forrest

collection of written miscellany

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I, INTRODUCTION or: Please Kill Me

Romancing SaGa is a Japanese role-playing computer game developed and released by Square in 1992 for the Super Famicom, only in Japan. The fourth game in the SaGa series, following the Game Boy SaGa trio masquerading as Final Fantasy games in the West, Romancing SaGa is the culmination of lessons learned from the Game Boy classics before it; an evolution of sorts, except the evolutionary mutation messed up somewhere along the way and no predator was around to correct for it. I know this because I broke the cardinal rule: I got bored, yet I kept playing.

In 1990, spurred on by the success of the SaGa titles for the Game Boy, Nintendo reached out to Square and requested a SaGa game for their new Super Famicom system. Akitoshi Kawazu, series creator and director of the first two SaGa games, eagerly seized the opportunity and, disregarding all development efforts for SaGa 3 on the Game Boy, focused entirely on Romancing SaGa. The result is vaporwave, a highly aesthetic thing influenced by cool things that ends up being a very stupid thing. Like vaporwave, you might as well just experience the stuff that influenced it: Dungeons & Dragons, jazz, Final Fantasy Legend II, and 80s television ads; glimpses of genius mixed with terrible decisions resulting in a highly unfun computer game reveling in time-waste.

Don’t get me wrong, Romancing SaGa is a game full of great ideas. These ideas are just executed very poorly. Square also recognized this, which is why they re-released a far more complete version for the Wonderswan Color in 2001, a version in which half the quests aren’t incomplete and several skills don’t just “not work as intended.” Square even went on to remake the game as Romancing SaGa: Minstrel Song in 2005, the only version to get a Western release. The latter shares the same setting, characters, and gameplay ideas as the original but could easily be considered an entirely separate SaGa title due to the large amount of game-design and aesthetic changes. These changes were likely necessary to avoid inspiring a riot among western gamers or simply selling more than ten units, keeping in mind the top-selling games in 2005 North America: Madden NFL, Pokemon Emerald, and Gran Turismo 4.

image.png *Three Style Siff: Romancing SaGa concept art, mobile game sprite, and Minstrel Song concept art, respectively; the aesthetic difference in Minstrel Song being obvious (and ugly)

As a disclaimer of sorts, I’m writing this article coming off a six-week leave from my “real job” due to paternity leave. My wife and I had a baby, well, my wife had the baby, and I merely participated a bit. Our baby’s name is Arthur. Baby Arthur. I am typing this paragraph on a Dell G15 laptop, which I purchased almost two years ago on sale (and will most likely need to return via warranty due to power issues), while my son lies pressed against my leg on the cushion next to me, and my wife watches an episode of Gilmore Girls on Netflix on our budget-friendly 4K television; a snapshot of a certain period in my life – and nothing else matters, because everything is great at this very moment.

Everything is great except for one thing: going back to work.

With that in mind, while reading this article, you may find it carries a tone of contrariness or mean-spiritedness that, in all honesty, is entirely genuine; however, these emotions, which are absolutely present in my everyday psyche, are exacerbated by the circumstances of returning to the world I escaped for six weeks; a world I traded for one of changing diapers, staying up until 5am so my wife could get some sleep, playing handhelds on the sofa with a sleeping baby on my chest, and watching every episode of Columbo multiple times.

Now, I return to a world of pointless video calls with executives discussing software they take way too seriously and paid way too much for. Software that does far less than what was promised by our sales team. Software that breaks way more often than expected. Software that, for all intents and purposes, is not very good; but it’s my job to pretend it is; it’s my job to string these executives along long enough that they sign another year-long contract with us just so we can string them along again to sign yet another almost-identical contract at a slightly higher price next year – because last year’s prices are not this year’s prices! And, of course, inflation – or something.

image.png *my thoughts exactly

I traded a world of corporate deceit for one of pure innocent bliss, and now the rug has been pulled. The “tradeback” has occurred. I am, once again, in the corporate hellscape that, surely, Dante would have included in Inferno if this type of thing existed back in the 14th century. Maybe the Fourth Circle already covers this; maybe not. Either way, it’s Hell. The Divine Comedy: work for five days to pretend you don’t have to work for two days, and maybe take a vacation in a few months – just to repeat the process over and over and over. Maybe I’ll retire early, or maybe I’ll get hit by a car.

Maybe antinatalists are right.

Typically, these are feelings I consider counterproductive to sanity and, consequently, healthy living. So, I try to suppress them, but I will be removing the limiters here, exposing my power level for all our readers (none). After all, what would a blog be without some angst-ridden existential dread injected into every furiously typed word? You weren’t here just to read about Romancing SaGa, were you?

Oh, you were? Too bad.

II, EMULATION or: Your Bookshelf Full of Dumb Computer Games Is Not Impressive

The original Romancing SaGa is one of the few Japanese-only SaGa games, which wasn’t true until 2016 when Square Enix decided to remaster both Romancing SaGa 2 and 3 and release them worldwide on mobile and almost every console. I suppose this treatment was not needed for the original Romancing SaGa, as it was already, technically, available in worldwide lingua franca as Minstrel Song, but also because it’s just not a very good computer game – something (I swear) I’m going to get to (maybe).

As a good ol’ American boy, lazy and rebellious in my youth, I never bothered to learn stuff, including other languages. I was laser-focused on my hobbies providing immediate gratification: video games, music, and occasional drug use. So, of course, you may be wondering, “If you can’t read Japanese, how did you play the original Romancing SaGa?” The answer is simple: I downloaded an English fan translation ROM and played it on an emulator. The translation patch, credited to “Eien Ni Hen” in the readme file, was surprisingly competent, so thanks to that person for the great work. Not only did I play it in an entirely unofficial manner, but I also used entirely unofficial hardware. As I type this, I can feel my cool-retro-computer-gamer club membership card being revoked.

Repulsed by the idea of playing Romancing SaGa on my desktop computer or laptop, too lazy to get it working on my PlayStation Portable (and not a fan of letterbox and black bars), and illiterate in Japanese, my hands were tied. Because of this, although originally averse to buying cheap Chinese emulation devices, I caved and purchased a Miyoo Mini Plus. I ordered the device in translucent-black-color mid-May, and it arrived from China well before its estimated arrival date that same month.

The Miyoo Mini Plus is a rectangle device of some-sort about the size of my hand with buttons and a nice 3.5-inch screen; modeled aesthetically on the Game Boy Color. With its 1.2GHz processor and aforementioned buttons running RetroArch, it can play almost any console era before 1995, ranging from NES to PSX, with varying degrees of success. Missing analog sticks, so games like Ape Escape are unplayable; but, it looks cool; an obvious contender for something one would play 8-to-16-bit Japanese computer games on. Plus, I can play it while lying on the couch with Baby Arthur on my chest, and that’s the most important thing: can I gracefully ignore my son while playing the computer games? With the Miyoo Mini Plus – yes, I can.

No, this is not a paid ad. Don’t buy this thing. I don’t care.

image.png *Miyoo Mini Plus or Baby Arthur; which is more important?

There are some computer-gaming purists who may scoff at a device like the Miyoo Mini Plus. They may make arguments such as “the games don’t run like they should on those” or “that’s not how it’s meant to be played,” or some other dumb thing. According to these purists, my computer-gaming experience with Romancing SaGa is pure fakery, merely a pale imitation of the genuine enjoyment experienced by a true fan. They insist that unless I become fluent in Japanese, use my mouse to navigate to eBay dot com to purchase a Japanese copy of the game, and play it on a vintage 1992 13-inch CRT TV, I cannot truly claim to have played the game; my experience is invalid. Some might even insist that I “had to be there” in Japan when the game was originally released to get the true experience.

That’s because this stuff is very important – this stuff is the difference between unbridled joy and huddling in the fetal position in your super cool gaming room. The latter because you didn’t receive enough likes on the latest picture of your overpriced CRT TV adorned with the title screen of Romancing SaGa or whatever computer game you believed determined your self-worth that day; and while I wish these hypothetical (but completely real) people the best in life, I also hope they get trolley-problemed (in a computer game).

I warned you earlier.

I have been what they call ‘terminally online’ for a long time now. My mom bought me a Dell Dimension-something-or-other, a big black monitor and a big black tower, for my room in 2001, probably to get me to shut up about playing RollerCoaster Tycoon on her work laptop all the time. I had unfettered access during the wild west era of the internet. My first weirdo experience was at 11 years old when I made a phone call to someone I met on an anime forum. That person turned out to be much older than they claimed and wanted to know a lot more about me than I was comfortable providing, including which yaois I liked; somehow, I didn’t fall for it and learned from the experience at the same time.

Because of the aforementioned weirdo experience (and many other weird things), I can spot a crazy person online within four words of a social media post, and I can spot a narcissist within two, mostly because people make it far too easy, but also because I am one myself. Narcissists are everywhere, in every community. We all exist on a gradient scale, with a little bit of narcissism inside each of us. However, the communities with the most narcissists, by far, have to be the retro-gaming and game-collector communities; tied with the red-pill community for amount-of-people-I-would-never-be-caught-dead-associating-with.

Browse Twitter or Reddit for three seconds while the algorithm believes you’re interested in retro-gaming, and you’ll quickly realize: there are a lot of people who post pictures of their old TVs, bookshelves full of old computer games, and various console collections, many of which seem untouched. Unboxed NES collections. Rooms containing the entire Wii library with a Wii of every color, yes, even the ultra-rare light blue and red Wiis; collections worth anywhere between 10 to 50 thousand dollars, a cost that’s (apparently) worth 2 Reddit awards (whatever those are). There are even individuals who, in a thinly veiled attempt at modesty, will post their entire collection of unopened Final Fantasy games for the Switch; they gleefully emote, “Finally got the last one!” to their six thousand psychopathic followers.

While doom-scrolling past this apocalyptic consumerist hellscape, you may wonder to yourself – do they even play these games? How did they afford this? Where do they keep all this stuff? And if you’re (un)lucky enough, you may even see the occasional picture of four rare N64 cartridges with the caption of ‘which would you play first?’

image.png *Well, which would you play first?

News flash: They don’t care which game you would play first. All they care about is you seeing the post, liking it, sharing it, and commenting on it. Nothing else matters except the recognition. Look at the collection and observe how much time and money I spent (wasted) on this collection. Witness how cool and expansive my taste in games is. It’s not a mystery why every collector insists on showing every person they meet their collection, including their sister’s obviously-uninterested boyfriend.

The number of dumb games collected is directly proportional to the self-worth of the individual. The bookshelves filled with rare Custom-Robo or Ms Pac-Man games, tables adorned with classic consoles, and cabinets brimming with odd computer game peripherals are not about the games themselves – they’re about the collector’s ego. It’s about status within a social circle comprised entirely of terminally online weirdos.

Multiple studies and real-life examples have long confirmed that narcissists are far more likely to engage in status-seeking behaviors, which include acquiring luxury items, in order to project an image of success to their social circle. Like a millionaire buying mansions they don’t spend any time in. This behavior is not limited to “luxury” items; rather, it extends to any item that would impress one’s social circle. This tendency is particularly evident in the retro gaming community, and a quick scroll through Twitter or Reddit is enough to witness it firsthand. If you have a modest sum of money to spare and lack any real talent, the easiest way to gain recognition is by purchasing old plastic and taking pictures of it for online clout.

image.png *the retro gamer council convening to revoke my membership

In a community full of left-leaning individuals (including myself), it is incredibly ironic that collecting computer games is so prominent among computer gamers, especially considering how expensive, materialistic, and incredibly consumerist it is. However, it does make sense, as most of us, myself included, don’t possess much real talent; therefore, the more cool garbage we can show off online, the higher our self-esteem goes; perhaps that’s why the website you’re reading this on exists? I’m willing to admit: it’s a possibility.

In the world of retro-game-collecting, it is impossible to overlook the role of the ego in compelling collectors to accumulate opulent portfolios of eco-waste. This is the ultimate consumerist wet dream. A business model in which all your local game stores are based. Not only are we participating in a racket market that actively gouges individuals, but we’re also actively competing with other individuals to do so. And in many cases, the collector who doesn’t unbox the game, instead leaving it to languish on a shelf, is robbing someone who would actually purchase that same game for the purpose of playing it (you know, its intended purpose). Computer game collecting for the sake of computer game collecting is pure undistilled capitalism at its finest, fueled by egotism and insecurity: after all, if you have more plastic than the other person, you’re cooler, more sophisticated, you’re better than them – at least that’s what we trick ourselves into believing.

What is the difference between someone like Donald Trump, who is obsessed with amassing earthly wealth through luxury hotels filled with golden furniture, and a Redditor compelled to post their complete collection of Pokémon games on r/gamecollecting? Apart from having millions of dollars in real estate debt, there isn’t much of a difference. Both individuals are signaling their wealth through materialism, albeit to different social circles. At least gold can be melted down and reused, whereas computer games and consoles just end up in a landfill.

image.png *Can you spot the difference? I can’t

Of course, some narcissists are worse than others, with Donald Trump being one of the worst. We all exist on a gradient, with a little narcissism in each of us. However, it is important to recognize the origin of this desire to collect. If you have ever attended a garage sale with the intention of finding a box of old computer games that you will never play, and then proceeded to take pictures of those games to post them online with a caption that includes the word “haul” anywhere within the text, you might as well surrender your decent-person card because you are a full-blown narcissist.

So yeah, I emulated Romancing SaGa on a cheap Chinese handheld – who cares.

III, AESTHETICS or: All Build Up and Smiles

Romancing SaGa is one of those games that forum users like to praise in a “things were better back in my day” kind of way, which also implies, “I lack the ability for self-reflection and fail to realize that I am extremely biased by nostalgia.” The only plausible explanation for someone considering this their favorite game would be childhood hormones mixed with adderall. Plus, the English-speaking audience for this game is so small since it is a Japanese-only Super Famicom game, that any online loser claiming to have played it “back in the day” is most likely a liar seeking online clout by beating a now-dead horse. However, let’s suppose there is someone who genuinely considers Romancing SaGa their favorite game. How could that be? Let’s delve into this mystery a bit; perhaps we’ll uncover the truth (we won’t).

So, in an effort to uncover this mystery, let’s start with the good stuff. Firstly, the soundtrack: Kenji Ito returns as the primary composer for Romancing SaGa, taking the reins fully from Nobuo Uematsu. Kenji Ito’s first computer game composer gig was SaGa 2, and he has evolved into his own style here. Romancing SaGa’s soundtrack, while not the best SaGa soundtrack, establishes the unique sound of each game going forward.

In the time between Final Fantasy Adventure and Romancing SaGa, Kenji Ito developed his own personal style and established the SaGa style as a whole. This style is characterized by high-fantasy horn arrangements, melodic yet gloomily-erratic fanfares, hard pounding drums, and heavy basslines, creating a continuous build-up-like quality in every arrangement. These elements work almost too well within the realm of turn-based computer games, and Romancing SaGa’s soundtrack showcases Kenji Ito’s remarkable talent for composing truly great yet nuanced battle music that fits the genre perfectly; even if he can’t create a decent town or overworld theme to save his life.

image.png *David Bowie as the Goblin King, Kenji Ito, and David Sylvian of the 80s band Japan (respectively); all will become relevant in time.

Standout tracks include each battle theme, with the boss theme “Beat Them Up!” being a highlight. It features what I will refer to as the “Kenji Ito Build-Up.” This method starts the battle theme softly with a pulsing build-up, somehow accurately estimating the time it takes for you to input your first series of character actions. Then, it crescendos at the moment your characters start performing those actions, creating an exciting feeling of things “kicking up a notch” just as the attack animations begin.

In a (poor) attempt to illustrate this in writing, the first 10 seconds of “Beat Them Up!” consists of a down-tempo melodic horn arrangement with a repetitive bassline accompanied by a strong rhythm-section build-up, creating a steady rhythm mirroring the energy of a player inputting menu options. It then bursts into an erratic crescendo at the 17-second mark, coinciding with your characters playing out the inputs you just selected, and then returns to the build-up after 20 seconds of excitement, only to repeat.

The genius of Kenji Ito lies in his understanding of how battles play out, leaving the impression that he actually plays the games before making the soundtracks. As an example, it is evident that he intentionally made the boss theme build-up longer than the normal battle theme build-up, anticipating that players typically mash the confirmation button quickly for normal battles but need more time to carefully plan out their actions for boss battles. Hence, there is a longer build-up period for the boss arrangement when compared to the normal battle arrangement. While not always perfect, when it works, it really works. The moment you start a boss battle and hear that build-up, you know it’s about to get serious. Even if boss battles end up being brain-dead damage races with little-to-no strategy, Kenji Ito’s soundtrack makes the dumb stuff worth it sometimes.

Another positive aspect lies in Tomomi Kobayashi, a Japanese illustrator who had no prior experience in the computer game industry before Romancing SaGa. Yet, she ended up playing a significant role in the SaGa series by establishing the overall SaGa aesthetic going forward. Her contribution involved creating all the concept art for the series, shaping its visual identity. There are various stories surrounding her initial recruitment, but the general idea is that Square approached her after being impressed by one of her 1990 artbooks. Her shojo (“girls’ comics”) styled artwork a better fit for the new vision Akitoshi Kawazu had for the SaGa series, which moved away from science fiction and embraced a style or pure medieval fantasy, reminiscent of Lord of the Rings and Dungeons & Dragons.

Easily up there with legends like Yoshitaka Amano, whose almost psychedelic yet classically Japanese style artwork has captured the attention of Final Fantasy fans for ages, Tomomi Kobayashi’s work, equally unique and wondrous in its own right, often goes overlooked despite its beauty. One could argue that this is due to societal attitudes around gender in Japan, but it’s more likely because the SaGa series is not as popular as Final Fantasy, especially in my native land of trucks and guns.

image.png *smiles and frowns; Kobayashi and Amano

Tomomi Kobayashi’s artwork is swirling with watercolor busyness that somehow manages to be clearly interpretable even though a million things are going on at once; often vivid and full of warm colors with a sense of merriment even when the situation presented in the piece seems dire. While it can be easily compared to Yoshitaka Amano’s artwork, there is something more grounded and jubilant going on with Kobayashi’s work, in stark contrast to Amano’s colorful melancholy; two sides of the same coin; darkness to light. A clear illustration of this difference can be found in the faces of the characters themselves. In Amano artwork, one will rarely ever see a character smiling; the closest thing being a smirk or malicious grin, and the occasionally twisted, insanity-driven flash of teeth. On the other hand, Kobayashi’s work is overflowing with bright, bubbly smiles and confident, summer jubilance.

One gets the impression that, being new to the computer gaming artistry scene, Tomomi Kobayashi took after Amano, adopting his style due to the success of Final Fantasy, but putting her own spin on it. As such, SaGa’s art is more akin to David Bowie’s cheerful Berlin-Era album “Low” than his dark cocaine-fueled romp of “Station to Station”. It’s a weird comparison, but not so weird when you consider that many Japanese computer game characters are, memetically, modeled on David Bowie, even some of Kobayashi’s artwork. The emperor in the image above is clearly based on David Bowie’s Goblin King, or perhaps pop singer David Sylvian during Japan’s “Adolescent Sex” era (told you that picture would become relevant in time). I’m about to go off on an 80s pop music tangent, so I’ll quit while I’m ahead.

While not an uncommon practice, Akitoshi Kawazu described the characters of Romancing SaGa to Tomomi Kobayashi, who then illustrated them based on those descriptions. Similarly, Kazuko Shibuya, the graphic designer and sprite artist for Romancing SaGa (and all of the classic Final Fantasy games), followed a similar method. Shibuya and Kobayashi worked together to create the in-game character representations; this process contrasting with the one employed by Yoshitaka Amano, who, contrary to popular belief, did not design the characters for the Final Fantasy series; instead, it was Kazuko Shibuya and the writers who created the character designs, and Amano subsequently drew them based on Shibuya’s designs.

In the case of Romancing SaGa, Tomomi Kobayashi often took the lead in character design or collaborated directly with Kazuko Shibuya to develop the characters. This approach results in a more consistent portrayal of the characters between the concept art and the in-game sprite work, even though such consistency shouldn’t necessarily be an issue with either method; Amano is known for deviating from established designs, possibly due to creative differences or simple rebellion. This, however, is not the case with Romancing SaGa, which maintains almost one-to-one parity between concept art and sprite work.

image.png *Tomomi Kobayashi concept art compared to Kazuko Shibuya’s sprites; also Mime Bartz sprite from Final Fantasy V (bottom left) to illustrate just how similar both games look

While chainsaws and laser beams are all well and good, and frankly something I prefer over pure medieval fantasy, especially when the genre is spliced, the decision to replace the previous concept artist, Katsutoshi Fujioka, was likely a beneficial move. Not only do Tomomi Kobayashi’s works exhibit a significantly enhanced visual aesthetic compared to Fujioka’s previous contributions to the SaGa series, but the shift in artistic style also aligns well with the transition from science fiction to the Dungeons & Dragons fantasy setting.

The setting shift itself is fine (I guess) and works for Romancing SaGa, but ultimately, a continuation of the sci-fantasy genre mixing from the first three SaGa games would have been preferred. It’s something that won’t be revisited until the release of SaGa Frontier for the Sony PlayStation in 1997. The sci-fantasy setting is what set the SaGa series apart from other role-playing games of the time, and the shift to pure fantasy makes Romancing SaGa feel far more generic than previous SaGa titles, losing some of the series’ aesthetic magic.

And that’s an okay-ish segue into why this game just isn’t very good.

IV, VAPORWAVE or: Worse Than the Sum of Its Parts or: The Actual Analysis

To say that I had no idea what was going on while playing Romancing SaGa would be an understatement. My memory of playing the game is like a bootleg vaporwave track only found on YouTube, all swirly and vacuum-cleaner-esque; kind of like a My Bloody Valentine song but not good. Stuff just “happens” after wandering around for a few hours, with no real sense of direction or focus – a computer game that encourages exploration and chilling out, better suited as background entertainment; however, the game demands so much from you that you cannot treat it as background entertainment.

Romancing SaGa allows you to start the game as one of eight characters, each with their own introduction story. This introduction lasts about two to three hours and is unique for each character. This, in itself, is a creative innovation in the fairly linear story-telling medium of Japanese role-playing games at the time. But, it is only the first step. The game doesn’t really present the characters as separate characters; rather, they are more like nameless “classes” with unique sprites, and each story is very rudimentary, reminiscent of “my little brother’s first Dungeons & Dragons campaign.” I played a few of these introduction scenarios and eventually settled on Albert’s. He is, for all intents and purposes, the main character of the game, being the son of Lord Rudolf and the prince of Isthmus. His introduction scenario is to purge a local cave of monsters that are attacking Isthmus Keep. Truly riveting stuff.

The first thing you’ll notice when stepping outside of Isthmus Keep is the vibrant world; actual colors being a significant improvement over SaGa 2. This improvement is only natural considering that SaGa 2 was a Game Boy game. Yet, SaGa 2 still manages to look better in terms of overall presentation, despite its green-tinted Game Boy goofiness; the shading, shadows, and creative tilesets of SaGa 2 make Romancing SaGa seem like child’s play in comparison. One gets the impression that the developers were learning how to program for the Super Famicom as they were creating the game, and this is indeed the case, as Romancing SaGa is the first game Akitoshi Kawazu and his team worked on for the Super Famicom.

One would imagine that the graphical differences between SaGa 1 and 2 mirror those of Romancing SaGa 1 and 2, representing more of a “we know what we’re doing now” improvement rather than a graphical leap. Regardless of the excuses, Romancing SaGa looks and handles very similarly to Final Fantasy IV, a game that came out a year earlier, even using suspiciously-similar tilesets in some areas. This similarity is acceptable on its own since there’s no need to reinvent the wheel when starting out; however, there is an overwhelming sense of familiarity that begins to give the impression of an “off-brand” knockoff, contributing to the game’s overall bland presentation. If Final Fantasy IV is “Honey Nut Cheerios,” then Romancing SaGa is “Honey Nut O’s.”

image.png *Final Fantasy IV, Romancing SaGa, and SaGa 2 compared

The second thing you’ll notice after stepping out of the castle is the ridiculous number of monsters surrounding the walls of the keep. If you’re familiar with the previous SaGa games, you may find it intriguing to see the monsters moving about, seemingly tracking your every move even though they are behind a massive wall that they couldn’t possibly see through. This illustrates the first significant change from previous SaGa games: the absence of random encounters. Instead, monsters roam around on the map, and bumping into a monster sprite triggers a battle – something fans of the genre are all too familiar with in 2023, but this was an innovative idea for turn-based games in 1992.

In theory, this is really cool – the idea that, with the elimination of random encounters, players have more control over which battles to engage with. Chrono Trigger, released in 1995 (three years after Romancing SaGa), executed on-screen monsters very well. Unlike Chrono Trigger, which I find myself mentioning frequently in many of my articles, Romancing SaGa did not handle on-screen monsters well at all. In fact, it’s one of the worst aspects of Romancing SaGa and a primary reason why it’s such a frustrating computer game.

Maybe the developers thought that the removal of random encounters would facilitate laziness and result in underleveled characters, thereby making the game too difficult. Or, maybe the developers were simply sadistic individuals who intended to drive the unfortunate souls who paid 8,000 yen for this game in 1992 insane; after all, there is a monster lurking on nearly every tile of every map.

Monsters are ubiquitous, and narrow pathways are frequent. This leads to numerous “hell zone” situations where fighting multiple packs of monsters back to back is unavoidable. Entering a new room? Six monsters await just outside the door. Trying to leave that room because you don’t want to deal with that at the moment? Four monsters have huddled around the opposite side of the door. Entering a narrow one-tile-wide, twelve-tile-long hallway? Monsters have lined up on all twelve tiles. The main issue here is that every dungeon features narrow pathways that are designed, hopefully by accident, to render monsters unavoidable. This results in being forced to engage in back-to-back battles as the monsters position themselves in such a way that avoiding them is impossible. To top it off, monsters on the map move just as fast as you, and in some cases, faster, so good luck outrunning them.

Ultimately, you are fighting battles for what feels like an eternity before you get a break, which ends up being worse than any random encounter rate I have experienced in a Japanese role-playing computer game – and I’ve played a lot of them. Romancing SaGa’s monster-on-the-screen method defeats the purpose of eliminating random encounters because it ends up being worse in every way imaginable. There is nothing worse than seeing a line of six monsters, knowing you will have to battle each pack, bashing the action button over and over for the next ten minutes without any significant use of brain power, just to progress a few steps to do it again; and while this results in a lot of skill-ups, it’s just not fun – it’s suicidal.

And to make matters worse, dungeons are very big, often taking several hours to traverse. This is partially due to the influx of monsters, but also because the design of each dungeon is vast and maze-like. The tilesets often look so similar from one room to another that, after three back-to-back battles, you forget which direction you should be going and end up going the wrong way. This results in accidentally backtracking, wasting twenty minutes before realizing you’re heading in the wrong direction. And yes, monsters respawn, so all that backtracking provides more hell zone opportunities.

So yes, I broke my own rule: I got bored, yet I didn’t put the controller down.

image.png *two of many “hell zones”, areas you need to go highlighted in red; blocked up by monsters, each you will have to defeat, no exceptions.

The battle system is straightforward enough, picking up where SaGa 2 left off with some minor yet important changes. Battles take place on a 3×3 grid, which represents a front, middle, and back row. This system serves as a precursor to the complex formation systems used in later SaGa games and is itself an innovation on Final Fantasy’s front and back row system. SaGa simply adds a third middle row. You position your party members based on their roles, with melee fighters typically occupying the front row since the majority of weapons, aside from spears and bows, can only be used there. On the other hand, magic and certain special attacks can be utilized from any row; but it is generally preferable to place mages and polearm users in the middle or back row, as it keeps them out of arm’s length of monsters. Characters can also use a turn to reposition themselves in battle, which is something that comes in handy when monsters engage you from behind which breaks your set formation.

The battles themselves are more engaging than in previous SaGa titles, but not enjoyable enough to endure for thirty minutes straight without a break (which happens frequently). Like the SaGa games that came before it, Romancing SaGa utilizes a basic turn-based system, with certain special attacks and spells influencing turn order. There’s nothing revolutionary here, and the battle animations themselves are a bit slower than they should be, or perhaps modern re-releases of classic role-playing computer games have spoiled me with their ever-present “speed up” functions, which Romancing SaGa would have benefited from.

Considering that I played Romancing SaGa on an emulator, I could have used the emulator’s native speed-up functions. However, emulator speed-up is not great: the music speeds up, and the gameplay becomes choppy – it’s just not ideal. So, I ended up playing the game without speeding it up at all, experiencing it in the way the developers intended. Initially, it felt painfully slow, but like all unpleasant things in life, one eventually reaches a state of homeostasis. That does not excuse the slowness, however, which is real and jarring since Romancing SaGa doesn’t even include a simple “run” option, making the default speed of movement a very leisurely walk.

Battle strategies themselves are reminiscent of SaGa 2, meaning there isn’t much strategy at all, with the only exception being the final boss. A typical normal encounter consists of three to five monsters, each with their own various tricks, but essentially ends up being a simple damage race. If you outspeed the monsters and attack first, and you’re not severely under-leveled (which is basically impossible thanks to all the monsters), you’ll defeat the enemies before they defeat you. Magic helps with this, as it is slightly overpowered early on, being one of the few means of damage to multiple monsters at once; however, weapons eventually unlock powerful attacks that do similar area damage at a much higher rate, making physical weapons and bows the far superior choice when it comes to dealing damage later on; a big difference from previous SaGa titles where magic ruled over all.

image.png *Red dragon battle; notice the characters lined up in rows and the awesome sprite work on the drago

Tangentially related, let’s talk about character progression. Romancing SaGa, unlike SaGa 3, returns to its roots by utilizing a skill-up system where your characters’ actions in battle determine their proficiencies. An Akitoshi Kawazu signature. Similar to mutants and humans in SaGa 2, if your characters use physical attacks frequently, their strength will increase frequently. Conversely, if you have them use magic often, their intelligence will increase more often. Stats also increase randomly after battles to ensure no character is completely underpowered, maintaining a semblance of balance; however, the specialized nature of “using lots of magic makes you better at magic” is very apparent, particularly in the end-game when your characters are masters at what they have consistently used throughout the game.

One major difference that Romancing SaGa pioneered, and something that has remained a staple in the series ever since, is the weapon proficiency system; representing a natural evolution of the skill-up system, where not only do individual stats improve based on your actions, but the weapons used also gain skill-ups. This means that your characters become more effective with the weapons they use most and unlock new special skills after every couple of weapon skill-ups.

This weapon skill-up system is still in its nascent stage, as skill-ups only pertain to individual weapons rather than groups of weapons. For instance, leveling up an Iron Sword to its maximum proficiency will allow your character to deal significant damage with that specific Iron Sword and unlock special attacks for use with that specific Iron Sword. However, if you come across a more powerful sword, you must level it up separately. The proficiency level achieved with the Iron Sword does not “carry over,” despite the fact that both fall into the sword category.

Additionally, if you accidentally unequip the Iron Sword, you will lose all the proficiency levels you gained with that Iron Sword, and you’ll have to start over. The game appears to have no memory of the characters’ specific levels with specific weapons, wiping the slate clean every time a weapon is unequipped. These quirks may lead one to think that additional grinding is necessary to “catch up” every time a new weapon is found, but that’s not really the case; due to the excessive amount of encounters, grinding isn’t an issue.

Personally, I only had to grind once at the end of the game to level up the final sword, the Left-Handed Sword, for Albert. The rest of the weapon leveling handled itself through the unavoidable and mind-numbingly infuriating endless battles found every step of your adventure.

image.png *skilling up after winning a battle; weapons skill up in the same way

Curiously, some of the weapon skills just don’t work, which is a recurring theme in Romancing SaGa, a game often regarded as “incomplete.” For instance, the skill “Dragon Slayer” for the Iron Sword only inflicts 1 damage and fails to slay dragons; a comprehensive GameFAQ guide written by Fox73 mentions that it is “bugged” and “does not work as intended,” statements I encountered multiple times in various guides.

Unlocking and using unique special attacks is a highlight, but there are only two types of attacks that actually matter: powerful single-target attacks and powerful area attacks. Multiple skills just aren’t useful because they don’t fulfill either of these roles. This contributes to the “damage race” nature of combat, especially considering that status effects and stat buffs are more beneficial for the enemies you face than for yourself, since status effects rarely land on enemies.

Additionally, since weapon skills have usage limits, you will often find yourself resorting to using only normal attacks throughout a dungeon crawl to conserve weapon skills. There are simply too many encounters to utilize your best skills throughout the entire dungeon, and you don’t want to get stuck without weapon skills when facing a dungeon boss.

In Romancing SaGa, every boss essentially becomes a damage race, where you need to spam your hardest-hitting attacks before the boss strikes you. If executed correctly, the majority of bosses can be defeated in one to two turns. However, if executed incorrectly or if you find yourself with few weapon skills left, you can easily get stuck in a cycle of reloading saves, trapped in a frustrating loop of attempting to defeat the boss only to be defeated repeatedly, the dreaded savestate ouroboros.

Counter-intuitively, despite the game containing spells like “quicken” and other status-buffing spells, using these during a boss fight typically results in death after the first turn; this is because many late-game bosses can kill any character in one to two hits, regardless of their skill level. Of course, you could have your back-row mages cast buffing spells, but then they wouldn’t be dealing any damage, which ensures the boss survives longer, which ensures the boss wipes out your party.

If I’m making Romancing SaGa sound like a difficult game, let me assure you: it’s not. Due to the frequent and monotonous battles, you will find yourself overpowered for most of the game; able to effortlessly tear through normal encounters and most bosses as long as you use your strongest attacks consistently and never deviate. This gets old quickly. In fact, the only boss that presented a challenge, aside from one where I ran out of weapon skills prior to the battle (due to my own poor decisions), was the final boss; and while this is how it should be in role-playing games, even the final boss was a glorified damage race, albeit a slightly more strategic one that required creative use of healing magic and a lot of trial-and-error.

image.png *What happens when you get to the boss without any weapon skill uses left and a previous save file that would erase three hours of play; this boss took me 20+ reloads to defeat, finally getting lucky on the final try with a low-success rate 1-hit kill spell with 1 charge left.

For the second time, I had no idea what was going on in Romancing SaGa. If you were to ask me what happened between the intro and the defeat of the final boss, I wouldn’t be able to tell you much. Something definitely happened because I did a lot of stuff, but the haphazard narrative progression system, while aiming to make each playthrough unique, ends up causing more confusion than anything remotely enjoyable or coherent.

Romancing SaGa utilizes what Akitoshi Kawazu calls a “free scenario system” to advance the story. Essentially, random events occur at random times, and you just have to go along with it – not really the case but that’s what it can feel like. The system operates by employing a hidden “battle counter” that keeps track of the number of battles you’ve fought. At certain thresholds, different scenarios can be accessed. For instance, the “Knights of Mirsaburg” scenario, which involves assisting two knights in defeating monsters, can only be done very early in the game and is only available if you have completed fewer than thirty or so battles. Once you exceed this number, the scenario is lost forever. Some of these scenarios lead to unlocking other scenarios later in the game, with “Knights of Mirsaburg” being one of them; therefore, if you miss it, you miss out on two additional scenarios and the opportunity to recruit a specific character by completing those scenarios.

Like the bugged weapon skills, there are a number of scenarios that you can start but inadvertently lock yourself out of completing. Some scenarios can be started despite already meeting the prerequisites to lock yourself out of completion; jury is out on if this was by design or a development oversight. One such scenario is the Elder Dragon quest-chain that involves gathering relics for each legendary dragon in the game. If you fail to recruit a certain character early on, an area where you gather one of these relics will never be unlocked, rendering the relic unobtainable; as such, you were doomed before you even started.

Some scenarios are undeniably unfinished, like the “Island of Evil” scenario, where you ascend a tower to rescue kidnapped sailors. Upon reaching the tower’s summit, the kidnapper casually dismisses you, making a swift escape through the window, leaving you with no meaningful reward except for the skill-ups acquired along the way. This peculiar occurrence unsettled me to such an extent that I promptly resorted to online research, fearing that I had made a crucial error at some point. To my surprise (actually not that surprising), the very same guide I consulted for the glitched Dragon Slayer skill confirmed that the scenario had never been fully completed during development, thus dooming the unfortunate sailors to perpetual captivity.

image.png *boss at the top of the tower on the Island of Evil; climbs out the window shortly after this interaction

True to the enigmatic SaGa style, the game doesn’t explain any of the scenario systems to you. Instead, it relies on you talking to every NPC you encounter, many of whom will subtly hint at the existence of these scenarios if you meet the battle counter requirements. This vague progression system leads to a distinct experience with each playthrough; and since character recruitment and story progression are intertwined with this unique system, every player’s save file is likely to be significantly different. Thus, Romancing SaGa earns a high score on the “Save File Test,” a test I created a few weeks ago and extensively discussed in my article on Final Fantasy Legend III. This test doesn’t provide any real insight other than being a good indicator that the game you’re playing is not Crash Bandicoot.

In this way, Romancing SaGa feels somewhat like a 1992 Japanese role-playing version of the Elder Scrolls, just without the extensive character customization or depth of choices found in that series. Often, after completing a scenario, you find yourself lost, wandering from town to town in an attempt to figure out what to do next, only to be approached by a random NPC who informs you that King Thoedore has gone mad and suggests you investigate; one can imagine a mini-map and quest compass appearing after speaking with such an NPC, but Romancing SaGa lacks such features – which is undoubtedly a good thing.

There’s a sense of randomness present in Romancing SaGa, and a feeling that everything is a side quest, without a cohesive narrative in sight; reminiscent of Daggerfall, particularly if you ignore the main questlines and simply wander through all the similar-looking towns, talking to people in the hopes of finding something to do. Some players may enjoy this style, but a game like Daggerfall executes it much better, as there’s almost always something to do, even if it’s partially randomly generated content. Romancing SaGa, on the other hand, lacks randomly generated content and instead relies on hand-crafted content; a good thing, but not when there’s a disappointingly small amount of content, and what is there tends to be more melatonin than caffeine; out of the thirty or so scenarios more than twenty of them are about clearing monsters out of caves.

If only I could make Baby Arthur play Romancing SaGa, maybe he would get some real deep sleep. The most exciting scenario I completed involved being awakened in an inn by an assassin attempting to murder me in my sleep, only to discover that I was wanted by the assassin’s guild (or something) and had to defeat them; the Elder Scrolls did this same questline ten years later in Morrowind – a random fact that doesn’t add much to the article.

image.png *marked for death by the Assassin’s Guild, or something; kudos to Eien Ni Hen for the great translation work

Romancing SaGa’s story can be summed up in about one sentence: you inhabit a world called Mardias and you have to stop an evil god named Saurin from returning to the world. There’s no cohesive overarching plot beyond this, and no real mystery to uncover. Romancing SaGa is sparse; nothing to write home about; nothing to write here about, really, but I continue to type – why?

Anyways, you encounter a minstrel in every town; sometimes this minstrel provides hints, but mostly he just asks if you want to hear a cool song and changes the background music to one of Kenji Ito’s boring town themes if you say yes. At a certain point, however, when you have completed an arbitrary number of scenarios, the minstrel (spoilers for a 30-year-old computer game) reveals himself to be the God of Light (or something), the mortal enemy of Saurin, and opens the path to the final dungeon. The path he puts you on is determined by your actions throughout the game; with certain good deeds earning hidden “charity points,” and negative actions earning “evil points.”

Depending on the accumulation of these points, you will be set on a good, neutral, or evil path. There are only a few scenarios that grant these points, through extremely obvious or extremely ambiguous dialogue options; and in true old-school computer game fashion, each path locks you out of powerful equipment, and with no “new game plus” option (a feature that probably didn’t exist in any game at that time), there’s no way to obtain all equipment in one playthrough, which is more of a simple fact than a negative drawback.

image.png *Hmm, I wonder which option would award evil points?

The “free scenario system” and different endings draw significant inspiration from Dungeons & Dragons in their structure, as the randomness of events often feels like an invisible dungeon master pulling the strings on your adventure. It is evident that Akitoshi Kawazu aimed to create a Dungeons & Dragons style game that would also resonate with Japanese audiences, who were more enamored with the Final Fantasy and Dragon Quest series than western tabletop games; and as a result, we have a Japanese computer game with several partially developed D&D-inspired ideas yet bearing a stronger resemblance to early Final Fantasy games. Although half-baked in execution, these ideas served as precursors to more refined and fleshed-out concepts found in later SaGa games.

When all of these elements combine, the whole package is something akin to a computer game. Not a very good computer game, but a computer game nonetheless. A computer game that is worse than the sum of its parts; like vaporwave, just listen to the stuff that inspired it instead.

V, CONCLUSION or: The End of an Era

Last week, I had seven WebEx conferences, five Microsoft Teams meetings, and two Zoom calls. I created four quotes, composed eighty-three emails, boiled five bowls of ramen, and bought two boxes of cheap wine.

That’s because no one has killed me yet, so I’m back at work. This article took longer than normal because of that. I started writing this a day before my impending return to work and finished it a week later. I haven’t played any computer games during that time.

It’s funny how quickly six weeks go by when you have nothing to stress about. Six weeks at work feel like six years, whereas my parental leave felt like two days, reminiscent of summer breaks during childhood. At the time, especially in the early stages, it seemed as if I had an infinite amount of time before I had to return to work, but in hindsight, it slipped away faster than a shooting star. It slipped into a nostalgic place in my mind, destined to resurface in fleeting moments of feelings, smells, and sounds that briefly remind me of that short era where diaper changes and baby pats were all that mattered. Perhaps playing Romancing SaGa a year from now will transport me back to that place, but for now, it remains lost in time – the end of an era. The divine comedy starts anew, and the ouroboros continues to consume itself.

That’s not to say my life is terrible. It’s fine. Sometimes, it’s even really good. It’s just that I have to do things I hate to get to the good parts. Those things I hate enable me to sit around for hours at a time and play thirty-year-old computer games on cheap Chinese handhelds while bouncing a baby on my knee. And yes, I’m aware of how immature all of this sounds. My father always told me that I have to do things I don’t like in life, and I’m sure his father told him the same thing. I even tell my own daughter this. But it’s my blog, and I will cry if I want to.

image.gif *somehow Square captured the vaporwave aesthetic thirty years before its inception

So, if given the choice, would I choose Romancing SaGa over work? Absolutely. Would I choose any other computer game over Romancing SaGa? Also, absolutely.

Romancing SaGa is best admired from afar: through art books, fan-sites, and this article, for starters. Perhaps watching a longplay. While it has an excellent soundtrack, fantastic art direction, and much-improved battle mechanics compared to its predecessors, it can also be frustrating, backward, and almost as tedious as writing about subpar computer games.

It is frustrating due to the overwhelming number of unavoidable battles that can lead to hair loss. It is backward because of the strange scenario system that constantly makes you second-guess your actions while wandering around in a confused stupor. And it is tedious due to my inability to think of another adjective and lazily using a synonym for the word “frustrating,” and also because of the overwhelming amount of unavoidable battles.

Really, the battles are what make this game so frustrating. If only I didn’t have to fight something every step; and while the battle system is better than the Game Boy SaGa games, too much of a good thing is a bad thing. The free scenario system, while adding a layer of uniqueness to each playthrough, is more akin to a chicken running around with its head cut off than to an engaging storytelling vehicle, often resulting in accidentally missing a lot of the better content that the game has to offer.

Romancing SaGa sabotages itself.

But things aren’t all bad. The large number of playable characters, weapon skill system, soundtrack, and overall art direction elevate this otherwise poor computer game to something beyond truly bad vaporwave. Many of the gameplay systems present in Romancing SaGa will be refined in future SaGa games, all of which are much better than this game.

A much more complete version of Romancing SaGa is available on the Wonderswan Color, which is the recommended way to experience a close-to-original version of the game. However, it’s worth noting that no English translation is available for that version. There’s also the remake, Romancing SaGa: Minstrel Song, a modern retelling of the game with enhanced gameplay and graphics, although only vaguely reminiscent of the original.

Would I recommend playing Romancing SaGa? If you’ve read this article, then you already know the answer: no, I would not. After a thirty-hour playthrough, the most rewarding thing the game can offer you is the credits screen and more free time to play a better game.

Don’t be like me. If you get bored, put the controller down and play something else. Life is too short, and you have to go back to work.


(originally published 6/11/2023)

#ComputerGames #RomancingSaGa #Review

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I. Prelude to Pedantry

Final Fantasy Legend III is a computer game. It possesses computer-game-like qualities and does things typically associated with computer games. It contains some of the same tropes one might expect to find in computer games, particularly ones of the role-playing variety and especially those released on the Game Boy in the ’90s; complete with green-tint and bite-sized gameplay best characterized as “bite-sized gameplay”, something I can’t (won’t) extrapolate on in this paragraph.

If it seems like I’m biding my time or beating around the bush, that may (or may not) be because I am. Maybe I just want to drink wine and play something that distracts me to the point where I don’t think about my mortgage, or maybe I simply don’t want to write about Final Fantasy Legend III. This mystery, and more, will be explored in detail throughout this collection of words – if I feel like it. Maybe I will gloss over the existential crisis bit entirely, maybe I won’t. Maybe I’ll gaslight you into believing that I never mentioned it at all, a magical feat considering the words are right here in all their (faded) glory. Either way, you will get what you came for, an article of some sort about a niche computer game for the Game Boy.

Developed by Square and released in 1991 in Japan as The Ruler of Time and Space ~ SaGa3 [Final Chapter], and released in North America two years later as Final Fantasy Legend III; the same year as Haddaway’s hit song ‘What is Love’ and William Gibson’s novel ‘Virtual Light,’ both completely unrelated; although Gibson could be credited with a modicum of influence on the SaGa series with his cyberpunk-grandfathery, and ‘What is Love’ is a funny, if overplayed, song that personifies going to the movies with your parents in ’93, perhaps with a Game Boy in the backseat, perhaps with Final Fantasy Legend III inserted in the cartridge slot of that Game Boy, and perhaps with your parents arguing about stopping at the Dollar Store for candy before heading to the theater. Whatever the case, it’s more likely you wanted to stay home since Gunstar Heroes was released that same year, and you would rather just play some Funstar (not a typo).

saga-3-boxart.png *Penguin publishing cover art for William Gibson’s “Virtual Light”, SaGa 3 box art, Red from Gunstar Heroes and Haddaway’s “What is Love” single

Gunstar Heroes, a game completely unlike Final Fantasy Legend III and not the subject of this article, was developed by Treasure, a developer that has gone down in computer game history as one of the most celebrated for run-and-gun platform shooters. Every game Treasure puts out is met with widespread praise – yes, even their McDonald’s commissioned fast-food platformer, McDonald’s Treasure Land Adventure – Masato Maegawa, the producer of Gunstar Heroes and the aforementioned Hamburglar game, is revered in the Sega fandom almost as much as Hironobu Sakaguchi in the Final Fantasy fandom.

As fans, we tend to gravitate toward the meteoric figures involved in a game’s development, typically the concept-people, “idea guys”: the directors and producers. We raise these individuals to celebrity status and treat them with 13th-century-BC-peasant-levels of Zeus idolatry. However, these “gods of gaming” had a whole team of people who brought their vision to life – the programmers, those who painstakingly keyed and clicked out the pixels, made the music play at the right time, and all around ensured the game wasn’t an unplayable mess. Despite this, in almost every medium, an “ideas guy” garners far more recognition than those who made their ideas possible to begin with. Hideo Kojima, Steve Jobs, Elon Musk, Shigeru Miyamoto, Will Wright, the list goes on. But why do we do this? Well the answer is simple: Final Fantasy Legend III.

It should be noted that, especially in Japanese game development, these “idea guys” often moved up the ladder by proving themselves; many went to university for something games-adjacent, and most programmed for other games before they became directors. Many directors and producers help with the nitty-gritty programming of their own game as well. Akitoshi Kawazu, creator of the SaGa series, is one such person. What I’m trying to convey is, these people are not without technical game-smithing talent; however, the point stands: we throw their names around far more than the traditional programmers involved with a game’s creation. I include this paragraph out of fear of being attacked online by someone who knows far more about their gaming-heroes than I do (please don’t hurt me).

credits.png *out of respect for the brave souls messing with the 1s and 0s; full endgame credits roll for Final Fantasy Legend III, played upon defeating the final boss

Development of Final Fantasy Legend III was handled by an entirely different team at Square than the previous two titles, Square’s Osaka Department; a new development team that later went on to spearhead Final Fantasy Mystic Quest. Akitoshi Kawazu, the “ideas guy” behind the SaGa series, was preoccupied with the development of Romancing SaGa for the Super Famicom. Consequently, the responsibility for Final Fantasy Legend III fell into the hands of a new “ideas guys” named Kouzi Ide and Chihiro Fujioka, the latter primarily recognized as a composer for their work on Earthbound. While Fujioka also contributed to the game’s music, the primary composer was a newcomer named Ryuji Sasai. Among the previous SaGa team members, the only returning member was Katsutoshi Fujioka, concept artist who helped establish the series’ science-fantasy and occasional-cyberpunky aesthetic.

The resulting game is one that – while competent and complete – is not a SaGa game. The vision was lost somewhere in the handoff between Akitoshi Kawazu and the Osaka Department. Without Kawazu to guide the game’s direction, it spiraled out of control and morphed into something entirely non-SaGa-like; more akin to a Final Fantasy game than a SaGa game, something Kawazu was clearly trying to avoid from the beginning. One gets the impression that Kouzi Ide was given the SaGa handbook but didn’t bother to read it; at best, he might have skimmed a few pages.

William Gibson wrote in his novel Neuromancer, “Cliches became cliches for a reason; that they usually hold at least a modicum of truth, and the following cliche is truer than most: You can’t know where you’re going if you don’t know where you’ve been.” I had an art teacher in highschool tell me something similar. I was a rebellious kid and fancied myself an artist of sorts, also a writer and a musician; hell, I was in a “band” with the only other writer on this site (“band” in quotes because we were awful primarily because I wasn’t a musician). I considered myself an overall genius at everything; with the perfect excuse if I failed at anything: I just “wasn’t trying very hard” or “didn’t care”; but I could do it, and I could do it better than you if I actually applied myself, or so I believed.

Around that time, I was interested in the “dada” or “anti-art” movement; a concept that questions the true meaning of art, denies the accepted definitions of what constitutes art, and rebels against the perceived pretensions of modern art. In this way, “anti-art” is the most pretentious of all artistic philosophies, an irony lost on my high school self. Hindsight being perfect vision, the idea of taking a picture of a toilet and being praised for it was appealing to me, in a clearly narcissistic and lazy way. So, when the teacher assigned a project to paint a picture of a house in black and white as an exercise in shading, I painted the most gaudy and colorful house I could possibly paint. I turned in that assignment, thinking I was the coolest person on the planet.

toilet.png *Marcel Duchamp Fountain, 1917; seminal work of “dada” art movement

Needless to say, the teacher failed me and told me something I didn’t care for at the time: “you can’t break the rules if you don’t know the rules to begin with.” Shortly after, I learned even the most famous “anti-art” artists knew how to draw a realistic person in perfect detail. They were artists and they knew what they were doing. They mastered the rules so they could break the rules. I, on the other hand, was skipping a step. I was a fraud.

All of this serves a purpose: the new creative team behind Final Fantasy Legend III broke the rules established by SaGa creator Akitoshi Kawazu, but they did so without fully understanding those rules. What we end up with is an ambitious title lacking the SaGa-soul, which is obviously crucial for a SaGa game. This is precisely why “idea guys” achieve celebrity status, particularly in the realm of Japanese computer games. Their ideas are so deeply ingrained and realized in their work that their absence is keenly felt. The best directors leave a piece of themselves in their work that is almost impossible to replicate without a true understanding of their vision.

II. Anyways, Let’s Talk About Chrono Trigger

Final Fantasy Legend III follows a group of adolescent adventurers led by a spiky-haired boy as they embark on a quest to prevent the destruction of their world by a Lovecraftian cosmic horror. On this quest, they discover a palace housing a jet-like craft that allows them to travel through time. Our heroes repair and use this vehicle to influence past and future events in an effort to subvert the destruction of their world, making friends and enemies along the way; and no, this is not a retelling of the plot of Chrono Trigger with the names swapped out. Final Fantasy Legend III predates Chrono Trigger by almost four years.

In Chrono Trigger, we control a red-haired teenager creatively named Crono; a silent protagonist who serves more as a player insert than a fleshed out character. In Final Fantasy Legend III you play as Arthur, a brunette boy from the future, sent back in time to save the world. Coincidentally, my son’s name is Arthur; actually, this is not so much a coincidence as it’s the only correct name to give the protagonist of any role-playing game – King Arthur did wield Excalibur after all – meaning most developers have really dropped the ball in this regard; for example, Tidus? Half of the world’s population can’t even pronounce the name Tidus properly. Arthur is a far better choice and any half decent writer knows this.

trigger.png *cast of Chrono Trigger, drawn by Akira Toriyama; a much better cast of characters than those found in Final Fantasy Legend III

Tangent aside, Final Fantasy Legend III sets itself apart from previous SaGa games by introducing a fixed cast of characters, each possessing unique names, races, and other typical default attributes one may expect to find in a role-playing computer game. These characters include Arthur and Sharon, both of whom are humans. Sharon’s unrequited crush on Arthur is hinted at through a single line of dialogue at the outset of the game, but oddly never explored further, even in post-game credit scenes where you would expect something like this to be expanded on in older games (like a shot of Arthur and Sharon living together in a town or something). The last two characters are Curtis and Gloria, mutants who have almost no dialogue worth mentioning at any point in the game. As such, if Sharon, Curtis, and Gloria were replaced with player-created characters, there would be no impact on the plot whatsoever; ultimately, Arthur is the only necessary piece for the plot to play out in its intended fashion.

This change is where we begin to witness Osaka Department deviating from the established SaGa rules and basically losing the plot entirely. With the inclusion of predetermined characters, the sense of crafting your own unique party is gone, a fundamental element of the Game Boy SaGa games that has been lost in the ether. You are forced to live out the developer’s fantasy instead of your own. In this regard, Final Fantasy Legend III bears a stronger resemblance to a Final Fantasy title rather than a SaGa title. Moreover, considering the limited depth of each character’s personality and lack of important dialogue, it falls short of achieving even a hint of Final Fantasy’s character driven goodness.

trigger.png *cast of Final Fantasy Legend III; Arthur, Curtis, Gloria, and Sharon, respectively; original concept art compared with Americanized NA manual art

In Chrono Trigger, you have Lavos, and in Final Fantasy Legend III, there’s Xagor – an evil being hailing from Pureland, a beautiful world inhabited by monsters. Instead of completely obliterating our hero’s world with his tremendous power, Xagor devises a brilliant plan: summon a colossal jar of water in the sky that unleashes an endless torrent, flooding the land. The inhabitants of the hero’s world aptly name this water-filled jar the Pureland Water Entity (a name that passes the on computer games “rule of cool” test for its stating-the-obvious-mysteriousness). This flooding process is very slow, spanning generations, as evidenced by our time-traveling escapades. Xagor’s flooding scheme is similar to a James Bond villain securing Bond to a chair, poised before a crossbow triggered by a taut string slowly burning under a flickering candle flame, affording our heroes ample time to devise a solution to the problem; in other words, it’s dumb, but also cool.

The solution to the problem is, of course, time travel. In Chrono Trigger, there was the time machine Epoch, and in Final Fantasy Legend III, there’s Talon. Both serve as main fixtures in the hero’s journey for both games, functioning as hubs of sorts and later as vehicles to travel the world. Utilizing the timeship Talon, our heroes embark on a journey through three distinct time periods in an effort to stop Xagor and the Pureland Water Entity. These three time periods serve as separate worlds, reminiscent of the worlds found in SaGa 1 and 2, although lacking the same level of creativity. They can be compared to the last Christmas gift your grandma gave you (likely socks), although my grandma once gifted me Quiet Riot’s album “Mental Health” on vinyl, which, admittedly, is cooler than most gifts but not an album I would ever admit listening to.

Unlike Chrono Trigger, which encompasses multiple time periods ranging from prehistoric to end of the world, Final Fantasy Legend III’s time periods range from last week to Mom’s next birthday. The characters encountered throughout each time period remain the same, albeit at different stages of their lives, and the world’s scenery undergoes minimal changes between time jumps, except for the gradual increase in water levels caused by the Pureland Water Entity, this is especially apparent in the future where the world is more waterful than Pokemon Ruby and Sapphire (“waterful” being the third word I’ve made up for this article so far, a practice I plan to continue as long as it sounds good).

pureland water entity *Pureland Water Entity and world map of Final Fantasy Legend III, per the Game Boy manual; see the Pureland Water Entity in the far right

This lack of worlds, specifically lack of unique worlds, illustrates another miss by Kouzi Ide and his team; simply adding time travel to your game doesn’t make up for a lack of creative world-building. In SaGa 1, you traveled through a post-apocalyptic world while being chased by a giant flame bird. In SaGa 2, you went to Edo era Japan, stopped a literal banana racket, then fought a demonic shogun on a roof with a crescent moon backdrop. In SaGa 3, you go to your world in the future and there’s a bit more water and your grandma dies of old age.

The primary objective of most time travel in the game is to acquire new units for your timeship, Talon. These units grant Talon various powers and weapons. For instance, there is a unit that enables travel to the future and another that allows travel to the past. As such, these units serve a similar plot progressing function as magi in SaGa 2. Consequently, the progression unfolds as follows: begin in the present time (although the notion of a fixed “present” is dumb and arbitrary, considering any moment experienced is inherently the present, ok, taking off my redditor hat now), locate the unit for “future” to enable travel to the future, find the unit for “past” within the future to facilitate travel to the past, and ultimately, discover the unit for “Pureland,” enabling our heroes to journey directly to Pureland and confront Xagor head-on. The sequence of these events may be incorrect as the time periods in Final Fantasy Legend III end up feeling samey and boring; idea being cooler than execution, much like a highschool crush. In fact, you jump back and forth so much early on in the game that it almost feels like you’re not time traveling at all.

Oh yeah, you also go to a floating island and the underworld at one point, both highlights in an otherwise bland adventure.

Towards the endgame, it is revealed that our timeship, Talon, is actually built around a human brain. The impression conveyed is that the timeship consists of a blend of metal, wibbly-wobbly-timey-wimey stuff, and a human brain integrated into the hardware, as suggested by in-game text. This revelation raises intriguing implications. Just imagine, trapped within a hunk of metal, manipulated by kids who use you as a tool for their heroic play, silently witnessing the weird-kid-things kids do when they believe no one is watching – enough to drive anyone insane. If I were tasked with creating the sequel to this game, it would revolve around Talon subjecting these kids to brutal torture, locking them inside its metal body and forcing them to kill each other, only to rewind time and make them do it again. The title of this sequel would be “Final Fantasy Legend IV: I Have No Fun and I Must Scream.”

As I typed the previous paragraph, I found myself nervously pondering my own mental state, considering I have two kids of my own – let’s just attribute it to edginess and move on.

In actuality, Talon is the coolest character in the game. As previously mentioned, it is revealed that Talon was created using a human brain. Throughout the game, Talon unexpectedly takes independent action at crucial moments to assist Arthur. Incorporating this concept into the gameplay, once you acquire a specific unit and install it in Talon, you gain the ability to fly Talon across any world map and when encountering random foes while riding Talon, it immediately initiates its weapon systems and attacks the enemy before your first turn, often eliminating the enemy outright without any input from the player.

In the final dungeon, Talon emerges out of nowhere and blasts a hole in an obstacle, enabling your progress; and in one of the most remarkable instances of Game Boy storytelling I’ve ever experienced, during the final boss battle, when all hope seems lost, you hear a loud Game Boy soundchip buzz – it’s Talon, swooping in, firing its cannons at the boss. Talon continues its assault on the boss for the rest of the battle.

talon *concept art of Talon found in Final Fantasy Legend III’s Game Boy manual; alongside Talon’s in-game sprite

The player gets the impression that Talon is its own character, capable of independent thought and deeply invested in aiding the heroes in achieving their objectives; and the player is right, as it turns out that Talon is Arthur’s father, who embarked on a quest to defeat Xagor but was ultimately defeated. His body was salvaged, and his brain was transplanted into Talon – Arthur’s father was with him the whole time.

Before the credits roll, you revive Arthur’s father using science (or magic), and he asks for the name of the hero who saved him, to which Arthur provides. Arthur’s father then states, “That’s a good name. I think I’ll name my son after you.”

But hold on, because this is where things get complicated.

III. Time Travel and Causality Loops

If I were the writer of Final Fantasy Legend III, the aforementioned plot summary would only be Chapter 1. The rest of the story would involve correcting the universe-shattering causality paradoxes caused by what just happened.

Let’s start from the beginning. Two young men named Jupiah and Borgin travel to Pureland to confront Xagor. They are defeated, and Borgin manages to escape. Jupiah’s body is salvaged, and his brain is transplanted into a time machine called Talon. Using Talon, Borgin sends Jupiah’s son, Arthur, back to a time period before his birth in order to prevent the destruction of the world. Arthur, after a series of heroic adventures, eventually triumphs over Xagor in Pureland. As a final act of heroism, Arthur restores Jupiah to human form thereby allowing Jupiah to live out the remainder of his life in peace. Jupiah, feeling grateful to the hero who saved him, decides to name his future son after this hero. Presumably, at some point after these events, Jupiah meets a woman, and they have a child named Arthur.

All of this checks out until we introduce the fact that Arthur is Jupiah’s son. This is where things start to become complicated.

It is assumed that Arthur was born during a time of peace before (or maybe after?) the appearance of the Pureland Water Entity, which initiated the flooding of the world. When the Pureland Water Entity emerges, Jupiah is motivated to defeat Xagor to stop the flooding, but unfortunately, he fails. However, Jupiah’s son arrives from the future and rescues him. Jupiah then proceeds to meet a woman and eventually they have a child. Jupiah names this child Arthur, in honor of the hero who saved him – unbeknownst to him, this hero is actually his own son from the future, Arthur.

junpiah *the paradox begins

This raises two primary questions. The first question is, where did the name Arthur come from? It is illogical for someone to be the cause of their own birth or naming. To put it simply, it would be akin to me traveling back in time before my own birth and instructing my father to name me Forrest. By doing so, I would essentially be naming myself. However, if I had not already been named Forrest without my own intervention, how could I possibly go back in time and suggest that particular name?

In essence, this represents a form of causality loop known as the bootstrap paradox, also referred to as a predestination paradox. It entails a temporal loop in time travel where one event triggers a second event, which was in fact the cause of the first event. This creates an illogical and unsolvable loop, a paradox. In the case of Final Fantasy Legend III, Arthur’s birth serves as the first event, while Arthur saving his father’s life serves as the second event. The second event causes the first event which causes the second event which causes the first event which causes the second event, etc.

This concept is later explored in The Legend of Zelda: Ocarina of Time through the “Song of Storms” quest. Link, who is capable of time travel, learns the song from the windmill man at Kakariko Village in the future. The man mentions that he learned it from a child in the past. Utilizing this knowledge, Link travels back in time and plays the song for the windmill man, thereby teaching him the song — so, where did the song originally come from? While I doubt Zelda was inspired by Final Fantasy Legend III, it is an interesting bit of trivia that the latter did bootstrap paradoxes before Zelda made it cool.

image-16.png *bootstrap paradox illustration created by yours truly

I did mention two questions, and we have addressed the first. The second question is: If Arthur successfully defeated Xagor and prevented the emergence of the Pureland Water Entity, which event initiates the events of the game? It cannot be Xagor, as he has already been defeated by Arthur in the past. In this predicament, one might assume that once Xagor is vanquished time for those in the future rewinds to a point where Xagor never manifested. However, if time were to reverse, the defeat of Xagor would never occur, resulting in Xagor’s reappearance, leading to another loop! This type of loop is known as a “grandfather paradox”, which we will loop back to in a paragraph or two.

There are two main schools of thought around time travel and its consequences. The first school of thought is that time travel to the past would be extremely dangerous, to the point where you could prevent your own birth or even drastically alter the course of human history if you interfered in any way. This is encapsulated in the concept of the butterfly effect, which is supposedly illustrated in the movie titled “The Butterfly Effect” (a movie I’ve never seen). It suggests that even a small, insignificant change in the past could cause a ripple effect that drastically alters the future.

For example, let’s say you go back in time and accidentally kick a small pebble onto a sidewalk. An hour later, a roller skater skates down the same sidewalk and hits the pebble, tripping. This roller skater then tumbles into the road and hits a moving car, causing a fifty-car pile-up resulting in the death of a woman who would have become the president of the United States in 2032. That president would have gone on to prevent World War III. So, when you return to your own time of 2099 (or whatever), the world is ravaged by nuclear holocaust.

The second school of thought suggests that any interference with the past would result in a multiversal effect, causing the timeline to branch off into a new timeline.

Let’s consider the “grandfather paradox” mentioned earlier: if you were to travel to the past and kill your own grandfather, you would effectively erase your own existence, as the circumstances leading to your birth would no longer unfold. However, this implies that you were never born in the first place to carry out the act of killing your grandfather, ensuring his survival, which in turn ensures your birth, enabling you to travel to the past and kill your grandfather. Obviously, this presents a significant problem because it makes no sense, which is why it’s a paradox.

However, in the second school of thought, killing your grandfather would result in the emergence of a new timeline (or “universe”, a term I’ll use interchangeably) that is separate from the timeline you originated from; thereby, no paradox would occur. And while this theory provides a less paradoxical explanation for meddling with the past, one gets the feeling it was created solely to solve the multiverse of issues that time travel to the past presents. This theory also implies the existence of an infinite number of universes as every choice would branch off into a new timeline, which poses significant narrative problems, especially in superhero fiction where “multiverses” are as abundant as, well, a multiverse; for a superhero to truly maintain their superhero status, they would have to save each doomed universe, a potentially endless task.

image-18.png *crude illustration of the split timeline theory, preventing grandfather paradoxes

This is partially why I find the idea of a “multiverse” in literature dumb and incoherent, especially in comic book narratives, particularly when the heroes are deeply committed to saving lives. After all, if there are infinite universes, there are infinite people in need of saving – the ultimate humanitarian crisis. Can a hero truly be considered a hero if they only care about the people in their own universe? Sure, one could argue that there is an alternative version of Superman in each universe, thereby circumventing the need for Superman Prime to go around saving every universe. However, this is not guaranteed, and Superman is not invincible; he has likely died in several timelines.

There exists a third, less-discussed school of thought, which happens to be my personal favorite. In the Doctor Who episode “Waters of Mars,” our titular hero, the Doctor, succumbs to an arrogant impulse and decides to save someone who was destined to die, as their death played a crucial role in the future advancement of humanity. However, the Doctor, being the last Time Lord and believing he has dominion over time itself, goes ahead and saves this individual. To the Doctor’s surprise, this person ends up committing suicide, thus allowing history to unfold as intended – only the “little details” were changed.

This particular school of thought revolves around the notion that time, like a sentient entity, corrects itself to ensure that history (or the future, depending on your perspective) remains unaltered. It’s a cool concept, albeit one that raises certain philosophical dilemmas such as the idea of predetermination and fate.

To finish off this section: this is why time travel, particularly time travel to the past, exists only in fiction. If it did exist in our reality, we would be meeting our unborn future family members far more often than we do now (never), and we would most likely already be caught in a temporal causality loop, similar to the movie “Groundhog Day” or that one episode of “Buffy the Vampire Slayer” where Willow casts a time loop spell (or something).

Consider me a disbeliever – although, we could already be caught in a causality loop and not even know it.

IV. Gameplay or: The Save File Test

While we’re discussing loops, consider this: You’re holding the forward direction on the d-pad as you walk through a door. The door transports you to a new area with a reversed perspective from the one you just exited. Despite intending to conserve your forward momentum by continuing to hold forward, the perspective change flips your direction, and you inadvertently walk right back into the door you just exited. If you continued to hold the forward direction, due to the reverse perspectives, you would go through the initial door again then immediately walk back through the door you just exited from – again! An endless loop!

If this hasn’t happened to you before, it’s probably because you haven’t played many 3D computer games, where this type of situation is common due to poorly conceived camera cuts. It’s far rarer in 2D games, where clever door-tile placement prevents the issue entirely. However, in the case of Final Fantasy Legend III, it happens all the time, especially in hub zones like the timeship Talon – an area where you would expect the developers to catch this detail and correct it, considering how often you have to go through this zone.

image-12.gif *an example of an endless “one direction” door loop; still more interesting than Harry Styles; developers, don’t do this.

The first chapter of this article is called “Prelude to Pedantry” for a reason. Expanding on this pedantry, imagine for a moment that you’re playing Contra for the Nintendo Entertainment System. To fire your gun, you have to rapidly tap the A button. This quickly puts a strain on your finger, so you decide to invest in a third-party controller with a turbo switch – a switch that changes the behavior of holding a button down to “on and off and on again, etc.” from “the button is being held down.” This effectively allows you to hold the A button and continuously fire your gun – a helpful thing for run-and-gun shooters. However, it’s not necessary for Gunstar Heroes because it has native turbo, like any good run-and-gun game should (this is Treasure we’re talking about, after all).

Now, imagine that, like Gunstar Heroes, a role-playing computer game has this feature programmed into it natively. Perhaps the thought process behind this decision was, “this will help players rush through battle text!” or “this will make it faster to input previous selections again!” Whatever the reason, the result is that when navigating any menu, holding the confirmation button for longer than a millisecond selects whatever option the cursor happens to be on, taking you to the next menu option. Now, imagine you unintentionally hold the button for three milliseconds – suddenly, you’ve accidentally selected a bunch of menu options!

Let’s suppose you’re trying to input character actions in battle, and you mistakenly hold down the confirmation button for a millisecond longer than you should. Now, instead of selecting “cure,” you’ve selected “flare,” and as a result, you’re dead.

I bring this up because this is how Final Fantasy Legend III behaves – constantly accidentally selecting options you don’t intend to, as the turbo function is permanently applied to all confirmation button presses. But it would be unfair for me to deduct points from Final Fantasy Legend III alone, as this is an issue present in all the Game Boy SaGa games. Besides, I don’t give out points to begin with; nevertheless, this turbo issue seems to occur more frequently in this game compared to the others, so I thought I would mention it. In truth, I wanted to bring it up in my SaGa 1 and 2 articles, but it slipped my mind.

The game design follies mentioned above are not game-breaking by any means; rather, they are minor quirky annoyances. In fact, Final Fantasy Legend III does not have any “game-breaking” issues. The true problems that exist are more conceptual than technical, and there are several of these conceptual issues that we will delve into. However, before we explore those issues, let’s focus on the positives.

The first positive, and something I didn’t realize I needed until I experienced it firsthand, is the addition of jumping. A minor annoyance I encountered while playing the first two SaGa games was the occasional, but not infrequent enough, occurrence of NPCs blocking pathways and entrances. In the past, when this happened, I would try to push past the NPC, hoping they would move. However, in Final Fantasy Legend III, you can simply jump over any NPC! It may sound insignificant, but it’s actually one of the best improvements over the previous two SaGa games.

Another advantage of this jump mechanic is that, although the dungeons themselves may not be the most interesting to look at, there are plenty of dungeon jumping puzzles that require you to leap over holes or obstacles on the floor to progress. This adds a twist to dungeon exploration that is not commonly found in other 90s role-playing computer games, especially those of the 2D variety, and especially the previous SaGa games which featured highly linear exploration, albeit through significantly more eye-popping dungeons.

puzzle *a dungeon jumping puzzle that took me far too long to figure out

And you’ll find yourself jumping around a lot due to all the stuff in Final Fantasy Legend III – the content, there’s a lot of it. If you were able to clear SaGa 1 in three hours and SaGa 2 in six hours, SaGa 3 will likely take about ten hours to clear, maybe a bit less. Final Fantasy Legend III offers far more content than its predecessors, including several optional quests – something that was completely absent from previous entries in the series, not including SaGa 2’s sole optional dungeon.

Aside from traveling through time to collect remnants of magical swords and shields; one particular optional quest has you gather a magic seed in the future, travel back in time to plant the seed, and then return to the future to interact with the magical tree that grew as a result of your time meddling; similar to the situation with the Deku Tree or magic beans in The Legend of Zelda: Ocarina of Time, just done seven years earlier – the similarities are getting suspicious now.

Final Fantasy Legend III’s new development team deserves praise for creating a competent turn-based combat system that surpasses both previous SaGa entries in terms of engagement and complexity; placing greater emphasis on immunities and exploiting elemental weaknesses in battle, it takes the strategic elements introduced in SaGa 2 and levels them up, maybe by one or two levels, not actually by much. Unlike the previous entry, which lacked meaningful exploitation of weaknesses (or perhaps I overlooked it, if so that’s simply evidence that it wasn’t necessary), such tactics are now required to achieve victory, sometimes – better than never.

Final Fantasy Legend III also includes numerous buff spells that were not present in older games, adding a new tool to utilize in battle. Additionally, “ancient magic” was added, which requires items to create and results in extremely (over)powerful spells like Nuke and Flare.

image-22.png *a battle scene; return to sea monke

In contrast to the first SaGa, where one could rely on mindlessly pressing the confirmation button to win every battle, like a trust fund baby mindlessly relies on their inheritance to subvert every life struggle, the aforementioned weakness and immunity changes require players to actively focus on battles. Otherwise, prepare to become very familiar with the returning “Would you like to start this battle over from the beginning?” death prompt introduced in SaGa 2. However, this mechanic had a lore reason in SaGa 2 that is missing in Final Fantasy Legend III, implying our characters can just resurrect themselves and rewind time whenever they want – more pedantry.

It’s important to note that combat in Final Fantasy Legend III is not groundbreaking or very complex compared to other turn-based games from the same era, such as Dragon Quest IV or Final Fantasy IV, which incorporated more advanced battle gimmicks to shake things up. For example, Final Fantasy IV featured bosses like Mist Dragon, who could decimate your party if attacked at the wrong time. Nothing like this exists in Final Fantasy Legend III, although it comes close to achieving similar effects at times, primarily through its reliance on immunities that force you to change strategies when dealing with certain enemies. This becomes especially apparent when facing bosses, as they now pose a greater threat than random encounters.

image-20.png *Ashura, a recurring boss, with two Lizalfos from the Zelda series

Bosses in Final Fantasy Legend III have increased health and deal more damage per turn compared to previous games in the series. Although many bosses can still be defeated by spamming attack magic with two characters and group heals with the other two, the game manages to subvert this strategy often enough that it doesn’t feel like complete child’s play. Another interesting bit of trivia is that Ashura returns, being a staple boss in the previous two SaGa games. Like Gilgamesh of the Final Fantasy series, Ashura appears in every game without explanation, considering they’re all separate universes. Perhaps, opposite of Superman Prime, Ashura travels the multiverse destroying every universe instead of saving them.

Balance changes also extend to random encounters, as the game no longer throws dozens of monsters at players all at once. Instead, all monsters are now displayed on the screen, unlike in SaGa 1 and 2, where the monster sprites only represented the type of monster you were fighting, not the number of them. As a result, there are significantly fewer monsters to contend with in each battle, although these monsters are usually more dangerous to compensate. It feels more manageable overall. This makes Final Fantasy Legend III feel less “cheap” than its predecessors, where being overwhelmed was a frequent occurrence that could easily lead to throwing the controller or pouring lighter fluid on the console and setting it on fire, something I haven’t done (yet).

The monster sprites themselves, although frequently reused, have undergone either a significant upgrade or a notable downgrade. It’s hard to tell, as the sprites range from extremely high quality to comically low quality, sometimes showcasing a “so bad it’s good” aesthetic. As a result, the monster sprites are always interesting and unquestionably the best in the Game Boy SaGa series; at least in this writer’s entirely subjective opinion.

image-23.png *small collection of some of my favorite monster sprites: cat mummy, ronin, low-quality merman, Ghouls and Ghosts demon, and brain-in-a-vat-bro

Final Fantasy Legend III’s inventory and weapon systems have undergone a significant overhaul. In past games, each character had their own inventory with limited item slots. This has been entirely removed in favor of a free-for-all system, where any character can access a shared inventory during battle that is separate from their own equipment. The drawback is that characters can no longer carry multiple weapons simultaneously, so there is no more waving a chainsaw around while propping a nuclear rocket launcher over your shoulder, like in the SaGa 1 concept art. In fairness, the SaGa 3 concept art shows our heroes holding only one weapon at a time, so you can tell Katsutoshi Fujioka was on point in regards to knowing the gameplay systems at work within the games he was drawing for.

Circumventing the drawback of weapon restrictions, our heroes can now swap weapons mid-battle without losing a turn. Additionally, weapons no longer have durability, making them immune to breaking. One minor issue is that the new user interface for character equipment is dumb, as it doesn’t clearly indicate which line corresponds to which type of equipment. Regardless, these changes contribute to an inventory system that requires far less micromanagement compared to previous SaGa games, where battling with limited inventory space was as common as random encounters.

ui.png *dumb equipment UI: someone please explain what “Bronze” is referring to

The combat presentation underwent a complete overhaul, drawing inspiration from Sega’s role-playing series, Phantasy Star, by showing the back sprite of each character during battle. This change adds an aesthetic flair to the battles while also serving the practical purpose of visualizing the combat in a more intuitive way. Since the text-based combat log from previous titles has been significantly toned down, this change was necessary to fully convey what was happening in combat. Now, our characters exhibit movement when they attack, and damage numbers and status effects are visually represented on the screen rather than in the combat log.

Somewhat unrelated but some say Star Trek predicted the cellphone, citing the frequently used communicator as proof of this. Well, Final Fantasy Legend III didn’t predict anything, however, it was one of the first games to include an auto-battle function, following in the footsteps of Dragon Quest IV, which was released one year prior. Auto-battle functions as a toggle you can switch on for any character except Arthur; once switched on, the characters will proceed to use every buff and healing spell they have, often resulting in a slow and very stupid death. This auto-battle feature, while innovative for its time, is a completely useless addition, only serving as a precursor to the automatic nature of mindless gacha role-playing mobile “games” that I will instead be calling lottery software from now on. Auto-battle is a feature to avoid, but a feature nonetheless; akin to WiFi on a microwave – nobody asked, and nobody cares.

battle.png *Dumb equipment UI: Someone please explain what “Bronze” is referring to

It’s unfortunate that these improvements weren’t added in SaGa 2, as they are now confined to a game that fails to grasp the essence of what makes SaGa so special. In a departure from previous SaGa games, and another example of the Osaka department losing the plot, Final Fantasy Legend III abandons the established “activity-based” skill progression system in favor of a traditional leveling system. As such, each character starts at level 1 and progresses through the game in cookie cutter role-playing fashion, their stats increasing in a predetermined manner.

With this change, the concept of specializing your characters through focused training is gone. Characters are only proficient in what the developers want them to be proficient in, leaving practically no room for meaningful character customization. As a result, one would expect every endgame save file to have the same party with the same equipment and spells, with only the character names being different. However, even the latter is unlikely as every character has a default name.

Compounding this lack of customization, the baffling decision to remove a player-created party in favor of a bland group of predetermined teenagers has a number of downstream effects on the gameplay. For one, you don’t pick the race of your characters anymore; this is predetermined by the developers: two of the characters are human, and two of them are mutants – another point of customization lost.

Mutants lost their ability to learn spells naturally and, as a result, lost everything that made them unique. Since both races now learn magic from magic shops, the need for mutants to learn magic innately has been eliminated. This also ensures that both mutants in your party will have the same optimized spell selection by the endgame.

Mutants now only differ from humans in that their magical stats are higher, making them more akin to standard fantasy wizards instead of the unique SaGa staples they once were. However, one thing remains true: mutants are still overpowered, a SaGa staple thus far. This is because magic is still incredibly useful for blasting multiple enemies at once, and since mutants excel at magic, they are the ones most suited to do the blasting.

image-9.gif *Gloria, the mutant, casts Quake on a group of monsters, decimating them all; also meat

The robot and monster races still exist in some capacity technically, albeit in a very strange, backwards way. Robot parts can now be grafted onto a character, transfiguring them into a robot, or a character can eat monster meat to become a monster. Both of these actions are accessed through a menu prompt after battle. And in a case study on why you shouldn’t default prompts to “yes,” it is entirely too easy to accidentally body-mod your characters if you’re holding the confirmation button a little too long at the end of a battle; early in the game I accidentally turned Arthur into a weird robot and couldn’t figure out how to change him back until an hour later when I got the “toilet unit” for Talon. Yes, the toilet reverts transfiguration, don’t ask me why or how.

Ignoring the fact that grafting robot parts onto a person is a little weird and horrific, this mechanic ends up being unnecessary; something you can just do if you feel like it for fun (or something). I didn’t find any benefits in transforming any character into a robot or monster. In fact, they always ended up being worse than their original state whenever I experimented with these body horror transformations. It seems like the creators added these transfiguration mechanics simply to claim that robots and monsters were still part of the game.

Final Fantasy Legend III does not score very high on the “Save File Test,” a term I just made up. This test assesses the level of variety found in a role-playing computer game, specifically concerning character building. Essentially, it examines the extent to which completed save files from different players would resemble one another. For instance, a game that offers extensive character customization, including features like race selection, stat distribution, a robust class system (especially those that allow multi-classing), unique equipment that goes beyond simply choosing the one with the highest attack stat, and (surely) some other stuff, would score very high and serves as the primary criteria for evaluation. Basically, if you load up a 100% Crash Bandicoot save, you know what you’re expecting – this should never be the case with a role-playing game (that I like).

As a measure of this test’s reliability, consider The Elder Scrolls II: Daggerfall the highest scoring game while something like Final Fantasy IX is the lowest, as the latter, if min-maxed, would have every character identical across every save file; Zidane would always have Ultima Weapon and all learnable skills, Steiner would have Excalibur II and all his skills, Vivi would have Mace of Zeus and all spells; you get the picture. On the opposite end of the spectrum, a Daggerfall save would be different between every player in significant ways; one save file may have a traditional orc warrior main character, another may have a dunmer mage who moonlights as an assassin, and another may have a personality-based imperial who tries their best to avoid conflict by smooth talking all the npcs; basically, it has variety – maybe too much.

image-25.png *the save file test graph, simplified; ignore the “pain” bits (typo, seriously)

Final Fantasy Legend III would score a 2 or 3 on the Save File Test, narrowly missing the lowest score due to the inclusion of monster and robot transfiguration mechanics; these mechanics, although unnecessary, provide a level of depth that games like Final Fantasy IX or IV do not have, offering some semblance of choice beyond the RPG basics. Alternatively, SaGa 2 would score a 6 (or something, this isn’t an exact science or a science at all) since it allows full character creation for each party member, including race selection, and enables you to train your characters according to your preferences, all of which are missing in Final Fantasy Legend III.

Of course, this does not tell us if a game is “good” or “fun,” both of which are dumb terms based around subjective experience. One could argue that a game boasting the most intricate character customization ever created, but can be completed within three minutes after character creation, would be deemed a “bad” game. I would likely agree with that sentiment, highlighting that character customization alone does not solely determine a game’s worth. However, it is important to note that the Save File Test does not aim to evaluate a game’s overall worth; its purpose lies in serving a specific niche by assessing the level of customization and depth in a role-playing computer game – that’s all.

Why is character customization so important anyways? Well, like most things in life, it’s not. But it’s important to me.

I enjoy creating things, which is one of the reasons I write these articles. The other reason is that I want to catalog the games I play since they take up a large portion of my time, and not documenting them in some type of “permanent record” feels like losing the experience to history.

Anyways, I like creating things. A game that provides me with tools to create stuff is always more appealing to me than one that lacks such tools; primarily why I find role-playing computer games so appealing, which have historically been known for character creation and branching stories ever since their tabletop ancestors established this trend back in 1974 with the original Dungeons & Dragons. However, an excessive amount of creativity can be overwhelming, so a balance is necessary.

Games like Daggerfall, I would say, score a 10 on the Save File Test. They offer an abundance of choices and freedom, which can be overwhelming. On the other hand, a game like Final Fantasy XI, an MMO with races and multi-classing, sits at about an 8 on the scale, which is a fair balance. Some people prioritize story, while others value presentation above all else. Personally, I appreciate a combination of all these elements, but player choice is what I value above all else.

A game where the predetermined hero saves the day in a predetermined way with the predetermined hero sword and predetermined hero spells does not appeal to me, both in terms of gameplay and narrative – this is precisely why I find Final Fantasy Legend III so offensive.

V. Conclusion or: Let’s Stop Talking About Chrono Trigger Now

As a foreword, I hate writing conclusions. I hate reiterating things I’ve already written just in a slightly different way; conclusions are the hardest part of an article for me to write, but I feel like this article needs a conclusion, so here we go; let’s stop talking about Chrono Trigger.

The developers of Final Fantasy Legend III were either time travelers or trailblazers, maybe both; incorporating ideas that were ahead of their time, such as a loopy time travel plot later recycled and greatly improved on by Square in Chrono Trigger, temporal hijinks that later became core Zelda gameplay mechanics, auto-battling that became a staple in role-playing games by 2023, and even a mechanic resembling HMs (hidden machines) later used in Pokemon (which came out 5 years after Final Fantasy Legend III); the latter of which I failed to mention in the main body of the article because there was just too much going on, but, yes, you can teach your characters to fly or swim with specific spells, although this is only used in the early stages of the game; quickly abandoned, like most ideas in Final Fantasy Legend III.

And that’s the problem. Final Fantasy Legend III, ambitious and grand in its scope, ultimately falls short in its half-baked amateurish execution, sometimes feeling like something I would write if I were tasked with coming up with a role-playing computer game about time-travel – obviously not a compliment; I bring stuff up, never circle back to it, abandon it, act like it never existed. I believe there was something I mentioned earlier in this article that I never circled back to, or maybe I didn’t. Anyways, the point is: wait, what’s the point?

Oh, right. Final Fantasy Legend III, good or not? Well, the narrative often jumps from one time period to another with no sense of gravity or cohesion, leaving the impression that several opportunities to utilize the time travel concepts were missed. Plot threads simply vanish, bizarre transitions occur out of nowhere to progress the story, character deaths are quickly circumvented with magical devices, and glaring plot holes masquerade as deep science fiction time travel paradoxes, sometimes feeling as if the developers accidentally stumbled upon paradoxical gold instead of intentionally including it. All these random tropes are piled into one crazy and ultimately confusing narrative, so carelessly constructed that not even Columbo could crack it.

columbo.png *Columbo trying to understand the hidden logic of Final Fantasy Legend III

And while the majority of the game feels like aimlessly doing stuff just to be doing stuff, none of that is important because Final Fantasy Legend III made me write over a thousand words on temporal paradoxes, which I would consider a significant achievement.

In terms of gameplay, the act of cutting through monsters with a laser sword continues to be just as gratifying as before, requiring strategic focus in combat rather than mindless button pressing. However, the combat experience could have been improved if we weren’t forced to control four heroes deemed so important to the plot that they had to be included by the development team. This odd choice diminishes the sense of achievement that comes from successfully utilizing a distinctive ensemble of player-created characters in the game’s hostile environment.

The implementation of an experience-based leveling system, as opposed to the skill-based progression system seen in previous SaGa titles, removes any significant character customization. This change has the potential to make every save file and replay identical unless players make use of the monster and robot transfiguration mechanics, which is more akin to picking between cat urine and orange juice than an actual choice. The overall experience quickly becomes bland for those who value a certain level of customization in their role-playing computer games.

image-24.png *we did it! wait, what were we doing again?

Contrary to my sometimes overwhelming negativity, Final Fantasy Legend III is not a bad game. In fact, it stands out as one of the more comprehensive role-playing games available for the Game Boy. With its strategic turn-based combat, abundant levels of bite-sized content, and an overall sense of time-travel grandeur, it successfully encompasses many essential elements that make a computer game “fun”, whatever that means. However, it does lack a key role-playing game component, that of player choice. Essentially, if it didn’t fall short in this one aspect, which could be argued as the most important aspect for a SaGa game, it would be the perfect Game Boy SaGa game.

The new development team’s failure to grasp the essence of SaGa is evident, as they completely missed the point. SaGa has never been about controlling predetermined characters and leading them along a linear path of progression. The series’ original vision drew inspiration from games like Dungeons & Dragons and Wizardry, prioritizing non-linearity, especially in character development — this crucial aspect is absent in Final Fantasy Legend III, underscoring the significance of the original director, Akitoshi Kawazu, to the series. The absence of his influence is keenly felt in every facet of gameplay.

Much like my highschool shading project, Osaka Department turned in a game that, while technically competent, missed the mark because they didn’t understand the rules they were trying to break to begin with.

Final Fantasy Legend III is not a bad game. It’s just not a SaGa game, and I wanted to play a SaGa game.

As always, stop playing if you’re bored. Put the controller down. Go outside. Do something else. If you’re not having fun, it’s not worth it.


(Originally published on 5/27/2023)

#ComputerGames #SaGa3 #Review

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If The Final Fantasy Legend was the blueprint, the rough draft, the demo; Final Fantasy Legend II is the genuine article, the “real McCoy” as they say. Dropping “The” from the Western title wasn’t the only improvement here; from the gameplay systems to the presentation and music, everything is turned up to eleven on a dial that goes to five. Playing Final Fantasy Legend II feels like a grand adventure whereas The Final Fantasy Legend feels like a series of set pieces with RPG coating designed only to showcase cool ideas to a board of lifeless corporate executives who cheat on their spouses every other night because they lack real passion for anything other than the almighty dollar; a harsh hyperbolical, I know, but a necessary one to illustrate just how much better this game truly is over its predecessor.

After the roaring success of The Final Fantasy Legend on the Game Boy, being the first Square game to ship over 1 million units, it was only natural to make a follow up. That follow up is the brilliant SaGa 2: Hihou Densetsu (translated to SaGa 2: Goddess of Destiny), or Final Fantasy Legend II in the West. Akitoshi Kawazu takes up the mantle once more as director and main designer; bringing along the original SaGa graphic designer, Katsutoshi Fujioka, and composer, Nobuo Uematsu, along with a second composer, Kenji Ito. The stars aligned at the precise point in spacetime to create a blinding constellation of pure talent culminating in the supernova known as Final Fantasy Legend II; much like Synchronicity-era Sting or Richard Dean Anderson’s haircut in Season 6 of MacGyver, if you don’t immediately see the appeal then there’s something wrong with you.

macgyver *Sting, Japanese SaGa 2 box art, and Richard Dean Anderson

Immediately upon starting a new game, it becomes apparent that the presentation of Final Fantasy Legend II is of a much higher caliber than its predecessor; likely due to more experience developing for the hardware and a higher overall budget. The presentation is such an upgrade that it often feels like playing a modern demake of a newer role-playing game. Every tile seems to contain twice the detail of what may be found in the first game. Particularly notable is the use of blacks for shading, adding considerable depth to scenes that would have fallen flat in the previous title. These improvements make exploring the various sci-fantasy worlds optically interesting and visually spellbinding.

Although existing in a separate universe, Final Fantasy Legend II’s setting builds upon the foundation established in the first game, incorporating a compelling blend of sci-fi and fantasy elements across multiple worlds. These worlds span from sprawling futuristic cities governed by the Goddess Venus, where only the beautiful may live, to an abandoned realm of giants, where the giants have shrunk themselves to coexist with humans on another planet. Even Edo period Japan makes an appearance, featuring an amusing localization quirk replacing all mentions of the drug “opium” with “bananas”, courtesy of Nintendo of America’s family-friendly guidelines. Even the dungeons are memorable: one taking you inside a human body, while another features horrific faces all over the walls, inspired by horror mangaka Kazuo Umezu. Progression through these worlds often requires revisiting previous worlds, which makes the game feel like a large interconnected universe rather than a series of set pieces.

shading *Dungeon scene, notice the shadows on the columns and general sense of depth

Compared to The Final Fantasy Legend, the plot is more detailed and emotional, with glimpses of humor sprinkled throughout. Our heroes are traveling the universe in search of the main character’s father, an adventurer on a quest to collect all of the sacred ‘magi’ stones to prevent them from falling into the wrong hands, even though they already have. Along the way, you encounter god-like beings, some based on mythological figures like Apollo, Venus, Ashura, and Odin, who were once ordinary people but gained power by hoarding magi. Each of these beings lusts for control over the universe and, of course, it falls on you to stop them and save the world.

Composers Nobuo Uematsu and Kenji Ito create an astounding soundtrack that perfectly compliments the Final Fantasy Legend II’s unique setting and consistently odd situations; containing some of the best music ever produced for the limited four channel Game Boy sound chip, including the brilliant final battle theme, “Save the World” – one of Nobuo Uematsu’s best works; if you haven’t heard it, stop reading this article and go do that instead.

Kenji Ito was brought on as the second composer to ease Uematsu’s workload, as the latter was also working on the music for Final Fantasy IV at the time. Ito’s output impressed the executives at Square, who couldn’t discern between an Uematsu track and an Ito track during production, resulting in Kenji Ito emerging as a prominent composer for Square moving forward, eventually becoming the primary composer for the SaGa series. This is especially impressive as Final Fantasy Legend II was the first computer game Kenji Ito worked on.

worlds *Dungeon scene, notice the shadows on the columns and general sense of depth

Voted Nintendo Power’s hardest game of 1990, Final Fantasy Legend II can ruin your day about as much as getting stabbed on the subway. That’s in spite of all the “casual” changes over its predecessor, such as the removal of permadeath, multiple save slots so you don’t get locked into game breaking death loops, and the ability to restart a battle after a full party wipe; the latter made possible by Odin, of Norse mythology, who resurrects the party personally so he can one day do battle with our heroes. In a cool bit of continuity, defeating Odin removes the resurrection feature entirely, sending you to the title screen upon death for the remainder of the game.

In a mechanic unique to SaGa 2, the magi that Odin and others use to make themselves so powerful is not exclusive to the Gods. Our heroes find magi throughout the game and can equip them to receive a number of useful effects, such as significant stat increases, powerful attacks, and even utility options like teleportation. By the end of the game, you’ve slain so many Gods and taken so much of their magi that you might start feeling like a God yourself. However, after a certain event, all the magi you’ve grown so accustomed to are stripped from you, leaving you like Alucard at the beginning of Castlevania: Symphony of the Night, a computer game trope that I appreciate, especially when it happens very late in a game as opposed to the beginning.

If some of these changes offend your hardcore sensibilities, worry not because the creators of Final Fantasy Legend II were acutely aware of this sentiment and ramped up the difficulty considerably to (over)compensate. Without changing any of the core gameplay mechanics from the first SaGa, battles are now deadly turn-based chess matches that can take a devastating turn with just one wrong move. This legendary difficulty is primarily accomplished by the game constantly throwing packs of fifteen or more monsters at you, requiring you to know your enemy and carefully plan every action to survive. This makes random encounters far more dangerous than most boss battles. In contrast, SaGa 1 was mostly a ‘hold A to win’ affair, making SaGa 2 feel far more strategic and fully realized than its older brother, albeit more frustrating at times.

death *A battle scene resulting in death, watch to the end to see a brief glimpse of Odin reviving the party

As an additional compromise for the game’s high difficulty, running from battles is now much easier, to the point where it tempts abuse. While running isn’t useful early on, it becomes extremely helpful late game when skilling up is less important, especially when exploring large dungeons where you need to conserve your resources for bosses; in this way, the game encourages running, which is unfortunate because Final Fantasy Legend II is a role-playing game, not Sonic the Hedgehog 3 & Knuckles.

With permadeath now a thing of the past, guilds are no longer necessary for recruiting new party members. Instead, you create a party of four heroes at the start of the game by choosing between four races; one race being a new addition to the series; move over, Tetsuya Takahashi – we’ve got robots.

Continuing SaGa’s tradition of general weirdness, robots have a unique progression system that forgoes skilling up through battle in favor of an equipment-based system that increases your robot’s stats based on the armor they wear. This results in slower overall progression when compared to other races. Additionally, due to their reliance on armor for stat growth, robots have limited inventory space for weapons, and any weapon they do equip has its ammo cut in half. These drawbacks are partially mitigated by the fact that robots do not deplete weapons like other races; instead, they recharge by resting at an inn. These quirks ultimately result in a suboptimal party member that, despite the “rule of cool” dictating you include at least one in your party, is outclassed by every other race.

robots *Robots as portrayed in the NA game manual, the Japanese manual, and the actual game

Humans, on the other hand, received a buff compared to their counterparts in SaGa 1, as chugging potion is no longer the only method to enhance their stats. They now skill up through normal battle, similar to mutants but with significantly faster progression, compensating for their lack of proficiency in magic. Similar to SaGa 1, humans excel at physical combat and serve as perfect frontline fighters, now even more so.

Mutants received a slight nerf from SaGa 1, where they were far too overpowered, resulting in a slower rate of stat progression. They still possess the unique ability to learn spells from battle, although the intricacies of this process still remain a mystery, and there is still a risk of overwriting previously acquired spells, a point of criticism left over from the first game; however, I have come to accept this quirk as an inherent part of mutant lore. Interestingly, there appears to be a way to permanently retain specific spells on mutant characters; yet, in typical SaGa fashion, the exact method to achieve this remains unexplained.

The monster race is still present and remains unchanged from SaGa 1. Monsters are total garbage unless you utilize an online guide to obtain the best monster type, a method not readily available to the typical ’90s kid. This emphasizes a significant point of contention that applies to all SaGa games: a lack of adequate explanation for the game’s systems, something SaGa fans just learn to get used to.

Outside of the four main party members, SaGa 2 includes several fully playable guest characters that join your party for brief periods as dictated by the story. Being a game that is more character-driven than its predecessor, guests joining is a frequent occurrence, and these guests vary in strength from overpowered to completely useless. This aspect can be seen as a precursor to the guest system in Final Fantasy XII, another game Akitoshi Kawazu worked on in a producer role.

edoworld *Our hero with two guest party members in Edo

The creators of SaGa 2: Hihou Densetsu insisted that the retail box be larger than any other Game Boy game box at the time of its release in 1990. This effort was made to make the game more noticeable to Japanese consumers as they browsed their local computer game stores. Like the big box it came in, SaGa 2 had big shoes to fill, and it did so in spectacular fashion. If young Richard Dean Anderson is the peak ’90s action celebrity, then Final Fantasy Legend II is the peak ’90s role-playing computer game for the Game Boy. Yes, I realize the oddly niche nature of this comparison; however, it requires someone with exceptionally good taste to understand, much like the SaGa series itself.

Final Fantasy Legend II builds upon the blueprint laid out by The Final Fantasy Legend, incorporating a plethora of improvements that culminate in a truly must-play game for the Game Boy. Its art direction, music, difficult gameplay, and overall green-charm leave an immediate imprint on the brain, potentially evoking a sense of nostalgia even if you’re experiencing it for the first time in your thirties (like myself).

Frequently brilliant and never boring. Radiant and refined in its execution. If you’re going to play just one Game Boy SaGa game, make it this one. Save the world.

As always, if you get bored, do something else.


(originally published on 5/21/2023)

#ComputerGames #SaGa2 #Review

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Introduction or: So Begins Our SaGa

The year was 1989, Square’s president Masafumi Miyamota wanted to push Square into the handheld realm by releasing a game similar to Tetris for the Nintendo Game Boy. The big boss chose Akitoshi Kawazu and Koichi Ishii to work on this new title; both having worked on Final Fantasy II, and the bigger names at Square were already engaged on Final Fantasy III at the time. Kawazu was renowned for introducing some of the unconventional elements in Final Fantasy II, such as the keyword and activity-based progression system; both features either loved or vehemently hated by the fans (no in-between), as they were considered highly unorthodox at the time, veering from the more vanilla systems found in the Dragon Quest series and Final Fantasy I.

Miyamota’s plan to create a Game Boy game inspired by Tetris was a sound business decision at the time, but it took an unexpected turn when Akitoshi Kawazu, renowned for his unconventional approach, went against the boss’s decision and decided to develop a role-playing game instead. This move, partially motivated by Square’s primary audience of role-playing enthusiasts, was also the perfect chance for Kawazu to act on his ambitions and spearhead his own series. Seizing the opportunity like Oda Nobunaga in the face of overwhelmingly bad odds at the battle of Okehazama, Kawazu chose to build on the concepts he introduced in Final Fantasy II, with the goal of creating a series of his own quirky machinations.

To bring his vision to life, Kawazu enlisted a wide range of Square talent, including artists Katsutoshi Fujioka and Takashi Tokita, producer and designer Hiroyuki Ito, and renowned computer games composer Nobuo Uematsu (a true Final Fantasy Legend), to create the blueprint for his new series. The result was Makai Toushi SaGa (roughly translating to Devil Tower Saga) for the Game Boy, later released in 1990 in the United States under the name The Final Fantasy Legend; Square hoped this brand-naming-trickery would capitalize on the popularity of the Final Fantasy name in the west, which most likely annoyed Kawazu immensely. Nevertheless, Makai Toushi SaGa marked the beginning of a new series characterized by the strange and unorthodox – the SaGa series (note the capital “G,” which is necessary and cool); the weird little brother of Final Fantasy, always inclined to break the rules whenever the chance presented itself.

ffart *SaGa logo and concept art by Katsutoshi Fujioka, humans alongside their in-game representation; nuke launchers, machine guns, and chainsaws in tow.

In the end, Akitoshi Kawazu’s ambition and Square’s marketing tactics paid off, as Makai Toushi SaGa became the company’s first game to ship over 1 million units. It has the unique distinction of being the first role-playing game for the Game Boy, and is even cited as having a significant influence on the creation of Pokemon. This was the beginning of the SaGa series, and while not super popular in the West, it has over 10 titles to its name and is beloved in Japan to this day; solidifying itself as one of the major players in the Japanese role-playing computer game pantheon and sits among Final Fantasy and Dragon Quest as part of the Square Enix “warring triad” of sorts.

Through the writing of this article (which I hesitate to call a “review” due to the subjectivity inherent to experiencing computer games beyond the most basic of artistic and programming competency), I intend to begin a series of articles covering each game in the SaGa series. Naturally, this will only include SaGa games that I can play in English, and may eventually culminate in a scathing critique of the mobile gaming scene by analyzing the mobile SaGa gacha game; something to look forward to for all my readers (none).

For this article, I played Makai Toushi SaGa, or The Final Fantasy Legend (which is the name I will be using going forward), on the Nintendo Switch version of Collection of SaGa. All screenshots and videos featured in this article were taken from my May 2023 playthrough unless otherwise noted.

Without further ado, let’s begin our SaGa.

A Short SaGa Story

As you wake up in your ragged bed and avert your gaze to the window, the bright yet somehow sickly sunbeams cause you to cover your eyes for a moment before focusing on a Tower in the distance; this Tower appearing to stretch through the green-tinted clouds forever. You sluggishly climb out of bed, put on your tunic and trousers, and attach your worn-out bronze sword to your belt. After nibbling some stale bread, you ready yourself to head outside; wishing you could rest longer, but you know the monsters become more active as the day goes on and Base Town needs protection. With that in mind, you gather your wits and make your way out of the dilapidated shack you call your home, stepping out into the town you know so well.

Almost immediately you hear screams of women and children outside the town walls, you rush through the gate and witness a terrifying scene: a massive mechanized goliath, armed with a gun-arm, mercilessly attacking a family, most of which have already been gunned down. However, a woman manages to avoid slaughter and rushes towards you, crying out for help. As one of many protectors of Base Town, you hastily charge towards the robot, drawing your blade and executing a quick upward slash toward the exposed tubing around the front of its shiny carapace. The blade makes contact with the demon’s metallic skin, but only grazes it. You realize that you have only a few uses left of your bronze blade before it shatters.

ffart2 *A deadly robot approaches!

The metal monstrosity retaliates by knocking you back with its left arm, sending you crashing to the ground. As you lay there, staring up at the lone red light that serves as the robot’s eye, it raises its right arm – the blaster – and aims it directly at you. Panic sets in; you quickly grab the holster on your hip and pull out your laser pistol; dad’s old gun, nearly out of charge; a last resort at best. You take aim at the bright red light and pull the trigger; a blue bolt escapes the barrel; traveling elegantly through the air, piercing the eye of the beast. Almost instantly, the robot drops its arm and collapses to the ground, spewing sparks like blood as a sickeningly loud buzz emanates from the thing.

You have managed to survive this encounter, but how much longer can you continue living like this? The locals at Base Town claim that ascending the massive Tower in the middle of town leads to Paradise. However, those who have attempted the climb never return; likely why they call it the “Devil Tower.” Did those brave souls perish in their frailty, or did they reach Paradise?

Setting and Plot or: Devil Tower and Pals

The short story above may have been something my ten year old brain imagined when playing The Final Fantasy Legend on the Game Boy using one of those tiny light accessories that clipped on the console while riding in the back seat of my dad’s car at night on a road trip to one of my grandparent’s houses in Athens, Georgia (that I, of course, did not want to go to); maybe not quite as detailed or elegant, but something along those lines. In retrospect, the brilliance of these “low-graphics” games lies in their ability to inspire players to imagine a much more detailed and nuanced world than what is presented on screen, filling in the gaps imposed by the hardware’s limitations. Much like reading a good novel, playing these games encourages the player to develop their own unique interpretations and, at times, come up with their own character backgrounds and lore; quintessential role-playing personified with a green tint.

ffart3 *Carpet? Beach? Giant Pineapple? You decide!

Final Fantasy Legend may not have the most visually stunning graphics, but that’s not to say the game lacks an imaginative story or rich setting. The game uses its limited tilesets to portray a grim world spanning from medieval castles to futuristic skyscrapers; unforgivably sci-fi in its presentation; mixing multiple genres of fiction into one, much like an Ursula K. Le Guin novel. This blending of genres is key to the SaGa aesthetic, and The Final Fantasy Legend is the perfect “blueprint” of sorts, showcasing things to come in future SaGa games, even if it is a bit unfocused in its execution.

The Final Fantasy Legend’s overarching plot revolves around an unnamed hero’s journey to climb a Tower in order to reach Paradise, venturing through four different worlds along the way. The player starts in Base Town, making their own party of four heroes by hiring help from the local guild, selecting heroes from three different races: human, mutant, or monster. This level of party customization, which includes the ability to name your characters, contributes to the “fill in the gaps” nature of the game. In true role-playing fashion, as characters do not have their own backstories, players are encouraged to come up with their own; although, I was lazy and named my heroes after family members; the monster in my party being named after my wife.

ffart3 *The Tower, as depicted in the game’s manual.

The game’s world is composed of four distinct “world-layers,” each accessible by different floors of the Tower. These world-layers are the World of Continent, Ocean, Sky, and Ruin. Each of these world-layers features its own overworld map, distinct towns and dungeons, and different modes of transportation. Continent is a medieval fantasy world, Ocean is a waterworld that must be traversed by the use of moving islands, Sky is a world of clouds traversable only by a flying machine, and Ruin is a gritty post-apocalyptic hellscape. Trying to understand the absurd sacred geography of this land proves impossible; how does a Tower pierce each level? How is an ocean floating above a large continent? What force is holding this together?

The hero’s journey starts in the world of Continent, where three power-hungry kingdoms are locked in a constant state of war. To progress beyond this world, the hero must acquire a magical sphere that serves as the key to a sealed door in the Tower. After unlocking the door and ascending several floors, the hero reaches another sealed door that demands a new sphere. To progress further, the hero must locate the entrance to the next world and overcome its own unique set of challenges to obtain the next sphere. This process repeats through each world until you reach the top of the Tower. Each world resembles a new computer-gamey level of sorts, a problem to solve in pursuit of Paradise; feeling like different universes altogether, separated only by doors in the Tower; similar to the paintings found in Super Mario 64.

ffart4 *The entrance to the Tower in the World of Continent, sealed by magic of black.

As you ascend the Tower you encounter the archfiends – four kings who govern each world. These archfiends are based on Japanese spirits, which themselves were based on the four symbols of Chinese mythology: Genbu the Black Tortoise, Seiryu the Azure Dragon, Suzaku the Vermillion Bird, and Byakko the White Tiger. Each serves as an obstacle in your path to Paradise, often in possession of the spheres needed to climb the Tower.

As a side note, each of the archfiends encountered in The Final Fantasy Legend have become staple bosses in the Final Fantasy online computer games. In Final Fantasy XI, they are referred to as “Notorious Monsters,” while in Final Fantasy XIV, they appear as bosses in dungeons and trials; as a side-side note, Final Fantasy XI features a skill-based leveling system and hits on several hallmarks of the SaGa series; like its pseudo-openworld, odd story structure, unique character progression systems, and genre mixing; to top it off, the original director was Koichi Ishii, who worked with Akitoshi Kawazu on the SaGa series. One could argue that Final Fantasy XI shares enough in common with the SaGa series that it should be considered an honorary SaGa title.

One example burned into my brain illustrating the prominence of the archfiends is the majestic fire bird Suzaku, who resides in the World of Ruin. Once you arrive in this world, you find a futuristic post-apocalyptic wasteland leveled by what appears to be a nuclear holocaust, complete with roaming zombies and mutated animals. Before you have a chance to gather your bearings, you encounter Suzaku; seemingly invincible and ready to destroy your entire party. It quickly becomes apparent that the nuclear holocaust was not the work of humans but of Suzaku herself. The player has no choice but to run, escaping underground where Suzaku can’t follow. You are relentlessly pursued by Suzaku until you discover the secret to defeating her. This game of cat and mouse, combined with the unique arena it takes place in (and the fact you get to ride a cool Akira-like motorcycle), creates one of the most memorable and engaging experiences in the game.

ffart5 *Suzaku relentlessly pursues the party.

Late in the game, In true “grimdark” fashion, while climbing the Tower, our heroes come across a room containing four corpses, some of them children. The room is filled with bookshelves, and upon reading some of their contents, it becomes apparent that the bodies belong to a family that attempted to ascend the Tower but perished right before reaching the top; one wonders how they made it that far without the spheres, but that’s a question for another time. The family left behind a series of messages about the Creator, who constructed the Tower, but the messages are incomplete and leave the player guessing over their actual meaning. Without spoiling anything, unraveling the mystery of the Creator and discovering the secret of the Tower make up the remainder of the game’s story.

The Final Fantasy Legend is certainly not winning any Hugo or Nebula awards for science fiction story of the decade; however, the game’s unique genre blending and mature tone are undoubtedly remarkable for its time, particularly considering it was released for the Game Boy, a console with a primary demographic of children, in 1989.

Gameplay or: Unknowable Systems, the Savestate Ouroboros, and Computer Game Crypticism

SaGa games have a reputation for gameplay systems that are mysterious or downright nonsensical in their machinations. This reputation likely stems from the very first game in the series, which happens to be the subject of this article. From random stat increases to miraculously learning (and unlearning) spells, there’s a lot that doesn’t make immediate sense in the first SaGa game. Many of these elements are retained in future SaGa games, albeit far more refined and, in most cases, sufficiently explained. However, The Final Fantasy Legend fails to explain most of its gameplay systems, relying on the player to have the original paper manual to discover these details, but even the manual (which is available on the Internet Archive) is lacking sufficient information to fully explain the underlying clockwork at play. As a result, you will most likely end up dying multiple times early on, wasting powerful items and spells while trying to figure out what they do, even losing characters permanently if you’re not careful.

The core mechanics of The Final Fantasy Legend are reminiscent of its predecessors, especially Dragon Quest. You take control of a party of up to four characters; navigating towns and dungeons in pursuit of finding Paradise while completing quests and contending with random encounters along the way. The initial challenge may seem overwhelming, but with just a few minutes of grinding and trial and error, the game quickly becomes more manageable, feeling more like a brisk stroll than a competitive marathon. Unlike other games of its time, there is a surprisingly low amount of grinding required to complete the game. In my last playthrough, I only needed to grind once early on, which was a refreshing change of pace.

The game’s turn-based combat is refreshingly old-fashioned, devoid of any fancy tricks or gimmicks, and identical to Dragon Quest in its straightforward “select actions, characters perform actions, monsters perform actions” simplicity. Attacks can only be made with equipped weapons or spells, and there are no flashy super moves except for certain weapons that have special effects. These weapons range from medieval armaments to science fiction lasers and even nuclear bombs; each weapon has a specific number of uses, making inventory management as important as the battles themselves. Because turn order is solely based on a character’s agility stat and nothing else, battles become pleasantly predictable albeit somewhat samey and boring later on once the “new game” excitement wears off.

Overall, The Final Fantasy Legend’s battle system is not particularly remarkable, especially given its age, and you may have already played games with similar combat systems that are more refined and engaging. As such, this is very much a “you have to be in the right mindset to appreciate it” type of experience.

ffart6 *A battle with the archfiend Byakko.

The topcoat of paint may seem conventional, but The Final Fantasy Legend starts to differ from its role-playing computer game contemporaries by way of its underlying systems, specifically its lack of traditional experience based leveling, instead favoring a three-pronged approach to leveling character statistics, otherwise known as a convoluted mess. Clearly inspired by Akitoshi Kawazu’s “usage based” skill up system in Final Fantasy II, but also not really. In a bizarre decision, perhaps to align with the game’s lore, the three playable races utilize different leveling systems entirely. Imagine three role-playing game leveling systems jammed into one game – that’s The Final Fantasy Legend. Don’t worry, we’ll get into it.

What’s a role-playing game without a bunch of normal humans running around? Somehow permeating every fantasy realm, breeding like rabbits, with their pale clammy skin and overall poor hygiene; naturally, humans are the default choice when making a character in The Final Fantasy Legend. While they can do anything, the concept of them being a jack of all trades, master of none (better than master of one) falls flat as they aren’t passably good at anything, especially compared to their peer: the mutant.

Humans have the ability to use any item in the game but cannot naturally learn spells. Instead, they must equip spell books, which are useless since humans are terrible with magic, this allows you to ignore magic completely on a human character which frees up their limited inventory space for lots of weapons, armor, and healing items. This makes humans most suitable for carrying around lots of atomic bombs, pistols, plasma swords, and elixirs.

Human stats progress in a very unconventional way. They can only increase stats by chugging potions purchased from shops; each potion raises a specific stat by a random number. No amount of actual battling will make a human stronger, it’s all about chugging those magic potions. While this means players who have enough cash can easily max out their human’s stats, it can be tough at the beginning of the game when you don’t have much money to spare, leaving your poor human vulnerable to being quickly devoured by a zombie or melted by a robot.

ffart7 *The races of The Final Fantasy Legend; concept art from the Japanese strategy guide.

The human system of progression is reminiscent of modern life, as it can be interpreted as a commentary on first world capitalism, although this comparison was probably unintended. After all, If you’re born into wealth, you have a leg up on those who aren’t, with access to private schools and pricey sports programs, your soccer mommy truly does love you and is willing to spend spend spend to give you an advantage over the other kids.

Mutants follow the progression system laid out in Final Fantasy II; their actions in battle determine their stat increases. Attacking frequently will boost their strength, while taking hits or winning battles will increase their HP. However, the mechanics that govern mutant skill growth are an unknowable system. The documentation is limited, and it doesn’t seem to behave as it should. Consequently, mutants skill up very quickly, almost too quickly, making them a potent force in your party from the very beginning.

Mutants aren’t just quick learners, they also excel in everything else, especially magic, which makes them a go-to choice for dealing group-wide damage. The catch is that the magic learning process is another unknowable system in a game full of unknowable systems. Instead of relying on spell books like humans, mutants have a “chance” to learn a new spell after every battle, but since there are a limited number of spell slots, any new spell they learn will overwrite an existing one; similar to a genetic mutation, hence the name “mutant.”

At times, mutants may possess powerful spells like Thunder, but in the next moment, those same spells may have mutated into a useless spell that quite literally does nothing. Sometimes, spells can even transform into passive abilities that only appear on the status page, randomly leaving a blank space in the battle menu where a powerful spell once was. Furthermore, as spells consume inventory space, mutants can only carry a limited number of items at a time, meaning they must carefully select which items to bring into battle. These are their only true drawbacks; however, their rapid stat progression and ability to use spells at all more than make up for any inconveniences. Mutants are easily the most powerful race in the game, by virtue of being unbalanced, and as such a good strategy for steamrolling the entire game is picking four mutants to start with.

ffart8 *Source: The Final Fantasy Legend English manual, circa 1990; observe the “Americanization” of the concept art in all its cringey glory.

Monsters are the third playable race and as the name implies … they’re monsters. They mirror the monsters you encounter throughout your journey, except they’re friendly. Monsters boast the most peculiar progression system of all, a system that may as well be called cannibalism; defeating other monsters in battle yields their meat which your monster can then consume to morph into a (seemingly) random new monster. As such, the core of their progression system is simply morphing into stronger monsters; similar to Pokemon’s evolution system, but not really, because the underlying mechanics that govern these evolutions are another unknowable system unexplained in the game or its manual.

The morphing system is as enigmatic as the mutant skill up rates. Like one of those scammy mystery box subscription services, you never know what you’re going to get, but it’s surely less than what you paid for. After eating meat, your monster could end up significantly more powerful or, conversely, something like a worm that only knows how to wiggle around. Thankfully, consuming boss meat consistently results in a substantial upgrade, but in terms of stat progression, monsters never keep pace with mutants or even humans. For the most part, they’re dead weight, but if you’re fortunate enough to have a monster morph into a healer, you can keep them in your party as consistent support; or you can just not recruit monsters, which is probably the best option.

Another issue with monsters is their inability to carry items or use weapons and armor, which is crucial since items play a critical role in general combat and overall survival. Since there are no inherent special attacks outside of magic and a few monster abilities, weapons are your primary source of damage; varying wildly while adding to the series’ genre-blending aesthetic, you’ll find futuristic laser swords, nuclear bombs, and submachine guns alongside classic iron swords, bows, and axes. Like most role-playing games, there are traditional medicinal items such as potions, remedies, and elixirs, all of which are pivotal in keeping your party healthy during long Tower climbs. As such, a character who can’t use even the most basic of items is a liability.

Each character has eight inventory slots for spells, weapons, armor, and consumable items. While the player’s bag can only hold about twenty items. This makes battling with inventory space as frequent as random encounters. Furthermore, weapons have a limited number of uses before they break, which is similar to the weapon degradation system in The Legend of Zelda: Breath of the Wild; however, SaGa was doing this before it was cool (and by “cool” I actually mean “widely hated”). This weapon degradation system necessitates stocking up on weapons before leaving town, which adds to the already existing inventory management struggles.

ffart9 *Mutant (ARTH) and monster (VERO) inventory and stats compared; end-game. Note the large difference in stats; also note the numbers next to XCLBR, indicating how many uses the item has left.

In typical role-playing fashion, a hero’s fate in battle is determined by their HP, dying if their health is depleted. The dead can be revived in town, but there is a unique twist to the standard formula here with the introduction of permadeath. Each hero in the game has three hearts, in addition to their HP, and when they die in battle, their heart count decreases by one. If a hero loses all their hearts, they die permanently and cannot be revived. Since enemies tend to target the party leader before other characters, your initial hero, like all other heroes, is not immune to this mechanic and is likely to be the first to succumb to permadeath if you’re not careful.

This heart system can be seen as a precursor to the LP (life point) system introduced in later SaGa games, where LP serves a similar purpose to hearts; however, not all SaGa games have permadeath, most just force a game over if your main protagonist runs out of LP. In this way, The Final Fantasy Legend is far more punishing than later games in the SaGa series.

Fortunately for your heroes, the game offers several ways to mitigate permadeath. The first option is obvious: save scumming. If your characters die, simply reload a previous save. This method, while valid, always feels cheap to use, like you’re circumventing core game mechanics by using a technicality; I don’t like doing it but I do it regardless; cognitive dissonance be damned. The second option is to purchase hearts from shops, though this is not viable early on since you will be constantly low on funds. However, as you progress through the game, battles start rewarding large sums of money, making it less of an issue; so if a character dies, just buy them a new heart – If only it was that easy in real life! As a last resort, you can recruit additional heroes from town guilds, which is useful in the event of permadeath; however, new recruits need to be trained entirely from scratch, making this final method a huge time sink.

Expanding on the save scumming, The Final Fantasy Legend features a generous “save anywhere” system that ends up being a double-edged sword. While it allows you to save progress at any time, this is not always advisable since certain areas can be difficult to escape from, especially if you only have one hero alive and very little health left. This, combined with the fact there is only one save slot, can and will result in nightmare scenarios where you become “trapped” without a previous “safe save” to revert back to; feverishly forced to reload your bad save over and over until you miraculously make it back to town to heal up; something that happened to me more than once.

The final boss area is a prime example of this nightmare in action, with no option to return back to town, a save here could easily result in a death sentence forcing you to restart the game entirely; making the true final boss the Savestate Ouroboros, Ruiner of Computer Games With Poorly Conceived Save Systems.

walking hell battles *A new encounter in one step!

One potential solution to prevent the Savestate Ouroboros’ signature move, the Dreaded Soft Lock, is to incorporate a way to manipulate the encounter rate, which is either too low or frustratingly high with no middle ground. At the beginning of the game, the encounter rate seems low, but as you progress higher in the Tower, the encounter rate rapidly increases; in many cases, you encounter a new battle after taking just one step. An option to prevent or lower the encounter rate would help avoid getting “trapped” after a bad save decision. Another potential solution is to have more accessible teleportation options; while there are a few options allowing you to teleport back to town, they are consumable and so rare that you most likely won’t have them when you need them. Finally, there could be more than just one save slot, which would solve these issues entirely. Unfortunately, we’re stuck without these improvements, so “soft locking” your save file in a bad save situation is all too possible, so be careful.

The Pokemon series, which drew inspiration from The Final Fantasy Legend, features items which prevent encounters and early access to abilities that allow for easy teleportation back to safe zones. In their genius, GameFreak recognized a potential issue with their one save system and implemented features to prevent it early on; a step in the right direction and a direct improvement on what we have in The Final Fantasy Legend. Of course, Pokemon also includes a feature that sends you back to a safe zone when all your Pokemon die, so they’re fully immune to the Savestate Ouroboros’ attacks.

A computer game’s difficulty should not rely on getting stuck in a bad situation; this just leads to frustration and rage quitting. Instead, a game should use its gameplay systems to create fair situations that are difficult only due to player failures that can be learned from and corrected, not core system failures like a bad save system.

weird ol' top hat man *Thanks for the tip, mysterious top hat man!

Gameplay systems are important, but how does the player actually progress in the game? Like most role-playing computer games from this time, progression is facilitated through the completion of quests, these quests are revealed through highly mysterious dialogue with NPCs scattered throughout each world. Discerning the exact steps needed to complete said quests can be challenging at times because the dialogue can often be vague and cryptic, such as “look for the old man” or “the king has the shield.” Fortunately, the game’s overworld is relatively straightforward, with only a few places to explore in each world; meaning that even during moments of confusion, you will quickly stumble upon something that propels the story forward, even if it’s by accident.

That being said, there are several instances where progressing isn’t as straightforward as it should be; almost as if the developers intended for you to seek help outside of the game by consulting with a tip line or a knowledgeable friend who already beat the game. For example, there is a quest where you must solve a riddle that goes something like “what is three long swords and a gold helmet?” The objective is to obtain the item being referred to in the riddle. While not immediately obvious, you are supposed to calculate the total price of each item, find an item that is sold for the same amount, and then bring that item to the riddler to obtain the reward. Some may say this type of computer-game-crypticism adds charm, but I find it simply shows how old fashioned The Final Fantasy Legend is when it comes to game progression. Yes, the game was made in 1989, so it’s understandable to an extent. However, there is a point where cryptic nonsense negatively impacts any game regardless of age. Thankfully, moments of extreme crypticism only happen twice (that I counted), so it’s not a huge issue, especially in the internet age when you can just look it up.

And in case you’re wondering, the answer to that riddle is “Battle Sword.”

Conclusion or: Reaching the Top of the Tower

The Final Fantasy Legend, known for its unusual character progression and genre-hopping science fiction setting, serves as the perfect blueprint for future SaGa titles. With its brooding post-apocalyptic atmosphere and strange creatures that seem to have crawled out of a horror movie, playing the game is like stepping into an 80s dark fantasy or otherworldly dreamscape; similar to reading a Vampire Hunter D novel (minus all the vampires and misogyny). The score, composed by Nobuo Uematsu, perfectly complements the setting despite the limitations of the Game Boy sound chip; and the graphics somehow do a great job facilitating the imagination to build upon its green-tinted world.

Although The Final Fantasy Legend offers solid gameplay, some players may find the confusing systems and simplistic graphics unappealing after being spoiled by modern computer games; while playing games of this nature comes naturally to those born in the 80s or 90s, others may find it too outdated to enjoy. This is OK, as many older games are simply not worth playing outside of partaking in nostalgia or contrarianism, observing historical significance, or attempting to bolster your self-esteem by seeking attention and validation online by bragging about all the cool old games you play (something I may or may not be guilty of; this author prefers to leave that open to reader interpretation).

see you again! *Congratulations! You have reached the top of the Tower! Thank you for reading!

The Final Fantasy Legend is not a game that falls under the category of “not worth playing”, but it is not necessarily a “must play” title either. Games from the same time period, such as Dragon Quest III and Final Fantasy II, featuring comparable turn-based combat and character progression systems, did the same things and arguably did them better; however, neither of these games match the level of quirky originality found in the first SaGa game.

Clocking in at about 5 hours to complete, it doesn’t hurt to give The Final Fantasy Legend a try, especially if you’re interested in the origins of the SaGa series or just want to experience the first ever role-playing game for the Game Boy. Love it or hate it, you’re not wasting much time either way.

As always, if you get bored. Put the controller down and do something else. If you’re not having fun, it’s not worth it.


(originally published on 5/14/2023)

#ComputerGames #SaGa1 #Review

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Introduction or: Brief History of the Japanese Raccoon Dog or: Tanuki Tales

The tanuki, a charming and beloved creature also known as the Japanese raccoon dog, holds a special place in Japanese culture. Its likeness is almost omnipresent in Japanese media, as well as in daily Japanese life, where it appears in the form of statues, posters, and figurines. These depictions are particularly prominent in the country’s Buddhist temples and restaurants, where the depiction of a tanuki is thought to bring good fortune. It is not uncommon to spot a tanuki scavenging for food in the alleys of Japanese cities, as many have been displaced from their natural habitats due to historical deforestation. Computer games, of course, have not failed to pay homage to this endearing animal either, with Mario’s statue form in the Super Mario Brothers, only accessible through the tanuki form by shapeshifting, immortalizing the legendary raccoon dog for a more casual gaming audience.

Despite their name, the Japanese raccoon dog is not related to what us Americans call raccoons. Tanuki belong to the canidae family, which places them closer to dogs and foxes than to American raccoons, which belong to the procyonidae family. Unlike American raccoons, tanuki are renowned for their remarkable ability to shapeshift, much like foxes. While chameleons are capable of changing their color, a limited form of transformation, only a select few creatures possess the power of true transformation, which manifests as complete shapeshifting. This extraordinary ability is reserved for a small group of animals, including foxes, tanuki, and some cats.

tanuki vendor *Ponta, a tanuki merchant in Shiren 5, selling bad lottery tickets

In Japanese folklore, the tanuki was once considered a harbinger of misfortune, blamed for every mysterious sound and occurrence within the woods where they dwelled. However, in more recent history, this perception has undergone a significant shift, and the tanuki is now celebrated as a bringer of good fortune, benevolence, and overall good-times. They are enshrined in lore as the “bake-danuki”, a family of yokai found throughout Japanese folktales and literature. According to legend, the tanuki is known for being a skilled shapeshifter with the ability to morph into almost anything, including humans. They often use this ability to play pranks on humans or live among them for long periods of time without being noticed. A key component of their shapeshifting ability is their pouch, or in cruder terms, their ball sack. Frequently using their ball sack as a secondary object of transformation; for example, a tanuki may shapeshift into a samurai, armor and all, but shapeshift their ball sack separately into a sword; or they may shapeshift into a merchant and use their ball sack as their vending stall. Although this ability is impressive and potentially dangerous, tanuki are characterized as absent-minded and more focused on the pleasures of life than any serious long-term endeavors. So, if you are tormented by a tanuki, it is likely not out of malice but rather pure jovial curiosity, fun, or pure necessity.

Of course, not all tanuki are the same. While most raccoon dogs are typically associated with their playful and whimsical personalities, some tanuki pursue more serious means to survive. Many become adept at salesmanship and often disguise themselves as merchants. This depiction is commonly found in various forms of media, particularly in computer games where tanuki merchants are a frequent occurrence. For instance, the Shiren the Wanderer series (hey – that’s what this article is supposedly about!) features several tanuki merchants. Other popular games, such as the Animal Crossing series, also include clever tanuki merchants like Tom Nook (whose name is a play on the word “Tanuki”). Tom Nook is a cunning real estate mogul who entraps the player with crippling debt, tricking you into working for him to pay it off; fortunately, he is a jovial tanuki who doesn’t care how quickly the debt is actually paid off. One wonders if Tom Nook’s store is his own ball sack, but that is a question for another article.

tanukis *tanuki statue, tom nook, and artwork depicting a tanuki holding his big pouch

Tanuki are often depicted as protectors of nature who will do anything to prevent the destruction of their homelands. For instance, in response to a human-led campaign to destroy a forest, tanuki may band together to plot the protection of their homeland. However, their efforts are more likely to result in long nights of partying and fun rather than anything productive, similar to my attempts at writing.

In one story, after numerous unsuccessful and half-baked pranks by the tanuki to halt the construction of a new residential housing district in their forests, which resulted in the loss of many tanuki lives, the surviving tanuki had no choice but to transform into humans and integrate themselves into Japanese society for survival. Today, it is said that whole families of tanuki still live in and around Tokyo, disguised as humans and engaging in everyday activities such as office work, street performing, and vending to make a living; ironically, some may have ended up working as contractors and real estate agents, selling the very same lands they were forced to flee all in an effort to make ends meet; after all, tanuki are far more concerned with survival and fun-times over more noble principles.

Legend has it that a few of these tanuki have forgotten their shapeshifting abilities, now permanently trapped in human form, forever doomed to live out the rest of their lives as humans. While this is certainly just a fanciful story, it contributes to the allure of the tanuki, leaving you to ponder whether the person beside you is truly human or actually a tanuki in disguise, or if the bench you’re sitting on is really a tanuki ball sack. This story is brilliantly portrayed in the Studio Ghibli film Pom Poko, which comes highly recommended by our staff (me).

tanukis2 *scene from Pom Poko, animated by Studio Ghibli, 1994

As mentioned earlier, kitsune, or foxes, are the opposite side of the tanuki coin, known for their shapeshifting abilities and closely aligned with tanuki in terms of common goals, although there are some significant differences between the two. Tanuki and kitsune can be seen as rivals competing for shapeshifting supremacy; however, only the fox would care about this rivalry as they are more intelligent and envious than the tanuki; or as the saying goes, they are “as clever as a fox.” The tanuki is far too concerned with eating and goofing off to care about such things.

It is often said that while the fox has seven disguises, the tanuki boasts eight, making it technically superior in terms of shapeshifting abilities. However, quantity does not necessarily outweigh quality. The fox, for instance, focuses on mastering a select few transformations to maliciously trick people, while the tanuki tends to shapeshift haphazardly out of necessity or just for fun. As a result, foxes are generally perceived as more malicious and dangerous shapeshifters, whereas tanuki are considered lazy but fun-loving shapeshifters. Regardless, if you manage to end up on their bad side, you are undoubtedly in for a world of hurt.

To illustrate this distinction between foxes and tanuki, consider their differing approaches to stealing food from human villages. While a family of foxes may resort to scheming and backroom dealings with humans, using their shapeshifting abilities to pose as businessmen offering seemingly attractive deals with hidden strings attached, akin to the treachery of organized crime or a pact with a demon, a tanuki family is more likely to transform into an alien spacecraft or ghostly apparition to scare the villagers away, thereby allowing them to sneak into the homes and steal the food.

Foxes would argue that their methods result in more sustainable food procurement long-term, while the tanuki methods are shortsighted and foolish; however, one thing is certain: the tanuki methods are far more fun.

Shiren the Wanderer: The Tower of Fortune and the Dice of Fate

You may be wondering, “why all the tanuki talk?” Well, this is because Shiren the Wanderer: The Tower of Fortune and the Dice of Fate, which I will be calling Shiren 5 from now on, is a game that perfectly captures the essence of the tanuki. It not only incorporates all the characteristics that define a tanuki, but it also includes multiple appearances of the animal throughout the game, primarily as merchants who run the lottery but also as wandering merchants in dungeons. From its reliance on chance to its overtly Japanese aesthetic, Shiren 5’s gameplay feels like a mischievously playful trick played by a tanuki. At every turn, the game is merciless and seemingly out to get you, but it can also be extremely generous and offer unexpected rewards; eating some grass could make you sick and lead to your death, or it could make you gain three levels and become super-fast; this playful unpredictability is quintessentially tanuki-like, and Shiren 5 captures this essence in less than 600 megabytes. Shiren 5 feels like a celebration of the tanuki’s mischievous, silly, and random nature; constantly fun to play, even when it seems the odds are not in your favor.

shiren death *eating some bad revival grass

To preface this paragraph, the plot of Shiren 5 is not important. Shiren 5 is a game’s game about gaming and high scores. With that out of the way, you play as Shiren the Wanderer, accompanied by his faithful ferret companion named Koppa. Shiren is a silent protagonist, while Koppa acts as his mouthpiece at key moments in the plot, often stating Shiren’s intentions and making decisions for him. Much like Kenshin Himura of Rurouni Kenshin, you get the impression that Shiren is a kindhearted soul with a storied past who can’t help but help the helpless.

The prologue of the game hints at Shiren’s previous adventures, which ultimately lead him to stumble upon the village of Inori. Here, he encounters Jirokichi, a young man whose girlfriend is on her deathbed, suffering from an incurable disease. Inori is situated near the Tower of Fate, a massive structure where it is rumored that the god Reeva makes his abode at the very top. Luckily, Reeva is the god of fortune, which fittingly ties into the game’s central theme of chance by serving as a literal stand-in for one of the game’s core mechanics: RNG, specifically “random number generator”, or just plain randomness. He may or may not grant your wish, based on a dice roll, but also based on his own whimsy; much like a tanuki playing a trick on someone wandering into their territory.

The god Reeva requires one to gather the Dice of Fate from the Tower of Past, Present, and Future, then travel to the top of the Tower of Fate and roll the die to grant a wish. Of course, Jirokichi wants the wish for his girlfriend’s disease to be cured, and Shiren and Koppa can’t help but tag along for the ride; and in typical gaming fashion, doing almost all the work for Jirokichi. This makes up the driving motivations behind our mystery dungeon tour, and to be fair, Jirokichi does help a good bit as you travel up the tower.

The people of Inori constantly speak of fate; a common talking point is that of predestination. It is believed that some people are just “born with bad luck” and destined to be destitute and downtrodden for their entire lives, driving many adventurers and tourists to climb the tower in an attempt to change their fate. Much like the game mechanics themselves, sometimes the tanuki are not kind, a dungeon-run can seem doomed from the start or, on the flip side, extremely favorable. It all depends on the roll of the dice. Shiren’s plot, while simple, is clever in this way as it mirrors the core gameplay based around random chance and luck; very self-aware of its purpose. Was eating that grass that killed you predetermined, or random? Is random actually just an illusion we create to feel better about our predetermined destinies? Are we doomed from birth? All questions without answers.

kenshin tower shiren *Kenshin Himura, the Tower of Fortune, and Shiren the Wanderer respectively

Shiren the Wanderer is part of the Mystery Dungeon series, a collection of role-playing computer games primarily developed by Chunsoft. The series was inspired by Rouge, a classic dungeon-crawling computer game that co-creator of Dragon Quest, Koichi Nakamura, played one day and wanted to replicate. Thus, the Mystery Dungeon series was born, starting with the Super Famicom and continuing to this day, almost exclusively developed by Chunsoft (now known as Spike Chunsoft). The first Mystery Dungeon game was based on Dragon Quest: Torneko’s Great Adventure: Mystery Dungeon, but it was later adapted for Pokemon, and Final Fantasy with the Chocobo Mystery Dungeon series. At this point, there is a Mystery Dungeon for every major JRPG franchise that actually matters, all that’s missing is Shin Megami Tensei.

Shiren, like other games in the Mystery Dungeon series, follows the formula laid down by Rogue. You assume control of the protagonist, in this case, Shiren, and venture through a series of randomly generated dungeons. Each dungeon contains several floors, with each floor being entirely randomized based on its designated tileset and a set of underlying rules. In this way, dungeons often feel like a shapeshifting tanuki trying to block you at every turn; playing the ultimate trick on the player.

A major gameplay component in Shiren and other Mystery Dungeon games is the reliance on chance, also known among seasoned computer gamers as RNG. This “luck” determines the items you’ll find lying around, which monsters you’ll encounter, if those monsters will have any buffs, how many traps you’ll inadvertently step on, and literally everything else. Ultimately, if fortune favors you, you can have incredibly good luck, or conversely … extremely bad luck; all depending on how the tanuki are feeling that day. To top it all off, you are graded at the end of each dungeon-run and provided a score in very computer-gamey fashion, something I highly appreciate.

waterfall battle *pummeled to death by an Eligan, score displayed at the end of the run

The core gameplay in Shiren is centered around turn-based combat. Each player and monster gets a single move per turn, more if buffs come into play. If you move one tile, the monsters move one tile; if you attack, the monster attacks, and so on. At the beginning of each dungeon, you start at level 1 and gradually gain experience as you progress through each floor. Along the way, you’ll discover various items to aid you, such as storage containers, grass with various beneficial (or detrimental) effects, weapons, shields, magic scrolls, and much more; ultimately which items you find are based on the whims of RNG, or as I like to call it, the will of the tanuki.

Part of the charm of Shiren 5 is the vast array of bizarre monsters you encounter on your adventure. Most of these monsters are based on yokai spirits, which gives them a distinctively Japanese feel. It’s easy to imagine a tanuki shapeshifted behind some of the silly creatures you encounter, from fur balls to seed-shaped creatures that consume items to multiply their experience point yield, mage birds, creatures that put you to sleep, robots that lay traps, goblins riding carts, dragons, demonic children who dress up in grass, and many others. The variety of monsters is impressive, with each having its own gimmick. For instance, kappas throw items at you, which occupy a slot in your inventory, while some birds fill up available slots in your storage pots with dirt, rendering them unusable. Moreover, some items on the ground are disguised enemies that spawn a monster when used, and other monsters can grab you and throw you at party members or off ledges. Often, you have to respond to certain monsters in unique ways, requiring you to get creative with your item usage, so you better pray the tanuki favor you on your travels.

battle loop *sleep stun locked by a pesky Naptapir, more common than you’d think

In Shiren 5, when you die, all your progress is lost and you have to start over from floor 1 at level 1. Initially, this might seem overwhelming, but the game offers a way to reduce the impact of death by using specific items, such as Undo Grass. This item presents two choices upon death: return to the village while retaining all of your items, or instantly revive in the dungeon. Both options consume the grass, creating a risk/reward situation that can result in catastrophe if players make the wrong choice at the wrong time. Choosing to return to the village and keep your items is often the wisest choice, but it means starting over from floor 1 of the dungeon. Nonetheless, doing so gives you the advantage of retaining all your items for your next attempt and forms the foundation of the game’s power progression system, which is almost entirely loot based.

The loot based power progression system revolves around upgrading weapons and shields through usage and magical means, and combining them to create new weapons/shields with combined effects. This is the primary way to increase your wanderer’s power beyond simply leveling up, which only provides temporary benefits that are always lost upon death. It’s possible to start every run with an effective power level of 0 if you don’t know what you’re doing. However, the cheat death mechanic allows you to keep upgraded weapons and shields through dungeon-runs, which can provide a huge advantage on future dungeon-runs. For example, I was able to obtain a powerful tri-directional sword, combine it with almost every other weapon in the game, and upgrade it to max. Through careful use of Undo Grass and patience, I was able to hold onto this weapon throughout the entirety of the main game and even ended up defeating the final dungeon with it.

All of this creates gameplay that, while very simple, keeps you on the edge of your seat, as everything is at risk, especially if you forget to bring your Undo Grass, or choose to use it to revive in the dungeon instead of taking you back to the village upon death. The items you invest significant time in, like my tri-directional sword, become the backbone of your wandering skeleton, since losing them permanently can set you back hours of progress, crippling you by effectively forcing you to start from scratch. As a result, you become quite possessive and neurotic about how you approach dungeon exploration and progression. No matter how many tanuki tricks are thrown at you, you are determined to hold onto the weapons and shields you’ve invested so much time and effort into; as you bond with these weapons, they become a part of you, and the thought of losing them becomes a nightmare lurking in the back of your mind at all times.

towercrawl

In the end, once you have a good understanding of the game’s mechanics and master the art of managing your items effectively, permadeath becomes less daunting. The sense of accomplishment that accompanies your progress with your chosen sword and shield is genuinely gratifying. It is a unique experience only made possible by the curious mix of permadeath and risk/reward systems at play in Shiren 5. However, losing everything feels terrible and can be discouraging at times, but this is a necessary evil to maintain the uniquely rewarding nature of the game.

It’s worth noting that the progression systems are not present throughout the entire game. Once you finish the main story dungeon, numerous optional dungeons open up, offering even greater rewards. However, many of these dungeons require you to start from scratch with nothing on hand. Shiren 5’s main story dungeons are just the tip of the iceberg when it comes to the game’s content, and due to the randomized nature of every little thing you encounter, the tanuki tricks never stop and the replayability never ends.

This is the part where I give my recommendation for the game, and I wholeheartedly recommend it. Even if you have no prior experience with “rougelike” games, Shiren the Wanderer: Tower of Fortune and the Dice of Fate is an excellent starting point. Furthermore, it is likely already available on a platform you own. The footage for this review was captured on the Switch version of the game, but it’s also available on Steam, Nintendo DS, Android, PlayStation Vita, and iOS. Shiren 5 lends itself to portability, as it’s easy to pick up and play in short bursts, making it an excellent game to play on-the-go. As such, I would recommend the Vita or Switch version over the Steam version, unless you own a Steam Deck; and, of course, I would never recommend a mobile version of any game.

One of the things that makes Shiren 5 stand out is its deceptive simplicity and straightforwardness. I played the game for about 30 hours originally, then took a break to play something else for a few months, and came back to Shiren 5 afterwards. I started my same savefile and was not lost in the slightest. The game’s design is such that it’s nearly impossible to lose track of progress, even after extended breaks. Its random and charming nature, quintessential tanuki-ness, and “start over” gameplay have a unique allure that will keep players coming back, even after completing the main story.

And remember, if you get bored, put the controller down and do something else. If you’re not having fun, it’s not worth it. And in Shiren’s case, if you get frustrated, put the game down and play something else, the tanuki will still be there when you return.

Tanuki Bless.


(originally published on 5/7/2023)

#ComputerGames #ShirenTheWanderer5 #Review

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Introduction or: a brisk summer breeze and fishing in the pond

Every summer as a child, my parents would send me to stay with my grandma in Charleston, South Carolina. It was during one of these summers, when I was around nine years old, that I met a boy who quickly became one of my closest friends. He lived just three yards away from my grandma, behind a huge pond with an ever-flowing fountain. And when I say “yards,” I mean literal yards, not the unit of measurement. I would walk through those same yards to get to his house, much to the annoyance of their owners. We would often fish in the pond behind his house, but I never caught anything. I was always lousy at fishing as I didn’t have the patience for it. On the other hand, my friend was very good at it – he was good at a great number of things. He would always release the fish back into the pond, “catch and release” he would call it. On one occasion, he accidentally left a hook in a fish’s mouth before releasing it. I remember this vividly because someone else caught the exact same fish, hook and all, later that summer, right in front of my friend and me.

My grandma still lives in the same house. I still visit there often. Not much has changed, which helps ensure I don’t forget these little things.

My summer-friend was far more athletic and charming than myself. He was very interested in outdoor endeavors, while I was, and still am, a more reclusive, indoors-oriented person. He had many friends in the neighborhood, most of whom I did not get along with due to my “strange” disposition. Despite our differences, we were both sharp and like-minded in many ways, and we both enjoyed playing computer games. I had unfettered access to all types of computer games, which could be considered questionable parenting, while he was on a much tighter leash and lived vicariously through me when it came to gaming. Every summer, I would come to Charleston with new games, and he would be fascinated with them, often coming over just to watch me play for hours.

During the summer of 2001, my summer-friend’s friend lent me their Game Boy Camera to “play with for the week,” and I subsequently traded it at the local Babbages for in-store credit. Babbages was like a proto-GameStop. Looking back, I have no idea what I was thinking; it was a bad idea. I wasn’t the nicest kid in the world, and I didn’t particularly like the girl who lent me the Game Boy Camera to begin with. Later, after a series of dramas, my grandma and I had to return to that same Babbages, repurchase the Game Boy Camera, and return it to its rightful owner – a story my summer-friend still tells to this day.

These events are significant because thanks to that in-store credit, I was able to purchase a used copy of Final Fantasy 7. At the time, my ten-year-old brain was drawn to the spiky-haired guy holding a big sword on the cover. Throughout the remainder of that summer, I spent countless nights playing Final Fantasy 7, and looking back, I realize this game played a pivotal role in shaping my current gaming preferences.

ff7-old-copy-smaller-1.jpg *The same 2001 copy of Final Fantasy 7, purchased with dirty in-store credit (it’s missing disc 2)

It’s funny how such a careless action on my part would eventually result in a lifelong passion for oversized swords, messy hair, and, most importantly, Japanese role-playing games. Despite being a bad decision at the time, trading that girl’s Game Boy Camera for in-store credit ultimately led to some positive outcomes.

I wonder, if my younger self were given the power to turn back time and rewrite history, would I still make the same decision to trade in a borrowed Game Boy Camera for in-store credit or would I erase the whole situation to avoid the shame and subsequent verbal lashing from my grandmother, and in doing so, repair my relationship with the kind girl who had lent me the camera in the first place? What would I be doing now if I hadn’t played Final Fantasy 7 that fateful summer? Would I be obsessed with the Madden series instead, or something equally as dull? Maybe I would be making seven figures as the CEO of a successful company instead of writing this article? Perhaps I would have been hit by a car while riding my bike in 2018? I guess we will never know.

How is this related to Tactics Ogre? Well, having played Final Fantasy 7 in 2001, I was inclined to play anything with the name Final Fantasy on it. In the summer of 2004, the Game Boy Advance was all the rage, and having saved up my allowance, I purchased Final Fantasy Tactics Advance by virtue of brand-name and cover art alone. Oddly enough, that same summer, my friend picked Tactics Ogre: The Knight of Lodis with his allowance money. We played both games in tandem that summer. He often suggested that I give his game a try, claiming it was fantastic, and I would occasionally glance at his screen and notice how similar it looked to what I was playing. However, as the contrarian that I was (and arguably still am), I believed that Final Fantasy Tactics Advance was the better game and that I, with my superior gaming wisdom, had made the better choice. I had no need to play Tactics Ogre.

Due to this left over contrarianism from 2004, I was always hesitant to play the Ogre Battle series. Little did I know at the time, Tactics Ogre was created by the same team that later went on to create the Final Fantasy Tactics series. The original developer, Quest Corporation, was absorbed by Square in 2002 and renamed Square Product Development Division 4. Tactics Ogre: The Knight of Lodis was their last official game as Quest Corporation, having made the original Ogre Battle: March of the Black Queen in 1993 and its sequel Tactics Ogre: Let Us Cling Together in 1995, both for the Super Nintendo and both named after Queen songs. Tactics Ogre: Let Us Cling Together would later be remade for the PlayStation Portable in 2010 and then re-released again as Tactics Ogre: Reborn for multiple consoles, the final version being the one covered in this article.

image.png *Two great GBA games battle for the attention of two 13-year-old kids

In conclusion, it turns out my friend was playing an older game that could be seen as the spiritual precursor to what I was playing that summer. Would this additional knowledge have made a difference to thirteen year old me? Would I have been more open to my friend’s recommendation? Probably not. However, one thing is certain: if I could turn back time and try Tactics Ogre: The Knight of Lodis back then like my friend had suggested, I would have gotten into the Ogre Battle series much earlier than, well, a month ago. Perhaps my entire gaming history would be different?

Plot or: choices choices choices

Tactics Ogre: Reborn is a remake of Tactics Ogre: Let Us Cling Together, and it doesn’t deviate much from the original game’s plot. The player assumes the role of a young man named Denam Pavel who travels the islands of Valeria in an attempt to end the seemingly endless power struggles by unifying the multiple warring factions; eventually leading an army of his own to make this dream a reality. Valeria is split by multiple factions vying for control of the islands, such as the Walister, the Galgastani, the Bakram, and the Dark Knights Loslorien, to name a few. Denam’s journey is marked by numerous decisions that shape the future of Valeria, for better or worse.

image-1-1.png *Denam, the map of Valeria, and the crests of warring factions

Prior to the events of the game, Denam resided in the town of Golyat with his sister Catiua and closest friend Vyce. They led peaceful lives until the Dark Knights Loslorien swept through, brutally massacring most of the town. As a result, Vyce lost his family, and Denam’s father was kidnapped, igniting a burning desire for revenge within our three main characters. This culminates in our heroes planning retribution against the Dark Knights and eventually joining the Walister Resistance, a group fighting against the Dark Knights, to further this goal.

The Walister Resistance consists of people who identify themselves as Walister, a “race” of people that inhabit the region around Golyat. Although they are categorized as a separate race within the game’s fiction, they appear and sound much like every other race of people in Valeria. In Tactics Ogre, the concept of race is more akin to nationality than any physical characteristics, and this idea plays a significant role in several of the game’s overarching themes. For instance, despite their similarities, the races are still constantly warring and killing each other, but why? Something we’ll get into later.

Under the shrewd leadership of Duke Ronwey, the Walister Resistance professes to seek only the end of the occupation of their territories by the Dark Knights and Galgastan. However, their real objective is to attain power and claim the entire land of Valeria. It remains uncertain whether Denam, Vyce, and Catiua share the Walister’s nationalist agenda, as their primary motivation is revenge against the Dark Knights, but they are more than willing to tag along killing those who oppose the Walister Resistance unquestionably, at least early on.

The Dark Knights Loslorien, the Kingdom of Galgastan, and the Bakram have formed a tentative alliance to suppress the Walister resistance, with all factions ultimately vying for control over the islands of Valeria. As one can imagine, this creates a politically complex situation, as all alliances in Valeria exist on a razor’s edge. Denam fights alongside Duke Ronwey’s resistance until a rift develops between him and Vyce due to objections with the Duke’s methods, ultimately revealing the fragility of their friendship. This conflict marks a crucial turning point in the game’s narrative, and the player’s choices at this intersection determine the ultimate fate of Valeria.

image-2.png *Denam, about to make a very important choice

Tactics Ogre is the type of game where you seemingly make all the right choices but your entire family still ends up brutally murdered. These choices are a fundamental aspect of what makes the game’s plot so captivating. There are three primary routes determined by choices you make throughout the game: chaos, law, and neutral – similar in nature to the Shin Megami Tensei series. Each route unfolds differently, dictating who joins your resistance, who perishes, and ultimately how the story ends. In each route, numerous smaller choices impact less significant events. Therefore, even the most mundane choices have significant consequences, often leading to decisions made long ago returning to haunt you.

Tactics Ogre stands out from other role-playing games due to the absence of clear “good” and “bad” endings, as each plot-thread was given equal care and consideration by the writing team. Additionally, all choices within the game are somewhat ambiguous – what may seem like the morally righteous decision at the time can lead to dire consequences later on. As a result, players may encounter numerous “what the @#$%” moments as they witness the aftermath of their seemingly righteous choices.

Tactics Ogre’s ambiguous choices have a downside in that they can prevent access to certain characters and sidequests. For instance, in the early stages of the game, I wanted to recruit a certain cool character, so I made what seemed like an obvious choice to align myself with her side. However, as a consequence of that choice, she immediately died. Conversely, if you make the opposite choice, that character will hate you, and you’ll need to make a series of correct choices going forward to persuade her to join your cause. None of this can be deduced simply by playing the game as is, which is why a guide is essential if you want to unlock all the game has to offer.

While I am usually of the opinion that a guide should not be necessary to fully experience everything a game has to offer, the uncertain nature of Tactics Ogre’s choices can be exhilarating at times. Watching the unforeseen consequences of your decisions unfold can be an enjoyable experience, even if they occasionally result in unsatisfactory outcomes. This helps reinforce one of the game’s primary themes, that of loss and regret – the notion of “if only I could go back and do it all over again.”

bending-of-time-1.jpg *Introducing the World Tarot

But don’t fret – you can go back and do it all over again! To further add to the game’s complexity, Tactics Ogre: Reborn incorporates a unique time travel system, known as the World Tarot, which enables players to revisit previous points in time and make different choices, effectively rewriting history. This allows players to explore alternate paths and outcomes, and a substantial portion of the game’s endgame is dedicated to utilizing this feature to recruit previously missed characters and observe the various consequences of different decisions.

The themes of regret and consequence are central to Tactics Ogre’s narrative, and the time travel aspect reinforces these themes by providing the player with a glimpse of what could have been – oftentimes, the results are equally as dire. However, the brilliance of this system lies in its optional nature; the game never forces you to use the time travel mechanics, allowing your choices to remain as permanent as you desire. It’s akin to save-scumming, just more sophisticated.

With that in mind, my recommendation on a first playthrough is to play completely blind. Even if you don’t get all the characters or outcomes you would like, you can always rewrite history.

Themes or: ruminations on resentment, regret, and retribution

In Chapter 4 of Tactics Ogre, a little girl is shot in the back with an arrow and dies instantly; a random act of violence highlighting the game’s dark tone; sometimes bordering on Berserk-levels of chaos. Tactics Ogre harnesses this darkness to explore weighty themes concerning human nature, power, friendship, envy, chaos, regret, and war; also delving into philosophical concepts such utilitarian ethics. The game challenges players to reflect on its themes and arrive at their own conclusions without imposing a specific message; and in line with the game’s intent, I will attempt to do that.

Envy serves as a potent driving force behind human motivation in the game’s narrative. The deadly sins of greed, envy, and pride are exemplified most in the character Vyce, Denam’s childhood friend. Through the interactions between Denam and Vyce, their long and storied history is revealed. However, despite their long friendship, Vyce always maintains a slightly holier-than-thou attitude when speaking with Denam and tends to adopt a tone of mockery around him.

Denam’s upbringing was filled with love and attention from his caring father. In contrast, Vyce was raised solely by his abusive and alcoholic father. Vyce frequently references this difference, revealing his envy towards Denam’s favorable circumstances. Additionally, Vyce hints at his love for Denam’s sister, Catiua, and drops subtle clues that he feels jealous of the attention she lavishes on Denam, while ignoring him completely. Despite initially viewing Denam as a role model of sorts, Vyce’s perception of him shifted at some point, morphing into envy and resentment instead.

Early in the game’s plot, Denam is tasked with committing a village massacre to advance the Walister agenda. The slaughter is to be disguised as a Galgastani attack to help rally the local villages to the Walister cause. Denam has a choice: either comply with this plan or refuse and be branded a traitor, thus risking the blame for the massacre and losing all ties with the resistance. If Denam refuses to carry out the slaughter, Vyce scolds him, accusing him of being a traitor and betraying the Walister cause; Vyce argues that Denam should “see the big picture” and declares him his mortal enemy. Conversely, if Denam agrees to the slaughter, Vyce still scolds him, labels him a murderer, and claims they are mortal enemies. In both cases, Vyce appears to be taking the moral high ground over Denam.

vyce-has-no-principles-1.jpg *Vyce has no real principles

Upon examining both outcomes of Denam’s decision, it becomes apparent that Vyce’s opposition is not based on genuine principles, but is rather an excuse to assert his dominance over him, driven by feelings of insecurity. Vyce conceals his true envious motivations, using the situation as an excuse to justify his long-felt jealousy and hatred toward Denam. This envy alone drives his behavior, nothing else. In the “chaos” route, during Denam and Vyce’s final confrontation, Vyce even admits to this, confessing his jealousy towards Denam outright, including his upbringing, kind-hearted nature, athletic ability, and relationship with Catiua.

The relationship between Vyce and Denam captured my attention since I have experienced similar emotions of envy towards my own friends, specifically jealousy towards their perceived superiority in certain aspects of life when compared to myself. For example, my summer-friend was more athletic and popular than I was. My high-school friend could play multiple instruments and was motivated enough to complete college. Why can’t I be like them? It’s easy to play the victim instead of examining your own faults and improving yourself. Vyce’s behavior reminded me of what I might do if I succumbed to the darker facets of my own personality. Ultimately, I saw myself in Vyce; and that’s a tad bit scary.

Denam opting to spare the lives of innocent people is undoubtedly a morally correct decision. However, if he were to choose to carry out the massacre instead, Vyce’s opposition to this act would place him in the morally superior position. This situation raises an ethical quandary because Vyce’s motivation for opposing the massacre is purely driven by his envy for Denam. Therefore, he opposes the slaughter only out of contrarianism, not because it would be the morally righteous course of action. This presents an intriguing dilemma in which individuals can inadvertently do good deeds, even if their initial motivations stem from a negative place; begging the question, does motivation really matter or are outcomes the only important thing to consider when evaluating a situation?

vyce-trolly-final-1.png *Trolley Problem: Reborn

Arguably the game’s most important theme is moral ambiguity, and this is illustrated in almost every scene. It also raises questions around utilitarian ethics. For instance, in the previous example of the town massacre, ironically, the decision that results in better overall outcomes for our main characters is the slaughter of innocent townspeople. This raises an interesting point that morally reprehensible acts can sometimes lead to overall positive outcomes. It’s like a hyper-utilitarian game of chess or the trolley problem, where the question is whether slaughtering an entire village now could save hundreds of people later; but how could anyone ever truly know that? In Vyce’s situation, even though he has no real principles, his hatred and drive to kill Denam could inadvertently save a village full of people; he’s acting out a version of the trolley problem that he’s not even aware of.

Tactics Ogre constantly reminds the player that despite Denam’s pure motives, he is still taking lives and imposing his moral philosophy on the lands of Valeria, much like the factions he fights against. This begs the question: how is Denam’s resistance any different from the Galgastani or the Bakram? Ultimately, all parties seek to end war and rule over Valeria; they simply use different ethical frameworks to justify how they achieve this result. After all, every would-be conqueror believes they are doing what’s right. Even the Dark Knights of Lodis, arguably the most morally reprehensible faction in the game, seem to grasp this concept, their leader often using it to justify their survival-of-the-fittest philosophy.

Expanding on the theme of moral ambiguity is the concept of the “ogre,” which is referenced throughout the narrative. While the game’s lore features a historical “Ogre Battle” between humans and ogres, the term “ogre” in the context of the story refers to the idea of doing monstrous things to achieve one’s goals. Denam is repeatedly asked whether he has the wherewithal to “become like the ogre” in order to achieve his vision, or in other words, if he is willing to do whatever it takes for the betterment of Valeria. This concept permeates the narrative, adding another layer of complexity to the game’s exploration of morality, raising questions about the cost of achieving one’s goals and the limits of acceptable behavior in pursuit of a noble cause.

the-ogre-if-i-must-final-1.jpg * The Ogre Battle rages on

The question of why people go to war is one that Tactics Ogre does not attempt to answer, but it certainly raises thought-provoking questions and provides some clues. Despite the existence of multiple races in Valeria that share similar appearances and cultures, the factions still engage in conflicts that are obviously not based on race or nationality directly, even though the faction leaders may say otherwise; it would be easy to unify Valeria if those were the only points of contention. In my view, two primary motives underlie these wars: revenge and moral sunk cost.

The first reason is simple: revenge. This is exemplified time and time again through a recurring motif that I call “generational despair.” This concept is depicted in characters seeking retribution for their loved ones who were killed in previous battles, even those that occurred generations ago. The game’s battles feature countless enemy leaders citing reasons such as “you Walister dogs killed my mother” to justify why they fight. Even the protagonists themselves become motivated to fight out of a desire to avenge their murdered families. This concept of “generational despair” highlights how the pursuit of revenge can spiral into a cycle of violence, perpetuating conflicts that span generations.

Even the game mechanics serve to further emphasize this theme by demonstrating how minor battles can escalate into more revenge-driven conflicts. For instance, after eliminating an enemy unit in one battle, their spouse may appear in the next battle, seeking revenge. Of course, in the interest of unifying Valeria, you have to eliminate the vengeful spouse as well, thus continuing the cycle of violence.

wrath-of-the-walister-1.png *Young Denam; a case study in generational despair and moral sunk cost.

This brings us to what I believe is the final motivation behind these wars: moral sunk cost. Similar to the sunk cost fallacy, which causes people to persist in a certain course of action simply because they have invested a significant amount of time or money into it — after all, why waste all that effort? — moral sunk cost applies this principle abstractly to the morality of one’s actions.

Suppose you embark on what you believe to be a morally righteous goal, such as a religious crusade. However, along the way, you cause death, destruction, and injustice to everyone you encounter, all without making any real progress towards your goal. At this point, upon reflection, you have only two options left: stop your crusade altogether or continue. But why would you stop now? Were all those lives lost in pursuit of your crusade really worth nothing? Was the destruction you caused truly meaningless? Surely, this was all for the greater good, right?

I believe that this mindset drives much of the fighting in Valeria, and perhaps in the real world as well. Often, we convince ourselves that we are doing the right thing, even if there is collateral damage along the way. We may discover later on that we were mistaken, our goals were actually not morally righteous after all. However, the thought of admitting to such a mistake is unbearable, as it would mean accepting true responsibility for all the bad things we did while attempting to achieve our goals. We would effectively be admitting that we became like the ogre. Consequently, we resort to justifications such as “we must continue, or their lives were lost for nothing!” or “my father died fighting for this goal!” as a means to ignore the wrongs that have already been committed. Much like the vengeful spouse who seeks retribution for their fallen partner and will do anything to achieve this retribution, we simply cannot move on.

Lastly is the theme of regret. By the end of the game, Denam and others have a great many regrets, especially around some of the pivotal choices made throughout the story. At the time, everything seemed for a greater good, but looking back later on … was it really worth it? In pursuit of this grand vision of unification, did Denam sacrifice too much? Was there anything he could have done differently?

Back in high school, I broke the heart of my high school sweetheart, ruining our relationship forever. If only I hadn’t made that one tiny decision, maybe we would still be together? It’s hard to say. I can’t help but wonder what could have been if I had acted differently.

Everyone has regrets – I guess you just have to live and learn.

Gameplay or: more time travel shenanigans

Enough about the narrative elements of the game. Tactics Ogre: Reborn is a computer game, after all, so what about the gameplay? Is it actually fun to play? The simple answer is: Yes. At the time of its release, Tactics Ogre was revolutionary in its design, and it had a significant impact on the tactical role playing game genre that we know today. Although similar games preceded it, such as the Shining Force or Langrisser series, Tactics Ogre propelled the genre into the limelight and ultimately perfected the formula.

Tactics Ogre’s battles take place on large, isometric battlefields of various settings, such as mountains, tundras, grasslands, volcanoes, castles, and towns. You control a party of up to 12 units against the opposing party. The typical objective of each battle is to defeat the enemy leader, and in rarer cases, defeat every enemy on the map. Each unit moves in a turn-based fashion based on its recovery time or speed, and each unit has a specific role with strengths and weaknesses determined by their class.

During a battle, you need to consider various factors, including the weather and the terrain of the battlefield, which often impedes movement. Smart movement decisions are pivotal to securing victory. Additionally, you can adjust the camera left and right in a “bird’s-eye view” mode, which provides a flat-plane view of the battlefield from overhead. This perspective is particularly useful since the terrain on many battlefields often blocks visibility of units.

to-battle-1.jpg *The battle begins!

Influenced by Dragon Quest and Final Fantasy, Tactics Ogre incorporates a fairly robust class system with over 15 classes, including several unique classes that are exclusive to specific characters. A standard unit can only have one assigned class, which can be changed at will outside of battle. In the Reborn version of the game, there is no class level, so changing a unit’s class does not reset their level to 1. Instead, the level they had before carries over to their new class, resulting in less overall grinding – always a plus for any role-playing game. Moreover, Reborn eliminates the archaic need of having to hit your own units to gain extra experience points during battle. Instead, experience is now aggregated and distributed equally to every unit that participated in the battle at its conclusion.

Classes in Tactics Ogre may appear boring at first glance, but there is a sneaky level of depth that is revealed when you peel back some of the layers. There is no dual-classing, which means there’s no skill mix-and-matching. A Knight is always a Knight, regardless of which unit uses that class. You cannot transfer Archer skills over to a Knight, as you can in the Final Fantasy Tactics series. However, every class can only equip four skills and four spells, with over 20 skills at their disposal. This means that even if you have two Knights in your party, they are unlikely to be using the same skills. Therefore, the same classes can fulfill different roles depending on their build or skill loadout.

For example, Knight 1 could have the following skills: Swords, HP+, Rampart, and Phalanx. This skill set would make Knight 1 a very tanky sword-wielder, capable of blocking enemy unit movement with Rampart and taking half damage from attacks with Phalanx. Meanwhile, Knight 2 could have a different set of four skills, such as Hammers, Pincer Attack, MP+, and Sanctuary. This skill set would allow Knight 2 to use hammers more effectively, function more as a damage dealer with pincer attack, have more MP for healing magic, and block the movement of undead units with Sanctuary. In this way, each knight fulfills a different role based on their specific skill loadout. On the other hand, if you have only one Knight in your army, you can select and adjust their skills before a battle based on the situation. For instance, if the battle includes undead units, it would be beneficial to use Sanctuary, but if not, it would be wiser to choose a different skill to optimize your chances of victory. This customization makes every unit distinct even if they share the same class, more akin to a chess piece than a computer game character.

Reinforcing the chess-like nature of Reborn over its predecessors, it’s not possible to simply overlevel your characters to overpower every encounter. Each stage of the story has a predetermined level cap, and surpassing that cap is impossible. This makes the act of powering through battles a thing of the past, particularly on your initial playthrough, and truly highlights the emphasis on this game being more about strategy than a typical role playing game where level holds way more significance.

The changes in the class and level systems in Tactics Ogre: Reborn create an experience that feels more like an advanced game of chess than a typical strategy game. Every decision made before battle regarding party formation, as well as every decision in battle, feels crucial, and even a single mistake can lead to dire consequences, really emphasizing the “Tactics” of “Tactics Ogre.”

battle-1.gif *A battle scene, showing the birds eye camera and isometric gameplay

As mentioned earlier, each unit can utilize four skill slots, with two different types of skills available. The first are normal skills that can be used in battle, while the second are “auto-skills” that have a chance of activating on a unit’s turn and can provide bonuses such as increased damage, reduced damage, or extra MP, among other things. In addition to skills, there are various types of magic available, including healing, damaging, and status ailment spells. MP is used for both skills and magic, a change from previous versions of the game that used both TP and MP. However, this consolidation works well in Reborn, putting the focus more on building and managing your resources to maximize your effectiveness in battle; as such, it is essential to prioritize positioning your units strategically and accumulating MP gradually, as MP begins at zero and increases with each turn; making MP a very valuable commodity.

A major change introduced in Reborn is the addition of buff-cards that randomly appear on the battlefield. These cards consist of “Physical Damage Up”, “Magic Damage Up”, “Auto-Skill Trigger”, “MP Gain Rate Up”, and “Critical Hit Rate Up”, and can be immensely helpful if you manage to collect them, easily turning the tide of battle in your favor. The unit that lands on the space where the card spawned will get the buff of that card, and a unit can have up to four of these buffs at once. A unit with four “Physical Damage Up” buffs will plow through enemy units, whereas a unit with four “Auto-Skill Trigger” buffs will activate their auto-skills almost every turn; depending on which auto-skills the unit has equipped, this can make the unit incredibly powerful.

The addition of buff-cards in Tactics Ogre: Reborn introduces a diabolical twist where enemies can also collect these cards and often prioritize doing so. This discourages stalling tactics as collecting buff-cards offers a significant advantage for whoever gets them first. If you try to stall out your enemy and wait for them to come to you, enemies may collect buff-cards during those turns, putting you at a disadvantage. Furthermore, enemy leaders are typically pre-buffed, making them more dangerous to begin with. Ultimately, the buff-card system encourages early and frequent movement, creating a high-risk, high-reward scenario that is actually very enjoyable when it pays off.

Although the buff-card system is interesting, it has a downside. The cards litter the battlefield midway through every battle, which is ugly and distracting. It would have been better to use less intrusive visual effects, such as small floating balls or auras, to avoid detracting from the beautiful isometric battlefields. Look no further than the screenshot below to see what I mean. It is a wonder that this design element made it beyond the testing phase without a workaround of some sort. Make no mistake, I like the addition of this mechanic as it adds additional strategic depth to the gameplay, however, it could have been implemented more elegantly.

image-1.png *A battlefield littered with buff-cards

Like many strategy role-playing games, Tactics Ogre includes permadeath for all units. Once a unit loses all their HP, they become incapacitated. Incapacitated units have a three-turn timer over their heads. If a unit is not revived after three turns, they die permanently. There are various methods of reviving incapacitated units, such as using a revival item or having a priest resurrect them mid-battle; but once the timer reaches zero, they are gone for good. This permadeath system fits well with the game’s overall dark themes, especially since loss and regret are so prominent within the game’s narrative. It makes sense that your soldiers can die permanently, and even significant characters can meet the same fate, which can significantly alter the story’s development.

However, it is unlikely that your characters will die permanently, if ever, and this is not because the game is easy. In fact, Tactics Ogre: Reborn can be quite challenging at times. The reason they won’t be dying often is because you can just go back in time and prevent a character’s death altogether – even mid-battle.

Playing on one of the game’s primary motifs, that of altering choices and consequences, the game features time travel not only as part of exploring the narrative but also within the battle system itself, using a system called the “Chariot Tarot.” This system allows you to return to any turn within the last 50 turns and start over from that point – if this sounds overpowered, that’s because it is.

save-scumming-1.gif *Save-scumming with the chariot tarot after the enemy parries my attack

The Chariot Tarot system is effectively a glorified save-scummer built right into the game. Moved your unit to the wrong spot, resulting in their death? You can go back five turns and prevent that from ever happening. Missed a critical attack on an enemy unit? You can go back and do something else, such as moving away and casting a buff spell instead, or just choosing a different attack such as in the video above. The possibilities for abuse are pretty much endless.

The Chariot Tarot system is really interesting and unique, but ultimately somewhat game-breaking as it trivializes much of the decision-making process during a battle, removing the element of permanence from your decisions. However, the beauty of this system is that you don’t actually have to use it; it is entirely optional. On the other hand, it takes considerable will-power not to use it, especially in the event of a character death. Truly this is the ultimate weapon of any battlefield, the power to manipulate time itself.

Outside of the core mechanics, Tactics Ogre: Reborn excels at the little things as well. For example, the sound design is incredible; from the satisfying click of every menu decision, to the way the main battle theme crescendos right when you start your first turn; everything comes together incredibly well. Even the voice acting, which was added for this version of the game, feels like it should have always been included. Truly everything about this game is polished to a tee, you can tell so much care was put into every little thing. There’s very little to criticize.

Conclusion: or an apology to my summer-friend

Tactics Ogre: Reborn is an outstanding game with engaging gameplay, a compelling story, and narrative themes that prompt introspection in a way that you may not have experienced since your broody teenage years, as evident from this article.

After six consecutive days of playtime, without playing anything else, I can confidently say that Tactics Ogre: Reborn captivated me from the start and kept me returning, even after completing the story for the first time, just to indulge in more of what the game had to offer; the amount of content this game provides is truly bordering on levels of generosity so great that even Bill Gates himself would be envious. Additionally, its flaws are so minor they aren’t really even worth talking about.

From the lofty themes and dark nature of certain parts of this article, one might assume that the game wears its themes on its sleeve in a pretentious manner, prioritizing its story and striving to seem intelligent over actual gameplay; however, this could not be further from the truth. The game tells its story in such an non-intrusive manner that you barely feel like you’re being taken out of the gameplay at all, as everything is done in engine without the need for cutscenes or other modern extravagances.

Looking back, I owe an apology to my summer-friend who had recommended the series to me earlier in life. He was right and, like Vyce, I was just being a contrarian. I missed out, but I am here now.

playtime-1.jpg *My final savefile on the Nintendo Switch version of Tactics Ogre: Reborn

If I were given access to the World Tarot, would I turn back time and play the series earlier? Probably not. Experiencing Tactics Ogre: Reborn now allowed me to appreciate it in a different way, and if I played it earlier, I might not have enjoyed it as much. Besides, it was so long ago that the magic might have worn off by now. Also, I would seriously run the risk of becoming one of those “the original SNES version was better” purists; such hipsterisms frustrate even my own hipster sensibilities.

In conclusion, if you haven’t played the series before, Tactics Ogre: Reborn is a great place to start. If you’ve already played the earlier versions, it’s worth trying this version for the new gameplay mechanics, voice acting, and beautifully upscaled visuals (ignore the naysayers who complain about “smoothing”, the game looks great). If you’ve already played Tactics Ogre: Reborn and just wanted to read someone else’s thoughts on the game, then thank you for sticking around this long.

And remember, if you start to get bored … turn the game off and do something else. If you’re not having fun, it’s not worth it. Although, you won’t have this problem with Tactics Ogre: Reborn.


(originally published on 4/25/2023)

#ComputerGames #TacticsOgre #Ethics #Review

FinalFantasyXII review banner


INTRODUCTION, or a foreword and some brief nostalgic ramblings

Final Fantasy XII was released for the PlayStation 2 sixteen years ago. Coincidentally, at that time, I was sixteen years old and eagerly awaiting a new single-player Final Fantasy romp to satisfy my adderall-addled brain; always hungry for more fantasy worlds to get lost in. Back then, I didn't care who wrote the story or created the world of a particular game. I knew some trivia, such as Nobuo Uematsu being the composer for most of the series (and thinking it was cool to say he was the best composer of all time), Hironobu Sakaguchi creating the series, and Yoshitaka Amano being the artist behind most of the concept art (and still my favorite artist to date). As a teenager, I assumed these fundamental Final Fantasy truths were still the case here, but I was (mostly) wrong. This, I believe, encapsulates the typical frustrations around Final Fantasy XII – everything's different. Fans, including myself, expected more of the same with familiar monsters, concepts, and themes ... but what we got instead was Final Fantasy XII.

Whether intentional or not, being “different” is what Final Fantasy XII is all about. Although many big names at Square were involved in its creation, its setting and plot were spearheaded by Yasumi Matsuno, who is famous for “Ogre Battle” and “Final Fantasy Tactics'' and infused his brand of “down-to-earth” settings and politically driven narratives into everything he worked on. As such, the protagonist is no longer some brooding jerk or mysterious youth with a dreary backstory; instead, they might be a fallen knight framed for murdering a king, a secret princess with conflicting thoughts of revenge, or a homeless thief with dreams of becoming a pirate. The plot no longer involves traversing space/time to kill a sorceress or injecting people with alien sperm; rather, it focuses on countries at war and the politics involved in such affairs. The music is no longer poppy with elements of prog-rock and upbeat catchy tunes; it's orchestral, moody, and atmospheric. The battle system is no longer based on random encounters and turn-based combat; instead, it's automated and MMORPG-esque. No longer is there a world map but a sprawling interconnected series of environments all linked together to form almost an open-world of sorts. I think you get the point: Final Fantasy XII is very different from what came before; and while Final Fantasy XII features familiar crystals, magic, and summons, it only does so in the most subtle of ways; like a weird Final Fantasy fever dream.

So, is being “different” bad? Obviously not. Final Fantasy XII is very good for some of those very same reasons, but it is not without its flaws. For everything Final Fantasy XII does right, it seems to do a few things wrong. Throughout the body of this review, I will attempt to cover all elements of the game, including the plot, setting, characters, battle systems, and overall gameplay loop. Surely, I will miss some things, and of course, this is all my opinion, so feel free to take everything written here with a grain of salt. Ultimately, this is an exercise to try and make sense of my experience with the game so mileage may vary. Also worth noting that all screenshots and footage found within this review come from my recent February – March 2023 playthrough of Final Fantasy XII: The Zodiac Age for Nintendo Switch. Lastly, if you don’t want to read through 9000 words of text, skip to the conclusion section for my final thoughts. Enough with the disclaimer.

PLOT, or can I get a brief rundown?

While I could analyze and criticize the entire plot, that would be far too time-consuming; so, for the purposes of this review, I will only be providing a brief rundown. Final Fantasy XII is like a blend of Final Fantasy II and the Star Wars prequel trilogy. It takes place in the world of Ivalice, made famous by Final Fantasy Tactics, and revolves around an evil empire, the Archadian Empire, that aims to (essentially) conquer the world. Before the events of the game, the Empire seized control of Dalmasca, the homeland of our heroes, and overthrew its political body. At the start of the game, you are thrown into Rabanastre, Dalmasca's capital under Archadian occupation, and take charge of what amounts to a resistance group; it's all very patriotic and in this way is similar to Final Fantasy II's plot. As you progress, you confront a seemingly benevolent but actually wicked man who later becomes the emperor of the Archadian Empire, much like Star Wars' Palpatine, and his Judges, who are committed to serving and protecting him, designed to look a lot like Stormtroopers of Star Wars fame. Many of these influences are evident in the plot's structure, world-building, and overall design.

The setting of Ivalice and the impending war provides the backdrop for our heroes to venture through numerous cities, fight various uglies, and perform in their own dramas. The story explores themes of togetherness, revenge, overcoming adversity in the face of overwhelming odds, dealing with grief, and being one part of a whole to accomplish seemingly impossible things. Final Fantasy XII is unique in that the characters themselves typically take the bench in favor of the overarching plot and themes; but, of course, some characters are more important than others, which we’ll explore later on.

While the plot of Final Fantasy XII may not have significant depth, it is still enjoyable to watch unfold on screen, despite its cliched nature. Like Final Fantasy games before it, XII does not skimp on the cutscenes, but many of them are only there to showcase some of the beautiful cities and environments; almost as if the directors were showing off; a lot of the action sequences happen within the confines of the game’s engine, which isn’t necessarily a bad thing as the game looks amazing overall (especially for a PlayStation 2 game). There are two cutscenes in particular that are really fun to watch, one of which being the final cutscene of the game (or close to it), so if you’re a cutscene aficionado you have something to look forward to.

SETTING, or the bustle of the capital and the necessity of fast-travel

Final Fantasy XII takes place in Yasumi Matsuno's famous world of Ivalice, which is also the setting for Final Fantasy Tactics. However, XII is set far before the events of Tactics, making Ivalice an “ancient civilization” within the overall lore. This is an interesting piece of trivia, but ultimately meaningless since there are no direct ties to events from either game. While there are some tenuous links between the two, including certain names and places, the connection is weak at best.

rabanastre *A distant view of Rabanastre

The setting of Final Fantasy XII is a mix of ancient Greek and Middle-Eastern influenced cities, classical castles, and magic-powered technology with a more sandy-natural look (unlike the cyberpunk-influenced technology of FF6 or 7), all separated by vast plains and deserts, and populated by several distinct races. It’s important to note that XII is not a sequel or prequel to Final Fantasy Tactics, so going into the game with those expectations will only lead to disappointment. While there are differences between the two games, such as the absence of airships, flying cars, and non-human races in Tactics, these changes were made to incorporate new themes and concepts that are more in line with what series regulars expect. Ultimately, Final Fantasy XII benefits from these additions overall.

In recreating Ivalice, Final Fantasy XII builds upon the foundation laid by Tactics, adding many additional layers of world-building to create something new and exciting. It’s like a phoenix being reborn – a summon that does not appear in either game. That said, let’s move on from Final Fantasy Tactics and focus on what makes Final Fantasy XII so unique.

Final Fantasy XII’s world of Ivalice has three major cities: Rabanastre, Bhujerba, and Archades. Each city has its own unique theme and place within the plot; however, much like an MMORPG, there is one city you will be spending the majority of your time in, and that is Rabanastre.

Stuck between the Giza Plains, the Estersand, and the Westersand — Rabanastre is the quintessential “hub city” of Final Fantasy XII; likened to Bastok, Sandoria, or Windurst of Final Fantasy XI. Rabanastre has all the hallmarks of a “Triple A” role playing game city: multiple zones, shops, npcs, and a sprawling underworld that is fully explorable. To top it off, there is a robust sewer system that you will end up hating by game’s end. Rabanastre’s overall aesthetic design seems to be influenced by middle-eastern architecture with bazaars aplenty and a big brutal cathedral-like castle stuck in the middle. The musical theme of the city fits so perfectly it feels like you’re actually there. A nice plus is the moogle service allowing you to teleport throughout the city. Rabanastre is easily one of the best cities in the entire franchise.

bazaar *The bazaar of Rabanastre

Our next main city is Bhujerba, a sprawling island city floating in the sky. Home to sky pirates and rough looking people in general — for some reason several NPCs are wearing a loin-cloth or very little clothing, not just unique to Bhujerba. The city has the same “brown” and “dusty” feeling as Rabanastre, just with less going on. The music isn't as memorable and ultimately the city functions as a waypoint before a major dungeon you will be revisiting several times. While this city is floating in the sky, you don't get that impression from how the actual visuals are designed while exploring on the ground-floor; there may be one part of the city that overlooks clouds but the majority looks and feels grounded, leaving Bhujerba unspectacular as a result. Like all the cities in this game, there are multiple connecting zones; however, unlike Rabanastre, there is no teleport service to facilitate fast travel between these large zones, which makes traveling through Bhujerba a chore after the first few times.

Last but not least: Archades. This city is teased throughout the entire game, mentioned multiple times and shown in multiple cutscenes. A foreboding specter that sparks endless curiosity; ultimately built up as a “must see'' location. Archades is a marvel of modern Ivalician technology, and home to the game's evil Empire. A sprawling city with sky-scrappers and personal flying ships akin to cars. The city is so obviously based on Coruscant that you would be forgiven mistaking some cutscenes as coming straight from the Star Wars Prequel trilogy. Unfortunately upon actually arriving in game, Archades does not live up to its name, as the visuals for each section of the city are underwhelming at best — barely outlining what made the city look so cool and enticing in the cutscenes. It ends up feeling like another brown dusty city, not dissimilar from the cities we've already visited. Archades on the ground floor feels like an afterthought, perhaps added toward the end of development — a major missed opportunity. And there's a total of only one flying vehicle (a taxi), which is a travesty.

vertical slice *A vertical slice of Archades

Archades explores themes of class division and rampant capitalism. There is an “undercity” where the destitute live, and a lavish main area where the upper class reside. This theme is mirrored in Rabanastre, which is similarly oppressed by the Evil Empire. Given the political nature of the overall plot, Final Fantasy XII had a great opportunity to delve into themes of poverty, class, and status. However, it ultimately uses these ideas only to reinforce the notion that the Archadian Empire is evil. A more in-depth exploration of these themes would have added some much needed philosophical depth to the narrative, something it is sorely lacking.

under city *Archades undercity; showcasing the class divide

A key aspect of Final Fantasy XII's setting is the presence of races other than humans (or Humes, to be precise), including Seeq (pig people), Bangaa (lizard people), Viera (bunny women), Moogles (Kupo!), and Nu Mou (dog people). While the presence of different races makes the world feel more lively and robust, more depth around each race's culture and how they interact with the world would have been appreciated. One might expect there to be a breadth of themes and concepts to be explored by the inclusion of new races, such as their relations with each other and their cultures. However, outside of the reclusive bunny race, Final Fantasy XII fails to explore themes around cultural or racial disharmony, perhaps choosing the safe route instead of trying to champion a message. This is fine, but ultimately the races end up feeling like different-looking humanoids representing different personality types, which I do not think is a good overall message. The fact that there is only one non-Hume playable character reinforces the idea that most of the races are simply there to make the world seem more interesting. While I am not asking for Elder Scrolls-level racial detail, something more than what we got would have gone a long way in helping to flesh out the world a bit more. Really I would have just been happy with a Moogle playable character, but who am I kidding.

non-playable characters *Bangaas and Seeqs, oh my! Not playable characters

Final Fantasy XII contains a number of beautiful overworld zones filled with monsters, traps, and various dangers. Similar to an MMORPG, the main overworld areas are sprawling environments that must be traversed to accomplish your tasks, often composed of multiple interconnected sections sometimes connected by intricate cave and tunnel systems. The majority of these areas are deserts, mines, and nondescript grasslands, which makes the overworld feel very real and livable. There are a few weird places that you would expect from a Final Fantasy game, like an ethereal crystal dungeon and the insides of various airships; however, these are few and far between and typically you can’t return to these areas.

Final Fantasy XII does a great job of immersing you in its large world, and while the sheer size and count of these zones help with that, it cannot be understated how sprawling these overworld zones actually are. One area in particular, the Sandsea, takes over an hour to traverse in full, and while it may be fun the first time, having to backtrack through this zone later on makes the entire experience a chore. This also highlights one of the main gripes I have with Final Fantasy XII: backtracking and travel in general — and the fact that your party never avoids traps on the ground, constantly killing themselves, but that’s beside the point.

image.jpg *Aforementioned weird crystal dungeon, a cool zone that you can actually return to

Ivalice is an interesting world to get lost in by choice. The art direction plus world building is top-tier, even if the environments feel the same here and there. After all, environments in the real world can feel a bit repetitive too. However, Final Fantasy XII seems too aware of this fact as it forces the player to backtrack through every environment multiple times. Unlike Super Metroid, where backtracking is fun because you’re unlocking secrets and hidden passages after acquiring new weapons and equipment, Final Fantasy XII has you return to the same areas with very little changes outside of a new mark to kill or a new shiny on the ground to collect. A quick way to solve this problem is with the addition of more robust fast travel options. And yes, I am aware this sounds like petulant post-Oblivion criticism. While some fast travel options do exist, it is simply not enough, and Final Fantasy XII suffers from it. At the very least, the option to teleport back to a homepoint after a long trip would have been immensely helpful. Instead, you have to walk all the way back to where you came from or to the nearest crystal — in a game that overemphasizes the process of obtaining tasks from NPCs, traveling to a far-off destination to complete said task, and then returning to the NPC for a reward, this is not a fun system.

Final Fantasy XII is not an MMO that aims to milk players of all their time and money under the guise of immersion, yet it ends up feeling that way. Watching your character’s back for ten minutes straight while they run through the Giza Plains for the tenth time is the opposite of exciting gameplay. One may forgive this drawback due to its original release date (March 16, 2006 – four days before The Elder Scrolls: Oblivion). However, the simple fact remains that travel is a chore that detracts from the overall experience. While there is a honeymoon period where each new zone is exciting and fresh, the issue arises after having to traverse the same areas time and time again. Thankfully, the Zodiac Edition adds a 2x and 4x speed-up option, and unless you are a principled purist, you will be using this feature a lot, especially at endgame. Sadly, Final Fantasy XII feels like it needs this speed-up option to prevent becoming a slog, and that is a shame.

image.jpg *backtracking with 4x speed enabled after hunting a mark

CHARACTERS, or the six scions of staleness and the villain ladder

Final Fantasy XII features a cast of six main characters and multiple guest characters, who are more interesting than any of our protagonists. For the first time in the history of the Final Fantasy series, none of these six playable characters can be seen as the true main character. Although some vie for this position, such as Ashe, the Princess of Dalmasca, or Basch, the fallen knight, each character is so devoid of presence and personality that the whole thing ends up feeling like a bunch of people just doing stuff to advance the plot. The characters do have their own motivations, goals, and aspirations; however, they are so clichéd that it’s hard to see them as anything more than plot pawns or odd business decisions to entice specific demographics to purchase the game. On the plus side, Final Fantasy XII allows you to pilot any character as your “main character” in overworld environments, which helps drive the idea that there is no single main character. On the other hand, the game forces you to play as Vaan in every city and town, which negates that idea completely. Regardless, we will explore each character in the order of meeting them throughout this section.

image.jpg *Our six heroes, staring off into the blue yonder

The first character we meet on our journey isn’t technically Vaan, but it might as well be. Vaan is a thieving street teen who dreams of piloting his own airship and becoming a sky pirate. His outfit and personality are reminiscent of Zidane Tribal, the protagonist of Final Fantasy IX fame, with the major difference being that Zidane was given a last name due to being a fully fleshed-out character. Like Zidane, he is loyal and has a strong sense of right and wrong. Zidane also has a vivid backstory explaining how he lived, where he lived, and what he was doing before the events of the game, whereas Vaan seemingly just didn’t exist until he first popped up on your screen. The majority of Vaan’s depth comes from his brother dying at the hands of the Empire and, initially, a drive for revenge that inspires him to steal from the castle, getting him involved with the rest of the cast. Around the game’s halfway point, Vaan becomes completely irrelevant to the plot and feels more like a player-inset than anything else.

Next, we have Penelo, a bubbly teen girl with pigtails and Vaan’s best and (maybe) only friend. While she also lacks a last name, she has far more personality and is easily more endearing than Vaan. And while Vaan dreams of becoming a sky pirate, Penelo dreams of becoming a dancer. This is obvious from her very detailed and unique battle animations in which she spins to attack and idly bounces up and down. She (like many other female Final Fantasy characters) is often used as the damsel in distress to advance the plot. In general, Penelo is one of the better characters, not because of her importance to the plot, but because of the little details around her personality. Like Vaan, she becomes completely irrelevant to the plot after she is rescued from bandits very early on.

Next up is Balthier, a character with an actual full name, Ffamran mied Bunansa, which makes him one of the few direct links to Final Fantasy Tactics as an ancestor of Mustadio Bunansa, a character from that game. However, that’s as far as the connection goes. Balthier is a sky pirate and one of the few characters with a fully fleshed-out backstory that relates to several key points of the plot. His sarcastic Wilde-like wit and mysterious motivations make him easily the most interesting character in the cast. Vaan clearly looks up to Balthier as a role-model, as he’s achieved Vaan’s dream of becoming a sky pirate and even has his own airship; but this dynamic is only explored briefly. Always partnered with his Viera companion Fran, they make up an intriguing duo that is always fun to watch. Balthier’s absence in a scene is truly felt, but this is a very rare occurrence as the writers wisely knew this and rarely removed him from the action. All this, on top of being the son of a main antagonist, makes it easy to mistake him for Final Fantasy XII’s main character — he is the leading man, after all.

Fran, Balthier’s ever-present companion and possible lover, is interesting by virtue of being the only non-Hume playable character in the game, and Balthier’s sidekick. As a Viera, her bunny ears make her immediately recognizable from the rest of the cast, as do her lack of clothes and over-sexualized mannerisms. While most Viera are reclusive beings that live in the forests, Fran left that world early in life and lives among the rest of Ivalice. Fran is the “sage” of the cast, rarely speaking outside of providing wisdom through brief generic idioms. While this may seem cool and mysterious at first, upon closer inspection, it highlights how little personality Fran actually has, which is a shame because there was a lot of potential here. Unfortunately, Fran ends up feeling like Balthier’s accessory more than anything else — making Balthier more interesting simply by virtue of being attached to him, which is just a little problematic.

Moving on to Basch fon Ronsenburg, a fallen knight accused of murdering a king and Vaan’s brother. Basch is a fairly likable character, wise and stoic with age, but with glimpses of humor that hint at him being a fun guy to have a drink with. Overall, his design is a bit basic for a Final Fantasy character, with a slightly unkempt slicked-back blonde mullet and facial scruff. The most outlandish thing about him, like Vaan, is his odd outfit consisting of an uneven sleeveless jacket adorned with seemingly unnecessary belts. After saving Basch from a dungeon, Vaan wrestles with the fact that Basch may have killed his brother, but very quickly comes to realize that Basch is a good man who would not commit those crimes simply because Basch said so. I am not sure if this is a stroke of genius commenting on Vaan’s young naivety or just lazy writing. Regardless, Basch is a good and honorable man, a knight for all intents and purposes, but that’s all he is. Like much of the cast, Basch fits into a specific character archetype and does not deviate from it. Being 36 years of age during the events of the game makes him one of the oldest playable characters in recent Final Fantasy games, even surpassing Auron from Final Fantasy X by one year.

When it comes to selecting the true main character for Final Fantasy XII, the top choice undoubtedly would be Ashelia B’nargin Dalmasca, commonly known as Ashe. This theory is supported by the fact that she faces numerous character-defining choices throughout the game, has the most screen time, and undergoes the most development out of any of the cast (although this isn’t saying much). As the former princess of Dalmasca, she is the last true descendant to the throne and thus the most significant character in the game. Although you are required to explore towns as Vaan, Ashe is the true main character, as most of the plot revolves around her decisions. Ashe is a determined, slow-to-trust, stubborn, and somewhat tomboyish character who reminds one of Lightning from Final Fantasy XIII. In many ways, Lightning probably would not exist without Ashe, as they both share similar personalities, outfits, and even facial features. In fact, Lightning is likely a combination of Cloud and Ashe, borrowing from Cloud’s undeniable rule of cool demeanor and Ashe’s overall femininity and personality. Ultimately, I always choose Ashe to lead my main party, as it feels natural for her to be leading the charge. Overall, I like her, even if she comes off as a bit bland and one-dimensional at times.

image.jpg *Ashe, Fran, and Vaan celebrate a tough victory; their win poses highlighting a bit of their personalities

Enough about the protagonists, what about the villains? And how do they stack up compared to other Final Fantasy villains? Final Fantasy XII has, in my estimation, two main antagonists, and a number of less important ones. We will explore each main antagonist and briefly touch on some of the others as well.

Vayne Carudas Solidor serves as the primary antagonist of Final Fantasy XII. He is driven solely by his desire for power, preferring treachery and political maneuvering over outright violence. Vayne is more akin to a Final Fantasy Tactics villain than a Classic Final Fantasy villain. He is more concerned with politics than anything else and is much more willing to bide his time than, for example, Kefka from Final Fantasy VI. If we had to draw parallels to previous Classic Final Fantasy villains, Vayne would be most similar to Seymour from Final Fantasy X, and to a lesser extent, Kuja from Final Fantasy IX. Like Seymour, Vayne will lie and manipulate his way through the ranks, only revealing his true colors when absolutely necessary. And like Kuja, he is willing to put up with lesser beings and annoyances if they serve his end-goal.

In terms of “coolness,” Vayne sits lower on the Final Fantasy villain ladder, with Exdeath at the top (of course, a tree wizard can’t NOT be at the top of the ladder), followed by Sephiroth (yes, Sephiroth is cool, stop being a contrarian), and then Kuja or Kefka. Vayne Solidor is somewhere in the middle, like many of the character designs in Final Fantasy XII. There is nothing overtly cool about him, and even his long black hair, parted to the side, is strikingly uncool. If he succeeds at anything, it is being very punchable. From the moment he is introduced, you are rooting for his downfall, which, to me, is the opposite of a good villain as there’s nothing to think about or sympathize with. Like all main antagonists, he has several forms when you do end up battling against him, culminating in a “Safer Sephiroth”-like form where Vayne is basically a magic-infused mecha with a Megaman buster cannon and flying swords; the forms are cool but not nearly as awesome as Kefka’s angel form or Sephiroth’s various otherworldly forms. And unfortunately, by the time you actually get to fight him, you’ll likely be overleveled and far too powerful to take him seriously, resulting in a boring snooze fest of a battle.

image.png **Vayne in the middle; who’s cooler?

The second main antagonist is Vayne’s (seemingly) right-hand man, Doctor Cidolfus. It is an interesting choice to make the primary Cid in a Final Fantasy game a villain, but there you have it. Cidolfus is an average-looking middle-aged man of extreme intelligence, similar to previous Cids in the series. Pioneer of using ancient relics to create powerful airships and other advanced technology, responsible for much of the cool Star Wars stuff you see in Archades, as well as making horrifying death bombs out of magicite. Throughout the game, he is seen scheming with Vayne about how to essentially take over the world (or something), and he’s constantly muttering to himself under his breath in a way not dissimilar to that crazy family member you try to avoid. Cidolfus is the mad scientist archetype to a tee and doesn’t deviate much from that even later on when you find out his true motivations. Regardless, he’s well-done, and the penultimate fight with him feels like you’re fighting another player as he uses Espers and magic in the same way the player does, which is a neat touch.

image.png *Ashe calls out Cidolfus for what he is; an insane person

There are several minor antagonists who are functionally under Vayne as they report up through him in the evil Empire hierarchy. Many of these minor villains are the Archadian Judges, the guardians of law and order in the Archadian Empire. Modeled loosely on Star Wars stormtroopers, their presence is felt often as you battle countless mook judges and several high-ranking magister judges throughout the whole game. High-ranking magister judges feel very similar to Sith Lords in the Star Wars series, each with a distinct weapon of choice and fighting style. Most importantly, they all scheme for power, which is a key trait of the Sith religion. All magister judges report up to Darth Sidious… I mean, Vayne Solidor, and all secretly hate him and want him dethroned. One of the best scenes in the game revolves around the drama behind this Sith-like dynamic. Out of all the magister judges, one in particular is more important than the rest: Gabranth. While being built up as a serious life-ending threat, Gabranth is so pathetically easy to defeat when you do face him that his coolness factor drops by ten orders of magnitude. Regardless, Gabranth is the only antagonist to have a redemption arc, making him one of the most compelling characters in the entire game.

image.jpg *Concept art of a judge, as depicted in the game’s promotional material

Aesthetically, all the Magister Judges are strikingly cool in their own way, sporting beautifully intimidating armor equipped with unique helmets and flowing capes. There is a reason they were used in most of the promotional material for Final Fantasy XII. I remember when Final Fantasy XIV added the judge armor into the game; I grinded for hours just to get a glamor set that made me look like these hulking knights. Truly, some of the most iconic imagery in Final Fantasy history, up there with Magitech armor and the Mako Reactor.

THE GAMEPLAY, or the game that plays itself … and that’s a good thing!

Final Fantasy XII shares some similarities with previous games in the series, particularly in terms of its core progression criteria. In essence, players explore environments, converse with NPCs, and complete tasks for them, such as fetching items or defeating monsters. Interwoven within these tasks are cutscenes and other events that drive the plot forward. This is typical of both JRPGs and Final Fantasy games in general. Furthermore, like many RPGs that came before it, Final Fantasy XII includes swords, sorcery, summons, armor, special equipment, and items to aid players in their journey. And surprise surprise, it also contains experience points and a level up system, like all previous Final Fantasy titles.

However, Final Fantasy XII stands out in many ways. For one, the game encourages players to delve into long bouts of side-content that require exploration of a vast pseudo open-world. Additionally, the game features a wholly unique battle system based on building out your own party AI, allowing you to (in theory) put the controller down and have your characters battle for you. In these ways, Final Fantasy XII is a truly unique game compared to many that came before it. In this section, we will delve into the battle system, mechanics, and overall gameplay loop found within the game and what makes it so unique; I’ll also be ragging on it a bit as I tend to do.

Final Fantasy XII allows you to control multiple characters, but only one character is playable as a “driving” character at a time, the others are automated (which we’ll get into later); however, you can cycle between your party members easily with the press of a button. While there are six playable characters in total, parties can only have a maximum of three (four when there is a guest in the party); this means you need to either neglect three characters or level everyone equally so you can switch between party formations. I ended up having a “main party” of Ashe, Basch, and Balthier and a “sub party” of Penelo, Fran, and Vaan; all of which I would level equally throughout the game as there is no “shared” exp for those out of battle.

image.jpg *The party menu, showing the three active characters and party leader indicated by a flag

The core battle system in Final Fantasy XII borrows heavily from the MMORPG Final Fantasy XI, not only in how combat is initiated but also in the underlying framework of how encounters play out. Firstly, there are no random battles; instead, everything is visible in the open world, touching a monster does not initiate a battle like in Chrono Trigger; instead, all monsters are in a constant ready-state to dunk on you with no screen transition needed. Like previous games in the series, Final Fantasy XII uses an Active Time Battle system with several tweaks. This means that time passes as you make battle decisions; however, if you want time to think, there is an option to freeze time when you pull up the battle menu, which I would recommend, as there is just too much going on to actively manage things in real-time (or maybe I’m just stupid).

While you can select character actions from a classic blue menu, once you select “attack,” your character will auto-attack until the monster is dead. Much like in Final Fantasy XI, selecting items or magic from the menu causes your character to stop auto-attacking, perform the action, and then resume auto-attacking. However, this is where comparisons to Final Fantasy XI end. The resulting gameplay is not dissimilar to that of an action game. These changes help make the battling experience smoother compared to previous entries in the series and represent a progressive step forward in many ways, evidenced by the sheer number of JRPGs that copied the formula later on and the fact terms like “random battles” or “turn-based” are virtually unseen in the “Triple A” RPG gaming space today.

image.jpg *A typical battle sequence, showcasing roaming monsters on the overworld

Final Fantasy is renowned for its impressive limit breaks and summons that have amazed countless players over the years. As a kid, I remember inviting my friend over to witness the effortlessly cool Knights of the Round or Omnislash animations play out on my Grandma’s living room CRT. However, Final Fantasy XII falls short in both departments, particularly when it comes to the rule of cool factor.

Similar to its predecessors, Final Fantasy XII includes summons called “Espers” and super moves referred to as “Quickenings”. These mechanics are powered by a gauge known as the “Mist Gauge”, which fills up over time based on obscure conditions that I was unable to discern. Unlike the classic summons like Ifrit, Shiva, or even Ramuh, Espers in Final Fantasy XII are a new set of beings with unique names and appearances, some of which are based on boss demons from Final Fantasy Tactics. Although this trivia is neat, the lack of familiarity may be somewhat off-putting, especially for a kid who just wants to see Odin cut stuff in half.

Mechanically, summoning an Esper consumes a mist charge and removes everyone except the caster and the Esper from the battlefield, allowing you to control the Esper directly. While this feature is reminiscent of Final Fantasy X, this direct control becomes a mere formality as you typically end up summoning your Esper and immediately using their super move to prevent being zerged by the opponent. Nonetheless, the super move animation of each Esper passes the “rule of cool” test, making it worth watching each one at least once. Additionally, there are certain fights in the game that can be cheesed with Espers (look it up if you’re curious), but that is not so much a feature as an oversight.

image.jpg *Esper Belias doing his super move

The new “Quickening” system, which replaces “Limit Breaks” of past games, also utilizes the Mist Gauge and is a significant downgrade from Limit Breaks in every way. Quickening are essentially quick-time events that can be chained together with other characters’ Quickening attacks to perform combo finishers for massive damage. The problem with Quickenings is that they are simply not cool to look at and they take too long to chain. Remember when Squall lifted his blade to the heavens, summoning a massive beam that dropped down on his foes, zooming out to show the beam landing on the planet? Or when Zell ran around the world a few times before punching his opponent? Now Vaan just throws a tornado at the monster. Overall, Final Fantasy XII’s Quickenings fail to match the sheer brutality, coolness, and spectacle of the series’ previous entries. Moreover, they take too long to chain together, particularly in the late game, where completing a full chain can take three minutes or more. This makes the process tiresome and repetitive, and you ultimately end up skipping it altogether to save time in battles.

image.jpg *Vaan throws a tornado at the monster; also showcasing the quick-time-event chaining aspects in the bottom right

A key mechanic of Final Fantasy XII is the Gambit System. Essentially allowing you to program your character to battle automatically as if you had full access to their AI. You can input commands using simplified IF-THEN statements such as “Do (blank) under (blank) condition”. For instance, you can program Vaan to attack when he encounters a monster or to use a potion when his HP drops below 50%. Each character can equip up to 12 gambits at any given time, and there are 3 sets of gambits that can be cycled through for each character. The gambit list itself resembles an Excel sheet and functions from top to bottom, with the topmost gambit taking priority over those beneath it. Consider the following scenario, two gambits: gambit 1, which is “Cast cure when HP is below 50%,” and gambit 2, which is “Cast poisona when poisoned.” If both gambits are active and I am both below 50% HP and poisoned, my character will first cast cure, and then poisona. The brilliance of this system is that, if executed correctly, most fights can be entirely automated. At first, this might seem boring or counter-intuitive, after all … why would someone want to automate the game? However, the fun lies in figuring out the right gambits that enable proper automation, which in essence is all part of playing the game.

Consider the following example: I had one gambit set for Ashe that prioritized casting decoy on Vaan to make him the bosses’ primary target. Then, I prioritized Ashe’s healing gambits over attacking gambits to keep Vaan’s HP topped off. In theory, this keeps the boss on Vaan and keeps Vaan alive. However, the boss would occasionally cast silence on Ashe, preventing her from casting cure on Vaan, resulting in Vaan’s death. To get around this obstacle, I had to add a new gambit to Ashe of “Use echo herb when silenced” so that Ashe would cure herself of silence, enabling her to continue healing Vaan and ensuring his survival thereby allowing the fight to be entirely automated. Since every fight has unique quirks, you constantly need to tweak your gambit sets to fit each situation. Overall, this system is incredibly unique for its time and allows for countless tricks and gimmicks that would be impossible in a normal turn-based battle system.

image.jpg *Gambit system in action, outlining the classic decoy > cure > attack gambit setup

The Gambit System does have its flaws. For example, some spells cannot be automated at all because the game only allows for one condition per gambit. Take the spell “Dispel” which removes any buff or debuff on the monster when assigned to a gambit; ideally, you would only want to automate dispel if it removed effects that buffed the monster (such as haste or protect). However, since you cannot specify two conditions, such as “use dispel 1) on monster 2) under the effect of haste,” it is impossible to automate dispel without sometimes dispelling harmful effects on the monster as well. This could be easily solved if you could add an extra condition to gambits. Perhaps adding two conditions would be too complicated for the game’s code or maybe it was to prevent full automation of the game entirely. Either way, this addition would have been welcome.

Another point of contention is that while there are three gambit sets for each character, you cannot cycle through them without pausing the game and going through a few menus, making it a pain to switch Penelo from her attacking gambit set to her healing gambit set. Because of this, I focused on making one generalized set that covered every basic situation and used the other two pages for buffs and specific fights.

Although the Gambit System is a stroke of genius, it is underutilized in many ways due to a lack of creativity around many of the boss battles. For such a complex system, it was odd how many boss battles could be easily defeated with a simple gambit set, such as the Ashe-Vaan example I provided earlier. I suspect the developers were aware of this simplicity as well, as they would often try to throw a curveball to specifically counter gambit sets like mine. For instance, battles that couldn’t be won using the typical “decoy > cure > attack” gambits were usually because the monster was immune or absorbed physical damage, in which case I only needed to switch my physical attack gambits to magic attack gambits. This was particularly frustrating in some fights where the monster’s immunities changed mid-battle, requiring me to pause the game, go into the menus, adjust my gambits, and then resume the battle. This resulted in fights designed around going into full-screen system menus to change your gambits entirely, which I would argue is terrible game design as it takes you out of the action entirely. This could be forgiven if it happened only once or twice, but this happens far too often, especially in late game. To be clear, the criticism is not “I should be able to power through the game with one specific strategy,” but rather “there shouldn’t be only two or three specific strategies to beat everything,” which is what ends up happening in Final Fantasy XII. It could be argued that the developers pulled these tricks so often to encourage manual play instead of full-automation. However, my counter argument would be: why? The brilliance of Final Fantasy XII is figuring out how to automate every battle, like a JRPG version of Factorio. Why not embrace it?

image.jpg *Battle showing a situation in which physical attacking is disabled forcing the player to swap in magic gambits

Character progression in Final Fantasy XII is governed by a system known as the “License System.” This system is essentially a board with various unlockable nodes that govern which weapons, magics, equipment, skills, and other features you can use. Licenses even provide stat boosts like attack and HP bonuses. You gain LP from defeating enemies, which you then use to unlock nodes on the board. Each node costs a certain amount of LP, and the better the license, the more LP it costs. Additionally, licenses are locked behind other licenses, so you have to unlock them in a certain order to build your character in the way you want. Therefore, you cannot immediately unlock the best spells for Vaan by grinding LP early in the game. You have to unlock all the prerequisite licenses first before you can unlock the high-tier stuff. In this way, the system is similar to the Sphere Grid in Final Fantasy X, which suffered from the same problem of all characters eventually becoming the same unless you made a conscious effort to differentiate them. After all, why wouldn’t you want all your characters to have the highest-tier black magic or use the best equipment and weapons? Thankfully, this problem only exists in the original release of Final Fantasy XII as they made major revisions to the License System in the Zodiac Edition.

Final Fantasy XII: The Zodiac Edition utilizes the License System similarly to the original game, but with a twist. Instead of granting unrestricted access to the entire license board for every character, you must now choose a “job” for each character, which unlocks a specialized board for that job. From there, the license system operates essentially the same way as in the original game. At first, this may seem unfortunate since it limits the choices for your characters, but ultimately, it prevents them from being carbon copies, and forces you to decide on specific roles for each character. After all, what is Final Fantasy without a job system? And this is precisely what it is, albeit somewhat tacked on and afterthought-ish. To illustrate this mechanic, in my last playthrough, I assigned Ashe as a Red Mage, Basch as a Foebreaker, and Balthier as a Machinist; Penelo, Vaan, and Fran were assigned as a Red Mage, Shikari, and Time Mage, respectively. Eventually, you can select an additional job board to assign to each character, which can be compared to dual-classing in Dungeons & Dragons or sub-jobbing in Final Fantasy XI. Overall, I appreciate this change since it allows for more guided character role-playing and progression. For instance, I loved the concept of Ashe being a mixed magic/physical attacker with a large greatsword, so I dual-classed her as a Red Mage / Knight to achieve that; in the original release, it would require a lot of planning to figure out the proper path to achieve this specific build, and I would probably end up making her smash stuff with a hammer like everyone else to min-max instead. These license board changes also promote using all six characters more often, since one character cannot do everything as was the case in the original release.

image.jpg *The License Board, as seen in The Zodiac Age Edition

Now that we understand the overall battle and gameplay mechanics, when do we actually put our mettle to the test and start hitting stuff? This is where we delve into the core gameplay loop of Final Fantasy XII. In many ways, story progression is similar to other Final Fantasy games, where you interact with certain characters, complete specific tasks, defeat enemies, with cutscenes interspersed between these events, all in an effort to advance the plot. However, as mentioned earlier in this review, Final Fantasy XII stands out in a significant way by encouraging you to engage in massive amounts of side content through the game’s “hunt” system. Final Fantasy XII is well aware that it contains a massive world and wants you to explore it — “hunts” are its way of pushing that on the player.

Hunts in Final Fantasy XII are similar to a bounty system where someone posts a bounty on a board, and after reading the bounty, you talk to the petitioner, find the monster, kill it, and bring back proof of your deed to the petitioner for a reward. Typically, hunts are unlocked in a linear fashion after exploring new zones. For instance, after exploring the Giza Plains for the first time, you’ll find the Hunt Board in Rabanastre updated with new hunts for new marks in Giza Plains. In this way, the game encourages you to return to the Giza Plains to complete the new hunts.

image.jpg *Defeating a hunt mark

All hunts are broken up into “marks” and “elite marks”, which kind of translate to “boss” and “super boss” respectively. Some of the more visually impressive monsters are encountered only by taking up hunts, and some of the best items in the game are obtained from these hunts as well. Therefore, unless you are only rushing through to complete the story, you will want to complete most of the hunts. The typical gameplay loop is as follows: complete story missions involving new zones, return to Rabanastre and check the hunt board, take all new hunts, talk to petitioner for each hunt, then re-explore zones to find and defeat the marks to complete the hunts, then return back to story content, repeat. However, as outlined earlier in this review regarding traveling, this gameplay loop becomes tedious, especially since traveling takes a while back and forth. Additionally, since you must talk to the hunt petitioner after accepting a hunt but BEFORE actually fighting the mark, this adds additional travel time as the petitioner is often located in a different zone.

Take the following example, I would often accept a hunt board request in Rabanastre’s pub, but the petitioner was actually deep in the Estersand. So, I would have to travel through the Estersand, talk to the petitioner, who then tells me the hunt target is in the Sandsea, so I now have to travel through the Sandsea to find the hunt target. After defeating the hunt target, I have to backtrack through the Sandsea to the petitioner to collect my reward. Early on, these trips are fun and welcomed because you’re in the honeymoon phase, but after 60+ hours of playtime, it starts to feel like another job, especially when many of the hunts need to be completed to tackle the actual good hunts that provide endgame rewards. In many ways, this gameplay loop resembles that of an MMORPG, but at least World of Warcraft keeps quest objectives relatively close together.

Moving on from hunts, the Final Fantasy series is known for its robust use of side-quests and mini-games to break up the tedium of normal play. Unfortunately, Final Fantasy XII drops the ball in this respect entirely. Almost all the side-quests are just hunts, which in retrospect, seems like a lazy way to facilitate side-content. Outside of a handful of esoteric side-quests that require a guide to fully complete, there is not much else in terms of side-content going on in the world of Ivalice. This is a shame, as Ivalice is a huge world ripe for deep, engaging stories.

Furthermore, Final Fantasy XII lacks any real mini-games, which is surprising considering the precedent and high bar set by previous games in the series. All despite the presence of airships and chocobos that are ripe for gamification. Often, I found myself growing bored of the repetitive nature of mark hunting and longing for a way to break up the monotony, but there was no way to do this outside of turning the game off. In previous installments, players enjoyed chocobo breeding, chocobo racing, card games, and more, yet in Ivalice we are limited to tedious trivialities such as “match people with similar stories in Archades” or “press A and B to win a potion one time.” It’s truly a travesty — you’ll be doing hunts indefinitely and you’ll like it.

image.jpg *The dreaded “potion race”; pretty much the extent of the mini-games.

CONCLUSION, or just skip here if you want the quick summary

Final Fantasy XII stands out as a unique addition to the Final Fantasy franchise, but it is not without flaws, much like any other game. Unfortunately, some of these flaws are glaringly obvious, but there are also plenty of enjoyable elements to be found, like diamonds in the rough.

When one thinks of Final Fantasy, the mind usually conjures up images of their favorite beloved characters. Unfortunately, Final Fantasy XII does not feature the most captivating cast in the series’ history. Even the presence of Fran and Balthier cannot compensate for the lackluster cast, which falls seriously short of the standard set by previous entries, particularly when compared to Final Fantasy VII and X. Furthermore, the game lacks a compelling villain to fawn over. The characters fail to captivate on both aesthetic and literary levels, with any semblance of depth only a surface level illusion.

As with the issue of the characters, the overall plot of Final Fantasy XII fails to really hook the player or provoke much thought. Although a few cutscenes, like the final airship scene, are goose-bump inducing cool, there is little else of interest here. The story in general is generic, and the explored themes, such as togetherness, revenge, overcoming adversity, and being part of a whole, are basic and unremarkable. Additionally, there is no room for the sort of wild fan theories found in other Final Fantasy fan communities, such as the ridiculous “Squall is dead” theory or the “Zack is actually Cloud” theory (ok, I made that one up). The point being, Final Fantasy XII’s plot is straightforward and dull, with no mysteries left to engage the player. So, if you’re in it for the story, you might as well back out now.

Setting aside the plot and characters (and the pun), the world-building and overall ambiance of Final Fantasy XII’s setting is outstanding and well worth experiencing at least once. The development team’s dedication to creating a captivating world is evident from the moment the player sets foot in Rabanastre. Hitoshi Sakimoto’s music, while not as instantly catchy as that of Nobuo Uematsu’s, is excellent and complements each area very well. Final Fantasy XII earns top marks for its world design and art direction, even if some in-game cities could have benefited from more development.

A huge plus and another highly recommended aspect of Final Fantasy XII is the battle system. The brilliance of the gambit system is figuring out how to automate every encounter; it’s like Factorio but for weebs. Very much a “love it or hate it” system among the fans; however, this is only because the system is easily misunderstood. Setting up a gambit list that allows you to put the controller down and watch your party defeat a tough opponent is, without question, the coolest aspect of the game — the closest you will ever come to playing God in a JRPG.

Sadly, the overall gameplay loop in Final Fantasy XII isn’t as enjoyable as the battle system. Most of the game entails running back and forth between different locations, often revisiting the same areas multiple times. While there are some fast travel options, it’s just not enough, and ultimately, traveling becomes a dreaded time-sink that gives the player too much time to think about real life (which is a video game NO NO). The Zodiac Edition helps alleviate this issue by introducing a speed-up feature, but no game should have to rely on such a feature to prevent becoming tedious.

In conclusion, Final Fantasy XII should be experienced by all JRPG fans at least once. It contains one of the genre’s most unique battle systems and a beautifully crafted open-world, even if that world is a chore to traverse at times. The plot and characters leave much to be desired, but the overall gameplay is enjoyable for the first 40 hours. If you do play the game, I recommend the Zodiac Age Edition as it ups the resolution, improves the license board system, adds the evil speed up function, and includes a number of other improvements.

Lastly, as a final word of advice that applies not only to Final Fantasy XII but also every computer game ever made: if you start to get bored … turn the game off and do something else.

If you’re not having fun, it’s not worth it.


(originally published on 4/17/2023)

#ComputerGames #FinalFantasyXII #Review

spider in corner your universe: my shower splash, apocalypse

#poetry

White Freckles is a psychedelic pop song written by singer-songwriter-multi-instrumentalist-whatever Ariel Pink and co-written by the mysterious Kenny Gilmore, credited for drums, backing vocals, bass, keyboards, engineering, and editing as noted in the liner notes of Ariel Pink’s 2014 album Pom Pom of which White Freckles is the second track.

Before we begin, I encourage you to listen to White Freckles here, and don’t worry, this links to the Internet Archive, so you are doing no favors to Mr. Pink by clicking this link. In addition, the effectiveness of this article is heightened if you are not already familiar with Ariel Pink, but, knowing my audience (all three people or so), that’s probably not going to be the case. Regardless, give White Freckles a listen, preferably all the way through; then come back and start reading from here.

Well, do you hear it? That manic, jerky guitar line alternating between 6/4 and 4/4 over pounding snares? That bass line mirroring the spastic guitar whilst simultaneously managing to sneak in contraband notes between the jerky pauses, all while maintaining the funk? The whole thing sounds like it was captured with a cassette recorder in a bubble dome underwater; and do you hear when the timing sludges out during the verses and Ariel’s vocals come in, alternating between The Human League and some sort of unhinged Madonna impersonator, as if multiple characters are mocking or admiring (you can’t really tell) someone’s application of white-freckle makeup that they may or may not have gotten at the tanning salon? Of course you hear it, it’s White Freckles. All this, mixed with just a hint of cheap-voice-changing robotics and that middle-eight-interlude thing that feels like the music is being fed through a hurricane of lost-media sound effects and then fed through a vacuum cleaner, makes the whole thing sound as if it fell out of an alternate reality wormhole where the 1980s never ended and arcades still bleeped and booped around every corner and Patrick Nagel’s artwork was plastered on every billboard in every city of the world.

White Freckles is maniacal, mathematical, mechanical, memetic, both merry and a little bit maudlin, and just a knock-out masterpiece of a pop song. It’s also kinda silly. Everyone that I’ve played this song to, I’ve caught them, later on, sometimes days later, “do-do-do-do-do”ing or repeating “freckles, freckles, where’d you get those freckles?” as if Ariel himself was inside their brain pulling little levers like a cartoon villain. The music digs in and refuses to budge. You have to excavate it with another song of equal catchiness – and that’s hard to do, because White Freckles is very catchy indeed.

But, despite all that, this article isn’t really about White Freckles – all my homies love White Freckles, that’s not really up for debate.

And while all my homies may love White Freckles, they really fucking hate Ariel Pink – and that’s what this article is actually about.

Now that you’ve listened to White Freckles and read a few paragraphs of me gushing about it, and assuming you liked the song (which this whole shtick kinda hinges on), check out this quote from Ariel Pink.

“I’m so gay for Trump, I would let him fuck me in the butt.” -Ariel Pink (Jan 4, 2021. 1:01:10. some podcast interview)

ariel trump article cover showing him on tucker carlson *they really do

Yes, that’s Ariel Pink on Fox News, talking to Tucker Carlson about how he was “unfairly canceled” for attending the January 6th Trump rally that preceded the storming of the Capitol building. He claims he was there just for a “peaceful rally,” and that despite this, his record label, Mexican Summer, dropped him and he was ostracized from the music industry entirely. “It was cancel culture; the woke mob,” he says. And no, the quote above is not a meme or a joke, Ariel Pink is a huge MAGA guy. He spouts every single talking point verbatim: climate change denial, extreme vaccine skepticism (even though Trump supported and fast-tracked the development of the vaccines initially [source]; one of the many examples illustrating Republicans’ really bad memory and complete lack of principles), and the rest of the whole pantheon of dumb things. Ariel Pink was also accused of physically and sexually abusing his former bandmate and girlfriend, Charlotte Ercoli Coe. And I’m sure you could find more awful stuff on Pink if you went digging for it online.

I’m being kinda flippant about the various charges levied at Ariel Pink here (it’s all a matter of public record, really: every music outlet reported on this, even non-music publications like Variety and the LA Times), because this stuff isn’t actually all that important to the article. We could say that, hypothetically, Ariel Pink tossed puppies off bridges for fun and did all sorts of heinous Judge Holden-like things, if we wanted to. But, outside of these being the reasons that all my homies hate Ariel Pink, the reasons themselves don’t matter all that much. The reasons are not really what I want to write about. We all know that Ariel Pink’s worldview and the accusations surrounding him are capital-N capital-G No Good, and I shouldn’t have to convince anyone otherwise.

What I want to write about is White Freckles. I know, I know I said White Freckles wasn’t really the point of this article, and it’s not. What I really want to write about is the question around White Freckles. That being, you listened to White Freckles, you presumably liked White Freckles, but now that you’ve heard about Ariel Pink and his warped worldview and all the sexual abuse, you probably don’t like White Freckles all that much anymore – do you? You at least like it a little less than you did initially. You probably scrunched up your face and almost gagged at all the MAGA-sexual-abuse stuff, like I did. And that scrunchy-face outrage has been transferred to the music. White Freckles feels like a MAGA song now. But what I’m curious about is, why?

That’s what I want to write about.

The moment Ariel Pink showed up on Tucker Carlson Tonight, I knew that something had changed. I was a loose fan of Ariel Pink before all the accusations and the MAGA stuff, but after that fateful night I didn’t know what to do. The pioneer of hypnagogic pop had betrayed us. The entire fanbase immediately moved against Pink, which was understandable, and suddenly listening to Ariel Pink’s music felt like some sort of tacit admittance that you yourself might maybe just be a MAGA Trump nazi too and that maybe you should be shunned from every platform as well. The same thing happened with Morrissey of The Smiths, after he made racist comments publicly numerous times (another matter of public record); and a similar thing happened with R. Kelly (this one is really bad, look it up); and I’m sure the list goes on. To this day, if you post a link to a Morrissey song – or even The Smiths – on any social media platform, someone is going to reply with some vitriolic comment about Morrissey, and if that vitriolic person was following you before, they probably aren’t following you now because they saw your enjoyment of Interesting Drug as tacit support of Morrissey’s racism. (I can’t dislike Interesting Drug, that rockabilly semi-muted guitar stuff going on at the beginning is just wild.)

Did the quality of White Freckles change because Ariel Pink did something bad years after recording the song? Or was the song always tainted, and I was just a worse person for liking the song back then? And now, upon receiving this new information on Ariel Pink, should I stop liking the song, declare it “bad” just like Ariel Pink is “bad?” (Note, I am using the term “bad” here very loosely; you and I both know that calling music “good” and “bad” is near meaningless because it’s mostly a subjective preference, but I think you know what I am trying to get at here, as we probably hold similar values around most things if you happened to stumble upon this article at all; “bad” in this context means “MAGA-fascist-supporting ideological ruin” or something; you know: bad.) If I continue to like White Freckles, despite knowing this new information, am I somehow supporting Ariel Pink, endorsing and perpetuating his twisted worldview? If so, should I then reevaluate all the music I listen to and all the computer games I play and all the books I read from the lens of “did the creator(s) do something awful in the past and/or do they have politics I don’t agree with?” And, if so, I expect that this list will quickly become unmanageable, plus imagine all the mental effort I would have to expend just to maintain such a list. Something about this line of reasoning feels way off. Clearly the content of the actual song – the composition of the thing – has not changed. White Freckles has, and always will be, White Freckles.

It’s another thing entirely to buy Ariel Pink’s music, or donate to him on Patreon or listen to him on streaming platforms, as all of this supports Ariel Pink directly, and maybe you don’t want to support Ariel Pink. I don’t want to support him either. I pirated all his stuff, downloaded it all on Soulseek. Ariel Pink doesn’t get a penny from me. But there could be a deeper argument here, that even posting this article about Ariel Pink, or gushing about White Freckles, could possibly maybe support Ariel Pink in some roundabout way because someone might read this article and then be inspired to listen to Ariel Pink’s music on a streaming platform or, heaven forbidden, buy one of his records from his Bandcamp or something; and I don’t really have a good counter to that argument other than the fact that I am straight-up saying NO. Do. Not. Do. That. Do not give Ariel Pink money. The bright side (in this specific case, not overall) is that modern music streaming platforms are practically robbing artists anyway, so even if you did listen to Ariel Pink on Spotify – or whatever happens to be the popular streaming zeitgeist at the time of your reading this – you won't be supporting him much at all really.

Here's a stuffy quote from an old dead guy that may or may not have actually existed:

“It does not follow that because a particular work of art succeeds in charming us, its creator also deserves our admiration.” – Plutarch, Greek philosopher and historian

We don't have to like Ariel Pink, in fact, all my homies hate Ariel Pink.

There’s a discussion here about “separating the art from the artist,” and that’s a valid discussion, but it has been beaten to death, resurrected, and beaten to death again, multiple times. I will try to add my own twist on this zombified discussion, but I’m sure whatever I write here has already been written elsewhere. There’s an almost supernatural element to human creation; everything I write just kinda comes out and I can’t reproduce it later on; once the art has been released by the artist, it takes on a life of its own; the art, once birthed, becomes both solidified and open to interpretation, a state of contradictory flux; an artist's work can even be used against the artist later on in the event that the artist abandons previously held values. Artists can change, but the art itself cannot. And our interpretation of art can change, but the art itself is unchanging. The Mona Lisa will always be the Mona Lisa. Ariel Pink could rerecord White Freckles and add several MAGA verses, but that would not be White Freckles anymore; that would be the rerecorded MAGA-version of White Freckles, and I would not like or support that version.

We don't have to like Ariel Pink. We can refuse to support Ariel Pink while simultaneously loving White Freckles. We shouldn’t let Ariel Pink take White Freckles from us. We shouldn’t give him that much power.

#Music #ArielPink #Ethics #Essay

what are these holes in the sand where do they come from who makes them and

is there a man with a pencil poking little holes

or small people racing placing little goals

are they footprints left from gnome strolls

maybe the sand is needed for a wizard’s scroll

could be faeries dancing around invisible poles

i turn to my father but he says no he says he's too busy he's on his phone

#poetry