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R P G A M E R . C O M   -   E D I T O R I A L S

Episode 2: Weapon of Choice / Dance Dance Pacifist Ver. 2.0
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TYLER MORRIS
STAFF EDITORIALIST



SPOILERS FOR: .hack//series, Chrono Trigger, Final Fantasy VII, Final Fantasy Tactics, Kingdom Hearts, Persona 2: Innocent Sin, Suikoden I - II - III and Wild Arms

     I'm sure a wise craftsman once said, "A sword is only as good as the arm that wields it." Then again, almost every single anime sensei says the exact thing, or similar variations. With that in mind, almost anything could be said about a weapon and its wielder. Taken into the perspective outside of gaming, which would you choose? A gun, a sword? I'm sure a wiseguy once said, "Never bring a knife to a gun fight." He'd be right, of course. Although, he would be singing a different tune if he ever came face to face with a demon that reflected bullets. I can't begin to recall how many times I found myself cursing whoever came up with the idea that zombies are immune to gunshots in the MegaTen world. Then again, who am I to question a game where you sit and drink tea with unholy abominations? Yet, I digress. In case you're still wondering what I'm prattling on about, today's fantastically splendid topic is: weapons. Welcome to Episode 2: Weapon of Choice or Dance Dance Pacifist Version 2.0.

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     Weapons are one of the primary requirements in any role-playing game. Now why is this? I most certainly understand the need to have something to thwack your enemies most unmerciful with, but why do we really need weapons? In some cases, they impact upon the plot, and further explain a piece of the tale. In those cases, it's rather apparent that the weapon in question is important, simply not an item you use to mindlessly slaughter innocent slimes. Yet, regardless of the significance a weapon may hold, there's absolutely no avoidance in using one. Now, this could be debated and argued until I grow old and die of boredom or leprosy. You definitely could defend yourself by stating, "I played through Final Fantasy Tactics with nothing but a group of monks!" Let's be honest with ourselves, though. A group of monks, if properly leveled and equipped, could breeze through that game. Despite this, the facts are simple: our spikey-haired hero gets something phallic (usually), hits giant rats and gains experience. Then you, the player, decide how many times you want to repeat this process before losing interest and playing Grand Theft Auto: Vice City, spending your time more adequately driving a bus full of prostitutes into the ocean. Oddly enough, while weapons are important, there have been times when they have been utterly useless. Before I mention a few choice games in which that is the case, allow me to take you on a mystic journey on the significance and pointlessness of certain weapons from carefully selected games. Think of it as a point/counterpoint, with one person arguing with himself as opposed to dual of wits. We begin with a couple of very familiar weapons:

  • Cloud/Zack's Buster Sword -
    • Point For: This fine blade, roughly the size of five Japanese businessmen standing on top of one another, was Cloud's starter weapon in Final Fantasy VII. Not only was this the sword he carried with him at all times throughout the game (despite whatever weapon appeared in battles or inventory), it was also the sword that stood up against Sephiroth in Cloud's clouded past (puns are fun!). This blade makes a similar appearance when Cloud emerges in Kingdom Hearts, only wrapped in gauze and duct tape. Yet, if taken from a physical standpoint, such a weapon would be impossible to carry, let alone wield in battle. The cumbersome size would overwhelm even the strongest of swordsmen. Many would argue that Cloud isn't "human" per se, thus the issue of its mass is no issue at all. Regardless of the horrid proportions the blade carries, it holds a very strong bond with Cloud and his memories. With the Buster Sword, Cloud omnislashed his way into our hearts and yaoi fanfiction.
    • Point Against: Or did he? It's known through flashbacks that Cloud used Zack's sword in defense of Tifa (and himself, mixed with the hatred for Sephiroth) at the Mako Reactor, but it did him little good. He was still run through with the Masamune. The turning point in this case is when Cloud used his inner strength to lift Sephiroth over the pitfall, using the very sword that was jammed into his deformed chest. Granted, this was merely a temporary defeat of Sephiroth, and the events that took place after that are more suited for a heated debate on GameFAQs. This particular scene demonstrates that Cloud didn't need the sword, and while he used the Masamune as leverage to toss Sephiroth over the edge, it was not being used as a weapon in the conventional sense. The Buster Sword itself holds little relevance to the plot, aside from a prop he stole from a supporting cast member.

  • The Legendary Masamune -
    • Point For: This amazing tool of death has appeared in several games and samurai history alike. Let me lay some learnin' down on ya'. Masamune was a master swordsmith who lived during the 13th century. He crafted many blades, all of which could very well be considered national treasures in Japan even today. Being the most popular and well-known maker of swords in history, it's of no surprise that his name and swords live on in games. Two characters come to mind when chosen as wielders of the great Masamune: Frog and Sephiroth. Frog, from Chrono Trigger, became the user of the Masamune after the twins Masa and Mune fused together forming the mighty blade. This incarnation closely resembles a Roman sword complete with a wide blade and short handle, as opposed to a traditional oriental blade. Whereas Sephiroth (of Final Fantasy VII fame) donned a more katana-style look, albeit a grossly over-exaggerated approach. Both primarily used the Masamune throughout their adventures, respectively. Unless you set Frog on the afterburners of time, that is. Yet, both swords served two different purposes. Frog's version of the Masamune was similar to the real world craftman's initial plan, a sword to save - not destroy. Yet seemingly, in Sephiroth's case, it was simply for destruction. The influence the Masamune had for these two characters differs. While Sephiroth randomly ditches the blade use (for a more angelic approach), Frog continues fighting with the Masamune at his side (unless you opted for another sword, of course). Thus, in one warrior's case, a sword becomes obviously pointless. As opposed to the other, where such a weapon is an extension of his feelings towards honor and justice.
    • Point Against: Describing this weapon's appearance in games as trite would be quite the understatement. Forever considered one of the "ultimate swords" (only to be dwarved by such blades as Ragnarok and Excalibur), it's rare to see a role-playing game in which someone doesn't use it. As with Chrono Trigger, they go so far as it give the sword a soul. Almost making it an active member of the party, thus tickling the idea of breaking the Character/Weapon Barrier. When I say "Character/Weapon Barrier," I'm referring to the difference between a mere weapon (ie, something either found or bought then used to hit evil) as opposed to a personality - speaking and going beyond the actions of a pretty sword. Such as the case with Masa and Mune, who you actually have to fight in order to gain their assistance. In Sephiroth's scenario, the sword nearly represents him. Knowing his history, and viewing his actions throughout the game, you could almost say the Masamune is an extension of himself. Since the sword itself is typically considered all-powerful, Sephiroth is then seen as all-powerful. While the two may have a rather small connection, the symbolism behind it can be seen. Curiously enough, you eventually find out it was his own sword that caused his initial "death," and upon later stages of the game he doesn't even bother to use the sword as I previously stated. Hence the importance of this blade seems to greatly vary depending on when the game developer feels like using "symbolism" to get an idea across. It appears to be an awfully lazy way of making a character look superpowered.

     Both Cloud and Sephiroth could probably cut their fair share of motor vehicles into halves, but sadly that would appear to be the extent of their weapons' grand power. And while Frog may have the wonder twins holding his sword together, they don't quite match up with a particular sword that comes to mind. I had mentioned the "Character/Weapon Barrier" in the discourse regarding the Masamune and that seems to fit quite nicely with the next contender:

  • The Infamous Zodiac Sword / the Star Dragon Sword
    • Point For: In the Suikoden world, one weapon stands out above all the rest - and he couldn't be happier. The Zodiac Sword claims to be the incarnation of the Night Rune, one of the 27 True Runes. This True Rune representing the power of the night, which allows various creatures of the night, such as zombies, skeletons, flaming undead unicorns and vampires to exist. Whether or not the Zodiac Sword actually is the Night Rune is still unknown. However, it would seem he used to be another entity altogether, and had some past relations with Sierra (holder of the Blue Moon Rune, and supposedly the first vampire). Whatever the case may be, the Night Rune within the Zodiac Sword gives it the power to do away with its creations. Repeatedly defeating Neclord (once in Doppleganger Mode, and again in person), the Zodiac Sword certainly made it's mark in the series. Even so, it was the wielder known as Viktor who "thumped" the enemies real good with the old Zodiac Sword. This powerhouse duo formed one of the most promising and reluctant partnerships a master weapon and its master user could ever accomplish. And while Viktor was nowhere to be seen in Suikoden III the Zodiac Sword was sure to make an appearance in the hands of Edge. As opposed to most weapons, the Zodiac Sword has been proven invaluable in the defeat of certain adversaries and therefore holds a great worth within the story.
    • Point Against: Okay, so the Zodiac Sword was awesome. He could talk. He could kick rotting, undead ass. He also broke the "Character/Weapon Barrier," with flying colors. The Zodiac Sword was just short of being a playable character. Yet, as what would appear to be the only True Rune capable of speech, it begs the question if all the other runes are capable of doing so. Assuming that the Zodiac Sword is in fact a True Rune, it makes him less of a weapon and more of an entity, thus making his impact as a weapon less impacting. The speculation that he was once something other than a sword forces an alternate image to bubble up in my head, and quite honestly a glowing blade of vampire death doesn't fit the bill. And it would also seem that if there're no vampires to kill, the Zodiac Sword has little to do. Taking that into mind, his appearance in the third game becomes nothing but a fading nostalgia in a Neclordless world. This is one of those "great weapons" that could've been just as effective if it were an NPC that appeared out of nowhere to do its job.

     The next two weapons aren't exactly deadly at all, at least not in the conventional sense. It's hard to imagine a titanic key being useful outside a Carrot Top act, but Disney somehow pulled it off. In addition to keys, the following also includes those wonderful wands of omnipotent magical powers:

  • The Keyblade
    • Point For: When Disney and Square mix, you get interesting results. The mysterious key weapons of Kingdom Hearts, they choose the one who wields them and they hold the power to seal the hearts of worlds. Riku was originally chosen to use the keyblade, but embraced darkness instead, so the keyblade chose Sora by default. The weapon would change its appearance depending on the particular keychain attached, each chain modifying the giant key's attacking and defensive powers. The storyline of Kingdom Hearts largely revolved around the vast significance of the keyblades in general. In an odd twist, it turns out that King Mickey himself had some sort of reverse keyblade, allowing him to seal worlds as well. With the addition of a dual keyblade master in the previews of the sequel, one can only wonder what sort of bearing these bizarre weapons will have now. Although, as they stand, it's rather clear Kingdom Hearts couldn't have much of a game without them.
    • Point Against: It's awfully clear that the concept of using keys in the plot had evolved into the concept of using keys in battle. From a developing standpoint, it's seemingly much easier to just tie-in two concepts and run with it. That's exactly what they did. Rather than having the keyblade sit on the sidelines until needed, they made it a required visual and a definite symbol. When you've a game that devotes half the plot to the weapon of choice, how do you go about deeming it worthless? You can't. Not exactly, that is. If the entire idea of locking worlds with keyblades were removed, what sort of weapon would be introduced into the game? It's shown that Riku carried a dark scimitar-style blade for a short period of time, and the team of Donald & Goofy held their own (to some extent) with a shield and wand. Question is, how would they convey the same storyline without the use of keyblades? The quickest theory that comes to mind is by having the keychains as accessories, rather than modifying the weapon, they give Sora the power to seal the worlds with whatever weapon he happens to have. While this doesn't resolve the issue of "needing weapons," it provides an alternative to their original design, thus allowing the use keys to be further explored.

  • Those Magic Stick Things

    • Point For: Rods, scepters, staves, wands, oddly shaped pieces of wood. Whatever you happen to call them; they are one of the most underrated weapons in any RPG. Typically the primary weapon of most magic-users, the wand is seen as weak and worthless to the casual gamer (AKA Mr. "They Need Bigger Guns in SOCOM"). Yet, the great wonder these little twigs hold are just as fantastic as any massive sword could wish to be. While they do not increase your physical attacks by much, they most certainly increase your magical abilities. Now, what stat is more important for a magic user? Physical strength or mystical strength? The answer's painfully obvious, even to Captain SOCOM, so the complaint against such a tool is rather pointless.
    • Point Against: The complaint is pointless unless, of course, the particular enemy you're facing is resistant to magic. I recall several cases in .hack that my team was powerless due to magic resistant foes. Another problem a magic-user faces is the possibility of running out of mana/MP/or-whatever-happens-to-power-their-abilities. When that happens, if they can't find a means of restoring those magical abilities, they're left to a rod that deals 5 points of damage. That's roughly the equivalent of waving a white flag.

    Let us take a step away from swords, blades, sticks and other generally archaic things. Moving on to far more modern devices, the Persona series of games gave us something more than just melee weapons or magic. If need be, we could just flat out bust a cap in some beast's rear end. Even so, no one did it with more style or pizzazz than the following character on display:

  • Eikichi and his Machinegun Guitar Case

    • Point For: Michina Eikichi, the lead singer of Gas Chamber in the game Persona 2: Innocent Sin, sports the hyper-cool machinegun guitar case like that of Desperado. This particular game had a number of interesting and different grooves brought to the role-playing genre. Not including the option to make peace not war with the swarms of Cthulhu Mythos, you could summon up your "persona" as well. In Eikichi's case, you could also simply rock out with a symphony of bullets. And while I'm not big on gun violence, creative gun violence is a-okay in my book of ultra-violence.
    • Point Against: Still, as I had stated, you could just as easily make peace with the hordes of rampaging demons. Granted, you wouldn't get far in the game, but that alternative is a given. In addition to that, most people find themselves using the actual persona far more often in the game as opposed to the using the assortment of weapons. The Machinegun Guitar Case, while an interesting venture into the fray of typical weapons, is utterly nonsensical and seems to just further stereotype Eikichi's "rockstar" character.

     Thus, on that note, we end our whimsical dance into the world of weapons and their faults. Now, waltz with me onto the final course of this metallic meal. I reiterate, why use weapons? What makes them so drastically important in an RPG? In Wild Arms, after he gets his arm blown off, Rudy spends a good amount of time on the bench. He remains this way until he's repaired, and Cecilia enters his mind and defeats his nightmares. All this still isn't enough, and it comes down to the power of love to revive Rudy. This is a fine example of where weapons are not used in the sense of progressing the plotline. Granted, you have to defeat the enemy, but storywise they could've simply allowed Rudy to be perfectly fine afterwards. Rather, they further illustrate the bonds between comrades and display the powers of friendship and unconditional love. Despite Rudy being a roboboy and Cecilia not being in love with him, the mysterious force of good came out on top. This example proves that fight doesn't always make right, even in role-playing games. Another facet of how brute force gets nothing done is when it comes to solving various puzzles. Again with Wild Arms, Jack's little friend Hanpan (and a number of other tools) made the notion of having to use something other than a sword to find a way through the caverns all that more interesting. Returning to the mention of Chrono Trigger, you may recall the death of Crono. Notwithstanding the solidity of Crono's awesome swordsman skills, once Lavos opened his digusting pie-hole, no sword or technique was going to block that. In that scene, it becomes glaringly apparent at how weak a mere human is in comparison to a vastly powerful alien force - physically speaking, at least. It took great courage for Crono to take the proverbial blow for the team.

     At this point, it can be seen that weapons don't make or break an RPG. They do hold a variety of importance, ranging from emotional attachment to simply being the idol of destruction. Despite this, they most certainly don't need to be in a game. While the probability of playing a role-playing game that doesn't involve killing and leveling up is sublimely low, the possibility of that one day being made is not. I'd personally like to see an RPG that involves you talking your way out of fights, or merely learning how to dodge, redirect, and counter with surrounding objects. Should weapons get taken out of the mix, it leaves a number of options open for what could be used in defense or offense.




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