Glorious Fantasy, Part Two: Final Fantasy II


And now for Part 2 of my recurring series in which I ambitiously try to play through every single game in the Final Fantasy franchise, from FF1 through FF13-2, with as many of the ‘side’ titles, spinoffs, and other games along the way as I can manage.

For those who are still unfamiliar with my premise (read: probably everyone), here’s a recap:

Most people have already played many/most/all of the games that I’m going to write about in this series (weirdly, as I compiled the list of games, I personally have not played a fair number of them). I don’t care. I’m going to look at all (most? I’m bad with structure, we’ll see how long this lasts) of the following things from these games:

– Some objective data. What version of the game did I play, and why did I select that one. Since it is now obvious to me that I’m going to play a fair number of ‘remakes’ in the early Final Fantasy games, I’m also going to research the differences and try to note some of them here. This was a big part of my experience with FF1, which I am now intending to revisit as a part of this series later.
– Is the game any good? Seriously! I’m sure some of these games suck!
– Is the answer to that question, “It just doesn’t hold up”? Why? <– This question is not going to last into the more modern games, but I suspect it could affect games even as recent as FF7, the graphics of which I'm afraid will hurt my brain.
– How would I place this game in a historical context? I want to watch the series evolve and devolve and side-volve as I go.
– Did I enjoy this game? What were the emotions and insane facial expressions I went through while playing it?
– How many times I frantically Googled maps for enormous maze-like dungeons because I no longer have the patience to solve them on my own?
– Was it… challenging? Were these games ever hard? Does the challenge ebb and flow?
– No MMORPGs. Sorry FF14 fans, I don’t ‘do’ MMORPGs anymore. Plus, the plan here hopefully doesn’t involve spending a bunch of money acquiring and (especially) subscribing to games.

I think all of this is extremely important knowledge, and that the human race will be improved by my research.

FF2logo

Now that that’s out of the way, let’s talk about the second game in the Final Fantasy series…another that I had never played before… Final Fantasy II.

It’s not surprising that I hadn’t played this game before, and it’s probably true for a lot of people, even now. FF2 was never translated into English on the NES system, and, indeed, was not widely available in other languages until the “Dawn of Souls” release (with FF1!) in late 2004 (exact date varying based on your nationality). The reasons for this are murky. I have heard that Square didn’t think FF2 and FF3 would sell well in the United States and other markets outside of Japan, as well as a handful of other explanations. Suffice to say, it hardly matters now, over 20 years later.

What version did I play? Why, oddly enough, I played the iOS version. I had purchased it as a game to play during downtime at work, so I already possessed the version. I had not gotten as far as I’d expected to during said downtime, but I hit the afterburner after I decided to take this series a little bit more seriously. The main differences from the original, according to my research, are the the graphics are much prettier (muuuuuuch prettier, and high res!), you can dash, and the game does away with the ‘ineffective hit’ if your target dies after you’ve input a command but before it is executed. I have also heard that in the original game, your HP only upgraded if your character took significant damage, whereas the version I played seemed to award an HP up to all characters every ten battles or so. I do not think I could have completed the game relying on just that HP-up.

FF2 is the first game in the series (well, it is only the second game…) to feature that story-connective-tissue I discussed in the original. In this case, the basic premise is that four youths were attacked by soldiers of the Palamecian Empire near the town of Fynn. Three of them later wake up in the city of Altair, having been saved by Rebel sympathizers. The three friends join the Rebellion and, frankly, do most of the heavy lifting themselves. Although the narrative certainly isn’t as comprehensive as some of the later titles (indeed, Final Fantasy IV is the first game that begins to look like a ‘modern’ JRPG title), it does do a little more to guide you from place to place. I will admit that I still used a world map to help me figure out what was where, but I found my overall need for outside assistance in making it through this game in a reasonable amount of time was much less than Final Fantasy.

Okay, now, let’s talk about the elephant in the room. The thing everyone either seems to tolerate or completely loathe about FF2… and that’s the leveling system. Unlike every other game in the series (at least, that I’ve played), you do not gain experience levels in FF2. At all. Instead, your stats raise when you use them, or need them. For example, attacking repeatedly with your weapons begins to raise your strength. Having a shield equipped and being attacked begins to raise your evasion. Using magical spells raises your intelligence (Black) or spirit (White). Suffering damage raises your max HP, but also your Stamina (which determines how much HP you gain when your HP goes up). Spending 30 minutes casing spells in one battle slowly may eke out some extra MP for you if you have the patience. Now, obviously, this makes some of your stats comparatively hard to raise (max MP, again, anyone?), and since you need some of everything to be successful in this game, I can see how it would cripple some parties, and make it unfun to play. I’m totally with you.

But I kind of secretly really enjoyed it.

If only because it gave me the freedom to turn the girl of the party, Maria (who as you might expect starts out fast and with good magic, and terrible physical stats) into a frenzied dual-sword-wielding dervish, while the typical FF hero, Firion, became a Red Wizard, standing in the back row and slinging spells. Of course, I could have mixed and matched those attributes any way I wanted, and, indeed, Maria also had some of the most formidable spells (such as Flare) at her command, and youth #3, the hulking Guy, was an excellent back-up White Mage. Balance can be hard to achieve in FF2, however, because once you’ve passed a certain point with Strength or Spirit or Intelligence, the magic stats begin to lower your strength, and vice versa. As a result, if you want to have a balanced character, you have to always be using a mix of abilities and never go into auto-battle mode or spend every turn curing wounds.

Fortunately, mixing abilities also has its benefits, as your spells and weapons gain ‘levels’ as well, as they are used, becoming more powerful (and in the case of spells, more expensive).

The plot of the game is still pretty rudimentary, but it does introduce a couple of key staples of later games: FF2 is the first title to feature chocobos, Cid as an airship commander, and the order of Dragoons. It was also the first game to use the MP system that would be a series staple for about fifteen years or so, though it would not reappear in the next title.

I should also note that FF2 can be quite difficult. I often felt the enemies were challenging during the early-mid part of the game, but I also think I hit kind of a critical mass with leveling up stats and eventually became overpowered. Because of the mechanics of the game, that condition never really changed; no matter how high my warrior woman’s strength got, it seemed that it could always get a little bit higher. I occasionally found it beneficial to grind out a couple levels of new spells (most of them are pretty ineffective at level 1) but this was a fairly painless process. The difficulty is also tempered by the easy availability of powerful items like HiPotions and Ethers, which are not as expensive as they should be given how much they alleviate the difficulty of the later dungeons.

I suppose my overall impression of the game was pleasant…but it’s not one of the series’ stronger entries in my mind. It stands as a bit of an odd duck; not really influential on later titles, except perhaps as a failed experiment. While it advances in some ways from the original game, these are not significant advances, and even the unique character sprites won’t be carried over into the next title… which I will write about soon.

Glorious Fantasy, Part One: Final Fantasy One


In the recent past, I decided that I was going to do some ‘series’ and write about my experiences. The first of these I devised was to finally make the commitment to read the ‘Wheel of Time’ series, which is unfortunately on hiatus after I couldn’t take it anymore. Later, I decided that one thing that I would almost certainly definitely have fun part of the time with… was playing every single title under the Final Fantasy brand that I could get my hands on. Like most gamers who enjoy RPGs, I was a consumer of the NA translations of these fine games when I was growing up. Unlike many people in my generation, I still enjoy even the most recent offerings in the series. So, something to write about, and a source of enjoyment for me? Sounds very win-win.

Most people have already played many/most/all of the games that I’m going to write about in this series (weirdly, as I compiled the list of games, I personally have not played a fair number of them). I don’t care. I’m going to look at all (most? I’m bad with structure, we’ll see how long this lasts) of the following things from these games:

– Some objective data. What version of the game did I play, and why did I select that one.
– Is the game any good?
– Is the answer to the first question, “It doesn’t hold up”? Why?
– How would I place this game in a historical context? I want to watch the series evolve and devolve and side-volve as I go.
– Did I enjoy this game? What were the emotions and insane facial expressions I went through while playing it?
– How many times I frantically Googled maps for enormous maze-like dungeons because I no longer have the patience to solve them on my own?
– Was it… challenging? Were these games ever hard? Does the challenge ebb and flow?
– No MMORPGs. Sorry FF14 fans, I don’t ‘do’ MMORPGs anymore. Plus, the plan here hopefully doesn’t involve spending a bunch of money acquiring games.

I think all of this is extremely important knowledge, and that the human race will be improved by my research.

That preamble having been dealt with, let us begin our odyssey at the very beginning. And with one of the core series games that I had never played before.

FF1

Version: Gameboy Advance, “Final Fantasy I & II, Dawn of Souls”

So, I already know, guys. I got jobbed. I knew it as soon as I fired up the GBA version of FF1 and found out that I had MP instead of spells per day. I made a terrible mistake! Unfortunately, while I do know a guy with an NES console in excellent working order, he does not have a working FF1 cartridge. Oh, and he probably doesn’t want me spending a week in his basement emitting 8-bit bloops and bleeps at him. I could have resorted to emulation (indeed, I may have to, for some of the more obscure titles on my list) but being totally ignorant of the gameplay changes going in, I already made a fatal mis-step.

Here’s the deal, for those who don’t know: In the original Final Fantasy release on the NES, your party was always poor and under-equipped, if you killed a monster and someone else was also targeting that monster, their turn was wasted with an ineffective hit, and your wizards gained spells per day, the system inspired by noted fantasy author Jack Vance, and also the inspiration for the system of magic used up through the 3.5 edition of “Dungeons & Dragons”. In “Dawn of Souls”, ineffective hits are gone, your casters now have the traditional Final Fantasy MP pool (and unbelievably cheap Ethers to boot), and the monster encounters are both more frequent and more lucrative. In short, the game is much easier on the GBA than in its original form.

And it is pretty easy, on the GBA. Even the content in the bonus dungeons included with the game did not pose much of a challenge for me in the game’s later stages, and while the final boss, Chaos, had a formidable quantity of HP…it really just delayed the inevitable. My party never seemed to run out of resources, and once I had reached a certain point, I achieved critical mass. I had too much gold, too many powerful items, and my entire party could cast useful spells to set up for boss encounters. Most of the regular mook encounters were just auto-battles by the end, which, really, can be seen one of two ways. I normally prefer the regular enemies to at least present the illusion of a challenge. It’s nice to have some enemy types who demand the use of a powerful spell to avoid some dangerous attack, and so forth. However, given the extremely high encounter rate present in Dawn of Souls, I didn’t mind the auto-battling too much.

The one aspect of the original game’s gameplay that very much remains intact in the Dawn of Souls remake is the fact that nobody tells you where to go next or what you have to do, aside from the basic instruction of ‘save the four crystals’. When I first conceived of this series, I had planned to have a ‘no frantically Googling answers’ policy. It has already eroded, as I’m honestly stunned that anyone had the patience to figure out how to beat this game when it first came out. I suppose that isn’t true: I remember spending a ton of time on equally murky NES and SNES games when I was a kid. We eventually managed to puzzle out countless secrets in ‘The Legend of Zelda’. Alas, it seems that my patience (or focus…?) just isn’t what it used to be. Several times, I sought basic instructions on what to do next, and I don’t even feel all that bad about it. It’s such an incredibly stark difference when compared to games even slightly later in the series, where the connective tissue of a story draws you from point to point, perhaps with a little wandering. Even a game like the classic “Chrono Trigger”, where several times the only way to proceed is to go to a time period and see if things have changed, you have a relatively small set of places to wander through before you’ll find your answer. Not so in FF1: once you’ve acquired even the simplest vehicle, a canoe, there’s a huge amount of space to explore, and if you pick the wrong direction, you’ll be in mortal danger.

I’m honestly not sure, on the other side, whether I really enjoyed the game or not. Certainly, it was diverting; it managed to hold my attention for twenty hours or so, despite possessing no story to speak of, and only a couple of characters worth mentioning (your entire party in FF1, for those coming very late to the party, consists of silent protagonists). It seems that I can’t really judge whether the game has held up properly because of the way in which it was remade for the GBA, which is a bummer. My first article, already smashing my expectations into dust! As a result, I’ve re-added FF1 to the master list, and next time, I’ll find some manner of replicating the experience of the original game. Humankind will be improved by my research.

BlizzCon 2013: World of Warcraft: Warlords of Draenor


After a one year hiatus, BlizzCon is back. As I watched the opening ceremonies and subsequent World of Warcraft panel yesterday, I couldn’t help but draw parallels to another RPG powerhouse all but forgotten in the western world today: Squaresoft. The series of marketing failures that sent Square spiraling towards bankruptcy in the early 2000s felt eerily close at hand as Blizzard Entertainment unrolled one new project announcement after another yesterday in Anaheim.

Square’s troubles from a western perspective began in 1999. They had, prior to that year, released a handful of non-RPG titles in North America–I remember purchasing shmup Einhänder and enjoying Kenichiro Fukui’s soundtrack if nothing else–but these were Easter eggs not marketed to Square’s traditional fan base. In 1999, Square ported and pushed Ehrgeiz. It was a fighting game marketed specifically for RPG fans, incorporating popular Square franchise characters such as Sephiroth and Cloud Strife, and it was the first Square release in North America that I knew about and did not buy. I thought the game was a really cool idea at the time, but that didn’t change my fundamental disinterest in fighting games.

Next came Final Fantasy VIII. The game was definitely a short term marketing success, but it divided Square’s fan base unlike ever before, because it focused on aspects of the game that fans were traditionally disinterested in. It was the first Final Fantasy title to feature really impressive graphics, it introduced a highly developed card-based mini-game, it reenvisioned a lot of elements of the battle system, and it replaced a traditionally heroic cast with none-too-glamorous introverts. These features drew an audience, but they dulled the interest of loyal series fans who loved the epic tragedies and encompassing global struggle-styled plots of games gone by.

Last came The Spirits Within. Square decided to release a movie geared towards their newer fan base. They had no experience in this field, their diehard fans had already lost interest, and their new fans had no loyalty to the company. It flopped, really badly, and whatever the financial statements of Square Enix say, they never fully recovered their foothold in the western market. They found themselves desperately grasping to reel in a fan base that was too broad to take interest in any single product, until they ultimately faded into obscurity in every market. This can be seen in the fact that most Final Fantasy IX fans disliked Final Fantasy X and vice versa.

I say all of this because it is painfully relevant today. Here are two obvious reasons:

BLIZZARD ANNOUNCED A FIGHTING GAME

This isn’t nearly as misguided as Ehrgeiz. As I understand it, Heroes of the Storm will be styled after DotA, not traditional fighters. (The BlizzCon feed for HotS is hopelessly lagging on me, so I can’t confirm much.) But the idea of duking it out with your favorite characters from Blizzard’s three major franchises is only going to succeed if the gameplay drastically outclasses other games of its genre. They aren’t going to draw fans by letting you play as Kerrigan or Thrall, because most Blizzard loyalists are not convinced by the company’s character development. I would also argue that, following the massive hype and disappointment of Diablo III, Blizzard fans aren’t going to be very compelled by a new title beyond their franchises of choice that is not a wholesale break from what we’re used to. Heroes of the Storm will be free, and that is a huge plus, but it is going to have to be really freakin good to make it off the ground. As was the case with Square’s Ehrgeiz, the franchise card isn’t going to hold much weight in this field of play.

BLIZZARD ANNOUNCED A MOVIE

Yes, Warcraft: The Movie is under production. More will be revealed about this project at 1pm PST Saturday on the Main Stage, but absolutely nothing good can possibly come of it. Like The Spirits Within for Final Fantasy, it will only interest a small portion of the Warcraft fan base and hardly anyone beyond. Blizzard has never been a promising plot engine, and their cinematics are hopelessly cliche. It’s not like there’s any precedent for failure along the console to cinema highway, but I give Blizzard’s shot at turning a profit here about one in zero.

WARLORDS OF DRAENOR OVERVIEW

Now, I’ve claimed that Blizzard does not keep fans based on plot and character development. Am I right? Well, I’ve certainly known WoW players who cared about the plot, but they form a minority in my experience. That’s not to say that I or any other WoW fan would not love to see a really awesome plot. It’s to say we won’t get one. This is something Blizzard is particularly bad at, and it’s not the reason we play their games. That is one of the reasons World of Warcraft: Warlords of Draenor concerns me. The hour and a half of feature coverage yesterday focused heavily on the game’s plot and characters. Blizzard staff went on at length about the progression forward from Mists of Pandaria and the various NPCs you will encounter. In a comically self-defeating slide, they summed it up like this:

That’s all the more a Blizzard plot has ever really amounted to, and it’s why no one cares. Looking beyond the attempted plot hype, what else does Warlords of Draenor have to offer?

SETTING

WoW 6.0 will take place in Outlands, utilizing another weak time-travel plot device to set the zone prior to its cataclysmic restructuring as experienced in The Burning Crusade. Shattrath will now be an independent Draenei city, and the alliance and horde will have their capitals in Shadowmoon Valley and western Blade’s Edge Mountains respectively. These will be known as Karabor for alliance and Bladspire Citadel for horde, and the Blade’s Edge Mountains themselves will not yet exist as such. Their memorable spikey peaks having formed during Draenor’s later destruction, they will be separated into a western, mountainous winter zone (Frostfire Ridge) and an eastern desert (Gorgrond). Shadowmoon Valley will here be a lush land of forests and meadows, not a desolate fel-ridden waste, and Karabor will be the site of what later becomes Black Temple. There will be seven zones in all: Nagrand, Shadowmoon Valley, Tanaan Jungle (Hellfire Penninsula), Talador (Terokkar Forest), Frostfire Ridge (western Blade’s Edge), Gorgrond (eastern Blade’s Edge), and a new zone–Spires of Arak. None of these seem, in my opinion, to offer much of a unique flavor. That is somewhat inevitable, since Outlands is not an unfamiliar world.

The world will loosely resemble Outlands, and like most WoW continents, it will form an image when viewed as a whole:

GARRISONS

Garrisons were described at BlizzCon as “the [Valley of the Four Winds] farm times one thousand“. A garrison is a full town which you can build inside any zone within Draenor, and which you can move from one location to the next. Like the farm, a garrison will involve setting actions into motion which will occur over night (anywhere from a few hours to a full week), but the payout will be much higher. You’ll gain NPC followers who quest and raid for you to bring home epic gear, you’ll be able to tap into other professions beyond your main ones, you can pick and choose what buildings are constructed (armory, stables, etc), and you’ll be able to customize the garrison’s appearance any way you like as it grows. You can even hang a boss’s head from your front gates!

Sounds pretty cool, right? I think it’s riddled with problems. First of all, Blizzard reps claim: “This isn’t a cottage in a far away instance corner that doesn’t actually exist in the world. This is your ability to actually build a base almost as you do in the RTS games, in the actual world, that you’ll be able to see as you fly through the zones. You’ll be able to see it as you go by it. You’ll be able to invite your friends to come and see it if you want to.”

That is horribly misleading. Under the current developmental scheme, your garrison will exist for you and you alone. It’s true, like they said, that it will be smack in the middle of any map you care to put it in, and that it will be visible from afar, but it will be entirely isolated from all other players. It is a solitary bastion in an MMO world. No one will be able to see it (unless you invite them, presumably to role play); no one will be able to attack it; no one will ever know it exists. As such, it’s not much different from the average farming game on your cellphone. The only real reward is the production payout, whatever that may be. Let’s look at a few:

You can choose which buildings to include.

Ok, but what are buildings good for? An inn and stables aside, all buildings in WoW are used almost exclusively for profession and class trainers. But at level 100 you won’t need a class trainer, and Mists of Pandaria drastically nerfed the amount of time and energy necessary to max out a profession, so much so that grinds which once took a month or upwards of 100k gold can now be accomplished in an evening for petty change. (I think that was an awesome improvement in MoP. Don’t get me wrong.) Unless Blizzard invent new uses for these buildings, they will have none. Or if they add such features as transmog, upgrading, and reforging, then Karabor and Bladespire Citadel will be ghost towns. The screen shot Blizzard offered showed the blacksmith being used to learn new patterns. If that’s anything like the daily leatherworking and tailoring pattern rewards in MoP, it will be pretty useless.

It allows access to mats/It farms for you while you’re offline.

What does it farm? Blizzard have still yet to introduce any sort of access to solid gear outside of raiding or valor/conquest points. If this gear isn’t up to par, it will be a waste of time. Does it farm mats? If it’s anything like the Valley of the Four Winds farm in MoP, this will be a completely useless feature unless the mats are BoP. There is a reason you only farm Motes of Harmony in MoP: non-binding general profession mats always have and always will be the domain of bot farmers. You might not like them, but your auction house could not exist without them. They are what make ore and herbs affordable on your server, and the farm system alternative to gathering in MoP has never paid out in time spent to profit earned.

It gives you access to professions you don’t have.

MoP’s profession grind nerf still necessitates six toons at 85 to max everything out, so this could definitely come in handy, but at what cost? The more Blizzard takes away from the auction house, the more inflation will rise.

You can win trophies, and hang your enemies heads upon pikes at the castle wall! Yarrrgh!

The first note I jotted down while watching this BlizzCon session was “wtf is the point of building a castle in an mmo that is not mmo?” That pretty well sums it up. The whole purpose of a trophy case is to brag to other people about your accomplishments.

The bottom line is this: Blizzard couldn’t have given every player in the game a Garrison that existed out there in the real, massive multiplayer world, because it would have been a spam-ridden nightmare. But they could have given one to say, every level 25 guild with at least 20 exclusive active accounts, and they could have taken this in all sorts of promising directions, ranging from pvp sieges to player-made home cities instead of another Shattrath or Dalaran. But they didn’t. Instead, we all get a bigger farm.

GRAPHICS

This is actually pretty sweet. Blizzard is making a massive graphic overhaul to all races in the game, and will now offer visuals competitive with new MMOs on the market.

BOOST TO 90

In an attempt to lure back old players, Blizzard if giving every account a free boost to level 90 for one toon at any level. This is a pretty nice deal, but it could have some unintended consequences. I for one will be employing it as that long-awaited character transfer I was always unwilling to pay money for. By-by dying low population server, hello Sargeras, Kil’jaeden, or Kel’Thuzad. Expect this feature to increase urban migration and server balance polarization.

CROSS-SERVER ITEMS

Blizzard is increasing the types of items that will be available cross-server. In addition to mounts and battle pets, you will now be able to access BoA leveling gear heirlooms on any toon, anywhere. It’s about damn time, I think. They are also making tabards and toys account wide, which is just silly.

DUNGEONS & RAIDS

Warlords of Draenor will launch with 7 dungeons and 2 raids containing a total of 16 raid bosses. Only 4 of the 7 dungeons will be available below level 100, for maximum alt leveling boredom. Upper Blackrock Spire (UBRS) is getting a remake, and the level 100-only dungeons will have non-heroic versions in order to “help players prepare for heroic mode”. … Since no one would voluntarily run non-heroic dungeons at level cap, I interpret this to mean “expect more tedious grinding before you are eligible for real gear.” The reason behind this move is incomprehensible, as no one who is unready for heroic dungeons for reasons other than gear is any less unready for regular dungeons. They are called “noobs”, or “nubs” in some dialects, they are typically too disinterested in the finer details of the game to ever figure it out, and they will be carried by my epic hunter deeps. NEED that agi ring my DK friend! It will definitely help boost you over 10k dps!

Raids are getting a fourth tier. There will now be LFR, Normal, Heroic, and Mythic. LFR through Heroic will all be available under the relatively new and quite successful flex raiding system, and Mythic will be 20-man only. While this all sounds like a fine idea to me, the Blizzard reps did show once again how out of tune they were with the game they developed when they explained flex’s utility: We’ve all been in that annoying situation where a few dps or a healer bail in LFR right before a boss pull and we have to reenter queue and wait, they said. Flex will scale the LFR boss down so we can pull anyway!

Well, no, we haven’t. In fact, that never, ever, ever happens. DPS and healers are replaced in LFR in a matter of seconds. There is a 60 minute long queue line of them ffs. Long waits before boss pulls happen because TANKS leave, and you can’t rescale for that.

PVP

Blizzard is bringing back a world pvp zone, and it’s going to be a 24/7 battle rather than a timed instance. They compared it to classic Alterac Valley, and I’m pretty stoked about that. Unfortunately but necessarily, this is going to be a cross-server zone. That means that you’ll never form a collaborative relationship with your team mates, probably, but with a ton of servers reaching 90:10 faction polarization these days, I for one see no viable alternative.

In the world of arena, Blizzard is creating a separate ladder system called Trial of Gladiators. These ladder fights will only be available at certain dates and times, and they, rather than regular arena queues, will determine season champions. This was supposedly developed to eliminate late-night pairing exploitation, which I wholly intended to get in on to knock out some of my arena achievements, but I’m all for it. One really cool thing is that they’re eliminating gear for the event. You will be given the same premade gear set when you roll in, regardless of your ilevel or resilience, so victory will depend entirely on skill and class balance.

ODDS AND ENDS

Blizzard focused on a number of additional changes that Warlords of Draenor will offer, and most of them are complete rubbish that ought to just be quietly implemented on the next routine patch update.

* Battleground progression information — Blizzard are basically integrating PVP DBM into the game proper. But I’ve got an addon for that.

* Random favorite mount summoning — This will be an option. But I’ve got an addon for that.

* Enhanced bag sorting options — You will now be able to control which bags particular types of loot fall into. But I’ve got an addon for that.

* Battleground scores — You will now be able to see a conglomerate score of your performance in a battleground, incorporating traditional stats such as hks and damage done along with your involvement in objection completions. I am not very confident about Blizzard’s capacity to rate my performance, especially considering there are multiple strategies for winning just about any bg. This is also potentially really dangerous, because they suggested that there might be rewards for high scores. Does this mean that, even if you already have the Cap Five X achievement in a bg, you’re still encouraged to spam the hell out of the flag instead of fighting around it for a shot at the prize?

* Quest items will no longer be stored in bags — Yay!

* You can craft with items in your bank, not just your bag — Yay!

* Item stack caps raised from 20 to 100 — Yay!

But I fear that the few positive changes here and there aren’t going to make a difference in the big picture. Blizzard announced WoW 6 this BlizzCon, as expected, but they had very little to show for it. Plot and characters aren’t what keep us playing this particular game, the Garrison system is a single player entity isolated within an MMO world, and almost every other new thing they emphasized was astoundingly petty. There will be modest improvements here and there–to bag space, to raiding opportunities, to free server migration–but in previous expansions these would be afterthoughts. A lot of interface changes amount to nothing more than addon incorporation, but the players who don’t use say, a battleground objective addon, are probably oblivious to battleground objectives in the first place. The most depressing announcement towards this end was the ADVENTURE GUIDE. This is a menu like the Dungeon Guide, but designed for inexperienced players who don’t have a clue what’s going on. It will tell you what zone you ought to be questing in, where you can go for better gear (a dungeon. a raid. mmhmm…), what battlegrounds are available at your level, and so on. Did it ever cross Blizzard’s mind that the people who can’t figure out the dungeon finder or pvp menus aren’t going to figure out the adventure guide either? Obviously not, because the emphasis once again seems to be “hand more fine details to the players who don’t care and won’t read them.” I’m not trying to insult anybody here. My wife’s been happily bouncing around Eastern Kingdoms leveling gnome locks to 40 for a year now. There are players who want to “win” to the capacity that WoW allows, and there are players who just enjoy a little pew pew before they go to bed and have zero interest in learning more. Last I visited Blasted Lands, there was not a sea of confused level 60s unable to figure out how to walk into the Outlands portal. So just who do Blizzard think they’re helping with these improvements?

Has Blizzard lost touch with their fan base? Mists of Pandaria does not lead me to believe so, but the showcase for Warlords of Draenor looks bleak. With little more than a dime-a-dozen farming mini-game and new zones, dungeons, and raids to offer, I don’t know what I’m supposed to be looking forward to here. I don’t need a new class or a new race to keep me entertained–I’ll be a dwarf hunter until the day I quit–but I need something. Whatever that thing will be, it wasn’t revealed at BlizzCon.

But enough being a Negative Nancy. I’m off to watch Jaedong whoop ass in the Starcraft II World Championship Series Finals. For the swarm!

VGM Entry 68: Final Fantasy VI


VGM Entry 68: Final Fantasy VI
(Thanks to Tish at FFShrine for the banner)

Square released quite a number of games for the Super Nintendo, but everyone looked forward above all else to their annual blockbuster, appearing in the latter half of the year, from 1993 until 1995. Secret of Mana was the first of these. Final Fantasy VI was the second.

There is only one logical place to begin a discussion of the music of Final Fantasy VI.

And that would be at the beginning. Final Fantasy VI did not begin like other games. Sure, it was by no means the first to fade out on the title screen and play through an introduction to the plot, but this was different in a lot of respects. It provided barely any background to the story. Ok, there was a devastating war 1000 years ago in which the destructive art of “magic” was lost, and an emerging industrial revolution is beginning to recover remnants of that past. That’s all you directly get. The rest plays out more like a movie. You get hints and clues to what’s going on–a new face here, a key term there–but you’re left curious rather than informed. The intro to this game doesn’t set the plot; it sets the mood. (The revised English translation tragically lost sight of this, such that the original SNES “Final Fantasy III” is really the only port of the game worth playing.)

Nobuo Uematsu’s music went hand in hand with this approach. There is no opening anthem–no catchy piece to hum along to. The sinister organ, the harp-like transition, the windy sound effects, and ultimately the opening credit music all flow from one point to the next, breaking only for the sake of the cinematic experience, not because a particular track is over or the next scene has new “bgm”. Final Fantasy VI had perhaps the first really cinematic introduction for a video game.

http://www.youtube.com/watch?v=wtqXb2FDK0Q

It might be argued that Nobuo Uematsu revolutionized the use of music in video games from the very opening sequence, but nothing made this more apparent than the events at the Jidoor Opera House, where an odd twist in the plot leads the cast of heroes to become involved in a backstage operation during a musical performance. Not only does the opera take place in the backdrop as you work your way through the mission, but as part of the plot device the heroine Celes takes on the lead female roll in the show. Events transition back and forth between action behind the scenes and the live show, and part of the outcome is determined by your ability, as a player, to regurgitate Celes’ lines from the script.

The video I’ve linked here includes the first two songs in a four-part performance. What makes this sequence so important for the history of gaming music is that Nobuo Uematsu’s amazing score plays a direct role in the plot and gameplay. While the simulated pseudo-vocals might sound silly in hindsight, this was also a real first in gaming music in its day. Square’s sound team might not have possessed the technology to incorporate real words, but nothing prevented them from displaying them as part of the script. As an odd consequence, one of the first video games to make extensive use of lyrics had no vocals.

http://www.youtube.com/watch?v=JbXVNKtmWnc

Uematsu’s third major accomplishment, the indisputable quality of his score aside, was to completely derail the limits of acceptable song length. Granted Commodore 64 artists had been busting out 6-8 minute epics back in the mid-80s, the standard by and large still remained firmly below the 3 minute mark. If we take the opera as a single piece (it’s divided into four tracks), Final Fantasy VI had three songs that pushed 20 minutes.

“Dancing Mad” probably remains today the longest final battle music ever written, with the original ost version clocking in at 17 minutes and 39 seconds. This might seem excessive if you haven’t played the game, but within its context nothing less could have possibly sufficed. Kefka was pretty much the greatest video game villain of all time (Luca Blight from Suikoden II might surpass him), and Final Fantasy VI might have had the most apocalyptic plot in the series. Sure, series fans had saved the world from imminent destruction five times before and plenty more since, but Zeromus, Exdeath, they were just icons of evil. In Final Fantasy VI, Square’s obsession with mass destruction finally found a human face. Kefka’s psychopathy was something you could buy into. He was entirely capable of emotion even as he slipped progressively further into insanity. He just attached no moral value to life. Where enemies before and since sought to destroy the world for destruction’s sake, Kefka was in it for the experience of the ultimate tragedy. For once it actually made sense for a final boss to let the heroes creep up on him; the whole agenda would have been pointless if no one was there to experience it with him.

Both visually and musically, the final battle of Final Fantasy VI was beautiful. Nothing else–certainly no 1-2 minute fight theme–would have been appropriate in the context of the story.

VGM Entry 66: Super Metroid and Donkey Kong Country


VGM Entry 66: Super Metroid and Donkey Kong Country
(Thanks to Tish at FFShrine for the banner)

The release of Star Fox in 1993 was a sign of quite a few great games beyond the RPG/adventure genre to come. The following year would see another visually revolutionary blockbuster, this one completely blowing Star Fox off the map. Rare, a famous name on the Nintendo, held back developing much for the SNES until they were good and ready to take the system by storm.

http://www.youtube.com/watch?v=-Z29Mh80JiQ

Donkey Kong Country (Nintendo, 1994) essentially marked the peak of graphics on the Super Nintendo. It never got appreciably better than this, though plenty of other developers would rise to equal it by the end. Considering just how bad the graphics of say, Final Fantasy VII or Super Mario 64 look today, its amazing how well the best of the SNES have stood the test of time. Musically the game did not have quite as big of an impact, but it definitely maintained the cutting edge standard.

Composed by Dave Wise (Wizards & Warriors), Eveline Fischer, and Robin Beanland, the game’s sometimes hoaky jungle themes might be misleading; somewhat silly tunes out of context, they were ideally suited for the gameplay, and they completely defied the limitations of the SNES. I mean, plenty of great musicians were able to craft soundtracks that didn’t sound contrived. They weren’t obligated, as in the 8-bit days, to treat their audio chip as an instrument for any hope of success. But when Nobuo Uematsu added a pseudo-vocal track to Aria Di Mezzo Carattere he wasn’t fooling anybody; the extent to which SNES music could sound performed rather than programmed came in degrees and was not directly relevant to quality. (Final Fantasy VI, Uematsu’s opera included, was one of the best scores of all time despite sounding nowhere near as authentically orchestrated as Yuzo Koshiro’s ActRaiser 2.) But I feel like Donkey Kong Country was remarkably successful in its ability to distance itself from any sense of these limitations.

I mean, it’s electronic music in spirit (or more appropriately ‘new age’, though that is a dangerous term to throw about in so far as the musicians who have defined it share little in common with the finest musicians to have been branded with it) and it should not be compared to attempts at orchestration, but the subtle panning and fading, the outstanding percussion, the appropriate and convincing use of ambient jungle noises in the background… it all adds up to a sound that goes beyond the system, as if they had the nearly limitless possibilities of composers from the Playstation era and beyond.

http://www.youtube.com/watch?v=6EiIfQYDeYo

While Donkey Kong was enjoying his first incarnation as a well-defined, major franchise character, Samus was returning for her third venture, and her first on the SNES. Super Metroid (Nintendo, 1994) was one of the best games on the SNES, presenting a massive, open world for exploration that surpassed its series predecessors and remained unmatched until Castlevania: Symphony of the Night (Konami, 1997). And much like Castlevania, the Metroid series was synonymous with good music. Super Metroid was composed by Kenji Yamamoto and Minako Hamano (Link’s Awakening), and as best I can tell this was very much a joint effort. The ost on vgmdb credits both artists with 11 out of the 24 tracks. (Hirokazu Tanaka is credited for the last two.)

The two had their work cut out for them. While Tanaka’s original was, I think, far more novel in concept than as an actual finished product, his vision of the Metroid sound as carried on by Ryoji Yoshitomi in Metroid II: Return of Samus was nothing short of perfection.

Super Metroid took a slightly different approach from the get-go. The first two games featured eerie yet beautiful intro songs which really captured the conflicting nature of the metroids as morally innocent yet dangerous predators (one of Metroid’s unique features in early gaming is that some of the monsters aren’t evil or lifeless ‘bad guys’, but rather a natural species taken advantage of by, well, evil bad guys). Super Metroid, on the other hand, starts off on a human space station, and the opening conflict is between Samus and the Zebesian Ridley, not a metroid, so a different sort of musical theme was in order. Yamamoto and Hamano effectively captured that with dark and suspenseful music that offered none of the warmth of the first two games.

Furthermore, the majority of the game takes place on Zebes, the home world of the space pirates who are manipulating the metroid species for conquest. The original Metroid took place here as well, but a lot had changed plot-wise since then. The metroid species had been all but exterminated, and Samus at any rate had had a much more intimate encounter with them in Metroid II than would be possible on Zebes. Their presence here was no longer such a significant factor (in setting the mood, though they remained central to the plot), and the Zebesians presented a less mysterious and more sinister threat.

Yamamoto and Hamano wrote some pretty creepy music for Super Metroid, and it served its purpose well, but the bulk of the tunes were earthy in ambiance and more action-oriented, precisely in keeping with the mood of the game.

http://www.youtube.com/watch?v=IO2G6S5aQ1k

The SNES had some less famous gems in 1994 too. Demon’s Crest was the third installment in Capcom’s largely forgotten Gargoyle’s Quest series, which was in turn derived from the Ghosts’n Goblins series. It couldn’t have been much of a commercial success in North America; at the height of my teenage game obsession I managed to never even hear of it. It had a unique classical soundtrack which rarely stands out in any single instance but deserves a great deal of praise for its consistency. The composer never gives in to temptation by picking up the pace, keeping an even keel that succeeds in maintaining a sort of Halloween spook to the whole game from beginning to end.

Who composed it? I was about to say Yuki Iwai, because she’s almost universally credited for it, but this is yet another one of those gross misconceptions derived from failure of in-game attribution. Apparently Demon’s Crest has no credits (I never played it), and some time long ago someone decided Yuki Iwai must have composed it because she composed the previous series installment, Gargoyle’s Quest II (Capcom, 1992). Thankfully someone on Wikipedia caught on to this and did some research; a compilation cd of music from the series explicitly credits the score to Toshihiko Horiyama.

http://www.youtube.com/watch?v=x_qfPaZZycs

And then there’s Live a Live (Square, 1994), composed by the rising star Yoko Shimomura (Gargoyle’s Quest, Street Fighter II, some minor involvement in Breath of Fire). Shimomura left Capcom in 1993 and joined Square, with whom she would maintain a long and productive partnership up through the present day. Chances are you never heard of and almost certainly never played the RPG Live a Live. Even in the present day of classic game redistribution it has never received an official English language port. It’s a shame, because with a lively mix of adventurous western themes and oriental melodies, Live a Live presented one of the most spirited soundtracks on the SNES.

It was also one of Yoko Shimomura’s first independent scores. Though she receives solo credit for a few earlier games–F-1 Dream (Capcom, 1989) for the PC Engine and The King of Dragons (Capcom, 1991) for the arcade for instance–the bulk of her earlier games list joint credits, and these can be pretty misleading. (She only contributed one song to Breath of Fire from what I gather.) Live a Live then might be seen as one of her first really extensive works, and it was definitely a sign of good things to come. With a legendary repertoire to include Super Mario RPG and Kingdom Hearts, Shimomura would be making herself heard in video games for a long time to come.

VGM Entry 63: Secret of Mana


VGM Entry 63: Secret of Mana
(Thanks to Tish at FFShrine for the banner)

The Super Nintendo may have been video game music’s finest hour with or without them, but three soundtracks in particular carried this system to an unprecedented level of greatness which has really never been matched since. Each was composed by a different artist, and each was released by Square. The first of these was Secret of Mana.

http://www.youtube.com/watch?v=LiA7VtYk3n0

Here is the track list for garudoh’s compilation:

(0:00) Angle’s Fear
(0:53) selection menu track not featured on the ost
(1:23) Into the Thick of It
(2:17) Colour of the Summer Sky
(2:55) Ceremony
(3:53) Star of Darkness
(4:46) Strange Event
(5:46) Spirit of the Night
(6:22) Eternal Recurrence
(7:29) The Sorcerer
(8:15) Leave Time for Love
(8:44) Dancing Beasts
(9:24) Calm Before the Storm

Hiroki Kikuta was brand new to the world of video game music when he scored Secret of Mana, released in 1993. (Called Seiken Densetsu 2 in Japan, the game was technically the sequel to what we commonly know as Final Fantasy Adventure for the Game Boy.) He had worked on the sound effects for Romancing SaGa in 1992, and beyond that he only had two animes to his credit (The Adventure of Robin Hood and The Legend of Snow White, both released in 1990.) Like the more famous Square composer whose 1995 composition would overshadow Kikuta, his work would emerge from pure inspiration, with almost no past experience upon which to build. He single-handedly made an otherwise fairly average game one of the most beloved titles on the system. I suppose average is an odd way to describe Secret of Mana–it was a very unique game within the adventure genre–but its success hinged entirely on the soundtrack. With limited plot potential and almost zero character development (the playable characters are named Boy, Girl, and Sprite for goodness sake), Secret of Mana‘s success was due entirely to Kikuta’s ability to bring the visual environment to life in fantastic ways.

garudoh chose some odd tracks for this compilation, and judging by the fact that some of the songs fade before they’re anywhere near looping (Leave Time for Love for instance) I have to assume he wasn’t personally very familiar with the music. I’ll offer you some additional tracks that didn’t make it into his mix.

Secret of Mana was a game about elements. This was not integrated in any sort of forced way, as with say, the crystals of earth, water, air, etc in the Final Fantasy series, but rather it was a natural consequence of the games strengths and weaknesses. For instance, I doubt anyone remembers why, plot-wise, you ever end up in a desert, but the experience of being there is a lasting memory.

http://www.youtube.com/watch?v=_z3QB1Oz6dA
Secret of the Arid Sands

Kikuta didn’t rely on any stereotypical reference points here. He didn’t give his music a Middle-Eastern vibe or any such nonsense. Instead he chose tones that actually reflected a visual experience of a desert. The accompaniment to the melody here flickers up and down from the bass of the music like boiling bubbles and mirages dancing off the desert sands. It’s largely in these world encounter zones, where the plot was least relevant, that Kikuta’s music is at its finest, because he was at liberty to paint a timeless musical image without any concern for the events taking place there.

This same idea of audio imagery really stands out to me in “Into the Thick of It” (1:23 in the garudoh video), where at the start the plucked sort of harpsichord-guitar line accented by the drum beat and displayed on the backdrop of a simple, confident bass and quiet but encompassing synth creates the image of a forest rushing by. (Much of the drumming is hard to find in the low bitrate youtube sample, with exaggerated alterations in volume obscuring the fact that the staccato metronome-sounding drum hits on every beat.) The bass and synth fill in the earth and sky; the drum sets things in motion; the plucked notes count off the passing tree trunks; the fuzzy guitarpsichord resonance depicts the myriad interwoven branches, tying each note into the next. However pretentious that may sound, and regardless of whether or not it reflects Kikuta’s intentions, I’ve always heard something roughly along these lines in this song. I want to clearly distinguish it from music which captures the sense of being in a forest. This doesn’t tap into emotional reactions to environments so much as it generates an actual physical image of the environment, supported by the game’s graphics proper, upon which the players can impose their own emotional values. It’s fantasy in the purest sense. As “Into the Thick of It” progresses the song flushes out into more obvious visions: woodwinds capturing the blowing breeze and rustling grass, bubbly staccato synth tones depicting passing streams. And this is precisely the graphic environment in which the song is employed.

http://www.youtube.com/watch?v=sajoxHWcr-I
What the Forests Taught Me

“Into the Thick of It”, where the player is rushing on ahead on a well established path, is nicely contrasted by “What the Forests Taught Me”, in which the game sets you in a much more secluded forest. Here the motion is removed, and you get a standing image of a forest clearing full of life. The calm is a bit more displaced from the gameplay, considering you’re hacking and slashing your way through, but this is entirely in keeping with Kikuta’s tendency in such plotless zones to score music descriptive of the visual environment and allow the players to attach their own value to the events taking place there.

http://www.youtube.com/watch?v=5cAii43wOHw
A Wish

The sort of apex to this side of his soundtrack is “A Wish”, which plays in the winter forest combat zones. An environment blanketed in a single, neutral, stagnant substance, full of life but only subtly altered by its motion–Kikuta composed a track perfectly descriptive of what the player, upon taking a break from mechanical combat and visualizing themselves in this fantasy world, would experience. A lot of truly great musicians have attempted to capture this sort of situation–Sigur Rós and George Winston come to mind–but as the nature of video games dictates looping tracks, “A Wish” offers this vision in a uniquely and authentically eternal sort of way.

The mental images in a work of fantasy are not always natural, and for Secret of Mana‘s darker side Kikuta needed to get pretty creative. “Ceremony” (2:55) and “The Sorcerer” (7:29) represent the game’s darkest moments, and the former, though not my favorite track, might be his finest accomplishment in the mix. In a score through which the player is accustomed to deriving physical imagery, Ceremony’s twisted patterns and displaced tones take on added weight. There is nothing natural to latch onto here–no coherent vision, just some disturbing, chaotic mass. It’s got to be one of the creepiest video game songs out there, second on the SNES only to the Final Battle music of EarthBound by Hirokazu Tanaka. “The Sorcerer” is just as if not more disturbing, made only slightly less intimidating in practice by the distraction of having to actually fight a boss while it’s playing.

http://www.youtube.com/watch?v=j-2L2VNmuQg
Steel and Snare

One thing you may have noticed listening through garudoh’s mix is Kikuta’s tendency towards hard-hitting, dominant percussion. It’s one of his strongest consistencies, tying a wide variety of musical styles together under a common feature, and on one of my other favorite tracks, “Steel and Snare”, he really lets it all out. This is one of those songs I’ve wanted to cover in a rock band since the first time I ever heard it, and I remember having the whole thing worked out on bass at one point in my life (along with Meridian Dance; this never really crossed my mind before, but when I first bought a bass it was always Hiroki Kikuta and Ryuji Sasai that I turned to.) The music again drives the setting of the game, with the continuous tone in the background simulating the air around the floating castle, and the drum and bass track giving all of the enemies a decidedly mechanical feel. I don’t actually know that they -were- mechanical. I don’t remember what they looked like precisely. But whatever they were meant to be, the music dictated my memory of the scene.

I’ll leave you with one last song:

http://www.youtube.com/watch?v=bEilQOiuE_g
Premonition

I’ve managed to maintain this as my ringtone for well over a decade, and it’s become such a continuous occurrence in my daily life that I don’t think I can even intelligibly discuss it in the context of the game anymore, but I was in love with it when I first heard it and I still am now. I suppose I should have featured Meridian Dance here instead, as it seems a bit silly to ignore Secret of Mana‘s most epic track through all this, but I’d rather draw attention to the less commonly featured great ones anyway. Enjoy.

Song of the Day: Terra’s Theme from Final Fantasy VI (Uematsu Nobuo)


For the latest entry to the “song of the day” feature I go back to my younger years. I’m talking about when I was still barely into my 20’s. My choice for the new song of the day is Japanese composer Uematsu Nobuo’s main title theme for the Squaresoft (before they became Square-Enix) fantasy role-playing game Final Fantasy VI.

The song is “Terra’s Theme” (in the original Japanese it was called “Tina’s Theme”) and starts off the game. The version above is the piano solo version which Square-Enix produced as part of the special “Final Fantasy Piano Collections” cd releases which took all the video game music for each game in the Final Fantasy series game and remade them into piano solo pieces. Uematsu’s original composition for Final Fantasy VI (also for most of the game’s in the series he composed the music for) were very heavily-influenced by classical music traditions and one can really hear it in this main theme.

While the piano solo version is quite a haunting melody which gives some clues to the character of Terra Branford. The two versions below are the original video game music which is really a well-done MIDI file to allow it to be encoded into the game cartridge when it was first released for the SNES system. The other one is a live recording of Uematsu himself conducting an orchestra. While all three have become one of my favorite pieces of music of all kinds (not just video game music) it is the piano solo which solidified “Terra’s Theme” as one of the best songs I’ve ever heard.

Terra’s Theme (Live Orchestral)

Terra’s Theme (Original Video Game Music)