Showing posts with label squaresoft. Show all posts
Showing posts with label squaresoft. Show all posts

Friday, 26 February 2016

Snes Review - Seiken Densetsu 3 (Game 100)

'Trials of Mana' is the greatest 16bit action RPG ever made, yet for nearly 30 years no one outside of Japan ever got chance to buy it. 

Now released on the Switch, Westerners can at last find out just how much they missed out on. 


Developed by Square
Published by Square
Released in 1995

The 100th game review on BoxedPixels has to be something special I believe. A game worthy of time investment, a game with an interesting history and of course a game celebrated as being one of the finest in its genre. It needs to be a game many have heard of but few have played and it also has to be a game that showcases the strengths of the system and the developers that thrived on it.

When you consider these requirements there were a number of options but I settled upon treating myself to 'Seiken Densetsu 3'; once known as 'Secret of Mana 2' but now officially Christened 'Trails of Mana'. Despite the critical acclaim and fan love for the first 'Secret of Mana' game its sequel, for a number of reasons, was never initially released outside of Japan. As such the game is something of an enigma to even some of the biggest fans of Japanese Role Playing games. 




But there's a problem with choosing to write about a title of this majesty. My usual 2,500 word limit simply prevented me from exploring the many facets I wish to. The post could of course have been split across a number of posts, but I was presented with a better option. Recently launched after a trial issue is a "fanzine" known as HyperPlayRPG . According to Nintendo Life it " is a glorious throwback to the pre-internet days of homemade fanzines".  In our world of online blogs, video reviews and game streaming I can't tell you how great it is to hold a magazine again. HyperPlayRPG is filled with intelligently written nostalgic articles, by celebrated online game critics and historians whom I'm truly honoured to be associated with.  I hope you will all enjoy the exploration of a game I've called " the finest action RPG on the SNES ". to tempt you, here is an extract from the article. 
“Playing ‘Mana 2’ now is a treat, one that takes all that was great with the first game and removes the commonly-criticised elements. But even with all the nods and thematic symmetry, 'Secret of Mana 2' is far more than more-of-the-same. The phrase "hidden gem" is often used to describe games, but it really is the best way to describe this masterpiece. If 'Secret of Mana' was Square's failed attempt to launch itself in Europe during the nineties then 'Seiken Densetsu 3' is the sad victim of that failure.

In many ways it's the perfect continuation of the series: lovingly-crafted, beautiful, storybook aesthetics; twice as many playable characters; and a versatile, non-linear story. It's a cliched thing to say but it's a tragedy that this game has been a secret for so long, treasured only by a few when it should be played by anyone who has ever enjoyed a SNES RPG." 






I think it's obvious that I couldn't have chosen a better centennial game.



Issue 2 can be purchased here
Weighing in at over 5,000 words it's by far the most comprehensive piece I've ever written on a single title. It really was fantastic to get the opportunity to explore such a fascinating game in such detail. 





Friday, 18 December 2015

Snes Review - The Secret of Evermore (Game 095)

‘Secret of Mana’ was a game adored by critics and fans alike. You would think that a SquareSoft published game deliberately designed to replicate it would be popular, so why do so many people hate this action RPG?

Developed by SquareSoft USA
Published by SquareSoft
Released in 1993

There are lots of reasons to dislike a game. A fantastic concept but terrible execution does not make for a good experience. Even worse would be a terrible concept with terrible controls, awful graphic and intrusive sound - why would anyone play that? However, dismissing a potentially great game just because you believe its creation meant a much loved sequel would never be localised, is not logical; especially when this is factually incorrect. 'Mystic Quest' is typically voted the worst thing that SquareSoft produced for the Snes, however the most polarising 16bit game the company made is ‘Secret of Evermore’. 

While it certainly isn't on par with 'Final Fantasy VI', 'Chrono Trigger' or ‘Secret of Mana’ it is leagues ahead of the majority of JRPG games produced by non-SquareSoft companies during the life of the Super Nintendo. So you have to ask, why do so many people despise, what is by all accounts, a pretty good (though not excellent) game? It's not because of anything ‘Secret of Evermore’ does wrong, it's simply because it's not 'Secret of Mana 2', it's not 'Seiken Densetsu 3'. If you look up "16bit RPG scapegoat" in a very peculiar, very niche dictionary there would be a picture of the ‘Secret of Evermore’ box. 

Friday, 23 October 2015

Snes Review - Front Mission (Game 091)

Never released in Europe on any platform, it's hardly surprising that most have never heard of Square's 'Front Mission'. However considering the inaccessibility and complexity of this SRPG, are they missing out?



Developed by G Craft / Square
Published by Square
Released in 1995

When audiences today think of a 16bit Square game they will think of a Japanese style RPG and if it doesn't have the word "Fantasy" in its title it will almost certainly have "SaGa" "Mana" or "Chrono" in its name. Today, various company acquisitions and mergers have meant Square Enix is associated with quite a diverse array of series and franchises (either as developer or publisher). You see the company name when you start 'Life is Strange' and their logo is on the box of a 'Tomb Raider', 'Hitman' or 'Deus Ex' game. However, so successful were Square's Snes fantasy JRGs that many are surprised to learn that the company were involved with other 16 bit titles. Though still an RPG of sorts, Square's 'Front Mission ' series has straddled many systems from its origins as a Super Famicom game. However, this first game was never released outside of Japan so western speaking gamers had to wait till it was eventually rereleased on the DS before they could play an official translation. In order to experience the complex and war-torn story on the Snes you have no choice but to turn to fan translations and Rom hacking. But it is a story that is worth the effort.

Friday, 6 February 2015

Snes Review : Super Mario RPG (Game 070)

I wonder if ‘Super Mario World’ would have sold half as many copies if it were called ‘Super Mario Platformer’. Would people have still flocked to ‘Super Mario Kart’ if it were known as ‘Super Mario Driving’? What about ‘Mario Paint’? A more accurate name would have been ‘Limited art software, with very little to do with a Nintendo mascot’ but that’s hardly attractive or punchy. When it comes to game name clarity, you’d be hard pushed to find a title more direct and succinct than ‘Super Mario RPG’. Though the subtitle, ‘Legend of the Seven Stars’ is enigmatic and exciting, ‘Super Mario RPG’ could never be considered a deceptive title.

Nintendo buddying up with Square would have seemed like the dream paring in the mid-Nineties.  Even though the PlayStation was starting to enter homes, Mario was still at the top of his game, still the most recognisable gaming character in the world. Square meanwhile were riding a wave of success owing to ‘Chrono Trigger’ and ‘Final Fantasy III (VI)’s critical and commercial acclaim. “It was decided in a meeting at the highest level” recalls game director Chihiro Fujioka.
“Nintendo and Square, working together on a project meant they would combine their respective strong suits – the Mario character and RPG development”. Although created by Square it was published by Nintendo. This lead to ‘Super Mario RPG’ taking the play style of a tradition JRPG, but shifting the action to the Mushroom Kingdom rather than the typical quasi-medieval setting.  Instead of colourful haired, angst ridden teens, player would guide Mario and Princess Toadstool. It was a fusion of talent that could only have a positive result, but there was a problem – it wouldn’t be released until 1996.


Wednesday, 24 December 2014

Snes Review : Secret of Mana (Game 068)

It really is the most wonderful time of the year. Of course, Christmas is the highlight of winter but it's important to not forget smaller pleasures. There's something comforting about slipping back into that favourite winter coat for example. It has been tucked away at the back of the wardrobe while the weather has been better, but now is the time for it to shine. Old faithful coat. It doesn't matter if it snows or if a winter storm blows my umbrella inside out, you will protect me and keep me warm.  Old winter coat with pockets full of treasures; relics from the last time it was worn. A receipt from a shopping trip, a raffle ticket from a carol concert, a long lost glove that finally completes the pair that you were about to throw away.

Returning to something so beloved is a wonderful thing because each moment with it takes you back to the happy time when you last got to enjoy it. The thrill of discovering something new is gone because you know every facet so intimately, but this is replaced with the warm embrace of familiarity.

Christmas is a time filled with traditions, but as well as the songs, films and food that everyone else looks forward to I have my own. Every Christmas Eve I watch 'Muppets Christmas Carol' for example. Alongside this, come festive time, I try to always make time to play ‘Secret of Mana’. Initially this was probably because it's one of the few 16bit games to include Father Christmas. Halfway through the game you fight Frost Gigas who, it turns out, is actually Santa Claus, transformed into an evil being because children no longer believed in him.

After all these years it's a personal tradition I try to maintain, and there are certainly worse games to annually play.

Friday, 18 July 2014

Snes Review : Final Fantasy III (Game 051)

How much does a number after a game’s title influence your purchasing decision?  For me it’s a crucial factor, as I have a fear of joining a series at any point beyond the first game. How can I possibly understand the story in a sequel if I don’t know the adventures that have come before? Why would I opt to feel alienated and excluded, while long term fans smile at the back references and subtle series nuances.  Of course, the main reason I couldn’t play ‘Final Fantasy III’ in the UK was because Square believed no one here would care for it. Given the series’ monumental success since, this retrospectively seems hilarious but truth be told in the nineties Japanese RPGs had a very small audience. As the series translator Ted Woolsey said at the time, “in the US role playing games are such a small slice of the overall video gaming pie, the following is still very much a minority of gameplayers”. I was not a part of this tiny audience and I hadn’t imported ‘Final Fantasy 2’ or even played the first in the series very much at the time. Even if they were to have released it in the UK I wouldn’t have got it – after all I thought I’d missed two thirds of the over arching series’ narrative. This belief was wrong for two crucial reasons of course. Early ‘Final Fantasy’ games do not interlink and (with the exception of one character name) have nothing in common with one another. More crucial it wasn’t two games worth of narrative that I had missed out on, it was in fact five. What the US knew as ‘Final Fantasy III’ we now know as ‘Final Fantasy VI’. It was initially numbered otherwise because only select games in the franchise were translated for the West and Nintendo of America didn’t want the audience to think that they had missed games. They didn’t want any potential customers to fear (as I did) that they wouldn’t understand the story if they had missed others in the series. It’s almost a little embarrassing that it took me 30 years to come to the conclusion that I could play and follow this game just like anyone who had played the previous games in the series. The number in the title that had previously seemed so exclusive was in fact irrelevant. It was a silly misunderstanding that had for so long kept me from one of the Super Nintendo’s greatest games.

Friday, 11 April 2014

Snes Review : Breath of Fire (Game 037)

For anyone who puts pen to paper or key to keyboard there is nothing more intimidating than a blank sheet of paper, or a blank screen. Often the hardest thing we have to do in life is start something, once that ball is rolling things often get easier. This is why I’m sat hovering on the title screen for ‘Breath of Fire’, debating if I should press start or not. With any good RPG you embark on a journey, your character starts off weak, grows, learns and vanquishes some foe by the conclusion.
With few exceptions this is not a quick journey and oftentimes you would look at play time ten or even a hundred times longer your standard arcade shooty romp, or platform jumpy frolic. When you start a JRPG you are offering your time, as without pledging many days of play you’ll never appreciate it. This is easier to do when you know the adventure is worththis time investment but for me ‘Breath of Fire’ is unknown territory.  I’ve never played it before and know next to nothing of a series that hasn’t seen a new installment in years.


I have no idea really what I’m taking on so with a deep breath I press start.

Friday, 4 October 2013

Snes Review : Chrono Trigger (Game 018)


In the closing part of Metal Gear Solid 2, one character reveals to another the true nature of an evil plan called The S3 Project. Although it’s explained in a huge amount of detail in the game (taking about 20 minutes of screen time) in summary, it’s an automated system of editing the digital media created by society. The idea being that unless robots choose what's important and erase the rest, what’s truly ground breaking will get lost in a sea of celebrity gossip, pointless blogs about boxed video games and photos of cats on Facebook.  It's a complex idea certainly, but there is a degree of truth in it. Digital self publishing means more and more people are able to get their ideas out into the world. This is good in that it gives a greater cross section of opinion but it also makes it harder for anyone trying to find a specific thing on Google. The more that's put out on the Internet the more there is to wade through. I'm very aware that as I'm writing these very words I’m contributing to the problem. In each blog post I make I try to write something fresh and original on a game or topic. I'm very aware that there are many writers out there who know much more about a topic and have a more elegant writing style. If what I'm writing doesn't contribute to what's already out there is there much point in me publishing it?

What I bring to the table needs to be more than just a quick history or description of a game as that's been done before. It needs to offer a new insight or a new approach to the subject matter. This all sounds massively pretentious; I'm not even that good a blogger or that original a thinker. But it does explain why it's taken months for me to write about what was before Ni No Kuni my favourite JRPG. It's not through a lack of trying; in fact I've started this post several times and abandoned it. I found it intimidating trying to write words about Chrono Trigger when so many others had written about every facet of the game. A detailed description if the games mechanics has been covered. Astudy of its legacy and influence, done.  Even interesting detailed studies of the sublime soundtrack exist. For a game that's so loved and so well known all I can hope is that my view on it encourages others to question or reaffirm theirs.

I know that it's almost sacrilegious to say that my favourite ever Japanese Role Playing game, Ni No Kuni is a better JRPG. Chrono Trigger is universally adored and well received commercially and critically.  Before I mention the teeny tiny weaker aspects of Chrono Trigger (and cause a mass exodus of readers from my blog) please do keep in mind that I love the game. It's wonderful and I've taken to playing it almost yearly just because I enjoy it so much. I have an orchestral version of the soundtrack on my iPod, used Robo as an avatar on forums for a while and get excited teary eyes when I see people recreate the introduction in glorious HD. Yes Chrono Trigger is superb, but no it's not perfect.

Like everyone in Europe that had a Snes and a taste for RPGs I knew about Chrono Trigger but had never played it till recently. A lack of European release made that impossible. My first dabbles with it was on an emulated PSOne copy and then later when the DS release made it finally possible to buy the game new in a British shop. I first played it therefore a long time after it was made, approaching it after playing the games it inspired first. Returning to a sprite based JRPG after playing polygon adventures was a little like a visual home coming. The 16bit aesthetic may typify  the nineties but that doesn't make it look bad or dated. I have often written of my love of pixel art and Chrono Trigger is yet another example of a time when dotty characters looked their best. A rich detailed world demands a rich detailed central protagonist, but sadly this is the first instance where the game (for me!) falls short. Even after numerous playthroughs and after unlocking many of the games endings I have no idea who Crono actually is. It may be a trait of modern games, but considering you’re expected to invest at least 30 hours playing with him there is just not enough back story to the main titular character. This isn't true of everyone in the game of course. Frog/Glenn, Marle, Lucca and Magus are all fleshed out, it's just the fella you spent most of your time with who isn't. He never speaks, and now seems painfully generic in his design. I appreciate that there is a blank canvas logic to keeping the details of the main character vague, so the player injects themselves into the avatar. The same thing is done in early Zelda games, when you knew next to nothing about Link. However I prefer to be told a story, rather than have to fill in the blanks myself, much like in the modern Zelda games when you know almost too much about Link.

Even with a shallow main protagonist, Chrono Trigger's story is one of the best in the 16bit era. Super Play at the time may have said it was 'a paperback compared to the complex tales of the Final Fantasy games' but I much preferred it. Quite an achievement
considering translator Ted Woolsey made his best attempts to sabotage the game with his obsession with puns, olde English frogs and slang talking enemies. The time travel mechanic is fantastic, giving the game a huge sense of scale and occasion. Alongside Marle's coming of age story & Frog's tale of revenge is a narrative depicting the whole life cycle of a world. The subtle changes between the different playable eras give texture, a real feeling of living breathing evolving growing planet. A game not afraid to pull narrative punches; where heroic characters can die or fail, where even slight seemingly insignificant  actions  have consequence. A world spanning a time period so large that it allows Gods to turn evil and yet find redemption, but also a world with the intimacy to deal with domestic family problems and a lonely robot's self sacrifice. The last third of the game is home to many if these best stories, a collection of side quests dealing with multiple time periods and characters. How many of these you choose to take on is up to you and the extent you need to level up, but
you'd miss out on many of the best narrative points if you skip past them. I've played through the game from start to finish now many times yet still find bits that surprise me. On the latest adventure for example I discovered that it’s possible to save Lucca's Mum from an accident that costs her legs- something I'd either missed or failed at before. Yes, this has no bearing on Crono and his world saving fight against Lavos but this tiny plot detail was more moving, showing the care put into the game by creators so storied that they were labelled the  'dream team'.

Unfortunately with the game being so open ended in the final section, direction and goals also quickly become vague. Hours can be lost figuring out what to do, with the player adrift aimlessly wondering through both space and time. Many may like the thrill of exploration but it made me feel confused and slightly bored. I've become used to games forcing me down a narrative tunnel or having world maps with waypoints and progression markers. There's a temptation just to give up and head in the one direction that is clear - taking on Lavos and ending the game. Doing so too prematurely though is suicide. The player then has a choice;  a huge amount of grinding in the games last hours or gaining the powerful equipment procured in the aforementioned directionless side quests. I generally don't have a problem with grinding, I actually find it quite rewarding. The process of levelling up in Chrono Trigger is actually quite natural and invisible. I never really felt too over or under powered in a normal play through.

Story aside, balance of grinding against progression and battle system are what decide if I stick with a JRPG. Random encounters and being forced to fight difficult foes before your ready are big turn offs for me. This is why I've never got too far in early Final Fantasy games; I should only fail through poor decision making not because the games unavoidably thrust a duel on me before I've had a chance to heal or gain enough XP. Pleasingly Chrono Trigger dodges these pitfalls with aplomb. With few exceptions you know who will attack you before they do. It’s a 'If you don't like what you see, run away before it sees you' logic. It's a great system that also is used in Ni No Kuni, although in this modern game it's taken a step further as weak enemies will also flee from you. If you choose to fight, there's a huge variety of attacks in Chrono Trigger, with a great flexibility offered by the partnering and tech systems. But this can at times feel intimidating, meaning that if you're at all like me you'll stick to the same tried and tested methods. Running away and being predictable, in my adventure these are the two characteristics of a mute time travelling hero.
Much is made of the 12 endings, but to be honest this is a bit of a lie. Chrono Trigger had essentially one main ending with four significant variations depending on if you kill Magus and if you used the Epoch to battle Lavos or approached it a different way. The majority of the other endings have no bearing on the story whatsoever and are often silly, ruining the mood of the game and not justifying the effort required to get them. Yes, yes at least these are better than Ni No Kuni’s pathetic two minute denouement but considering many people cite the multiple endings of Chrono Trigger as such a strength its disappointing. Unless you’re a completionist, you would have felt short changed spending 10 hours playing on New Game + to simply see characters after a sprite swap, or a jokey scene involving cats.

It seems harsh to highlight such minor imperfections in what is clearly an astonishing
game. The fact that it’s taken 20 years from the creation of Chrono Trigger for it to be bettered by The Ghibli opus is testament to how forward thinking and simply magical it was. A genre redefining Grade A classic, that no self respecting SNES hoarder should be without. It may be hilariously expensive to buy, even unboxed, on eBay, but the amount of hours I've sunk into it over the years (and no doubt will every year till I lose the ability to see) justifies that cost ten-fold.
It may now be my second favourite JRPG of all time but it will always fondly cherished. The fact that this view is echoed by the Internet may mean my words on the game are trite and predictable, but it also means they are not revolutionary. Confirmation therefore that Chrono Trigger is a masterpiece. 

Just one that's not as good as Ni No Kuni.


How did I get this?
A boxed complete Chrono Trigger is expensive - upwards of £80 expensive. I haven't spent 
that much, but know that one day I will. I do however own a mint Super Famicom version 
sold to me by a great seller on eBay. Having played through the game so many times I thought I'd be able to play from start to finish without being able to read the text - I was wrong. About 3 or 4 hours in I abandoned my play through and reverted back to my well worn DS copy. With a set of level 99 characters and all the best weapons a 'new game+' doesn't take too long. All enemies pose no challenge and as such I could focus on the story to a greater extent. I can't say I enjoyed it as much without any risk of failing, with certain bits just feeling like I was going through the motions. But even this play through was much more enjoyable than the majority of games I've played recently. I always forget just how good the soundtrack is and listened to it while not paying. I can finally tick 'listen to Gato's theme while on the tube" off my bucket list.