• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Post Mortem: Vagrant Story

Post Mortem: Vagrant Story

Cathe.jpg


Published by: Square Electronic Arts (US)
Developed by: Square
Genre: RPG
Number of Players: 1
Release Date:
US: May 16, 2000
Japan: Released
Europe: Unreleased
Australia: Unreleased
MSRP: $19.99
ESRB Content Descriptors: Animated Violence

Designers

Yasumi Matsuno (game producer, game director, battle designer)
Hironobu Sakaguchi (executive producer)
Jun Akiyama (event director)
Akihiko Yoshida (character designer, background art director}
Hiroshi Minagawa (art director)
Jiro Mifune (effect designer)
Eiichiro Nakatsu (character modeling)
Tsunataro Yoshida (motion designer)
Taku Murata (main programmer)
Hitoshi Sakimoto (music composer)

North American Box Art
VagrantUS.jpg


Japanese Box Art
VagrantJP.jpg


European Box Art
VagrantEU.jpg


Once Upon a Time...

Vagrant Story (ベイグラントストーリー) is a Japanese-developed console role-playing game developed and published by Square (now Square Enix) for the Sony PlayStation video game console in 2000. The game was released in Japan in February 2000, in the United States in May 2000, and in Canada and Europe later, as part of Square's promotional "Summer of Adventure" game package, and in PAL territories in June 2000. It was largely developed by the team responsible for Final Fantasy Tactics, with Yasumi Matsuno serving as producer and director.

LeaMonde.jpg


The game takes place in the fictional kingdom of Valendia and the ruined city of Leá Monde. The story centers on Ashley Riot, an elite agent known as a Riskbreaker, who must travel to Leá Monde to investigate the link between a cult leader and a senior Valendian Parliament member, Duke Bardorba. In the prologue, Ashley was blamed for murdering the duke, and the game discloses the events that happened one week before the murder.

Vagrant Story is unique as a console action/adventure role-playing game because it features no shops and no player interaction between other characters; instead, the game focuses on weapon creation and modification, as well as elements of puzzle-solving and strategy.

Characters

Ashley Riot

After graduating as valedictorian from VKP Academy, Ashley worked as an elite soldier. Following the tragic death of his wife and child at the hands of a ruffian, he transferred to the Dangerous Criminal Task Force, a.k.a. "Riskbreaker," the most danger-ridden post at VKP, where he remains today.

Riskbreakers conduct their investigations alone, infiltrating into and investigating foreign crime syndicates over long periods of time, which always puts the individual at high risk. Many lose their lives during their assignments; the survival rate stands at less than 30 percent. Ashley, always maintaining his calm in all situations, has succeeded in mission after mission. When Millenkamp cultists entered the Graylands and seized Bardorba's manor, a chain of events was set into motion ending with the assasination of Duke Bardora. Ashley's involvement in the intrigues at the manor makes him a prime suspect in the duke's assisanation.

A Riskbreaker with a tragic past, Ashley must now face an uncertain future. Only his efforts can reveal the truth and clear his name.

ashley.jpg


Duke Bardorba

One of the heroes who brought an end to the civil war in Valendia.
Once the most vocal member of the former House of Lords, he has withdrawn from center stage for health reasons. He continues to exercise formidable influence in the national assembly, though. Rumored to be the financial benefactor for the Mullenkamp cult, he is a fixer pulling the strings behind the scenes of history.

Sydney's legions attacked the Duke's manor--apparently to acquire something in the duke's possession. The night of the occupation, however, the duke was at his secondary residence, and thus escaped harm.

duke.jpg


John Hardin

A prominent member of the Mullenkamp Cult, Hardin organized the occupation of the duke's manor with Sydney. Although Sydney is recognized as the leader of the cult, these two men are more like comrades-in-arms than master and servant.
Hardin is the one who took Joshua to Lea Monde during the occupation.

His noble stature hints at his skill in the sword and his pleasant, open-minded personality.Like his comrade Sydney, who has the power to read the minds of others, Hardin possesses the power to see events unfold from afar.

hardin.jpg


Callo Meriose

Callo is a member of the VKP's Information Analysis Unit, a team specializing in the collection of information, espionage, and analysis, sifting through tangible and intangible evidence for information that can help in criminal investigations.
With a Ph.D. in both criminal psychology and religious psychology, Callo entered Info. Analysis as a specialist in the analysis of cults and religious terrorism; her proficiency in information analysis has drawn the attention of the veteran analysis officers in spite of her young age.

As an Information Analyst, she cooperated when Ashley sneaked into the Duke's manor and infiltrated Lea Monde.

callo.jpg


Sydney Losstarot

Leader of a cult that worships the ancient priestess Millenkamp, Sydney is a self-professed prophet who preaches about human weaknesses and the end of the world.
Sydney can precisely describe the past of those he meets, and it is rumored that he can maniputale others at his will. His charisma has attracted a zealous following prompting Parliament to declare the Millenkamp cult a threat to state security.

After masterminding the seizure of the Bardorba Manor in the Graylands, Sydney held the duke's family and servants hostage in exchange for the release of his followers, but it seems that his true intent lay elsewhere. Riskbreaker Ashley Riot encounters Sydney seemingly by chance during his mission, but their meeting was ordained by fate.

sydney.jpg


Joshua Bardorba

The duke sired Joshua at a late age and treasures his son so much that he calls him "my soul." Unfortunately, the boy becomes a hostage along with the servants in the occupation of the manor, and is taken to Lea Monde by the hand of Hardin.
Presumably, the relationship between Sydney and the duke came to an end with the manor's occupation. Perhaps the cult kidnapped Joshua to keep the duke from intervening in the crisis.

joshua2.jpg


Romeo Guildenstern

Leader of the "Crimson Blades" - Knights of the Cross, a military order under the direct control of the cardinal. Although every bit a knight of elegance and breeding, Romeo can be utterly cold-blooded, never hesitating in the name of justice for the kingdom. He led the Knights of the Cross during the incident at the Duke Bardorba's manor and led the effort to suppress the riots that ensued. Why the cardinal's Knights of the Cross became involved despite having recieved no orders to do so remains a mystery.

gil.jpg


Jan Rosencrantz

Another Riskbreaker dispatched by the VKP to support Ashley, Rosencrantz went directly from Duke Bardorba's manor to Lea Monde.
Having secretly researched Lea Monde, he would of course have more information on Sydney and Mullenkamp, as well as on Sydney's "powers," than Ashley.

Yet Riskbreakers always act alone, and it is inconceivable that they would change their strategies in the middle of a mission. Can his words be trusted? And what of his rumored ties with Duke Bardorba...?

rosen.jpg


Plot

Vagrant Story is set in the fictitious city of Leá Monde, while the kingdom of Valendia is engulfed in civil war. Leá Monde is an old town with a history spanning more than two millennia. Located on an island surrounded by reefs, the walls have been the "witness of many battles" and are "stronger than the mightiest forts of Valendia". In its golden years, Leá Monde was a thriving community until an earthquake struck the town 25 years before the game, destroying the city and leaving the ground unstable.

VSSS1.jpg


The Grand Cathedral and the Temple of Kiltia are at the center of the city. Beneath the ground is an abandoned mineshaft and limestone quarry, the darkened labyrinths of an "Undercity", and the dark Iron Maiden dungeon. The maze-like Snowfly Forest, named for the so-called snowflies that can be found within, grows around the city. Other locations include the Graylands, the setting for the prologue event; and Valnain, the city where the Valendia Knights of Peace's Headquarters is located. While Valendia and Leá Monde are fictitious, the game's scenery is inspired by real-life landscapes of the southwest of France, including the city of Saint-Émilion.

VSSS2.jpg


Vagrant Story begins in the Graylands, where Ashley and Callo are sent by the VKP to Duke Bardorba's manor to investigate the Duke's involvement with Müllenkamp and the Cardinal's interest in Sydney Losstarot. Ashley infiltrates the manor and encounters Sydney, witnessing his powers first hand.Sydney escapes with his accomplice Hardin and the Duke's son Joshua, leaving Ashley with a clue to his whereabouts. This event was dubbed the "Graylands Incident".

Ashley Riot faces a wyvern during the opening sequence.Ashley and Callo arrive in Leá Monde and a lone Ashley infiltrates the city through the underground wine cellars. Along the way, he learns of objects holding magical power known as Grimoires and the city's power to spawn the undead and mythological creatures. He encounters Guildenstern and his lover Samantha, and learns of the condition known as incomplete death and the Cardinal's true intention for his pursuit of Sydney: immortality.The Crimson Blades confront Ashley and reveals his presence to Guildenstern.

VSSS4.jpg


Escaping unharmed, Ashley encounters Rosencrantz who intends to join him, though Ashley declines.Rosencrantz tells him of the VKP and the Parliaments' knowledge of the dark powers of Leá Monde, and that the hidden powers deep within a person can be unleashed with the help of the Dark. In his encounters with Sydney, Ashley is shown visions of his past, where his wife Tia and his son Marco are killed by rogues, who later turned out to be Ashley himself. Meeting Rosencrantz again, Ashley learns that they were not his family, but mistaken targets during their mission. Ashley's guilt over their deaths was manipulated by the VKP to turn Ashley into a loyal Riskbreaker.Ashley recalls his hidden battle skills and experiences "clairvoyance", seeing the progress of the Crimson Blades, which leads him to the Great Cathedral.

Sydney had captured Callo earlier and brought her with them. Callo learned that Hardin was skeptical of Sydney's plans. She begins to develop the powers of "heart-seeing", a form of telepathy, as they continue their escape deeper into Leá Monde. With her powers, she learned of Sydney's intentions and Hardin's reason to join Müllenkamp and his closeness to Joshua.Sydney left them to stop the others from advancing; taunting Guildenstern and Samantha, and provoking Ashley to follow him as he intends to succeed his powers to Ashley.Ashley was not interested in inheriting the powers of Darkness; seeing that Callo had been captured, his only intention is to rescue her.

VSSS3.jpg


While discussing the Gran Grimoire, a powerful source of magic, Guildenstern and Samantha discover ancient Kildean letterings carved throughout the city walls. Rosencrantz reveals that the city is the Gran Grimoire and its power lies at the city center: the Grand Cathedral. As Guildenstern leaves for the Grand Cathedral, Rosencrantz searches for Ashley and Sydney. Finding them, Rosencrantz uses his immunity against Darkness and forces Sydney to surrender his powers. Rosencrantz also assaults Ashley to prove that he is not a suitable candidate for the powers of Darkness. Sydney refuses to listen and kills Rosencrantz by using a possessed statue, leaving Ashley to once again prove himself as his chosen successor.

Guildenstern continues on to the Great Cathedral in the center of the city, leading him to Callo, Hardin and Joshua. Interrogating Hardin about a certain "key" known as the Blood-Sin, Guildenstern reveals his intentions in acquiring the Dark's powers.Sydney arrives to teleport Hardin and the rest away, leaving him to Guildenstern. Guildenstern acquires the "key" from him and murders Samantha as his sacrifice for the powers of darkness. Ashley arrives later and listens as Sydney reveals his true intentions. Ashley then confronts Guildenstern and manages to defeat him.

VSSS5.jpg


Upon Guildenstern's defeat, Ashley, now bearing the "key", carries Sydney out of the collapsing city. The creatures spawned within the city begin to disappear. Callo, Hardin and Joshua escape the city, though Hardin dies. In the epilogue, Duke Bardorba's manor receives a visit from Ashley. In a report received by the VKP a week after the Graylands Incident, the duke was found murdered, and Ashley became the prime suspect, though he was never found again.

Gameplay

Vagrant Story is a solo dungeon crawl, in which the player controls Ashley Riot from a third-person perspective while exploring Leá Monde and the catacombs underneath. The player may also switch into first-person perspective to allow for a 360° view using the L and R buttons on the game controller. Characters and sprites are proportionate with each other, and the player navigates Ashley on a three-dimensional field map. Navigation is in real-time, and areas accessed by the player are stored in an in-game map menu.

Ashley can run, jump, and push crates and cubes to navigate around obstacles, adding puzzle and platforming elements to gameplay. During the game, the player must sometimes solve block puzzles to advance the story. When the player returns to a completed block puzzle room, a time-attack mode called "Evolve, or Die!!" begins. Players must reach the end of the room in the shortest time possible, after which they are ranked. This stage is optional and can be turned off from the menu.

BattleShot1.jpg


In the field map, players may engage the enemy as soon as they enter Battle Mode. In Battle Mode, when the player taps the attack button, a wire frame sphere appears around Ashley. Individual body parts within this sphere can be targeted. The battle system involves the player chaining different attacks known as Chain Abilities to achieve large combos and deal damage to the enemy. This is done by pressing buttons in timely succession, making combat resemble a rhythm game. In addition to Chain Abilities, Defensive Abilities allow Ashley to reduce or reflect damage or avoid status ailments. Ashley also gains Break Arts, which exchange his hit points (HP) for increased damage.

Reflexes must be keen to inflict higher damage to the enemy.Magic in Vagrant Story is learned later in the game using Grimoires, items dropped by enemies. Once a Grimoire is used, the magic spell associated with the Grimoire will remain in the menu, and players only need to spend magic points (MP) to cast a learned spell. Magic spells can be used to attack, heal, create status effects, and manipulate Ashley's elemental and enemy affinities. Certain magic spells allow the player to affect multiple targets by using a small sphere positioned within the Battle Mode wire frame. Unlike physical attacks however, magic attacks cannot be chained.

BattleShot4.jpg


Risk is an essential element in the battle system. A Risk bar is placed below the HP and MP bar, representing the Risk Points the player has accumulated. Risk Points affect Ashley's concentration; the longer Ashley attacks a target, the more his Risk Point accumulates — lowering his accuracy and defenses. Chain and Defensive Abilities increase Risk faster than regular attacks, while Break Arts do not increase Risk at all. Enemy attacks and spells deal more damage if the player has high Risk. The advantage, however, is the higher chances for the player to score critical hits and restore higher HP.

Vagrant Story's crafting system allows the player to create and customize weapons and armor in designated "workshop" areas, inputting various ranges, strengths, and statistics. Weapons fall into one of three main damage types: blunt, piercing, and edged. Equipment are influenced by their material and affinity to enemy classes and elements. Affinities influence the effectiveness of weapons and armor; however, equipment loses one form of affinity when it gains another type. Weapons and armor can be combined, merging their affinities and sometimes creating a new type of blade or armor in the process.

BattleShot2.jpg


Like several Square titles, the New Game Plus option is made available to the player upon first completing the game. In Vagrant Story, selecting "New Game+" enables the player to replay the story using their end-game weapons, items, and statistics instead of the defaults.This option allows players to access a hidden level, which features more intimidating enemies and more powerful equipment. The story does not change, and original enemy statistics will remain at default.

Music

Vagrantstoryost.jpg


Catalog Number: SSCX-10042 (reprint SQEX-10068/9)
Released On: March 8, 2000 (reprint March 24, 2006)
Composed By: Hitoshi Sakimoto
Arranged By: Hitoshi Sakimoto
Published By: DigiCube (reprint Square Enix)
Recorded At: Orange Studio
Number of CDs: 2

The sound effects of Vagrant Story are credited to Minoru Akao, the game's sound programmer; and Tomohiro Yajima, the sound editor and engineer. Vagrant Story Original Soundtrack is the video game music soundtrack from Vagrant Story. All the tracks of the soundtrack are composed by Hitoshi Sakimoto, whose video game work included the soundtracks to the game Final Fantasy XII, Odin Sphere and GrimGrimoire, with additional arrangement by Takeharu Ishimoto for Track 2–30 and Hirosato Noda for Track 2–31. A Japanese orchestra ensemble, Shinozuka Group, performed for the orchestral piece of Track 2–29. All synthesizing operations are led by Takeharu Ishimoto with assistance from Hidenori Iwasaki for Track 1–1 and Hirosato Noda for Track 2–18.

The album was first released on two Compact Discs by DigiCube on March 8, 2000 bearing the catalog number SSCX-10042, and was re-released by Square Enix on March 24, 2006 with the catalog number SQEX-10068/9. The CDs feature 57 tracks, two of which are bonus tracks that did not appear in the game. Packaged with it is a small booklet featuring interviews with the composer and character artworks.

Unfortunately all below samples are RealPlayer Only

Disc One

01 - Opening Movie
02 - Valendia Knights of the Peace ~ Duke Bardorba's Mansion
03 - Climax of the Graylands Incident
04 - Preface ~ Investigation Report Regarding the Graylands Incident
05 - Lea Monde is Closed
06 - Minotauros
07 - Reminiscence
08 - Catacombs
09 - Dullahan
10 - False Memory
11 - Sanctum
12 - Golem
13 - Snares Laid by the Rabbit
14 - Abandoned Mine
15 - Knights of the Cross
16 - Wyvern
17 - Town of Lea Monde
18 - Interview
19 - Snowfly Forest
20 - Lizard Man
21 - Riskbreakers Work Alone
22 - City Walls
23 - Brainwashing
24 - Rosencrantz
25 - Undercity
26 - Game Over

Total Time:
73'08''

Disc Two

01 - Factory
02 - Tieger & Neesha
03 - Karli
04 - Joshua 2
05 - Nightmare
06 - Lidless Eye
07 - Joshua
08 - Abandoned Mine ~ Second Layer
09 - Iron Crab
10 - Painted with the Blood of Violation
11 - Tattoo of an Unholy Cross Knight
12 - Retrospection
13 - Limestone Transportation Ditch
14 - Dark Element
15 - Last of Rosencrantz ~ Karli
16 - Ogre
17 - Kilitia Shrine
18 - Large Chapel
19 - Ifrit
20 - Fanfare
21 - Last Power
22 - Large Chapel Garret
23 - Utata Crude Party
24 - Truly
25 - Heteromorphic Person
26 - Escape
27 - Epilogue
28 -Lea Monde at Dawn ~ The Story of a Wandering Person
29 - Staff Roll

Bonus Tracks

30 - Opening Movie "Fight Mix"
31 - Dungeon Robot Mix
Total Time:
74'17''

Translation

Alexander O. Smith is responsible for the English localization of Vagrant Story, using anachronistic English as compared to its straightforward Japanese version. His effort on translating Vagrant Story was quoted by Vestahl as an "unparalleled—and unprecedented—work" of Japanese to English video game translation, "in spite of the occasional typo or grammatical hiccup", as quoted by IGN. Vagrant Story was awarded "Best PlayStation Game" in the E3 2000 IGN Awards and was nominated for Best Console Action/Adventure in the 4th Annual Interactive Achievements Awards held by the Academy of Interactive Arts & Sciences.

Reception
In May 2000, Vagrant Story became the fifth best-selling PlayStation title. 100,000 units were sold in the first 20 days of the game's release,[2] despite being overshadowed by other Square titles like Final Fantasy IX and Chrono Cross.[2] Vagrant Story was the third of six games to date, and the only game on the PlayStation, to receive a perfect score of 40 from Famitsu magazine.

Famitsu 40 of 40
IGN 9.6 of 10
GameSpot 9.6 of 10
EGM 9.0 of 10
OPM 4.5 of 5
Edge 7 of 10
AllRPG.com 8.7 of 10
PSXExtreme.com 9.6 of 10
 
Reviews were generally positive—multimedia news websites IGN and GameSpot praised the gameplay and story. IGN described the story as "so deep and intuitive that it'll likely please fans", and said the battle system maintains "a needed element of strategy and balance". The comic-book graphics were seen as a breakaway from the clichés of contemporary titles. Extensive detail was given to the background settings and character expressions. The game's sound effects have been praised as "well done and impressive, straying from Square's synthed noise", as details such as the background audio help create a believable world for the player.

IGN.com said:
Ever since Square in Japan first announced Vagrant Story, I've been eagerly anticipating it. Everything about the game, from the artwork to the storyline, just seemed golden. And when the game's first playable demo was released, it just fueled my desire to have this title even more.

The problem with wanting a game, or anything in life for that matter, so much is that it can lead to disappointment if it doesn't truly live up to your lofty expectations. Vagrant Story does not fall into this predicament, as it has met or surpassed all of my expectations.

Not only is the game's story one of the best you'll find in a videogame, but it also rivals many of today's films. The game's goodness doesn't stop there as Vagrant Story is also blessed with a tremendously deep battle system, beautiful in-game graphics, and an engrossing musical soundtrack. Simply put, Vagrant Story is a true work of art and is one of the most cinematic experiences you'll find on PlayStation. It's not only one of this year's best games -- it's one of the greatest of all-time.

The battle system was described by GameSpot as too complex for beginner players, as even hard-core players require a "comprehensive understanding" of the weapon customization system. IGN pointed out that enemy encounters can be more difficult than boss battles. Official U.S. PlayStation Magazine noted that the game's inventory was too limited for the vast number of customizations possible; this was considered particularly troublesome because some boss enemies are only vulnerable to certain types of weapons.

Connections in the Final Fantasy Universe

The 2006 console role-playing game Final Fantasy XII contains several references to Vagrant Story. Terms such as Riskbreaker, Leámonde and Kildea (albeit with different spellings in the localizations), are commonly used in both games. Yasumi Matsuno, the creator of Final Fantasy XII, was interviewed by Joypad, a French gaming magazine, in 2004 on Final Fantasy XII and the game world he conceived, Ivalice, when he joined Square in 1995. He describes Ivalice as a complex world with a very long history and the stories of Vagrant Story, Final Fantasy Tactics, and Final Fantasy XII are said to unfold quite close on the Ivalice map.

Ivalice Alliance

Ivalice-Alliance-logo.jpg


Ivalice (イヴァリース, Ivarīsu?) is a fictional location in the Final Fantasy XII, Final Fantasy Tactics and Vagrant Story universes. The world was conceived by Yasumi Matsuno when he joined Square Co., Ltd. (now Square Enix Co., Ltd.) in 1995, and has since been expanded upon by several games, with more yet due with the Ivalice Alliance series. Ivalice is described as a complex world with a very long history, and the stories of Vagrant Story, Final Fantasy Tactics, and Final Fantasy XII are said to unfold quite close on the Ivalice map.

FFTIvalice.jpg


Though described often as a world, this was only physically true of Ivalice in Final Fantasy Tactics Advance, in which Ivalice was created parallel to the 'real' world. The 'true' Ivalice, as witnessed in the remaining games, describes two distinct locations; a geographical region, and a smaller kingdom, both of which belong to a larger, unnamed world. Generally, however, the term Ivalice is also used to refer to the conceptual setting, rather as one might say "the world of medieval Europe."

Concept and Creation

Ivalice has been featured in several Final Fantasy games as of mid 2007, as well as in Vagrant Story to a lesser extent. This fictional world was created by Yasumi Matsuno with its own identity; a medieval-like world where magic and machine exist together; with usual elements of Final Fantasy; such as Chocobos, Crystals and magic spells, blended into its setting.

Final Fantasy Tactics features the kingdom of Ivalice, neighboring the kingdom of Romanda in the northwest, separated by Larner Channel sea, and the kingdom of Ordalia at the east. Only Humans populate the area, and even though magic is prominent, airships have ceased to exist following a mysterious catastrophe. The worldview is similar to medieval England, with the Glabados Church a prominent religious entity.

IvaliceXII.jpg


In Final Fantasy Tactics Advance, the protagonist lives in a town named St. Ivalice, an area mirroring the modern world located at a four-seasoned region. Following the characters' discovery of the book called the Gran Grimoire, St. Ivalice was transformed into the kingdom of Ivalice, mirroring a Final Fantasy game. The game is confirmed to be Final Fantasy XII due to existence of the races that inhabit the game; Bangaa, Moogle, Viera and Nu Mou.

In Final Fantasy XII, Ivalice covers three continents, Ordalia, Valendia and Kerwon. The demography consists of the known races: Humes, Bangaa, Viera, Seeq and Moogles, and other minority races. Civilization is advanced in this world where the use of magical stone called magicite is extensive in everyday life, airships are a prominent transportation and multi-story buildings cover the cityscape. Ivalice in Final Fantasy XII is designed based on a mixture of cultures. According to the game developers, these designs are inspired from a mixture of medieval Mediterranean countries,Turkish architecture, art-deco from India, the cityscape of New York and the Arabic culture found hidden in European countries. As such, many patterns are featured as geometrical and arabesque in shape. The cityscape is also conceived by Matsuno as being dirty and weather-worn, mirroring the conditions of a medieval landscape.The natural landscape also mirrors Earth's geographical features, including large expanse of deserts and snowy mountains.

Timeline

The timeline of Final Fantasy XII as compared to Final Fantasy Tactics.The timeline of Ivalice as presented in the games was left quite vague, and formerly other official sources had said little on the matter. A few venerable sources have made their own conclusion on the timeline of Ivalice. The official timeline, however, was eventually given in the Final Fantasy XII Ultimania Omega, and placed the events of Final Fantasy XII before those of Final Fantasy Tactics.

There is no direct mention of Ivalice in Vagrant Story. However, several references are made; the Kingdom of Valendia, the setting for Vagrant Story, shares its name with a continent of Ivalice appearing in Final Fantasy XII. The Kiltia religion, featured in Final Fantasy XII, was the religion of the ghost town Leá Monde, in which the story takes place. Additionally, a quotation from Alazlam J. Durai, a famous historian of Ivalice who lived 400 years after the Lion War (and narrator of the Zodiac Brave Story told in Final Fantasy Tactics), is used at the beginning of the game, and the descriptions of several items make direct reference to the same story. This would seem to place Vagrant Story latest in the timeline, given its direct references to the events of Final Fantasy Tactics.

Ivalice-time.jpg


Some confusion still persists, particularly due to the facts surrounding Saint Ajora, who was executed 1200 years prior to the events of Final Fantasy Tactics, yet in the Clan Primer of Final Fantasy XII is said to have separated from the Light of Kiltia religion shortly after its foundation, already two thousand years old. While no gender is specified in the North American release of Final Fantasy XII, in both the Japanese Clan Primer and the Ultimania timeline, Ajora is referred to as 聖女アジョラ, Holy Woman Ajora, while Ajora of Final Fantasy Tactics is male.

The appearance of some special characters in Final Fantasy Tactics may have further added to the confusion of the era the game takes place in. However, these characters were added into the game to give a sense of surprise and enjoyment to the player but so as to not disturb other future or past events in the history of Ivalice. Cloud Strife, Balthier, and Luso make cameo appearances that have a small or otherwise insignificant impact in Final Fantasy Tactics, and these characters originate from, respectively, Final Fantasy VII, Final Fantasy XII, and Final Fantasy Tactics A2: Grimoire of the Rift. They either have originated from the past or the future of Ivalice's history, depending on the select character

Mythology

Within Final Fantasy Tactics, legends revolve around the Zodiac Brave Story, which deals with twelve knights who used the power of Zodiac Stones - magical stones engraved with symbols of the twelve Zodiac constellations - to fight against a demon summoned by an ambitious king to control Ivalice. This myth was twisted by the Glabados Church, as explained in the game's backstory, by including St. Ajora as the leader of the Zodiac Braves.

The Lucavi, demons linked to the twelve Zodiac Stones, seek to gain control of Ivalice by resurrecting their defeated leader, the Bloody Angel Altima. Any person who holds a Zodiac Stone may make a contract with the Lucavi associated with it, and in doing so, become one with that demon. During the events of the game, the Lucavi manipulate the Glabados Church into controlling the War of the Lions to ensure enough bloodshed for Altima's resurrection. A thirteenth Lucavi, associated with the sun constellation Ophiuchus, can also be found in a side-quest. Some of the Lucavi reappear as Totema in Final Fantasy Tactics Advance, while a sub-boss, Gukko, becomes a "Rukavi" before his final encounter with the party, with an appearance similar to that of a vampire-type enemy.

Vagrant Story' centers around the Dark, a formless, invisible entity. In places where the Dark runs strongest, those who died will have their corpses controlled by the dark, becoming the undead.. The Dark exists within a person as negative energy that unleashes the individual's latent power. Throughout the story, many individuals crave the powers of the Dark, which centers around the abandoned city of Leá Monde. Another mythological aspect of Vagrant Story is the Kiltia, an ancient cult which builts itself upon the Dark and ancient sorcery, and of which the Müllenkamp sect is stemmed from. It can be seen that most rituals and summoning performed in the game involved ancient Kildean magic.

Mateus-ffxii.jpg


In Final Fantasy XII, the Lucavi from Final Fantasy Tactics reappear, this time as Espers. The thirteen Espers are magical beings once created by the gods of Ivalice; "scions of darkness" that were given great strength and intelligence. Led by Ultima, they eventually rebelled for various reasons and engaged themselves in a war dubbed the Thousand Year War against the gods; but they were eventually defeated. Consequently, the gods bound their existence with the Glyph of the Beast, trapping them within the Mist. Any who controls the Glyph in turn controls the Esper, allowing them to operate as summoned creatures.

Final Fantasy XII also introduces the Occuria, immortal beings who have no visible faces, only a pair of glowing yellow eyes seen under their floating shell-like armor, surrounded by an aquamarine aura. The Occuria can become selectively invisible, and are also capable of possession, shape-shifting and image projection. Referred to by some as gods, but unknown to the main religions in Ivalice, the Occuria race played a central role in the history of Ivalice, controlling all major events, such as the rise of the Dynast-King Raithwall. Though peace fostered in Ivalice in the four-hundred year rule after Raithwall, the Occurian Venat, apparently disgusted with the Occuria, rebelled and manipulated the Empire of Archadia to overthrow the Occuria and make mankind the masters of their own fate. The events of the game eventually provoke the end the "Age of Stones"; the Occuria's control over Ivalice.

Religion

Prior to the events of Final Fantasy Tactics, the Fara church dominated the kingdom of Ivalice. The life of Ajora saw Fara replaced with the new Glabados church which, by the time of the game, is the one major religion of the kingdom. Glabados is monotheistic and intensely political, underscoring much of Ivalice history. Followers of Glabados use the word Farlem ("Faram" in the original Japanese version of the game) to affirm their prayers.During the events of the game, the church is revealed to have put a large spin on history, particularly the events surrounding the life of Ajora.

In Vagrant Story, the Iocus priesthood of the kingdom of Valendia is shown to use the Kildean rood as a symbol, although they follow the teachings of a saint named Iocus instead of the original Kildean teachings of the Kiltia religion of Leá Monde.Müllenkamp, founder of the city of Leá Monde featured in the story, used to be a priestess of Kiltia,[46] and bore the rood on her back. The followers of St. Iocus are outwardly intolerant of magic, seeing it as an abomination, and yet its higher members continue to use it behind the scenes.This hypocrisy is revealed over the course of the story, though it goes unresolved.

Lemures.jpg


In Final Fantasy XII, the Light of Kiltia, a polytheistic religion, is the dominant church in Ivalice, having influence in the political affairs of the region around the Galtean Peninsula. Despite this, the church maintains an apolitical stance, with its most high-ranking officials banned from participating in political affairs altogether. At its head is the Gran Kiltias, being the Helgas Anastasis at the time of Final Fantasy XII, until his death during the events of the story. Like Glabados followers in Final Fantasy Tactics, Kiltias swear on the name of Faram, the Father of All, in the manner of the Christian amen. The Final Fantasy XII Ultimania Ω guide considers the Glabados Church a possible branch of Kiltia.

Uncomplete Vision

Matsuno had an enourmus vision for Vagrant Story. He had enough ideas and stories for a game three times the size of the released games and even more beyond that. Unfortunately the programming and code alloted for the game could not, in anyway, support that amount of bandwidth and as such, Matsuno was forced to slash his story to fit the provided guidelines. The finished game had only half of the original scenarios planned and revealed entire plots ties removed from the game. Evidence of this can be seen in underdeveloped characters like Tiger and Neesa, who were supposed to have a much larger role in the games overall plot.

And then there was...quiet

Vagrant20Story20Wallpaper20001.jpg
 

beelzebozo

Jealous Bastard
yeah. parts of this game look so fantastic, but for the most part its ambitions far exceeded the hardware.

i really love the ivalice connection between those four games. the idea of reusing places as far as the general feel and architecture from game to game is a much better idea to me than reusing characters for "sequels." it's just enough to give a feeling of familiarity, but lets you start from fresh ground and make something wholly unique
 
Great game that took me by surprise. Looks so damn good running on a PS2 with texture smoothing (considering the hardware, of course).

It's not even close to a perfect 10, but a sequel would be great.
 

Pellham

Banned
Amir0x said:
*covers eyes*

My God this game needs a graphical remake.

That pretty much describes every 3D PS1 RPG
(that is deserving of a remake to begin with, that is)


on topic: Vagrant Story was easily the best RPG released on the PS1.
 

Amir0x

Banned
Pellham said:
That pretty much describes every 3D PS1 RPG
(that is deserving of a remake to begin with, that is)

well i mean every last game from the PSX/N64 generation needs a 3D remake, I'm just always constantly shocked at how bad the games from that era hold up when I see it again. Vagrant Story was one of the best looking 3D games from that generation, and I always knew it was ugly, but daaaamn...
 

Dascu

Member
Nice thread.

Vagrant Story's a superb game. I hope for a sequel within the Ivalice Alliance games, but then again, if it's without Matsuno, it probably won't be anywhere near as good as the original.
 

Mutagenic

Permanent Junior Member
Amir0x said:
well i mean every last game from the PSX/N64 generation needs a 3D remake, I'm just always constantly shocked at how bad the games from that era hold up when I see it again. Vagrant Story was one of the best looking 3D games from that generation, and I always knew it was ugly, but daaaamn...
It looks quite nice on the PSP, imho.
 

Elbrain

Suckin' dicks since '66
Nice freaking thread man I hold this game In my top 3 favorite games I will read it completly a latter time since there is too much info but most I already know. :D Again freaking nice!
 
Gattsu25 said:
I love you, XHitoshuraX

<3


<3

This was one I always wanted to do but felt it would take too much time. Interestingly enough, it didn't take nearly as long as I first guessed. Hell, my Parasite Eve PM was longer, but this was definately done with a much broader approach.

Well, I had assumed as much anyway lol
 

Ananaz

Member
Incredible thread XHitoshuraX, kudos! Though, you might want correct the statement about the release dates; VS certainly was released in europe shortly after the US. //Oh, I just realized there was a european boxart already posted there, so never mind. :D

Anyway, Vagrant Story is by far my absolute favorite game of all time, just started playing it again on PSP and I still love it every bit as much as I did back when I first played it about three or four years ago. Graphics don't bother me at all, in fact I think they still hold up pretty well, thanks to the timeless art direction and outstanding texture work. The only valid reason to justify a remake or rerelease would be to increase availability of the game and to add whatever content that was cut out. Oh, and I hope there never will be a direct sequel to VS. A spiritual successor with similar setting/gameplay, on the other hand...

And to contribute to this great thread, here's some random information/interviews from various sources, including the now-defunct official PlayOnline site. Interesting stuff to any VS fan.

Vagrant Story Ultimania: Storyline (.txt)
Vagrant Story Ultimania: Characters (.txt)
(Ultimania stuff translated by this guy, all credits to him!)

PlayOnline: Director's Column
PlayOnline: Vagrant Story Commemorative Column
PlayOnline: Vagrant Story Developer Introductions (.txt)
Vagrant Story Comic: Matsuno Interview (.txt)
 
this game is fucking awsome. I use to spend a shitload of time just kicking back and creating weapons from all the stuff i found. :D

I hated the snowfly forest though, fuck that place!

the ending was pretty awsome too.
 
I have had this game on my shelf since the moment it came out and I still haven't played it for more than an hour. It's definitely in my pile of shame.
 

Kodiak

Not an asshole.
this is one of my all time favorite games. I wish they would make a proper sequel. Right after they finish Chrono Break.


XHitoshuraX said:
despite being overshadowed by other Square titles like Final Fantasy IX and Chrono Cross.


sigh.... best. year. ever.
 

Jirotrom

Member
Amir0x said:
Amir0x you hate all 3d from that era, we know. And 20 years from now you'll hate everything from this gen...only thing that holds up graphically are 2-d and cell-shading as seen in Wind Waker and Okami.
 

Elbrain

Suckin' dicks since '66
Kodiak said:
this is one of my all time favorite games. I wish they would make a proper sequel. Right after they finish Chrono Break.

Well going to by that we will see a sequel in Never or even more Never, remember Square Enix is too busy Milking FF and Kingdom Hearts to even think of making a proper sequel to What I personally think are they're Two best franchises Chrono series and Vagrant Story.
 

Freshmaker

I am Korean.
Elbrain said:
Well going to by that we will see a sequel in Never or even more Never, remember Square Enix is too busy Milking FF and Kingdom Hearts to even think of making a proper sequel to What I personally think are they're Two best franchises Chrono series and Vagrant Story.
Why say never, when you can say cell phone only? :lol
 

Elbrain

Suckin' dicks since '66
Freshmaker said:
Why say never, when you can say cell phone only? :lol

*Shudders in fear of that* Don't even think about that because it may come true and if it does I will jump of a cliff a 2ft tall cliff!
 

Kenka

Member
Fantastic opening post.


Vagrant Story is also one of my favourite games of all time. Damn, this PSX really gave us some incredible gems. The OST especially is gorgeous, the music of the deep secret dungeon is absolutely mind-reversing.

A phenomenon. A masterpiece.
 
I've yet to really begin my copy that I bought mint in a comic store months ago =/


...I'm am currently playing through FFXII and getting ready to start FFT though
 
AgentOtaku said:
I've yet to really begin my copy that I bought mint in a comic store months ago =/


...I'm am currently playing through FFXII and getting ready to start FFT though

/slap.gif


Though those are both fantastic games to be sure...Vagrant Story is just as different from FFXII as it is from FFT though....

I'd love to see a PSN release or indeed, as many have suggested, a sequel. The only situation I see with a proper sequel is that this game never reached as broad an audience as it might have. I would hate to see a dumbed down "Vagrant Story" spin off...
 

firex

Member
I've tried twice to beat this game, but it's really hard to get into without a good FAQ so you know what weapon types work on each type... and it's annoying to grind up weapons on enemy types early on, but you kind of need it. I can't really fault them for trying to make weapons/armor specialized and useful against different stuff (the pierce/slash/crush categories are pretty much taken from D&D, which has worked fine forever) but it really could have been easier to get into. Both times I've quit on this game because of the need to grind a weapon's affinity up just to be able to eventually get through battles a lot faster.

It's not like we'll ever see a remake of this game, since it was a huge commercial failure (thanks, same retarded fanbase that just wants FF7 to be remade) so I can't expect a more polished version to come out. So I'll probably just tough it out sometime after I finish Persona 3 and Persona 1.
 
firex said:
I've tried twice to beat this game, but it's really hard to get into without a good FAQ so you know what weapon types work on each type... and it's annoying to grind up weapons on enemy types early on, but you kind of need it. I can't really fault them for trying to make weapons/armor specialized and useful against different stuff (the pierce/slash/crush categories are pretty much taken from D&D, which has worked fine forever) but it really could have been easier to get into. Both times I've quit on this game because of the need to grind a weapon's affinity up just to be able to eventually get through battles a lot faster.

It's not like we'll ever see a remake of this game, since it was a huge commercial failure (thanks, same retarded fanbase that just wants FF7 to be remade) so I can't expect a more polished version to come out. So I'll probably just tough it out sometime after I finish Persona 3 and Persona 1.

Be prepared, the localization in P1 is painful >.<
 

Johnas

Member
Great job on the thread.

Vagrant Story is one of the most unique, and best, games I've played. It has an incredibly absorbing atmosphere that isn't often duplicated, and how could anyone not like the localization.

For a while, I really wanted to see it remade on PS2, since it came out relatively late in the PS1's life. Like Ico though, a move to PS2 wouldn't have guaranteed commercial success.
 
ezekial45 said:
Do you have a blog or some website XHitoshuraX? I'd like to see much more of these pieces.

Well I've about 4 or 5 of these but no I don't have a blog...I don't really know how to set one up and don't think I'd reach the amount of people I do here...

Though maybe I should keep one up for my past posts...hmmm
 

Y2Kev

TLG Fan Caretaker Est. 2009
I love talking about this with people, and then I inevitably get sad when they sit there saying, "BUT I WAS DOING 1 DAMAGE TO THE BOSS."

:(

So beautiful.
 

bluemax

Banned
Needs less box pushing and crate stacking.

I played it a couple times before I "got" it and even then it was still tedious.
 
Y2Kev said:
I love talking about this with people, and then I inevitably get sad when they sit there saying, "BUT I WAS DOING 1 DAMAGE TO THE BOSS."

:(

So beautiful.

Yes, exactly!

Anyone have any advice on good start up blogs?
 

Pachael

Member
bluemax said:
Needs less box pushing and crate stacking.

I played it a couple times before I "got" it and even then it was still tedious.

As much as I <3 Vagrant Story, I thought there were too many box pushin', crate stackin' action. :/
 

Linkup

Member
My PS2 dead while I was playing this. I think I was just past the halfway point. Maybe I'll finish it someday, but that isn't looking likely anymore.
 

Red Scarlet

Member
XHitoshuraX said:
lol perfect

The box buisness was a bit much at times, but it really didn't distract me from the overall experience.

I think you are thinking it means the opposite of what it actually means.
 

Red Scarlet

Member
With all those "individual game defense force" avs, I thought it would be funny to have an offense force one and someone made it. Anyway, I'll let y'all enjoy your thread now.
 
Red Scarlet said:
With all those "individual game defense force" avs, I thought it would be funny to have an offense force one and someone made it. Anyway, I'll let y'all enjoy your thread now.

No lol the two comments were seperate, sorry
 
Top Bottom