Showing posts with label Live-a-Live. Show all posts
Showing posts with label Live-a-Live. Show all posts

Saturday, 28 December 2019

Dead Genre Chronicles introductory listener guide


Dead Genre Chronicles was a podcast I did with Valori Carter and LeeRoy Lewin from August 2015 to September 2018. In it, we developed what we think is a pretty robust critical method and genealogy for studying JRPGs, but in the process we recorded well over fifty hours of podcasts, so what follows is a sort of introductory outline.

We recorded an end-of-year roundup at the end of each of our three years, which provide a brief summary of our responses to each game and each year as a whole:



 

The Model

These are the episodes in which (in my opinion) we did the bulk of the work establishing our method and genealogy. Given the format, it comes together a bit haphazardly, but I think it does come together in the end.


There probably couldn't have been a better place to start the podcast than Live-a-Live, a 1994 Squaresoft game for the SNES which was never localised. It's an incredible exercise in exploring the possibility space of JRPGs, and we referred back to it constantly throughout the rest of the podcast. Because this was our first episode, it's technically and structurally a bit ropey, but well worth persevering through.


Paper Mario: The Thousand Year Door is a brilliant but idiosyncratic game, and what we discovered was that its idiosyncrasies were born of a deep understanding, on the part of its designers, of the JRPG design traditions they stand in contrast with.


Every year, we forced Leeroy to nominate at least one game for us to cover, and Breath of Fire II was his first pick. It turned out to be a great choice, as the ways in which it draws from and builds on the Dragon Quest franchise pushed us to pay more attention to that franchise's role in the development of the genre (of which more in a moment).


There are lessons to be learned from bad games as well as good ones. Ni No Kuni: Wrath of the White Witch is a tedious slog because its designers failed to understand why certain typical JRPG mechanics took the forms they did. NNK nods at all the tropes, but none of them fit together well.


The Dragon Quest franchise is the spine of the JRPG genre; what we learned this episode, playing Dragon Quest V, was that the influence of DQ spreads much more widely through the genre than western commenters usually recognise. Lots of design decisions, especially in the 21st century, make a lot more sense when related back to DQ than just to Final Fantasy.


My first encounter with LeeRoy's critical work was an argument of his about the relationship between Earthbound and Dragon Quest, and we explore that link in more detail here. Earthbound is a funhouse mirror to the ur-JRPG, but far from a thoughtless one, and its many subversions again illuminate that history in further important ways.

The Top Three

These are, to my mind, our best episodes – the episodes where we brought our best critical skills to games that most richly rewarded them.


Nier has a much higher profile now than it did when we recorded this, thanks to its less-interesting, more polished sequel, but it stands on its own as one of the most inventive games of its generation. It also has some of the best peripheral and side-quest writing ever in a commercial game, making it excellent grist to a JRPG scholar's mill.


Final Fantasy XII arguably marks the start of the period characterised as the 'death of the JRPG'. Certainly, its complicated critical reception and the persistent rumours about its troubled development have done its legacy no favours, though the recent Zodiac Age remaster has prompted something of a reevaluation. In this episode we set the game in its contemporary context, noting its attempt to comment on American imperialism in Iraq, nuclear disarmament, and the role of 'freedom' in gamer rhetoric.


The final showdown. If FFXII can be used to mark the start of the death of the JRPG, FFXIII is its peak. I hope that in this episode we were able to give a clear critical response to the game itself as well as unpacking why it became such a genrepocalypse.

The Trash Bin

Over the years, we covered a number of games which we really don't recommend anybody spend time on, but these three stand out as the most irredeemable.


Suikoden II is sometimes held up as the best JRPG of all time, but this was unrecognisable to us. After a faintly promising introduction, it spirals off into incompetent, genre-illiterate tedium, with a plot that borders on reifying fascist propaganda.


I used to like Skies of Arcadia, and it was instrumental in the formation of my interest in JRPGs, but it is super racist. Like, really super duper amazingly racist. There are ways to do steampunky/golden-age-of-piracy-styled games without drowning yourself in colonialism, but Skies doesn't try any of them, and its formulaic plotting and plodding encounter design turn it into a horrible slog to boot.


Suikoden 2 only flirts with fascist propaganda; Treasure of the Rudras openly embraces it, and none of its attempts at experiment (themselves weaker than Live-a-Live's from two years prior) can overturn that fundamental fact.

The Cult of Square

In the late 90s, following the release of Final Fantasy VII, Squaresoft became one of the most important development companies in gaming. In addition to their trio of PS1 Final Fantasy games, they put out a second, less structured trio on the same platform, each of which in its way has achieved cult status. We tackled all three of these in our first year, and while we weren't impressed, taken together they're an interesting window on how the history of the JRPG took shape.


Chrono Cross is a beautiful game, perhaps the most beautiful ever made in the PS1 paradigm of 3D-animated models on prerendered backgrounds. It's a potent mood piece but burdened by the incomprehensible lore linking it to its insufferably-overrated predecessor, Chrono Trigger


Look, I'm a total sucker for Tetsuya Takahashi's wild loremongering, but this game is fifty hours of hollow overambition with ten minutes of interesting cutscene (from which I developed a forty-minute lecture in this episode) at the end. It's a great example of how easy it is to trick gamers into thinking you're being profound by mumbling some references to psychoanalysis and existentialism.


Final Fantasy Tactics wants so much to be the kind of sophisticated political storytelling that Yasumi Matsuno would eventually accomplish with Final Fantasy XII, but wastes far too much of the goodwill earned by its first chapter on a simplistic supernatural conspiracy story that can't even stick its landing.

The full list of episodes, including our two spin-off podcasts, Myth and Kin (on the Witcher franchise, featuring Val and Samuel Howitt) and World Revolution (on indie and underground RPGs, featuring LeeRoy and John Thyer) is here, and here's a Youtube playlist with all the DGC episodes.

Thursday, 31 March 2016

The Top 10 JRPG Fish

(Originally published Mar 31, 2016 at JRPGsaredead.fyi)


Fish are an essential part of the JRPG genre, and while recent entries may have lacked some of the sparkle of the JRPG golden age in the mid to late 90s, there are still some great fish out there. Here's a look at 10 of the best.

10. Marinebasher (Xenogears)


Of course, a game about mechs and ships ought to have some underwater mechs. Marinebasher is... not one of them. This battle takes place half-way up the Tower of Babel, because of course a mechadolphin can fly in Tetsuya Takahashi's sprawling, absurd world.

9. Strong Glory (Eternal Sonata)



I guess this is technically some sort of swordfish? This guy is to regular swordfish as the average JRPG sword is to actually plausible bladed weapons. Peak anime (fish).

8. Cutlass Fish (Blue Dragon) 


Look at this magnificent, swashbuckling bastard. JUST LOOK AT HIM.

7. Forest Whale (Hyperdimension Neptunia ReBirth 1)


A brief moment of glorious light in an ocean of garbage.
Not a literal ocean, of course. You didn't think JRPG fish would actually appear in water, did you?

6. Lord Iwama (Live-a-Live)


Ode Iou's castle is a vast, complex dungeon with dozens intricate subplots. The politics and spiritual turmoil of feudal Japan are brought beautifully to life through a horde of characters and mythical encounters. It's a masterpiece of environmental design.

There's also this fucking carp God lurking in the moat. You don't actually need to go for a swim unless you're doing the challenge where you kill every human in the chapter, but if you do, Lord Iwama will be waiting...

5. The Nebra River King (Final Fantasy XII)


What a beautiful fish. I love the contrast of blue and pink on its irregular scales. It wouldn't be a list of great JRPGs without a Final Fantasy or two. I have to confess a little person investment here, as well. I owe the Nebra River King quite a lot for finally teaching me the Dualshock button layout after years as a Nintendo gamer. He also yields the only component of the Wyrmhero Blade ultimate weapon that I've managed to acquire more than once.

4. fish (Xenogears)


You're stranded on a raft with your lover-to-be, your mechs trapped underneath it. Finally alone. You're trying to work together with him to secure escape, or rescue.

All he can think of is catching this one fish. You don't even have a way to cook it, but he insists it's essential. You think he might try eating it raw. His efforts to catch it dissolve into slapstick.

No intimate moments for you. Just fish.

3. Sushie (Paper Mario)


We can all agree Sushie's great, right? She's a better boat than Mario could ever be, even with Gamecube power in The Thousand-Year Door, and despite being a land-dwelling fish in a swamp she manages to be a great mom to a pack of rowdy baby yoshis. She's great.

2. Fastitocalon-f (Final Fantasy VIII)


Oh, man. One of the most notorious break-points in all of video games. On the beach near Balamb Garden before the game's first dungeon, Fastitocalon-fs drop fish fins when killed. These can be refined for large quantities of ice magic, which can then be used to boost your stats well beyond the range of the early-game encounters. Seldom has a single random encounter distilled so much of what is distinctive of its host game.

And finally, the number one, the best fish in all of JRPGs


JRPGs

JRPGs are the best JRPG fish, because there's no such thing as a fish.



Okay, let me explain.

When Stephen Jay Gould opined that there is no such thing as a fish [(possible) content warning: upper-class British comedy], what he meant was that 'fish' is not a coherent biological category. We call a huge range of ocean-dwelling creatures 'fish', without much respect for physiological similarity or genetic links among them. Life began in the oceans; all land-dwelling (and airborne) creatures fall within a single branch of the tree of life, and every other branch gets labelled 'fish'.

Why bring this up in reference to JRPGs? Because even if the concept of a genre has a use outside of marketing (and that's not clear, though it probably has some sociological utility), JRPGs aren't a genre of video game even by the wonky standards of the field. Trying to explain what unites all the games that get labelled JRPGs is futile.

What does Fire Emblem have in common with Nier? Do Live-a-Live and Kingdom Hearts share any formal properties that actually matter to the overall experiences they create? How do Xenogears and Etrian Odyssey come to be regarded as part of the same tradition?

There are answers to these questions, of course. But they're mostly in terms of the people and organisations involved in producing and distributing the software, or the people playing and writing about it. The games themselves may be action games or strictly turn-based, virtual spaces to explore or digital chessboards, deep stories or near-pure mathematical systems.

And there are reasons to take them all together, because they come from a specific culture that isn't ours, and because all these games labour under this unified expectation we have placed on them. But those expectations can only limit our ability to enjoy and make meaning out of the games themselves. There is no such thing as the JRPG you're expecting.