If it ain't broke, should you refrain
from fixing it? Although a slight rephrasing from the original
statement, this question is one we have all probably faced in some
shape or form. The idea of rephrasing, or perhaps
refreshing, old ideas for a new circumstance is likely another
situation we have found ourselves in. Whether you like it or not,
this is often the state of combat and game design in role-playing
games, where we can see numerous iterative versions of a rather
traditional formula. It's a bit surprising that game designer,
producer, and scenario writer Hironobu Sakaguchi, one of the creative
minds behind the beloved Final Fantasy series, found himself asking
the same question after releasing Blue Dragon and Lost Odyssey. “I
have an RPG formula from the 25 years experience I have in the
industry,” He told the media, “which is a turn-based, orthodox
one.” So if the tried-and-true isn't cutting it, where do you go
next?
Do
you have any experiences playing The Last Story? What are some JRPGs
that its aesthetic and storytelling remind you of? What would you want
to see in a sequel? Feel free to comment below, and please look forward
to coverage of similarly rustic titles in the genre as we continue
coverage.
Well, you go back to your roots, so to
speak, with a title as terminal as the original Final Fantasy: enter,
The Last Story. As Square Enix began to question the validity of
turn-based combat in Final Fantasy Versus XIII, Sakaguchi would be
turning the genre on its head in his own way, hoping to encourage
player freedom while still offering a strategic flair. In taking a
look at the way Western video game design and the awareness of a
progressing industry helped Sakaguchi and his team at Mistwalker
develop new systems and formula for this Wii-exclusive active-selection RPG, we
can see how much of an exception The Last Story proved to be,
resulting in an underappreciated title that ultimately failed to make
an impact.
Before
continuing, I would like to state that this article covers many of The
Last Story's design and narrative elements, including some story
spoilers. If you have not played the game, are interested in doing so,
or simply don't prefer to learn about plot points in this way, I
strongly recommend taking a look at the game. Otherwise, please enjoy.
If you have ever seen The Last Story's
cover on your local retailer's shelves, it might not strike you as
something all that ambitious or different from your normal Japanese
Role-playing Game. Yet, from the opening moments of The Last Story,
there is a clear difference in the presentation of information,
pacing of narrative, and basic mechanics that shows a marked
departure from the traditions of the genre. While many titles break
their main narrative into numerical segments, The Last Story turns
its chapters into full-fledged dungeons, thoughtfully designed,
organic experience set-pieces that often have specific gimmicks and
party layouts. While many chapters feature an
introduction that establishes their specific scenario, the first
chapter of the game begins briskly, in the middle of a mission. This
action-oriented opening is backed by party chatter, a mechanic Takuya
Matsumoto, lead programmer and level designer for the project,
mentioned as a method of maintaining the “tempo of the game.” The
team drew reference from both western television dramas as well as
trends found in the trends they saw when they attended E3 during
development. They kept close tabs on the games that were being
released during their development to make sure that The Last Story
continued to fit with modern game design. Whether or not they were
able to do so is up to the player's interpretation, however there is
a certain vibe that The Last Story gives that is markedly different
from other JRPGs, and even those of its contemporaries. The first chapter itself is able to detail the
game's cover and stealth systems, as well as its melee, primary, and
secondary ranged attack modes. Near its conclusion, the player
unlocks a new power that enables them to draw aggression from enemies
and set up specific combinations with teammates.
Zael, the protagonist of the game and the player avatar, is an immediately striking
character, mainly because he doesn't adhere to any traditional RPG
archetypes. He wields a broadsword, but also a strategist with a
ranged attack option. He also has Gathering, the aforementioned
ability that draws enemy aggression akin to a tank. In short, he's
got a wide variety of tools, and that doesn't just end with the
character's own abilities. Zael's whole team of mercenaries revolve
around him as a constellation of linking abilities, and he can
utilize their unique traits in order to shift the tide of combat.
Sakaguchi admitted “[the developers] had an experimental phase of
about a year” in which they toyed with new ideas that drove home
the theme of order and chaos. Zael's Gathering ability is an attempt
to balance the field and set up for attack combinations, of which
there are quite a few, and serve as the basis for almost all of the
advanced combat techniques in the game. The validity of the combat
was tested via continuously running artificial encounters and
tweaking its systems until the team at Mistwalker felt confident in
its versatility, which would eventually extend to
player-versus-player and co-operative online battles. Unfortunately, these modes are no
longer accessible in the game's current state, thanks to the death of
the Nintendo Wi-Fi service. This is truly unfortunate, as they are the most unique feature in relation to its contemporaries.
Many RPGs have utilized the idea of
fighting enemies within the physical environment, but The Last Story
takes this a step further by allowing the player multiple methods of
approach primarily through environmental manipulation. Zael is given
the opportunity to sneak around his enemies for a surprise attack
early on in the game, he is also given the chance to destroy a bridge
stationed with archers by queuing up a teammate's magic spell. While
the game establishes these enticing strategy options, the player
should not assume that enemies will always be standing out in the
open before a battle, rather than hiding or spawning from other
corridors. In other words, strategies cannot always be developed
prior to battle, and the player will oftentimes do so on the fly. Similar to many other of its
contemporaries, however, is that the game never stops gifting the
player with new combat abilities and micro tutorials explaining their
purpose even up to its eleventh chapter. After the closing of its
first act, however, the game falls into a familiar pacing that allows
the player to experiment with their tools to a moderate extent, with
abilities appearing via level up that further the depth of each
skirmish.
While many of the game's chapters
progress the main narrative, some of them are not mandatory and rely
heavily on specific gimmicks within the combat system and smaller,
succinct narratives, operating as side-quests. Many of these
non-required chapters must be discovered in the game's central hub
Lazulis City, its closest attempt at a familiar overworld. Lazulis
City is arguably one of the more fascinating aspects of the game, if
only because of its organic design. The town develops progressively
with each completed chapter, as NPCs will interact with Zael in
different ways and new stores, goods, and basic quests will appear.
Material grinding is present, but handled differently, as Zael can
either train his team at the Coliseum or run through the back streets
of the expanse town snagging drops with his crossbow
sight. Rather than opening the entire world to the player, they are
limited to the area around Lazulis Island and the City itself, and
players do not always have the ability to return to
previously-visited areas- at least, not without seriously dangerous
foes appearing. The central hub mechanics are also completely turned
on their head thanks to several story beats in which the party goes
to other regions. To elaborate, even with a great deal of narrative
forward momentum, The Last Story always allows the player the
opportunity to customize and improve their party.
The
actual narrative of The Last Story
is also a point of interest, largely because of how effectively it
retreads relatively basic grounds. Originally, Sakaguchi had
approached Nintendo with a science fiction themed story that was
rejected, resulting in a more rustic and fantasy-based motif.
However, the largest twist of The Last Story is that remnants of this
abandoned narrative still remain, with the Outsider that gives Zael
his Gathering ability revealed as an extraterrestrial being that
landed on the planet. After the game takes such great lengths to
establish its low-fantasy mood, this subversion comes across instead
as a much tamer approach to the ideas explored in a number of JRPG
titles, partially because of how the information is presented within
storytelling. The Outsider, and indeed, much of The Last Story's
narrative revolve around the idea of physical belonging, or
coexistence in a place that is fit for the individual. Each of the
mercenaries
possesses their own idea of coexistence, some of which change over
the course of the narrative, but all interwoven into Zael's own
quest. Returning to the idea of order and chaos, those who seek to
create a new standard of living through pain and suffering are
considered chaotic and are positioned as antagonists, while those who
seek to establish order are hailed as champions. At least, such is
the case in the long run. The knights that Zael and his mercenaries
aspire to become are corrupt individuals hidden behind plates of
armor, manipulated by greater forces in order to retain their status.
There are a select few who are able to see past these machinations,
such as Asthar and Therius, but they are so deeply familiarized with
the way of the world that they hesitate to engage with newcomers.
There is more than just
a struggle for survival within this narrative, there is a questioning
of morals and an understanding of natural order meant to be
communicated. Although that summary might glorify
the thematic elements of the game somewhat, its focus on an intimate
scope and individual character development is a large part of why The
Last Story succeeds in telling such a common narrative in a different way. The combination of its strangely cozy aesthetics and
large number of small, yet charming quirks make for a very engaging
experience, one that feels fully-realized even within its shorter, 40-50
hour comprehensive playtime. There is
rarely a unique character design introduced within the narrative-
both main and in side-content- that is not fleshed out to its fullest
extent. Zael's band of mercenaries get a substantial amount of
development throughout the game's many chapters and its in-mission
party chat, and even those who end up somewhat lacking are redeemed
by their specific quirks, or their utility in combat.
If
the game's theme is order and
chaos, however, then one balance it does fail to achieve is properly
representing this in both its narrative and combat, which feature
elements that do not mesh well. While Gathering does allow Zael to
command the attention of foes and thus create structure and order in
battle, the ability contributes little to the narrative. Instead, the
actual Mark of the Outsider has much greater purpose. A parry
function is gifted to the player in an extensive dungeon sequence, it
equalizes the level of aggression against a singular enemy alone- in
many ways, it feels like an element that exists to add a particular
layer of depth to the very few individual duels that only really make an
appearance in the third act. The waning
strength of the world is felt very little in terms of the abilities
of the characters, especially that of a specific spirit of nature of
whom I will refrain from labeling explicitly. But, when the two sides
of gameplay- narrative and combat- are in sync with each other, and
the feeling of restoring order to a chaotic place feels justified,
the game does feel strongest. Fulfilling quests often leads to a more
stable way of life for the people of Lazulis City, and is therefore a
method of attaining order. Clearing the field of enemies may negate
chaos, but the narrative thread is poised to work against this idea,
as it paints the suffering of the people as a result of such action.
Despite possessing such a compelling combat system, the goal of the
game is to create a world in which such conflict is nonexistent.
Ultimately, The Last Story leans heavily on tropes found in numerous
JRPGs, which encourage understanding and cooperation as a means of
order that will perhaps circumvent chaos.
Playing any other iteration in the
Final Fantasy franchise and seeing how it stacks up against the Last
Story might surprise a player whose expectations are seeped in
tradition. However, the closest and most surprising similarities one
might find are in the linear pacing of Final Fantasy XIII. Both
largely rely on straightforward dungeon-structure and a rotating cast
of characters in their playable roster, but The Last Story opens up
far sooner in terms of player freedom, as well as offering a variety
of scenarios that offer twists on its gameplay in comparison with
XIII's straightforward battle structure and rigid narrative. In comparison The Last Story
seeks to confine its action rather than attempt to cover the entirety
of a vast world. Final Fantasy XIII's deep mythos is impressive, but
unfortunately hidden away behind an in-game lexicon. Meanwhile, The
Last Story focuses on what is necessary and allows side-content to
flesh out its world further. Its rustic, vagabond nature is a huge
part of its charm. It helps that very few JRPGs attempt this sort of
intimacy in scope, though those that do exist are appealing for many of
the same reasons. Whereas
XIII feels like a tightly-wound narrative, The Last Story encourages
players to live in its world, to appreciate infrequent set-pieces
when they arise, but also delight in its frequently bizarre nature,
which is still tame in comparison with XIII's own setting. In looking
at the two RPGs together, there is an interesting sense of where
their respective developers seemed to envision the genre progressing.
While neither completely abandons the RPG fundamentals, they
elaborate upon them in different ways. The Last Story still possesses
level-ups, equipment crafting, and material grinding, but it also
attempts to streamline and contextualize combat, going as far as
having players use specific equipment, characters, and even mounts.
The
Last Story is
not technically flawless, with several odd performance issues, nor is
it perfectly balanced, with a New Game+ that is largely unchanged
save for some new skills and absurdly high boss HP. Some may have a hard
time coming to
grips with its unfamiliar systems, which don't truly mesh until the
point where the player gains access to the Command function. Others
might find the opening love plot a bit contrived. Despite all of this
thoughtful and unconventional design, being one of localization
company XSEED's best-selling products in North America, and receiving
high marks for its innovation, The Last Story has had little impact
upon the state of the modern RPG. Titles like The Witcher, Dragon
Age, and most prominently Dark Souls have dominated the discussion
space, largely because of the wide amount of freedom they give to the
player. We have not seen
Mistwalker, or Sakaguchi for that matter, attempt to revise and
improve the formula in later works, and few others have attempted
systems like those on display in The Last Story. The niche Japanese
RPG market has clung to its traditions more than ever, as we see a
myriad of turn-based titles with minor alterations released yearly, and a
very few rare exceptions attempting to follow certain other gaming
trends, none of which were set by this particular title.
Was
The Last Story ahead of its time, or did it simply miss its
chance to make a splash? Part of it may have been the Wii, which was
widely adopted but mostly considered a casual system. Maybe
Sakaguchi's determination to create something new and different
resulted in something too alienating even to traditional RPG fans. The
lack of
continued online functionality means a hefty chunk of its replay
value is lost, which may be why the game never returned on the Wii
U's virtual console service. Although Mistwalker themselves teased
artwork depicting familiar characters and aesthetics back in 2013, which
can still be viewed on their Facebook page, but Sakaguchi has never
hinted at any sort of project existing. The Last Story was simply a
mixture of the right people, with the right design philosophy, at the
right time, a feat that can be difficult to reassemble, especially if
demand is low.
Despite all of this, if you do happen to have your old Wii, or, bless
you, a Wii U laying around, you owe it to yourself to pick up and
play this strange and unfamiliar RPG. A charming localization, solid
combat and storytelling, and a drastically modern design masking its
familiar narrative make it a modern fantasy that deserves to coexist
with the greatest RPG titles on your shelf. While The Last Story may
indeed be a singular, conclusive title, we can always cross our fingers
in the hopes that it isn't a final fantasy.
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