What can change the nature of a JRPG?
Having paid homage to the line of Dragon Quest with Blue Dragon , l ' intent Sakaguchi and Mistwalker with Lost Odyssey (LO) was probably the wink to the audience that showed bulimic appreciate some JRPG diverted to the west, which is the saga of Final Fantasy * and assorted clones .**
Nela case of LO we can truly speak of a saga bonsai contained, focused and, above all, well told. Typical elements of a JRPG the Final Fantasy are all there and they are nearly all improved.
First of all, the graphics : the style may not appeal to nomuriani addicted, but the transition from the opening film at the first battle had to know the cause smascellamento in 2010, and from here it only improves.
According cornerstone and 'the epic storyline : young teenagers emo fight against evil to save the world from the Apocalypse. LO, a true next-gen game, goes further: not emo teen but fucksters thirties. And immortal. And thousands of years. The main characters are four immortal LO frozen middle age 'and in circulation for at least a millennium. None of them remember anything of what 's happened the night before and early in the game the main concern will be' put back together the pieces of the bottle. As the excellent Planescape: Torment , death in LO and 'a sneeze in the face with Our that regenerate themselves in a couple of rounds .***
As in Torment, the best part of the story is told with waves of text Screen ****. These pages are enthusiastic about thirty narrated in "dreams" and are primarily based on the memories of Kaim , the lanky protagonist of the game. Another pair of very healthy dreams are devoted to co-star, the pirate Seth , while the pneumatic queen Ming and it 'mostly just one. There is a depth to fuck only the last of the quartet, the bespectacled Sarah, but so much and 'them' only to be bomb Kaim.
No, just kidding. Kaim and Sarah actually 'represent a difference from the original JRPG that we were accustomed. Nothing bambinacci epic sixteen years or less, nothing bacettini cheeks and assorted misunderstandings after 50 hours of plot. Kaim and Sarah in the course of a millennium they know love, they built a family and have lost and suffered so much more 'than any bimbominchia in shorts of Square Enix can ever imagine. To a lesser extent, but not too much, but Seth in the game will have 'how to (not) metabolize the pain of loss. I'm not ashamed to write that I was really moved by, in assisting the agony of losing a father in his daughter. I repeat, nothing to do with the usual discount orphans: they are immortal, they will be virtual, will be a mass of statistics and polygons, but the protagonists of LO are among the most human I've ever seen in a video game. Perhaps because suffering strictly part of the life of a man and many titles, treating it as an exception to twist, they end up trivializing. Or maybe because the audience are not tears of sorrow.
personalities 'of the 4 immortals are complemented by a quintet of inferior mortals: their ages' ranging from 70 to 10 years, their professions from the pirate the monarch. Yet they all have the precise reasons for participating in the struggle. They are credible. And essential: the immortals can only learn new skills ' fighting together with deadly, but the gain leveling. Other skills' are gained by equipping items, like in FFIX, but no characters in the middle of shit. Points required for progression are relatively few, making the grinding is still necessary but limited. The fighting, of course, are random: no gambit system or automatic, but the classic Attack-Magic-Skill-Item-Defend-Flee.
A significant difference from Final Fantasy and 'the absence of Summon: no nukes pocket in LO, Grandpa '. Your secret weapon will be 'a ring, one among hundreds. To really hurt the enemy wants us to ring; to the ring takes the crafting, crafting it takes to make the right materials, usually generously bestowed by chests and enemies and rarely need anything or drugs'. It 'and' need to waste hours or guides to steal items to enemies: Enable 'special will tell you everything you need on hostile beasts, loot from elementals and weaknesses. The Ring System, which requires that even sgrillettate Squall makes the fighting a little effort, at least regarding the attentional demand. If nothing else bonus to critical hits, elemental attacks or paralyzing, and more are being felt from the very simple rings, with significant results in putting together the most deadly of the Rings compenti *****.
And if a weak link of the latest JRPG are sidequest now views by Square Enix as enemies doped with palette swaps, in LO most sidequest adds something to the plot, or a deeper knowledge of the actors gives the party an object that serves really something. There are also dozens of committees to play through this or that, but it is not 'nothing earth-shattering. Or necessary.
The Bad on duty, unlike Sephiroth pussy type flies or clowns like Kefka or Seymour, you break 'the balls from the early hours and will make' gradually your life a living hell. As it should be, in fact. And in the end, when it will finally 'come to get their hands on the bad, the player waits for further innovation: an epic final battle, satisfactory, which returns the feeling of having paved thousands of enemies for dozens of hours monitoring a group of individuals out of the ordinary.
And then there ' Jansen.
The best character ever created for a JRPG, Jansen alone justifies buying the game, if not more than his presentation as a new member of the party includes an introductory request for leave because Bunga-bunga .
It does everything a JRPG would do all possible ways of improving the next-gen. If I had known the first to review Final Fantasy XIII (FF13) to POS (parliamodivideogiochi.it) I would have saved a lot of Paturnie. Compared to LO, FFXIII is not 'a video game, and' a review. One comment the JRPG. Everything is explained. LO and 'an epitaph, the kind of evolutionary dead end. No going back: FFXIII has revolutionized everything possible, derail well beyond the boundaries of Japanese RPGs. How could they be improved fighting chance? How could pump more graphics? The more 'idiots we can create the characters? How insignificant we are making the relationships between the characters? How can we make the necessary grinding? As we focus on the plot? How can we generalize themes and structure of the game for the masses?
But if FFXIII and 'infringement of JRPG and more aspects of their' roots, as fighting chance, the party and the grinding bimbominkia essential, LO and it 'a paradigm at the time of next-gen de' noartri. No going back. Go ahead and 'inconceivable. This was demonstrated recently Dragon Quest IX, crashing less on technology as the DS: more than just a user 'can justify such a large jump, where innovation is preferred filings and where EPIC 'is the amount sosstuisce'. But if it is not 'really the future of Dragon Quest IX JRPG, LO thankfully reminded us how far we could go. With this in mind, and 'understandable as the caravan of Final Fantasy have preferred giving up the trailer and skid in the lane next. If this were a review, the vote could be a uniquely 10. Not as perfect, but as the limit, as the final step of a cycle: after Lost Odyssey, nothing.
* Memo: playing the first Final Fantasy and 'still the most viable alternative to stick screwdrivers in their sockets.
** the n reality ', a saga emeritus cock. A saga goes on, is reset for each chapter. And de 'a great pity, but I' still hoping for a FFX-2-2.
*** unless collapsing at the same time, in which case they are also a bit 'your dicks.
**** 'cause, ricordiamocelo, while the great game like Torment and' technically a failure: if you need to read so much a gamer, regalagli a book.
***** ring base: poisoning rarely the target. Ring almost cool: It poisons most of the turn, increases the probability 'of a critical hit and sometimes paralyzes the opponent. Ring epic petrified almost always the enemy, kills him with one shot and makes set up a successful video games magazine and then managed by vedergliela Spree.