Vagrant Story
Squaresoft
1 Player
3 Memory Card Blocks
$39.95

It as been lauded in recent months as no less than the RPG Jesus himself designed in his spare time and decided to market on Earth to make a little extra cash. The promotional press material was littered with quotes from prestigious game sources like RPGamer and PSX Magazine calling it "the greatest game for Playstation ever" and "better even than Final Fantasy VII". Swayed by both this overwhelming praise and by the some impressive demos and screenshots I had downloaded on the 'Net, I bought Vagrant Story a few weeks ago. After a more or less regular playing schedule I feel I've gotten most of the game elements down pat, so here's the real story on Vagrant Story.

Right off the bat I should assert that I have not completed this game. Even so, I can say with relative confidence that this is not the greatest game for the Playstation, nor is it the greatest RPG ever made. It is however, a challenging, engaging distraction with more than enough action and intrigue to satisfy most RPG fans. It's a slim game for an RPG ­ just one disc, compared to FFVII's 3 and FFVIII's 4, but a solid package if ever I've seen one, and boasting some downright groundbreaking innovations in the degree of control the player is given. But I'll get to that in a minute.

So why play Vagrant Story? What's so damn cool about it that it would be touted as the Babylon Five to FFVII's Star Trek? Let's start with the plot: you are Ashley Riot, a member of the revered Valendia Knights of the Peace, a cadre of warriors dedicated to preserving order in and around the kingdom. Specifically, Ashley is a Riskbreaker ­ an elite division of the VKP ­ a covert operative who works alone, in secret, to defend the realm from foreign threats. Your task is to guide Ashley as he hunts down Sydney Losstarot, an enigmatic psychopath who leads a fanatical cult called Mullenkamp, and stop his nefarious quest to unearth an evil power in the long-dead city of Lea Monde. Lea Monde was once a prize jewel in the kingdom, but a savage earthquake destroyed most of the city and everyone in it twenty-five years ago. Now Lea Monde is a ghost town, inhabited only by Sydney's disciples and other forces of darkness. Standing in Ashley's way are armies of zombies, possessed beasts, dragons, demons, and the Crimson Blades ­ a small but immensely powerful order of knights loyal only to the Cardinal who want Sydney's head on a platter and will brook no interference from a meddling Riskbreaker like Ashley. Sydney seems to have a lot of enemies out to destroy him, but you learn very early on that he is not entirely as he appears to be, as you watch Ashley nail him in the heart at point-blank range with a crossbow bolt-and the cult leader pulls the arrow out of his chest and laughs, unhurt. Indeed, Sydney comes off as such a bastard right from the start that you really want to hunt the prick down and do whatever it takes to destroy him. But he's not about to let Ashley get too close, preferring instead to use his conjuring abilities to summon massive beasts to stop the Riskbreaker instead.

These and all other elements of the plot are presented to the player through the use of rendered cut scenes, where rough-around-the-edges 3-D characters interact in beautifully detailed settings. The designers barrowed an idea from the comic book medium and have all their characters say their lines with speech bubbles, complete with convenient little arrows to indicate who did the talking. This is not as distracting as one might initially assume, and in fact is actually perfectly appropriate, complementing the look and feel of the game rather than hindering it. It would have been wonderful if these cut scenes were done in Full Motion Video, but then I suspect Vagrant Story would have been a minimum of four discs long, so many cut scenes are there in this game. Nevertheless, the plot is intriguing and clever and the pace of the story development is quite lively, with cut-scenes galore. Story and plot are definitely a plus in this game.

The other (and only) major element of Vagrant Story really worth examining in detail is the much ballyhooed battle system, considered a groundbreaking improvement over the battle systems in previous RPGs by many in the gaming industry. Where the Final Fantasy games have separate screens, controls and interfaces for normal "explore/interact" mode, and a totally different one for "battle" mode, Vagrant Story integrates the two flawlessly, eliminating the need for time-consuming screen swaps. In this game you walk, run, look, jump, open, close, and fight all with a single screen, fully rotating with the L1 and R1 buttons. You can draw your weapon anytime with a single push of a button, and sheathe it again with the same command. When an opponent challenges you, you draw your weapon and erect your "targeting sphere", a circular grid that shows you the range of your weapon and all the targets within that sphere that you are capable of attacking. You then have the ability to attack any opponent in range of your blade. What's more, you can attack different body parts of your enemy, such as the head, arms, or legs. A handy little statistical readout at the bottom of the screen will illustrate for you how much damage you stand to do by attacking each part, and what the odds are of successfully striking the target. Your opponent, like yourself, only has one set of hit points, but striking a particular body part, such as an unarmored left arm, might do more damage than clanging your sword on a knight's solid steel helmet. This battle system also does away with time bars. Rather you have about three to five seconds between each opponent's attack, and you are allowed to do whatever you can in that time before it's your enemy's turn to land a blow. I find this a refreshing change from the popular time bar system, such as in FFVII and FFVIII, where you become a slave to that damn yellow line in the corner of your screen slowly building up, waiting for it to give you the privilege to act. With the Vagrant Story system, you can attack, cast a spell, change your position, and swallow a potion in a single "turn." What this does is give you a greater sense of freedom and realism in the battle, allowing you to use strategy and varied tactics in a fight rather than simply going for "the big hit". Indeed, there really are no "big hits" in this game, just as there are no "levels" for Ashley to increase in. You do not gain a load of experience points for vanquishing an enemy like you do in other RPGs, nor do your Hit Point and Magic Point meters increase. Rather you pick up new weapons, armor, and items, and acquire a few points towards new battle abilities. And what are battle abilities, you ask? WeeellllllŠ..

Battle abilities are yet another new element added to the Vagrant Story battle system. They are special actions you can achieve in a fight by pressing the right button at the right time. As you progress in the game, you are given the choice of battle abilities for Ashley to acquire. These abilities are both defensive and offensive in nature, and serve to enhance you attacks and counterattacks. By assigning a button command to a particular battle ability, and then pressing that button just as you strike your opponent, you produce a "chain" attack, consisting of multiple strikes. For instance, the "Heavy Shot" battle ability inflicts and additional 40% damage on your opponent ­ free of charge. Pressing the appropriate button when Ashley is struck can activate defensive chain abilities. For instance, "Reflect Damage", a favorite of mine, shoots half of the damage Ashley takes back to his attacker. You can understand how effective and beneficial these abilities become once you master them. The downside to chain abilities are the absolute perfect timing they demand to perform them, a source of intense frustration for a beginner. Once you try out the abilities, however, it is only a matter of a little practice to become an expert at delivering devastating combination attacks and flawless defense.

As if that all wasn't complicated enough, Squaresoft decided to introduce yet another new and testing element to that battle system: the Risk Meter. This is, I find, one of the less stellar of the innovations in the battle system, but another challenging addition regardless. Basically, as you fight this little green risk meter slowly increases, counting up from zero. The higher then number reaches during the fight, the harder it becomes to hit a target ­ literally, your accuracy decreases. This can become and unbelievable pain in the ass, particularly when battling a boss-type enemy that takes forever to die. After your twenty-third miss in a row you want to rip the damn Risk Meter off the status bar and cram it up Squaresoft's collective ass. Fortunately, there is an adequate supply of items available that lower your risk during a fight, allowing you some accuracy once more.

Adding to the immense variety in this game is a myriad selection of weapons, shields, armor, and accessories with which you can equip Ashley, each of them possessing particular traits, making some of them better to use against humans rather than the undead, or more effective against dragons than against beasts. One feature about this game that isŠwell, different about Vagrant Story is the complete lack of shops ­ stores where weapons and items can be purchased. Instead, Ashley lifts everything he needs off of his vanquished enemies. I don't really like this, as you have no control whatsoever over when you receive items and in what quantity. Nevertheless, there is an item for just about everything, including health potions, Risk reducers, and counteragents for abnormal effects like Paralysis and Poisoning. Squaresoft threw in one more challenge just to give this game full of weapons, accessories, and items an extra edge: an item limit. Where in the FF games there is no limit to what you can carry, in Vagrant story you are allowed a maximum of eight weapons, six shields, sixteen armors for your various body parts, and sixty-four miscellaneous items such as potions. So chooseŠand choose wisely.

As you might expect, Ashley isn't just a warrior-he's a wizard as well, and Vagrant Story boasts more than enough magic spells to satisfy any devotee of the FF games or other RPGs where magic plays a significant role. You learn magic spells by acquiring "Grimoires", little scrolls that teach you the spell. Once you use the Grimoire, Ashley learns the spell permanently. Again, spells can't be bought, but rather are acquired, most often after you defeat a boss. Spells are broken into four groups: Warlock ­ offensive spells that do damage to opponents, Shaman ­ spells that benefit you, such as Healing, Sorcery ­ spells that cause abnormalities in you or you opponents, and Enchantments ­ long-lasting spells that you cast on yourself for aid during battle. The spells are varied and effective, but the major drawback is their high cost. Ashley only has a total of 52 MP in the game, and that level can only be raised marginally in the end. As a result, you must ration your magic for what it can be put to best use. While annoying, this represents (surprise!) yet another new challenge in the game. In case you're starting to think that Vagrant Story is too hard because of the low HP and MP meters, get a load of this juicy tidbit: Ashley's HP and MP regenerate automatically, and quickly. His bodily damage heals so fast he would make Wolverine jealous, and his magic recharges in about one minute. This is a pretty terrific feature, especially since you don't have to fear spontaneous, unannounced attacks in this game. If you're hurtin', you just rest for a minute or two and you're ready to go again. In a big fight, however, or against a boss, regeneration means nothing, so be careful.

When you're not busy spilling blood or fending off zombies, you're usually solving puzzles, another trademark staple of the RPG. In this case, the puzzles are pretty unremarkable and easy, consisting almost entirely of moving blocks around so you can reach the door on the other side of the room. I've perhaps solved a half-dozen of these puzzles so far and the longest it's taken me to decipher is fifty seconds. To be fair, the block moving can be difficult, especially since there are multiple block types ­ ones that lift, ones that slide, ones that don't move at all, etc. It's a minor point, but credit should be given for adding a cerebral element to a very brawn-heavy game.

If you're a valiant warrior and a clever puzzle solver, you'll progress rapidly through the game, and you'll soon find the pace of the story quickening, as well as an ongoing exploration of Ashley, his tragic past, and the incredible power he holds within him. A huge plus of this game is the equal time we get to spend with the good guys and the bad guys. Not only do we see things from Ashley's objective point of view, but we also watch Sydney and his minions as they move forward with their nefarious plans, and we see the frustrated Crimson Blades falling behind in their pursuit of the dark messiah, and their growing annoyance with the meddling Riskbreaker and their inability to kill him. This element of the game is made all the more pleasant by a terrific supporting cast, including the viciously evil Sydney, and Romeo Guildenstern, the leader of the Crimson Blades, whose name is just one homage of many to Shakespeare throughout the game.

Altogether, Vagrant Story is an RPG worthy of most of the apparently over-bearing praise it has received recently. It is smart and exciting, gripping and creepy, powerful and profound. Is it Final Fantasy VII? No. Certainly not, anymore than Ashley Riot is Cloud Strife or Sydney Losstarot is Sephiroth. But it is a solid effort from the consistently awesome Squaresoft; one that I am pleased for purchasing and eager to finish.


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John Paige
6.12.2000

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