Often, between playing big, long videogames, I try to seek out a shorter or older game as a sort of palate cleanser. After Bravely Default--I'm providing a link even though it's just a short scroll below on the main page--and before I lovingly toss my time into Pillars of Eternity, I decided the game would be Warioland II. A discussion of the difference that the money-loving anti-hero makes, after the break.
Sunday, March 29, 2015
Sunday, March 22, 2015
Restrospective:Does Bravely Default Bravely Rise Above Default?
Normally, when I finish a game--especially a game that spent over a hundred hours of my life, from beginning to end--I've got something to say about it, even with JRPGs, which, when not doing something noticeably different, tend to cohere to a small set of cliches. Nier has its ruminations on genre and violence. Chrono Trigger is still cool for the way it depicts a struggle against a being who literally doesn't comprehend that the heroes of the story exist, because they exist on an entirely different scale of being. Radiant Historia encourages the player to think in terms of a sequence of events instead of connections in space.
But Square Enix's Bravely Default doesn't have any of those things. Everything I can think of to say about it is interesting largely in the way it came from somewhere else first. Even the fact that it has killed my interest in playing JRPGs AND the fact that it is a pastiche stitched from other JRPGs are both the major talking points I used for crafting my response to Ni No Kuni.
But Square Enix's Bravely Default doesn't have any of those things. Everything I can think of to say about it is interesting largely in the way it came from somewhere else first. Even the fact that it has killed my interest in playing JRPGs AND the fact that it is a pastiche stitched from other JRPGs are both the major talking points I used for crafting my response to Ni No Kuni.
Part of this I have to admit is my fault; I've played many JRPGs over the years, and that has worn into me certain expectations and familiarities, which if I didn't have, it would have made BD seem a lot fresher. But really, so much of the game seems a rehash of other things I've seen. Repeating large portions to shake up what we take for granted about the plot was Nier's big schtick. Playing with temporality in turn-based combat was Radiant Historia (as was the reality hopping in later). The build-a-town mini-quest has been done from Dark Cloud to Breath of Fire (although I'll give points for adding the 3DS' Street Pass functionality to the mix). Even the plot is jumble of JRPG cliches about restoring the four crystals to save the world, and yes, there's a twist, but again--conventional JRPG story with a last act twist is a cliche at this point too. It would help if the characters were a little more developed, but really, they're just typical stereotypes with a weird fixation on--
Wait, no! I've got it! The unique part of the game is its party chats concerning food! ...Except Dragon Warrior has had the same party chat function, and it's no more food-oriented than Star Ocean. Carry on, then.
More on the search for anything worth searching for after the break.
Wait, no! I've got it! The unique part of the game is its party chats concerning food! ...Except Dragon Warrior has had the same party chat function, and it's no more food-oriented than Star Ocean. Carry on, then.
More on the search for anything worth searching for after the break.
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