Retro gamers are certainly guilty of romanticising the past. But does
this nineties inspired JRPG stick too closely to the PlayStation games that
have inspired it?
Developed by Snowcastle Games
Released in 2018
Many long-term JRPG fans have been dismayed by the direction Square Enix
have taken with the ‘Final Fantasy’ series. Once the poster child for the
genre, the latest iteration is less “Japanese Role Playing Game” and more the
“Role Playing game Japan thinks the modern West wants to play”. Turn based
battles have vanished in favour of active real-time combat. The sweeping epic
stories have been lost with a shift to a focus on unlikeable generic characters
instead. A modern numbered ‘Final Fantasy’ is no longer a single entirety; they
offer narratives that only truly make sense if you immerse yourself in a
plethora of accompanying anime, spin-offs and manga. “There is so much good
here, so much heart” IGN noted when reviewing ‘Final Fantasy XV’. “It just
comes with some changes and compromises that were, at times, difficult for this
long-time ‘Final Fantasy’ fan to come to grips with”.
While hardcore ‘Final Fantasy’ fans can’t seem to agree if the seventh
or sixth game is the best, there is also an awful lot of love for entries 8 and
9. For many the series hit its peak in the nineties with the PlayStation 1 era
polygon games.
For Snowcastle, a small development team in Oslo, this was certainly the
golden era. “The 3D JRPGs of the 1990’s we all loved and grew up with”
remembers game designer Nikola Kuresevic. The team decided to create “a love
letter” to those games, specifically for fans that were turned off by modern
sequels. “‘Earthlock’ is a traditional take on the 3D JRPGs of the 90’s with
(thoroughly reworked) mechanics that encompass both the new and the old love
for the genre” notes Kuresevic.
To fund the game Snowcastle turned to Kickstarter, with a bounty of
promises that were irresistible to many “true JRPG fans”. When finished
‘Earthlock’ would feature “a Rich, non-linear story, Turn-based combat, a gorgeous
over-world with a retro feel [and] no random encounters.” 4,506 backers pledged
$178,193 to bring the project to life. The anticipation couldn’t have been
higher and as The Hardcore Gamer website noticed “‘Earthlock: Festival of
Magic’ is shaping up to be a heavy hitter in the RPG community.” Total Xbox
Magazine was convinced that the game would “go down a treat with the West's
embattled community of JRPG fans” but sadly it wasn’t to be.
“Most of the game feels like it's walking in the footsteps of other
JRPGs without ever understanding why” noted PC Gamer. “It’s just going through
the motions of imitating those games, rather than being inspired by them.”
“The story is paper thin" Push Square criticised.”Poor writing
doesn't help with the lack of effective character development either, as each
companion is only distinctive in game play terms.”
Snowcastle paid attention to this criticism and rather than cash in
their Kickstarter profits they did something about it. Further games in the
series ‘The Last Memory’ and ‘The Awakening’ were shelved and instead funds and
efforts were redirected to making the first game meet the standards backers and
critics had expected. “We have spent 15 months extending, improving and
polishing ‘Earthlock’” claimed Snowcastle. “Now the game has become what we
always wanted it to be.” Along with revised difficulty, Side quests, Mini
Games, New cut scenes and characters were added. But more importantly the story
was reworked. According to Snowcastle “It’s massively changed, almost from the
start. We have added more depth, humour and character to the story and things
that did not make sense before now do.”
‘Earthlock’ takes place in Umbra, a planet that has stopped spinning following a historic catastrophe. For the most part you’ll play as Amon, a young scavenger who gets tangled up in a larger conflict with the ruling Suvian Empire. As generic traditions dictate, on his adventure he’ll be joined by a ragtag group including Ive Lavender - a rebellious soldier, Gnart Tigermoth - a Hogbunny scholar and Taika - a part lion part dragon Flamedog.
Dialogue is accessible but functional. It lacks flourish and as the game
progresses you’ll feel like you’ve had the same conversation with far too many
similar characters. Like so many RPGs obscure phrases, locations and characters
get tossed into conversations fairly liberally and while your character may
know what others are talking about you sometimes feel left out of the joke. Thankfully
Snowcastle have opted to include an in-game journal to help players keep track
of the lore. This also includes pages of tutorials covering everything you need
to know to progress. While things are nicely drop fed, ‘Earthlock’s combat
system is surpassingly complicated and adaptable and to get the best results in
a Battle you will have to consider a lot of variables.
It’s essentially built as an evolution of the classic turn-based battle
system that emphasises strategic combat. Taking inspiration from the ‘Tales’
games, ‘Earthlock’ offers multiple battle options for each character,
combination attacks, a pairing system, elemental powers and abilities that
trigger under certain circumstances. “We wanted, from the start, to make the
combat strictly turn based. We feel that the pacing of our game lends itself to
that, rather than relying on stressing people out with time based mechanics” says
character designer Fredrik Tyskerud. “In short; strategy over stress.”
Each character has multiple stances, which determines the actions they
can take. A player can swap between the two mid battle depending on the need
and situation. There's nothing stopping you putting your mage in an offensive
stance and have them help out in combat, but then they won’t actually be able
to do any healing. Alternatively you can have your thief take a stance that
allows for long-range attacks, but making the change will cost you the ability
to steal loot. Switching stances take up an entire turn, and it’s frustrating
that unless you’ve memorised every character’s abilities, there’s no way to
know what options will be available after the change. All too often you’ll find
you’ve change stance to something that offers no benefit at all. Then you have
no option but to switch back - wasting yet another turn. It seems most
secondary stances are designed to be useful in very specific situations making
switching pointless for the most part. It’s likely you’d be put at a tactical
disadvantage by switching stances in combat unless it’s painfully obvious that
you need a specific ability.
The other big addition to the combat is the pairing system. Every
character in the game has to be coupled with another. Typically you’ll have a
fighter teamed with a protector; one does the damage and the other supports
them with healing or stat boost abilities. “The character combination pairings
are one way we’re trying to add some spice to the turn based formula” says
Tyskerud. There’s reward for keeping couples together to. A loyal duo will gain
access to bond actions; typically a stronger attack. “Basically you will be
able to unlock special perks and abilities that are only available to the
characters when they are teamed up” clarifies game director Bendik Stang. “We
also have a friendship energy that builds up when you have a team active in
combat. Using this energy they’ll be able to unleash pretty awesome combo
attacks based on who is teamed up with who.” But like Overdrives in other
games, this super attack is single use only, and once exausted you’ll have to
earn it again. “Usually you can get through the bosses in ‘Earthlock’ by choosing the
right strategy, getting your talent board set up and having the right character
pairings” Tyskerud notes. The talent board he defences is the way you upgrade
your characters in ‘Earthlock’. Similar to the orb system found in more recent
‘Final Fantasy’ titles, players are given a grid with each rectangle
representing an ability or stat upgrade. Once earned, players are free to swap
cards in and out allow a character to be reshaped should the occasion demand it.
“This board can be rearranged at any point, so the player is free to balance
their team in any way they want” believes Stang.
While the wide range of different combat abilities and character combos
do present a plentiful buffet of offensive options, a player may find they just
stick with familiar and upgraded techniques. The routine of battle soon becomes
one you navigate through almost on autopilot, rhythmically tapping buttons.
From the initial Kickstarter, farming has always been a key part of ‘Earthlock’
and now with the popularity of games like ‘Stardew Valley’ it’s an attractive
addition to many. “Crafting and adventuring [is] tied together in a very real
way. When you’re out adventuring and battling creatures and bad guys, the ammo
used is the one you’ve grown and harvested yourself” boasts Tyskerud. However I
found the farming aspect of the game an uncomfortable extra task that’s felt at
odds with adventuring. Farming Sims demand a time investment; you’re rewarded
for returning to your crop and devotedly tending to it. Meanwhile Adventuring
requires exploration, not feeling tied to one set place, free to roam into
areas unknown. There are fast travel options as you progress through
‘Earthlock’ but to be honest I usually want to progress forward in an adventure
game rather than having to keep returning to the same place to pick up more
ammo.
You are left wondering if the farming was added to extend ‘Earthlock’s
life. I was somewhat concerned that an hour into play my save file said I was
12% into the game. Most players will finish the main story section of game in
less than 25 hours, which is comparatively brief compared to the classic of the
JRPG genre.
The game promises big reward from taking big risks. Players who take on
a large number of enemies at once can level up fastest but sadly the battle
screen isn’t large enough to accommodate such game play. Groups of eight or
more enemies flood off-screen making targeting a challenge. It’s not game
breaking by any means but it’s not something you wouldn’t see in higher profile
titles. It’s reflective of ‘Earthlock’s more humble development and the
graphics on the whole are pleasant if primitive.
Of course its developers describe the art style as a modern nod to
old-school JRPGs like ‘Jade Cocoon’, ‘Suikoden’, and ‘Vagrant Story’. “The
characters are deliberately designed very clean, from concept art through 3D to
textures” claims Stang. “This way of working has allowed us to make something
that looks colourful and fun while not taxing any hardware too much”. The
problem is that it’s hard to shake the feeling that ‘Earthlock’ looks like a
budget mobile phone game. In its favour, the main characters are eye catching
and memorable especially the nonhuman characters. Up close they actually looks quite
detailed but for most of the game they’re so small on screen you hardly notice.
Environments seem to alternate between vibrantly detailed and entirely devoid
of life.
There’s also the jarring realisation that you don’t always have
camera control. Like the games of the past, your view of dungeons and the world
map is dictated by what the game wishes you to see. Annoying, this does mean
your characters is often entirely obstructed by the environment as there’s no
transparency effects on foreground objects. Taking camera control away from the
player does disguise the fact that many outside environments are largely
linear. Though they may appear vast, there is little scope to explore too far
off the beaten track.
‘Earthlock’s audio is an equally mixed bag. The music is enjoyable
setting a unique tone to each of the game’s areas whiling paying tribute to the
legacy JRPGs. Meanwhile the sound effects are extremely inconsistent across the
game. Weapons often recycle sounds, and what works with one doesn’t work with
another. While authentic to the era it replicates, the lack of speech means a
great deal of reading for the player. Of course as ‘Final Fantasy X’s infamous
laugh shows, millennial RPG games were renowned for sometimes awful western
dubbing so maybe the mute protagonists in ‘Earthlock’ are actually a blessing
in disguise.
Naturally it’s the “Shouldhavebeen” edition that has finally arrived on
Switch, a console that Snowcastle have always been attracted to. “The entire
team fell in love with the Switch when it came out “says Nikola Kuresevic. “As
luck would have it that ‘Earthlock’ feels at home on the console”. Like other
versions released in 2018 ‘Earthlock’ on Nintendo’s latest machine “has taken
into account a lot of player feedback “adds Kuresevic. “We have been able to
build in a lot of elements we did not have the time or resources to work on for
the first version”. With their eye on Switch players it’s odd the saving
mechanic wasn’t refined for this iteration of ‘Earthlock’. Like older RPGs you’re
limited to saving only at designated points but this is frequently far too far
from a boss battle. There’s nothing more annoying that narrowly failing a
battle and having to repeat half a dungeon as a result. The alternative is
lengthy back tracking to find the save point before challenging battles, but
this is tiresome and repetitive. The Switch functions as a Portable machine and
playing on the go means you may have to stop when it’s not possible to
continued playing. It’s another reason why you should be able to save at any
time and it’s a mistake that Snowcastle have stuck to an archaic system.
‘Earthlock’ is a game that has clearly been made with a lot of love and
respect for the various classics that have inspired it. Its flaws are essentially
also a bi-product of this. While fans will be delighted by the tribute
newcomers to the genre will likely wonder why the locations are so sparse and
the mechanics are, at times so obtuse. Like so many of us Snowcastle Games are
guilty of romantising the past. Yes it’s sad that games aren’t the same but
there’s often a reason why things changed; it’s an improvement. Games like
‘Octopass Traveller’ and ‘Bravery Default’ show a better way to pay homage to
what’s come before; games that remind us of the past without forgetting the
demands of a modern gamer. If ‘Earthlock’ had come out in the era that the
developers love so much, it would have been held aloft as a classic -especially
since it was made by such a small team. For those who have played ‘Final Fantasy
7’ and ‘Chrono Cross’ countless times, it’ll serve as a nice reminded of a
favourite period in time. However, everyone unfamiliar with these games won’t
see loving head nods; they’ll just see glaring faults.
If you’re interested in discovering the types of games Square Enix used
to make you’d do better just playing them. But for those who have been in the JRPG
club for more than twenty years it’s a pleasant window onto the past; cracks
and all.
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A download copy of this game was provided for review. Publishers and developers have not seen or influenced the content of this post prior to publishing.
A download copy of this game was provided for review. Publishers and developers have not seen or influenced the content of this post prior to publishing.
Definitely going to give this one a play! Sounds like a fun shoutout to my favorite gaming era.
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