Showing posts with label final fantasy. Show all posts
Showing posts with label final fantasy. Show all posts

Thursday, October 2, 2014

Final Fantasy X Original Soundtrack (2001) Review

Lucas Versantvoort / October 2, 2014



Ah yes, the Final Fantasy X Original Soundtrack, where I  used to attribute all the music to Nobuo Uematsu. I was in my teens when I first played the game, didn’t have access to the internet and having just discovered Uematsu (and simultaneously my passion for video game music) I automatically convinced myself that the entire soundtrack was composed by him, despite noticing other names in the music section of the credits. It was like I wanted to remain in my little bubble where I worshipped Uematsu… After experiencing and loving Masashi Hamauzu’s music for Final Fantasy XIII many years later, I did some research on him and found out that it was actually Hamauzu who had composed many of my favorite tracks in Final Fantasy X. In fact, it wouldn’t be a stretch to name him the star of the soundtrack. But anyway, let’s look at what the trio of Uematsu, Hamauzu and Junya Nakano have achieved.
Like I said, I feel Hamauzu is the one who brings the most to the table. He succeeds the best in turning the world of Spira into music (which I think is the best aspect of this entire soundtrack), while also utilizing Uematsu’s themes in a thematically coherent way. Besaid captures the relaxing atmosphere of the island, while also incorporating certain electronic sounds to comment on its complex history. Spiran Scenery represents the village of Besaid and maintains the organic, acoustic vibe heard throughout many tracks representing Spira. At the same time the track reprises Suteki da ne to signify Yuna’s connection to her home on Besaid, which makes sense since Yuna’s Theme also incorporates a part of the same melody. With Travel Agency Hamauzu uses a jazzy piano accompanied by different kinds of percussion (and clapping!) to create the feel of utter relaxation which is exactly what the inns represent. Macalania Forest mostly alternates between two notes to give a slow-paced, hypnotic feel to the mystical forest. Again Hamauzu creates unity by incorporating fragments from Song of Prayer. People of the Far North is also a great track, not because it uses Uematsu’s themes, but because of how the mood it creates fits the place it represents. The tribal feel of the track (fitting for the hardened Ronso) emanates from the percussion, while the violin gives Mt. Gagazet a sacred aura. One of the best area themes is Someday the Dream Will End. Hamauzu again arranges Suteki da ne to create a track encompassing many things: a cautious optimism matching Yuna’s determination to complete her pilgrimage, a feeling of sadness as the journey is coming to an end. The track has a ghostly feel (the ‘blowing’ sounds) which matches the ruined city of Zanarkand, filled with death, hinting at a civilization long gone.
            Hamauzu is also responsible for the many different arrangements of Song of Prayer. These endless renditions are for many a key low point of the soundtrack, because most of them aren’t too different from each other. Many simply employ a different singer. In the game this is tolerable, because of the long time span between each version. On the soundtrack however, they are in much closer proximity to each other which doesn’t exactly make the listening experience any more pleasant. Quite the opposite. It disrupts the overall listening experience by occasionally plunging you into a religious atmosphere while offering nothing new.
But amidst these ‘different’ versions, there are four which are very much worthwhile: Song of Prayer which is the standard version sung by choir; The Sending in which Hamauzu utilizes a male and female choir, piano runs and all kinds of percussion and instruments to create a tribal feel, fitting for the sending seen in the game; Song of Prayer – Yunalesca in which Hamauzu surprisingly uses a male choir for a female character. The overall sound is darker than the other versions. When the end becomes dissonant, the track really symbolizes the rotten core of Spira’s religion. This is my favorite version. Finally, there’s Song of Prayer – Spira which represents the people of Spira chanting the hymn. What’s nice about this one, is that it closely resembles the standard version, but the harmonies are different and it sounds more alive and vibrant as a result which is of course the point.
Junya Nakano is one of those composers who’s easy to pigeonhole. The key words when listening to his tracks are ‘rhythm’ and ‘percussion’. Many of his tracks are unfit for casual appreciation and require a more intellectual form of appreciation where attention is paid to the track’s elements and timbre. Regardless of listenability, I do feel a lot of his tracks, like Illusion, emphasize how desolation and death permeate Spira, this world caught in Sin’s grip. His style is obviously unsuited for typical Final Fantasy tracks, but it works quite well here, because of how his organic style enriches the world of Spira. Also of note is how Nakano, like Hamauzu, plays around with Uematsu’s themes. He takes the Zanarkand theme and molds it into a kind of Overworld theme in Sprouting and incorporates the Song of Prayer motif into Reception for Grand Maester Mika and Summoned Beast Battle.
Nobuo Uematsu was definitely not at his peak while composing music for Final Fantasy X, hence the reason he brought in Hamauzu and Nakano. Although he creates some good themes – Calm Before the Storm, Path of Repentance, Seymour Battle – the overall quality is not as high as his previous efforts. There are too many uninteresting, throw-away tracks like Ridess the Shoopuf? and They May Pass. Seymour’s Theme is also uninteresting  and a missed opportunity. It appears about three times with too little variation. The lack of variation only emphasizes its meager construct, consisting only of the theme, a rising choir and arpeggios. Too often can the listener familiar with his previous work in the series see how he reverts to old familiar patterns. At the 1:00 mark, Mi’hen Highroad starts to resemble, strangely enough, The Nightmare is Beginning (a.k.a. Vincent’s Theme) from Final Fantasy VII.
In short, it’s Nakano and especially Hamauzu who bring the world of Spira convincingly to life and succeed in utilizing Uematsu’s main themes to create a stronger narrative structure. It’s not the best Final Fantasy score, but also not the worst. The sequel would take care of that…

Final Fantasy VIII (1999) Review



Lucas Versantvoort / 7 September 2014

When Final Fantasy VIII came out, expectations were huge, because Final Fantasy VII had rocked the western world when it came out in 1997. That game was and is one of the most well-received video games in history, so a sequel would unfairly have to live up to those expectations. Two years later, FFVIII emerged. For the record, if you’re reading this, you’re probably already familiar with the story, so I’m not going to try and summarize the plot and characters. Considering FFVIII, that would be pretty nightmarish…
            Now, for me, FFVIII is a pretty mixed bag. There is one thing I really like and quite a few other things I don’t like. What I like the most, and what kept me coming back time and again (though never finishing it), is the story structure and set pieces. Mind you, with this I don’t mean the quality of the story itself or the characters, but the literal structuring of the story, the various locations you visit and the various types of missions you undertake. This is where the length of a typical Final Fantasy add greatly to the experience, because as you progress the story you get a great sense of grandeur. It’s easy to look back at all you’ve done and admire the grandness of the adventure. As for the set pieces, that is where FFVIII truly shines. You begin your adventure slowly of course, being just another SeeD of Balamb Garden. You undertake some training missions, typical tutorial stuff to get you used to the combat system, game world and characters. Then a war breaks out and you invade a town using a boat in some sort of Normandy-esque mission setup. Once that’s done, you’re promoted and you’re set off on another mission. You go to another town, take an underwater train to another town where you’re to help a resistance group. This triggers a mission where you execute an admittedly overly complicated plan to isolate one train cart from the rest, but the uniqueness factor helps. Then you go to another town for an assassination attempt on a sorceress. Later, you’re prisoned in a desert prison, go to the moon in a rocket for a Space Odyssey-esque sequence, the list goes on. This is what FFVIII did better than FFVII: exciting mission setups. Although FFVII had the motorbike chase and the Golden Saucer, etc. the game could get monotonous as you were basically going from a to b without a lot of variation. FFVIII breaks up this monotony by implementing the missions mentioned above, among many other things. What I described above is just disc 1. Even when I didn’t understand or care about the story, all these different missions were what kept me coming back to this game again and again, despite its many shortcomings…
            Unfortunately, I’ve never been able to really get into the story itself and the characters. Whereas at first, the story is relatively simple and straightforward, it soon devolves into an overly complicated tale about time warps, time travel and time compression. I mean, I’m not opposed to time travel plots, but the surrealism factor just becomes too much as the story goes on. I know, blaming a Final Fantasy game for being too fantastical is like blaming the Resident Evil series for being too focused on horror. It’s just what these series do. However in FFVIII’s case, I feel my criticisms are valid, because the story begins simple without a lot of focus on surreal elements like time compression, magical hidden cities, etc. Because those story elements are introduced later, it’s harder to get adjusted and to take it seriously.
Squall displaying all kinds of emotions
            There’s also a plot twist late in the game that’s really pushing it in the Suspension of Disbelief department. It turns out that Squall and co. all grew up in the same orphanage and so, they all knew each other as kids. But, you might ask, why don’t any of them remember that? Well, I’ve got two words for you: JRPG Amnesia. The writers come up with some lame excuse as to why they forgot: apparently using the GF’s (literally Guardian Forces, summoned creatures who help you in combat) causes the user to slowly lose his/her memories. Why? How? I don’t know.
            As for the characters, I don’t know. Squall and Rinoa at least change throughout the story, but the rest of the cast… I don’t even really remember if each one of them had important subplots. I know how they behaved generally, but it’s hard to immediately become fond of Zell or Selphie when Zell is the one who can’t handle Seifer, one of the bad guys, calling him ‘chicken wuss’ and when Selphie acts like a typical, overly happy schoolgirl. When the three of you board the train early in the game, they’re both so excited about the concept of a train ride, that it’s hard to take them seriously. Perhaps the fact that I remember so little about the characters despite my playing the game multiple times is all that needs to be said.
Also, these Final Fantasy games had the habit of allowing you to occasionally choose what the main character would say…even though what you say has no impact on the development of the story. It’s just a way for the player to kind of add a piece of his own personality to the game, to increase a sense of immersion. But in FFVIII, what you have Squall say can actually be detrimental to his character development. You can usually choose between a sort of empathetic response and a brooding, not-giving-a-shit response which is more in line with the brooding Squall earlier in the game. However, because Squall changes and becomes more open, etc., continually choosing the brooding responses will make it seem as if he’s not changing at all. Just one of many design flaws.
Draw...draw...draw...
Speaking of design flaws, let’s discuss the battle system. Now, it’s obvious they tried to change the formula and that I can respect, but the new system is so complicated and downright strange that you are treated to countless tutorials. What is perhaps the most downright annoying aspect is the Draw system. To use magic, you have to stock magic. You do this by ‘drawing’ it from enemies during combat. What this means is that you have to find the enemy who has the spell you want, let him wail on you while you keep drawing magic. You can only stock a limited amount per spell (100). Furthermore, as you progress through the story, certain spells will of course become too weak to use. Why use Fire when you can cast Fira or Firaga? This can mean that all your drawing of every spell might be for nothing.
All in all, the one thing that I really like about this game is the story structure. There are many impressive, well-designed missions, especially considering the fact it was made on the PS1 which wasn’t exactly a technical powerhouse. Plot-wise, character-wise, combat-wise, I have a lot of problems with it. Nonetheless, despite its (many) flaws, it’s a game I found myself returning to every once in a while.


Images:

http://i.imgur.com/9D5WSWe.jpg
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