Wednesday, December 3, 2008

(If only it were) Eternal Sonata

I really question the way blogger does dates. Unless I write the post in a single day (I almost never do, being as long and thought out as they are) it makes it seems like I post something the day I STARTED it, not the day I actually posted it. Guess I should manually change this, but really, that just seems silly...

This time I'm going to skip forward a few games (sorry TWEWY, your time will come) because I just finished a game (Eternal Sonata, in case you didn't see it in the not-so-catchy title) that I believe is really deserving of some high praise. And, since it has been released VERY recently on the PS3, I believe it is prudent to tell those who might be interested in it just what they are getting themselves into.

First and foremost, the game is absolutely stunning. This is by far and away the best game I have ever watched on my HD TV. This is, of course, because the art style and design are so incredible that it is absolutely mind-blowing. The cartoonish, almost anime look to the game, combined with the very elaborate and artisitc character and level designs, make for one of the most vibrant and memorable RPG experiences to date. It has a simliar look to Blue Dragon, but goes above and beyond because the world they create is so vibrant and full of life. Just the first few scenes alone assualt your eyes with deep, rich colors and a strikingly crisp, detailed world and characters so beautifully drawn that, at times, you may think you are watching a cartoon. Of course it has some funny problems (try for a second to convince yourself that anyone would hold their arms the way that they do) and some of the later enemies and bosses suffer from the dreaded pallete swap (where they use the exact same model but simply swap colors) but your mouth will simply be on the floor so often in awe of what your HDTV is able to produce that these flaws are easily overlooked.

It is not often that graphics stun me, especially to the point that I believe it is something that people need to know about in a game. There are games with less-than-hd quality graphics that are still amazing games (Smash Brothers, Mario Kart), and even games that look 'good' in HD but really don't stand out too much due to poor art direction or bland environments (Enchanted Arms has the resolution but very little inspiring art, Gears of War has the detail but I think they limited themselves to the colors black, brown and grey). Graphics are almost always the last thing to mention or bring up because as long as the gameplay is solid or the story is engrossing the graphics, to me, really don't matter. However, there are some games that just go above and beyond with their art direction - more important than pixels or detail - and make something really stand out or really unique. World of Warcraft continues to impress me with what they can do with so little horsepower (as Blizzard has always done time and time again), The Legend of Zelda: The Wind Waker showed us just what games could do with cell shading and facial expressions, and the new Prince of Persia really stands out as a unique and interesting art direction that I think shakes things up enough to be worth mentioning. The same can be said of Eternal Sonata, so while I would not suggest you buy the game solely on looks alone (it's a game for crying out loud, why buy something to look at it?) it is worth noting that a new benchmark has been set for art and style of cell shaded, anime-like games. If this is where HD gaming will take us, I welcome it with open arms.

Eye candy aside, Eternal Sonata does an incredible job melding button mashing, dungeon crawler elements of action rpgs with traditional turn based rpg gameplay. The battle system of an rpg is one pillar on which the entire genre must stand - along with plot and characters - that gives the genre it's own uniqueness and meaning. A poor battle system can drag down even the greatest of stories (FFXII) and save a game from even the most pathetic writing (Enchanted Arms). For almost 7 years, my favorite rpg battle system belonged to the increible Legend of Dragoon (in my opinion, one of the most underrated and unknown rpgs on a system overflowing with them). For those who never palyed it, Legend of Dragoon used a classic turn based battle system that really stood out for two reasons. 1) Most characters (not all) performed 'combos' for their attacks that required you to press buttons at a certian time to increase damage and completing the combo (you could defend/counter attack in the same manner). Think of it as a more complex, fleshed out version of the Super Mario RPG battle system. This meant that battles required more attention than was usual for an RPG, so no more constantly spamming 'A' to attack things and win outright with no real challenge. 2) The game was HARD, and the limitations on the number of items you could carry, combined with difficult enemies, the combo system, and your limited amount of ‘magic’ meant that every turn and every decision was important and required strategic precision. This made battles more enjoyable and more thrilling, as each battle could easily be your last and you always had to be working on contingency plans and planning your next few moves. Enchanted Arms bested this system, but only by making a pact with satan himself and including a miniaturized version of a tactical, grid based SRPG as the battle system, cranking up the difficulty and rewarding you extensively for finishing off foes quickly and with big numbers.

But, I think I was trying to talk about Eternal Soanta...


Eternal Sonata
is unique in that the battle system for the game grows and evolves as you play. When you start out the game, you begin with a very simple system that gives you plenty of time to learn your characters, plot out your moves and master the controls. As you progress, though, the system begins to become more complicated and fast paced while giving you bonuses to compensate for this increased challenge. You begin with fairly simple, 'turn based lite' type game where you may take however much time you wish to plot out your moves and each action you take has a certian 'cost' associated with it. The basics of the system do not get any more complex - you may move, attack, use an item or use a special attack (called a 'Harmony'). However, as you gain 'party levels' the battle system changes and becomes more real-time while it also expands in complexity and power. This is where the real fun begins.

It turns out that the 'cost' associated with each action is actually the time it takes to perform each move. Harmonies have much longer times associated with them while normal attacks are much shorter, encouragaing you to chain multiple attacks together before finishing with a large Harmony attack. Eventually even movement takes 'time' and the battle system shifts to real time as you are slowly weened off of your 'tactical time', which gave you precious seconds to plan your move. By the end of the game, the battle is constantly flowing without interruption and it is up to you to make sure you keep track of whose turn it is next and plan out your attacks accordingly. This all happens gradually, though, over the course of the nearly 40 hour story, so you are given ample opportunity to get used to the system and moving at faster and faster paces. Perhaps the most difficult addition is the optional party level 6 ('optional' in that you could beat the game without it, required if you wish to do the bonus dungeon before you finish the game). This party level really throws a wrench into the system, changing around the buttons associated with different actions (harmony, defend, and attack) each time you perform a harmony. Of course, if mastered properly, this is not without it's own rewards...

As the party system becomes more complex and demanding, the rewards for keeping up with the system increase as well. You can start to save up 'echos', essentially a counter for the number of attacks you chain together in a turn, that makes your Harmonies more powerful the more echos you have. Eventually you can 'chain' Harmonies together and, at party level 6, can perform SIX harmony attacks by continuously chaining them together (remembering, of course, that the Harmony button can change each time a Harmony is used). You also gain more total echoes as your party level increases (making your Harmony attacks stronger) and, at party level 6, your Harmony chains can 'carry over' echoes and your correctly performed Harmony chains become devastatingly powerful. It also allows you to carry more items into battle (vital for classes that have no healing harmonies or equipment). The main benefit, of course, is the potential to do greater damage, something that is necessary as the bosses get tougher.

Unfortunately, as you gain a better control over your party's movements and begin to plan attacks, the game becomes almost a cakewalk. This is especially true after getting party level 6, where you can now kill enemies in a single turn and, if played right, can set up 6-chain harmonies every turn. This kind of constant damage output, coupled with a character that has a healing harmony (Viola, Chopin or Polka, for instance), and a even only occasionally properly defending against enemy attacks begins to make battles almost trivial. It still requires you to pay attention and is better than the usual "just spam A to win" style battle systems, but it may take Encore mode - where enemies have huge health and damage increases - to really begin to challenge you. Of course, the other side of the coin is that once you get good at something and learn to plan your attacks well things SHOULD get easy, so perhaps my complaint is somewhat misplaced. It did not make the battle system any less fun or involved, but it did take away the feeling of anxiety in knowing that you could be in danger of dying at any time. Overall the system is very etertaining and a marked improvement over the very slow, 'gimmie' battle systems of old and is one of the reasons that Eternal Sonata stands out in my mind as one of the best rpg's I've ever played.

Gameplay being covered, on to the story. For those who don't know, the story is loosely tied to Frederic Chopin's (composer and pianist) life, or more specifically, his death. The world acts as a kind of 'dream', something Chopin's mind takes him down as his physical body nears death. Chopin also acts as a character himself in the game, and you can watch as he battles in his mind to tell whether or not the world he currently is experience is real or a dream. You even see several historical slideshows which generally tells a kind of 'making of' each song, which, as a lover of music, is something that I actually enjoyed. This can be skipped if you so choose, which is good, because it's certianly not for everyone.

This story, however, really takes a backseat for most of the game and more sets up the 'theme' than it does the actual plot. Sure, everything is based off of music; just look at the names of locations and places, and even the shape of their weapons (which look like different kinds of musical instruments), but the real story lies in this dream world. That story is more your standard rpg fare. Boy meets girl, awkwardly falls for girl but can't admit it, fights against an ufair or oppressive government and does his best to save the world. I wills say that the story actually seems to 'jump' from character to character and you honestly have no 'main character'. There are several subplots that are followed and even times where you will not see the (arguably) 'main character', Alegretto, for several hours. This also means you may use whichever characters you want in your party, and are not forced to use one guy all the time. This is unusual for the genre, which tends to force entire plot to revolve or be somehow attached to the main character, but is a nice change of pace if you don't think you are being robbed of some 'main' plot. Everything that happens moves the story along, even if it's not connected in any way to a single character.

Character development is strong but occasionally flawed. Some characters certainly come across as more believable than others - Chopin being a prime example - but others are left in a sort of out on their own because it is hard for them to carve a niche into the group. The fact that they attempt to give Jazz not only a love triangle but a love SQUARE (3 girls fawning after 1 man) means that it's going to be difficult for each of them to distinguish from one another. Most of the character pairs work flawlessly - Beat and Salsa make a great pair and provide a significant amount of the humor throughout the game. Unfortunately the same cannot be said for March, who joins the party late and has no real interactions beyond with her twin sister (who already has someone you mentally pair her with). The Allegretto/Polka love story is believable enough (good enough for a video game anyway) and provides a good way for Allegretto's character to grow and the story to progress. As strong and promising of a character as Viola first presents, she quickly gets swept into Jazz's "love square" at which point she loses alot of her focus and meaning in the group aside from being yet another person swooning over Jazz. Which is sad beacuse the Jazz/Falsetto/Claves love triangle actually stands well on it's own and, given the events of the story, is one of the bigger story arcs that you can see visibly affect the characters and their decisions. The PS3 version includes 2 new characters, and while they are strong NPC characters and could add more dynamics to the group mix, given when they are introduced into the story I feel it may be a bit too late to try and add them in effectively.

On the whole, there are enough twists to keep you guessing and the delivery of the story is strong, backed by characters that you can relate to very well and remain both entertaining and interesting throughout the game. There are occasional hiccups or oddities - some of the love stories feel awkward or forced and the ending is both satisfying and incredibly bizarre - so while the game does not set a new standard in storytelling or epic plots by any means, it does more than 'get the job done' and is enough to keep your interest piqued as you progress. It certainly does not detract from the experience in any way (minus, perhaps, the ending).

Overall, Eternal Soanta represents everything that keeps me coming back to RPGs time and time again. Massive worlds, believeable characters, epic plots, interesting battle systems and incredibly rewarding gameplay experiences. This game executes above and beyond expectations in almost every category and will one day be considered a 'classic' in my eyes. If you're even a modest fan of JRPGs, this game is not to be missed. I would recommend it over any other RPG that I have played this generation and over just about every one I've played my whole life (with the exception of revolutionary classics like FF7, Xenogears or Legend of Dragoon). It takes some getting used to - especially if you are not a fan of the cartoony look - but in the end, this game will not disappoint.

As for what's next, I'd love to sing the praises of The World Ends With You but perhaps I will take a break from my usual JRPG/SRPG lovefest and review Castlevania or Spore.

Currently playing:
WoW:WotLK (PC)
Final Fantasy Tactics Advanced 2 (DS)
Ace Attorney: Apollo Justice (DS)
Professor Layton and the Curious Villiage (DS)
Rock Band 2 (360)
Fire Emblem: Radiant Dawn (Wii)

What should be next:
The World Ends With You (DS)
Castlevania: Dawn of Sorrow (DS)
Spore (PC)
Final Fantasy Tactics Advanced 2 (DS)

How on earth did I miss reviewing Bioshock (360)?