"has witnessed countless deaths, and experience has taught him a lot. Death snatches of speech first. Then the view. However, we do hold on to the final hearing. Although the patient loses consciousness, it is not surprising that the voices of the family cause smiles or tears ".
This small fragment master Kiyoshi Shigematsu gives us the first story in Lost Odyssey perfectly sums up what lies ahead for the new adventure Mystwalker . A game called at the time to become the strongest alternative to Final Fantasy for 360, although in the past E3 were witnessing the loss of exclusivity of delivery XIII for PS3 . Like Blue Dragon the title before us today was vastly winner before its release, but then fell victim to a current "anti-classical" which is currently very fashionable in the media. First, if we are to understand the game as a medium that evolves over the years, Lost Odyssey fails miserably in this section. However, this should become clear to all, the game is one of the best JRPG's who have seen the light in recent years.
I mean, the criticism of Lost Odyssey is completely understandable. In FFXII, Square-Enix decided to end the fighting by turns as the company had understood at the time, and it came up with a mixed genre sensationalism moving between shifts and action RPG. The departure of the old Square and talents Mystwalker founding triggered a gem toriyamesca that while shifts recovered in pure form, endowed them with dynamism through the shadows of the dragons, shared skills and a fairly inconsequential eons (it must be said). And so we have Lost Odyssey, an RPG with all the letters that you experience a jump in time with a corseted fighting, magic rather Sencillito and the absence of eons. To this must be added the always odious randomness of combat, not present in Blue Dragon, which leads us to this tremendous sense of déjà vu , when we had 11 years and tried to kill Sephiroth God with Knights Round Table and the ability gesture.
At this point I would like to point out one thing. Why a work like FFVII is scheduled for all a masterpiece when you use the same system of fighting that Lost Odyssey? Are we questioning the fun that can carry a game model, in theory, immortal? It does not work now or is that never worked? I would like us to reflect all of this. The clearest example is Super Mario Bros , which boasts a perpetual entertainment on the same basis which is still running.
This is not to justify the proposal of Lost Odyssey, which, like all the world says, is very conservative. The only thing that worries me is that conservatism is found in something that has been or is in effect regardless of the time. Personally, and being very frank, I would say that unless the issue of randomness, I do not have bothered me over the fighting in Lost Odyssey. So the story can be summarized as follows: if you're a rpg lover viejuno find in Lost Odyssey quinatesencia the role, but if you expect a game accessible and in keeping with the times, surely hate.
Leaving the subject of fighting on one side, the latest in Mystwalker comes to our consoles with an air of overproduction. The company had very clear that Lost Odyssey would be the older brother of Blue Dragon and it shows in everything, drama, tone, depth, difficulty (relatively higher, but without reaching the heights of the old FF) and generally in the same sense apotheosis has intoxicated us in most games Hironobu Sakaguchi . And is that one of the great virtues of Lost Odyssey is its starting point. Argonne Kaim is an immortal who has lived a thousand years. During its long existence, has seen death, love, war, social change and the passage of many generations. At the beginning of the adventure, the character will live tormented because mysteriously lost his memory, and throughout the game will recover from a is a bit special, the 1000 years of dreams . Here we find, within the safe and conservative said of the game, one of the most bizarre bet of the same, since 1000 years of dreams explores a new way to keep in mind too.
is a compendium of stories that tell of past experiences of Kaim and surfaced when the character remembering things go from images, conversations with people singular, or listening to a tune that refers to the past. In this way, Lost Odyssey manages to create a parallel storyline to the game and allows us to fully know the character and the story behind it . Narratives on the screen accompanied by music and sound and theatrical performances that played prosaically described environments. The literary quality of these stories is more than good, taking the opportunity to enjoy beautiful stories that tell about life, death, friendship and even racism, with a more pronounced adage closure. However, this proposal, originally planned as something fresh and exciting, just by tiring because of the incompatibility of means: to be read in front of TV for more than 20 minutes, while sustaining the control in your hands is not the best path of convergence between literature and video games. The game is a means draws on the audiovisual, and sacrifice in pursuit of the sound image has been a blunder Mystwalker in this section. In addition, these stories are failing to capture a very Manichean drama (as happens to a part of the development of the game) that ends up muddying the message the end of each of these fables. Paragraph
sound, the master Nobuo Uematsu has become a huge job to do, almost to the height of the best tunes of the FF saga. The English dub, meanwhile, is exalted, and thank goodness they have not dubbed into English, and maybe we'd run into a job similar to Blue Dragon (quite awful).
Otherwise, Lost Odyssey clearly follows the canons of JRPG, presenting a well-crafted plot, but with its ups and downs, that will trigger the classic sidequests at the end of the game. How could it be otherwise, the magic component again the perfect vehicle to re-create a world where huge monsters, warriors wandering and sorcery are very present . However, Lost Odyssey has a trump card in this area: the characters in the adventure. I say with total conviction that while the heroes of Blue Dragon moved between sympathy and simplicity characteristic of children who are in search of adventure, the workforce that gives life to the latest Mystwalker is, in a word, great. With Kaim, Sez, Jansen and company will become part of a group that hardly forget our history of gamers. They are round characters, each of them very well defined psychologically, and who demonstrate an unprecedented expressiveness. If Mass Effect had reached some great heights of realism in this sense, Lost Odyssey is going much further. In fact, the emotional factor which has been much said the game is more akin to the humanism in the faces of the characters in the situations the game presents itself. They are not cheating, it is hard not to get excited when you see characters so full of life so close, plunging the world into chaos. And I think this is the great achievement of this game, working on some schemes already seen and give them the magic that makes an experience at the controls of our console into something else. Many will come
and better games Lost Odyssey, but he who has played, who has shelled more than 50 hours of adventure, difficult to forget such epic full of feeling and made truly from the heart.
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