![]() You’re never given hints about good weapon combinations, or the best practices that lead to the best weapons. You’re told about the weapons system when you walk into your first blacksmith, but in the vaguest terms. What I do have a problem with is how poorly it’s communicated with the player. I have no problem with the game’s complex inventory and weapon system. ![]() In short, Vagrant Story has a huge problem with accessibility. Upon reading what I did wrong, it seems that I mixed two weapons in a way that made them weaker somewhere along the way, but had no immediate feedback to tell me this, trudged through the game just fine and then got punished for it hours later. Second time I played, I recognised the need to explore this crafting system…only to reach the final dungeon and find myself in a situation where none of my many weapons were causing damage all of a sudden. On my initial playthrough, I failed to sink my teeth into this important crafting system, and ended up facing against a wyvern that was strong to my only weapon. But the problem is, the system is so complex, that it can feel very hit and miss that you’re doing things right.Īnd this was my major problem with Vagrant Story. You see, the game expects you to craft weapons throughout the game, constantly improving your equipment to best tackle the multiple ways enemies can be weak – their type (dragon, phantom, human, etc.), their blade weakness (blunt, edged or piercing), and their elemental weaknesses – while simultaneously trying to use the best materials. When you select your chosen body part and attack, you can use button combinations to create a chain of attacks that do more damage and can have special side effects as varied as stealing your enemy’s MP to causing a larger amount of damage.Īnd it’s a pretty interesting system, right up until the point where, despite your best efforts, you aren’t doing any damage anymore. When you go to attack an enemy, a grid-based orb appears around your character, and you can attack specific body parts on your enemy, while also factoring in the weapons they are weakest to. But built into that is a strange hybrid combat system, where combat happens in real-time with action commands, but also seems to draw influence from traditional strategy RPGs. Exploration feels a little like Resident Evil or Metroid, where you move from room to room uncovering mysteries, in a linear way in levels that don’t feel linear at all. Vagrant Story is a strange hybrid of different things. This is a game where management of your inventory, management of your weapon crafting and management of how you’re building your character definitely matter, because putting a foot wrong can severely hinder your progress in later parts of the game. ![]() This is for the hardcore gamer, not one of them filthy casual types as the kids call them. You see, Vagrant Story is intensely complex, which works both for and against it. Supposedly set in the same world as Final Fantasy Tactics and Final Fantasy XII (despite having no real story connection to either), Vagrant Story is a complex tactical action RPG that demands your attention.Īnd that’s both a good and a bad thing. ![]() One of the more intriguing titles, and one with a tenuous link to Square’s big franchise, was Vagrant Story. During the SNES and PS1 eras in particular, they were putting out great JRPG after great JRPG, both in and out of the Final Fantasy franchise. Squaresoft were renowned for their extensive JRPG selection in the 90s. Publisher: Square | Developer: Squaresoft | Released: Febru(Japan)Īctual Outcome: Failed to solve the mysteries of the weapon system ![]() Yes, we’re continuing through 2000 with two games that would ultimately end up owned by the same company in 2016. This week on the Chronological Challenge, it’s time for two of the most ambitious PS1 games of the final year the PS1 was much of a thing. ![]()
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