Home Upcoming Reviews About
Ethos and Riddles talk about video games...
            Can you handle it?
by Ethos and Riddles

Dissidia: Final Fantasy: The First Three Hours

Saturday, August 29th, 2009

At long, long last Dissidia has arrived. Lord knows I’ve been waiting for it for far too long, and I’m sure the most of you are with me on that. Ashamedly enough, I didn’t pick it up on launch day – the release of the PS3 Slim caused me to overlook it. But I quickly remedied it the next day, and since then I’ve managed to clock in a WHOPPING… three hours.

I try, okay? I really do. In any case, I’ve played enough to warrant some initial impressions of the game. A full review will follow someday, sometime.

You all know the basic premise behind Dissidia, so I won’t bore you with all of that. After creating your save file, you’re taken to a screen with multiple options for play: Story Mode, Arcade Mode, Quick Battle, and Communications Mode. Other options include the “PP Catalog,” which is where you use “Player Points” to purchase goodies such as new playable characters and costumes.

The modes are all fairly self-explanatory. The Story Mode lets you play through the individual storyline of one of the many playable characters. The Arcade Mode lets you choose a character and play through five random battles. Quick Battle allows you to customize a single, quick fight. Like, say, if you really want to see what would happen if Firion from Final Fantasy II were to face off against Kefka from Final Fantasy VI. Communications Mode is the game’s multiplayer mode. Sadly, (and shockingly) there is no online play. If you want to face off against against a real person, you’ll need a buddy with a PSP and a copy of the game.

The Warrior of Light!

The Warrior of Light!


I’ve spent some time with all modes except Communications Mode thus far. Story Mode is clearly the meat of the game, and I’ve played through two chapters of it. Upon selecting story mode, you’re treated to an absolutely gorgeous CG cutscene that you probably watched on the internet months ago. (I did.) Afterwards you’re thrust into the swing of things as the nameless Warrior of Light. How it works is this: each chapter has five “levels” that are represented by a checkerboard grid. You start on one side of the grid, and the goal is, essentially, to move to the other side. The catch is, multiple squares are guarded by baddies, and the amount of times you can move is limited by the number of “Destiny Points” – or DP – you possess. The grids are also occasionally littered with treasure chests or potions, which can aid you in your quest. (At the expense of DP, of course.)

Between each grid is a cutscene devoted to the player you chose and the companions he’s traveling with. To be utterly blunt, these cutscenes are borderline painful to watch. As cool as it is to see Cloud, Tidus, Cecil and Firion in the same place, the dialogue is God-awful cheesy and the delivery isn’t a whole lot better. Although, to their credit, Square Enix seems to have gone out of their way to re-acquire actors who have voiced Final Fantasy characters in the past. Steve Burton returns as Cloud, James Arnold Taylor voices Tidus, Yuri Lowenthal is back as Cecil – the list goes on. However, the bottom line is: don’t buy Dissidia if you’re hoping for an epic, involved Final Fantasy narrative. While the game as a whole rises above, the plotline remains firmly rooted in typical fanservice drivel.

Kuja VS. Zidane

Kuja VS. Zidane


But enough negativity. Let’s turn to the many (many) positive points of Dissidia. As I mentioned in the demo impression I wrote some weeks ago, the combat is just fantastic. For those unfamiliar, there are two attacks at your disposal: bravery attacks and physical attacks. Bravery attacks steal an opponent’s Bravery Points (which translates directly to the amount of damage a character can deal), while physical attacks deal damage in proportion to the number of bravery points the player has accumulated. Thus, battles become less about hack-and-slash, and more about striking at the right time, with the right amount of bravery points.

While it wears the veneer of a fighting game, Dissidia includes some extensive skill and weapons customization options that JRPG nerds (such as myself) will have a blast playing around with. For whatever reason it’s a ton of fun to deck your fighter out in whatever gear you manage to get your hands on. Like any respectable Final Fantasy game, there are summons, which can be called to battle to aid you. There’s a strange pseudo-synthesis system that works by meeting certain requirements in battle (frankly I’m still unsure how the system works) and there are shops to buy crap from. Outside of the actiony battle system, Dissidia features some fun and solid JRPG mechanics.

But the single greatest thing about Dissidia will have to be experienced to be appreciated: the amount of trivial fanservice Square Enix has packed into the game is unbelievable. Every option on the menu has its own tutorial, hosted by a different Final Fantasy character. References are made to spelling and translation errors in older Final Fantasy games. (“There is no Vicks! Only Biggs! Ahem. Moving along…”) To say much more would be to ruin the best that the game has to offer.

I’m loving Dissidia so far. It’s fairly simplistic, but addicting. It’s a whole lot of fanservice, but the mechanics underneath are solid enough so that the experience doesn’t feel hollow. If you’ve been playing Final Fantasy for any length of time and own a PSP, you absolutely cannot go wrong here. Look for a full review soon. And by that I mean when I finish it. Which is God-knows when.

News Roundup #001

Monday, August 17th, 2009

So, here it is finally. Our long-promised News Roundup feature, which is essentially me and my cohort Ethos having an IM conversation about whatever piqued our interest in the videogame industry over the last week. The goal is to be novel, funny and informative, but if you find it dry, long-winded and superfluous, that works as well.

DO enjoy: http://riddlethos.com/category/newsroundsup/

Demo Impressions: Dissidia: Final Fantasy

Monday, August 3rd, 2009

I think it’s safe to say that the vast majority of the Final Fantasy fanbase has been awaiting Dissidia with bated breath since its unveiling back in 2007. It is, after all, nothing less than the fanboy’s wet dream – a mishmash of everyone’s favorite Final Fantasy characters in a single game, in which beatings can commence. Finally, the age-old question of whether or not Squall would beat Cloud in a fight can be answered.

But while it’s already clear that Squeenix has nailed the fanservice factor, it’s yet to be seen if they’ve actually churned out a decent game in the process. And frankly, their track record on games that venture outside the traditional JRPG formula really isn’t that impressive. Perhaps the single bright spot would be the Kingdom Hearts series, and even that’s a heavily contested claim. But if the recently-released demo is a good indication, Square Enix may have nailed this one. Kingdom Hearts is certainly an influence here, but it’s hardly a clone. It’s simplistic but not mind-numbing, it’s super-flashy, and it’s a ton of fun to play. Oh, and it has Sephiroth in it.

Worlds apart...

Worlds apart...


The demo has five characters available for play: Onion Knight from Final Fantasy III, Cecil from Final Fantasy IV, Terra from Final Fantasy VI, Cloud from Final Fantasy VII, and Sephiroth who, as you know, is from the same game. Each of them actually handle fairly differently, which is nice to see. Cloud, for example, deals slower, heavily damaging attacks that send opponents flying. Sephiroth has quicker attacks with insanely long range. Terra almost exclusively utilizes long-range magic attacks. And, each are armed with their own corny post-battle quips.

All the demo includes is a series of fights for each character, which is more than enough to get a taste of what’s to come. Here are the basics: the square button executes physical attacks that cause damage to your opponent, and the circle button executes attacks that steal your opponent’s “bravery,” (which is simply their strength in combat) and transfers it to you. The key to winning battles is balancing the two – bravery attacks are quick, easy to execute, and are required for gaining the upper hand in a fight. Physical attacks then deal damage in equivalence to the number of bravery points you’ve accumulated. Once you’ve executed a physical attack, your bravery stat will drop to zero for a few seconds, and then return to its base number.

Fights with Terra are always flashy, sparkly affairs

Fights with Terra are always flashy, sparkly affairs


Despite its appearance, the game is not a hack-and-slash affair; when a physical attack is executed, you simply sit and watch as that character executes whatever their physical attack is. For example, Cloud’s is an attack called Cross-slash, which essentially looks exactly like his Limit Break in Final Fantasy VII that went by the same name. While in the air, he executes Braver. It’s all in real-time of course, but the point is that this isn’t Kingdom Hearts – there are no finger-twisting button combos to be found here. The challenge lies in who can accumulate the most Bravery points and subsequently pull off a physical attack, (without it being interrupted or dodged!) not who can mash buttons the fastest.

While those are the fundamentals, there are other aspects to combat. Long-range bravery attacks can be executed, which are always in the form of a familiar Final Fantasy magic attack. Dodge maneuvers are useful for (no duh) dodging enemy attacks, and there’s also a parry move. Parrying is actually somewhat difficult, as it requires precise timing; but if done successfully it can stagger your opponent. And finally, what would a Final Fantasy game be without some form of Limit Break? Dissidia has them in the form of EX mode; tiny little orbs called EX particles litter the arena (you won’t even notice them most of the time) and as you collect these your EX meter grows. Occasionally the game will gift you with an EX core which, if grabbed, will instantly max out your meter. Once it’s full, you can enter EX mode by pressing the right shoulder button and the square button. Pull off a physical attack while in EX mode (which, again, isn’t always easy) and you’ll activate a limt break. If your bravery is high enough, these special attacks can annihilate your opponent in a single go.

Battles are an incredible visual spectacle, and this is where influences from both Kingdom Hearts and Advent Children are most prevalent. Often you’ll find yourself in intense aerial standoffs that can last for quite some time. Arenas are littered with “quick-move” indicators; if you press triangle when one of these are shown, your character will do something flashy to traverse a long distance, such as run up a wall, sail across a chasm, or various other gravity-defying moves. It helps that the game looks fantastic as well, with graphics easily rivaling last year’s Crisis Core: Final Fantasy VII.

I had an absolute blast with Dissidia’s demo, and I’ll be buying the game on day one. To be sure, there’s a lot the demo didn’t show us, such as how the story mode will play out, and how the leveling/customization mechanics will function. But from what I can gather, this is fanservice done right; not only can I face off against Kefka as Cloud Strife, but Square Enix hasn’t skimped on the tiny, fangasmic details. For example, when pulling off Cloud’s limit break, he equips Ragnarok, his ultimate sword from Final Fantasy VII. The names of a character’s attack is always displayed on-screen in the same typefont and box as the corresponding game they originally appeared in. I could go on. But most impressively, it’s all just polish for a genuinely solid combat system. Dissidia: Final Fantasy will be released in North America on August 25, and I suggest all PSP-owning Final Fantasy fans get in line. Somehow, though, I doubt you need to be told.