By Edge Staff
August 11, 2009
See also:
Related Articles:
FOUND IN TRANSLATION
Vagrant Story’s English script is certainly the best Square localisation effort and one of the best from any publisher to date. The localisation team appears to have been given the same free rein to improvise as the developers, having rewritten the script in the spirit of the period, and in the spirit of the game itself, instead of dryly transcribing it word for word. Some of the language’s power may come from it being written on screen rather than risking a voice cast’s interpretations – conversations are all conducted in wiry, expressive speech balloons – but it’s impressive enough that they meet the challenge of expressing the characters’ multilayered personalities and shifting moods in text alone. Attention to detail doesn’t end at the dialogue, with items and enemies tweaked to play off legendary cues, medieval lore, and the game’s own unique voice.
Vagrant Story is a story told on its own terms from that obsessively detailed cover artwork down. A cropped version of character designer Akihiko Yoshida’s image graced every territory’s release instead of a safer, shelf-friendlier, but ill-fitting render – on that note, the opening FMV feels like both a weary concession by the designers and a beautiful, vacuous shrug of the shoulders from the Final Fantasy VIII cinematic team, asked to sell a dungeon-crawl-as-Shakespearean-tragedy in 20 seconds or less. Flashy, jump-cut and typically Square, it sits uncomfortably in a title that’s atypical in almost every way. So atypical that even the cover’s moody watercolours are misleading: hero Ashley Riot and companion Callo Merlose are barely united for longer than the in-game introduction sequences. (That’s sequences – one to follow a press of the Start button, the other two to play out if you don’t press it, as it would be too straightforward to thread the political and personal cat’s cradle of the plotline from just one viewpoint.) If it hints at sexual tension, the closest any character gets to true intimacy is in the game’s final chapter of deaths and farewells – in Ashley’s case, comforting the ravaged body of the man he has spent the game pursuing, scarecrow-blonde fugitive Sydney Losstarot, after his immortality has been bloodily stripped from his back.
Strange romances and shifting allegiances are common enough in RPG plotlines, as are heroes forced to confront their traumatic pasts, but Vagrant Story’s characters are written and drawn with a confidence that moves them beyond pantomime into arrestingly staged theatre. It’s a more sober production than those resulting from Kojima’s adoration of cinema, yet not po-faced enough to resist naming its lead antagonist Romeo Guildenstern and a triple-crossing conspirator Rosencrantz. Where the environments embrace period detail, Yoshida’s character and costume design subvert it for medieval chic and brazenly bare flesh – infamously so in the case of Ashley’s practically buttock-baring slit trousers, or how little of Sydney’s frame is left to the imagination. Vagrant Story’s leads brought catwalk sex appeal to a genre too eager to settle for stereotype and functionality: sporting armour as fashion statements, unrepentant anachronisms like razorblade-fingered gauntlets, golden lip rings or stocking-and-suspender greaves and, most impressively, managing to retain much of their haughty allure even when transferred to the PlayStation’s shivering polygons.
The character models are the pinnacle of the last days of PS1, but it’s the stage direction that flatters their imperfections and makes even the most slow-burning of scenes electric. Never settling for talking heads, both camera and actors are constantly restless, the former finding new angles with seductively gentle pans or violent lurches as the action demands; the latter swaggering, preening, circling each other’s personal spaces with the wary contemplation of predatory animals. What’s still impressive is the sense that they have chemistry, portraying wordless communication and overwrought monologue alike with poise and performance, not the awkward shuffling on the spot and rigid, semaphore emoting of so many in-game productions. And they’re framed superbly by their environments, perhaps Vagrant Story’s crowning reversal of expectations – the game opens with ominous storms and witching-hour shadow, then progressively lightens as the principal players are drawn to a whispered name, both promise and threat: Lea Monde, city of shade, lost to ruin and Darkness. And yet Lea Monde is painted not in barren gloom, but with overgrown avenues heartbroken and haunted under a languid summer afternoon. The musical score cuts out to a chorus of birdsong, keening wind, rushing water: you can stand on the Rue Vermillion or look across the waterways of the Tircolas Flow and find the same aloof, melancholy beauty as Silent Hill’s streets in that long-held breath before things go wrong, before you realise things went wrong a long time ago and it will never be free of that moment. Out of scene, soldiers struggle to hold back the city’s hungry ghosts and fear the onset of night when they will stalk the streets, but that night never comes during play – only a brilliant, searing sunset to frame the ascent of the great cathedral on Lea Monde’s last day.
Despite the fearsome solidity of Vagrant Story’s atmosphere, it never shies away from admitting it’s a videogame. It sports enough screen furniture to comfortably entertain friends, with a UI overlay as contrastingly modern as its surroundings are historical – the wireframe globe that blooms to indicate the range of an attack as fondly remembered by players as any cinematic sequence. While the script finds characters justifying the existence of moving platforms and walking dead, the block puzzle sections and their optional ‘Evolve Or Die!’ timed completion challenges (not to be taken literally, as failure only earns a disdainful rank on the evolutionary scale) go cheerfully, thankfully, unexplained. Defeat a boss and a congratulatory screen tallies your increasingly pinball machine-like score, and awards a chance to slightly upgrade Ashley’s statistics by stopping a roulette wheel – with attendant drum roll – of upgrades. Most markedly, combat itself, though moving in stop-and-think-motion compared to many action-RPGs before and since, hinges on measured button combos and heartbeat-accurate timing, owing as much to rhythm-action as tactical strategy. That’s not to downplay how seriously the game takes its combat system, though, invariably the aspect that accounts for the chasmic differences of opinion over the title. When its stage dressings are first pulled aside to hint at the depths of mechanic beneath – usually at a boss encounter where the player discovers their chosen weapon fails to even register a chink in their foe’s armour – many considered it a betrayal, that they had been lured unwittingly into the ghetto of hardcore statistics-matching by the spectacular production design. And to some degree, they had been: the game was developed as a concept album for Yasumi Matsuno’s Final Fantasy Tactics and Ogre Battle team, a jam session of unbridled strategy and extravagant aesthetic designed to be all things to some gamers. If navigating the equipment trees was as straightforward as navigating the gameworld, if the hard numbers could have been injected with the playful mechanics present elsewhere, if the battle system wasn’t so indifferent to a first-time player’s struggles, Vagrant Story might have made more friends – but it’s a self-sacrifice Matsuno seemed not so much resigned to as expectant of.
My top Square RPG of all gen.
Shame stupid Square still don't realize that this game either needed to be remade and updated or simply make a sequel. That's the problem with Japanese developers, the kings of the rehash.
FFXIV is also said to be heavily weapons based and I think they have the art director from Vagrant Story, so maybe we'll se some elements return in Square's next MMO?
Honestly to me Vagrant Story looks better than most current gen games. The art direction really squeezes every triangle n' polygon out of the PS1
Vagrant Story looks better than most current gen games.
I think you've either been taken too many drugs or you just haven't played any current gen games at all.
Andy's been on the booze, again!
I bought this when it came out, but I only played the first couple of levels, before deciding i didn't really like it. Maybe I'll go back and give it another try.
Final Fantasy 7, Chronotrigger and Vagrant Story - best games Squaresoft ever released - in my opinion. The atmosphere in Vagrant Story is everything - I don't think a game ever sucked me in as much as this one.
If you liked the foreboding atmosphere and dungeon delving, you should try out Wizardry: Tale of the Forsaken Land on PS2
I remember seeing screens of the japanese version with the word balloons and reading that the dev team was inspired by Spawn or something Todd McFarlane had done and thinking "Spawn-inspired??? oh boy, this is going to be total crap." We got the import version in and even though we never demoed it it sold surprisingly well - even better than some of the FF imports we always stocked. That was a good sign, so when the US version was ready to go, we ordered a bit more than usual.
When we finally got the US version in our shop, we cracked open the game to review and as soon as that intro came up (it still reminds me of a Bond flick!) we were all hooked in. That playable intro complete with credits rolling glued everyone to the TV, even some customers that walked in. By the time the credits ended, we'd sold about a dozen copies and as the week wore on, we'd sold out completely and had to re-order the game. We were also stoked with that "movie trailer" deal that played when you let the game sit for a while on the start screen - that was definitely a nice addition that also helped sell a few copies.
Loved the art direction once I "got" what the devs intended, the game looked spectacular on the PS2 with the smoothing on (one of the first games to really take advantage of this), the brutally tough combat was a welcome change from the usual sleepy "hit X and wait..." battles in turn-based RPGs and hell, the story was compelling right from the start. There's a mix of Diablo-style simplicity with all the collecting, forging and such, but the plot really pulls you into the game even more than the combat in the end.
It's too bad Squaresoft really didn't do much with the Riskbreaker idea other than to use the same game world and character artists for more Final Fantasy-themed games. Then again, it would have been hard to make a sequel that was as interesting or innovative as the original...
one of the finest RPGs' on ps1. Needs to be on the playstation store yesterday.
This was a great game. Unfortunately now, JRPG's just nip my head. I can't be fucked with them anymore as they never seem to evolve!
How do they not seem to evolve?
i'll take your use of "JRPG" in its broadest sense--a Japanese role-playing game--because Vagrant Story was hardly a typical turn-based rpg.
A JRPG, a Role Playing Game that originates from Japan...
It's not Rocket Science mate!
other than that, is there something about the gameplay or whatnot that makes them distinct? It would help in understanding your 'don't evolve' comment.
A JRPG, a Role Playing Game that originates from Japan
I'd agree with that. Anyway, personally i think JRPG's are shit now. Where is the innovation?
Could you give me an example of what you mean by lack of innovation?
um dude, i was actually agreeing with you.
but since you must be the typical site poster (you know, an asshole), i'll challenge your original assertion. the generally accepted definition of a JRPG involves turn-based combat. what does Vagrant Story, a 9+ year old game that eschewed a lot of the more traditional JRPG attributes (like turn-based combat), have to do with the genre not evolving?
i'll challenge your original assertion. the generally accepted definition of a JRPG involves turn-based combat.
Well, you're wrong as not every JRPG has such elements. As i said defining the JRPG isn't Rocket Science!
So, you can stop crying now.
that acronym evolved to mean more than just a rpg made in Japan. that's why games like Valkyria Chronicles are considered strategy-rpgs, not JRPGs. ever heard of WRPGs?
back to my original argument: in what fashion did Vagrant Story not evolve? or is it just some shallow view of yours that all rpgs made in Japan are the same?
oh, and nice to edit your original post.
Yeah... when I started playing this game, I actually thought its battle system was quite innovative, for instance.