Everyone knows it: Im Anglophonic, meaning I dont
speak a word of Japanese, well I speak a few. So when I get a Japanese import Im
hesitant at first as to whether Ill enjoy it or notit all depends on if I can
get past that good ole language barrier which makes everything, from gaming to politics,
difficult for us English speaking Americans. In this case, Vagrant Story washed up
on my beach of indecision with the sparkle of Squaresoft in its eye and thats
the only reason I dropped it into the PlayStation, since I usually pass over RPGs from
Japan. I mean, whats the point when you cant read it, right? Damn: from the
opening FMV to the smooth transition into actual game play, Vagrant Story quickly became a
top priority for me, from finding out when itll hit the domestic market (Square says
sometime in May) to figuring out the story line. Yes, I attempted to play a Japanese RPG
in Japanese, but, you see, the difference between Vagrant Story and other
Squareor any companysRPGs is that for once they have seamlessly brought
together elements of RPG, adventure, puzzle and strategy.
The game,
set in the Middle Ages, has you playing the role of Ashley Riot, a Riskbreaker in the
Valendia Knights of the Peace, who is on a mission (the one youre dumped into at the
games start) to investigate the manor of Duke Bardoba. So begins your mission
One character youll encounter through the games course is Sydney Losstarot, a
religious cult leader, who also happens to be your persistent nemesis.
Also, as expected, Square has designed their own unique battle system. Instead of the
RPG style of dropping you into a scenario, your battles are handled within the world view
of the game, in my opinion giving a better experience to the overall game play. The game
system allows you to combine "grips", "blades" and "gems" to
create different weapons. You also have "risk" points, which determine the
accuracy of your attacks and increase to critical levels if you continuously battle, so
its best to take a rest every now and then or else your fighting skills will go to
crap for awhile.
Now, with
all that said and done, heres the clincher for most on the design level of the game:
Yasumi Matsuno, Final Fantasy Tactics producer has been partnered with
character designer Akihiko Yoshida to develop the environment and characters, making this
game one of 2000s hot ticket items (aside from the PS2 of course), and one which
Ill be eagerly awaiting in the domestic version so I can, you know, read the damn
story.
--Matt
Baldwin