Blue Dragon Plus
More than its sum?
When Final Fantasy's creator Hironobu Sakaguchi left Square-Enix in 2002, following the colossal flop that was his flagship series' only venture into Hollywood, nobody knew quite whether his new studio was headed for glory or disaster. Had his simplistic 8-bit Dungeons and Dragons rip-off twenty years earlier been a happy accident? And how much input into Square's output had the man actually had over the following decades? Surely the record-breaking successes of Final Fantasy VII and Chrono Trigger had been down to the worker bee creative force that buzzed around in his esteemed employment, rather than any masterminding from this remote executive producer. Could Sakaguchi really lead the JRPG into a new promised land from his new, semi-retired residence in Hawaii?
Blue Dragon, Mistwalker's first release and an Xbox 360 exclusive, failed to offer an adequate answer to the questions. It was archaic to the point of zombification: an anachronistic product whose waxy 3D characters and sterile environments did little to disguise the worn mechanical cogs that clunked under the hood. It was precisely this conservatism that paid dividends in Japan, where the game became the best-selling Xbox 360 title of the time, but while the unadventurous gameplay may have warmed Japanese hearts towards the ailing gaijin machine upon which it played, Blue Dragon failed to ignite many passions, be they Japanese or Western.
As such, this DS spin-off is unexpected, especially considering the far greater success that Sakaguchi's second release, Lost Odyssey, achieved. But, as the opening moments of Blue Dragon Plus make clear, the super-deformed appearance of hero Shu and his companions, and the colourful, cutesy Toriyama-styled ambiance is much more at home on Nintendo's handheld than it ever was on a Microsoft machine. In part, this might be because Mistwalker has partnered with a different developer for this follow-up. Brownie Brown will be familiar to JRPG fans as one of the sets of hands behind the recent and excellent Mother 3 and its expertise combined with Mistwalker's vision seems to have breathed vibrant life into the Blue Dragon universe.

FMV-style cut-scenes generously intersperse the action, spreading across both the top and bottom screens. Perhaps Sakaguchi thinks that these videos still provide players the incentive to keep playing?
Contrary to expectations, the game is an amalgam of genres, combining elements of real-time strategy with more traditional RPG character-levelling and storytelling. Later on, you work your way down through the tiered levels of a giant Roguelike dungeon. Missions are set in 3D environments while the characters that inhabit them are detailed pixel sprites, a similar conjoining of 2D and 3D styles to that seen in Heroes of Mana. The titular blue dragons (known as 'shadow summons' in the game), creatures that can be conjured from thin air to aid in battle, are also presented in 3D and, unexpectedly perhaps, the mash-up of visual styles somehow hangs together.
Battles play out in real time and, from the start of the game, require some concentrated micromanagement. You use the d-pad to scroll around the scene or, if you prefer, drag the camera around with the stylus. Clicking on a character gives you direct control of them, and from there clicking on the ground will send them toddling off to that designated point. Selecting any enemy when you have control of a friendly unit instigates an attack and, by clicking icons to the side of the screen you can instantly select all of your units or, if you prefer, draw a Photoshop-esque circle around those you want to group together.
The combat is fast-paced and enjoyable and, because you're controlling a small clutch of named characters rather than vast anonymous squadrons, you care about each unit's fate more than you might in a fully-fledged RTS where your vehicles and soldiers are often dispensable. All of the Blue Dragon cast make a return to the game, with the story centring around the robot Szabo who, at the start of the game, has his steampunk heart literally ripped from his bronze chest and joins the ranks of Nene as a result, the purplish Yoda figure who provides the mythology's antagonist.
Each member of your squadron behaves in a different way and so must be thoughtfully used in play. For example, King Jibral enjoys high defence and sky-high HP, so is useful for drawing enemy attacks, acting as a decoy to allow the strong units with lower defence to flank opponents. Grandpa Fashira, who players of the first game will remember as Talta village's blacksmith and Shu's guardian, has high physical attack and can cast spells to beef up his skills and those of characters around him but suffers from low defence. Kluke enjoys powerful magical attacks, crucial for defeating ghoulish enemies who lack physical properties, but will need to be chaperoned around levels by a healer or protector.
The mix of these character types and attributes introduces complexity to the game from the very first battle and much of the challenge comes from managing units as enemy threats move and respond around them. However, the sprites are small and, while detailed, can be difficult to distinguish from one another in the heat of battle. Too often I found myself fumbling around in search of the healing character, especially when the numbers of units started to ramp up.

The game is already out in Japan, but will be released in Europe in localised form within a couple of months.
Structurally the game is straightforward, mission-follows-cutscene-follows-mission, without much room to explore in between, save for equipping units and managing the vast array of different skills available to each. Mission completion is generously awarded by experience points, which seemingly levelled up the entire roster of characters after each and every fight. This hearty rewarding of effort certainly helps you to feel quickly invested in the game but it's hard to get a sense of value with such large statistical increases flying around from such an early stage.
Of course, the game suffers from some of the same issues that hurt its predecessor, namely the overblown dialogue, heavy-handed moralising ("Running away isn't always bad, especially if it's to protect those you love"). There's very little narrative cushioning, Sakaguchi and his scriptwriters expecting players to have a full handle on the characters and their idiosyncrasies from first touch. But underneath this topsoil grows an interesting strategy RPG, one whose focus on combat over economy is, from what we've seen, both unusual and compelling.
Blue Dragon Plus is due out for DS in March.
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Comments (22) Latest comment 3 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Still, long live the DS for my JRPG fetish I say.
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Remember that Blue Dragon is a reasonably popular cartoon on TV in Japan. A lot of kids know these characters rather well.
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I'm not fussy about RPGs on DS, I'm happy with Pokemon.
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This is supposed to mean, to someone who played (and completed) Blue Dragon: "I'm old, and I can't stand jRPGs anymore, so I shouldn't be writting about this game. I am sorry."
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I've never played Blue Dragon but when my old housemate was playing it the main character seemed to say that a lot. And I remember the boss fight music that sounded like a bad Black Sabbath song.
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No it wasn't Black Sabbath, but you are not sor far from thruth. It was actualy Ian Gillan from Deep Purple, at least his voice because music for the song The Eternity (and whole soundtrack of course) was composed by Nobuo Uematsu. I remeber being quite shocked, hearing the song for the first time. I couldnt believe my ears at first, but yes, it was Gillan
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Maybe BD DS strategy turn will make things somewhat interesting this time, but if the kids are still doing that "I wont give up!" nonsense, then maybe not =/
Eternal Sonata suffered from the same moral crap too, although the dialogue was a little more bareable it was the battlesystem and unique gra[hics that saved the game, enough for me to complete it anyway, only to the moral talk amplified x10 for the ending!
Well, at least Lost Odessey was great =)
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No it means that most jrpg's are terrible.Look at this game i.e. The artist doesn't even make an attempt at originality. You could have fooled me if you said that it was from DBZ or thatotherjrpgwhichnameeludesmeatmbutyouknowwhichonei'mtalkin gabout.
EDIT: Dragonquest??
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If you don't like them, I guess. If you dig that kinda stuff (which includes the "kitsche morality" rethoric) they are not. Complaining about the "lack of originality" in an jRPG resorting to claims like "childish scripting" doesn't make much sense, imo. Is almost like saying FPS's are archaic because they still use blood and violence.
It's the genre DNA and legacy. Well, if you're suceed, don't come afterwards with statements like "those were the days...".
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Are you serious about the artist? Akira Toriyama has his own style and does it very well. He's practially a god in his country. Why the hell should he change that? I could pick a Disney character out of 1000 others in a second, because it's meant to be that way. Same thing here. At least he has a style compared to 90% of anime stuff.
If you like it or not that's another matter of course. But you wouldn't tell any artist with a vision to change it so it looks different from what he did last time. If so you really don't know what developing your own style is. It's actually harder than doing different crap all the time. And it's what makes an artist great. Like van Gogh, or Dali, or etc. (no, not comparing, just an example).
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I loved the look and feel of it..the story was actually pretty good too.
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So, you actually don't like it anymore. I don't know what's BG though... I did like Blue Dragon a lot, but I don't mind being in the same room with ppl who didn't, as a matter of fact it could be a good topic for a conversation.
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"Had his simplistic 8-bit Dungeons and Dragons rip-off twenty years earlier been a happy accident?"
Yes, it was a happy accident, so happy that they only got more popular and acclaimed after that. And describing Final Fantasy as a simplistic 8-bit Dungeons and Dragons rip-off shows a rather thorough mischaracterizing of what the game was in its day.
"but while the unadventurous gameplay may have warmed Japanese hearts towards the ailing gaijin machine upon which it played, Blue Dragon failed to ignite many passions, be they Japanese or Western."
First of all, this is insulting. Why on earth would be the Xbox 360 be given an epithet like the gaijin machine? Second of all, it's stupid. First it supposedly warmed Japanese hearts (because presumably we liked it) but failed to ignite the passion, one of which is supposedly a group which liked it. Third, it's making a statement that's hard to back up. Stating that Blue Dragon wasn't all that is easy to do if you can explain why. Stating that not many people liked it is much harder to prove. So the very idea here is shaky in the first place.
"the super-deformed appearance of hero Shu and his companions, and the colourful, cutesy Toriyama-styled ambiance is much more at home on Nintendo's handheld than it ever was on a Microsoft machine."
Why? One would think the Microsoft machine is the one more in need of a plethora of different styles of games than the DS, which already has them, which would presume that Blue Dragon is welcome on it for providing that role. The machine doesn't really dictate the style, nor should it. Other than the fact that super-deformed characters have long worked well on not only more 2D-focused platforms, but places like the PSOne, PSP and PS2 in 3D as well (indeed, look at Trusty Bell, Tales of Vesperia and Disgaea 3).
"Brownie Brown will be familiar to JRPG fans as one of the sets of hands behind the recent and excellent Mother 3 and its expertise combined with Mistwalker's vision seems to have breathed vibrant life into the Blue Dragon universe."
From here on out, the article goes on a slant that says the RTS type of RPG gameplay in this one is unexpected. There's only one problem with that. Brownie Brown's last game was Heroes of Mana. A game which uses named characters with heavy storyline behind them to play against an RTS RPG backdrop with almost exactly the same controls and set up as Blue Dragon Plus. Why this game is not mentioned and Mother 3 is -- a game, like Dragon Quest, where the Brownie Brown only performed the operations of a coding house -- I can only attribute to the kind of pretension that likes to flaunt about obscure titles than actually give relevant information. Especially since Brownie Brown's other titles, like Magical Starsign and Sword of Mana have all been officially translated and together, are a little more helpful than citing a Japan-only game where they had little influence on the gameplay, art direction, sound design or plot.
I don't have time to point them all out, but this article gives me headaches.