The Great Chronicle of Console RPGs Thread

broadbandmink

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Game No. 78


Title: Fire Emblem: Genealogy of the Holy War
Developer: Intelligent Systems
Platform: Super Famicom
Release Date: May 14, 1996 (Japan)

Comment: Featuring a plot spanning two generations, Genealogy of the Holy War brought forth a number of new gameplay mechanics that would become mainstays of the series, out of which the so called "Weapon Triangle" system has come to be regarded as the perhaps most significant. The title would also prove to become the last game produced by the late Gunpei Yokoi.

The plot takes place in the fictional continent of Jugdral, home to eight different realms, seven of which trace their lineage to the so called Twelve Crusaders, who overthrew the oppressive Lopto Empire centuries before the events depicted in the game. The story is set in motion as the eighth nation, the kingdom of Verdane, launch a military invasion against the kingdom of Grannvale, which in turn is already at war with the kingdom of Isaach. Initially you play as Sigurd, a descendant of one of the Twelve Crusaders and knight lord of Grannvale, who has set out to aid his friend Adean, a priestess who has been kidnapped by Verdanish troops.

The story is told through twelve chapters/missions, including a prologue and finale. As per usual, the game is viewed from a top-down perspective. The gameplay foundation established in the first and third installments has reportedly been kept largely intact, but the developers have also decided to introduce a range of new features, complemented by various tweaks and alterations to older mechanics.

First off, there's no limit to how many units one can bring into battle this time. To compensate for this, there are fewer recruitable characters to be found in the campaign. Battles take on a more defensive dimension this time around, since one apparently always starts with a castle which one must not let the enemy capture; on the other hand, there are now multiple enemy castles one needs to capture to win a chapter. In addition to shops and storage locations, maps now also feature locations where one can repair equipment.

The perhaps most frequently noted addition comes in the form of the aforementioned Weapon Triangle, a rock-paper-scissors relationship that encompasses physical weapons as well as magic spells. Among physical weapons, axes beat lances, lances beat swords, and swords beat axes. As for spells, fire beats wind, wind beats thunder, and thunder beats fire. However, even though weapons and spells wield advantages over others of a given type, characters in possession of sufficiently high stats may still perform well despite being at a disadvantage in this regard. Furthermore, there are two spell schools, light and dark, which operate outside of this triangle system.

Also introduced with this title are special skills, restricted to certain character classes or even individual units. These skills trigger by command, under specific conditions, or by chance.

Another new mechanic is a romance system in which units in the first half of the game gather so called "Lover points". These can be boosted by having two characters stand next to each other at the end of a turn or by having them engage in predetermined conversations at specific points in the game. Adjacent units who have developed their relationship far enough also have an increased chance of scoring critical hits. Should the parties of such a relationship be of opposite sex and both survive the first half of the game, they may produce offspring which will inherit weapons, special skills and stat growths from their parents. Though, if the potential parents die or do not fall in love, a substitute character will take the child's place in the game's second half. Units present during the latter half also accumulate Lover points, but only enjoy the critical hit bonus.

As in previous entries, enemies may burn down villages, but since villages now take up more than one square on the map players can now partially prevent a settlement's destruction, although at reduced monetary rewards. Money is now earned individually among units and can only be transferred by characters of the Thief class or by units who have developed a romantic relationship. For unknown reasons, the ability to trade equipment between characters has been scrapped, but there are workarounds.

As before, when a unit reaches level 20 they may be promoted, but instead of reverting to level 1 upon doing so, they keep their attained level and continue to amass experience until they reach level 30. Arenas, wherein one may train troops, return, but this time they contain a finite number of opponents.

The original Super Famicom version of Genealogy of the Holy War has sold nearly 600,000 copies in Japan. Yet again, professional reviews elude me with this series. Nevertheless, both the Weapon Triangle and Special Skill systems came to be further developed and refined by future installments, and while the mechanic involving romantic relationship wouldn't be reinstated until Awakening, it is commonly considered to be a forerunner to the so called Support system, introduced in Binding Blade.
 

broadbandmink

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Game No. 79


Title: King's Field III
Developer: From Software
Platform: PlayStation
Release Date: June 21, 1996 (Japan)

Comment: Continuing the annual release schedule, King's Field III stuck to the seamless world building of its immediate predecessor.

You play as Lyle, a prince presumably hailing from Verdite, who is searching for magical powers necessary to defeat a corrupt king.

Yet again, the game is presented from a first-person perspective and retains the seamless world structure of II, only this time it's reportedly significantly larger in size and NPCs are correspondingly more numerous. The mechanics involving keys have apparently been left unaltered. The combat mechanics of the previous games reportedly remain intact, but the enemy AI is, according to the sources I've perused, more responsive to the player's actions this time. Also, the magic system has seen certain developments. While the various crystals imbued with magical powers return, magic of different types now apparently feature separate levels of potency.

The original PlayStation version of King's Field III has sold roughly 260,000 copies worldwide and appears to have been met by generally favourable reviews. Repeated praise has been directed at the size of the world, the non-linear approach to traveling, and the amount of content available throughout it. These features, reinforced by what critics has deemed to be a comparatively demanding level of difficulty, have all been cited as contributing to give the title plenteous lasting-value. Further commendations were levelled at the game's plot, although its translation from Japanese has been described as uneven in terms of quality. On the other hand, reviewers seem to have been even less enthusiastic about the graphics this time, oft referring to them as lacking in detail. Moreover, the relatively slow pacing and the combat mechanics received further disapproval; the former being referred to as lumbering and the latter as primitive compared to those found in contemporary games.
 

broadbandmink

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Game No. 80


Title: Star Ocean
Developer: tri-Ace
Platform: Super Famicom
Release Date: July 19, 1996 (Japan)

Comment: The debut game of tri-Ace, a developer consisting of former employees from Wolf Team who had decided to leave the latter company, reportedly due to creative differences with publisher Namco during the development of Tales of Phantasia. Star Ocean is notable for being one of only two titles for the SNES to utilize the S-DD1 chip, a data decompressor unit inherent to the game's cartridge that enabled the implementation of comparatively advanced graphics and limited support for voice acting.

The plot follows Roddick Farrence, a young Fellpool (A species of humanoids that are descendants to felines) and a member of a local defense force in a small town named Kratus on a planet called Roak. As the story begins, members of the populace of a neighbouring town named Coule are stricken by an illness which causes those afflicted to enter a state of petrification. When Martoth Chliette, the town healer of Kratus, catches the illness whilst trying to treat those beset by it, Roddick and the two other members of the aforementioned defense force, Millie Chliette and Dorne Murtough, sets out for Mt. Metorx, on whose slopes is said to grow a herb capable of curing any malady.

The game is viewed from a top-down perspective and features gameplay elements common to the genre, including exploration segments and interaction with NPCs. While there are ten recruitable characters present in the game, one can only enlist eight of these during any one playthrough. The game reportedly lacks an overworld, instead connecting towns and dungeons through various pathways. An oft noted feature is the "Private Actions" mechanic, an entirely optional means of developing one's party members. As players enter towns, they may choose to split the party up, whereupon the different characters will spread out within the confines of the township. The player is still in control of Roddick and can initiate a search for the other party members. Upon finding them, assorted events arise which, depending on the player's actions, can raise or lower affinity between characters. Affinity in turn affects individual party member's battle performance and also impacts what endings players receive for each character. Battles play out in real-time, occur through random encounters along the aforementioned pathways or inside dungeons, and retain the top-down perspective of the rest of the game. Up to four party members can participate in combat, yet players only control one of them, the rest are directed by the computer according to tactics dictated by the player. However, it is apparently possible to switch what character one wish to steer. It may be worth mentioning that control is indirect; one issues commands which the currently selected party member then performs. A magic system, called "Symbology", is present. Furthermore, a range of special techniques, referred to as "Special Arts", are included. These techniques can be executed from melee or long range distances and are potentially more powerful than standard attacks. Both Symbology and Special Arts commands deplete so called "Mental Points" which come in finite quantities for each character. Through successfully defeating opponents in battles, party members gain experience points and rise through levels. Also gained through fights are "Special Points", which can be distributed among characters to enhance various special abilities they possess.

The original Super Famicom version of Star Ocean has sold in excess of 200,000 copies. I have found five reviews. While all of them appear positive, I find them insufficient in numbers to make any further observations on how this game was received. It seems this game was yet another comparatively late Super Famicom title considered for English localization. Even so, tri-Ace's attempts to find a suitable distributor were unsuccessful and thus such ambitions were scrapped. A fan translation eventually came along, but in terms of official releases, Western players would have to wait twelve years before this title made it onto store shelves by way of the PlayStation Portable.
 

broadbandmink

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Game No. 81


Title: Revelations: Persona
Developer: Atlus
Platform: PlayStation
Release Date: September 20, 1996 (Japan)

Comment: The first installment in the commercially most lucrative sub-series within the MegaTen franchise, Revelations: Persona was the first title in the series to see an official release outside of Japan. Thematically, the game features a relatively contemporary high school setting and incorporates concepts lifted from Jungian psychology.

You play as a male student, bearing a name of your choice, who attends St. Hermelin high school in the fictional town of Mikage-cho. As the story begins, the protagonist, along with three schoolmates, play a fortune-telling parlor game called Persona. After the gaming session, the students sight a spectral apparition. The event renders the protagonist, another game participant, and two additional students unconscious. The protagonist is then whisked away to the realm of Philemon, a life form who resides in the space between consciousness and unconsciousness. After telling Philemon his name, the being bestows upon the protagonist the ability to summon multiple personalities, so called Personas, while also warning him that his new faculties will soon be needed. Before long, the protagonist and the other three students regain consciousness. Learning that all four have gained powers to call upon Personas, they will soon have to put them to use in the events that unfold.

As in prior entries, the game features both a top-down perspective and a first-person perspective, depending on whether one is presently outdoors or indoors. But this time, it also incorporates an isometric projection perspective during certain smaller outdoor areas and battles. A lunar cycle indicator has been implemented which dictates the activities and moods of demons. Battles are turn-based and occur through both predetermined story events and random encounters. Up to six characters can be brought into a fight and their position on the field of battle determines what attacks they are able to execute. Personas are the primary means of fighting various opponents, being able to deploy offensive as well as defensive maneuvers in combat. Each Persona is in possession of up to eight skills and party members are able to switch to another Persona during their turn. However, characters can also participate in battles themselves using an assortment of weaponry, items, and the ability to talk to demons. Demon recruitment has been scrapped, but talking to demons has other benefits. Depending on the given demon's personality, the different conversation options players may choose from may provoke differing responses. An enraged demon will assault the party; a scared one will flee the battle; a cheerful one will gift the party with an item; an interested one may either leave the battle, give the party an item, or present them with a special spell card. These spell cards can be used to create new Personas for the party. Individual party members and their Personas gain experience independent of one another, as Personas receive experience based on how extensively they get utilized.

I've only been able to find partial sales figures for the original PlayStation version of Revelations: Persona. Those concern the Japanese market, where the game has sold closer to 450,000 copies. Contemporary professional reviews appear few in numbers, but since this seems to be the first title in the series that have been put under scrutiny in the English speaking press I'll proceed with a short summary of opinions expressed therein. Overall, reception appear positive. Praise was directed at the game's modern-day setting, critics oft citing it as a welcome departure from the fantasy backdrops of other titles in the genre, and the multiple endings. However, while the mechanics relating to the Personas generally seem to have been met with enthusiasm, the underlying battle system appears to have met an indifferent response, with some reviewers even regarding it as cumbersome in the sense that they thought that it makes it hard for players to manage their party effectively. While the graphics does not appear to have attracted much applause, the single most criticized aspect of this game seems to be its North American localization, which reportedly cut back on some of the content found in its Japanese counterpart and which apparently featured a substantial aesthetic overhaul, altering in-game dialogue references and character designs in order to give the setting a presentation thought to be more appealing to Westerners. These revisions were reportedly reverted in the PlayStation Portable remake.
 

jerrywhitman1

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I used to come and read around back in the day but never created an account and forgot about everything.. I?m glad I decided to come back! this is so entertaining lol
 

broadbandmink

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jerrywhitman1 said:
I used to come and read around back in the day but never created an account and forgot about everything.. I?m glad I decided to come back! this is so entertaining lol
In a good way, I hope.
 

broadbandmink

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Game No. 82


Title: Langrisser III
Developer: Career Soft
Platform: Sega Saturn
Release Date: October 18, 1996 (Japan)

Comment: The third installment in the Langrisser series was the first to be released on a fifth generation console, Serving as a prequel to the first two entries, the title provided the gameplay formula established in the preceding installments with a series of alterations.

You play as Dyhalto, a forefather to the protagonists of the prior games in the franchise, in a story that retells the creation of the first Langrisser sword.

Battle scenarios are yet again viewed from a top-down perspective, but once two troop contingents clash, the game switches to an isometric projection perspective. The perhaps most immediately noticeable change in mechanics is that one is now only able to control commanders and not every single unit on the battlefield. Individual clashes with enemy troops can reportedly either be directed by players personally, handled by the computer, or turned off entirely in order to speed up their outcomes. The class system has been reworked. One does not promote commanders; assignment of class is made before battle scenarios commence. However, levelling up commanders provide them with a wider selection of classes to choose from. This entry also introduces a romance element in which one may interact through dialogues with various female characters. These conversations apparently dictate who Dyhalto will enter a relationship with at the end of the plot. While lacking the branching storyline of Der Langrisser, the game reportedly still has two different endings. Which one you get depends on assorted choices made throughout the game.

The original Saturn release of Langrisser III has sold approximately 200,000 copies. Professional reviews once again appear to be in short supply (I have managed to find but three) and therefore I will abstain from commenting upon how this game was received critically. That said, the reviews that I've found seem positive.
 

Danbo Jambo

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What a great thread. Some brilliant games and great memories.


broadbandmink said:
Game No. 35


Title: Shining Force
Developer: Climax Entertainment & Sonic! Software Planning
Platform: Sega Genesis / Mega Drive
Release Date: March 20, 1992 (Japan)


I haven't been able to procure any information on sales figures for Shining Force, and the reviews I have found have mainly been of a retrospective variety. These latter-day assessments appear generally favourable, as critics have commended the game's graphics, soundtrack, and plot. But it also has received its share of criticism, chiefly directed at the amount of level grinding required in order to advance through the main quest.
91% and deservedly so with Mean Machines...........


http://www.meanmachinesmag.co.uk/pdf/shiningforcemd.pdf

Also, regards the "grinding" critisism, you could actually overpower yourself very easily if you manipulated who got experience points. After the first 2 playthrough's I'd sussed who were the best characters, and overpowered them so the last boss was a walkthrough.

Such a great game though. Personally I just prefer it over the sequel.


broadbandmink said:
Game No. 50

Title: Phantasy Star IV: The End of the Millennium
Developer: Sega
Platform: Sega Genesis / Mega Drive
Release Date: December 17, 1993 (Japan)
Ah, what a game. Still holds up oday IMO. I played through it around 2 years ago, and still thoroughly enjoyed it. Superb storytelling, and a real epic "adventure" feel to the quest.


broadbandmink said:
Game No. 40


Title: Final Fantasy V
Developer: Square
Platform: Super Famicom
Release Date: December 6, 1992 (Japan)
Got to show some love for this baby. Very underated IMO. Excellent job system, but also a story which left me very satisfied.


broadbandmink said:
Game No. 23

Title: Phantasy Star III: Generations of Doom
Developer: Sega
Platform: Sega Genesis / Mega Drive
Release Date: April 21, 1990 (Japan)
And here we have one of the most best "alternate" RPG's out there. A definite grind, it was sometimes impossible to play because of the sheer amount of random encounters, but with modern emulator saves & walkthroughs/maps that's much less of an issue.

Some cracking music and a very novel approach with the generations scenario. A bit like A Nightmare on Elm Street 2 and Stilton Cheese, an aquired taste but one which holds some alternate goodness.

Would love to see a modern reboot of this (if they haven't already done one?)
 

broadbandmink

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Danbo Jambo said:
What a great thread. Some brilliant games and great memories.


broadbandmink said:
Game No. 35


Title: Shining Force
Developer: Climax Entertainment & Sonic! Software Planning
Platform: Sega Genesis / Mega Drive
Release Date: March 20, 1992 (Japan)


I haven't been able to procure any information on sales figures for Shining Force, and the reviews I have found have mainly been of a retrospective variety. These latter-day assessments appear generally favourable, as critics have commended the game's graphics, soundtrack, and plot. But it also has received its share of criticism, chiefly directed at the amount of level grinding required in order to advance through the main quest.
91% and deservedly so with Mean Machines...........


http://www.meanmachinesmag.co.uk/pdf/shiningforcemd.pdf

Also, regards the "grinding" critisism, you could actually overpower yourself very easily if you manipulated who got experience points. After the first 2 playthrough's I'd sussed who were the best characters, and overpowered them so the last boss was a walkthrough.

Such a great game though. Personally I just prefer it over the sequel.
First of all, thanks! Interesting observation. Would you consider it a game breaker? Personally, after reading about the death mechanic of the game (i.e. when you die, you lose gold but retain experience) I sort of figured that if one has trouble getting past a specific point in the game, all one has to do is to keep fighting enemies in that partcular area until the experience scale starts tipping in one's favour. But hey, I haven't played this title so I can't validate this hypothesis.
 

Danbo Jambo

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broadbandmink said:
Danbo Jambo said:
What a great thread. Some brilliant games and great memories.


broadbandmink said:
Game No. 35


Title: Shining Force
Developer: Climax Entertainment & Sonic! Software Planning
Platform: Sega Genesis / Mega Drive
Release Date: March 20, 1992 (Japan)


I haven't been able to procure any information on sales figures for Shining Force, and the reviews I have found have mainly been of a retrospective variety. These latter-day assessments appear generally favourable, as critics have commended the game's graphics, soundtrack, and plot. But it also has received its share of criticism, chiefly directed at the amount of level grinding required in order to advance through the main quest.
91% and deservedly so with Mean Machines...........


http://www.meanmachinesmag.co.uk/pdf/shiningforcemd.pdf

Also, regards the "grinding" critisism, you could actually overpower yourself very easily if you manipulated who got experience points. After the first 2 playthrough's I'd sussed who were the best characters, and overpowered them so the last boss was a walkthrough.

Such a great game though. Personally I just prefer it over the sequel.
First of all, thanks! Interesting observation. Would you consider it a game breaker? Personally, after reading about the death mechanic of the game (i.e. when you die, you lose gold but retain experience) I sort of figured that if one has trouble getting past a specific point in the game, all one has to do is to keep fighting enemies in that partcular area until the experience scale starts tipping in one's favour. But hey, I haven't played this title so I can't validate this hypothesis.
No probs :)

Not a game breaker in the slightest IMO. I think it's superbly balanced, and that it makes your first run challenging, your second run less so but just as interesting as you discover more characters and level up differentones, and your later runs more about forming the perfect party.

I must have finished the game 20 odd times easily in my teens, playing through it with Therapy?'s Troublegum album and Nirvana's Incesticide blasing out alongside it. It's a bit dated now, but it's still a great game.
 

broadbandmink

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Game No. 83


Title: Vandal Hearts
Developer: Konami
Platform: PlayStation
Release Date: October 25, 1996 (Japan)

Comment: An early tactical role-playing game for the PlayStation, Vandal Hearts appears to have quietly garnered a cult following throughout the years.

The game takes place in the fictional continent of Sostegaria, more specifically in the Republic of Ishtaria. You play as Ash Lambert, a member of the third battalion of the Ishtarian Security Forces. Ash and his coworkers have initiated an investigation into the affairs of Hel Spites, the minister of defense, who has been utilizing the Crimson Guard, a military unit under his command, to eliminate the residual supporters of an imperial dynasty which was dethroned in a civil war fifteen years prior to the game's plot. While doing so, the minister has let criminal elements gain a powerful presence throughout the realm. However, Ash's inquiries into these occurrences are evidently not appreciated by everyone, and so he must be careful of whom to trust in his endeavors.

From the sources I've perused, it appears as though gameplay revolves heavily around different battle scenarios. Outside of these, navigation between assorted locations on the world map and purchase of equipment is handled through a menu system featuring pre-rendered backdrops. The game features a class system incorporating seven distinct classes, whose strengths and weaknesses in relation to one another are dictated by a rock-paper-scissor relationship. Melee classes are strong against long-ranged ones, who have the upper hand against airborne classes, who in turn trounce melee combatants. In addition to these, there are three types of magically oriented classes, each with different emphasis on defensive and offensive spells. Also, while spell-casters suffer in the defensive stats department, their offensive spells are reportedly very potent against armoured opponents. Once the aforementioned battle scenarios initiate the game switches to three-dimensional graphics presented through a fixed isometric projection perspective. Battles play out upon a grid of squares, on terrain featuring various height differences, and are turn-based. Scenario objectives may vary between eliminating the opposition, liquidating a specific enemy unit, advancing one's units to a predetermined point on the map, or rescuing allied units. Events that lead to immediate defeat include loss of Ash Lambert or units one is supposed to rescue. Loss of other units does not cause immediate defeat and only removes them from the party for the duration of the current scenario. However, losing friendly units in mid-battle does penalize players with a loss of cash.

The original PlayStation version of Vandal Hearts has sold some 450,000 copies worldwide. Both contemporary and retrospective reviews appear generally favourable. I also find these reviews conspicuously unanimous in what their respective writers perceived to be the game's main strengths and shortcomings. The storyline seem (almost) universally lauded, with critics giving special mentions to the various twists in the plot. However, the title also appears consistently criticized for its short main quest, which combined with its linearity and lack of side-quests led many critics to call its replay-value into question.
 

broadbandmink

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Game No. 84


Title: Shining the Holy Ark
Developer: Sonic! Software Planning
Platform: Sega Saturn
Release Date: December 20, 1996 (Japan)

Comment: Responsible for bringing the series back to its dungeon crawler roots, Shining the Holy Ark featured a plot largely disconnected from previous installments, taking place centuries after those entries.

The game's story follows a man named Arthur and his band of mercenaries, who have been employed by the king of Enrich to apprehend a ninja named Rodi. Arthur, along with fellow mercenaries Melody and Forte, tracks Rodi to a set of mines when their confrontation with the ninja is interrupted by a peculiar craft which crashes onto their current location. Though severely injured, the four combatants are healed and possessed by a group of spirits. While those possessing Arthur, Melody and Rodi appear benign, that which occupied Forte seems malevolent. Recognizing the gravity of their comrade's condition, Arthur and Melody approach Rodi, who have lost his memory, whereupon they agree to put aside their differences in an effort to aid Forte in his plight. However, the group will soon discover that the coming of the aforementioned craft have ushered in events more far-reaching than they initially imagined.

The game is viewed from a first-person perspective, representing the eyes of Arthur. While Arthur himself is never visible, his companions are whilst executing various commands during battles. There's reportedly no overworld to roam freely present. Instead, exploration is performed within the confines of smaller, interconnected areas dotted across the world map. All playable characters come with preset classes and can be promoted to more potent versions of these once they hit level 20, but such a decision can be delayed until level 40. Battles are turn-based, primarily take place in dungeons, and apparently play out much similar to those found in Shining in the Darkness, save for one new key feature. A mechanic called the pixie system has been incorporated, where five types of friendly creatures have been hidden throughout different locations. Upon finding these, they can ally with the player's party and function as a preemptive strike measure. Depending on what direction one gets attacked from, the creatures at one's disposal can potentially deliver increased damage and bestow the party with increased amounts of experience points and coin.

I'm afraid I haven't been able to locate sales figures for this title. While I have found reviews, I find them to be too few in numbers to form a basis for any further statements on how this game has been received in the gaming press at large. That said, the reviews I have managed to find appear positive in most cases. Among these, it received a particularly enthusiastic examination from GameSpot.
 

broadbandmink

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Game No. 85


Title: Wild Arms
Developer: Media.Vision
Platform: PlayStation
Release Date: December 20, 1996 (Japan)

Comment: Released on the same day as the preceding entry in this chronicle, Wild Arms has oft been noted for its aesthetics, which incorporates a fusion of elements commonly associated with medieval fantasy and the American Old West.

The title is set in a fictional world called Filgaia, which has been rendered largely inhospitable due to a large-scale conflict that took place a millennium prior to the game's plot. Hostilities began when a species called Metal Demons launched an invasion upon the world and sought to claim it as their own. United under one banner, the local inhabitants managed to repel the invaders and capture their leader, "Mother". However, since every attempt at finishing her off proved unsuccessful, the Filgaians instead decided to imprison her and split her heart into three pieces which they hid throughout the world. A few centuries later, a faction among the remaining Metal Demons called the Quarter Knights successfully reclaimed "Mother" and initiated a patient search for the heart pieces with the long term goal of resuming their annexation of the world. As the story begins, Rudy Roughnight, a lad in his mid-teens who've been banished from the village where he once lived, Cecilia Lynn Adlehyde, a mage student of royal birth in her late teens, and Jack Van Burace, a professional swordsman with a personal interest in ancient technology, enlist their aid to an archaeologist/engineer named Emma in her excavation of an old tomb. As they venture deeper into the site, the team stumbles upon a dormant mechanical "golem", which is later put on display in the nearby city of Adlehyde. But by doing so, the discovery attracts the attention of the Quarter Knights, who proceed to lay waste to the city and claim the golem for themselves, forcing Cecilia to negotiate their withdrawal by relinquishing a pendant which the Knights believe will play an instrumental role in resuscitating their leader. Soon thereafter, Rudy, Cecilia, and Jack resolve to join forces in an attempt to thwart the Metal Demons' ambitions.

The game is viewed from two perspectives. Whilst exploring it is presented from a top-down perspective featuring two-dimensional graphics. One starts out by controlling each of the three protagonists individually in their respective introduction sequences, after which their paths intertwine and one directs them as a group. There is a large overworld to traverse, dotted with various towns and dungeons. Towns and other settlements offer the party opportunities to purchase assorted armour, weapons, and new skillsets. Dungeons reportedly feature puzzles of varying kinds that must be solved in order to advance. Also scattered throughout various locations are so-called ARMs (an acronym for Advanced Relic Machines, pieces of ancient technology that can be utilized by Rudy as firearms), runes, sword techniques, and "tools". The latter is a type of equipment unique to each character that apparently forms an important facet of the aforementioned puzzle-solving, allowing party members to overcome assorted obstacles which prevent them from advancing. Battles, on the other hand, are presented through three-dimensional graphics, occur through random encounters, and are turn-based. The order by which participants act is dictated by the so-called "response" stat. In addition to standard attacks each party member has a range of special abilities: Rudy can make use of the ARMs mentioned above; Cecilia can call upon an arsenal of magic spells that may heal or spell buff party members as well as offensive ones to combat various foes; Jack can learn sword techniques which allow him to dish out swift attacks towards opponents. While some of these abilities can be purchased in stores, others are bestowed upon the characters at predetermined points throughout the main quest or by having them complete various side-quests. Further augmenting these abilities is a feature called the Force Bar, a meter divided by four sections that, depending on how much it is filled, can enable so-called Force Techniques, which can be described as even more potent versions of a given character's combat abilities. Party members may also utilize the above-mentioned runes, which can boost assorted stats or deploy various summons onto the battlefield. Finally, battles can be set to be fought by the computer according to certain basic guidelines.

The initial PlayStation release of Wild Arms has sold close to a million copies worldwide. At the time of its original release the game appears to have been met by generally favourable reviews. The graphics and sheer amount of content the title has to offer appear to have been the most recurrently praised features. However, critics seem to have been more divided on the subject of its plot, some finding it to their liking, while others considered the dialogue poorly translated and the ending to leave too many loose ends unattended. That said, the most frequently criticized aspect of the game appears to have been the aforementioned puzzles, which were regarded by certain reviewers as too action-oriented and reliant on quick reflexes to blend with its otherwise turn-based gameplay mechanics.
 

broadbandmink

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Game No. 86


Title: Final Fantasy VII
Developer: Square
Platform: PlayStation
Release Date: January 31, 1997 (Japan)

Comment: While VI is arguably the most critically acclaimed installment in the franchise, VII is still the series undisputed sales juggernaut. Like VI before it, the title marks a number of firsts. It was the first entry to feature three-dimensional graphics, the earliest installment to reach European shores, and while Yoshitaka Amano, the series main character designer up until that point, was still involved in designing the world map, his commitments towards various art exhibitions and workshops prompted Square to assign Tetsuya Nomura the position as main character designer for this title. Development lasted over a course of three years, its budget ending on a grand total of circa 45 million dollars, reportedly the largest sum invested into a video game at that point. VII's transition to three-dimensional graphics and the comparatively large storage data requirements that accompanied them have repeatedly been cited as instrumental components in Square's decision to abandon development for the cartridge-based Nintendo 64 in favour of the CD-ROM-based PlayStation. Released to commercial success and enthusiastic critical reception, the triumphs of VII has been credited with helping popularizing Japanese role-playing games on an unprecedented scale, perhaps principally among Western players. Furthermore, it is oft listed by assorted video game journalists among a handful of games released during the second half of the 1990s which have been accredited with widening and strengthening the commercial appeal of role-playing games in general. It could be further argued that VII has become sort of a standalone brand, given its numerous re-releases and the multiple spin-off projects it has spawned throughout the years.

The plot follows Cloud Strife, a mercenary and former member of SOLDIER, an elite special ops unit of the Shinra Electric Power Company, a megacorporation which exerts significant political influence. Cloud is recruited by AVALANCHE, a radical environmentalist group, in their efforts to put a stop to Shinra's exploitation of a liquid natural resource known as Mako, which is being used as an energy source.

The gameplay formula of previous entries is retained in a generally unchanged state. Still, there are a number of alterations and tweaks that might be worth pointing out. Due to to the PlayStation's more advanced hardware, the world map is now rendered in three dimensions, while smaller locations projects the three dimensional player controlled characters against prerendered backgrounds from a fixed perspective. While players are initially restricted to explore the city of Midgar, more locations on the world map will become accessible as one progress through the story. Yet again, playable characters come with unique strengths, weaknesses, and special abilities. The "Relic" system of VI has been scrapped in favour of the so called "Materia" system, which reportedly forms a central role in character customization in this particular installment. Materia is manifested through orbs of condensed Mako, which come in five colour-coded types. These orbs can be placed in designated slots in armours and weapons, and depending on what type is inserted, they may grant defensive or offensive spells, special abilities, summons, stat boosts, and support functions to other Materia placed in linked slots. However, whilst equipped, Materia apparently also lowers physical attributes of a given character. Moreover, Materia levels up separately from the character using it, progressively increasing their potency and range of abilities. Once a given orb has reached max level, an orb of the same type is spawned. Battles are now presented through three dimensional graphics and the amount of party members that can be brought into any given confrontation has been reduced to three. The Desperation Attacks of VI have undergone a series of adjustments and are now called "Limit Breaks". Though still unique to each party member, instead of becoming available when they are low on health, a gauge gradually charges as party members sustain damage in combat. Once filled, a character may unleash a special attack significantly more powerful than a standard one. Certain characters' Limit Breaks may provide other benefits, such as restoring hit points or enabling buffs.

The original PlayStation release of Final Fantasy VII has sold in excess of 9.7 million copies worldwide, making it the best-selling game in the franchise. Contemporary publications appear to have been nearly universally showering it with acclaim and retrospective examinations seem to have reinforced such sentiments. Both contemporary and retrospective reviews direct particular praise towards the graphics, soundtrack (composed by Nobuo Uematsu), and the sheer amount of content present in the title. Contemporary writers appear additionally positive towards what they refer to as an extensive use of CGI-cinematics to relate the story, while latter day critics have lauded the Materia system which they argue allow for flexible character customization. However, regardless of when the reviews I've perused were written, they all seem decidedly divided in regards to the plot itself, some commending what they perceive to be a complex tale replete with believable characters, while others refer to it as jumbled and consider its cast to be weighed down by an overabundance of outlandish individuals. Still, these objections do not appear to have affected VII's standing among critics as an ostensibly ubiquitous title on various top games lists, nor its recognition among players as one of the most famed Japanese role-playing games released during the fifth generation of consoles.
 

broadbandmink

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Game No. 87


Title: Final Fantasy Tactics
Developer: Square
Platform: PlayStation
Release Date: June 20, 1997 (Japan)

Comment: Developed by former employees of Quest under Square's banner, Final Fantasy Tactics is the first game in a spinoff series of tactical role-playing games. It was also the first title to be set in the fictional realm of Ivalice, which would come to serve as backdrop for a string of other Square designs.

You play as Ramza Beoulve, a squire of aristocratic birth, who gets embroiled in a civil war in the kingdom of Ivalice following the passing of its king.

Gameplay is viewed from two perspectives. Whilst navigating the world map the game is treated from a top-down perspective and travel between various locations is restricted to preset paths. When the player's party visits towns or other settlements a menu system is utilized to choose between assorted activities, such as purchasing equipment and other items, pursuing side-quests, and recruiting new characters. The game features a class system incorporating twenty distinct classes, which are reportedly largely lifted from the Job systems of the main Final Fantasy games. All units start out as either Squires or Chemists, which are the base classes of fighters and mages, respectively. Certain units constitute unique characters and may feature correspondingly exclusive classes. Other units join one's party as guests, meaning one never directs these units personally; these are instead controlled by the computer. Also available are monsters, which come with unique abilities. These creatures can be seized during combat or bred. Once battles commence the game switches to three-dimensional graphics presented through an isometric projection perspective, units being two-dimensional and pixelated. Battles are turn-based and play out upon a grid of squares, on ground featuring various height differences, obstacles and terrain types. Battles can occur through both predetermined battle points and by random encounters on designated locations on the world map. One may bring up to five units into an individual fight. Movement distance and attack range is dependent on character class and stats, while participants take turns according to a so called "Charge Time", a numerical value that, once it reaches 100, allow a given unit to move and/or issue a command. The speed at which Charge Time fills up is dictated by a given units Speed statistic. Damage inflicted by successful attacks depends on several factors: the stats of each unit involved, equipment, what direction the defending unit is attacked from (frontal attacks are least effective, strikes from the sides more so, and assaults from the back are most efficient), and the so-called Zodiac system. Each unit is bestowed with a Zodiac sign, and units of opposite signs can dish out considerable damage against each other. By successfully issuing commands, units gain experience points and so called "Job Points". The latter are used to learn new class-based abilities and raise a particular unit's Job level. Once a sufficiently high level has been reached, new classes are unlocked which the given unit can switch to.

The initial release of Final Fantasy Tactics has sold nearly 2.5 million copies worldwide. Contemporary reviews appear generally favourable. Praised features include the game's graphics, plot, sound effects, and soundtrack; the latter composed by Hitoshi Sakimoto and Masaharu Iwata. However, while the battle system has been lauded for the perceived depth of the Job class system, its many abilities, and the multiple customization options it offers, certain critics have argued that the restrictions in regards to how many units can be brought into battle at once and the limited size of each battlefield prevent use of any sophisticated tactics and encourage repeated use of head-on clashes. Finally, several critics have issued warnings that players who're unfamiliar with this particular sub-genre might find the difficulty level overwhelming, but also maintain that veteran players of similar titles might find that the game in question offers a welcome challenge. As time has marched on, Final Fantasy Tactics seems to have retained a high esteem among assorted publications, as it recurrently has been featured on various top games lists.
 

broadbandmink

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Game No. 88


Title: SaGa Frontier
Developer: Square Product Development Division 2
Platform: PlayStation
Release Date: July 11, 1997 (Japan)

Comment: The seventh entry in the SaGa franchise and also the first installment in the series developed for the PlayStation, SaGa Frontier retained the non-linear open-world structure of its Super Famicom precursors while presenting players with seven different protagonists to choose from; each with their own main quest to pursue.

The plot(s) takes place in a solar system called The Regions and reportedly incorporates elements commonly associated with Science Fantasy. One such story tell of a young woman named Asellus, who end up in the clutches of a Mystic named Count Orlouge after an accident involving one of his carriages and a subsequent blood transfusion. Another narrates the travels of Blue, a recently graduated mage who seeks to expand his knowledge of magic before confronting his brother. A third recounts the plight of Emelia, a former model wrongly convicted of her fiancee's murder, and who is determined to find the actual killer. A fourth relates the story of a bard named Lute who accidently stumbles onto a plot involving his father's killer. A fifth chronicles the hardships of Red, a teenager orphaned after a crime syndicate called Black X slew his family. After a super hero named Alkarl bestows him with super powers he decides to exact revenge on the syndicate. A sixth tells of Rikki, a Lummox (sort of a humanoid fox) who sets out to find a number of magical rings which can help him save Margmel, his homeworld. A seventh narrates the story of an age-old Mec named T260, who must work to restore his memory banks in order to figure out how he ended up in his present situation.

While exploration apparently follows the non-linear framework established during the franchise's Super Famicom epoch, with the greater majority of the solar system accessible from the start, story progression reportedly adapts itself according to the order by which one chooses to tackle each protagonist's main quest and the choices made therein. Furthermore, should a player complete multiple main quests on one save file, subsequent playthroughs will provide various benefits for the remaining protagonists. Also, some protagonists cross each other's paths during the course of their respective storylines. In addition to the main characters, there are also minor characters which one may recruit as party members. The various planets differ in presentation and feature a range of side-quests to pursue. Whilst exploring assorted locations, the game is viewed from a fixed perspective where two-dimensional, sprite-based characters are projected onto pre-rendered backgrounds. Reintroduced from the series Game Boy epoch are different life form based classes, in this case: Humans, Mystics, Half-Mystics, Monsters, and Mecs. Each of these come with their own sets of abilities and limitations. Battles are turn-based, occur when one collides with wandering enemies in various locations, and feature three-dimensional backgrounds and a moving camera. The "Glimmer/Spark"-system is apparently still in place, but the party formations have been scrapped. The perhaps most noted new feature and a staple of future entries in the franchise comes in the form of a new Combo mechanic, in which one's party members' special attacks can merge with each other to form considerably more potent strikes.

Sales figures for the initial PlayStation release of SaGa Frontier well exceed the 1.3 million mark, making it the series best-seller. Reviews, on the other hand, appear, regardless of when they were written, mixed. While initial assessments praised the game?s story, latter-day examinations seem to consider the various plotlines a mixed bag; critics regarding some as worthwhile, whilst referring to others as a form of padding. On a more positive note, it does appear as though the revamped battle-system and the continued adherence to a non-linear exploration design gained a favourable reception among reviewers.
 

broadbandmink

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Game No. 89


Title: Langrisser IV
Developer: Career Soft
Platform: Sega Saturn
Release Date: August 1, 1997 (Japan)

Comment: Released less than a year after the third installment in the series, the fourth entry in the Langrisser franchise is set two centuries after Langrisser II, while it also largely reinstates the gameplay mechanics of the first two games.

You play as Landius, an orphan adopted into a family residing in the small town of Gotahl. When the story begins, Gotahl has come under escalating economic pressure by way of raised taxes. When its inhabitants refuse to pay their debit, their lord, a wizard named Gizlof, declares the villagers rebels and launches an attack upon the town. As Gotahl is razed to the ground and its inhabitants cut down, Rachel, a foster sister of Landius is kidnapped by Gizlof's forces. Landius and Ricky, his foster brother, manage to escape the destruction of their home town and vow to rescue Rachel and put a stop to Gizlof's rule.

At the start of the game one must answer a questionnaire which dictates Landius stat growths as he rises through experience levels. Although reportedly not as pervasive as those in Der Langrisser, the plot features three branching paths which will present themselves according to choices one makes in the various battle scenarios. These scenarios are once more viewed from a top-down perspective, and when troops engage in skirmishes the game switches to a (visually revamped) isometric projection perspective. Control over individual units has been reestablished in this outing. Introduced in this installment is a so called "Judgement" system, which decides the order by which individual units take turns; basically, the higher the given unit's speed stat is, the more often they receive a new turn. The system apparently also controls the time it takes to cast spells, although I haven't found any descriptions on how this works. Finally, the romance element of this title's immediate predecessor is retained.

The initial Saturn version of Langrisser IV has sold in excess of 100,000 copies. Professional reviews yet again appear to be scarce. The ones I have managed to find number but three and thus I will refrain from making any statements about the critical reception of this game in a more overall perspective. Nonetheless, the reviews that I've found seem decidedly positive.
 

broadbandmink

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Game No. 90


Title: Breath of Fire III
Developer: Capcom
Platform: PlayStation
Release Date: September 11, 1997 (Japan)

Comment: With Breath of Fire III, the series made the leap into the fifth generation of consoles, introducing both three-dimensional graphics and voice acting to the franchise, along with new gameplay elements. Also, the game's soundtrack, courtesy of Yoshino Aoki and Akari Kaida, has been pointed out as relatively atypical for the genre, since it features arrangements commonly associated with Jazz music.

According to the various sources I've perused, the title is set thousands of years after the second game. The inhabitants of the world have begun to make significant technological advances thanks to a mineral named Chrysm, which is used as an energy source. As the story begins, a group of miners have discovered a deposit of said mineral. Whilst trying to extract it, they accidentally unleash a dragon whelp which was previously trapped inside the Chrysm. After having killed several miners, the whelp is finally overcome by the remaining workers and shipped off by train. However, during the voyage, the whelp manages to knock the cage he is locked up in off the train, sending it tumbling towards the edge of a nearby forest. Yet while doing so, he passes out and transforms into a human child. He is later found by a thief named Rei, member of a clan of feline humanoids called Woren, who assumes he is an orphaned child and takes it upon himself to nurture him back to health. The child, identified as Ryu, has no memories of his past, but as he gets embroiled in Rei's thieving activities he will eventually learn more of his own abilities and origin.

The game is presented from an isometric projection perspective which allows for both rotation and tilting of the camera angle. While characters are still rendered using two-dimensional sprites, sceneries and assorted objects are modeled using three-dimensional graphics. While the gameplay foundation laid down during the series' SNES epoch reportedly remain firmly in place, a number of new features have been added, others have been altered, and some removed entirely. First off is an addition which solely affects the main character; the so called Dragon Gene System. While Ryu can still transform into a dragon in battles, he can sustain this form longer depending on how much Magic Points he has depleted. But, factoring into this is also various strands of DNA used. Throughout the game there are about two dozen different Dragon Genes to be found, each offering Ryu's dragon form assorted enhancements. Furthermore, it is possible to combine up to three strands of DNA to enable potentially even more potent transformations. Second, the Shaman System of the second game has been scrapped in favour of a new mechanic called the Master system, wherein party members can enter apprenticeship under the tutelage of NPCs aptly called Masters. By doing so, a given character can learn new skills and improve their stats. Third, the town building element introduced in II has been subjected to an overhaul. Players can once more engage in constructing a small community. Only this time, it takes the form of a fairy village, which upon expansion allows players to gain access to special items and various mini-games. Fourthly, the franchise's staple fishing mechanic has apparently been significantly expanded, featuring a multitude of fish species to catch, a broader range of baits to apply, and detailed statistics to help players keep track of their accomplishments. Battles reportedly play out in the same manner they did before and formations make a return. However, the amount of party members that can be brought into battle simultaneously has been reduced from four to three. Also, characters can now study their enemies in order to attain new skills, which may later be stored and traded among other party members, thus allowing for numerous customization options.

Worldwide sales figures for the PlayStation release of Breath of Fire III reached the one million mark, making it the series' best-selling installment. Nevertheless, critical reception appears to have been mixed. Reviewers recurrently praised the game's graphics and level of challenge, but beyond that opinions appear increasingly divided. For instance, while some critics liked the story and found the characterizations interesting, others described the plot as clichéd and lacking in surprising twists. Likewise, whereas some writers commended the sheer amount of content present in the game, others criticized the length of the main quest, which they argued was rife with segments that did little to advance the intrigue, thus opining that it should have been trimmed before release.