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Skies
of Arcadia
Developer:
Overworks
Publisher:
Sega (2000, Dreamcast)
In
Sega's Skies of Arcadia, you're the leader of a group of air
pirates -- made explicitly clear to be "good guy pirates"
-- traveling the world over, fighting all kinds of "bad guy
pirates", and helping anyone in need. The world is largely
unknown, comprised of dozens of islands floating in the skies, miles
above the poison that lies on the surface of the earth.
The
explorer's map that shows your ship's position slowly expands from a
tiny circle to a gigantic view of the entire world, keeping note of
the myriad artifacts you discover. The hero Vyse is surrounded by two
lovely ladies -- his fiery childhood friend Aika and the mysterious
demure newcomer Fina. By the end, everyone flies into the
metaphorical sunset, dreaming of all of the adventures yet to come.
It feels like the end of the best Saturday morning cartoons never
made.
Around
the same time, the holiday season of 2000, Square released Final
Fantasy IX. If Final Fantasy VII's theme was "life"
and Final Fantasy VIII's was "love", then Final
Fantasy IX was "history". It was meant be a concession
to old school fans of the series, one that would adapt some of the
themes of the older games and put them into modern trappings.
It was
well intentioned, and a very solid title -- black mage Vivi remains
one of the most noteworthy characters in the Final Fantasy
canon -- but all that resulted was a fairly simplistic game with all
of the bloat of the other PSOne Final Fantasy titles, without
the impressive storytelling -- in short, it tried to be the best of
both worlds without reaching either. What Square didn't realize is
that you can't elicit nostalgia just by simplifying the customization
systems or name checking events from older games.
And
this is the reason why Sega's Skies of Arcadia manages to
touch so many gamers' hearts -- quite simply, it feels like
childhood. As if springing from the imagination of a five year old,
it elicits a feeling of wonder and imagination -- that behind
everything lies something daring and new.
It harkens back to the time
when your backyard was full of dangerous creatures, and the local
swamp was inhabited by dinosaurs, and the sewers were an intricate
series of mazes that ended up treasure. It's the exact same sentiment
of the Legend of Zelda series, before it fell prey to the
crushing throes of tradition. And it never feels like its pandering
like Mistwalker's Blue Dragon, which just seemed to be trying
too hard. It's a breezy, natural, and altogether remarkable game.
Of
course, none of this would've worked if there wasn't anything
interesting beneath the shadows of the world map, but Skies of
Arcadia succeeds because there is no generic dungeon, no faceless
town. Everything from the secretive underground pirate's base, to the
tree clubhouse feeling of the jungle city of Hortec, to the gorgeous
waterfalls and Asian-inspired shrines in Yafutoma, to the Middle
Eastern desert lands of Nasrad.
You don't even need to talk to the
inhabitants to understand the culture behind the game's nations --
all you need to do is walk through their country. Dungeons don't just
seem like some landscape you're walking over -- each and all of them
have depth and texture, the kind that you'd usually see in platform
or action games. In fact, this devotion to architecture is what gives
Skies of Arcadia its unique identity.
The
rest of the game is not exactly perfect, and does fall victim to some
dull game design. The combat system is a bit plodding, with its
gimmick lying in a super energy bar shared amongst party members,
allowing for special attacks. The constant random battles, especially
in the original Dreamcast release, don't do it any favors either.
Ultimately, though, Skies of Arcadia has all of the
straightforward charm of a 16-bit games wrapped up in modern
trappings, an unfortunate rarity in the field.
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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.
That said, I love ToP. I play both versions of Sakuraba's Solo on the piano :D
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.