The Last Story Review
Tale spin.
Version tested: Wii
Hironobu Sakaguchi helped invent the modern-day Japanese role-playing epic. In 1987, having skirted around the edges of games development at the then-fledgling outfit Square, he decided to give it one last shot before moving on. That project's title has been the basis for one of gaming's most enduring and entertaining contradictions.
25 years on from the first Final Fantasy, Sakaguchi has moved on. Following the release of The Spirits Within, Square's multi-million-dollar CGI folly that remains one of cinema's greatest disasters, Sakaguchi founded Mistwalker: co-creators of traditional fare such as Blue Dragon and Lost Odyssey, games cut from the same cloth that Sakaguchi first wove.
Looking back, you'd be forgiven for thinking that the genre's hardly moved on at all. There's a strong, clear line that can be drawn from the first Final Fantasy to the likes of Lost Odyssey, their rich worlds held together with turn-based combat and a pairing of heavy exposition and free-form exploration.
The Last Story - Mistwalker's latest, and Sakaguchi's first game as director since Final Fantasy 5 - is an attempt to reinvent the modern-day JRPG epic. Its tale is told in under 20 hours, its action is fast, in real time and requires no grinding, while its systems are slick, streamlined and easy to grasp. It's an RPG like no other before it.
Party members' magic abilities are dealt with elegantly, the battlefield painted with circles that imbue your attacks with fire or heal you.
Its desire to tear things up isn't explicit at the outset. Set in and around the fantasy setting of Lazulis Island, The Last Story is framed by the ongoing war between humans and the Gurak, and its story is as well-worn as it is simple: boy meets girl, gains superpowers and proceeds to save the world. Just another day's work for your typical JRPG hero.
But while its backdrop and tale are plucked from the dog-eared JRPG textbook, they come alive in the telling. The Last Story is a beautiful game, its visuals washed through with a sepia tone that perfectly reflects the wistful melancholy that Sakaguchi's work has been steeped in; a thick, deep sunlight lends the world a soft autumnal glow.
Lazulis City, the sprawling hub from which The Last Story's various chapters spring forth, is a breathtaking construction. It's the heart of the game, coursed with sinewy alleyways where you can chase the echo of people lost in lazy mid-afternoon gossip to find secluded courtyards that then give way to bustling markets and picturesque waterways. It's one of games' great cities, and it's a heady pleasure to get lost in.
Its characters benefit from an equal amount of care and colour as well as some thoughtful translation. The lead - the softly spoken orphan, Zael - is sadly limp, though the group of mercenaries that he surrounds himself with are anything but. They're a likeable and memorable bunch, thanks in no small part to another incredible localisation job from Nintendo.
There's Syrenne, the bawdy, heavy-drinking vixen with a blunt yet strangely fitting Lancashire accent, and her partner in crime, Lowell, equipped with an equally apt soft Scottish burr. Such strong regional accents shouldn't sit so well in a JRPG, but with The Last Story's world being made out of thick oak, worn stonework and black lace, they work well with the European flavour suggested by the art design.
The title's not the only nod to Sakaguchi's prior work; characters and locations are often eerily familiar.
Together, they inspire a sense of camaraderie that's often invoked in RPGs, but rarely so successfully. Indeed, it's the bond between the group rather than the telegraphed story beats that fuels the impetus for progression, and The Last Story's swathes of downtime as you chat with team-mates often provide the game's brightest moments.
With such strength of character and warmth in its aesthetic, it's disappointing that, in Mistwalker's eagerness to jettison many JRPG tropes, it's thrown away so much that makes the genre compelling. Its systems are streamlined to the point where you can feel like a hindrance to the game's desire to tell its tale.
The combat is a daring hybrid that never quite takes off, an odd mesh of mechanics that rub up uncomfortably against each other. For the first few hours, it's simple to the point of being confusing, skirmishes being won with scant input or insight into the system's depths. Fights are prefaced with an overview of the battlefield, giving you the lay of the land and a little tactical foresight - and once the fight starts proper, the action's in real-time.
As Zael, you can snap to cover before firing off an assortment of ammo types from your crossbow (including, amusingly, banana skins that can send enemies crashing to the floor), pause the action to direct your comrades, or get up close and personal for a melee attack. With large groups of enemies often thrown into the mix, it tends to descend into a messy bundle, and at this point you're encouraged to engage Zael's gathering ability - a power that attracts all nearby enemies and allows you to shepherd the action.
The fighting is quick-footed and dynamic, and it's stretched out across an impressive range of situations. Stealth sections in which Zael can spring from cover to deal a deathly blow give way to extended scenes of crowd control as you acrobatically dance from victim to victim, while boss encounters introduce additional layers of strategy.
Nobuo Uematsu's score is warm but largely anonymous, providing a gentle bed rather than any stirring or memorable themes.
But it never involves you anywhere near enough. By default, melee attacks are carried out automatically, and even when everything's under your control, fights are typically won with numbing ease. There's rarely the need to dip into the five lives that you're granted at the beginning of each encounter.
More on The Last Story
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But occasionally "complains a little bit".
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Screenshots: The Last Story
Character progression is also puddle-deep, with levelling being taken largely out of your hands. Outside the ability to equip your party, there's the chance to tailor each character's appearance to a stupendous degree, with dyes and pigments allowing you to become an alchemist of colour. It's scant compensation for having little meaningful control over your party's proficiencies.
Comparisons will inevitably be made to Monolith Soft's Xenoblade Chronicles, a JRPG defined by its sense of freedom and its generosity. The Last Story is filled with a similar spirit of innovation, though where it ends up is nothing like as satisfying. Its world is beautiful, but the few opportunities for exploration rob it of the thrill of its more expansive counterpart, while its battle system excites but never truly engages.
The Last Story is born from the same desire to reinvent the genre that both Final Fantasy 13 and Xenoblade Chronicles sprung from, but in sacrificing complexity to serve narrative, it seems that Sakaguchi has arrived at the same place as his former employers. It's a familiar mix of wonder and frustration, and it's eclipsed by Monolith's more intoxicating vision of the JRPG's future. The end result is a tale that's worth hearing out, but hard to hold dear.
7 / 10
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Comments (103) Latest comment 3 months ago
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Xbox>ps3 haha
/troll
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Ouch
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Edit - some one beat me to it
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Bollocks. Regional accents suit fantasy perfectly!
Anyway... suspected this wouldn't be as amazing as Xenoblade. Nintendo ought to have released them the other way around!
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Wait what?
I still get goose bumps everytime I listen to this.
EDIT:
Been playing the game for a while now, and I think I have to aggree with the reviewer that the score remains in the background for most of the time.
I once read in an interview that it was Sakaguchi who rejected Uematsu's early work on this game's score, because it didn't suit his new approach.
I believe he did it because the game is filled with voice-overs, that get triggered midst gameplay.
While in games like FF VII the music was crucial to express the mood during the scenes for all you had was textboxes, now with all the real time voice acting a more dominant score would rather distract from the actual conversations.
The soundtrack had to adapt in order to support the new dynamik gamedesign, and I believe it was in the games best interest.
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oeeeeeoo Tale Spin
Friends for life, through thick and thin With another tale to spin
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Personally, the idea of a 20 hour JRPG that's straightforward, yet engaging and beautiful in the sense of its characters and world, is exactly what I need before Mass Effect 3 and is exactly what I need while in the hectic mid point of a Masters degree. Xenoblade will have to wait until later on this year, which is a shame. I will fall in love with it when I play it, but I don't have the time to invest in it just yet.
I suppose the concerns about ease of combat might bother me, but then again, I never was a fan of grinding or having to fight a JRPG boss half a dozen times before retreating. Particularly tough boss encounters or boss marathons have seen me give up on otherwise excellent games.
It's interesting to think that The Last Story got a better critical reception in Japan than Xenoblade, and the opposite is happening here. Perhaps that's because Xenoblade offered a more Western vision of the future of the JRPG in its sprawling, open world, while The Last Story has offered a more linear, stream-lined approach that is perhaps more flavoured to where Japan wants its RPGs to go. Food for thought, I think. Regardless, I look forward to my £18 Last Story Collector's Edition (bless relatives sending me Amazon vouchers!) and to eventually becoming engrossed in Xenoblade Chronicles.
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Martin Robinson must be a stingy Scottish!
I am JOKING.
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He really should have taken the game for what it is. A charming fast paced varied action RPG. This game doesn't need to be like Xenoblade to be enjoyed.
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You mean besides tuning cars, he also enjoys leveling up and tinker with skilltrees, which is the RPG equivalent of tuning cars?
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I expected a more action-based streamlined game with less rpg elements but enough atmosphere in the town, characters and story to make up for it. I for one am glad that this game isn't above 40 hours, for that i still have Xenoblade to complete.
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Now that's out of the way, I can say I'm looking forward to this. And glad I read the review before my copy arrived as I didn't really know what to expect. Whilst I enjoy exploration and in-depth mechanics, as long as the story is well told I'm happy enough.
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...wait, what!!!?
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9 - Buy it!
8 - I dunno lol
7 - Meh.
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Also, was it necessary to compare TLS and Xenoblade in this review? These two games were created with completely opposite ideas. Why not review each for what it is? It sounds like TLS is being criticized here simply because it isn't LIKE Xenoblade. The game may not be as open as Xeno and may not offer as much exploration because, unlike Xeno, that isn't the main focus of this game but it certainly isn't linear from what I've watched. You're still allowed plenty of freedom to go do and explore as you like. Also, as far as a "well-worn" story, some people talk as if the underlining story of Xenoblade isn't about your typical hero falling for his childhood friend like always, finding the usual magical sword, and then also proceeding to go save the world/s.
Anyhow, strong narrative and characters happen to be two components I personally look for in my JRPGs so I'm sure I'll like this one just fine. For those wondering about the game being under 20 hours long, it may be that long if you rush through the game without quests and exploring. The creator of the game himself said that if you did the quests(30 of them), it should run right around 30 hours. That's pretty average for rpgs. I know of those who have spent 40 hours on their games. Also, it offers online modes so the replay value should make up for some of it. Another thing is, although it hasn't exactly been confirmed in the western release yet, the Japanese one offers a new game+ mode that really spikes up the level of difficulty...just for those interested.
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*SO EXCITED*
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Picked up the LE today, which is beautifully crafted (not just a soundtrack cd stuffed in the box, but a jewel case in a carton sleeve). Played the first half hour and digging it, although it is very, very easy. Love the voice acting too.
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Personally, I think there's room for both types of games. I loved Xenoblade Chronicles to bits and racked up more than 250 hours on that beast of a game, but I do have a great appreciation for RPGs that keep things streamlined in the interest of helping the story flow. Reminds me very much of one of the problems Fragile Dreams came up against in the West, actually. It was quite linear and limited in terms of customisation, but the story and feel held that game together, too. I'm sure I'll still be very happy that I pre-ordered this game, like, two months ago. <3
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A Mistwalker joke. Very clever
[For those marking Zerrin down, 'Cry On' was the game Mistwalker started after Lost Odyssey and then aborted, before commencing work on The Last Story]
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Looks like a "must buy" for me, sounds like good, simple fun.
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7 has always, always been a good score on EG, and so it should be.
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And if anyone's on the fence, I'd recommend this. I really, really liked it, but it's not a genre favourite - hence it getting a good but not a great score.
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Incidentally isn't Mistwalker a Microsoft studio?
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That said, as someone very sick of JRPG's, Persona aside (Speaking of the more conventional idea of JRPG's aside here, Dark Souls is a rather different beast),Xenoblade offered me a vision of a future of the genre that I wanted to see, and i'd find myself comparing this game to that, just as much as the reviewer.
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Like Skyrim, Xenoblade is a beast, but it would be pretty terrible if EVERY game were a 100+ hour epic. Same way it would be a chore if all films were Laurence of Arabia, or all books Atlas Shrugged. Besides, how many of these epic-length games are padded out with filler material?!
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I don't know what gaming journalists were smoking when they praised Xenoblade Chronicles as the game was just like every other JRPG before it i.e. clichéd narrative, clichéd characters, lots of grinding, terrible voice-overs, plus the user interface implemented within the game was one of the worst i've experienced.
I won't be buying The Last Story or any other JRPG again, no matter the hype.
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Xenobalde Chronicles is amazing.
The problem isn't with the games, it's with the fact you have shit taste.
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huh.
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Oh, and I love narrative stories so its probably right up my alley too.
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It's really sad that games getting 7/10 scores now-a-days is not enough for many gamers. 7/10 is not a bad score people.
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Actually, few JRPG promote grinding for level so you must not have played one in a long ass time. If you hate the combat system that much then the semi-random battles can be annoying though.
Not surprising really, people who complain about stuff they don't even play/watch/do or have much knowledge about is quite common.
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I'm sorry but Xenoblade is an amazing game no matter which way you slice it. Even if it's not your thing, you've got to admire it's genius soundtrack, innovate battle style and excellent voice acting.
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I see, apologies. Why is that there, anyway?
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'There's no hard mode, right? Kind of sick of easy RPGs. Are there any RPGs out there with far less random battles, but where every battle feels like a boss fight? (With the appropriate rewards.) I think that's what I'd enjoy. '
Dark Souls?
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While i don't normally plump for LEs these days (extra tenner and all) I had stuff to trade and found an old gift gard in my wallet with a couple of quid on, so ended up getting it for £28
I have a feeling this might end up being one of those rare games in time to come.
Looking forward to hometime now though!
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I didn't like the game and others have different opinions from YOU. It's not my problem you can't comprehend that.
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Any one who owns a Wii and likes video games should be buying The Last Story.
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Eurogamer Germany 9
Eurogamer 7
Says it all really.
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(I love Xenoblade though!)
sure Xenoblade had a real and great overworld to explore, which is kind of missing in The Last Story (at least as far as I've gotten)
but The Last Story has even more lovable characters, more dialoges, and looks at times even more beautiful than Xenoblade Chronicles (just have to turn down the controller sensitivity down 2 points..), there enought ot explore, and upgrading of weapons & co. is more satisfying then in X. Cronicles
over all, it has other strengths and weaknesse then Xenoblade, but it's defently more than 7/10!..., just because it's "diffrent", doesn't make it worse...
and The Last Story is surely better than FF XIII (which got 8/10..)
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The characters are very likeable especially Syrenne and that blond womenizer guy, hilarious couple
I just wished they wouldn't have picked such a feminine style for their clothes and appearance, it just breaks the immersion in places.
Especially the main character, and that Yurik guy suffer from looking like they might break their nails if you know what I mean.
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