbol representing either Pulse or Cocoon and are given a "Focus" — a task to complete. If the 'Cie complete their task in time, they are transformed to crystal and according to legend gain eternal life; otherwise they become mindless monsters called Cie'th. The l'Cie are not explicitly told their Focus, but are instead given visions that they must interpret.


Lightning on the Archylte Steppe in Gran Pulse, looking at Cocoon.

Several hundred years before the events of the game, a battle known as the War of Transgression took place between Pulse and Cocoon. During the battle, l'Cie from Pulse attacked and ripped a large hole in Cocoon. Eventually, the l'Cie complete their focus and were turned to crystal. The hole was patched with material lifted from Pulse, and Cocoon's citizens have since lived in fear of another invasion; this fear is used by the Sanctum to remain in power. the Sanctum oversees two military branches; the Guardian Corps, responsible for keeping order on Cocoon, and PSICOM, the special forces in charge of dealing with any threat related to Pulse. The fal'Cie have given the humans advanced technology, including flying airships and mechanical creatures, and a form of magic also exists. The magic is normally only accessible to l'Cie, fal'Cie and various monsters in Cocoon and Pulse, though distilled chemical forms can be used by normal humans.

The six main playable characters of Final Fantasy XIII are Lightning, the main protagonist of the game, a former soldier and older sister to Serah. Snow Villiers, Serah's fiancé and leader of NORA, a paramilitary group. Oerba Dia Vanille, the game's narrator and an exile who is later revealed to be a l'Cie from Pulse. Sazh Katzroy, a civilian pilot and father to a young boy, Dajh; Hope Estheim, a young boy who is struggling within the relationships he shares with his parents; and Oerba Yun Fang, a l'Cie from Pulse who is working with the Sanctum's Cavalry branch. Other characters include Galenth Dysley, the ruler of the Sanctum and main antagonist; Cid Rains, a Sanctum Brigadier General in the Cavalry who does not trust the government; and Serah Farron, Lightning's younger sister.


Courtesy of IGN: Snow and Vanille looking at the Pulse Vestige after it crashed on the ground and crystalized the waters in the surrounding area.

FFXIII begins in Cocoon as the citizens of the town of Bodhum are being evicted, or Purged, from Cocoon after coming in contact with something from Pulse. Over the course of the game, the player is shown flashbacks of the events of the previous 13 days, which began when a fal'Cie from Pulse was discovered near Bodhum. Lightning's sister Serah had found the fal'Cie from Pulse and been changed into a l'Cie by it. Lightning and Sazh derail a Purge train bound for Pulse in an attempt to save Serah. In the subsequent battle, Snow leads his resistance group, NORA, to rescue the Purge exiles. Several of them, including Hope's mother, are killed. As Snow heads to the fal'Cie Anima to save Serah, he is joined by two of the exiles: Hope and Vanille. The two groups meet at the fal'Cie, and find Serah just as she turns to crystal. Anima then brands them all as l'Cie and they are cast out into a different part of Cocoon. During this transformation, the newly crested l'Cie all have the same vision: a monster called Ragnarok. The group, arguing over the ambiguous nature of the dreamed Focus, find Serah in her crystallized form; Snow remains with her as the others leave.

The System

The beginning plot covers three out of the thirteen chapters in FFXIII. The start of chapter three is when your characters start using magic, bestowed upon by the Pulse l'Cie who marked them. The rest of the game is the group rationalizing their decisions on whether to undertake the "focus" given to them, run away and give up, or option three, like most epic RPG plots, go against the status quo and start shit up.

Playing FFXIII over the last three weeks made me like the game. As far as JRPGs are concerned, FFXIII is still the same formula as previous games. The biggest difference is the change in overall game mechanics.

For starters, while you still have health points (HP) there are no mana points (MP). You still have magic abilities, but they are no longer dictated by how much MP you have left before you use an Ether to restore them. You still get HP in battle, but you can use cure to restore it or an item. After the battle ends, your HP is back to full. All of your attacks, special techniques and magic are simply abilities. the power of your abilities are determined by your Strength (STR) and Magic (MAG). You increase these attributes, along with HP using the Crystarium System (CS).

Each characters gets their own CS. Each battle awards you with Crystarium Points (CP). You can use these points to increase your character's attributes and gain new abilities. There are 5 levels in the CS. Each node holding an attribute or ability requires CP. You require more CP as the level progresses.


The team facing one of the toughest and largest monsters in the game: Adamantoise.

Initially, characters get to have three CS for any three roles: Commando (attacker), Ravager - magic user (RAV), Medic - healer (MED), Synergists - status booster (SYN), Sentinel - damage tank (SEN), and Saboteur - status ailments (SAB). You can only have three people in your batty party. You can mix and match your characters to have different roles for each paradigm and switch out of that during battle. For example, you start the battle with three characters as RAV and fight the enemies. If one character's HP is almost gone, you switch to another paradigm of two RAV and one MED, continuing the fight while one character restores health. You can mix and match your paradigm set up and tailor it for different enemies.

In essence, you don't level up your characters in FFXIII. You level up their roles to gain attributes and abilities. It is the same thing with weapons and accessories. Each character have their own weapons which they can level up and upgrade from Tier 1 to Tier 3. Each Tier 1 weapon have their own Tier 2 counterparts. All Tier 2 upgrade to the same Tier 3 weapon for a specific character, with different stats and special attributes. Upgrading weapons requires organic and industrial components. You get these from enemy drops or from buying through online shops inside save points. This brings us to another change in the Final Fantasy series. While you still have gil as currency, enemies don't drop them at all. Selling enemy drops and only a select few treasure orbs are your only monetary source. The good part about this is that certain enemies drop what are called premium items. These items are useless for upgrading your weapons and accessories, but they sell for a lot in the stores. This forces you to battle in the chance of acquiring premium items and get CP and enemy drop for upgrading in the process.

With these, FFXIII's battle mechanic is still a JRPG at it's core. They just stripped out the tedious parts and focused on making the battles look cool, flashy and fast-spaced. It's the best of both turn-based and active real time battles. You also have to be proactive with the battles and change your roles accordingly.

The Good

Final Fantasy VII (FFVII) will always hold a special place in my heart as the first Final Fantasy game I ever played and for introducing me into the world of RPGs. Final Fantasy VIII and Final Fantasy X are close second place next to Final Fantasy V and VI. That said, FFXIII managed reinvent the RPG genre and streamline the storytelling process. The soundtrack is quite new and sort of a step up in the same direction as Final Fantasy XII (FFXII).

They got rid of random battles, which is also a step up from the same formula in FFXII. You see your enemies on screen as you plow through from start to finish. Enemies are alerted by your presence when you enter their radius. If they notice you, they give chase. You can fight them head on, try to dodge them or avoid them entirely. You also have the option of using shrouds (Aegisol, Fortisol and Deceptisol) to buff your party or hide from enemies before battle and cause a preemptive strike. When you need to farm for CP and enemy drop, you can exit out of the area and go back. This resets the area and have another go at the enemies you just passed or beat. This level of freedom is a nice addition Final Fantasy that won't be going anywhere.

The CGI cutscenes are one of the best in any RPG to date. It's signature Final Fantasy... always flashy and never disappoints. The environments, characters and enemy models had an upgrade. At some points in the game, you couldn't even tell whether you're watching a CGI cutscene or in-game graphics.


A still from one of the cut scenes riding Fang's Eidolon, Bahamut, flying over Gran Pulse.

The game can be as short or as long as you want it to be with fully developing your characters and their weapons and accessories. My total time in the game after getting 100% completion is close to 100 hours. Even if you just plow through the story, you can get back to completing missions, side quests and getting 5-star rating on those missions.

The Bad

Despite all the new additions to "wow" gamers, FFXIII is not as good as previous Final Fantasy games. For such a long-standing series, there are traditions and appeal to the series that fans have known for two decades now. FFXIII is a case of too much something new and disastrous omission of what Final Fantasy.

FFXIII sort of mimics how FFVII started out. You're thrust into this situation and only get snippets of the story as you progress. Everything is linear, going from point A to point B, battling enemies and unavoidable boss battles. After chapter three, you'd think  you see the world map. But you don't. You're going through ten more chapters in a linear direction. The closest this game to ever getting a world map is in Gran Pulse when you finally get out of Cocoon. Gran Pulse is one huge place. There are 6 main interconnected areas. They're all still point A to point B areas and longer. If it weren't for teleport spots, Gran Pulse would have been a tedious area.

The maps in the game show are different from the previous game. The point of a map is to show your location on a stationary fixed-point. in FFXIII, the fixed-point is the direction that your character is facing. The map rotates accordingly. This is useful when you're following arrows to the next location as a compass, but you're left scratching your head on side quests. It took a while to get used to it until I figured out landmarks to know my whereabouts.

At it's core, FFXIII is a very short game compared to previous adventures. there are no towns to go and visit to relax when the entire plot revolves around running away from enemies and going forward to the goal. They had two relaxing parts in the game: a flashback and a brief rest from all the chasing. The entire story for the first 12 chapters were supplanted by cutscenes and flashbacks on the first thirteen days before the events of the game took place (thirteen days, thirteen chapters, thirteen Analects in the game to read, etc). I accumulated almost 100 hours of gameplay because the distance between point A to point B is really long. I think they tried to make it so distances are as lifelike in the game. They succeeded in making the game longer. There aren't enough side quests like in previous games, though I can kind of get that because of the overall plot.

A personal "bad" for the series is the inclusion of staple names in history and mythology present in Enix games, but were not in Squaresoft. The marriage between both companies is a compromise. As an homage they would put staples from both companies in their games. It's not really a game breaker, but it's also not the Final Fantasy I knew. It's a change. Whether fans like it or not, I welcome them just as well.

Overall



Overall, FFXIII is an okay game. It's still Final Fantasy. It's got a great story. The characters and the world setting is something you can get used to and invest your time in. The battle mechanics are a welcome change. The story felt short, made longer by the massive environment. I think it set itself up for the sequel Final Fantasy XIII-2 and the upcoming sequel, Lightning Returns: Final Fantasy XIII. I'm going to take a short break before moving on to the sequel.

I'm done.