Aggiungi una trama nella tua linguaValendia is a land that had undergone civil war, the end of which had birthed the parliament and several organizations to control the balance of power. Ashley Riot is a Riskbreaker, an elite... Leggi tuttoValendia is a land that had undergone civil war, the end of which had birthed the parliament and several organizations to control the balance of power. Ashley Riot is a Riskbreaker, an elite agent for the Valendia Knights of Peace (VKP) who is investigating some strange occurrenc... Leggi tuttoValendia is a land that had undergone civil war, the end of which had birthed the parliament and several organizations to control the balance of power. Ashley Riot is a Riskbreaker, an elite agent for the Valendia Knights of Peace (VKP) who is investigating some strange occurrences. A cult of religious fanatics known as Müllenkamp and their leader Sydney Losstarot hav... Leggi tutto
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An infinitely complex battle system may turn off some, or even many, but the gameplay can be mastered in time. It's possible. The game is shorter than most Square RPGs, clocking in it at just over 30 hours total. And it's well worth it to experience a story this good.
Furthermore, its realtime 3D graphics, music by composer Hitoshi Sakimoto (Final Fantasy Tactics, Final Fantasy XII) and overall presentation is top notch, the finest to be found on the PSone.
The more you hit, the higher your risk points go(up to one hundred), the higher your risk points go the more likely you'll miss the enemy and get hit your self. You also have the ability to make your own weapons in the many workshops scattered around the city, this can be alot of fun trying out your own creation on the enemy. This is not a ten minute game, because from once you pick it up you'll play for hours, the story is absorbing, the combat system is fantastic, and the freedom of choose is refreshing. "BUY THIS AND CHANGE THE WAY YOU LOOK AT GAMES FOREVER!" 10/10. {k.noone}
Why not everybody like it?, one of the reasons is having a battle system very different from other games, it´s not easy to swallow at first but after a while you get use to it.
The first thing to make clear is that VS is not fully a RPG, is more a hybrid between various genres, there´s some RPG elements but there´s also action and you can explore like in a plataform game. Saying that don´t expect to visit towns and talk to people like in a RPG.
Yasumi Matsuno, creator of this game and another gem from Square, Final Fantasy Tactics, did a marvelous job along with his staff, including the composer of the music Hitoshi Sakimoto.
The plot is unique, very original, not the tipycal hero-has-to-save-the-world-collecting-crystals-and-stopping-a-villian, the characters are also a lot more complex than many characters from other games, the battle system requires all the attention from the player, if you want to survive you have to know everything that is requirer in order to kill the enemies, avoiding traps and a lot more.
I really liked that you can create your own weapons, that makes every battle different from another, keeping it from getting repetitive, and you have to master that aspect too if you want to have good weapons.
Great game in all it´s aspects, a truly underrated masterpiece.
GRAPHICS: Five years after its American release, VAGRANT STORY's late-PS1's graphics still hold up (made even better if you set your PS2's PlayStation driver to "smooth") and I can say so because it wasn't until five years after its American release that I got around to playing it. VS's overall-sepia palette and stylish detail line up greatly with Alexander O. Smith's antiquated Shakespearean screenplay, and demonstrates what could be done with the console's hardware limitations better than METAL GEAR SOLID did, in the day. In fact, VS also uses the game engine alone to weave its tale, to which many gamers have piped up and denounced it as a Metal Gear Solid-"clone" in response. But in the end MGS took its style from modern cinema, as does VAGANT STORY.
Yasumi Matsuno is a better director, anyway. I cannot wait for Final Fantasy XII.
SOUND: To add even more to VS's cinematic presentation, is Hitoshi Sakimoto's epic score. Reminiscent of Final Fantasy Tactics', but with a darker tone to complement the story, it is also indicative of a great artist working within his limitations. A particularly powerful scene in the forest is made all-the-more potent by Sakimoto's musica track that is aptly-titled "Brainwashing." From the toe-tapping jingle in the abandoned mines, to the meticulous and orchestral theme haunting the cathedral, it is a delicious soundtrack to rival real instruments (and I know how tacky it is to say that). It really is real-sounding, but more than that, it's good.
STORY: Ah, and (d'uh) here is where VS truly shines! To debunk all the marketing blurbs plastered across the game's jewel case, it is not about a murder suspect fleeing to a haunted city in order to clear his name. It is actually much more complex than, and different from, that.
Vagrant Story follows the hunt for a notorious cult leader through the literal ghost town of Leà Monde, a prosperous city that had been abruptly devastated 25 years prior, and left uninhabited since. Among the hunters are VKP (Valendia Knights of the Peace) Riskbreaker (member of a special task force of pseudo-knight/detectives with a 30% survival rate) Ashley Riot, and the bible-thumping Crimson Blade Romeo Guildenstern, captain of the Cardinal's men. What their provocatively-dressed cultist, and the game's (supposed) antagonist, Sydney Lasstarot ultimately wants from the town of Leà Monde is uncertain, but it involves Ashley and the rest of the cast, as well.
What is so compelling about the plot would spoil a game that needs to be experienced at least twice on your own, so I'll just say that there are zombies. Zombies and ghostly suits of armor. Oooohhooh! Scared, yet? YOU SHOULD BE.
game play: And so we come to what makes this game a game. A game in the sense that you participate to become more than a reader, but a player. The battle system is something that you need to fully embrace in order to enjoy. Ashley survives on fitting himself with custom-made equipment according to what he's up against. There are no "perfect" weapon + armor combinations to be found in any location, but materials are instead scattered about to build swords and shields and pole arms and leggings in any of the many functional smithies around Leà Monde. Ashley survives on what he can find, and using them in the best way he can in any given situation.
Depending on what kind (human, undead, beast, phantom) of enemy, what elemental affinity (fire, water, physical, evil) they hold, and kind of weapon (edged, blunt, piercing) they're vulnerable to, the appropriate equipment is essential. As you use that equipment in these conditions, they'll be slowly pounded on and become stronger in these areas. As such, your weapon may break after a while, and require you to repair it at the nearest smithy.
NOTES: One gripe I do have about this game, and it has absolutely nothing to with the content, is that the alarmingly important prologue is OPTIONAL. Meaning that if you start playing from "New Game" then you will miss it, so remember to wait for the music to die down after the introductory CG movie. What starts to play will continue automatically and explain everything you need to know from the start to fully enjoy this work of interactive art.
TO SUM UP: If you own a PlayStation of any kind, get this. If you're a fan of RPG's, get this. If you value story as much as anything else in a video game, get this. VAGRANT STORY is a grossly-overlooked classic, and with the latest Greatest Hits release, it should be easier to correct that. I'll just wait here and pray for a sequel.
10/10
Where the game ultimately fails is in the game play. The battle system in and of itself is fine. It's an interesting hybrid cross between standard real time action combat and traditional RPG turn based combat. The problem is, at the very heart of the battle system is an abysmally UN-fun weapon and armor system. There are several (eight?) classes of enemies in the game- Beast, Human, Dragon, Undead, Phantom, etc. The enemy classes are paired off into diametric oppositions. e.g. Using your weapon against a human enemy will make it stronger against humans, but weaker against phantoms. (sic) On top of that, there are specific weakness ratings. An enemy might be weak against blunt weapons, but almost totally impervious to edged weapons or piercing weapons. And then there are the usual elementals as well- fire, ice, earth and so on. Finally, each of your weapons has its own "wear" rating. The lower the rating, the more worn out the weapon, the less damage it does. You must repair your weapons in workshops, which are few and far between in the game. Another thing you can do in workshops is disassemble your weapons and reassemble the parts to make new weapons. Whether the new weapon will be better or worse than the weapons you sacrificed to make them involves much trial and error. The end effect of all of this is that as you play the game, you are literally constantly changing weapons. Yet the creators of the game didn't bother to implement any sort of quick menu for weapon switching, a la Secret of Mana. You have no choice but to spend 45% of your game time opening the main menu, opening the weapon menu, finding the right weapon, opening the accessory menu, changing the elemental jewels on the weapon, etc. etc. etc. All they had to do was come up with some sort of quick menu for changing weapons, as Seiken Densetsu 2 did seven years earlier. As it stands, Vagrant Story is a micro-management nightmare. To call the game tedious is an understatement of epic proportions.
As is always the case, no matter how flawed something, there will be a small niche group of vocal supporters who will insist that the thing in question is the greatest creation in history, and that people who don't like it just don't "get it." Beware of misguided fanatics.
Please note that the preceding includes some ridiculous things like 'excel-lance' and 'UN-fun' because of IMDb's incredibly retarded "error checking" system. IMDb: Please get rid of that broken piece of garbage.
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- QuizVagrant Story, despite being a commercial failure (due to low advertising), is considered a "perfect" game by Famitsu (a Japanese gaming magazine), and is one of its legendary five "greatest ever games". It is the third game ever to reach this status, and the first game by SquareSoft, now named Square-Enix, to earn this rating.
- Citazioni
Ashley Riot: Rosencrantz, was it? Your words bear much meaning.
Jan Rosencrantz: Please, my friend! I speak only the truth.
Ashley Riot: Yet, you have no evidence.
Jan Rosencrantz: For that, you must search.
Ashley Riot: [turns to walk away] I will cut you, next we meet. Leave the city before sundown if you value your life.
- ConnessioniFeatured in Playstation Underground: Issue 4.2 (2000)
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