Showing posts with label Tetsuya Nomura. Show all posts
Showing posts with label Tetsuya Nomura. Show all posts

Wednesday, September 18, 2024

Final Fantasy VII Rebirth


Note: This review contains spoilers for Compilation of Final Fantasy VII and Final Fantasy VII Remake

Ever since the success of Final Fantasy VII: Advent Children, the idea of remaking the original Final Fantasy VII (FF7) with the movie’s visuals had floated around at Square Enix. Fifteen years later, this idea manifested with Final Fantasy VII Remake (Remake), the first in a trilogy of games that would bring FF7 into the modern day. While the game received a mixed reception from fans, mainly due to its story changes, it nevertheless proved successful enough that Square Enix would release the second part of this project, Final Fantasy VII Rebirth (Rebirth) in February 2024 on the PS5, skipping the PS4 for the first time.

As someone who ended up loving most of Compilation of Final Fantasy VII and felt cautious optimism after playing Remake twice, I wasted no time hopping onboard with Rebirth so I could see where they would take the story (I even played the demo beforehand for the unique bonus of skipping the first segment in the full game). However, the time it took for me to reach the end point grew exponentially, both in calendar days and in-game time, due to juggling other games and biting off more than I could chew with the in-game content. Finally finishing the game months later left me curious how the third game would handle the rest of the original FF7’s story, though the new twists in Rebirth’s narrative and gameplay left me confused and a little worried about the project’s current trajectory.

Saturday, July 10, 2021

Kingdom Hearts: Melody of Memory (PS4)


Last year, the Kingdom Hearts series concluded the long-running Dark Seeker Saga with Kingdom Hearts III Re Mind, which also included a glimpse at the series’ future. Although no one knew how the series would continue from there, it’s safe to say that few expected the announcement of a rhythm game, Melody of Memory (MoM), as the first post-Kingdom Hearts III (KHIII) title. Upon its announcement, Tetsuya Nomura also revealed that it went into development at the same time as KHIII and would serve primarily as a celebration of the series’ iconic music. Admittedly, I wasn’t sure about actually playing the game right away after playing the demo, but the knowledge that it also contained new story content intrigued me enough that I picked it up during a sale. Suffice to say, while the gameplay felt fresh, I made the right decision not buying MoM at full price.

Friday, August 7, 2020

Second Look - Final Fantasy VII Remake


Note: This review contains spoilers for Final Fantasy VII, Final Fantasy VII Remake and Compilation of Final Fantasy VII.

Back in April, when Final Fantasy VII Remake first came out, I played and enjoyed it in spite of my lack of context with the original game. However, as I thought about the story more, I realized that even though the game was billed as a jumping-on point, it still made several references to both the original Final Fantasy VII and the contents of Compilation of Final Fantasy VII. After I subsequently immersed myself in all the major titles, Final Fantasy VII, Advent Children, Dirge of Cerberus and Crisis Core, I decided to go back and replay Final Fantasy VII Remake with the full context in mind. This second playthrough gave me a different opinion on the story and changes, some for the better, and helped me better appreciate the improvements the game made over the 1997 original.

Tuesday, August 4, 2020

Final Fantasy VII: Advent Children (+ Complete)


Note: This review contains spoilers for Final Fantasy VII and Compilation of Final Fantasy VII.

I’ll admit that against my better judgment, the original 2006 US DVD release of Final Fantasy VII: Advent Children was the first piece of Final Fantasy VII media I really consumed. Not the best choice, I know, but it did still get me into the series, so I guess it wasn’t all bad. I would also view the Complete version when it released in 2009, but now that I’ve actually played Final Fantasy VII, I figured there was no better opportunity to revisit this first part of Compilation of Final Fantasy VII. Since I’ve re-watched both cuts, I thought it best to review both of them at once, with my raw thoughts written down immediately after each viewing. What I’ll say now is that it’s obvious why another cut was necessary.

Wednesday, April 29, 2020

Final Fantasy VII Remake


If you’ve been in the video game community long enough, you’ve likely heard of Final Fantasy VII and its impact on the perception of RPGs. While I wasn’t really around for the initial hype, I wasn’t even five years old when it released, I had always been fascinated by the lore of the game and the subsequent Compilation of Final Fantasy VII media. When I did try to play it on PS1, I didn’t get very far into Disc 1, so I saw Final Fantasy VII Remake as a chance to experience the full story and jumped at the opportunity, even with the hard sell of its episodic release plan. I enjoyed playing this first game, which covers and expands on the Midgar portion of the original game, but I have to admit that it wasn’t quite what I expected.

Saturday, February 15, 2020

Kingdom Hearts III Re Mind + Concert Video (DLC)


Note: The following review contains spoilers for Kingdom Hearts III.

When I played Kingdom Hearts III last year, I liked it overall, but thought it had something missing within the comparatively weak storytelling and mishandled gameplay. A free Critical Mode patch fixed this, but the idea of paid DLC was still officially on the table. This came to fruition with Re Mind, a $30 expansion ($40 if you want exclusive concert footage) that promised additional story content related to the ending of the game, along with some additional bonuses. Naturally, I pre-ordered the $40 version and played it as soon as I could to see if it could fill in that part of game that felt incomplete. While it did accomplish that to some extent, it felt overpriced for the amount of content I got.

Saturday, March 2, 2019

Kingdom Hearts III


Thirteen years after the US release of Kingdom Hearts II and over five years after its surprise announcement at E3 2013, Kingdom Hearts III, the twelfth game in the Kingdom Hearts franchise, has finally been released to the world. Within that time, wild fan speculation turned into hype that grew with each new trailer released, though an early leak did cause some to initiate a media blackout for a month as opposed to only four days (the game launched in Japan on January 25, 2019, with a release in the US on January 29, 2019). I played for as long as I possibly could at every opportunity as soon as I picked up my copy of the Deluxe Edition, though once I finally finished, I took some time to process my thoughts before writing this review. As someone who had been genuinely waiting thirteen years for this game, I generally enjoyed my time and don’t regret it, but the experience was ultimately not completely satisfying.

Friday, February 17, 2017

Kingdom Hearts HD 2.8 Final Chapter Prologue


In the interest of holding fans over until the inevitable release of Kingdom Hearts III, Square Enix has released HD Remix compilations of already existing games in the series on PS3. Both of these Remixes, HD 1.5 and HD 2.5, collect two full games and a cutscene version of a third. Recently, in the interest of hyping up the end of the Dark Seeker Saga, they have released a third compilation, this time released on PS4, known as HD 2.8 Final Chapter Prologue. Unlike the other compilations, this one features an HD remaster of Dream Drop Distance, previously only playable on the Nintendo 3DS, as well as an original short game and an original CG movie which covers the events of an otherwise nonessential smartphone game. Essentially, this particular collection is meant to fully prepare players for the events of Kingdom Hearts III.


The first item in the collection is Kingdom Hearts Dream Drop Distance HD. While it may seem a challenge to port a game from a system with two screens to a system which only allows for one, the team definitely pulled it off. Immediately noticeable is the increased graphical capability, which better takes advantage of the screen size and allows every detail to be seen with better clarity. Beyond this are a number of gameplay tweaks to make the game more controller-friendly, mainly by assigning Dream Eater functions from the second screen to a sub-menu menu system not unlike Kingdom Hearts II. To explain, there is a sub-menu menu for activating special Dream Eater attacks and another for switching out an active Dream Eater with the one in reserve, though these can also thankfully be accessed like a shortcut menu from previous games.

There are a number of additional changes made to the HD version of Dream Drop Distance, including, but not limited to, extended Drop times, three Command Deck commands instead of two, gameplay in 60 FPS and the ability to view a map of the area by pressing the DualShock 4’s touchpad. There are also three exclusive Dream Eaters, Catanuki, Tubguin Ace and Beatalike, for players to create and bond with. While the Dream Eater mini-games have been reworked pretty well to fit with a DualShock 4 layout, the only complaint I have is that a mini-game where you pop balloons involves precision control with the touchpad, which feels awkward at first and takes a while to get used to, since you otherwise have no frame of reference for where your finger is in relation to the position of the balloons on the screen.

Weighing both the good and bad, Dream Drop Distance HD seems like the ideal way to play such an important game in the story. Its improvements are enough to feel right at home on PS4 and provide an ultimately smoother experience.


Next up is an original short game under the, rather lengthy, name Kingdom Hearts 0.2 Birth by Sleep -A fragmentary passage-. This game tells the story of Aqua’s journey through the Realm of Darkness after the events of the Secret Episode from Kingdom Hearts Birth by Sleep Final Mix. Since the story can be completed in about three hours or less, the story isn’t very deep. However, what we see from Aqua’s point of view does give her some semblance of closure and fairly neatly ties together the points from when we see her at the end of Birth by Sleep to when we see her in subsequent appearances. In addition, the framing device for the story, Yen Sid explaining Aqua’s past to Sora and Riku, serves nicely as both an epilogue to Birth by Sleep and the prologue of Kingdom Hearts III. In other words, this alone makes the game a must-play.

Apart from filling in previously-unseen details of Aqua’s backstory, 0.2 Birth by Sleep is also more or less a demo of the kind of graphics and gameplay players can expect from Kingdom Hearts III. In terms of graphics, it’s a major step up from previous games due to being rendered in Unreal Engine 4 with the new Kingdom Shader applied. While the lighting and environments are impressive, the character models, though well-detailed, end up with a texture resembling plastic, as they are a little too smooth. On the upside, it helps the series finally resemble the pre-rendered FMV sequences seen in previous installments.

Keyblade Master Aqua about to face off against a
Demon Tower enemy made of Shadow Heartless.

As for the gameplay, it feels like a number of gameplay elements from previous games have coalesced into a new whole. The game does away with the Command Deck, instead returning back to the classic Menu system as a base, along with the introduction of a second “page” for the shortcut menu to separate Magic from Items. On top of this base, the gameplay uses the MP system from Kingdom Hearts II, Shotlocks and the Focus gauge from Birth by Sleep and the presence of Flowmotion from Dream Drop Distance, though in a more limited form here. Additionally, the game introduces the ability to teleport between Save Points, Objectives which unlock clothing and color options for Aqua and Situation Commands, which operate as a more upgraded form of Reaction Commands. Magic now also leaves an effect on the environment, allowing for some new effects and interactions in combat.

Controlling all of the gameplay elements during combat felt very smooth and responsive, especially since everything was incorporated in a surprisingly effective way. Knowing that Kingdom Hearts III will introduce more mechanics on top of this, including the return of Summons and Drive Forms, it’s good overall that the developers decided to provide such a glimpse into what’s in store for the future of the franchise. While 0.2 Birth by Sleep is essential to play in more ways than one, it also manages to provide a pretty satisfying experience that may leave long-time fans wanting more.


The last item in HD 2.8 is an 80-minute original feature with the title Kingdom Hearts χ Back Cover (read as Kingdom Hearts Chi Back Cover). This film tells the story of a group known as the Foretellers, six apprentices who have been given important tasks to complete in the event that their master, the Master of Masters, disappears. Though it is meant more as a companion to the Kingdom Hearts χ game and its Unchained χ version, it feels like a potential substitute, as it is essentially the events of χ told from a different point of view. Its place as a distant prequel to the rest of the series allows it to explore certain story elements discussed in other entries, mainly the Great Keyblade War, and gives a new context to the Gazing Eye, a blue eye last seen in Xehanort’s Keyblade.

The mysterious Master of Masters.

As much as the feature sheds new light on the events of the series, it unfortunately doesn’t reach a solid conclusion, instead allowing its events to tie into the events of 0.2 Birth by Sleep and, presumably, Kingdom Hearts III. In addition, the narrative is driven by a single question, “Who is the traitor?” On the upside, the rendering is very impressive, as it also uses Unreal Engine 4 and the Kingdom Shader. Though the plastic feeling doesn’t completely go away, the fact that the important characters are all wearing clothing covering their features seems to make the aesthetic more visually appealing. While χ Back Cover isn’t a perfect movie, series fans are pretty much obligated to watch it, if only to feel like they’re staying in the loop.

Kingdom Hearts 2.8 Final Chapter Prologue is an interesting and worthwhile collection. The inclusion of an essential piece of the long-running puzzle and two pieces of original content are more than enough to make this a must-have for Kingdom Hearts fans. Fortunately, the quality of the contents help it to feel less like a mere obligation and the presence of original content in an HD collection for the series also helps justify the price tag. If nothing else, this entry confirms that it is indeed the final stop before the events of Kingdom Hearts III. Now all we have to do is wait just a little bit longer.

Tuesday, January 24, 2017

Final Fantasy XV


The story of Final Fantasy XV’s development goes all the way back to Final Fantasy XIII, which spawned a compilation called Fabula Nova Crystallis (“new tale of the crystal” in Latin). One of the titles originally announced for this compilation was Final Fantasy Versus XIII, directed by Tetsuya Nomura. However, the game went through a troubled production cycle, including on-and-off pre-production, to the point where the game changed hands to a new director, Hajime Tabata, who changed up a few elements of the game in order to help development move forward. To reflect these changes, the game’s title became Final Fanatsy XV, officially removing itself from the Fabula Nova Crystallis compilation.

The game's logo and title pre-E3 2013.

Details about the production will end here, as I hadn’t followed it until after the announcement of Final Fantasy XV’s release. This review will cover not what could have been, but what became of the final product.

Post-E3 2013, Final Fantasy Versus XIII
officially became Final Fantasy XV.

In the story of Final Fantasy XV, the Kingdom of Lucis is to sign an armistice with the Niflheim to end a long-standing war between the two nations. To formalize the union, the ruler of Lucis, King Regis Lucis Caelum CXIII, sends his son, Prince Noctis, to marry Lady Lunafreya Nox Fleuret of the imperial province of Tenebrae. To help him on this journey, Noctis travels with his three closest companions, Ignis, Gladiolus and Prompto. During Noctis’ journey, however, the Empire of Niflheim takes the crown city and its crystal while the Lucian shield is down. As a result, King Regis, Noctis and Lunafreya are all considered dead, the news of which shocks Noctis. As his world falls apart around him, Noctis must strengthen his resolve and trust in his companions to face the adversity that awaits him to prove himself a worthy King of Lucis.

The execution of Final Fantasy XV’s story is a bit mixed. From Chapters 1-9, the game moves at a generally steady pace and introduces different characters and concepts at a rate that’s rather easy to pick up and understand. Here, the plot is surprisingly straightforward and, although due to this half of the game being more open-world, it’s easy to go for long stretches without advancing the plot. Chapters 10-15, however, take up the linear portion of the game, where the story is given a laser focus. As a result, the story feels a little more rushed and underdeveloped, with no time to truly flesh out a lot of the characters and allowing a few supposedly major events to occur off-screen. In addition, a lot of major twists feel like they had little to no real buildup and came out of nowhere.

This all culminates in an ending that’s somehow pretty emotional, in spite of the exact events feeling muddy, and while it didn’t elicit very strong reactions from me, the climax felt somewhat fitting for the journey that Noctis and his friends embark on. It gave a number of elements somewhat of a real meaning and I still got caught up in what I witnessed.

L-R: Ignis Scientia, Prompto Argentum, Noctis Lucis Caelem, Gladiolus Amicitia.

And yet I must confess that the only real reason I cared about the main quartet, and some of the supporting cast, is because I actually watched/played some of the tie-in material beforehand. Firstly, since I pre-ordered the game at GameStop, I was able to play A King’s Tale: Final Fantasy XV, a game that takes roughly 1 ½ hours to beat, which fleshed out a little bit of the relationship between not only King Regis and Prince Noctis, but also King Regis and some of the supporting cast who later appear in the game. Secondly, I watched the five-episode (totaling roughly one hour) Brotherhood: Final Fantasy XV anime on the official YouTube channel, which established the backstories and connections of Noctis, Ignis, Gladiolus and Prompto. Lastly, I watched the two-hour Kingsglaive: Final Fantasy XV movie, which established much of the backstory of the game and filled in the details of what occurred before and after the fall of Lucis. While the characterization wasn’t perfect in all three pieces of tie-in material, it gave me enough context to actually care about the characters while playing, which in turn gave some events in the actual game more of an emotional weight. As such, I don’t know what it’s like to play with only the knowledge provided by the game, but I can agree it could have done a better job of explaining things without the need to go through around 4 ½ hours of extra material, including the “Omen” trailer, beforehand.

Much of the backstory is contained in
Kingsglaive: Final Fantasy XV.
Unfortunately, the backstories of the main cast are
contained within Brotherhood: Final Fantasy XV
(freely viewable legally on the official YouTube channel).

With that said, the actual gameplay is stronger than the story overall, though still a little uneven. The main aspect of the game is its open world, calculated to take up roughly 780 square miles. The fastest way to traverse the map initially is to drive the Regalia, a car gifted to Noctis by King Regis for his travels. Later on, the player can ride Chocobos, a well-known bird species from the Final Fantasy series, across areas the Regalia can’t normally get to and at a faster rate than walking or running. Should the payer visit enough locations, they can also begin to fast travel to certain destinations as long as they pay 10 gil, the game’s currency, and take the Regalia. Additionally, more power monsters, called Daemons, roam the world during the night, at which point only manual driving as Noctis is allowed until a certain part of the story is reached.

I personally didn’t mind the Regalia all that much, since I gained the ability to earn AP (Ability Points) and EXP (Experience Points) for long drives and Chocobo rides, plus I could do something else while waiting. However, there are certainly long stretches of nothing happening during this time, which can take anywhere from a few seconds to a few minutes depending on the destination. After a certain point in the game, I also resorted to using fast travel more often and used Chocobos to traverse longer off-road stretches of land. There is also the matter of needing to refuel the Regalia, though I didn’t mind doing this at all, considering it only costs 10 gil no matter what and it forces the player to pay attention to the amount of fuel left (and prevents abuse of earning AP and EXP). In addition, you can do various side quests to upgrade the regalia with parts that make it faster and more fuel efficient, or even drive away Daemons during the night, so there’s eventually even less of a worry of running out of fuel.


The Regalia is the party's main method of
transportation for most of the game.

As for the battle system, dubbed Active X Battle, or AXB (read: Active Cross Battle), it’s simple but at the same time has some depth. To initiate combat, the party can engage monsters in the field, some of which won’t attack until you do and some of which will attack as soon as they detect you. This is determined by a red bar at the top of the screen which starts from the center and slowly grows outward until it hits the edges. Once it hits the edge, combat has begun and an area marked in red on the mini-map, typically a circle, determines how large the marked combat area is. If the monster does not attempt to attack first, then striking one will automatically create a combat zone. It is also possible to attack monsters before combat is formally initiated.

Once combat has begun, be it against monsters or bosses, the primary actions revolve around the use of three of the action buttons on the controller. On the default controller layout, holding circle will have Noctis attack a single target continuously or run toward a target to begin attacking. Holding square has Noctis defend against attacks by phasing away from attacks, but at the cost of MP, or initiating a parry attack with the correct button prompt. Triangle is used for warping, which consumes MP, either to a designated Warp Point by holding the button or striking an enemy from afar by holding down R1 to lock on and then pressing triangle. Noctis can also automatically team up with his friends with link-strikes and attacking an enemy from behind results in a blindside attack or, if performed with teammates, a blindside link.

HP and MP, or Health and Magic, replenish automatically over time. If Noctis reaches a Warp Point, his MP will fully recover and his HP will recharge at a faster rate. This also occurs when he takes cover either behind an appropriate object or by hanging from a high up Warp Point. However, should a character’s HP hit zero, they enter a Danger state and their maximum HP begins to drop for the duration until either another party member rescues them or a healing item, such as a Potion, is used. Once their maximum HP becomes zero, they are knocked out for the remainder of the fight unless a revival item, such as a Phoenix Down, is used. If Noctis is knocked out, there is a small window of time to revive him, otherwise it’s Game Over. Outside of battle, maximum HP recovers over time, but at a slower rate than recoverable HP.

Each party member can equip various weapons and accessories, all of which can be adjusted for each individual’s playstyle. However, Noctis’ friends each prefer certain weapon types, while Noctis can equip any weapon. Different weapons also have different properties, which can affect how they interact with the strengths and weaknesses of different monsters. While party members can only have two weapons equipped at a time, Noctis can equip four, all of which can be freely cycled through with the d-pad.

Two special weapon types are Royal Arms and Magic, which must be equipped. Royal Arms are found throughout the game by accessing Royal Tombs and represent Noctis’ ancestors. However, each use drains their health, so the player must keep a healthy supply of curatives on-hand to make up for it. Magic, on the other hand, comes in two flavors. There’s magic crafted through Elemancy, which are essentially grenades, and there’s Ring Magic, aka Arcana, which the player cannot use until the late game. The effectiveness of the former can also depend on the weather. While crafted magic comes with no MP cost, Ring magic does, though the ring has immediate access to three powerful spells of its own.


Noctis using Elemancy Magic.

There are also two gauges which fill up during combat. The three-segmented Tech Bar gradually fills up over time and allows Noctis to command his friends to perform specific Techniques, which can damage the enemy or provide a tactical advantage. Different Techniques cost a different number of segments, which the player can view each time they bring up the Tech menu to help keep track of their options. Once the player has acquired enough Royal Arms, they also have access to the Armiger Gauge, which fills up with each blow Noctis deals to an enemy. Activating the Armiger leads to a powerful move where Noctis repeatedly attacks a targeted enemy until the gauge runs out. Noctis is also immune to entering a Danger state over this period, though he can still take damage.

The last aspect of combat is the summoning mechanic, a staple in the series. In Final Fantasy XV, Summons are known as Astrals and are obtained after Noctis has proven himself worthy to them. Under specific conditions, the player can hold down L2 for a few seconds when prompted to summon an Astral and deal a huge amount of damage to enemies in an area, if not outright kill the target(s).

Now that I’ve laid out the battle system, I can say that there are certainly some pros and cons to how it works. The AXB system is fairly easy to pick up, but difficult to master, which is good for the surprising depth that it offers, as button mashing (or rather, holding down circle) the whole time will not win you the fight. It’s more about using the right combination of equipment and skills, as well as creating synergy between all of the party members to best eliminate the monsters which await them. In this way, the system is actually pretty fun. Should someone not like active time combat, however, there is a Wait Mode, which from my understanding is more or less similar to turn-based in that you can see enemy weaknesses and time moves when you take action.


An example of combat in Final Fantasy XV.

However, as I had mentioned, there are some downsides to combat. For one, Prompto is surprisingly frail, as he gets up close to monsters, despite using ranged weapons, and has the least amount of health, resulting in him being the teammate I had to help out the most. As much as I liked the Elemancy mechanic, I didn’t really enjoy needing to be careful about it due to it being both an Area of Effect move, a normally good thing, and involving “friendly fire” (sometimes literally). Because of this, I eventually just used it when I thought the benefit outweighed the potential damage to my teammates or when I wanted to potentially end an encounter in one shot. As for the Astrals, I found them to be pretty cool to use when I could pull it off, but the game doesn’t tell you all of the conditions required to summon one in particular, so one would have to either look it up or guess through trial and error. Then there’s the fact that you have to hold down L2 without getting hit, which can be pretty difficult when up against multiple enemies or just one that’s particularly aggressive. In addition, the camera can sometimes be a little wonky, allowing some environmental objects to occasionally obstruct your view.

What is useful, however, is the Ascension Grid, a system where you can spend AP earned throughout the game, though mainly through combat. These points can be spent in nine different grids, which can enhance a variety of different gameplay aspects, including combat, stat boosts and the rate of AP gain through exploration of the world. It’s definitely worth checking out the rewards you can obtain from each grid, as that may influence your playstyle based on how you prioritize your AP spending.


An example of the Ascension Grid.

Apart from the main quests, the player can take part in a large number of side quests and activities, including monster hunts, a pinball game or gambling on monster fights, the last of which can be done closer to the halfway point. The side quests and monster hunts are generally good to do for the sake of earning extra EXP, but can feel a little repetitive after a while. The, sometimes maze-like, dungeons can also be very difficult to get through depending on the dedication of the player to leveling up, which can lead to the need to grind a little before feeling confident enough to take on these challenges; that or somehow acquire a lot of gil to spend on endless curatives. As for the aforementioned pinball game, Justice Monsters Five, it has an interesting concept, but quickly gets boring due to the seeming impossibility of failure and its seemingly never-ending nature. It may have been better off as a regular themed pinball table.

There are some additional aspects of the game which are either staples of RPGs or little touches which further the idea that Final Fantasy XV is a “fantasy based in reality.” While a little sparse, there are plenty of towns to visit where players can go to shops, ask tipsters for information on the game world or engage in side quests and monster hunts. They can also eat different varieties of food, all of which provide some sort of status buffs at the cost of some gil.

Each party member also has a specific attribute that levels up over the course of the game based on certain actions taken. Gladiolus’ Survival attribute goes up the longer he is in the field and increases the chance that he can find certain items after each fight. Prompto’s Photography attribute goes up with each photograph he takes. Ignis’ Cooking attribute goes up each time he cooks a meal, as well as directly proportionate to the difficulty of the food item. Noctis’ Fishing attribute goes up with each fish that he catches at a fishing spot. These attributes help to distinguish each party member in some way and emphasizes the role that they play in the group, as well as their individual hobbies from even before the road trip.


The Main Menu in Final Fantasy XV.

The Photography mechanic is interesting, as Prompto takes a number of photos every day that Noctis can sort through each time the party rests. The player can choose which ones are the best to keep or share on social media, which ties into the realistic elements of the game. However, the player can only save back a total of 150 photos. This limit felt arbitrary, but it forced me eventually to decide which ones were truly worth keeping. Without spoiling, it turns out that there is more or less an actual reason for forcing the player to be selective, but it’s only obvious towards the end of the game.

Cooking is a skill that Ignis can tap into when the party rests at a Haven, a safe resting spot on the map. Cooking requires ingredients the player can acquire either out in the wild or from different vendors. Ignis can unlock more recipes either from acquiring a new ingredient or from eating certain purchased meals. Each cooked meal also provides different status boosts, but these only last for a certain amount of time. While the cooking is good from a gameplay standpoint, it’s also good for taking a load off and seeing more of a social aspect within the main party.

As for fishing, there are once again some pros and cons. Fishing feels more or less like fighting an enemy in the field, except you’re reeling in different fish which can differ in power depending on their location. Noctis can also have different rods, reels, lines and lures equipped to deal with certain fish or last longer during a catching attempt. The fishing mini-game is good for developing concentration as well as increasing Noctis’ skill and obtaining potential cooking ingredients, plus it’s somewhat humorous that catching a fish always feels like an actual battle, complete with appropriate music. However, it can take a while before the player can obtain a stronger rod or reel and it gets annoying when the line is only halfway to breaking and Noctis’ teammates don’t shut up about changing it out. In addition, you lose your lure once the line breaks, so you really have to pick your battles, even when you picked a lure to work on a specific fish. Thankfully, most lures can be purchased again, but it made me consider saving before trying to fish just in case.

Noctis about to fish.

While the game does have its flaws, they certainly nailed the graphics. Everything looks realistic, with beautifully detailed environments and unique and distinct monster designs. Even the Chocobos look real in their feather arrangement and detail. They especially nailed the food, which looked so mouthwateringly real that I wanted to eat it. When Ignis does the cooking, it even looks like someone could’ve made it on a camp stove. A day-to-night cycle is also present, with lighting that accurately reflects how the time of day would affect visibility. The lighting is also good in terms of the reflection of light, including the glare that would be present off of buildings and cars like the Regalia. But the dev team didn’t stop there, even going so far as to render the effects of dirt and weather on the main party members, which affect cloth and hair physics. When it rains, for instance, you can see everyone’s clothes soaked in water and Noctis’ hair flattens.


Noctis' hair during the rain.
The food in Final Fantasy XV looks mouthwateringly real.

Fun fact: The Final Fantasy XV team collaborated with
Epic Meal Time on the Stacked Ham Sandwich.

Another highlight is the music composed by Yoko Shimomura. I’m familiar with her work on the Kingdom Hearts series and she has yet to disappoint. Her score is very memorable and each track feels distinct from one another, with highlights such as the Chocobo theme, the Main Menu theme and the main combat theme, among others. Apart from Shimomura’s score, you can listen to music from current and previous Final Fantasy games through the CD player in the Regalia, as well as an unlockable portable CD player, and Braver by Afrojack. The game also features a cover of “Stand by Me” recorded by Florence and the Machine. Personally, I liked the Florence and the Machine cover and found its usage effective.

One last element is the voice acting. The voice actors did a very good job bringing the characters to life and making them all feel like individuals. The performances from Ray Chase (Noctis), Adam Croasdell (Ignis), Chris Parson (Gladiolus) and Robbie Daymond (Prompto) helped contribute to the relationship dynamic between the main party and brought out their full personalities. I could say the same for Erin Matthews as Cindy Aurum, the mechanic, and Amy Shiels as Lunafreya Nox Flueret. I also have to credit Darin De Paul’s performance as Ardyn Izunia, as he very clearly had a lot of fun in his role.

Although flawed, Final Fantasy XV is quite a ride. The story is pretty straightforward and engaging for the most part, though it admittedly loses steam toward the end as motivations start to get a little muddy. The open world gameplay and combat is also very well done and while the linear half has its moments, Chapter 13 in particular seems to drag on a bit long. The graphics, voice acting and music are all highlights, however, and do well to compliment the surprising touches of realism within a fantasy game, earning the game its tagline, and core concept, of “a fantasy based in reality.” While it is unfortunate that you need to watch a movie and an anime to fully understand what’s going on, I still got into the dynamic of the core cast as they made their journey across the land of Eos toward their ultimate fates. Overall, coming from someone who felt compelled to play and finish a mainline Final Fantasy game for the first time, Final Fantasy XV truly is “A Final Fantasy for Fans and First-Timers.”


Friday, January 20, 2017

Kingdom Hearts 3D: Dream Drop Distance


Note: This review text was written in September 2014.

As you’ve probably gathered by now, I’ve been a huge fan of the Kingdom Hearts franchise since around the time the original game released in America. If there’s one thing from the franchise I haven’t been a fan of however, it would be the fact that, beginning from Chain of Memories, you have to own multiple systems in order to keep track of the ever-growing kudzu plot the story is infamous for. It was because of this that, after Birth by Sleep, my excitement went somewhat dormant until last year when my review playthrough of the original game rekindled that spark that had nearly gone out. What helped immensely was the release of Kingdom Hearts HD 1.5 Remix, which not only brought a modified Kingdom Hearts Final Mix over to the west, as well as Re:Chain of Memories with better graphics, but also included the cutscenes from 358/2 Days. That last one was a pretty big deal for me, since I never owned a DS to be able to play it, so I missed out on an important bit of the overall story. With the release of HD 2.5 Remix, we not only got Kingdom Hearts II Final Mix and a modified Birth by Sleep Final Mix, but also the cutscenes for Re:coded, which gave me another important link in the franchises’ chain of events (because, like Metal Gear, Kingdom Hearts is not a franchise where you can skip a game and be safe). With the Final Mixes released on PS3, I’ve finally been able to experience the entire story on a single system, something I had been hoping for since the Nintendo handheld installments.

However, there is one entry I didn’t include up there: Kingdom Hearts 3D: Dream Drop Distance for the Nintendo 3DS handheld. When this game first came out, and especially after the formal announcement of Kingdom Hearts III at E3 2013, I became frustrated for a couple reasons: 1) I do not own a 3DS handheld of my own, thus preventing me from playing the game, and 2) Dream Drop Distance is supposed to serve as the seventh main installment, as well as connect every game before it together so that it may flow directly into Kingdom Hearts III. Since these two points presented such a large obstacle with being able to understand the highly anticipated Kingdom Hearts III (by now I’ve been waiting about ten long years), I was fortunately able to borrow a 3DS and copy of Dream Drop Distance from a friend, Tyler Uslan. So during the five days (29:50 in “man hours”) I had borrowed both the game and system, I decided to play on Proud Mode to more easily unlock the secret ending, though the other rationale was that I had already beaten Kingdom Hearts II and Birth by Sleep on that same difficulty level.

So, without further ado, let’s dive into the world of Dream Drop Distance and see whether or not the journey was worth it.


Sometime after the events of Re:coded, Sora and Riku are summoned to Master Yen Sid’s tower for an important meeting. The threat of Master Xehanort’s return is looming near, so the two of them are to take the Mark of Mastery Exam to try and grow strong enough to counter him. As part of the exam, Sora and Riku are sent off to awaken seven sleeping worlds disconnected from the others. These worlds are inhabited by Dream Eaters, creatures born from darkness that seek out the Keyholes of Sleep found there. The duo is encouraged to work alongside the benevolent “Spirit” Dream Eaters while extinguishing the malevolent “Nightmare” Dream Eaters. Should they succeed in their task, they will gain new powers that signify them as true Keyblade Masters. When Sora and Riku begin at Traverse Town, however, they are immediately separated, existing within separate versions of the same world. As they try to figure out what’s going on, a mysterious figure in a black coat enters the equation, leading to revelations that will forever alter the course of Sora and Riku’s lives.

Discussing the story is a little tricky, considering its placement in canon and how mixed I feel about it. Since I have gone the spoiler-free route in my other Kingdom Hearts reviews, I will attempt my discussion along those same lines. However, I feel that I may need to include minor spoilers, so there will be white text where necessary.

The story, at first, is pretty straightforward, since Sora and Riku have to reawaken seven sleeping worlds to complete their Mark of Mastery exam. However, the true mystery begins when the man in the black coat is revealed to be Young Xehanort. As the plot advances, we also see appearances by Xemnas and Ansem, Seeker of Darkness, mostly to provide insight on what makes a heart a heart as well as the nature of dreams. Interspersed with the main plot are scenes in Radiant Garden and the Mysterious tower involving Axel, who has mysteriously been restored along with some of his former cohorts from Organization XIII, but he can’t figure out where Braig (Xigbar) and Isa (Saïx) are. As the mysteries pile on each other, we do eventually receive the explanations we seek, though I’m having a hard time with how I feel about it. To put it simply, the answers involve time travel and forward planning that rivals, or even exceeds, Sōsuke Aizen from Bleach or The Joker from The Dark Knight. The number of retcons involved in the full explanation, which even go as far back in time as Birth by Sleep, creates a rush of confusion since it seems impossible for Tetsuya Nomura to have planned that far in advance for the series. On the other hand, possibly due to me understanding Metal Gear Solid 2 after multiple playthroughs, I have to commend Nomura for being able to come up with an explanation, and motivation for the big bad, that manages to not negate previous games and actually works with the entire timeline; after a while the whole thing begins to make a frightening amount of sense. After the ending of course, as well as the secret ending (Another Guardian of Light (which I highly recommend unlocking)), I’m waiting very (im)patiently to see just what Kingdom Hearts III will do with all of the new knowledge presented.

Put simply, this game's story is Xehanort's fault.

Gameplay for Dream Drop Distance uses some mechanics previously introduced in the series, though it also adds some new things to the equation. For one thing, combat still heavily involves the command deck from Birth by Sleep, though the ability to meld commands together is now missing. This disappointed me, since trying to find good command combinations or exploiting lists, whichever came first, provided a great source of fun and discovery for me and the bore of grinding was mitigated by how awesome my commands would be when they proved useful (though let’s face it, even then it wasn’t always fun when leveling up lesser versions of commands). Since this time you have to do literally every other possible thing to gain new commands, and some commands are harder to obtain than others and/or require playing as Sora or Riku, it became a chore to try and figure out where the commands came from and I groaned every time it had to come from a Dream Eater (more on them in a bit). The ability to buy multiple copies of the awesome Balloon spell and raise their levels for fusing into a better version, like Balloonra or Balloonga, would have made for a less stressful experience when trying to have a specific deck combination for difficult boss fights or just plain fights in general. Otherwise, the command deck operates the same way as before, down to the most powerful commands taking up more slots, although it’s annoying how even rearranging commands will reset all of the timers for each command, forcing me to play the waiting game.

Balloonga in action.

And that waiting game is something to really worry about going through considering the game’s Drop mechanic, which is somewhat based on your Distance (get it?). As you play through either Sora or Riku’s story, a Drop Gauge will slowly go down no matter what you do, even if you are just standing around. When the gauge is fully depleted, the action immediately stops and you switch over to playing as the other character. From a narrative standpoint, this makes sense, since it allows the player to experience both stories simultaneously. When viewed from a gameplay perspective however, it quickly becomes one of the most annoying mechanics ever. As soon as that Drop Gauge hits zero, you are absolutely done with the current character, even if you’re in the middle of a fight, including bosses. If you want to continue the fight, you have to Drop back, which can be done manually, but as soon as you get back to the fight, you have to start all over again with all enemies, or the boss, at full health. It isn’t quite as bad when you’ve just barely started the fight, but I’ve experienced a scenario plenty of times where my foe is within an inch of their life and, just before the final blow is struck, I Drop to the other character and float helplessly in space, which is incredibly frustrating to watch.

Fortunately, there are some things which can alleviate the problem, though only a little. As you kill “Nightmare” Dream Eaters, you gain Drop Points (DP) that act as a sort of currency once you perform a Drop, allowing you to purchase bonuses for the next character ranging from deceleration of the Drop Gauge to Attack/Defense boosts and even extra items. Naturally, I always went for Drop deceleration, since then I could play as Sora or Riku longer and finish a task in order to trigger access to more worlds. There’s also an item called a Drop-Me-Not, which can be consumed to increase the length of the Drop Gauge while in the field. Unfortunately this is a command that may not always see use, so trying to use it and then switch it out creates the aforementioned hassle of resetting all command timers.

Though the Drop mechanic isn’t completely satisfactory, there’s a new ability called Flowmotion that almost totally makes up for it. When dashing or landing on certain surfaces, which includes some Dream Eaters, Flowmotion is triggered, creating new opportunities for rapid movement between other Flowmotion surfaces or getting off some Flowmotion attacks, which are weaker than most other attacks but are pulled off with incredible speed. The downside to Flowmotion is that you can still take damage while using it, and you aren’t able to activate commands, but the quick maneuverability it provides is the greatest benefit of the system and its use quickly becomes essential during some of the more difficult boss fights.

A Flowmotion command, specifically Kick Dive, in action.

Speaking of the boss fights, if you thought Organization XIII from Kingdom Hearts II or the final boss of Birth by Sleep was difficult, the bosses of Dream Drop Distance can make those guys seem like pushovers by comparison. Sure they start out easy enough with Hockomonkey, a Nightmare Dream Eater, but over time the bosses start going from mostly annoying, like Holey Moley, to absurdly difficult. The worst of it for Sora was the Spellican Dream Eater and the “Final Bosses” of his portion of the campaign. By the time you reach the final world of the game though, the Dream Eaters you fight as regular enemies can easily overpower you if you’re not careful and the bosses seriously make any Sephiroth fight feel like a light breeze. What compounds this is when Riku has a section near the end where he has three boss fights in a row with no time to change the command deck, so having the Dark Splicer ability really comes in handy to break their tactics, unless of course there’s an attack that can break right through this technique. But he’s not even done then, since he has two more consecutive boss fights afterwards (fortunately with opportunities to switch commands). I’ll warn you now that going in full throttle won’t work against them, so you’re going to have to simplify everything down to the basics, with very liberal use of Dark Barrier and Counter Aura combined with conservative use of the Balloon series of spells and other long-range magic, as well as two or three Cure spells. I don’t normally give much boss advice in my reviews, but since I beat the game on Proud Mode while a little under-leveled, LV 36 Riku and LV 33 Sora, I figured I’d make someone’s life easier with this knowledge.

Of course, I still need to discuss the primary feature of the game: Dream Eaters of the “Spirit” variety. In combat, these replace Donald and Goofy, and prospective Disney characters, as party members, operating as a purely offensive force combining physical attacks and magic (though thankfully no item usage). You can have up to three Dream Eaters on you at once, though only two are on the field with you at a time, so you can switch between your active Dream Eaters and the one in reserve with the touch screen. As Dream Eaters fight with you, they earn Link Points to fill up a Link Meter. When the meter is full, you can tap their icon to gain new abilities based on which character you are playing as; when playing as Sora, he briefly gains a new attack in tandem with the Dream Eater until the meter empties, but when playing with Riku, his attack style changes based on the Dream Eater(s) he’s linked with. When both active Dream Eaters have full meters, an icon appears between both portraits to allow Dual Linking, combining their strengths to form stronger and often more unique links.

But there’s more to Dream Eaters than just their combat prowess. In order to add more to your party, or just have more options, you’ll need to create them in one of a couple ways. The first, and most common, method is to combine Dream Pieces obtained from defeated Nightmares and follow a recipe or experiment from scratch. Right off the bat the game will give you the resources for a Meow Wow (as Sora) or Komory Bat (as Riku), but it’s good to experiment to find out which Dream Eaters suit your play style (and you don’t know it yet, but you want to have a Tyranto Rex as soon as possible). The other method is to scan AR Cards with the 3DS’ rear cameras, which is useful for obtaining specific rare Dream Eaters. Three AR Cards can be found with the main game, but an additional two can be found in the Mark of Mastery Edition for a total of five of these special cards. While borrowing the game, I was unable to use any physical cards, but I was able to trick the 3DS into accepting my Smartphone as an AR card by finding scanned pictures online and blowing them up on the screen; alternatively you can use full-color print-outs of the cards.

A Tyranto Rex Dream Eater.

Dream Eaters provide more than one gameplay twist though, in that they become your primary source for obtaining new abilities and commands outside of chests or story events. To do so, you spend Link Points earned by any given Dream Eater on their Link Board, with each space on the board costing a different number of Link Points. It doesn’t sound too bad at first, but a few annoyances with the system quickly pop up. For one thing, all Nightmares that you defeat will only grant one Link Point no matter how strong they were, so you end up having to devote your time to your Dream Eaters if you hope to get anywhere fast. The game does provide a way to do so, but in the form of a full-blown virtual pet simulator, where you can stroke/pet your Dream Eaters for more EXP, Affection and Link Points, or you can use a number of training toys, which usually cost Munny, to speed up the process. Due to my time constraints with borrowing the game, I became frustrated after a while from having to do this to get the most out of my Dream Eaters, not helped by how the aforementioned petting/stroking with the stylus for a while is the only way to change their disposition, and changing a Dream Eater to all four of their dispositions is the only way to unlock more spaces on the Link Board. When you’re strapped for time or simply don’t care about virtual pet simulators, the process is a pretty tedious one to go through for the chance at the most useful commands/abilities (Protip: use the Water Barrel training toy). However, I’m aware that there are those who would buy this game specifically because of the virtual pet elements, as well as those who would enjoy this aspect regardless, so this is really more of a selling point if you’re in that camp (and there’s nothing wrong with that).

Beyond the combat, there are a couple of things which provide extra gameplay, those being the Link Portals and Flick Rush mini-game. Link Portals are like a sort of challenge mode, where you complete certain objectives with specific conditions for the chance to get Dream Pieces. Due to my time constraints, I ended up not using any of these (my apologies), although I know that people have used Link Portals to farm some particularly hard to get Dream Pieces, as well as the fact that certain portals are next to impossible to complete, so go at your own risk. Flick Rush is a bit different though, kind of like the Mirage Arena from Birth by Sleep with some major differences. In Flick Rush, you use cards like in Chain of Memories to have your three Dream Eaters fight against other teams of Dream Eaters to complete Flick Rush Cups. Each victory grants Medal Points, which you can spend at the Medal Shop for new commands and items. Flick Rush is actually a little fun, with a system that is easily addicting and is a good gateway to obtaining more Balloon spells. Plus, you can play Flick Rush with other people via the 3DS’ StreetPass functionality. Also notable is that, as far as I’m aware, this is the first Kingdom Hearts game with post-game play, meaning you can continue even after the credits roll, so the game now has further replay value, including a New Game+ feature where you can carry your Dream Eaters and abilities over to the next playthrough; always a good inclusion.

Before I really move on, I’d like to mention one great feature: Mementos. Due to the placement of Dream Drop Distance within the chronology of the franchise, there’s quite a bit of continuity lockout involved in the story (ie. starting with this game is like starting Metal Gear with Guns of the Patriots or Ground Zeroes). Thankfully, whenever something revolving around a previous plot point comes up, the game will automatically unlock a Memento summarizing a previous game. This is a really good idea for helping people that really are starting with this game, although as a veteran I find that there’s a downside. Yes the summaries are pretty comprehensive, but the way they are written is such that the information given is most important to the part of the story where it was unlocked, so you’re not really getting the full story or the entire context for certain scenes. For the purposes of Dream Drop Distance it works reasonably well, but to truly understand what’s going on, it’s best to experience the story through HD 1.5 and HD 2.5 Remix beforehand.

Or just get this.

For a 3DS game, Dream Drop Distance has some very impressive graphics. While obviously not quite as good as the HD Remixes, it does rival or even exceed the capabilities of Birth by Sleep or the PS2 entries (I’d chalk this up to more advanced technology). Everything is very clear thanks to the bright color palette and I like the designs of the Dream Eaters as well as Sora and Riku. The Disney-based worlds also maintain their unique visual style very well, although The Grid, based on Tron: Legacy, has the same problem as Port Royal from Kingdom Hearts II whenever the human characters share the screen with Sora or Riku, creating an unsettling contrast in styles. In know that characters from The World Ends With You are also included in the game, but since I have no prior experience with the game, I can’t really say how faithful they are represented visually or vocally.

Speaking of vocals, the voice acting is great as usual, with all of the Disney characters sounding how you’d expect them to sound, though I think Jiminy Cricket was a little different in his voice this time around from what I remember (well, it is a different voice actor after all). Haley Joel Osment and David Gallagher both continue to do a great job respectively as Sora and Riku, although they are, for some reason, in younger bodies through most of the game, so it sounds weird to hear the adult voices coming out of them in this case. The original characters also continue to have great voices, though it’s understandable if some players are getting tired of Axel due to his increasing plot presence and screen time.

Kingdom Hearts: Dream Drop Distance is a rather interesting game. The combat remains fun, but the problem with command timers and the need to take care of Dream Eaters to get the most out of them is a bit of a drag (for me due to the conditions I was under). But despite its flaws, the game is very fun to play and if I had my own 3DS and copy of the game, I would totally play it again. The story, though confusing, makes a lot of sense when you sit and think about it and there was a surprising thrill from getting past the difficult bosses while a little under-leveled, with a huge adrenaline rush after defeating them. All Kingdom Hearts fans should play this, no matter how much of the legendary hype they got sucked into, and new fans could theoretically start with this game, but as I said before, it’s really for the best to go through the HD Remixes on PS3 first.

And with all of that said, just remember: this leads to Kingdom Hearts III.

But first...