• Phantasy Star

    Phantasy Star

    Released: Dec 20, 1987
    Version played: SEGA AGES (2018)

    Phantasy Star is the third major pillar of the console JRPG, and despite being almost forgotten today, is inarguably the second most influential of the three. Final Fantasy, for all its western ubiquity, cannot lay claim to forever changing the design language of video games themselves the way that Dragon Quest did with its first entry, and Phantasy Star did with Online. Yet PSO’s monumental success has somewhat eclipsed perception of the mainline series itself, left to fade into relative obscurity without many modern versions and rereleases, concluded for good in 1993.

    This is, I have to admit, one of the things that excites me most about Phantasy Star. It ended. It started in 1987 and then ended in 1993. Just four titles and a few bonus chapters, all release inside the span of a modern AAA development cycle. One of the worst things about video games is that with rare exceptions, they simply do not end. They may fail to sell enough and stop coming out, or maybe the team fell apart and went their seperate ways, but to make four successful games and then stop is something that almost never happens. Phantasy Star is a closed book.

    Compared to its closest rivals I have to say Phantasy Star is operating on an entirely different level. Not neccesarily better qualitatively but certainly more ambitious and dense in ways that Final Fantasy will not be getting for around half a decade. There is an ambivalence that runs throughout Phantasy Star’s worldbuilding which is easily its most compelling element. This is a game about a colonizing force corrupted from within, and while you seek to restore it to glory, the questions of where that corruption truly came from is never really answered. Sure, narratively we have the soon to be incredibly common trope of behind the evil emperor was a disembodied force of darkness! But the game doesn’t really come down on what that darkness represents, the manual (what is consistent between the JP and US ones) offers only that Dark Falz influence spread through the Nobility with promises of Eternal Life. But Dark Falz is found within the Governor’s mansion, not in Lassic’s domain, he lives at the heart of humanity’s first colonial command post.

    The Motavians hate the humans because they are colonizing their planet. They hated them before Lassic, and co-operate with Alisa and co. purely because getting rid of the evil guy is in everyone’s best interest. And despite all this Phantasy Star is still a game where Alisa turns out to be the long lost princess and ends the game a benevolent ruler of the entire solar system. To throwback to the entry on Dragon Quest for a second, this is indeed the first occurance in this project of what will go on to be a running JRPG tradition, games that seek to marry the restoration power fantasy of a good king with a more material understanding of its world and structures therein. And I think here that friction works extremely well, carried ultimately by the sparseness of the game and the character focus of its presentation.

    Because this is still 1987 we are a long way from dedicated lore NPCs explaining how the Crystalline Dominion moved its troops east which matters because now they’re not in the west, and pretending that says something profound about slavery. Phantasy Star is not concerned with its big ideas, its concerned with providing its world with texture. NPCs travel between the three overworlds on scheduled flights, they complain when the guards are in the streets, each of their perspectives is limited by the part of the world that they inhabit. This combines with the intricately designed world which sends you criss-crossing between planets constantly, building out the map of the world not as one journey from level 1 here to 30 there, but as understanding how every disparate piece relates to the other. It’s an incredibly satisfying puzzle to put together.

    And holding everything together at the heart of it all is, somehow, this project’s first instsance of what I would consider the beating heart of the genre. Not its systems or its worlds or ideology or design, but its characters. This is a game about four very different heroes coming together to form a party and take down the bad guy. When you finish the game you think about Alisa and Myau and Tylon and Lutz. Or whatever they’re called them in the translation you played. They don’t get that much characterisation, but there’s enough there to fill in the sketches, and they all come from very distinct archetypes. Myau finally getting his hero moment and growing wings to take the party to the final dungeon based on last year’s hit anime movie Castle in the Sky is a great payoff. It all comes together to form not the best JRPG of its era, but the most forward thinking and recognisable when it comes to where the genre was going.

    I am very excited to continue the series and see how these seeds sprout into future entries, which I know tell a continuous generational story, which again, has a definitive ending. I’ll be done with the whole thing before Final Fantasy VI is even out. Now that’s exciting.

  • Final Fantasy

    Final Fantasy

    Released: Dec 18, 1987
    Version played: 20th Anniversary Edition (2007)

    And so, their journey begins…

    Four heroes crest a hill as birds fly overhead, pure black silhouettes against the blue-green sky. A castle can be faintly seen in the distance, fading into the fog as the heroes begin their quest into the unknown. In this moment, this one final look back at their humble beginning, a melody plays as if carried by the wind.

    Final Fantasy belongs to Nobuo Uematsu. Obviously Square’s original FF team is full of heavy hitters, from wunderkind programmer Nasir to Pixel Art legend Kazuko Shibuya – and I don’t mean to downplay any of their contributions – but Uematsu is the reason you have heard of this game. It is nothing without that theme.

    Because Final Fantasy is ultimately not that impressive of a game. Not yet. It’s fine, but Dragon Quest is a masterpiece. It is only in fleeting moments, like that title screen, where you feel that you are standing on hallowed ground, with echoes of what this series will go on to become.

    No, unlike its main competitor and rival, Final Fantasy has a much more humble beginning. Whereas Dragon Quest was extremely forward thinking, Final Fantasy is instead looking backwards at Wizardry and Ultima and seeing what elements can be reintroduced to the more simplified and approachable form of the console JRPG. You have a simplified version of Wizardry’s party mechanic, a simplified version of Ultima 1’s plot twist and a simplified version of the entire DND beastiary because copyright was more of a suggestion than a rule in 1987.

    Amongst all the homage and blatant theft it is harder for Final Fantasy to establish its own identity, but not impossible. The two core pillars here are the tone and mood carried by Uematsu’s soundtrack and the graphical battle system developed with Hiroyuki Ito’s design and Kazukuo Shibuya’s spritework. You don’t just roll your party but you see them take the field, you see them get wounded, you see them celebrate their victories. This is the first step that differentiates Final Fantasy from the blank slate parties of Wizardry and The Bard’s Tale and the self insert protagonists of Dragon Quest and Ultima, towards the thing that will define not just Final Fantasy but JRPGs as a whole; the RPG not just as a vessel for player agency and scenario design but a form through which you can express characters. Party members you care about for reasons beyond their utility to you. Characters you invest in. Characters you would laugh and cry for. Characters you would harass Kazushige Nojima over for your shipping wars. Characters perhaps, you would pull for? Hiroyuki Ito, you are an almost singular genius in the field of game design but I’ve come back from the future and it’s for the greater good, I have to stop you from opening pandora’s box.

    But that’s all in the distant future. Here and now it’s just sprinkles of personality and presentation on what is ultimately a pretty solid Dungeon Crawler. This time for a change I played the PSP version and did the bonus dungeons; everyone who said they suck was right. Why did I do that. You shouldn’t do that.

    The best moment in this game, obviously, is the circle of sages. I love the circle of sages. The game is fairly light on story, and barely has what can be called characters, and chooses to reveal the bulk of the plot in a moment where you reach a village and find twelve sages standing in a circle, who simply explain the whole thing to you, which in what will become Final Fantasy tradition is of course way more complicated than it needs to be for basically no reason. It breaks my heart that no one in Square has thought to recreate this moment in a modern game, just twelve lovingly rendered old guys with their Unreal Engine 5 hair standing in a perfect circle saying shit like “the timestream was broken 2000 years ago but also today, to start the circle of hatred 400 years in the past.” That this has not happened demonstrates a fundemental misunderstanding of why Final Fantasy is good by the powers that be at Square Enix. But I digress.

    Chaos.

  • The Ancient Land of Ys

    The Ancient Land of Ys

    Released: Jun 21, 1987
    Version played: Ys I Chronicles+ (2013)

    There is an invisible third pillar in the development of the first decade of RPG video games. The first pillar is of course Wizardry and Ultima, the two titans that emerged as the commerical successors to the early hobbyist RPG scene of the late 70s, and the golden age of Computer RPGs that followed as the 80s continued. The second pillar is Dragon Quest, combining elements of both with simple adventure game logic to create the Japanese Console RPG, the first domino in a chain that persists to annoying genre name debates up to this very moment. But Japan had computers too, among which developers and players evolved a scene of their own – both before and after Dragon Quest canonised what an RPG looks like. It is a scene that is hard to grapple with in the English speaking part of the world, for whereas ports and fan translations are rife on the Famicom, the various less popular RPGs for various less popular pre-Windows Japanese PC platforms were not so lucky. Safe to say, it was a thriving space in its own right, with tons of developers experimenting with the genre in many diverse ways. By which I mean I understand how reductive I am being when I say this, but nevertheless it must be said. The third pillar was motherfucking Falcom.

    Xanadu sold 400,000 copies in 1985. This is a number that is legitimately bonkers given the size of the market at the time. It was so successful that it led to one of the funniest what if moments in video game history, Richard Garriott himself flying over to Japan to make a licensing deal with Falcolm, uniting the PC RPG giants of both sides of the pacific and cementing their dominance for years to come. It was not to be because it turned out all the art in Xanadu was traced from the Ultima III manual. Quite simply: lmao. One wonders what world we’d be living in if Richard Garriott had the foresight in that moment to let it slide.

    I did not play Xanadu however. I didn’t play Hydilide and I didn’t play Dragon Slayer. I played Ys, an influential and important game in its own right but certainly less foundational a starting point than Dragon Quest and Wizardry when coming to look at the space of PC RPGs in Japan. I would have played Sorcerain but Sorcerain Original, the PS1 remake universally agreed upon to be the best version to play, doesn’t have an English Translation. Look what happens when you step outside of the light of privilege of “being a Final Fantasy fan.” Back in the day we watched Dragon Ball Z two episodes a time on tape, etc. etc.

    The most remarkable thing about Ys is its to this day extremely unique structure. It is a game split entirely in half, the initial open world exploration and levelling, and then ascending the Tower of Darm, the game’s 25 floor final dungeon. As opposed to most RPGs both before and after, where progress in the dungeon is incremental, as you make decisions to stretch your resources to gain as much experience and gold as possible before returning to town and completing the cycle again, Ys locks you in the tower at max level, with no progress aside from equipment gains and losses along the way.

    It is an incredibly effective choice. Dragon Quest uses RPG systems as the foundations on which to build an adventure, but Ys uses RPG systems as texture; as tempo; the rhythm section over which Falcom Sound Team JDK will be adding shredding guitar solos. It works in tandem with the famous bump system, to create a game in which every level gained and gear piece found is a change you immediately feel, taking enemies from walls impeding progress to buckling at your sword. The open fields and the cramped dungeon walls. Pressure and release. Builds and drops. The RPG not as self expression or mechanical challenge but pure backing track. No menus standing between you and the next bar.

    This combines with a light narrative touch that tells a very simple story of getting the Things to stop General Bad Guy from bringing back The Darkness that had been sealed away Hundreds of Years Ago, with Ys choosing to focus less on this rote mechanical story and invest more in the sense of Esteria as an inhabited space. Every NPC is named, they worry about their family in other villages, they complain or make peace with their Islands supernatural stasis, they know each others names and react to the story in real and human ways. That girl that you rescued Adol, she’s waiting by the lake. Should I talk to her? Do you think she’d like me? When you find her sprite staring out at the ocean she tells you she doesn’t even need to get her memory back, she’s already so happy here. But it doesn’t ring true. She’s too important to the plot, and both of you know it.

    It’s little touchest like this that make Ys really sing. The mysterious fae girl who immediately falls in love with you and is some type of reincarnation of the Goddess who exists to power up the shonen chosen one is boring and cliche, so Ys leaves that unsaid and does a really good job focusing on the small moments. The Seer who knew she would die as a result but still chooses to help you has a Grandmother across the Island, and that Grandmother takes care of Feena as she recovers. That Grandmother also has a son who leads the Thieves Guild, who the Mayor wrongly blames for stealing the Town’s supernatural treasure that has protected them until now – but he’d never tell the town. He can’t cause a panic. Lines drawn that didn’t have to be drawn, NPCs relationships crossing over in believable ways, it all creates a real sense of community in Esteria, a world worth saving because you know and care for the people in it.

    Also the soundtrack is absolutely incredible. Like you already knew that but god damn.

  • Dragon Quest

    Dragon Quest

    Released: May 27, 1986
    Version played: Switch Port (2019)

    It’s still a masterpiece.

    That’s the thing you have to understand about Dragon Quest. Yes it’s simple, not even reaching the level of what might commonly be referred to as “game mechanics.” Every battle is a pure numbers game with the only strategy being that you should probably heal when your health gets low. Yes, it’s also grindy, even in its modern ports. To defeat the Dragonlord you will have to fight the monsters standing right next to the Dragonlord a whole bunch, while he patiently waits for you to get strong enough to kill him.

    None of that matters.

    Actually it’s even more than that, the simplicity isn’t a blemish to be tolerated by the burgeoning start of a new genre, it is in fact the central pillar of Dragon Quest’s genius. To reduce Wizardry and Ultima to their barest essentials until nothing remains, a series of keys and locks spread across a vast open world, Dragon Quest reinvents the RPG as a true adventure game. The rate at which new clues are introduced to the player, and solutions made clear is so precisely calibrated as to make the game almost impossible to put down. Oh let me just get that one shield. Actually now I’ve got that I can see what’s in this shrine. Wait, he needs a harp? I think they mentioned one was buried with Galen in Galenholm. Why on earth does the Princess tell me my distance from the Castle how could that possibly be useful – oh shit it’s decoding the path to the Mark of Erdrick! And before you know it it’s been five hours and the Dragonlord is dead.

    Not content with inventing the adventure game once, Yuji Horii decided to do it twice. If Portopia is a playable detective movie then Dragon Quest is a fantasy epic, as you gather legendary relics alongside proof of your noble bloodline and rid the world of evil once more. It is this second person nature which defines Dragon Quest, the genre starts not with a “silent protagonist” or even a “self insert,” but truly just “you,” the only party member, the hero, star of choose-your-own-adventure books and childhood fantasies.

    “You” is crucially not anyone, “you” is Male and Young. I wouldn’t call these defining characteristics so much as boundaries that Dragon Quest places on its imagined audience. The youth of the protagonist is more malleable and as such more interesting, Dragon Quest is famously an all ages franchise to the point where today we can be honest and say it is for old ass men. The game is made with a knowing and warm nostalgia, its goofiness twinned with a hint of melancholy that comes from looking back on the simplicity of childhood, a hint that others like Shigesato Itoi (Mother) and Kaz Ayabe (Boku No Natsuyasumi) would drag to the forefront of their works. But “your” gender in Dragon Quest is etched in stone; if Dragon Quest has a narrative it is that of a boy becoming a man through their own strength and ancestry. “You” are better, and certainly special, blessed by holy lineage, but you must also prove yourself worthy of such a status through hard fought masculine strength, courage and resilience. You leave home and brave the wilderness to become strong, and with that strength slay dragons, for which you are rewarded with the undying love of the princess.

    This isn’t a biting criticism, I don’t think Dragon Quest would be better if it deconstructed the foundational myths of its genre and their interfacing with gender as a method by which heroism and bravery itself is made masculine. It’s a fucking game where you press A and every monster dies. I bring this up to highlight the earnestness with which Dragon Quest reproduces its genre. This is not a game where the church is evil; this is not a game where you kill god. It is a straightforward restoration fantasy, its towns filled with comedic and charming characters but be they hapless, wise or terse they are all generally good people who help you if they can. Similarly, the lineup of incredible creature designs are merely beasts, either creatures of the wild or minions of the Dragonlord. They don’t have culture or personhood, they exist entirely as cute and contextless designs to fight. There are kings and nobility but no aristocracy, the signifiers of wealth but no class. All that is sanded off for pure fantasy, a world that is unreal but instantly familiar in its strict adherance to genre conventions.

    Over the decades we are about to see a lot of games that attempt to introduce some of these complications and critiques into the body of their work, but at the same time still embrace the core fantasy and almost rip themselves in two at the sheer dissonance of the attempt. Dragon Quest has no such insecurity. It loves fantasy stories, you love fantasy stories, let’s slay the Dragon and marry a princess.