Time was, I used to pick up any video game that look reasonably interesting whenever I went shopping. More recently, I’ve chosen to be a little more circumspect. The problem isn’t money, really, but time: I’m still sitting on a couple of original PlayStation games that I’ve not ever really had the time to tackle. If I never bought another video game in my life, I’d probably still have enough to keep me occupied until I retire. I still buy games, of course, but seldom with the impulsiveness I once did. On Black Friday, for instance, I bought Izuna: Legend of the Unemployed Ninja and Hoshigami: Running Blue Earth Remix for the DS based on a review from a friend and an gaming site I generally trust, respectively. Both games have been out for months, and I had a pretty good idea what I was getting into in advance.
I did, however, buy a third game that day, against my better judgment. It was a new release, and I’d not read a single review or even heard any word-of-mouth coverage of it. The game was Final Fantasy XII: Revenant Wings, which goes to show you how much of a sucker I remain for the “Final Fantasy” brand. I knew it wasn’t a traditional RPG, and I’d been following some of the news of the Japanese release, but I was a bit nervous about blindly taking the plunge. But I was burning off my turkey-and-cranberry-sauce high from the day before, so I threw caution to the wind. Now that I’ve had some time to play, I figured I’d share my preliminary thoughts.
The game is actually a pretty impressive melding of Final Fantasy XII’s hack-and-slash gameplay with the RTS genre. You get a party of five characters to control, and each of those five characters gets to command his or her own group of disposable troops. The gambit system returns, in greatly simplified form: each of your five characters has his or her own special abilities, and you can set one of those abilities to be performed automatically. There’s also a resource-gathering element to the game, where the resources you gather are used to craft new equipment for your characters. The structure of the game itself, with mission boards and chapters, is strongly reminiscent of turn-based tactical RPGs like Final Fantasy Tactics or Disgaea.
As for the story, it’s a direct continuation of Final Fantasy XII, with appearances from most of the main cast of that game. I’m not that far into the game yet (third chapter), but the plot itself doesn’t strike me as particularly revolutionary. The script is quite good, though, with the same antiquated-English style. Visually, it’s about as impressive as one can expect from the DS, looking like a fairly early PS1 game.
My biggest complaint is the heavy use of the DS stylus. This is the first DS game I’ve purchased that actually requires the stylus for play: most games seem to stick stylus-support on as something of an afterthought (the Phoenix Wright games or Final Fantasy III) or just omit it completely (Izuna), but this game provides no way to control your troops without at least some use of the stylus. On one hand, I understand that doing the sort of things the game wants you to do with a traditional D-pad setup would be tricky, but on the other hand, I hate the stylus! It’s an awkward, uncomfortable control mechanism that becomes even more awkward and uncomfortable when you try to use it in the car or bus. Call me old fashioned, but I’m still a firm believer that a portable handheld system should be usable on-the-go. I can get used to using the darned thing for this game, but I’m far from thrilled about the situation.
Ultimately, I’m enjoying the game quite a bit. My inexperience with the genre and occasional frustration with the control scheme, however, make me worry that I’m going to hit a brick wall at some point before reaching the end. If I do, I suspect I’m going to put the game aside and forget about it until some indeterminate point in the future, like I’ve done with various other games. But there’s enough to like about the game that I don’t regret buying it either way.