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Final
Fantasy X
Developer:
Square
Publisher:
SquareSoft (2001, PlayStation 2)
Ever
since the early days of interactive fiction, game developers have
been wondering -- how does one tell a story using video games as a
medium? The advent of the laserdisc -- and later, the CD-ROM -- gave
developers the wrong idea, by churning out full motion video titles
that, while cinematic, had limited user inputs.
For a long time,
Western developers favored the graphic adventure as a means of
storytelling, while the Japanese preferred role playing games, which
replaced the mind-bending puzzles with battles and character
building. At the forefront of this movement has been Final
Fantasy, which has been consistently impressive, partially
because of the huge budget and manpower put behind them.
At
the pinnacle of JRPG storytelling is Final Fantasy X. It was
voted in 2006 as the best video game of all time by the readers of
Famitsu, the premiere Japanese video game magazine. At the core of
the story is Tidus, a young athlete whisked away to another world.
This land, dubbed Spira, is a gorgeous tropical paradise, yet is
under the constant threat of a giant monster named Sin.
Tidus
eventually join a pilgrimage to stop it, joining along with a young
summoner named Yuna. Final Fantasy VIII told its love story
two years before FFX, but hiccups in execution -- including a
divisive main character -- allowed room for improvement. Tidus is
much brighter and friendlier, even if he is a bit whiny. He joins the
pilgrimage mostly because Yuna has something of a crush on him.
It
actually tells a compelling story this time around, and the romantic
climax -- featured on the cover of the American manual -- is far more
involving than the similar scene in FFVIII.
Spira
is one of the most gorgeously realized worlds yet rendered into a
video game. While Square's mediocre beat-em-up The Bouncer was
meant to show off what kind of graphical tricks the PS2 could pull
off, Final Fantasy X was Square's first real RPG on the
system, and they didn't spare any expense.
The world is loosely
inspired by the Okinawa region, which is why this game feels more
Japanese than any of its culturally neutral predecessors. One of the
reasons Final Fantasy stands out from its peers is the way its
game worlds refuse to be pigeonholed into genre classifications --
none can be defined strictly as "medieval" or "sci-fi".
Although some inhabit the nebulous zone in between those
descriptions, Spira defies pretty much everything and is by far the
most unique of all.
It's a strange world, filled with its own
culture, religion, and even metaphysics, and the whole game is about
how these clash with not only Tidus' feelings, but the player's as
well. At the very least, Final Fantasy X's world gives some
context to Tetsuya Nomura's occasionally outlandish character
designs, even if some, like the goth girl Lulu, still seem to exist
more as a fetish object than a true inhabitant of the land.
Most
of this involvement comes from the narrative, which is far more
involving than any game before -- or, arguably -- after it. Before
Final Fantasy X, major plot points were handled by squat
little sprites or awkwardly constructed polygonal models, both with
very limited ranges of emotion.
Almost everything here is represented
with a fully animated, fully voiced cutscene. Even the dialogue boxes
of the non-voiced sections are gone, replaced with subtitles. Whereas
many of the previous Final Fantasy games were games with story
elements, this is a story with gaming elements
However,
sometimes the narrative pushes just a little too hard. It's hard to
say there are any real dungeons in Final Fantasy X -- most of
the adventuring requires walking in a straight line, with an
occasional branch that leads to treasure. It takes a few hours before
the game loosens its reins and stops giving tutorials. This ensures a
well-paced story, but it also drastically limits the sense of
freedom, an element which is already pretty rare in most JRPGs.
There
are also tons upon tons of cutscenes, all of which are unskippable.
It also highlights another problem -- if the player doesn't like the
story, there's very little of worth here. The battle system, which
ditches the Active Time Battle system of the previous Final
Fantasy games, is fast and fun, but the character development
system -- the Sphere Grid -- is pretty lacking. Even if you didn't
care of Squall or Rinoa's antics in FFVIII, at least you had
the Junction system to play around with.
In Final Fantasy X,
the most interesting parts of the Sphere Grid don't open up until the
later portions of the game, far too late for those who aren't
immediately drawn in by the tensions between Tidus and Yuna. It
doesn't help that, like many of the Final Fantasy games, it
tends to devolve into ludicrousness -- the monster that terrorizes
Spira is actually Tidus' drunken father, the kind of wholly absurd
metaphor for filial tension that would potentially get one laughed
out of their high school creative writing class.
But
again, like most JRPGs, once you accept it on its own terms -- silly
melodrama and all -- it remains a completely original, fascinating,
even emotional tale. As a piece of video game storytelling, Final
Fantasy X doesn't quite reaches the heights of, say, Metal
Gear Solid 2 or BioShock, both of which use the medium in
ways that other kinds of fiction can't.
But as a cinematic
experience, featuring interesting characters and a beautifully
realized alternate world, it walks an agreeable line between
narrative and gameplay, even if it tends to err too far from the
gameplay side.
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What about Star Ocean? Tales of Phantasia? The hentai RPGs? the horror RPGs? The intro talks big about "studying" the japanese rpg primers but the content seem more like one person's list of favorite rpg instead of a comprehensive overview.
There's a reason it's called an "opinion" piece... it's this guy's "opinion" of the top 20 JRPGs. And he did define the requirements to be included in the list early on.
To the Author,
Thank for this illumination. Sadly, I don't play as many RPGs as I would like, and Gamasutra continues to inform me about games that I never knew existed. This is no different. I agree and disagree about a few choices, but all-in-all it's a good read. Thanks!
Also, this list needs some Disgaea on it, or just any sort of recognition towards Nippon Ichi Software.
i would agree that the most obvious series not covered (as he did specifically define JRPG for the article) is something from the Tales series.
It really highlights the benefit of the genre, which is an almost absurd level of depth when it comes to atmosphere and a sense of a larger world.
The main frustration of this article is that the games I was not already familiar with are by in large titles that I can't purchase legitimately without throwing down a large amount of cash.
I haven't played a JRPG for quite some time (Dragon Quest VIII was my last), the reason being that I find the genre may have already past its best, recent titles just don't seem to have the edge that made many of the games on your list so memorable - though I suppose it could just be a bout of nostalgia kicking in.
Still, one thing's for sure: The article's made me fall in love with Skies of Arcadia again...oh and I had my weekend all planned out. Curse you and your eloquent words!
By the way, isn't Pokémon a JRPG? And I would have mentioned Lufia instead of Final Fantasy VIII. The game starts in the final tower, with your characters at level 70. Back in 1993, that was revolutionary.
Could have dropped FF all but Final Fantasy VI and replaced them with the above.
Final Fantasy V is far from essential.
Really the only one listed here that I don't agree with is Shadow Hearts: Covenant. Didn't care for the ring system much. It makes every action a gamble when things like using items and doing basic attacks shouldn't be.
I'm a huge SMT fan for many reasons and Nocturne had many small but key elements that made it by far my favourite game. One of which having a demon that can cast estoma and riberama for exploration and levelling up. Took a lot of the frustration from random encounters right out but kept a huge level of tension due to the brilliant difficulty level because you always had to be on the ball, and if you were even flicking on 'Auto' was a great feature.
The plot(s) also grabbed me more because not only was it complex, it was dark and sometimes optional. For me a guide is essential for this game because its absolutely huge.
Devil Summoner was also great as it had a fantastic and distinct atmosphere that almost felt tangible at times.
Anyway a fantastic list, some of which I havn't played. You can use this list as a must play quality RPG list.
AND Vagrant Story!?!? OMG and Secret of Mana and oh i'm sure everyone above me said something too that you didn't have. You really shouldn't have combined 4, 6 and 7 into one. And 5, 8, and 12 are HARDLY worth playing. Sorry Kurt, but your list fails.
The author seems heavily biased in favor of Square Enix games. I saw multiple Final Fantasies and such.
Still more into Computer RPGs myself, though.
PS you left one thing out -- its a bigger mystery than not releasing FF V, another Chrono, etc etc combined that Earthbound II(Mother 3 if you prefer) was indefinitely delayed, then pissed away on a Japanese Cell Phone.
Shame on you, NIntendo!!
Other than that I don't have much of a problem with the list at all. I would have grouped all the final fantasies together to make room for some others (yes I know a lot of FF games are very diffrent from each other, so sue me it's still the same name they should be together) but it's a minor gripe.