Vagrant Story (2000)



| Details (Sony Playstation) | Supported platforms | Artwork and Media | |
|---|---|---|---|
| Publisher: Genre: Author(s): Maximum Players: Joysticks: Language: Media Code: Media Type: Country of Release: Comments: | Crave EntertainmentAdventure / RPG Square SCPH-1010/1080 or Dual Shock SCPH-1200 controller Eng SLES-02754 DVD (Protected) USA, Europe, Japan | Sony Playstation |
| Videos | Screenshots (Sony Playstation) |
|---|---|
| (no videos on file) |
Please login to submit a screenshot
| Your Reviews |
|---|
(Anonymous) (Playstation Review) 17th Apr 2012 04:40"An RPG for 'anoraks'"
Role playing games like Final Fantasy are all about being swept along in a powerful story with characters that you can get involved with as you explore fantastic new worlds and fight strange creatures, Vagrant Story is all about being stuck in a workshop tinkering with your equipment.
I really tried to enjoy playing this game, I read all the rave reviews, I bought the strategy guide (a beautiful piece of work) I spent 2 weeks playing the game and put in over 20 hours of saved gameplay time (plus as much again of unrecorded hours from dying.) It was always a chore, at the end is was just a bore.
The storyline is really all explained in the excellent 5 minute intro (gang of terrorists kidnap nobleman's son need to be pursued) and is just there to provide our hero with a reason for embarking on his 'quest.'
The small cast of characters are just there to spout lines of 'period' dialogue 'You wear naivety like a crest' to explain things along the way. There is little or no interaction between the hero and the supporting cast (apart from the fact that he kills most of them.) In fact that is all our hero is, a killing machine. Trying to empathise with him is a little like trying to make friends with Conan the Barbarian or the Terminator (in fact he reminded me a lot of Arnie.)
The action takes place in an endless series of claustrophobic chambers (now and then the game goes outdoors but there is never any world map or visits to new towns that typifies other role playing games.) We are in dungeons and dragons territory here and after a while one gloomy room looks very much like another.
There is a wide assortment of enemies to encounter and dispose of. At regular intervals impressively animated boss sprites need to be defeated. However they are simply there to provide the keys and other items necessary to advance in the game and to test the hero's fighting skills.
So what are we left with - ah yes - the battle system and inventory management! Perhaps because the other aspects of the game are somewhat thin, the developers have decided to go overboard here. You want turn based fighting - you got it. You can open up an attack globe and see exactly how much chance you have of inflicting how much damage on all the various body parts of your opponent. You want active fighting - you got it. All the while you are jumping around the room trying to get within range of your opponents and trying to avoid their attacks. You want spells - you got them. There are dozens of offensive and defensive spells. You want special attacks - you got them. There is an equally entensive list of power attacks that you can learn. You want 'combos' - you got them. Defensive and offensive actions can be assigned to buttons and then combined (providing you get the timing right) into a series of moves. You want items - you got them. Dozens of different roots, bulbs, elixirs are dropped by your opponents as you defeat them.
Finally - WEAPONS! Boy do you get weapons. Brass weapons, iron weapons, hagane weapons, silver weapons, damascus weapons, piercing, blunt, edged, one handed, two handed, weapons with affinities to light, water, fire,earth, weapons good against beasts, humans, the undead. I lost count but it looks as if there are nearly a hundred. Armour! Shields! Headgear! Footwear! Gloves! Accessories in the form of numerous amulets. Gems to attach to weapons and shields. The list seems endless (and if you checkout the strategy guide it covers pages and pages.)
You get to take these weapons apart in workshops scattered throughout the game, you can combine the blades to make new blades and fit them to assorted grips to assemble new weapons. You can attach gems to them. You can repair them. You can enhance their affinities.
Now maybe all this sounds really attractive to you if you are the sort of games player who is fascinated by what happens if you combine your hagane dagger with a high light affinity and strength against the undead with your iron trident with high earth affinity and strength against dragons and fit it with a knuckle guard grip to which you attach the salamander ruby and demon opal, but to me it was all just a bit too complicated. In trying to give 'hard core' gamers every feature known to man the developers have turned the game into a tedious exercise in blacksmithing.
Towards the end of my time with the game I was begging them not to give me any more stuff as I opened yet another chest packed with items. Yet despite the vast range of weaponry you can still end up (as I did) at an advanced stage of the game unable to defeat a run of the mill opponent because I did not have the right weapon with the right affinities at the right strength and with no possibiity of doing anything else but start again to get it. This is the most boring part of the game. You encounter a new opponent, you try to defeat it, if you don't have the right equipment and strategy, you die, you try again, you die again. Or you have the right equipment and strategy and you kill it pretty damn quick.. Or you have nearly the right equipment and strategy and you spend forever hacking away at it to take off small increments of health until you eventually put it down. All the time keeping an eye on your 'risk meter' - don't get me started on the risk meter but just to say it adds yet another frustration to your encounters as high risk means more damage to you and less chance of damaging your opponent.
What is the point of all this planning and battling? To move on into yet another dungeon containing yet another set of enemies requiring yet another exercise in battle and magic strategy. Frankly my dear, I don't give a damn!
So in summary we have a game that in attempting to give you a plethora of fighting features (to compensate for the lack of a storyline, characters or exploration) overwhelms you with too many choices and details. This is not to say that it is a boad game. Obviously a lot of work has gone into the gaphics (superb apart from the never ending dungeons) the sound (great effects and music) the cut scenes, the battle system etc. etc. But what you end up with is like so many of the Hollywood blockbusters nowadays, masses of special effects but no strong story or believable characters underneath.
The game has replay value in that new areas of the dungeon open up after you have completed the game first time through and you get to keep ALL your stuff from the first game. It will take many, many hours to complete (I gave up after 20 hours and that was with a strategy guide and I was only half way through.) The control system is awkward with far too many button presses to remember and whoever put the heavy clunk sound effect each time a button is pressed needs imprisoning in their own dungeon. But I am afraid it is just not any FUN! You don't enjoy playing the game. It is just one dark room after another, one creature after another, and all the time you are struggling to get a grip on the fighting system and what to do with the vast range of options available to you. This is too much like hard work for me! So I am sure it will appeal greatly to some gamers who revel in this sort of thing. For this gamer it is back to cute characters, fun storylines and maybe just one sword to hit things with.
Score: 0/10 or 10/10 depending on which type of palyer you are.
Reviewer's Score: 3/10, Originally Posted: 07/12/00, Updated 07/12/00
Role playing games like Final Fantasy are all about being swept along in a powerful story with characters that you can get involved with as you explore fantastic new worlds and fight strange creatures, Vagrant Story is all about being stuck in a workshop tinkering with your equipment.
I really tried to enjoy playing this game, I read all the rave reviews, I bought the strategy guide (a beautiful piece of work) I spent 2 weeks playing the game and put in over 20 hours of saved gameplay time (plus as much again of unrecorded hours from dying.) It was always a chore, at the end is was just a bore.
The storyline is really all explained in the excellent 5 minute intro (gang of terrorists kidnap nobleman's son need to be pursued) and is just there to provide our hero with a reason for embarking on his 'quest.'
The small cast of characters are just there to spout lines of 'period' dialogue 'You wear naivety like a crest' to explain things along the way. There is little or no interaction between the hero and the supporting cast (apart from the fact that he kills most of them.) In fact that is all our hero is, a killing machine. Trying to empathise with him is a little like trying to make friends with Conan the Barbarian or the Terminator (in fact he reminded me a lot of Arnie.)
The action takes place in an endless series of claustrophobic chambers (now and then the game goes outdoors but there is never any world map or visits to new towns that typifies other role playing games.) We are in dungeons and dragons territory here and after a while one gloomy room looks very much like another.
There is a wide assortment of enemies to encounter and dispose of. At regular intervals impressively animated boss sprites need to be defeated. However they are simply there to provide the keys and other items necessary to advance in the game and to test the hero's fighting skills.
So what are we left with - ah yes - the battle system and inventory management! Perhaps because the other aspects of the game are somewhat thin, the developers have decided to go overboard here. You want turn based fighting - you got it. You can open up an attack globe and see exactly how much chance you have of inflicting how much damage on all the various body parts of your opponent. You want active fighting - you got it. All the while you are jumping around the room trying to get within range of your opponents and trying to avoid their attacks. You want spells - you got them. There are dozens of offensive and defensive spells. You want special attacks - you got them. There is an equally entensive list of power attacks that you can learn. You want 'combos' - you got them. Defensive and offensive actions can be assigned to buttons and then combined (providing you get the timing right) into a series of moves. You want items - you got them. Dozens of different roots, bulbs, elixirs are dropped by your opponents as you defeat them.
Finally - WEAPONS! Boy do you get weapons. Brass weapons, iron weapons, hagane weapons, silver weapons, damascus weapons, piercing, blunt, edged, one handed, two handed, weapons with affinities to light, water, fire,earth, weapons good against beasts, humans, the undead. I lost count but it looks as if there are nearly a hundred. Armour! Shields! Headgear! Footwear! Gloves! Accessories in the form of numerous amulets. Gems to attach to weapons and shields. The list seems endless (and if you checkout the strategy guide it covers pages and pages.)
You get to take these weapons apart in workshops scattered throughout the game, you can combine the blades to make new blades and fit them to assorted grips to assemble new weapons. You can attach gems to them. You can repair them. You can enhance their affinities.
Now maybe all this sounds really attractive to you if you are the sort of games player who is fascinated by what happens if you combine your hagane dagger with a high light affinity and strength against the undead with your iron trident with high earth affinity and strength against dragons and fit it with a knuckle guard grip to which you attach the salamander ruby and demon opal, but to me it was all just a bit too complicated. In trying to give 'hard core' gamers every feature known to man the developers have turned the game into a tedious exercise in blacksmithing.
Towards the end of my time with the game I was begging them not to give me any more stuff as I opened yet another chest packed with items. Yet despite the vast range of weaponry you can still end up (as I did) at an advanced stage of the game unable to defeat a run of the mill opponent because I did not have the right weapon with the right affinities at the right strength and with no possibiity of doing anything else but start again to get it. This is the most boring part of the game. You encounter a new opponent, you try to defeat it, if you don't have the right equipment and strategy, you die, you try again, you die again. Or you have the right equipment and strategy and you kill it pretty damn quick.. Or you have nearly the right equipment and strategy and you spend forever hacking away at it to take off small increments of health until you eventually put it down. All the time keeping an eye on your 'risk meter' - don't get me started on the risk meter but just to say it adds yet another frustration to your encounters as high risk means more damage to you and less chance of damaging your opponent.
What is the point of all this planning and battling? To move on into yet another dungeon containing yet another set of enemies requiring yet another exercise in battle and magic strategy. Frankly my dear, I don't give a damn!
So in summary we have a game that in attempting to give you a plethora of fighting features (to compensate for the lack of a storyline, characters or exploration) overwhelms you with too many choices and details. This is not to say that it is a boad game. Obviously a lot of work has gone into the gaphics (superb apart from the never ending dungeons) the sound (great effects and music) the cut scenes, the battle system etc. etc. But what you end up with is like so many of the Hollywood blockbusters nowadays, masses of special effects but no strong story or believable characters underneath.
The game has replay value in that new areas of the dungeon open up after you have completed the game first time through and you get to keep ALL your stuff from the first game. It will take many, many hours to complete (I gave up after 20 hours and that was with a strategy guide and I was only half way through.) The control system is awkward with far too many button presses to remember and whoever put the heavy clunk sound effect each time a button is pressed needs imprisoning in their own dungeon. But I am afraid it is just not any FUN! You don't enjoy playing the game. It is just one dark room after another, one creature after another, and all the time you are struggling to get a grip on the fighting system and what to do with the vast range of options available to you. This is too much like hard work for me! So I am sure it will appeal greatly to some gamers who revel in this sort of thing. For this gamer it is back to cute characters, fun storylines and maybe just one sword to hit things with.
Score: 0/10 or 10/10 depending on which type of palyer you are.
Reviewer's Score: 3/10, Originally Posted: 07/12/00, Updated 07/12/00
(Anonymous) (Playstation Review) 17th Apr 2012 04:40| Cheats | Trivia |
|---|---|
| There are no cheats on file for this title. | No trivia on file for this title. |
History
This title was first added on 18th February 2006
This title was most recently updated on 17th April 2012










