On waxing nostalgia for JRPGs

Last week, I pre-ordered The Last Story, the newest game from Final Fantasy-creator Hironobu Sakaguchi and his development studio, Mistwalker. I did it partly because I wanted to support Mistwalker and its staff – which includes composer Nobuo Uematsu, a man who must continue to make music until one of us dies – but mostly because I want another classic JRPG. This, despite my seldom-touched copy of Radiant Historia (which is fantastic, by the way) and unplayed download of Penny Arcade Adventures: On the Rain-Slick Precipice of Darkness 3. At this point, pining for old-school JRPGs is just as much an experience as actually playing them.

In fact, I think I spend more time pining for old-school JRPGs than I did actually playing them in the first place. Seriously, when I was a kid I played Chrono Trigger, Super Mario RPG, and Pokemon Blue, and spent the rest of my time lamenting how the JRPG has fallen off and that they don’t make ‘em like they used to. How would I know?! I hardly touched any of them.

Not only that, there HAVE been JRPGs like they “used to make.” Atlus has been pumping them out almost non-stop for at least a decade, and JRPGs ruled the portable gaming roost since the Game Boy Advance (a phenomenon described by Game Informer’s Joe Juba in his excellent editorial, “The Incredible Shrinking RPG“). Hell, Mistwalker already came out with an old-school JRPG a few years ago for Xbox 360; it was called Lost Odyssey and I even bought it. Granted, it’s been sitting on my shelf for the past two years because I’m intimidated by how good it might be, but it’s still there!

My point, Billy, is that the JRPG is fine. Not exactly thriving, mind; we’re a long way from the days of the PlayStation, when sprawling, multi-disc JRPGs came out at least once every two weeks. But with stone-cold stunners like Radiant Historia, Tales of Vesperia, and Xenoblade Chronicles all coming out during the past three or so years – not to mention bunches of worthwhile PSP games I haven’t touched, and other pretty-good JRPGs like Final Fantasy XIII-2 and Blue Dragon - role-playing J-style can hardly be accused of being in any real danger.

Yet I still pine. I think it’s a combination of both rose-colored nostalgia and several excellent games released during quick succession during the Super Nintendo days. With games like Final Fantasy VI and Secret of Mana still living on in today’s gaming conversation, it’s easy to assume that sort of experience happened all the time on the SNES, as though new, convention-challenging JRPGs sprung up on retailer shelves like dandelions.

This notion was strengthened after Final Fantasy VII sold five quadrillion copies and developers started flooding the PlayStation market with JRPG after JRPG, trying to capture in a bottle the lightning Square used to electrify so many gamers. It was a bit like today’s glut of military FPS games chasing after Call of Duty‘s success, only with bigger hair, fewer sniper rifles, and far, far more ellipses.

It’s that prominence that JRPG fans like myself pine for. Yes, we get quality games like Legend of Heroes: Trails in the Sky and Golden Sun: Dark Dawn, but we want MORE! and we want them released front and center! No more being ghettoized to handhelds and curio-publishers like Xseed! Remember how they used to be everywhere? We want that!

Hate to be the one to say it, but that ain’t happening.

It ain’t happening because those sorts of games don’t move enough units in today’s gaming environment, and because the line between what is and isn’t an RPG is blurring like Damon Albarn*. It ain’t happening because the Japanese gaming scene isn’t as strong in America as it once was, and there’s no precedent for hugely successful JRPGs for developers to look to this generation. Mostly, I think, it ain’t happening because developers already *made* those games, and now they’re making something else. Granted, that something seems awfully like military-themed shooters, but bear with me.

Once we – we being those that stay awake at night hoping another Legend of Dragoon will drop out of the sky – realize that JRPGs have had their time in the sun, finding them becomes so much more joyful, like discovering a secret club. We can play them into the ground, because we are older, and though we do not have the time to play them as thoroughly as we once could, we can take our time and savor them without worrying that we’ll miss them in lieu of another JRPG coming out too soon. We can appreciate them for the unique, fun gaming snowflake they are. We can love them in spite of their scarcity – hell, for that, we can love them even more.

Quality JRPGs haven’t bitten the bullet yet, and The Last Story is just another stop along the way. With such a storied history in gaming, the JRPG will never truly die, not as long as there are still gamers who play them. Despite slowing in recent years (also, a few sub-par projects *coughTheLastRemnanthackcough*), JRPGs have been around and will continue to be around. As long as there are turn-based battles and princesses in disguise, JRPGs will be there for gamers.

Sundays are for JRPGs

Today is a cold, rainy spring day in Bozeman, the kind usually best spent under a blanket or five with a warm beverage and a game controller. Which, funnily enough, is exactly how I spent my afternoon.

Sundays are my days to play JRPGs. If I were to take a guess about why, it’s because Sundays have a particular slowness which I find quite lovely; I’ve been Catholic for as long as I can remember, and I tend to identify with that whole “day of rest” attribute it often receives. It’s a day of anticipation, when I await the coming Monday with death row-like trepidation, and deliberately try to calm myself in preparation for the recommencing work week.

JRPGs also have a particular calming slowness to them, which is why the two work so well together for me. I enjoy how deliberately-paced the combat can be, and I genuinely like talking to every NPC in each given town, hoping for a gifted item or funny bit of dialogue. It’s a type of game I don’t typically have the patience for during the week, making them feel even more special when I find time to slow down and break out the Potions, Ethers, and random encounters.

In particular, I’ve recently been working through Final Fantasy II for the SNES *. Antiquated as it feels even compared to other JRPGs on the Super Nintendo, I am enjoying the pokiness of the story, the simplicity of the gameplay, and the general old-fashioned feel to the game. Final Fantasy II was made before the genre felt the need to start subverting itself, and its straightforward approach to role playing is both appreciated and cherished by me.

As I said before, I don’t typically play JRPGs during the week; I generally tend to operate at top speed during the other six days, and what feels charming and down-home one day can feel mind-bogglingly dull the next. Still, there are enough shooters and third-person action games to tide me over during the week. For right now, I feel quite content in ridding the world of evil and injustice one turn at a time.

My love for JRPGs, via Tales of Vesperia

Last summer, after much research and poking around, I bought Tales of Vesperia, an action-RPG from publisher Namco Bandai. My reasoning behind the purchase was simple: I hadn’t played a traditional, non-Pokémon JRPG since I started Lunar 2: Eternal Blue two autumns ago, and wanted desperately to see if the current generation of consoles could hack a new, quality take on the genre. After six months of play, I’m still only eleven hours in, but the time I’ve spent so far has satisfied my craving for J-gaming experiences, and helps me remember why I love the genre in the first place.

My love for JRPGs began when I was much younger, after hearing one of my friends raving about Super Mario RPG: Legend of the Seven Stars. Being a lover of all things Mario, I went out of my way to go to Hastings and rent the game, only to be incredibly perplexed by it when I got home. “Where’s the action?” I cried, confused at the isometric perspective used by the game. “Where are the Goombas? Why can’t I jump on anything? This is boring!”

After learning about the game’s mechanics and taking my time to look around, though, I found myself intrigued by this new way to play. The emphasis on talking and learning about the game’s story fascinated me, and I grew to appreciate roaming around the environments and exploring, chatting with townsfolk and discovering hidden treasures. If there’s one thing I love about JRPGs, it’s getting caught up in the game’s universe and imagining the world, places, and characters outside of the main storyline.

From what I’ve played so far, Tales of Vesperia does a good job of world-building, and, after a convoluted start, establishes itself as well as any other JRPG in my “favorites” pile. Vesperia follows Yuri, a cocky ex-soldier from the kingdom of Zaphias’ lower quarter. A magical object used to purify the quarter’s water is stolen, and Yuri must track down the thief before his home becomes unlivable. Along the way, he is joined by almost every hoary JRPG character cliché, including the Princess In Disguise, Mysterious Loaner, and Plucky Kid, though expressive voice-acting and pleasant, conversational writing help keep the eye-rolling to a minimum. While the story is somewhat familiar, at least in the early goings, Tales of Vesperia‘s world has an established and involved backstory, though the game never insists on too much lore. I’m enjoying discovering new towns, as well as each place’s role in the world—always a good sign when I’m playing a JRPG.

Probably my favorite aspect of the story, compared to other, more modern takes on the genre is how simple it is. Tales of Vesperia has a light, pleasant tone to it, and avoids feeling as laborious as seemingly every JRPG released after Final Fantasy VII, with main characters constantly plagued by self-doubt and dark secrets and blah blah blah. Vesperia realizes there will be plenty of time to fill in character details of Yuri and crew over the course of the game, and wisely avoids front-loading its cast with any heavy baggage at the outset. That’s not to say that that everyone is devoid of personality—they’re simply not over-encumbered by so-called “characterization.”

Another aspect of classic JRPGs I love is the combat. True, at its worst, JRPG combat boils down to staid menu selection screens, standing idly by and watching characters take turns hitting each other. Personally, though, I like the pacing change-up in JRPGs, and how different turn-based or active-time systems feel from other game mechanics. Plus, there’s something inherently satisfying about beating a monster about the face and watching the damage numbers pile up.

The Tales series has always eschewed turn-based battles in favor of real-time ones, and Vesperia is no different. Like past games, players control the party on a 2D plane, running back and forth whacking the crap out of enemies with weapons and casting spells called Artes. Vesperia follows the precedent set by the GameCube’s Tales of Symphonia and adds the option to run into and out of the background, changing the angle of the fight while still keeping it 2D. It’s faster than other JRPGs, and gets a bit button-mashy, but Vesperia‘s combat is still more leisurely than other action games, and feels like a welcome change of pace from so much shooting and frantic quick-time events.

In fact, this is my favorite aspect of JRPGs: they feel like a break from most other games. Sure, JPRGs have frustration points that other genres don’t (random battles, experience grinding, etc.), but the moment-to-moment gameplay often feels relaxing for me, like I’m playing the game to unwind, rather than to further tense up. My favorite JRPGs heavily focus on story, with a de-emphasis on gameplay, and I find the differences liberating.

Though it’s more action-packed than the likes of Final Fantasy VI, Tales of Vesperia hangs onto this leisurely feeling, with its tonally-light story and slower-paced gameplay. Indeed, when I first bought it back in July, I played it exclusively on weekend mornings to wake up, getting me acclimated and adjusted to the real world while I met new characters and learned new spells. Sure, that kind of pacing is a terrible way to expediently finish a game, but it’s my preferred method of play by a stretch.

So far, I’ve had a great time with Tales of Vesperia, which hangs on to my favorite JRPG tropes while still creating its own identity. Surely, my affection for the genre comes from a nostalgic place, but Vesperia manages to tap what I love about the genre so much, and for that I’m grateful. They say you can’t go home again, but with Tales of Vesperia, I always feel like I have a room at the inn.

Demo Impressions: Final Fantasy XIII-2

Released after four years of anticipation and marketing hype, Final Fantasy XIII was a controversial entry in Square Enix’s much-beloved RPG series. Many enjoyed its take on combat, mixing old-school design with modern action sensibilities, while others cried foul over its simplistic environments and lack of exploration. Square Enix is looking to put the series back on track with Final Fantasy XIII-2, fixing what didn’t work in the first game while hanging onto what did. I spent some time this weekend with the demo for XIII-2, and so far, the game looks like a pleasant step-up from its previous entry.

The demo starts with two characters tumbling out of a portal into a rain-soaked city: Serah, sister to XIII’s main protagonist, Lightning, and Noel, a young man from the future who bears a passing resemblance to Kingdom Hearts’ Sora. They’re greeted by a large, murderous floating hand, and a boss battle/tutorial ensues. Eventually, a small squadron of Apache helicopters* chase the hand off, leaving Serah and Noel to track it down and defeat it.

From the get-go, Square Enix’s effort to set Final Fantasy XIII-2 apart from its predecessor is palpable. After the tutorial is over, Serah and Noel are dropped into an explorable base camp, complete with shops to browse through and NPCs to chat up. “Okay, you guys want towns?” says the demo. “Fine, here’s a town! There will probably be lots of others in the game!” In truth, I did miss wandering around and conversing with different people, and its inclusion in XIII-2 is a welcome one.

After leaving the base camp, Serah and Noel begin exploring the ruins of an ancient town. The path to the ruins runs off in multiple directions, and feels more like a traditional dungeon than XIII’s overly-linear corridors. I found myself turning off the mini-map and simply exploring the area, bringing back memories of dungeon-crawling just like in the olden days.

Unfortunately, Square Enix decided to put another staple of traditional JRPGs back into XIII-2: random battles. Before, monsters were visible in the overworld, and players decided when to go into combat, if they wanted to go at all. In XIII-2, monsters teleport into the area with little warning, forcing players to stand and fight. At least Serah and Noel have the ability to perform preemptive strikes, giving players an opportunity to get the jump on foes if they’re quick enough.

One of XIII’s highest-praised aspects was its battle system, and most of the mechanics carry over to XIII-2. Players still juggle various strategic options in the form of Paradigms, roles their characters take on during combat—with a few small clicks, you can go from dishing out both weapon and magic damage, to having one character heal while the other defends, to many, many other combinations. For me, the battle system’s fun came from customizing different Paradigms for different situations, and changing Paradigms to respond to the flow of combat.

New to combat is the addition of friendly monsters for support characters. During the course of XIII-2, Serah and Noel come across various creatures they can collect, helping fill additional roles in the party, like the healing Cait Sith or the ice-wielding Nekton. Each monster levels up individually, adding a Pokémon-like catch-and-train aspect.

Graphically, XIII-2 adheres to XIII’s previously high standards, with impressive-looking characters and gorgeous environments, though I thought it was odd how everything had a slight shine to it. Music sounds less like avant garde jazz piano than the previous game, instead possessing more of an electronic tinge. The voice acting is much improved from XIII, with both Serah and Noel sounding much more natural than the overblown performances of characters like Snow or Vanille.

Honestly, I’m a bit blown-away by XIII-2’s demo. While I enjoyed parts of XIII, I didn’t have a tremendous time it, and I wasn’t sure how XIII-2 would win me over. Leave it to Square Enix to exceed my expectations, and address nearly every beef I had with the first game. Final Fantasy XIII-2 is back on my radar, and I’ll be paying close attention to it when it launches on January 31.

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