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Vagrant story art
Vagrant story art













vagrant story art

There are the ever-present jagged edges that plagued so many of the PlayStation's games, and in Vagrant Story this is most evident on the character models, especially during movement and during cutscenes. Similar to what seems to be a major influence to Vagrant Story, Metal Gear Solid, camera angles, quick zooms and slow-motion effects all lend to the game's cinematic feel.

vagrant story art

Another noticeable aspect of the cutscenes compared to other games of the time are the cinematic qualities added. Voice acting would've have been nice considering Vagrant Story doesn't have a lot of text, but the text clouds do a nice job of infusing style into the proceedings as opposed to traditional text boxes, and moreso, the close ups of the character and their mannerisms accent and enhance the dialog. Cutscenes use the in-game engine as well, with comic book-like text clouds instead of voice acting. Because of the limited individual areas to explore, and that the rooms are relatively small, it allows for each section to be beautifully detailed. Vagrant Story is built out entirely in 3D models, background and all (another rarity for the time). Nevertheless, the influence and style similarities are undeniable. Game Director Yasumi Matsuno did admit that the games were connected, eventually, but only in passing and the stories and most of the specificities of world are completely independent of each other. However, Vagrant Story does not technically mention Ivalice, but fans noticed that the art style and some of the trappings of Lea Monde are similar. Vagrant Story also has links to the Final Fantasy universe, specifically that it's set in the world of Ivalice where both Final Fantasy Tactics and Final Fantasy XII take place. Even without the aid of voice acting, Vagrant Story manages to give each character a unique voice because the writing is so sublime. The plot, story and characters are also all brought to life by the presentation of dialog, camera angles and writing.

vagrant story art

Essentially, as the game progresses and memories are recalled, Ashley levels up. It's an additional reason for the flashbacks and help to create growth for Ashley in character but also in practical gameplay. The memories that Ashley recalls and internally reconciles with help him to recall skills that were unbeknownst to him. All of this ties into how Ashley progresses as a character from a gameplay perspective as well. It's this grief and guilt that shapes Ashley's motivation and is one of the most interesting twists in the game. Manipulation through grief plays a large role in the story. This essentially sparks a chase through the underbelly of the city with Sydney knowing much more about Ashley, than Ashley knows of himself.ĭifferentiating itself again from many other RPGs of the time, Vagrant Story dispenses with much of melodramatics and focuses on rather straightforward and conventional, yet poignant story elements. Ashley infiltrates the manor where there has been a kidnapping of the Duke's son and encounters Sydney, witnessing the previously only rumored magical powers for himself. Ashley is sent by the Valendia Knights of Peace to investigate the Cardinal's interest in Sydney.

vagrant story art

The story builds out two characters specifically the aforementioned Ashley Riot, and the primary antagonist, Sydney Losstarot. This helps to flesh out the world, because it's smaller in scope it is a narrow but deeper pool. Rather, the story focuses on a political conflict in the land of Leá Monde. The hero you play as, Ashley Riot, isn't saving the world as is the case in 90% of RPGS (nod to Suikoden). Unlike most RPGs, the conflict in Vagrant Story is minimal.















Vagrant story art