Showing posts with label Final Fantasy. Show all posts
Showing posts with label Final Fantasy. Show all posts

Monday, May 24, 2010

Dissidia: Final Fantasy


The ultimate wet dream for any Final Fantasy fanboy.

Platform: PlayStation Portable
Published by: Square Enix
Developed by: Square Enix
Genre: Fighting/Action-RPG
Players: 1-2
US Release Date: August 25, 2009
ESRB Rating: Teen - Fantasy Violence, Mild Language, Partial Nudity

Story: Dissidia's story can best be described as a unique amalgamation of some of the most beloved quests in Final Fantasy history. Serving as a mash-up of the first ten games, Dissidia finds our heroes mysteriously drawn together in a common universe. Early on, it's revealed that the goddess of harmony, Cosmos, has called upon each of the heroes to defeat the god of discord, Chaos. Consequently, Chaos has also summoned champions of his own - as a result, some of video gaming's most sinister badasses will go toe-to-toe with the series' coolest heroes. The game picks up with the forces of light fighting a losing battle against their dark counterpoints; Cosmos, in turn, begs the heroes to find ten crystals scattered throughout the realm. Each hero sets out on a "Destiny Odyssey" to find the only objects capable of repelling the advancing darkness.

Themes from the original games make themselves pertinent throughout Dissidia's epic yarn, providing this game with an almost unlimited source of fan service. While this is enough to make any fanboy (and I use this term as endearingly as possible) wet his pants with delight, the game's storyline lacks any standalone "oomph" of its own; in truth, Dissidia's original plot is pretty bare-bones and rarely strays outside the established cliché "good vs. evil" of yesteryear. Along with this, the pacing, as well as the overall coherency of the story don't really satisfy until several chapters have been completed. While this certainly isn't horrible in any way, shape, or form, it would have been refreshing to experience an original, well-constructed story as deep as any of the games Dissidia is based off of. That being said, Square Enix was sure to pack in plenty of extras, providing an incredibly wealthy treasure trove of backstory for those die-hard and patient enough to unlock them all.


This is a game all about men who love flowers! Kind of.



Graphics: If the PlayStation Portable was the United States during World War II, then Dissidia would be its CG cutscene nuke. Bad historical metaphors aside, Dissidia is arguably the best looking game on the system: event graphics are beautifully-rendered, character models react and flow realistically, and environments are each alive with their own energy. I can't count the number of times this game took my breath away or awed me into a speechless stupor - from the moment the UMD loaded and the opening cutscene assaulted my senses, to any of the countless, gravity-defying standard enemy battles, Dissidia had me marveling at the capabilities of the tiny machine in my hands. Far more than mere eye candy, Dissidia wows with supreme technical prowess and as much attention to detail as any of Square Enix's console titles.


Garland and Cloud in one of their regular "Whose sword is bigger?" battles (i.e. "Who's overcompensating more?").



Sound/Music: Dissidia boasts a soundtrack of massive proportions, ranging from the nostalgic anthems of the great Nobuo Uematsu, to the wound-up, high-energy rock offerings of "Your Favorite Enemies." Classic Nobuo Uematsu tracks are prevalent throughout most of the game, with some transforming into hyper-intense battle remixes - mere ghosts of their former melodies haunting the interludes and choruses of the synthesized fanfares. Not necessarily a bad thing, Dissidia's soundtrack comes across as a hefty helping of the familiar, served up with a dash of innovation; a balancing act that should satisfy both the new and old camps.

The sheer amount of spoken dialogue in Dissidia is also quite impressive, as every cutscene in the game contains some form of voice acting. The voice actors chosen for each character are all pretty fitting, and do a decent job (with several mediocre exceptions) of portraying their roles as agents of harmony and discord. Nothing stellar, but definitely appropriate for what the title is.


Ah, the backhand: the core of any father-son relationship.



Gameplay: Part fighting game, part action-RPG, Dissidia plays a lot like an episode of Dragon Ball Z: spells fly through the air at breakneck speed, explosions destroy parts of the environment, and attacks are swung so viciously that the opposing character is knocked clear across the stage. There is even a "chase" mechanic in Dissidia that allows you to catch up to and smash your opponent's falling body over and over again - if that doesn't scream "anime fight scene," then nothing does. Battles also seem reminiscent of the Struggle Battles of Kingdom Hearts II, but instead of balls, each player has a "bravery gauge" that can be drained through the use of "bravery attacks," and an "HP gauge" that can be drained by landing "HP attacks." It may sound strange, but in practice it's a wonderfully-constructed battle system that sets up the player for some really great strategic plans of attack. Implementing a theme common in many later additions to the Final Fantasy franchise, Dissidia allows characters to execute stat-boosting transformations, similar to "Limit Breaks," upon collecting enough "EX gauge" points; many times, these transformations can alter the course of a battle or offer an opportunity for a one-hit kill on your opponent. For those unfamiliar with the high-speed world of fighting games, Dissidia even offers a "command input mode" that makes the game play out more like a traditional action-RPG, and keeps Dissidia from pigeonholing itself purely as a fighting game.

The action-RPG elements of Dissidia are perfectly woven into the customization and battle systems of the game: attacks are techniques and abilities your character learns over time, equipment offers boosts to your primary stats, experience points are awarded for attacking and defeating opponents (sometimes during battle), and exploration occurs on a chessboard-like overworld. New equipment can be purchased with the money you collect from fights (as long as you meet the level prerequisites), and, like many action-RPGs, abilities can be "mastered" with repeated use. Even better yet, the game keeps track of your stats in real-time, granting bonuses (like extra money or experience points) on certain days of the month, and awarding you with special prizes for meeting certain preset criteria, offering the player a rewarding and entertaining achievement system. The overworld element of the game can get tedious and dry at times, but Dissidia serves up its battles with an extra-large helping of awesome sauce. For those who can't be satiated by the campaign, Dissidia offers a plethora of modes, as well as system-to-system linking for some of the best head-to-head multiplayer battles the PSP has to offer. With over 20 characters to choose from, each with their own fighting styles and attacks, solving the epic question of "Who would win in a fight: Cloud or Squall?" is made that much easier.


Squall: "Bang, bang! You're dead!"
Tidus: ":("



Overall: To be honest, flying through a 3-D arena, blasting spells and dodging sword swipes is the sweetest combination of intensity and fun I've ever experienced on the PSP, and I'm not the least bit embarrassed to admit I've invested dozens upon dozens of hours into this game. Equal parts fighting bonanza and action-RPG paradise, topped with a spoonful of addictive, hardcore level-grinding incentive, Dissidia delivers on all fronts. This isn't to say that Dissidia is for everyone, or that it is totally devoid of some truly frustrating moments (final boss battle, anyone?), but Dissidia is easily one of the most technically-sound and polished products I've ever laid my hands on. Old-school fans and curious fighting/action-RPG enthusiasts should definitely give it a try - adding it to your collection won't be too far behind.

Score (out of 10): 9

Saturday, March 6, 2010

Final Fantasy X



The first Final Fantasy on PlayStation 2 proves a timeless classic almost a decade later.

Platform: PlayStation 2
Published by: Square/Square Electronic Arts (US)
Developed by: Square
Genre: RPG
Players: 1
US Release Date: December 18, 2001
ESRB Rating: Teen - Blood, Violence

Story: Final Fantasy X, much like its predecessors, does not follow any pre-existing storyline established by the series. Instead, the tenth installment follows a teen sports star named Tidus (let the pronunciation war begin!), who is ripped away from his life of luxury by a mysterious creature known as Sin, and into the distant future in the world of Spira. There, he becomes the guardian to a summoner named Yuna, who is on an ancient quest to find the aeons and defeat Sin to bring peace to Spira. If you think that's confusing, then you're in for a trip: the story continues to branch and twist, but never totally leaves the player behind, instead explaining each plot development or at least dangling hints in front of their nose. Final Fantasy X boasts a great, fully-fleshed-out cast of characters as well; I had a tough time letting most of them go when I beat the game. It also includes one of THE BEST love stories in RPG history - don't think you're too "manly" to acknowledge love; it makes you look like a massive douche. Once you start along the path to Zanarkand, it will be very, very hard to stop. Final Fantasy X's story ranks among my favorite of the series.


If you thought Tidus and Yuna's love story was "gay," then you are an insecure, dumb, little penis.



Graphics: Though dated by today's standards, Final Fantasy X's visuals rank among the most beautiful and detailed on the system: environments are large, lush, and vibrant; characters' facial expressions and body language convey natural emotions during scenes of dialogue; menus are bright and easy to manage. Square's cutscenes are leaps and bounds ahead of the competition in this installment, bringing a level of hyper-realism to the characters and displaying some really gorgeous water effects. When viewing this game for the first time, it's crazy to try to imagine the visuals getting even better as the series progresses.

Sound/Music: Series composer/musical genius Nobuo Uematsu returns, with the help of Masashi Hamauzu and Junya Nakano, to deliver another Oscar-worthy score. The music is appropriately epic, triumphant, and sad, adding unspoken emotion to each and every moment of the Final Fantasy X experience. Sound effects are typical RPG fare, with one major addition: Final Fantasy's first attempt at voice acting. While the entire game isn't fully voiced (come on, let's not get totally banana-crazy here), every major section fits in at least a few lines of spoken dialogue. I personally found it a welcome addition and almost flawlessly-executed (with the exception of the infamous "laughing" scene). I'm glad Square stuck with the idea after this game.

Gameplay: Final Fantasy X makes some big changes to leveling up - in fact, forget what you already know about leveling up (for the most part...unless you've already played Final Fantasy XII or Shin Megami Tensei: Digital Devil Saga). Enter the Sphere Grid: hated by some, loved by many, I rank this among my favorite character development systems to date. Sure, you still collect XP to some degree, but instead of a random stat generator boosting your parameters and giving you skills at preset levels, you get a little more freedom in your characters' development. Each time your character acquires the required amount of XP, you get to move to a "node" of the sphere grid (assuming you have the proper sphere in possession). In the beginning of the game, each node contains a different character-specific skill or build statistic; as the game progresses, however, each character gains access to the skills and parameter builds of all the other characters. You want your mages to be able to lay a beat-down with their staffs? Done. Tired of your warrior/tank being slow as a constipated turtle taking a dump? With enough time, effort, and patience, you can have that dude casting fireballs 23849757 times a turn (OK, maybe nothing THAT crazy). Confusing as hell to read, I know - this is more reason to check out Final Fantasy X and (possibly) fall in love with the Sphere Grid.

This installment of Final Fantasy follows the turn-based combat of yesteryear, back before the ATB system made its debut on our battle screens. However, Final Fantasy X places heavy emphasis on strategy, maybe more so than any previous incarnation; especially during battles later in the game, it becomes frequently necessary to swap out teammates to find the party that will be most effective against an enemy. These less action-centric battles may not appeal to all, but I found it satisfying that the slower pace of combat was balanced with a myriad of strategic options that felt both refreshing and rewarding.


Final Fantasy X boasts some truly epic boss fights. This dude is just a small-fry compared to the size of some.



Overall: What else is there to say that I haven't already said? Great graphics, great music, some pretty decent voice acting, and a rich, deep battle and level up system come together to form one killer package. Final Fantasy X ranks not only among my favorite Final Fantasy games, not only among my favorite RPGs, but among my favorite games of ALL TIME. It's a game I'm inclined to replay enough that the case never gets dusty. If you for whatever reason missed out when it was first released (or the 9 following years), you shouldn't have to pay more than a cool 20 bones to play what I consider a gaming landmark and masterpiece. Hats go way, way, waaaay off to Square for this one. And seriously...don't be afraid to cry, or at least fall in love with some of the characters.

Score (out of 10): 10
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