I won’t venture too far into Vagrant Story’s plot, because I personally feel that it is one of the best aspects of the title. Everything from the stunning architecture of the city of Lea Monde, to the isometric catacombs has been meticulously detailed and flawlessly executed. Set in the medieval-France inspired world of Ivalice, Vagrant Story’s art design is ambitious and nearly perfect. Smart and efficient use of this mechanic can often times mean the difference between success and crushing defeat. depending on your position and proximity to said areas) and the way in which you chain your attacks plays an integral part in your ability to proceed past many of the games battles, both boss and standard.Ĭustom weapon and item creation, done in workshops scattered through-out the games 3D maps, add an additional element of strategy. The combat system is a marriage of hack and slash action and calculated attack, as where you choose to deal damage (you are given a choice of head, body, left arm etc. The underlying strategy aspect of the game may not be readily apparent, excluding the many environmental puzzles peppered through-out the game, but they play an enormous role once you start to peel back the games many layers. Vagrant Story is part dungeon crawler, part action game, and part strategy RPG. Vagrant Story, like his previous and latter efforts, was a scrapbook of styles and genre defining creativity. With Final Fantasy Tactics, Matsumo added a level of customization and depth of story and character development that was unrivaled in the genre of the console strategy RPG and in Final Fantasy 12, he merged the traditional JRPG with the Western influences and characteristics of the MMORPG. Like Matsuno’s Final Fantasy Tactics before it (and Final Fantasy 12 after), Vagrant Story broke new ground within it’s genre. Yasumi Matsuno’s second Square effort, Vagrant Story, deserves every bit of praise it has accrued since it’s initial release in February of 2000.
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