It was about a year ago now that Vagrant Story was released to an unsuspecting and an unprepared world, and in that time, it's been highly praised as one of the best PlayStation games ever, right up there with Metal Gear Solid. In fact, along with Soul Calibur and Zelda 64, Vagrant Story holds the honor of being one of the only three games to ever get a perfect score from the terminally picky Japanese gaming magazine, Famitsu. And yet, despite critical praise, few seem outside of the hard core Square fans seem to have heard of this game. Sure, it had a commercial, but it wasn't sold to the average gamer. It was assumed that the average gamer would never play a game like Vagrant Story (and perhaps they were right), and they didn't even try to share it's excellence with the world.
I actually beat this game back in March or April, but I've been dragging my feet on writing this review. Of course, there's the question of why it took me that long to beat such a great game, and I have a number of excuses. Notably, I started Zelda 64 before Vagrant Story was even released, and I'm still working on that one. But more relevant to this review is the fact that when Vagrant Story came to the US, a lot of "game play" was added. What this means is the bosses were made harder, and the city of Lea Monde was populated with a lot more enemies. This, combined with the complete medieval city (complete with catacombs!) the game created for you to explore, made for some... problems... when I got lost. So, since I didn't have a rigid path laid out for me to explore, and I wasn't sure where I was supposed to be, I didn't have any plot driving me along, and I got bored and stopped playing in favor of other games. Finally, I finished it when I got motivated to figure out where I went wrong. It took me a couple of days to do that.
The player controls Ashley Riot, a special agent of sorts, on his mission to uncover the circumstances surrounding an attack on a baron's manner. And of course, Ashley has an obligatory mysterious past, but for once, we're spared a video game romance, and instead get religious philosophy which, in my book, is a good thing. Unfortunately, there isn't enough story to go around. In Japan, the game supposedly took about six hours to beat. When it came to the US, it jumped from a six hour game to a twenty hour game, which spreads the story more than a little thin, requiring a very patient gamer to get through the quest.
This game is not an RPG. It's an adventure. You control a single character, and the battles happen in real time, though you select your attacks and targets via menus. As Ashley takes his journey, he gains special attacks, new weapons, innumerable items, and magical powers. And all of Ashley's abilities are accounted for by the plot. In addition, every weapon and every piece of armor Ashley acquires can be taken apart and reassembled in various ways at workshops scattered throughout the city in (frequently unsuccessful) attempts to create better equipment. The entire system is incredibly complicated, but it allows near limitless flexibility as a reward for the patient players willing to experiment. For the impatient and unwilling to learn the system, this trait of the game is probably undesirable.
The graphics are very impressive, but they stretched the poor little PlayStation to it's limits. The models move with grace, and the attention to detail in the rooms of the city is incredible, but the frame rate is less than stellar, the textures very blurry, and the palette limited. When you play Vagrant Story on the PS2 with psx texture smoothing enabled, however, the quality of the textures increased dramatically, making it practically look like a whole new game. The palette unfortunately remains limited on the PS2, but that was arguably intentional, because of the intended realism of the city Lea Monde.
With a freely movable camera and a highly controllable Ashley, all the buttons on the PlayStation Dual Shock controller are used to their fullest. My only real complaint about the control scheme is that unlike every other Square PlayStation game, they chose to make the O button confirm instead of the X button, which is arguably more clear to the user, but there's something to be said for being consistant over being clear. I found myself frequently tapping X when I meant to tap O, and found myself in all kinds of menus I didn't want to be in because of it.
Vagrant Story is a 5/5, platinum star game, but it's not for everyone. Unlike the mass-marketed Final Fantasy, it takes patience, experimentation, and perseverance to complete. And while the ending set up hooks for a great universe of adventure, it'll never happen because Square failed to sell it's product, and faced with a "failed game", redistributed the development team. Well, I guess it might happen, what with Namco developing Xenosaga, a new installment in Square's Xenogears universe. And I'd love to see it happen, but I'm not holding my breath.