Hospitals are emotionally complicated places, especially if you have to stay longer than a trip to the emergency room. It might be nosy, but when you're surrounded by other patients, bored in curtained-off rooms, it's natural to wonder about your neighbors--and worry about them, too. It's not always easy to tell who's on the mend or the decline, but you feel connected to them through the shared environment, often filling in the gaps of their story with your imagination to pass the time.
It's this feeling, this sense of a web of individual stories connected by pristine white hallways and the persistent smell of hand sanitizer, that Rakuen chooses as its stage. You take on the role of an ill boy confined to a hospital and kept company by his mother. Unlike nearly every other character introduced, their names and backgrounds are withheld. In their minds, their story isn't the most interesting one in the building. Not compared to the man down the hall who can't remember where he is, or the little girl with the sullen face and a big jar of marbles at her bedside.
The tales of every other patient, not to mention the hospital itself, are woven into a fabled, storybook world, the titular Rakuen. Forged in the minds of the mother and her son during bedtime stories, the bright, pastel-hued setting is populated with a variety of creatures. The most important one, a slumbering forest spirit who can grant the boy a wish, compels you to search for the missing verses of a rousing melody. The boy and his mother explore Rakuen in search of this song and solve problems for a cast of characters that are based on other patients in the hospital. There's no combat to speak of--just a map opened up, bit by bit, through straightforward puzzle-solving and story progression.
The real world and magical realm interact with each other in a way that makes it difficult to discern how much of it is really intended as metaphor, and Rakuen doesn't exactly strain to define that boundary. The question of whether or not this magic is real, whether or not the boy and his mother are stepping into another world, whether or not the problems resolved for the catlike creatures on the other side actually bear out in real life is left more or less unanswered.
Video games have a lot of good examples of dads taking the spotlight, but moms are still a little harder to come by in the medium. Even if that weren't the case, the mother in Rakuen would still undoubtedly stand out. She's so much more than an accessory to her son's story--and so much more than a passive companion to the player. Some of the game's most exceptional moments are her moments, and they take what might have been a trite, predictable set of story twists and render them impactful and important again. Without her presence, Rakuen wouldn't be half the story it is.
Rakuen--the place--is sweet and idyllic, full of clever details and locations that are cozy and comforting, and it matches the hopeful tone of the story well. But unavoidable shades of sadness and fear are present, too, and a stripe of a haunting, uneasy, not-quite-horror-but-damn-close aesthetic runs through the game to drive that aspect home. It strikes a good balance, offering well-timed reminders that no one can hide from reality between the pages of a book forever.
As appealing as meandering through a fantastical pastel landscape can be, an inordinate amount of backtracking and the lack of a sprint button combine to make it a bit tiresome.
The beauty of the artwork only makes the limited resolution options in the game all the more disappointing. Your can either play Rakuen fullscreen with the artwork stretched and looking rough, or you can opt for a very small window at the game's native resolution. Given that Rakuen was made in RPG Maker, this is an issue that isn't surprising given the outdated nature of the engine, but that doesn't make it any less unsatisfying.
As appealing as meandering through a fantastical pastel landscape can be, an inordinate amount of backtracking and the lack of a sprint button combine to make it a bit tiresome. Much of the world is gated behind the gradual acquisition of new tools and abilities, so the tedious movement will likely stifle your curiosity and dissuade you from poring over every part of the environment.
Unfortunately, there are also occasions when the rules for interacting with the world become lax without warning, creating undue confusion in the process. You might get stuck early on if you fail to realize that you can walk through a barrier made of caution tape. It doesn't break, and you don't need to duck or otherwise interact with it--you just walk through it somehow. Moments like this aren't uncommon, and while far from game-breaking, they blur conceptions of rules and logic that normally go hand in hand with puzzle solving.
For the first hour, nuisances like the one described above rise to the top, even so far as to overpower Rakuen's striking aesthetic. But shortly thereafter, when music becomes central to the story, your grievances begin to fade and you settle back into the world's charms. Rakuen's soundtrack (particularly the vocal tracks, many of which developer Laura Shigihara performs herself) will catch you off guard. Individual tracks act as stirring, truly endearing rewards for completing sections of the story. And when the game's theme music swells, and you finally to piece together the song you've been working towards all along, waking up the forest spirit feels like a genuine resolution.
There's no denying that Rakuen has some incredibly strong components. At the same time, it's hard to shake its more basic shortcomings, be it the technical limits of its engine or the plodding exploration. Its most brilliant and glowing scenes stand out and stick with you, but Rakuen remains just a dose or two short of healthy.
The Final Fantasy series has always been about reinvention, and the twelfth incarnation embodies this to such an extreme, that you might catch yourself wondering if this is a really a game from the long-running RPG franchise at all. Not only is it deserving of the name, but it's an RPG through and through, where monster hunting and exploration of spacious locales effectively feed into its stat-based progression within an ensemble cast of colorful personalities. Like its predecessors, Final Fantasy 12 puts its own spin on how chocobos, summons, and characters named Cid play into its epic journey. With its long awaited remaster ready for release, Final Fantasy 12: The Zodiac Age puts its best foot forward with a wealth of improvements and changes, delivering a fresh experience even if you've memorized the path from The Phon Coast to The Tomb of Raithwall.
For those who thoroughly enjoyed the PS2 version of Final Fantasy 12, The Zodiac Age is not only a remaster, but also a remix. Keen eyes will notice subtle tweaks to enemy locations and even changes to the selection of merchant goods. Some of these modifications are in service to the character-enhancing License Board, which itself has been overhauled from the original game in order to give each party member more distinctive jobs and abilities. Along with the inclusion of a Japanese voice track and improved loading times, the option to toggle between the original and reorchestrated versions of Hitoshi Sakimoto's exquisite soundtrack is a welcome feature. Lastly, the improved high definition visuals brings out a fetching painterly look to the characters' faces. As a PlayStation 4 exclusive, The Zodiac Age stands out as a feature-rich rerelease on a platform with a bountiful selection of lesser remasters.
Even if it were an untouched port, Final Fantasy 12 would stand out for its distinct handling of familiar elements. For instance, there's a thriving society centered around hunting, a gig economy where skilled fighters of many races vanquish the game world's most hostile creatures. Being recognized and awarded for taking down bounties effectively weaves a part of FF12's story with any player motivation to complete the bestiary. Equally notable is the emphasis on thievery, which is also narratively tied to the resourceful nature of Vaan, one of the playable characters. You won't go far if you relied solely on money from defeated monsters and treasure chests. Riches instead come from the sales of loot you acquire from the creatures you take down. Much like Final Fantasy 9's Zidane, Vaan's stealing skills helps players develop an appreciation for the series' long line of talented but sometimes overlooked thieves.
Further driving the distinctiveness of Final Fantasy 12 is its setting of Ivalice, an established universe with its origins outside of the core series. And like other games based in Ivalice, specifically Vagrant Story and Final Fantasy Tactics, 12's plot often feels like a middle chapter of a grander tale yet to be told. It's so rich in backstory that keeping track of names and places during the initial hours can feel overwhelming, though the further you play, the easier it is to get a handle of the intricacies of the lore. What you really need to know at the start is two small kingdoms, Dalmasca and Nabradia, are caught in the crossfire of two larger warring empires, Rozarria and Archadia. Of the countless individuals affected by this period of upheaval, six characters--all of whom come from vastly different backgrounds-- form your party, uniting for a common cause to de-escalate this continent-wide conflict.
Perpetuating this middle episode vibe are the playable characters themselves, who have been appropriately compared to the cast of Star Wars: A New Hope. As examples, Ashe is the captured princess and Basch is the former general in hiding. Balthier is the self-serving pirate with a price on his head and his partner, Fran, has been described as Sexy Chewbacca. Their intertwined backstories and resulting encounters allow for chemistry and conflict as the often engaging narrative unfolds.
Reinforcing Final Fantasy 12's timelessness, The Zodiac Age brings in an enhanced Gambit battle system, which itself felt ahead of its time upon its first release. By stringing together a prioritized series of if/then commands for each character, battles unfold with a semi-automated flow where you can vanquish beasts without pressing a button for minutes on end. The immensely user friendly interface fittingly looks and feels like a Fisher-Price styled introduction to programming, where each player-chosen behavior is simply assigned a specific target, whether it be an ally, themselves, or a single enemy.
One would think that the hands-free aspects of The Gambit System would deprive you of agency and engagement but it in fact creates the opposite result. Since you're still responsible for every character's actions, the thrill of seeing your handiwork unfold and emerging victorious never gets old. It allows for experimentation and risk-taking but The Gambit System truly shines when you stick to sensible and tried-and-true RPG battle tactics. Remember all those times you died in battle because you ignored a status ailment and thought you could get one last attack in instead? This system removes all manner of impulsiveness and for many, offers a glimpse of the RPG combatant one aspires to be, free of impetuous behaviors.
You don't get your hands on this system in earnest until three hours in, which is one hour too many. Yet this onboarding period is notably improved over the original game thanks to the option to double or even quadruple the speed of play. This is just one of the many new features that makes The Zodiac Age ever more engrossing. In a game that features respawning enemies, every hostile area becomes more inviting. You're motivated by growing your party's stats at an accelerated pace even after you've explored every corner and opened every treasure chest in a given region.
While its enhancements do not translate into a brand new game for existing fans, The Zodiac Age is nonetheless invigorating. For an experience that can last over a hundred hours, the subtle tweaks therein go a long way in showcasing Final Fantasy 12's grand trek in a new light. Its epic, lore-abundant story and its time-tested Gambit System should also appeal to those who missed out on the mainline series' trip to Ivalice the first time around. And thanks in part to the new audio and speed options, The Zodiac Age is an ideal definitive edition: one that improves the game over its original version across the board.
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