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

Sunday, August 5

Theatrhythm: Final Fantasy Review (3DS): The joy only found in song

Theatrhythm: Final Fantasy isn't the first attempt by Square Enix to present a cross-section of characters and rivalries from the JRPG series that spans decades and multiple instalments. The Dissidia games were simplistic, though visually spectacular fighters that were padded with nauseating dialogue and questionable exploration mechanics. I loved the destructible environments and spectacular attacks, but the script turned many characters that I had come to love into incoherent and insufferable, oft-gasping low talkers. The developers had managed to capture the look of the venerable franchise, but should've abandoned their attempts at a stand alone narrative. Theatrythm takes a different tact, as hinted by the name, focusing on memorable pieces of music across thirteen instalments of Final Fantasy proper (no material from Crisis Core, X-2, XIII-2 or Dirge of Cerebrus). Does relegating the series' big personalities to the background make for a more pleasing score (ha! review pun)?

The short answer: yes. Having memorable crusaders such as Cloud, Squall, and Lightning act as window dressing for a rhythm game that features some of the most poignant midi tunes in gaming history really works a charm. The RPG elements are still there, however, they are somewhat superficial in terms of implementation (in all but one important instance, but more on that later). While you do indeed choose your party, adorn them with abilities, equip a group item, earn experience points and level up; players can pay lip service to these mechanics and enjoy the tap-heavy action with few concerns of failure. If you plan on taking on the higher difficulties, a Phoenix Down or two will help, but you can still succeed without them.

As I said previously, the implementation of RPG elements in Theatrhythm is usually pretty light except for one important genre trope: grinding. To experience all that this game has to offer, you'll need to replay a modest amount of content ad infinitum.  As an example, to unlock the Expert difficulty for a game in Series mode: you need to defeat a game set on Basic and then play through each of the songs individually on Expert. I'm not even halfway to unlocking one member of the extensive cast of extra characters, and I've beaten the final boss! After six hours I may have seen the epilogue, but I would dearly love to access some extra content without going round in circles.

There are three types of tracks in Theatrhythm: Field Music, Battle Music and Event Music. Field Music tracks are by far the easiest to beat, with a lot of held notes that make it easy to score critical hits. Battle Music gets chaotic (read: awesome) on higher difficulties with notes appearing on four tracks, one for each party member. Event Music tends to be a little harder to master, with varying pace and lots of swiping. One piece of each type from each instalment is available from the outset, and in terms of difficulty across the series, it's all relative. To actually see the challenge that the game can potentially present, you'll need to select higher difficulty levels: Expert and Ultimate. Basic gets a bit tiresome after thirteen games worth of songs, Expert is a genuine test of your tapping and swiping abilities, and Ultimate is hard to the point of trolling!

Presentation is one of the game's strongest points, with each of the franchise's heroes, summons and villains rendered using a gorgeous, chibi papercraft style. Theatrhythm -- in distinct contradiction to both the Dissidia games and what I endured of FFXIII -- even has a sense of humour, subtly poking fun at the melodramatic nature of the series with your party delivering a random, usually nonsensical war cry before each song. The track selection is also of a high standard; even the maligned Final Fantasy XIII ends up sounding good with "Saber's Edge" holding up as one of the series' best boss themes. Your eyes and ears will sing the praises of Theatrhythm, whether you're a fan of Final Fantasy or otherwise. I should note that I preferred to play without the system's patented 3D visuals as I found that focusing on the track line led to blurring of characters and effects.


Theatrhythm may borrow some characters from the Dissidia games, but its aural focus makes for a far more enjoyable experience. Unburdened by lofty dialogue and painful pensivity,  a series worth of memorable arrangements is given new life with a whimsical presentation style and simple, addictive tap and swipe gameplay. There may be some issues with grinding and repetition, but it's an unexpectedly enjoyable trip down memory lane that I can easily recommend to fans of Final Fantasy and rhythm games alike.

Wednesday, February 1

Lightning Focus

I'm trying to find my Focus.

I'm supposed to be giving my PlayStation Portable its last rites. That was going swimmingly until Saturday afternoon: I'd just finished Resistance: Retribution - which didn't get half as much praise as it should have, just quietly - and just started playing Dissidia 012: Duodecim Final Fantasy. That was when my quasi-religious gaming experience went to shit.

Don't get me wrong: the game plays just fine and the new cast members are all good fits. Probably a little bit too similar to its predecessor, and still brimming with the same sappy, nonsensical drivel that had me itching to skip just about every cutscene; but still, the game features beautiful, fluid visuals and the same brand of dramatic, gravity-defying violence that made the last part of Final Fantasy VII: Advent Children (almost) bearable. 

It was just seeing Lightning again. She was a strong protagonist, with a manner unbecoming of your typical Final Fantasy female (read: not solely candy for the male gaze, coherent, and not gasping in every second line of dialogue). She was one of the few reasons I persisted with Final Fantasy XIII for as long as one with a developing allergy to JRPGs could. Ultimately, an extended vacation with Light's polar opposite, Vanille proved to be too much for me to continue. Her insufferably high voice and insipid scripting was not a good match for the mindless grinding of the early chapters.

But seeing her again, dear readers, it was enough to send me back into that middling narrative. It was time for a change of pace: from the hectic, somewhat-shallow battles of Dissidia to the complex, arguably turn-based affair that is Final Fantasy XIII.

It was hard: picking up from where I'd left off - almost two years ago - reacquainting myself with a new battle system and terminology-heavy lore. Forty minutes of play in, and I still hadn't progressed past the chapter where I'd first hit the wall. Regardless of what weather effect I had in play, I was always presented with a battle that would take at least ten minutes to get through. I know you can opt out of some of these encounters, but I'm always suspicious that if I were to end the grind that I'd be fodder for future foes.

I'm glad I made the effort. Even if the script reads like a self-indulgent teen fantasy, the battle system is deep without feeling convoluted. Plus it's just plain amazing to behold; I mean this game is freaking beautiful. Even after a few years, some of the sequences are breathtaking even when compared to more recent releases.

I might even finish it. For the first time in what seems like years, I'm happy to play something not quite new. Let's forget about the fact that there's been no major releases in January, shall we?

Note: For those in the know, did you like my elaborate Final Fantasy XIII pun?