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Square-Enix is a name that's synonymous with Japanese console RPGs,
games whose lead protagonists have gravity defying hair, effete
features and obscenely large weapons. The West a place where JRPGs
are often seen as oddities, games never met with the fervour they
encounter in their homeland. And yes, Final Fantasy VII did sell
an awful lot of copies over here, but a huge number of those copies
were traded back in, unfinished and misunderstood. The Last Remnant
is Square's latest offering and whilst the main character may lack
the usual volume in his hair, all of the other aspects of the company's
formula are firmly in place. The game has been trumpeted as a Square-Enix
RPG for the whole world rather than just Japan - but is it any good
and, perhaps more importantly, will anyone over here understand
it or care about it? Equip your +5 Paying Attention glasses and
we'll find out.
The
Last Remnant casts you in the role of Rush Sykes, a young man with
a hidden past, an unknown power and reasonably sensible hair. As
generic JRPG characters go he's certainly not the worst and, rather
than being on a quest to regain his memory, as is usually the way
with such things, this time it's your sister that you've got to
save from the clutches of an evil organisation. The story, revolving
around magical artefacts known as remnants, unfolds with exactly
the number of twists, turns and reveals that you'd expect but it's
pretty much enjoyable all the way through, always making you wan
to play on to find out what happens next. I don't want to spoil
too much for you, because as game stories go, it's definitely one
worth experiencing.
The
game itself, as with others of the genre, is split into exploration
and combat sections, with the combat squarely at the heart of proceedings;
however, the battle system that Square has developed for The Last
Remnant is a little different from their usual fare. You control
a number of unions, groups made up of up to five different characters,
which share their HP and AP, or in non-JRPG speak, their health
and action points. Unlike other more traditional mainstream RPGs,
where you control and upgrade single characters, here you're developing
a group, which adds an extra level of customisation and tactics
into the mix. Indeed, tactics are very much to the forefront here,
with different union set ups giving you damage and defence boosts.
Formations for your unions are unlocked throughout the game, with
each one offering a different way of approaching a battle.
New
soldiers can be hired, either from Guilds or from Recruiters, which
allows you to keep your unions fresh. Not got enough magical power
in one of your unions? Go and hire yourself a mage to boost your
stats. There are a variety of types to choose from, including fighters,
spell casters and jacks of all trades. Discovering which type of
union will work best for you is half the adventure, really. The
enemies that you come up against range from giant bees to medium
sized dinosaurs and undead, droopy-fleshed zombies to opposing soldiers
wielding powers remarkably similar to yours. All of them have different
strengths and weaknesses and all must be approached with caution.
You see, instigating battle isn't a simple case of running into
a monster any more; instead, battles are triggered with an aggro
pull system. Pulling the right trigger when you're close to a hostile
animal makes Rush sweep out a circle of smoke and if the enemy character
is within this circle then battle commences. There are higher rewards
to be found from battling more than one enemy at a time, meaning
that once you get the hang of things you can pull in large crowds
of monsters and get better items from their corpses. If, however,
an enemy touches you before you've instigated a fight, then the
battle begins with you at a severe disadvantage. It often comes
down to good timing and a little bit of luck but as soon as the
system clicks in your brain, you'll wonder why no other game has
done it before [Sounds like an evolution of the system used in Blue
Dragon. Ed].
I
could go on and on about the depth of the battle system, the intricacies
of the design and the almost infinite variety of stances, positions,
formations and unions you can create, but that would be unfair for
a number of reasons. Firstly, one of the joys of this game is working
things out for yourself - finding the hidden little pieces that
give you the edge on the battlefield - and secondly, because as
good as the battle system is, it just can't hide the flaws that
lurk beneath The Last Remnant's surface.
The
exploration that makes up the other half of the game is as standard
as standard can be; indeed, whilst the battle system at the heart
of everything is splendid, this really is just a case of wandering
around, fighting some monsters, getting loot from them, then rinsing
and repeating. The enjoyment you find in the minutiae of the fight
sequences is trodden upon by the slog of the rest of the game. The
story comes through in dribbles and drips, never quite making sense,
never quite explaining itself well enough to be satisfactory and
never quite telling you what it is you have to do next. There's
far too much dithering around, moving from location to location
and hoping that by some miracle you'll talk to the right person
or end up on the right screen to move things along. This is a curse
that befalls many of this kind of game (I often think that the mammoth
play time that developers' boast about could be halved if they better
explained what you should be doing) and it's a crying shame, because
for the first few hours, The Last Remnant isn't guilty of such a
crime, guiding you through its landscapes with a clever mix of storytelling
and description. Developers need to realise that there's a middle
ground between nannying players and dropping them in at the deep
end and that it'd be nice for them to take us there once in a while.
The
environments you traverse are reasonably varied, ranging from the
usual damp, underground caverns to lush hillsides, and crumbling
castles to an odd interpretation of heaven. They're distinct enough
so that you know you're somewhere new but none of them are particularly
visually inspiring. The world map is exactly that, a map with all
the locations you've visited marked upon it, as well as any new
ones you've opened up for access. The city maps are small-scale
versions of the world map, listing the districts that you can visit
in each of the capital cities of the world. This means it's harder
to get lost, at least in theory, but in reality, not knowing where
you're supposed to go and being lost end up feeling like the same
thing.
This
isn't The Last Remnant's most heinous crime however; that, oddly
enough, lies in the graphics. Square has decided, for whatever reason,
to use the Unreal Engine instead of employing one of their own.
"So what?" you might say, as the Unreal
Engine has powered plenty of game types very well - why should an
RPG be any different? I don't know, but it is. This is one of the
glitchiest, jerkiest, most broken games that I have played in a
long time. In the exploration field it's obvious but not problematic,
with pop up and clipping doing little to deter from the experience;
the problems really occur in the battles, where characters flail
and jerk like they're in old cine-film footage. At best it's terrible
and at worst it's enough to cause motion sickness. To say that this
is unacceptable would be an understatement; here we have Square-Enix,
one of the most respected games developers in the world, releasing
a game that is sometimes so broken that it verges on the unplayable.
The mess is made all the more surprising when you compare it to
Infinite Undiscovery, another Square-Enix game released earlier
this year that functions a million times better using one of their
in-house game engines. For a smaller developer this would be catastrophic
but for Square it's just very poor show.
Unlike
the visuals, the music and audio of The Last Remnant are pretty
damn good. We're treated to a full orchestral score, packed with
soaring highs and sweeping lows that add to the emotion of the story.
The voice acting is also excellent; you can't help but like Rush
and the other characters that he meets, mainly because they sound
real and plausible. The battle sounds are heavy and realistic, with
the clash of steel enough to send a shiver down your spine - if
only the graphics engine could have matched this quality then there
would be little to complain about.
The
Last Remnant has a lot of good, new ideas and features one of the
best battle systems of recent years, backed up by an enjoyable story
and memorable characters. It's such a shame then that what could
have been an excellent game is thwarted by sloppy design, confusing
direction and an abysmally implemented graphics engine. If you can
look past The Last Remnant's flaws then there's a lot to keep you
occupied but if you're a JRPG virgin then, whatever you do, don't
start here. This isn't the game that finally unites Square and the
West - but, graphical problems aside, it's a step in vaguely the
right direction.
Reviewed by Harry Slater for AceGamez (All Rights Reserved).
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