Cozy Up By The Fireplace
Review
I Am
Setsuna, Tokyo RPG Factory (PS4)
Abstract: I Am Setsuna is Tokyo RPG Factory’s attempt to make what was old
new again in JRPGs. A freshmen outing, I
Am Setsuna is a mixed bag of success and disappointment. A likable cast of
characters and beautiful world is hampered by a forgettable narrative and poor
dialogue. Unnecessary complexity detracts from a fantastically fun and
mechanically engaging battle system. I Am
Setsuna evokes your fondest classic JRPG memories while mostly succeeding
under a modern critical eye. I Am Setsuna
is a warm fireplace in a snow storm, a piping hot plate of comfort food. It’s
not perfect, but I Am Setsuna is
satisfying and made me hungry for more.
The blips.
The bloops. The menus. The music. Old-school Japanese role-playing games
(JRPGs) constitute a hugely significant part of my gaming lineage. My earliest
gaming was defined by quick-fixes and raucous multiplayer, which earned
fighting games, arcade racers, and platformers top billing on my ‘favorite
genres’ list I kept near my bed. JRPGs uprooted that and redefined the kinds of
experiences I wanted out of video games. What started as simply as Pokémon Blue quickly evolved in Tales of Destiny, Final Fantasy IV, and Xenogears.
JRPGs were my introduction to the immersive capacity of games—worlds and
characters and combat systems I could get lost in.
The
transition to full 3D was difficult for JRPGs. That is not to say there haven’t
been great JRPGs made after 2000, but in adapting to a new medium they lost
something. It felt like every JRPG develop at the time suddenly decided to
redefine what a JRPG should be—for better and worse. I’ve kept my JRPG playing
up in the years since Final Fantasy VII
and Chrono Trigger, but the further
we got from classic JRPGs the less I felt attached to those experiences. And I’m
not alone.
Enter Tokyo
RPG Factory and I Am Setsuna. Square
Enix, the most widely known developer of JRPGs, moved their marquee JRPG
franchise (Final Fantasy) to the
modern era, replete with huge 3D environments and action-game-based combat. The
demand for classic JRPGs never went away, though. Tokyo RPG Factory is a Square
Enix initiative to make smaller, classic-feeling JRPGs for gamers today. I Am Setsuna is their freshmen outing. I Am Setsuna is a mixed bag, part
wonderful and part disappointing, but ultimately it felt like a long lost
friend. It was an experience I had been craving for quite some time. I Am Setsuna is JRPG comfort food.
I Am Setsuna opens as the protagonist Endir, a
young and deadly mercenary , is tasked with an assassination. Your target is named Setsuna, an
18-year-old girl who, as it turns out, was just selected to be a ritual
sacrifice. Setsuna must journey to the Last Lands and offer herself up. In doing
so, the monsters that plague the lands should abate. Endir decides not to kill
Setsuna, seeing as she is about to die anyway, but rather join the sacrifice’s
guard to ensure she makes the perilous journey in one piece. Over the course of
your odyssey you assemble a rag-tag group of boisterous characters, each with
their own motivations and combat specialties. I Am Setsuna’s uniqueness stems from its central theme—despair. I Am Setsuna isn’t a happy adventure. Death
is everywhere, the line between good and evil blurs, and everything comes back
to the tragedy of sacrificing innocence on the altar of compromise. The story
isn’t spectacular, even by old-school JRPG standards, but it is functional and
moves along at a brisk pace.
Homage to
its predecessors or not, I Am Setsuna
struggles narratively. The dialogue writing is poor, filled
with saccharine professions of feelings and overly dramatic revelations that
felt more functional than noteworthy. I
Am Setsuna’s characters fall into formulaic molds, too. You have the old
warrior who uses crudeness and sarcasm to mask his pain, a plucky youngster
whose arcane power comes at a great cost, and the stalwart noblewoman who
struggles to follow her royal calling. The worst offender is Setsuna herself,
whose naïve cheerful good-to-a-fault personality becomes grating by the end of
your journey. Surprisingly though, I found myself really enjoying I Am Setsuna’s cast of characters. They
are quirky, memorable, and aesthetically striking. There are some great back
and forths between party members and moments of levity
that actually had me laughing. Combine this with beautiful hand-drawn art and cute
little sprites and I’m sold.
JRPG’s live
and die by their battle systems. After all, it’s what you’re doing for the vast
majority of your time while playing. I Am
Setsuna’s is fantastic. You choose a party of three characters.
Monster encounters are always by choice, as you see them wandering around the
dungeon. Walking into the monster triggers the fight. Actions are determined by
a bar that fills up in real time, called an active-time battle (ATB) gauge.
Once it fills you can attack, use a tech (spells and special attack moves), or
use an item. I Am Setsuna adopts so
much of what made old-school JRPG battle systems so much fun. It’s tactical but
fast, as enemies can attack as you’re planning your move. Fights balance
healing and damage dealing well, as low health on both player and monster keeps
fights tense and prevents them from lasting too long. Useful abilities, like
healing, are spread among all characters so players aren’t forced into a set
party composition. On paper, and while playing, the battles are simple but plenty
customization options exist to offer players opportunities to optimize.
I Am Setsuna adds new wrinkles to classic JRPG
combat, too. The most successful of which is the game’s Momentum system. While
your ATB bar is full, but you haven’t selected an action, your Momentum meter
will fill. It can be filled up to three charges. Momentum is a resource that
powers up any of the player’s actions. By pressing the square button at the
right moment, and with at least one charge of Momentum stored, your attack will
have bonus effect. Sometimes it’s extra physical damage, sometimes it adds
status boosts like ‘attack up’ or ‘affects all enemies’. Momentum creates a
brilliant balance of risk and reward. Waiting to fill up your Momentum meter
exposes your party to enemy attack since monster ATB gauges don’t stop. Do you
push for that extra damage or go for the quick kill? In some instances it can
be even more challenging. For example, you need
to wait to use Momentum on your heal spell because it gives auto-revive to your
party. I love risk vs. reward systems in video games, and Momentum is one done
very well.
I Am Setsuna's combat is fun & rewarding throughout. Momentum is a great addition to a classic foundation. |
While combat is great, preparing for it is not without its
problems. Many of these issues come back to the same root: unnecessary
complexity. Spritnite, gems you equip to give characters new abilities (techs),
is a host to most of these problems. Every time to you kill a monster you
receive raw materials. These materials can be sold to a NPC. Depending on what
materials you’ve sold, and in what quantity, certain Spritnite become available
to purchase. Spritnite come in two flavors: command (techs you can use in
combat) and support (passive abilities). The whole system is just a mess.
Command Spritnite are specific to each character whereas support can be used by
all. Spritnite can also undergo the poorly explained ‘fluxation,’ in which they
gain boosts from your equipped armor. Getting the materials for specific
Spritnite is also a challenge as the game never communicates where or how to get them. For instance, certain
materials will only drop from monsters when they are killed in a specific way,
like with water-elemental damage or overkill. On top of that, despite the
limited number of monsters you’ll encounter, there are what feels like hundreds
of different materials. And dozens and dozens of Spritnite. It’s immediately
overwhelming and doesn’t get much better by the game’s end. With poor
instructions and even poorer menu navigation, dealing with Spritnite is a pain.
The Spritnite situation is unruly, especially for an ostensibly simple game
like I Am Setsuna.
Spritnite, Fluxation, and Singularty are unnecessarily convoluted. You'll get a grip on it eventually, but the process of getting there isn't fun. |
Fortunately,
you won’t have to worry too much about the Spritnite headache. I Am Setsuna is an easy game, and I mean
that in the best possible way. Winning encounters is straightforward and bosses
can be beaten even with suboptimal Spritnite equipped. I Am Setsuna wants to replicate your fondest memories with classic
JRPGs, not the hours of frustrated grinding you spent because certain bosses were
unfairly powerful. The “fond memory” design philosophy can be seen throughout I Am Setsuna. The game decided to trim
the often tasty, but sometimes unpalatable, fat from the classic JRPG.
Character stats are totally dependent on the weapon and amor you have
equipped. You can finish I Am Setsuna
in 15-20 hours. There are a small handful sidequests, but they only become
available near the end of the game. The judicious use of Tokyo RPG Factory’s
design scalpel sometimes goes a bit too far, however. I Am Setsuna has only a few monster types that are recolored and
repeated frequently. Bosses aren’t memorable and are few and far between. Somewhere
in the trimming process I Am Setsuna
must have lost its cartographer, as it annoyingly lacks any form of in-game
map. I Am Setsuna’s piano-only score is great at first, but becomes
tiresome over time.
Problems
aside, I couldn’t help but be enamored by I
Am Setsuna. I loved getting lost in its tranquil snowy world. Playing felt
like cozying up to a warm fireplace in a log cabin as snow falls gently
outside. I Am Setsuna was comforting
and transportative. I was brought back to my quietly humming CRT, PlayStation
One controller in hand, on the floor of my basement. That I Am Setsuna can evoke such fond memories while still passing
critical scrutiny of today is worth commending. I Am Setsuna isn’t perfect, but comfort food never is. It sure was delicious though.
No comments:
Post a Comment