Much like Okami and Odin Sphere, Vagrant Story is a game that many would argue never got the attention it deserved. You can take this post as the companion piece to my last one on those two aforementioned games -- the flip side of the coin. While the game has its share of poor design decisions, I feel that none of them ruin the experience.
Vagrant Story is complex.
That's putting it mildly. The setup dumps you right into the game without giving you any instruction on how to play the game, nevermind even a single tutorial. You're immediately left to fend for yourself. This may be disparaging to newbies, but repeat and quick-to-learn players will love the lack of hand holding.
This first flaw is easily overcome if the torrent of game mechanics is too much for you. Effort, determination, and a little time with either the instruction manuel or online tutorial will set you straight. The game could provide a softer landing at the start, but it's not an insurmountable flaw.
You'll definitely want to bookmark that online strategy guide, as the weapon and armor upgrade system is the next design mistake. It's needlessly complex. There isn't much rhyme or reason as to what combines with what to make a better piece of equipment.
If you go at it alone, the upgrade system will be an annoying trial and error affair. A handy online list of what best combines with what will end most of your woes. Once again, this is not optimal, as the game shouldn't be so unnecessarily complex. But it is an easy hoop to jump through.
And so we arrive at the hardest flaw to surpass: the weapon swapping system... or lack thereof. Individual weapons build up affinities as they repeatedly strike down enemies of the same class. Using that specific weapon against another class will cause most other affinities to lower. Thus you'll want different weapons for different enemy types.
Though you'll build up an impressive arsenal of different weapon types with different affinities, there is no quick and easy way to swap them out for one another. You have to bring up the excruciatingly slow menu (thanks PS1) and flip through that until you reach the point in which you can actually change weapons. It becomes a major annoyance the more often you have to swap.
So how do you avoid this cumbersome process? You're options are limited. The best method -- I found -- is if there are four enemies in the room of one type and one more of another, then just take the so-very-minor penalty and don't bother switching weapons. This may bug the perfectionist, but simply dealing with the annoying menu system probably isn't worth it to you.
This all could have -- should have -- been avoided. It's bad game design, pure and simple. But unlike the aforementioned Okami and Odin Sphere, none of these issues ever reach the level of frustration that those two titles bring upon me. Of course, you're mileage may vary. Different people will react to all of these issues differently. But out of three supposed masterpieces, I could only stand one enough to find out what truly made it all shine.
And Vagrant Story is truly excellent. A well laid out dungeon crawl, there's a unique and rewarding combat system at play. The game is brilliantly scripted and features a twisting plot with exceptional characters. The graphics have aged surprisingly well, probably thanks to its pseudo comic book style. The music is suitably moody, and the atmosphere is top notch. A true work of art in gaming, and one of my highest recommendations.
1 zzeroparticle
Probably one of the deeper PS1 RPGs out there, both in terms of the story as well as the game mechanics. Boy it took a long time to figure out how the mechanics work, but it's definitely worth it in the end. Matsuno really knows how to combine both story and mechanics to weave an awesome game that stood out as a wonderful experience on my end.
That said, the only part that annoyed me was mapping out that one forest...
2 IcyStorm
Ah, I wish I was able to have played Vagrant Story. I never had a PS1, so I had never really had an opportunity to play this.
Re Michael is LoHP
@ zzeroparticle
Seconded. It wasn't until my second play-through that I really started to get my head around the game mechanics. It certainly takes effort to pick up. As for the forest, I never bothered to try on my own and simply cheated via gamefaqs. I know, I'm weak.
Matsuno Yasumi is brilliant. FFXII would have been so good if he had his way through the entire project (for more on that, read up here). Oh well. I can't wait to see what he does next, outside of Square Enix.
@ IcyStorm
I think the best way to pick up the game outside of eBay is via the PSP. If you happen to have one, you can install a custom firmware and load a Vagrant Story rip via the PopStation PS1 emulator. Thank you hackers!
3 zzeroparticle
I heard something about Matsuno working on another Ogre Battle game. If that rumor does prove to be true, I'll just have to fanboy like mad because I love the Ogre Battle series. It provides a different feel that's ridiculously fun to the point that I can't even enumerate how much I messed around trying to come up with different squad combinations to test them out.
Re Michael is LoHP
@ zzeroparticle
I really need to pick up one of the Ogre Battle games. Loved FF Tactics and pretty much everything else of Matsuno's that I've played.
Oh! I just looked it up right now and March of the Black Queen is available on the Virtual Console. Sweet!