I play quite a lot of Square Enix’s remakes. I still
need to pour more hours into both Kingdom Hearts updated versions and I’ll
almost certainly get the updates for Final Fantasy VII and XII. But
this one was not only a disappointment, but by far the game I’ve enjoyed least
in the Final Fantasy series. Yes, less than XIII or XIII-2.
I probably should have researched the game a little
more before I bought it. I didn’t really know anything about it other than that
it had an extremely pretty protagonist and was set in the Fabula Nova
Crystallis universe. Because, you know, after FFXIII everyone just
loves all that vague and poorly-explained lore about l’Cie and Black Tortoise
Crystals. Not satisfied with how vague and unnecessarily complex this world is,
the game infodumps a complex political situation about warring nations on you,
introduces artificially-created life forms in an academy where if a person
dies, all memories of them are erased from the minds of those who knew them and
a backstory about the events your playing having been repeated millions of
times already that you have to trawl through text entries in a library book to
uncover.
All this I could forgive if it had framed a good
game that was fun to play and full of engaging characters on an interesting
journey. Sadly, the failure of these elements are where the game really became
my least favourite in the entire series.
First, the game was horribly clunky and at no point
became fun as a gaming experience. This may have been a fairly decent game for
the PSP, but contained many of the drawbacks of Crisis Core without the
advantages of a compelling atmosphere and engaging characters. The limitations
of the system mean the main structure of the game is awful – the action parts
are very repetitive and linear fights occasionally mixed up with some vaguely
more strategic segments in the world map, but far worse is the way the game is
divided into missions. This means that between combat sections, you are in a
very basic school with a clunky portal teleporting you to different locations,
where you can complete pointless and often very long-winded tasks for very
little advantage and next to no character development. Things like the
characters’ running animations and the straight edges of many locations betray
the simplicity of the source, and the lazy update means not only have only
textures been updated rather than entire models – resulting in very jagged or
simplistic vehicles and buildings – but several minor characters have only very
lazily been updated. It’s embarrassing when some old councilwoman comes to see
the main characters – who have actually been updated to look current-gen – and she
looks like she’s arrived from the wrong game altogether.
The game design is also poor. Apparently by
intention, you can pick members for your team that make it impossible for you
to complete some missions. For example, you can choose characters who have no
long-range attacks for missions that require them, or not equip any magic and
go into a restricted section that automatically kills you for using any
physical attacks. And then you have to go back to a save point ages before. Apparently
the idea is to become familiar with your team, but it’s absurd not to even
forewarn you that some choices make the game impossible. This isn’t what
playing very difficult old games was like: back then, you knew you had to develop
skills to win. Here, skill is not involved.
The balance is also terrible. I levelled characters
evenly for a while, but then just decided to train only Cater, and she soon
stomped everyone and the game was stupidly easy – unless you are surprised by a
level 99 monster on the map, in which case you just have to watch your
character die. Not once did I find a boss battle a satisfying challenge.
There is also an option to start the game with all
enemies 30 levels above you, which I chose and regretted because it meant I
kept dying in one hit and had to spend ages killing even basic enemies. There’s
giving players a challenge, and then there’s just making them endure tedium
until they finally match the enemy levels, at which point the difficulty ends
up the same as it would have been normally in any case.
So the game wasn’t fun and the world-building was
complex and confusing. How about the overall story? Unfortunately it’s clumsy
too, unfolds in a very dull manner and keeps every character at arm’s length.
There’s very little to find interesting in the battles between the armies of
different nations or the self-sacrifice of some major players, none of whom are
actually interesting. There’s really no reason to care who becomes ‘Agito’ in a
quest for some vague extra powers, or stopping the incredibly uninteresting
Cid. And the way that the story is delivered not through surprises and quests
and discoveries, but dumped on you like clockwork after each mission is a pain.
Especially since leading up to the mission has been the extremely boring school
day where you desperately look around for ways to pass the time, and hope
chocobo breeding will actually become interesting at some point (it doesn’t,
even if the babies are incredibly cute).
Which only leaves the main characters of Class 0.
Twelve of them are artificially-created warriors with impressive fighting
prowess and the ability to resist magic jammers and be brought back to life if
they fall in battle. In a naming scheme that wasn’t even cool when Gundam
Wing did it, they each have a name based on a number, or more specifically
a playing card. Thus, you have names like Cinque and Trey, plus Ace, Jack,
Queen and King – though inexplicably no number 10. Essentially, they are
Organisation XIII, but instead of having clichéd bad-guy personalities they
have clichéd anime high school character personalities (there’s the rough-speaking
one, the know-it-all one, the Iinchou, the class clown, the air-head etc etc),
and instead of looking flamboyant and distinct, they all look like very pretty
pop stars with amazing hair. Added to this are the incredibly uninteresting
Machina and Rem. Machina is basically Riku, embracing his dark side for the
power to protect others, and Rem is basically a plot device who – cough! cough!
– has an incurable disease slowly killing her but that she can keep secret.
The fact they’re almost aggressively a collection of
stock characters, as well as not having any real past, makes them very hard to
identify with or like. They’re put on a pedestal from the start, but it doesn’t
make them insecure or vulnerable or anything else that might humanise them. They
just plod through their missions and spout occasional lines that keep their personalities
completely on the straight and narrow. And though most of the weapons are what
you’d expect – guns and swords and spears – when you get to the flute and the
mace and the main character with zappy playing cards, it feels a bit desperate.
And I felt bad for poor Eight, the small cute one with only his fists to use.
I did start to like them – at the very, very end in
the one scene where they actually show some development. But that was in the
ending sequence and far too late. And yes, I’ll happily concede that they’re
gorgeous and I love the aesthetic Square have developed of incredibly pretty
characters who look like the prettiest biracial kids you ever could see with
lovely floppy hair. But I wish what they had done with them had made them
likeable and interesting. Instead, the only thing I can say was a success here
was the designs of this specific group in this game – not overall character
design. In all other aspects, I felt that Type-0 fell badly short, and
most assuredly had no place being on a current-gen console.
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