Final Fantasy Theatrhythm: Curtain Call

I’m not a very involved music guy. Whatever gets regurgitated on the radio ad nauseam consists of most of my musical palette. So most of the time I am drawn to the music of the media I consume on a far greater rate, namely video game and film music. There is something soothing about the reserved, atmospheric quality of many video game scores and something exhilarating about the more uptempo that serves as the background for intense, action-heavy scenes. Video game music rides a fine line of having to be instantly recognizable and infinitely repeatable, all while mixing into an interactive setting where the amount of time music is heard is ultimately up to the player. Whereas a musician or film director controls how much of a song is heard, the longer a player stays in a town, the longer they hear that town’s theme.

And few other series have as proud of a tradition as Final Fantasy. The long-running, quality-oscillating series has no doubt been at the center of video game music even through it’s worst of times. Even during the series’ worst games (II, VIII, XIII), Final Fantasy needs is omnipresent score to keep the feeling of the series alive. Square Enix knows this and felt the need to celebrate it by making Final Fantasy Theatrhythm, a game with a title on par with the nonsense usually attached to SE releases. Theatrhythm was a fine attempt a rhythm-based game using FF music, though it lacked any sort of interesting structure outside of the songs and the number of songs felt limited, especially given some of the omissions.

Curtain Call, last year’s sequel, is more or less the same game but with a hell of a lot more, a general improvement overall. Many of the glaring issues are still there, but there is now more of the good stuff to counter it.

For the uninitiated, Theatrhythm‘s gameplay is divided into three different types: Field Stages, Battle Stages, and Event Stages. Gameplay occurs entirely on the bottom screen while the top screen is dedicated to the note track. Notes will come sliding in from the left side of the screen and as they reach the right side an appropriate tap of the stylus will hit the note. Every successful note will score points, more less depending upon the accuracy, and hitting consecutive is essential to hitting high scores. In Field Stages, a single note track appears as the character walks forward. Characters walk further the longer you keep a streak going and landing critical hits will speed them up. Battle Stages resemble the battle screen of the older titles, where your four party members line up against a monster. Each party member has a track of its own and successful hits on the music track make them attack the enemy. Finally, Event Music has a track of music playing over an FMV of the relevant game from which the music came from.

The party you pick does matter in the slightest. Playable characters range from at least one choice per game to 3 or more for the more popular ones. Each of them have different stats and learn different abilities. Strength and Magic stats are relevant to Battle Stages while Agility and Endurance affect Field Stages. Abilities tend to be passive benefits, like slowly healing HP for every successful hit or triggering damage after a certain number of critical hits. Items can be used for a one time benefit during a fight, such as temporarily increasing a stat or adding other modifiers in different ways.

The main form of the game is the Quest Medley mode, where players travel across an overworld playing songs to progress, fighting bosses, and collecting items. This mode helps give an overarching structure when compared to the first game, which offered very little beyond just playing the songs from a list. Each map has different paths to success and provides a variety of songs to play, which helps the people like me who would prefer to play a random song over and over again rather than get bored of the ones I like. For all this though, the mode still tends to get repetitive, if more slowly.

The repetitive nature of the game is the least of its worries. Rhythm games aren’t exactly known for their variety outside of the songs available and this game was only ever going to appeal to Final Fantasy fans anyways. This is why strong base mechanics are important to rhythm games. What does harm the game to an extent are these very same mechanics and how limited they are by the 3DS.

I don’t think its unreasonable to say that many of the best rhythm games have a unique input method for the games themselves: Guitar Hero, Rock Band, Dance Dance Revolution, DJ Hero, etc. Now I don’t feel its necessary to have this, I’ve gotten my mileage out of Audiosurf and am looking forward to this summer’s Amplitude. But video game controllers do not often work the best for these types of games when compared to something designed with it specifically in mind. Here is where Curtain Call runs into problems. With one note track, the variety in the note charts is wholly underwhelming after a while. Even in Battle Stages, where there are 4 tracks, there is no method to switching between them, they are functionally one single track and the game even tells you to treat them as such. Imagine a Guitar Hero game with only one button and a strum bar and you will have a better idea of how the game feels. There is some variation by requiring different directional sweeps of the stylus to land notes, but the is the only thing done to change up the difference between tap notes and hold notes.

It mostly comes down to how willing you are to put up with mediocre mechanics to listen to compressed versions of Final Fantasy music you love. Don’t get me wrong, I have fun rocking it “Clash at the Big Bridge” and “One-Winged Angel” as much as the next fanboy and the inclusion of more spinoff titles and even further reaching DLC tracks is a plus. But even though the game does ramp up its difficulty on the highest level, anyone looking for an in-depth or captivating experience would best be served elsewhere. It’s fans of the music only for this one.

The art style is also terrible, but mostly ignorable.

Final Fantasy XV: Episode Duscae

I was in middle school when Final Fantasy Versus XIII was announced. Oddly enough, I wasn’t nearly the FF fan I am now, my interest in the series grew while playing through the NES/SNES run on the GameBoy Advance, though my first was technically X. I’m a bit unique as a fan of the series, one in that I have not played any of the PlayStation titles — VII, VIII, and IX — to completion, the other being that I am a bit of a Devil’s Advocate for the unwanted child of the series, Final Fantasy XIII.

Now don’t get me wrong, Final Fantasy XIII is a bad game. Quite bad. It fails to deliver an engaging world, an engaging story, or an engaging RPG. Tunnels and corridors dominate that game, shackling the player to it’s inane plot and sense of character progression. The game’s combat system — a rare point in the game’s favor — doesn’t open up until 30 hours in and only shines when the enemies require something more than two Ravagers and a Commando. I have stood up for it, mostly in a vain attempt to acknowledge the few things the game had going for it. But more than enough has been said on the subject of Final Fantasy XIII. I only bring it up because of how the series has changed from one game to the next.

Final Fantasy XV is nothing like XIII.

Nothing at all.

I mean that in the best way possible. Sure, the game is still populated with spiky-haired morons, but more endearingly so. The combat feels clunky at first but incredibly involved once you get a hold of it. The area is expansive, filled with wild creatures and gorgeous vistas, ones you can actually visit.  What little interaction we see between them is among the most human writing the series has seen. Maybe not quite good, there really isn’t enough to judge yet, but believable.

There isn’t much to do in the demo, the short episode covers raising enough money to fix the car so the adventure can continue at some specified point in 2016. The gang finds a reward for a behemoth that more than covers the cost and set out on their way to take care of it. After an unsuccessful attempt, further exploration reveals a cave which contains a means to summon the Ramuhthe Eidolon, an force of destruction that easily overwhelms the beast. Paying off Cid, the gang drives off to the rest of the game, currently unavailable for the rest of us.

Stupid hair and outfits are present, happily missing is permeating sense of dread.

The demo wasn’t without its issues. The camera, in conjunction with the game’s odd lock-on system, can be a pain to handle, particularly with giant mobs of enemies. The game, in an obviously incomplete state, is rough around the edges, with frame rate issues abound and plenty of minor graphical issues to go around. The partner AI is all over the place and sometimes waiting for one of them to heal you is tedious. I’m not entirely sure if there will be some form of the Gambit system to give them orders, but such a feature wasn’t present in the demo.

But these issues are miniscule compared to what the people at Square Enix managed to pull together. For the first time in over half a decade, I can approach the name Final Fantasy with hope rather than trepidation. XV feels like a natural progression of the series from XII rather than XIII and so far it has paid off. But more so than anything else, Episode Duscae managed to do something the series hasn’t done in years: It managed to have its characters breath. The world wasn’t at stake, nobody was pontificating in an over-the-top manner about freshman level philosophy,nobody moped. It was four friends looking to get their car fixed. They joked, bro-fisted, and flirted. Leveling is no longer automatic, but one must set up a camp and rest around the campfire while one of the party members makes food. This Final Fantasy seems to be putting it’s characters at the front and center, a generally good sign for the series.

In the relative unimportance of the demo, the cast gets a chance to just be themselves.

And this series needs a good sign. Fortunately, that seems to be what we are getting. In less than three years, Final Fantasy XV went from being vaporware to a product not only in our hands, but one that’s worth getting excited for.

I mean, LOOK AT THIS!

The Top 5 Games I Played that Came Out This Year

Overall, I would call 2014 a disappointing year. Most of what I was looking forward to ended up being pushed back to 2015 and what did release mostly left me feeling underwhelmed or ambivalent. However, there were still quite a few surprises to be had and while my back catalog from 2014 isn’t quite complete, here is a rough look at my Top 5 in no particular order.

1. NaissanceE

Released early this year to little fanfare, as are most things relegated to Greenlight that aren’t building/survival sims, NaissanceE was both a visual and sensory treat, giving me bright, distinct visuals and absolutely breathtaking atmosphere. I spent all of my time with the game either in awe of it or terrified of it, it’s great big cityscapes coupled with an excellent use of licensed music led it to be at the forefront of my memory, even through the rush of holiday releases late this year. A beautiful game that makes me look forward to whatever the devs bring next.

2. Divinity: Original Sin

I haven’t reviewed Divinity yet for the sole reason that I haven’t finished it yet. That being said, I don’t imagine there is much I could do that could cause it to drop in my mind. With hassle-free and tactical — if not exploitable — combat that gels seamlessly with the exploratory elements and a full co-op campaign that feels designed for such, Divinity was just a treat to play at almost every turn. Minor quibbles about delay inputs in the UI aside and sometimes juvenile writing aren’t enough to turn me away from my most pleasant surprise of 2014. Here is a Kickstarter I wish I had backed.

3. Drakengard 3

No other game on this list will be as technically incompetent or frustrating to play. Framerate and screen-tearing issues abound in the title which only hampered by the fact that the game looks like an early-era PS3 game with the budget to match. Gameplay is straight forward and repetitive to a fault and is only playable in the sense that it plays better than previous titles in the series. It’s a crude, ugly game all the way through.

And I think I’m in love with it.

While NaissanceE continues to be in the forefront of my mind, Drakengard 3 never quite left all this year either. While it fails to live up to the batshit zaniness of it’s predecessors, a great performance by Tara Platt as Zero and one of the most dysfunctional RPG casts in recent memory lend itself well to just being unforgettable. Add in the best damn score of the year and some truly wonderful directorial touches by Taro Yoko and you have a game that’s all the right levels of crazy to sometimes pull it off just right to make something so ugly become beautiful.

4. Bayonetta 2

No, I don’t think I can add anymore that needs to be said Bayonetta 2. It isn’t the masterpiece others make it out to be, but no other game will play better or gives a better bang for your buck action wise. Add to that often humorous characters and truly dazzling set pieces and you have a game that never forgets to have fun.

5. Super Smash Bros. for Wii U

Awful title aside, I have to love Nintendo for being one of the last few bastions of playing with friends on a couch. And no game better serves that point than Super Smash Bros. I may gripe and whine while playing — I am one of the saltiest people you’ll ever meet while playing fighting games — but I still always come back.

I find it funny that we praise Smash Bros. for having loads of content when almost all of it is terrible. Smash Tour sucks, the single player content still hasn’t evolved past what it was in Melee, this time without a goofy mode like Subspace Emissary to give me wonderful cutscenes (Shut up, I liked Subspace Emissary for the cutscenes and felt the mode would have been fine if it cut back on the repetitive gameplay elements). But the core gameplay is just so simple to grasp and fun to play around with that we kind of forgive how throwaway the rest of the game is. And I will admit that while 8-player smash is awful, I appreciate the mode because it allows for 5 people to play with little to no repercussions. No more having to rotate loser.

Honorable mentions this year include: Endless Legend (an easy choice for number 6, one of the best 4x I’ve played in a long time), Grand Theft Auto V (belongs on a 2013 list), Mario Kart 8, InFamous: Second Son, Persona 4 Arena: Ultimax.

That’s not quite it for 2014 for me (Like I said, I got backlog I’m working on right now) but this is the list in time for year end. Tomorrow I’ll highlight the games I’m looking forward to most next year.

Happy New Years, I guess.