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Why are all the critics the same?

by Darien 

Again and again, the angry cries of frustrated RPGamers are heard from editorials distant past to present. Games are the same. The genre won't evolve. Nothing ever changes. And goshdarnit, we're all sick of it. They talk about, but ignore the substance of, the argument that goes something like this: "Every time a company releases something new, we gamers jump all over it for being worse than what came before it." In addition, these people seem to use Squaresoft as an example time after time, especially the Final Fantasy games, but don't seem to extend far beyond them, claiming instead that they know them, and we know them, so there's no point in bringing them up.

I have news for you all. There is a world beyond Squaresoft. There are games that are different, and they aren't necessarily made by Squaresoft. Since I have a nagging doubt in my mind that I would convince you by referring to obscure games (such as Soulblazer or Terrangima) or by referring to games you may not concede are RPGs (Zelda games, or Tactics Ogre), I will simply use the Squaresoft library to my advantage. My first point of reference will be that great revolutionary RPG known as Parasite Eve. Somehow everyone seems to neglect this truly cinematic RPG with a unique battle system and many new elements to it (as well as some old ones) in favour of Final Fantasy 7 that overshadowed PE in sales and impact.

Parasite Eve included those wonderful elements we all loved, such as New Game+ from Chrono Trigger, and a super-long extra dungeon, like the Ancient Cave from Lufia II. Some of the best game-extending features from previous SNES games were included in Parasite Eve, along a host of newer inventions. Active Time battle included movement and random encounters. A mix between Zelda, Chrono Trigger, and an action game. The weapon creation system was unique and complex, something that there has been many complaints about -- lack of armor and weapons that is. Not only did PE include them, it also allowed you to customize them in a truly dynamic way.

The battle system itself, although similar to Final Fantasy in some respects was much more similar to a real-time combat game. You picked weapons or spells and avoided attacks instead of just waiting for dice to be rolled and praying. You actually took an active part in combat, where range played into things, and you had to do things such as reload. Yes, combat was certainly unique in Parasite Eve, yet it seems that people neglect that fact in favour of bringing up Final Fantasy 7.

Now what about Vagrant Story? I see it as the true Parasite Eve 2. It had one of the best plots to date, and was absolutely different from previous games in the way that story played out. The ending was not clear from the beginning, and who the enemy would turn out to be was not apparent throughout the game as has been in the other model presented by Peter Larsen. It included the best elements of Parasite Eve's combat system, and at the same time managed to incorporate puzzle elements and make the game feel more fluid as no FMVs were used.

Vagrant Story truly breached the gap between RPG and an Action game in my mind. Many may not classify it as an RPG for that reason. Both Parasite Eve and Vagrant Story get neglected because they don't fit the traditional category of either. The problem with saying that RPGs don't change and at the same time categorizing games the way that tends to be done is that it doesn't leave any room for improvement. If RPGs must be turn-based and menu-based, then you don't really have much flexibility in game system. If you broaden your view of what an RPG is, you'll see that there are games that are created to try to change that mold. Vagrant Story is in every way an RPG in my mind, so why not yours?

The point is that RPGs come in many shapes and sizes. If you restrict what you see as an RPG, you'll be incapable of seeing good improvements when they come along. Parasite Eve and Vagrant Story exemplify that, but yet aren't seen by a majority of RPGamers as revolutionary and/or 'different' games. Xenogears is heralded for its different approach, yet at the same time is just another menu-driven traditional RPG. The only thing 'unique' about it was its length and its epic story. As soon as you broaden what you count as an RPG, you'll be pleasantly surprised by the new developments that have been made. Don't let a narrow mind reduce your enjoyment of a changing genre, or you'll be left playing Final Fantasy 4 forever as the last true 'unique' RPG.

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