Breath of Fire III Review
Extinguished.
Version tested: PSP
For five minutes, after the PSP's drive has accelerated and settled into that battery draining hum, the revolutions per minute spinning a scenic tapestry of dark hewn rock, purple half light and cold cave womb around you, Breath of Fire 3 seems delightfully different.
You're one of them: the kind of fire breathing dragon you've slain a thousand times in countless adventures before, each one's plastic case a transparent trophy on your gaming shelf. Left long unknown, silently un-hatched deep underground the game opens with your egg's discovery by treasure hungry miners. They're the kind of RPG people whose hungry shoes you're used to filling. In a flash of loud you're awoken from scaly slumber, virgin lungs itching with trinitrotoluene fire as your crystal eggshell cracks gloopy to their dynamite punch.
Three minutes to go: you crawl out, stretch terror and lumber toward incredulous stares, nostrils flaring in their speed-dilating retinas, bristling with the rush of being monster; Such foul elation to be hatched just for unjust destruction and ruin. As you burn their twitching torsos to ember crisp, lingering smoke trailing hot fingers around your newborn hide, it's good to be bad. You imagine what lies ahead: tearing down identikit RPG villages, ripping out the NPC throats which always existed only to repeat that one line time after infuriating time after time. This could be the ultimate revenge RPG; your chance to wreak havoc upon genre conventions that have grated year after year through developers lack of foresight, insight or bravery.


If you're referring to the 222mhz cap on PSP software then yeah, I guess so.
You're four and a half minutes in, stumbling blind through the cave's hot white exit, squinting to find new prey, expectant excitement spiking synapses red raw.
Then stop. Load. You're being captured. Load. You're being transported away in a cage. Load. You fall off the back of the train. Load. You're lying tumbled unconscious in the forest. Load. You're found by a woodsman. Load. You're a boy now. Load. You have to talk to villagers and be nice. Load. Load. You must travel the world fighting other monsters on your way to find two friends while you uncover an unspeakable evil that only you can possibly defeat in the ultimate showdown. Load. You're in a cliché again. No save.
Breath of Fire 3 is a game that starts really well. Its premise promises to break free from rusty, crusty conventions, pledging freedom for those bored with all that the code-by-numbers Japanese RPG has settled into. But, five minutes in, it's clear that you're walking deep, deep furrowed ground after all. Ryu, your character, does have a dragon form and, while he does get to wreak wanton havoc in the opening scenes, he's mainly just a little RPG boy with the usual turn-based attacks, accompanying companions and orphan zero-to-hero complex.
The game packs the usual random battles (albeit mercifully just in dungeons - on the world map you can choose your fights), a disappointing three-member team set-up during fights (the second BOF game allowed four characters) and the customary set of skills, hit points, action points and learnable specials.


This is the moment our best laid plans for total annihilation went downhill...
Perhaps it's a little unfair to rebuke the game for being so traditional. This old code was released nearly a decade ago, one of the PlayStation's earliest RPGs ported pixel for pixel here to the PSP. So these theoretical complaints aimed at the caution of script, gameplay and scenario writers are perhaps untimely (although no less valid as we're like, actually playing this game in 2006 you know). However, what, in real tangible objective terms, is a malicious oversight on Capcom's part is the abortive load times punctuating each...word...before...and...after...each...and...every...sentence...and...battle...and oh screw it let's put the kettle on and do something less boring instead.
It's not that we're spoiled ADHD brats weaned from slow burning media onto the sugary addiction of MTV chip chop suey editing technique for five second attention span children. It really is that this game has disgraceful, game-ruining, anachronistic load times that make the PSP feel like a console twenty years its age. Your head is plunged in and out of the game world with such force and frequency that soon you can't catch your breath and you'll be longing again for Game & Watch immediacy.
Still, if you are crying out for a solid traditional RPG and you don't mind a black space commercial break every fifteen seconds then this is the game for you. Positively, the battle sequences allow a pleasant level of freedom for players. Alongside the usual stock attacks and specials team members can use an ‘examine' command on enemies to pick up new skills. Also, the series' core Dragon Gene System makes a return from its SNES forefathers encouraging different combinations of the 18 different collectable dragon gems in order to transform into up different dragon forms. design. Also restricting your freedom is the ubiquity of random battles, which puts you right off any extra-curricular exploration or side-questing.


...And this is where they perked up again. Until the AP ran out five seconds later.
For players of the original, other than load times, portability and sentimentality, the only PSP attraction is an online fishing mode. In the main game, fishing forms a distraction from the business of world salvation offering the chance to catch different status-enhancing fish such a magic restoring rainbow trout or poison neutralizing blowfish. It's OK fun but really, it's just a little side game and to promote it to PSP USP (with the prize of unlocking pictures in a new gallery mode HELL YES!) seems a little desperate. Some genuine new features or gameplay refinement would have gone a lot further in its place.
There's a dearth of RPGs on the PSP right now, something in part being remedied by ports of PSOne games such as Tales of Eternia, PoPoLoCrois and this title. Weighed against the console's in-house competition, this is a good game, head and shoulders above any of the PSP exclusive RPG efforts. However, played alongside its cross platform cousins and competitors, with nine years of intervening genre development since its inception, this is no wunderkind. Beware rose bespectacled shouty internet men that will seek to persuade you otherwise; those grasping at sweetly remembered gaming experiences often do so with a child's eyes: sweetly blinkered and devoted but wholly without a grownup perspective.
6 / 10
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Comments (43) Latest comment 4 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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When can we expect a nice RPG on the DS (yes, I loved Mario and Luigi: PiT, but I need more!).
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Liked the game a lot back in the olden days!
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*cough*
Yes, the original barely had any load times. I would know, I played through it again fairly recently. So to anyone in need for this game, I'd recommend getting the original off ebay for five bucks.
Also, the series' core Dragon Gene System makes a return from its SNES forefathers encouraging different combinations of the 18 different collectable dragon gems in order to transform into up different dragon forms.
Not sure if this is meant to imply that the SNES games had the same gene combination system. Because they didn't, you just gained a few selectable dragon forms as you levelled up (BoF1) or passed certain points in the game (BoF2).
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You'd have thought people would have realised by now that there's only a finite amount of stories, and the its way they're told that makes the difference :/
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And who says Harry Potter is any good?
"that there's only a finite amount of stories, and the its way they're told that makes the difference :/"
That's the problem; most of these J-RPGs tell the stories very badly.
/ducks
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No, they don't.
"Excess, recurring load times are surely not acceptable in a portable console."
Excess and recurring? No. Most of the games I've played for it have perfectly acceptable loading times. In the case of this game it is Capcom's laziness, as another RPG, Tales of Eternia, which looks every bit as good as BoF3 has practically no loading times. Though you seem to have written it off already anyway.
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Of course there are only a finite number of stories but why do JRPGs have to try telling just the one? That is the point of the first half of the review: that the game starts off differently, standing out through it's reinterpretation of the usual clichés, sparking your imagination and promising something, anything different before falling back on convention for the next 15 hours.
If you really have to tell your story make sure you do so amazingly. The world has enough mediocre anime styled orphan to hero plots to last until Armageddon. If an RPG tells a clichéd story in a clichéd way with a clichéd form and function then game-buyers have a right to be warned. If mediocre, identikit adventure storytelling doesn’t bother you then gloss over that aspect of the review and use your brain to make the judgement. Like the disastrous loading times, just because they might not irk you, dosn;t mean they shouldn't be pointed out or criticised.
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Bad form there Capcom.
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Put aside your love of the genre and be objective about the quality of story, script and dialogue. Maybe if you got into them as a child you will alawys have a rose tinted place for them, but to defend J-RPGs for their narrative complexity is a step too far.
And when they do try to be all serious (Xenogears) you are often left with a mess of influences and excessive cut scenes.
"Why do people pretend that RPGs are the only games that use the same cliches over and over? "
For me it's most videogames. It's an area we as an industry need to work on and explains why pretty much every game-to-film port is a pile of Boll-ocks.
I like J-RPGs but I still think the stories are more charming than intellectually engaging.
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Yeah, that's pretty fair I'd say. I wasn't trying to say that RPGs were somehow an intellectual tour de force, I was just saying that while the stories are often unoriginal and cliched, they can be well told and engaging at times. Not all the time perhaps, but they can be fun.
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mediocre anime styled orphan to hero plots
Eh, I think you'll find that's not limited to anime, JRPGs or any single medium. In fact I think you'll find that basic archetype has been floating around for millennia!
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Pretty much the same as a 6/10 score and the words "if you are crying out for a solid traditional RPG then this is the game for you" says.
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Then the battery died
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Edit: Oh, and two of the screenshots actually include spoilers.
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Of all my games Burnout Legends sticks to the UMD slot just because it dosen´t take two train stops to boot up. I just wish devs realised what a game-killer load times can be.
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Except that Deus Ex, as well as so many games with supposedly superior plots, fails miserably in capturing the interest of anyone but the most hardened nerds, due to its dull run of the mill premade FPS engine design that feels like "just another quake mod", no personality in anything, from the characters to the environments to the enemies.
Say what you will of some of the more popular JRPG's, fact remains that they have the "whole package" of visual design, music, direction, etc. down perfectly. Even if you don't like the way the plot summary sounds. In which case maybe books are a more suited pastime for you than games. No, seriously. Nothing wrong with reading a book.
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BURN THE HERETIC. BUUUUUURN HIIIIIM!!!!
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Everyone dosen´t enjoy the same things lad, no need to get your blood pumping.
There´s plenty of personality in Deus Ex, it´s just the dystopian kind. You want a bit more color and people with cat ears, then JRPGs are the way to go.
You want to be tricked into believing you actually are living in a dystopian future with local color added in with newspapers, news bulletins and some damned fine characters then go with DX. See? Easy.
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Which would explain why most people still don't take videogames seriously. Besides, I disagree with you. Deus Ex's story is just some run of the mill conspiracy shlock that Fox Mulder wouldn't have touched with a shitty stick, and the characters are one-dimensional Matrix rejects. It's fun in its own retarded way (otherwise I wouldn't have completed it twice), but any form of reverence is wasted on that game.
Anyway, BoF 3, well that is a crappy game. Totally generic, ridiculous difficulty spikes later on and just not a lot of fun. BoF 5 however, now that is a great piece of software.
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Well, I still think that's less pretentious than paraphrasing Nietszche and fitting fuzzy animals and fetish doll superrobots into a story about the death of God. Deus Ex may not exactly be academy award stuff, but it's one hell of a lot better than the flaccid teenage angst that passes in JRPGs. Quoteth Mike Krahulik: "There's a hole in my mind (...) it prevents me from bothering with stuff teenagers find deep."
Videogames are usually poorly written. Why? Because they're usually the result of a nerdy programmer's singular vision of what's cool. Quite often, that ends up being pretty lame. Repeat after me: We must separate the role of designer and programmer.
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In my experience most designers want little to do with stories anyway as they're not in geneal frustrated writers and don't see story as something that will improve their game. I think the bottom line is if you really want a decent story a professional is going to have to be paid to do it and your publisher should have little or no input into it otherwise their marketing dept will just make it all urban and "4 teh kids".
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I mean, why not pretend you are a teenager with a big sword and spiky hair who saves the world from destruction?
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Which is pretty much what I saw the plot to Deus Ex as...
Really, it was just another cyberpunk conspiracy-me-do. About as much originality as any of these JRPGs, let venerated as if it were a standout!
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Well... you're wrong! So there!
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Really, it was just another cyberpunk conspiracy-me-do. About as much originality as any of these JRPGs, let venerated as if it were a standout! "
Dead wrong. Any game where you can get in trouble for walking into the ladies room, or told of by your brother for being a bloodthirsty bastard is already leaps and bounds ahead of the pack. It made me believe in it´s world and pulled of the conspiracy thing extremly well and thouroughly fleshed out.
It might not have been your thing but I can´t believe you put any time into it if that´s your take...
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I don't exactly see why. When it came down to it, the whole "multiple choice branching story" was a ruse, because the only real choice you had that affected things was how to complete the last level!
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Having text-boxes and non-interactive cutscenes progress the story in a medium where YOU are the one who should be making things happen is poor. It doesn't matter that 99% of all games still are guilty of not realising the success of Half-Life was due to the fact that it made you feel as though it was YOUR story, and you played it. IT wasn't told to you, you experienced it. It's still unbettered in its narrative, IMO. And before you say anything, it matters not that the story is standard Sci-Fi conspiracy fare, it could have been about bananas from Mars for all I care - it's not the writing, it's the telling.
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Well, what do you mean by affected things exactly? There are more plot points than that that stick through the story, at least one MAJOR one. There were also a lot of things that stuck through parts of the story such as the aformentioned girl you walked in on tattling that you were a creep to her new boyfriend.
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The UMD disc cache feature of the PSP Slim and Lite significantly reduces the amount of loading. I had it switched off (to play Driver 76), and then switched it on. With it switched off, it'd pause to load all the time.
With it switched on, it pauses almost never. For example, after random battles, without caching it pauses with Ryu jumping up and down for several seconds. With caching, no pause at all. So if you get this for the Slim and Lite, just know the loading problems are severely reduced
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