|
Can you hear that faint rumbling on the breeze? It's the dissatisfied
grumbling coming from Square-Enix fans who still feel betrayed by
the slightly more freeform, hack 'n' slash nature of Final
Fantasy XII on PS2. Fair enough, the combat system felt less
like a game from the series and more like an offline MMORPG, replacing
the line-dancing battle dynamics of old with slick, action-packed
fights that require you to stay on the ball at all times. It split
followers of the series right down the middle, but this reviewer
can confidently say that it was a massive gamble and a gutsy move
from the developer that paid off but was let down by a slightly
shaky story. The battle system was excellent once the gambit system
was harnessed and the zinging pace of the large-scale battles felt
more realistic than waiting politely for your next turn to strike.
For the sake of pacing and realism it is the best battle system
of the series yet, which leaves me furiously speculating where they
will take the game from here.
Final
Fantasy: Crystal Chronicles - Ring of Fates goes much further than
this system, offering true hack 'n' slash combat in the style of
God of War,
yet packaged in such a way that it still feels like the old Final
Fantasy we know and love. Which, of course, is brilliant, because
marrying two such diverse dynamics (the beat 'em up and the RPG)
is no mean feat, yet the execution here is flawless and should appease
fans of both genres. Off the bat this game feels twee and aimed
at the ever-growing child fanbase of the DS, but it's still as solid
and challenging as the series gets, so second guessing the difficulty
level will only serve in getting you mauled quickly.
The
story is the usual slow reveal, drawing you in and posing questions
then drip-feeding you the answers. It's a tried and tested Square-Enix
formula that never fails to appeal. An intro showing a freaky looking
demon roaming around your hometown with an apparent agenda involving
- ah wait! Can't spoil it just yet - maybe after thirty or so hours
of game time you'll know what's going on. Put simply, the story
is as good as they come, which is a relief. Stretching an RPG-esque
story around what is essentially a fighting game is a tall order,
but again, Square has made it work very well.
Twins
Yuri and Chelinka share an awesome power that they do not yet fully
realise. Living in a small village with no real knowledge of the
outside world, the duo are fixated on adventure, and after stumbling
across a nearby cave network, start their own quest for living an
action-packed, treasure-filled life. The cave mission serves as
the tutorial, guided by the ever-present moogles (who are in uber-cute
mode this time around!) Controlling Yuri is a breeze, with navigation
assigned to the d-pad; A executes sword swipes, B performs jumps,
X locks onto enemies and Y is for grapples and lifting items. These
moves can be used while exploring and fighting.
Gone
are the random battles that either plagued or helped along previous
games in the series (depending on your view). Enemies roam around
each stage and can be fought or avoided completely, which is helpful
when health becomes a critical issue. Swiping with your weapon unleashes
combos and, combined with jump attacks and throws, you will soon
be dispatching foes with relative ease. Special skills are unleashed
with a tap of R, where the action then switches to the touch screen
and choosing the enemy you wish to attack is as simple as tapping
them with the stylus.
Magic
is introduced shortly after the tutorial and is performed the same
way as special attacks, although it's a simple case of tapping the
magic icons on the touch screen. You can only equip a set number
of magic or item types in the touch screen however, so choosing
combinations that suit your preferences is crucial. Fancy being
able to use a health potion at a tap of the stylus? Then equip it
below. Alternatively, if you feel like putting brawn before brain,
assigning some heavy-hitting magic types in the bottom screen allows
you to use them quickly and with ease. It's important to note that
the gameplay does not halt while accessing menus though, and while
this can prove troublesome at first, the touch screen one-tap buttons
do compensate for it.
EXP
and items are gained by defeating enemies, but throwing a beast
into a wall often results in it dropping rarer materials or power-ups.
Hold onto your foe for too long however and it will shake you off,
dishing out some damage in the process. It's a question of picking
and choosing your fights and the best way to go about them.
Along
your journey you will encounter towns full of non-player characters
who hold useful information or side quests, along with inns and
shops to spend the money you've accrued during battle. Some materials
dropped by enemies can be used to craft new items at synth shops;
for example, Mu squirrels drop fur and patches of hard skin - combine
them and you can make leather armour. New items can only be crafted
when you find or buy recipe scrolls for them, but there are around
100 of these. Needless to say, you won't be finding them all in
a hurry!
Multiplayer
was a key element of the original Crystal Chronicles on Gamecube,
but requiring each player to use a GBA as a controller was simply
not practical. Now you can take on this challenge solo or use Nintendo
wi-fi to enlist three of your friends. Some puzzles require extra
pairs of hands, such as pushing massive concrete blocks or tripping
switches. The multiplayer mode works well, with no lag or let up
in graphical power and, while not essential, it provides a fun alternative
to going it alone. Luckily, if you stop playing a three-player game
after a few hours, a single player can continue the quest with AI
partners if getting your mates over is proving difficult. This is
very important and a wise move on the part of Square.
It's
easy to get sucked into such a rich, involving world with many background
stories and history of its own. Graphically, it is rare to find
this level of 3D flair on the DS. Environments are full of character
and boast detailed textures and chunky sprites, providing a huge
step up in weight and scale when compared to the recent Final
Fantasy XII: Revenant Wings. Fans of Squaresoft's Vagrant Story
on PSOne will enjoy the slightly isometric platforming of this title
too, which works extremely well. The sound may not smack of Uemetsu's
original Final Fantasy soundtracks, but Square-Enix are coming up
with some excellent audio flair of their own that matches, if not
betters at times, their composers' previous work.
Final
Fantasy: Crystal Chronicles - Ring of Fates surpasses the Gamecube
original in terms of scope, ambition and gameplay, offering some
truly inventive multiplayer moments. Fans of Legend
of Zelda: Four Swords will instantly tap into the teamwork element,
so working together becomes the main selling point. It can still
prove difficult to get three friends over to play the game the way
it was intended, but as a single player experience, this radiates
all the charm and character expected from a Final Fantasy title.
Reviewed by Dave Cook for AceGamez (All Rights Reserved).
|