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There used to be feeling among the hardcore Final Fantasy fans that
you weren't truly hardcore unless you had played Final Fantasy
Tactics. The main Final Fantasy series was widely available and
spin-offs such as Mystic Quest and the SaGa/Legend series were considered
watered down. Tactics was just plain hard to get your hands on and
so it became a badge of honour to have a copy of Final Fantasy Tactics
for the PSOne on your shelf, especially in Europe - Final Fantasy
Tactics was never released outside of Japan and the US, so 'mod-chipping'
your PlayStation to play NTSC format and importing the title (or
obtaining an illegal copy) were the extreme lengths that European
gamers had to go to in order to get their next hardcore Final Fantasy
fix. Was it that good? Was it worth breaking the law over? That
remains to be seen, but such mystique and power over the fans is
potent, so when Square-Enix agreed a licensing deal to bring games
back to the Nintendo formats, it would have been an opportunity
squandered not to bring Tactics to the party. This was an opportunity
they did not miss, releasing Final Fantasy Tactics Advance for the
Game Boy Advance in 2003, and now in 2008 its sequel (of sorts),
Final Fantasy Tactics A2: Grimoire of the Rift.
But
what exactly is Final Fantasy Tactics? Well, in short, it is exactly
what it says on the tin - a tactical game set in the Final Fantasy
universe - but that doesn't mean it's simply a Command
& Conquer clone with some swords and sorcery thrown in, nor
is it a traditional RPG with a few extra stats (though it's fair
to say that if you're a fan of strategy or RPG games then you'll
find yourself in familiar territory almost immediately). You begin
your adventure in a strange land with a band of misfits, each with
varying skills and talents, and you spend your days roaming the
world, looking for evil beasties to slay in the name of all that
is good - so far, so generic, but in the world of Tactics you don't
stand toe-to-toe with your enemies and attack each other until someone
inevitably falls down (Final Fantasy as 17th Century naval warfare
analogy, anyone?), there's a little more to it than that. Combat
takes place on an isometric pseudo-3D grid and it doesn't just come
down to who has the biggest sword; formation, positioning, distance,
and terrain (among numerous other factors) all play a part in the
very detailed combat mechanic
First
and foremost, where is this strange land, and how did our hero find
himself there? This is where the new incarnations of Final Fantasy
Tactics differ from the mainstream series, and while you'll either
love or hate the idea (which often divides gamers on the 'seriousness'
of the series), it doesn't have any major impact on how the game
actually plays. Since its relaunch on Nintendo formats, Tactics
does not see you assuming control of a mean and moody protagonist,
as is Final Fantasy tradition, dropping straight into their head
during whatever set piece the game begins with and running with
it from there. Instead you take the role of a normal boy, here on
Earth. In Tactics Advance, a young boy finds a dusty old tome (the
Gran Grimoire) in a second hand shop, and upon showing it to his
three friends, they find their world shifted and changed around
them to resemble a world of their dreams, the world of their favourite
series of video games (Final Fantasy, naturally). In Tactics A2,
our young hero, Luso, the school troublemaker, is sent to make amends
for his bad behaviour by cleaning out the school library while all
his classmates are allowed to go and start their summer vacation.
Luso stumbles upon the Gran Grimoire in the library, and upon opening
it, finds himself transported to the Kingdom of Ivalice, the long-running
setting for the Tactics series.
You
may think you've heard of the Kingdom of Ivalice before, and you'd
be right. As well as being the setting for all three Final Fantasy
Tactics games, it also became the setting for Final
Fantasy XII on the PS2. This may seem a little alien to long-time
fans of the Final Fantasy series that are used to everything
changing from game to game - the world and the characters - with
only a handful of constants filtering through the series (Moogles,
Chocobos, and some bloke called Cid). Perhaps this rehashing of
worlds is showing a little laziness on the part of Square-Enix,
or even more criminally, a faltering imagination, with them revisiting
Final Fantasy VII's world at an alarming frequency with the Compilation
of Final Fantasy VII (Advent Children, Dirge
of Cerberus, Before Crisis and Crisis
Core… so far…) and reusing Ivalice time and again, but that's
just how Tactics works. Criticise Final Fantasy VII all you like
for borrowing a second-hand universe, but Tactics A2 is exactly
where it's supposed to be and I personally would have been disappointed
if it hadn't been set in Ivalice.
For
starters, Ivalice is a beautiful place. In my opinion, this is the
prettiest game for the Nintendo DS. It may not be chock-full of
polygons, pushing some kind of extreme frame rate, or even testing
the hardware of the system in terms of graphical complexity, but
it looks so sublime and so perfect for its setting that every screen
could've been imprinted directly onto your DS from the inner reaches
of Terry Pratchett's mind. Every location, every map, every insignificant
building, it's all drawn so quaintly and vividly in the richest
fantasy tradition that the visuals look like unfolding pictures
in some ancient children's storybook. This was quite obviously Square-Enix's
intention, and while it was in some senses a brave move when we
live in a world where 3D acceleration is king, a game this pretty
with such superior art direction proves that it's not how big your
graphics hardware is, it's what you do with it that counts.
Similarly
the characters look excellent and bring a smile to my face. They're
big, bold, bright, the very essence of the old Final Fantasy character
classes (or 'jobs'). All the old favourites are here - Fighter,
Thief, Archer, White Mage, Black Mage, Dragoon - and they all look
exactly as I remember them without ever seeming dated. Added to
the old staples are no less than fifty more jobs (making a massive
fifty-six in total) and a good ten of those are ones that I've never
seen in any game, never mind any Final Fantasy title. They all have
what looks like quite small ranges of animation to the untrained
eye - they walk, swing a weapon, look a bit sad when they're at
critical HP - but the more you play, the more you realise not just
how much they do, but how unobtrusive and minimal the little touches
are, and how much they help the overall experience. Your characters
have various different animations and poses in and out of combat,
they jump in different ways depending how high the destination spot
is, they wade around in water up to their middle while carrying
on fighting and they even jog on the spot during combat at varying
frequencies to indicate whether they're slow, hasted, or operating
at normal speed.
Battle
animations are equally attractive and well thought out, especially
the magic spells and the special skills for each different job type
(of which there are hundreds upon hundreds). A particular favourite
of mine are the old fashioned elemental magic spells - fire, ice,
and lightning. At the start of the game they're pretty small and
feeble, the fire spell looking more like an errant firework than
a fireball from the heavens, but as you progress and you (or the
enemy) learn upgraded spells, the mayhem becomes more impressive.
The first time I saw the Firaga spell I was distracted from the
game for a moment as the whole screen shook and fire spewed across
the landscape. I wondered where a low-level monster had pulled such
a potent spell out from, until they cast it again and I realised
how basic a spell it actually was. This attention to detail and
effort to make the experience as immersive and impressive as possible
is far beyond the call of duty for any title.
The
sound is equally well-pitched for a trip into fairytales. The music
is generally upbeat and cheery, going hand-in-hand with the bright
and bold characters and surroundings. It's reminiscent of the less
dramatic and grim pieces of music from the Lord of the Rings movies,
of Hobbits sitting around telling stories and drinking beers half
their height, a style that suits meandering around the world very
nicely. The battle and incidental music isn't quite as good; there's
nothing especially wrong with it, but it lacks the sense of urgency
and sheer panic that comes with the battle scores in the main FF
series. This is probably due to the massive lengths of many of the
fights - it would be impractical (bordering on annoying) to have
the music galloping along at a hundred miles an hour for a battle
that lasts upwards of thirty minutes, but at times I was longing
for a bit of Nobuo Uematsu electro-prog-fantasy-metal (I think I
may have just invented a new genre) to lift me when my back was
to the wall. The effects in the game are great, though, both in
and out of battle. They're easily as good as any I've heard on the
DS up until now and I particularly love the yelps and cries from
the characters and creatures as they act and react on the battlefield.
You aren't just limited to the clang of a sword or the swish of
an arrow; there are wolves howling, Chocobos kweh-ing, Moogles kupo-po-po-ing,
and countless others.
For
those of you who have played any of the previous incarnations of
Final Fantasy Tactics, I'll only say a few words on the gameplay
- it wasn't broken, so they didn't fix it. Well done. You can skip
to the end of the review or go and have a cup of tea or something.
For the rest of you, I'll explain how this slightly unusual beast
works, and why it's a great thing, even though it does take you
a few minutes to get into.
In
videogame terms, Final Fantasy Tactics' origins lie firmly in one
place - the Ogre series of games (Tactics Ogre, Ogre Battle), from
whom Squaresoft poached a good deal of the staff to work on their
own equivalent, the original Final Fantasy Tactics. The Ogre games
were well received but a little bit of a niche, so while it was
in some respects a brave move for Square, marrying what was a great
but relatively unknown concept with an incredibly popular series
was more likely to succeed than fail. At roughly the same time,
Konami developed their own tactical RPG, the spectacular Vandal
Hearts, and the stage was set for a direct face-off between two
great titles. Unfortunately, and for reasons known only to them,
Square didn't release Tactics in Europe, so we were deprived of
what could have been a great rivalry (as well as being deprived
of Tactics itself). Other than the games that spawned it (the Ogre
series) and the games that rivalled it (Vandal Hearts I and II),
there is little in modern gaming terms to compare Tactics with.
Incidentally, there is talk of a Vandal Hearts sequel on the Nintendo
DS in the near future, which I for one am very excited about!
The
origins of the tactical RPG as a genre have much deeper and ancient
origins, though, in Dungeons & Dragons, Warhammer, and chess (yes,
chess). In days of yore if you wanted to role play but didn't fancy
getting dressed up as a wizard and receiving abuse from the other
kids for acting out a battle in your local park, you played pen
and paper games. You'd get your dungeon master's guide, twelve-sided
die, and meet with your friends to battle (dressing up was entirely
optional). Characters were given a finite number of character points,
which they could distribute among attributes such as strength, agility,
magic, and so on, then you used these stats, combined with rolls
of the dice and the laws and abilities outlined in the dungeon master's
guide (the bible of D&D) to battle. As well as the attributes and
dice roll system being the fundamental basis of any modern RPG's
game engine, spawning hundreds of video games (the most well-known
being Diablo and the Baldur's
Gate series), this pen and paper game spawned the tabletop games
of Warhammer, which again uses the base principles of stats and
rolls of dice to determine attack strength, magic power, etc., but
adds the third dimension of having your characters or troops as
physical models on the battlefield in front of you. Now distances
between characters (who can move a finite distance each turn, depending
on their stats), terrain, formation, and many other variables come
into play. This is the genesis of the tactical RPG and all these
principles apply, but it is far more user friendly - it's all contained
within one little cartridge or disk, the computer does the dice
rolls and maths for you, and it's very pretty to look at. Why chess,
you ask? Simply because the tactical RPG operates on a grid.
I've
rarely seen it executed better than in Grimoire of the Rift. It
manages to keep what is essentially a turn-based strategy game (which
have a history of being less interesting than curling or modern
Formula One) fresh and exciting, without relying on the cheap trick
of adding a timer to every other fight to force some tension into
the situation. The basic mechanics of combat run as follows. All
the characters on the field take turns in an order defined by their
speed attribute, they then can move to a different part of the field
determined by their job, at which point they can perform an action
(attack, use magic or an item etc), then when their turn is over,
you select which direction they face. This is very important tactically,
as characters are more vulnerable to damage when attacked from the
rear, sometimes taking as much as double from behind. You'll spend
a good deal of time positioning your troops in such a way that they're
standing back to back, or in front of a tree or cliff; preventing
back attacks becomes as much of an art form as the combat itself
and if you're as good at dishing them out as preventing them, you'll
win fights much faster. Terrain too plays an important part in your
tactics; it takes much longer to clamber up a hill than walking
along a flat meadow, for example, taking more turns to reach your
destination and forcing you to think carefully about your strategy.
Not
that fighting is the only thing you'll be doing in Grimoire of the
Rift. Of course, it's an RPG, so there is plenty of combat, but
in order to mix things up, there is a range of quests to embark
upon. One minute you might be having a massive battle against hordes
of monsters, where the objective is to kill them all, the next you
could be searching for a missing item in the grass, escorting a
merchant through a pass filled with brigands, defending a position
for a set number of turns against beasts that keep respawning, or
even just a simple delivery. The point is, the variety is surprising
for a game that at first could be mistaken for being one-dimensional.
All these kinds of quests, and many more, are obtained in the most
traditional RPG fashion - from the local tavern.
Towns
serve as your base of operations for two reasons - the aforementioned
pubs, where you can purchase the right to a quest, and the shop,
where you can purchase equipment and items for your clan. There
are two unusual additions to the shop that improve the experience.
Firstly there's a fitting room, which is fairly self-explanatory,
but is a nice idea for checking combinations of equipment on different
people before you purchase, instead of buying one item at a time
and then deciding it doesn't work. Secondly, and important to the
game, is the bazaar, where you can trade in the spoils of war -
the loot and the useless items that you collect from defeating enemies
- in combinations in order to have it turned into useful equipment
that you can then buy from the shop. When I saw the 'bazaar' option
on the shop menu, my heart sank, as I remembered the awful imbalance
in Final Fantasy XII, where the ratio of money (of which there was
none) to useless bazaar junk that you collected from enemies (of
which there was lots) to trade in for cash (of which you received
little to none, and were eternally and pointlessly poor throughout
the whole game). Thankfully this is a new bazaar that actually works.
Clan
trials are also available from the pub as a sort of quest. In these
you perform some kind of task, sometimes timed, or within a certain
number of turns, and if you succeed, your clan's attributes improve,
and your clan is also given an official title, such as 'journeymen'
or 'machinists'. These titles don't have much practical impact on
the game but greater numbers of more varied races and classes want
to join your clan if you have a title. The world map is split into
various local areas, which you travel between to visit different
towns and complete your quests. Clan auctions eventually become
available where you bid against other clans to take control of some
of these areas of the map. Once your clan has control of an area,
you get benefits from being in those areas, including more potential
recruits wanting to join your clan and better items dropped from
enemies.
For
all the good things Grimoire of the Rift has going for it, there
are a few negatives, but these are not so massive as to really detract
from the experience. Firstly, the story is pretty weak to say the
least. Boy gets pulled into fantasy world, boy tries to get home.
It's one of the oldest RPG clichés in the book and, apart from being
thoroughly boring, there's little to no motivation to progress the
main story because Luso, our hero, actually quite prefers being
an adventurer in Ivalice than a nobody in the real world. On top
of this, the quest structure is so open ended, and as in the masters
of the open-ended RPG titles, the Elder Scrolls series (Morrowind,
Oblivion,
and the old champion, Daggerfall) you'll have far more fun running
around doing whatever you like and improving your character for
the sake of doing it than advancing the lacklustre and purely incidental
main plot.
Secondly,
there's not a whole lot of a tutorial for people who are new to
the series or the genre. In Final Fantasy Tactics Advance, the children
had a snowball fight in the real world that served as a practice
battle where nobody could die, so there was no pressure. In Grimoire
of the Rift, in a nod towards games from the main series (VII's
reactor attack, IX's theatre ship robbery) you are thrown straight
into a fight with very little instruction, to get the adrenaline
pumping and the sense of danger high from the off. It's not the
world's worst fight but it's sufficiently different to any traditional
RPG or real-time strategy that it could throw people off and take
them longer to get into what is a great game.
Thirdly,
and most criminally, is the appalling stylus interface - but let's
be fair, this isn't an issue that's limited to Grimoire of the Rift.
However, with all of Square-Enix's resources and experience, it's
a disappointment that it isn't better. Just as the Nintendo Wii
is basically perfect for one-to-one motion sensitive sports games
but nobody has managed to develop a golf game that actually behaves
like a real swing, the DS's stylus should be perfect for
strategy games but nobody to date has managed to produce one in
which the stylus control is easier and more intuitive than using
the d-pad and buttons (which should in theory be more awkward).
If you do try and use the stylus with Grimoire of the Rift, you'll
find, as with every other mixed-control DS game, that you'll need
to tap the screen more than once to perform some actions (a kind
of 'once to disable the buttons and activate stylus control, twice
to actually play' affair). This is very inconsistent and you'll
have roasted your front lines with a fireball by tapping once too
many times before you pop the stylus back in its holder and concentrate
on the d-pad and buttons, which Final Fantasy Tactics was designed
for and has always worked brilliantly with.
Despite
a couple of minor flaws, Final Fantasy Tactics A2: Grimoire of the
Rift is a wonderful game. Aside from being visually beautiful in
a perfect, picture book way, it has one of the smartest combat mechanics
around for any RPG, managing to balance the pace of combat with
the patient thought of a strategy game effortlessly. With hundreds
of quests and dozens of places to visit, it's far bigger than you'd
ever dream when you begin playing. Lengthy, pretty and very, very
clever, Grimoire of the Rift is one of the very best titles on the
DS, comparing well to the big hitters yet standing apart as quite
unique in terms of its genre.
Reviewed by Tom Baines for AceGamez (All Rights Reserved).
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