Amongst the many, many accolades for atrocity one can attribute to Lunar: Dragon Song is the fact that this game may have the lamest final confrontation of all RPG history.
Here’s the deal. The sad sack villain of the game, Ignatius, is sitting in his Final Boss Castle, right? Jian, the “hero” of the game, if such he can really be called, and Jian’s faithful bland companions, must go through the castle to save Lucia, a human reincarnation of the goddess Althena who actually manages to make even Lunar 1’s Luna look interesting by comparison, from Ignatius’s clutches. Ignatius, you see, intends to awaken Althena within Lucia, and use her, as well as his powers as the Dragonmaster, to take over the world, because he’s evil, and also a transparent rip-off of previous Lunar series villain Ghaleon. It’s like the LDS writers just copy-pasted Ghaleon into the game and changed his name.
Okay, tangent here, but I’d like to note that I can still barely believe how lazy a villain Ignatius is. I mean, the Ghaleon archetype wasn’t exactly unknown in RPGs to begin with, but in Pandora’s name, Game Arts, what the hell is wrong with you? It’s one thing when a series like, say, Final Fantasy has villains that seem suspiciously similar to one another. Final Fantasy has over 30 distinct titles. The Lunar series has 4. And Ghaleon already acts as the major antagonist in half of them! How can the writers at Game Arts be so staggeringly lacking in basic human creativity that they cannot write more than one single villain?
Tangent over. So, as you can see, the stage is set at the end of Lunar: Dragon Song for a pretty standard face-off between Ignatius and Jian. Tried and true RPG formula’s in full swing. It’s not exactly creative, and given all that the player has suffered from LDS already, it sure as hell ain’t going to be enjoyable, but at least the player knows what’s coming and is prepared to ride the generic finale out. It’ll even be a bit of a relief, to finally be done with this wretched title. This is a finale to look forward to, if for all the wrong reasons. Right?
Nope.
So, you go along through the final dungeon, and have another confrontation with Gideon, the large, persistent monster follower of Ignatius whom Jian and company have already had previous run-ins with. No surprise there. You beat him, and you go on for a while more, fighting through legions of lazy palette-swap copy-enemies and lazier copy-environments because hey, who wants to spend the time designing new textures and tiles? Certainly not Game Arts. You get to the last part of the castle, and have to beat Gideon yet again. Stupid git don’t stay dead.
With this most recent victory over Gideon, you move on to the final area, which is your standard divine staircase set against a background of stars and space. I’m fairly sure, being RPG players, that you are familiar with this sort of setting. And the first thing that happens is that Gideon comes up from behind the group and attacks once more. Well, it’s annoying, but eh, annoying recurring boss henchmen will be annoying recurring boss henchmen, right? So it’s time to put this monster down once and for all. It’s a tough battle, but eventually, Gideon is defeated. With Gideon dead, there is nothing between Jian and the showdown that his long, trying journey has been leading up to! Now, the party can finally confront Ignatius...Ignatius the head honcho, Antagonist Prime, Ignatius the power-hungry manipulator of the Vile Tribe who seeks in his hubris to usurp a goddess’s power for his own selfish ends!
Oh, and hey, congratulations on beating the game.
No, that’s not me expressing confidence that you can do so. No, I’m not accidentally putting that sentence too early. The game’s over. You won. Killing Gideon for good was the last battle in Lunar: Dragon Song. There is no final battle with the villain of this game. This is a game that denies the player the most basic, intrinsic aspect of a story’s finale. Lunar: Dragon Song flies in hundreds, really thousands of years of successful storytelling in order to deliver you the lamest finale possible.
But hey, hold on. Can I really say that, just from not having a final fight against Ignatius? I mean, just because the player himself does not take part in defeating the villain, that doesn’t mean Ignatius’s defeat has to be bad, right? It could still be fine just watching Jian beat Ignatius instead of taking part in it ourselves. Most of the important points and narrative of an RPG are told through cutscenes anyway. Right?
Sooner or later you’re going to wise up and stop giving this shitty game the benefit of the doubt.
You want to know how Jian takes Ignatius out? You want to know how the villain of the game, the mighty Dragonmaster* who commands violent legions of exiles and has entrapped a goddess within his clutches, is defeated?
He falls down.
In what may be the first time in history that any important RPG character actually dies from a fatal drop, Ignatius is overcome by losing his footing. See, it goes like this. Gideon’s finally beaten. Ignatius enters and shows Jian that he’s brainwashed Althena-Lucia, because apparently, as the game explains, reawakening as a goddess leaves her with no memories of her human life just like being reborn leaves her with no memories of being a goddess. Perhaps realizing that this makes no damn sense, the game hurriedly moves onto Ignatius waxing idiotic on how love only hurts people, or some such pretentious stupidity, and then offering to finally settle things with Jian, as, y’know, you’re expecting to happen. Jian makes some emotional bid to Althena-Lucia to remember him and go back home with him, which would be touching if you had any investment in their relationship, but you don’t. Ignatius decides to hit Jian with a rather underwhelming fireball which manages to drop the stupid kid to his knees, and then Jian goes...ugh, look for yourself:
“Ignatius...You still don't get it, do you? We can't solve this by fighting! I may defeat you, or you can defeat me, it does not matter! One of us will end up defeated!”
Yes, I think that’s what the man had in mind, Jian.
Captain Tautology tries a bit more to persuade Ignatius, for some reason certainly not related to anything we know about Jian’s character, Ignatius’s history, or rational thought. It doesn’t work. Ignatius, perhaps annoyed that someone else is spouting ridiculous pseudo-psychological drivel that means nothing, decides to lightly tap Jian with another fireball, and Althena-Lucia picks that moment to run out from behind Ignatius to get in the way of his attack and save Jian.
She runs out from behind Ignatius to get in the way of his attack.
Runs out from behind Ignatius to get in the way of his attack. Runs out from behind Ignatius runs out from behind runs out from behind Ignatius to get in the way of his attack.
Doesn’t use her advantage of being behind Ignatius to attack the jerk before he can shoot the fireball to begin with! Doesn’t use her power as the reawakened goddess of all of Lunar to stop the fireball in any way! Does not even push his arm a little to the left so he misses since she’s right there beside him! Runs out, from behind him--runs out ALONGSIDE the fireball as it flies! This fireball is so slow that she is able to keep pace with it and OUTRUN IT so she can throw herself in front of it! This isn’t like your standard scenario where someone throws themselves in front of someone else as a gun fires or a sword comes at them or something. In those situations, the person sacrificing him/herself is close enough that he or she actually COULD get into position to act as a body shield. Althena-Lucia is further away than the attack itself! It’s like if you had a scene where a truck is bearing down on someone in the street, and the heroic savior who wants to shove the would-be roadkill out of the way comes running from behind the truck to do it!
Sorry. Tangents. I do them. My intent was to point out how lame this finale is, but I suppose I can’t help but draw attention to the fact that it is also very, very stupid.
Anyway, Althena-Lucia’s down for the count, and Jian and company are pissed off at Ignatius. Given that this situation only came about because Jian is such a sucky fighter that he can’t anticipate and dodge an attack he was just hit with a minute ago that’s also so slow that someone wearing a ball gown can outrun it, I really think that he and Ignatius should share the blame 50-50, but no one consulted me, so whatever. Ignatius laments over losing control of Althena after all that work (if she can be taken down by a single fireball that wasn’t even enough to kill a regular human earlier, exactly how much use could she possibly have been to him?), and then Ignatius once again indicates that he’s ready to fight Jian. As she’s dying, though, Althena-Lucia tells Jian not to fight Ignatius, and urges him to remember what he learned during the Dragons’ trials,** telling Jian to instead forgive Ignatius.
Good message and all, but maybe not the right one for when a dude wants to kill you and conquer the world.
Althena-Lucia goes on to blabber about not being needed any more, a conclusion that comes from absolutely nowhere whatsoever and is utterly invalidated as a personal revelation by the previous games in the series that have existed for 20 damn years, and fades away, with Jian telling her she can’t go because he loves her. I guess it’s good that he mentions it, because she, like anyone else, would never have picked up on it otherwise.
With Althena-Lucia gone, Ignatius reaffirms his plans to rule the world, making the player once again question why he bothered taking control of her to begin with if he felt completely capable of fulfilling his plans without her. He says he’s going to kill them all now, and then the place begins to shake. Everyone is surprised by this, including the player...usually, final boss dungeons don’t start shaking themselves apart until after the villain is dead. My guess is that even the scenery is in a hurry to get this shitty game over with. The screen goes black for a second, and the next thing we see is that the floor below Ignatius apparently fell away and he’s holding onto the edge of where Jian and company are standing for dear life.
Yes, this game can’t be bothered to animate changes to the background, not even for its grand finale. Sigh. Take it away, Robot Chicken.
https://www.youtube.com/watch?v=VkiJP9s4QHU
Jian’s holding onto Ignatius, trying to help the guy back up, while Gabby and Flora just stare mutely, probably struck dumb by the unfathomable stupidity of it all. Ignatius asserts that he doesn’t need Jian’s help, and then immediately proves himself wrong by falling to his death as Jian backs off.
And that’s it. That’s it! This may not be the worst finale ever (fuck you, Bioware), but it sure as hell is the lamest. Your final battle in this game isn’t with the actual villain, but his lackey. The expected fight with the villain himself is teased several times in the dialogue--dialogue that takes its sweet time to say absolutely nothing and is punctuated by sad, slow little fireballs that devastate the hero we’re supposed to believe is strong--but that fight never comes. And then, after an off-screen moment because the game can’t be bothered to animate itself properly, the villain just falls down.
That’s how Ignatius, evil Dragonmaster and self-styled overlord of all of Lunar, prominent antagonist of Lunar: Dragon Song, is defeated. Killed by scenery.
* Not that the fact that he’s a Dragonmaster is ever given any real weight in this piece of trash game. LDS clearly expects you to have played previous Lunar games to know that being a Dragonmaster is a big deal; here it’s a name drop whose significance is never explained. Look, guys, you don’t need to go into huge detail about every part of your lore in a sequel, but you can’t just assume that every player is going to have played the 20-year-old games that came before this one and not explain ANYTHING. Come on, now.
** Trials which Jian passed by fighting the Dragons.
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Showing posts with label Lunar. Show all posts
Showing posts with label Lunar. Show all posts
Thursday, October 8, 2015
Friday, July 18, 2014
The Lunar Series's Goddess Althena
Hm. Although I’ve spaced’em out pretty well, I’ve done an unusual amount of rants about the Lunar series lately. I guess it’s probably my having played Lunar: Dragon Song last year...until recently, I’d been happily content to let Lunar rest in the back of my mind in static disdain, but once the series was brought back to my attention, I started to not only recognize the unspeakable terribleness of LDS, but also really remember the previous games’ specific problems. And in this renewed attention, I have come to realize something about the series that I hadn’t particularly thought about before:
Goddess Althena sucks.
Seriously, she’s total crap. Consider this: I have played 3 of the 4 Lunar games.* She is physically present and affecting the plot in 2 of those games, and both times, she gets brainwashed to be evil and do the main villain’s bidding. So far, 100% of the time that Althena has been in a game, she’s been duped into being evil. Once, yeah, I was willing to accept that, but twice? 2 for 2? Once is acceptable for an RPG character, happens all the time. I don’t hold the brainwashing against Mary’s husband in Tales of Destiny 1, or Kain in Final Fantasy 4,** or Knights of the Old Republic 1’s Bastila. In fact, in all 3 of those cases, the brainwashing angle is beneficial to the storytelling, adding characterization or providing new, positive characteristics to the game’s plot. But when you’re getting brainwashed more than once, by 2 different people,*** and you’re a freaking goddess? That’s just pretty pathetic, lady.
Not helping that is the fact that neither villain who brainwashes Althena is a particularly compelling character or has a very well thought-out, reasonable objective. One wonders how anyone could be brainwashed by Ghaleon or Ignatius to begin with. I guess there’s some plot-convenient magic going on with it, probably, but again, why the hell is it so easy to do this to the super-powerful deity who created, maintains, and watches over all of Lunar?
That’s certainly not the only beef I’ve got with Althena, though. Here’s another big one: the endings of both Lunar: Dragon Song and Lunar 1 both contain the implication that Althena has decided, in the human forms of Lunar 1’s Luna and LDS’s Lucia, that humanity does not need her to guide them, watch over them, and serve whatever capacity she does as a goddess just sort of sitting around in a glowy chamber that people don’t regularly visit anyway. Well, okay, fine. There’s the message of her children standing for themselves and facing their future with their own strength and so on. Good message, lamely conveyed.****
Here’s the thing, though: her children not needing her to create their own future should NOT the same thing as her deciding to skip out on goddesshood forever. When Luna dies of old age after the events of Lunar 1, she doesn’t reincarnate, and so Althena the goddess is gone forever. Well, that’s fine and all, but she’s taking herself entirely out of the picture when she KNOWS that Zophar, the ungodly powerful villain of Lunar 2 whose destruction of Earth necessitated the creation of Lunar to begin with, could potentially return to threaten the inhabitants of Lunar in the future! Luna-Althena is fully aware of Zophar’s existence, of how incredibly powerful he is and that he might someday threaten Lunar’s people with extinction, and yet she makes no effort to keep herself alive in case that day may come! And you can’t even say she just stupidly forgot or something, because she left a video message for Lunar 2’s Lucia (no relation to Lunar: Dragon Song’s Lucia; why the hell did the writers have 2 separate major characters in the series named the same damn thing?) explaining that she did so.
I’m sorry, but there is a DIFFERENCE between letting your children pave their own way without your guidance or interference, and just carelessly abandoning them to let them face down a monster of pure evil that dwarfs your own goddess-level power! You can WATCH things without interfering with their destiny, you know. I may have every confidence that a child has the coordination, intelligence, common sense, and maturity to use an oven, but that confidence doesn’t mean that the first time the kid tries cooking some mac’n’cheese, I should turn off the smoke detectors, hide the list of emergency numbers, disconnect the land line, toss all cell phones in the garbage disposal, scribble out all the instructions on the mac’n’cheese box, and leave town!
It’s just stupid black-and-white reasoning with no room for the gray area of common fucking sense. If your kid is getting picked on by another kid in school, and you tell him that he should try to solve his own problems, that’s one thing. But if your child later comes running up to you in terror because he’s being chased by a vicious, possibly rabid dog, your response should obviously NOT still be to tell him to solve his own problems! That dog is dangerous enough that it poses a threat to YOU, a full-grown adult, and thus it is NOT reasonable to expect the child to deal with the problem himself. It is CONCEIVABLE that a child might just be able to protect himself successfully from the dog--the same way it’s conceivable to bulls-eye a fly with a snapped rubber band with your eyes closed--but it is horribly wrong to assume that he can and must do so. And that’s what Althena does after her permanent death after Lunar 1--she just leaves a video to whoever’s day she screwed up in the future saying, “You can do it if you believe in yourselves! Hope it all works out for you kids!” and washes her hands of her children forever.
Okay, fine, you can argue that she did, in fact, wind up being correct, and the heroes in Lunar 2 manage to find a way to stop Zophar on their own. You know what? You want to count Althena’s faith that humanity would manage just happening to come true as a point in her favor, go ahead. Just go ahead, I don’t even frickin’ care. But in my opinion, the narrow save for humanity of defeating Zophar isn’t evidence of well-placed faith, it’s just them managing to accomplish something that couldn’t possibly have been predicted or relied upon under even the best of circumstances. Lunar 2’s heroes made it happen and good on them for it, but from the perspective of Althena centuries before, she just irresponsibly rolled some dice and they happened to come up favorably. But that’s just my perspective, I suppose.
And another reason Althena is a shitty goddess: for all the big deal that’s made about her taking a mortal form and letting Lunar’s people move forward without her guidance...well, what exactly was so great about her guidance to begin with? Quite frankly, the world that Althena has only comparatively recently stopped supposedly directly guiding in Lunar: Dragon Song is a pretty bad one. The society of Lunar: Dragon Song, which again is implied to have been until recent years under the more direct guidance of Althena, is racially oppressive! Because beastmen in Lunar are (supposedly) physically superior to humans in every measurable way, they dominate the best parts of the land to live in, rule over both themselves and the humans, enjoy all the best perks of their society’s cities and technologies, and generally just look down on all humans and see them as just a superfluous, lesser species. And don’t give me crap about how Althena has, by Lunar: Dragon Song’s opening, been away in the human form of Lucia for several years now. The idea that humans are inferior creatures is one that is an ingrained part of this society’s mentality, shared and fully accepted by nearly all beastmen AND human beings. Even if we assume that some huge social order rearrangement from a previous society of equality could have happened in the time that Althena’s been Lucia, AND had time to settle down by this point into being everyday life, there’s simply no way that an entire society would so universally adopt a notion such as one race’s inferiority to another in such a comparatively short period of time.***** This is clearly a social idea that has been around for a long, long time, so the inescapable conclusion is that for a significant period of time where Althena has been directly available and supposedly influential on Lunar’s society, she has either overlooked or actively encouraged a society in which one race is looked down upon and subjugated by another one.
And by the way, just to make things clear here for the kinds of folks who think Caesar’s Legion in Fallout: New Vegas was a legitimate social force, the Lunar society, at the time of Lunar: Dragon Song, is one which is more than sufficiently advanced enough that the supposed physical strength of the beastmen does not warrant greater social respect. It’s a well-advanced civilization with political leaders, bureaucracy, the arts, and enough technological advancement that intellect must be socially valuable to some degree. It has advanced to the point where there is no defensible reason to base social worth upon physical prowess, and obviously has been at that point for a long time. So there is no rational survival-related reason for making humans second-class citizens, or anything like that. Not that it would be rational anyway, by the evidence of the series’s own games. I mean, human Jian in LDS is the physical equal of beastmen Gabby and Rufus (not even counting Jian’s ability to attack thrice at once), humans Alex and Kyle in Lunar 1 are physically superior to half-beastman Jessica, and beastman Leo in Lunar 2 is at best only physically the equal of human Hiro.
So let’s count up what we’ve got here, shall we? We have a goddess who is brainwashed into being evil every time we see her, who 100% abandons her people even though she knows that an insanely powerful and horrible monster may someday attack them on the flimsy pretext that she thinks they’re emotionally ready to take it on and have to stand on their own and so on, and she let an inarguably unnecessary racially oppressive society rise up on her watch. So far Althena is sounding like one awesome benevolent, wise, nurturing goddess that everyone loves. Do I have anything else?
You bet I do! How about that Vile Tribe, huh? According to the legends of Lunar, the Vile Tribe were a bunch of no-goodniks who were banished hundreds of years before any of the Lunar games after they rejected Althena and for the bad deeds they did. What deeds were these? Uh, the legends are pretty suspiciously vague on this point, actually, and a quick search at a couple of Wikipedias and Lunar fanpages doesn’t offer any clarification.
Putting aside the suspicious lack of details to what the Vile Tribe did to deserve this punishment, banishment from the settled part of Lunar is a pretty big deal. Lunar takes place on the moon (uh, spoilers, I guess?), and it seems that most of the greenery and flowing water and all those nice life-sustaining environmental conditions are a result of Althena’s magic having jumpstarted and, at least for a time, maintained them. In most cases, banishment is no laughing matter, but in the case of Lunar, banishment from Althena’s lands to the untouched Frontier is to be exiled to a harsh, very nearly lifeless wasteland. I mean, it’s essentially just the moon as we understand it, except that Althena’s magical air spills over into it, I guess. As far as I’m concerned, the following are all significantly easier to survive over long periods of time than Lunar’s Frontier lands:
The Majority of Fallout’s Wasteland
Breath of Fire 3’s Desert of Death
The Arctic
Baten Kaitos’s Earth
A Long, Thoughtful Discourse between Tommy Wiseau and Sarah Palin
So I have to wonder, what crime was it that all those who would form the Vile Tribe committed to deserve this? This isn’t just your regular banishment where you send someone away to do their own thing and stop bothering you. This is the kind of banishment where you’re sending someone away to die so you don’t have to execute them yourself. This is about a quarter of a step away from an outright mass execution. So tell me, Goddess Althena, always presented as so benevolent, good, and loving, what was this vague crime of the past that was deserving of such an extreme punishment for so many? I’d love to know what they did that could be heinous enough to warrant this.
But you know, that’s not even my point here. Here’s where my real fourth argument of Althena sucking comes in. Let’s assume for a moment that whatever the people of the Vile Tribe did, it really, undeniably WAS worthy of banishment to the edges of Lunar 500 years ago. Swallowing that, let’s consider something The beings of the Vile Tribe aren’t mentioned to be any longer-lived than regular humans and beastmen (and living out on the Frontier, one can reasonably assume that most of the Vile Tribe would actually have shorter lives than the average Lunar citizen), so that means that the people who are forced to live outside of Althena’s lands by the times of the games, forced to subsist in this wasteland to beat all wastelands, are the distant descendants of the original Vile Tribe who committed the crime that we are currently assuming actually warranted banishment.
Ummmmmmmm...yeah, uh, why are they still there?
Althena’s banishment doesn’t just punish those of the Vile Tribe who actually committed the crime, it passes that punishment down from generation to generation! By the end of Lunar 1, 500 years’ worth of generations have been suffering for the sins of their forebears, sins that these children, grandchildren, great grandchildren, and so on had NO PART OF! By Althena’s decree, countless people have spent their entire lives in an agonized struggle for survival for a crime they did not commit! That’s...that’s horrifyingly unjust, outright evil!
You can try to rationalize it, sure. Here, let me help you--I already thought of some good ones:
“Ah gee, RPGenius, we don’t know that it was ALTHENA that kept them on the Frontier. Maybe she would have accepted the original Vile Tribe’s descendants back, and it was just the other people of Lunar who didn’t let them back!” Well that’s certainly possible, but I’d like to remind you that the major conflicts of both Lunar: Dragon Song and Lunar 1 revolve around the question of whether Althena should be available to guide and coddle Lunar’s civilization, with the understood implication that she has been doing just that. So even if the people of Lunar are the ones who keep the Vile Tribe exiled (due at least in part to the doctrine of Althena’s followers saying that this exile is a good thing), Althena has long been in a position up until very soon before both games’ beginnings to tell the Vile Tribe that it’s okay to come back, and to tell the rest of Lunar to suck it up and deal with it--IF she was willing to forgive the children for the sins of the fathers. But that does not happen.
“Well shucks there RPGenius, the Vile Tribe members we see in the games are mostly villains anyway. Maybe they’re still there because they’re still bad!” I think not. While Royce is shown to be pretty irredeemably evil and the possibility of Xenobia being capable of any good at all is questionable, Phacia, the third leader of the Vile Tribe at the time of Lunar 1, eventually comes to redeem herself, and from some of the things we learn during the games, the Vile Tribe of current times are doing what they’re doing because they’re justifiably pissed off at their exile and the difficult life they’ve all had because of it. But as at least some of them are capable of accepting and embracing the ideals of Lunar’s society, as seen by Phacia, they’re capable of complex thought and self-awareness of morality and emotion, and they’re capable of following a leader who promises them a better life, so I would say that the Vile Tribe are no more inherently evil than you or I. They possess the human spirit and a human-level intellect and self-awareness, and anyone who does so can, potentially, be a good, worthwhile, and acceptable person, given the chance.
“Maybe Althena doesn’t actually know they’re still out there, and would offer them the chance to come back if she did, RPGenius!” Well, I can’t remember exactly whether the Vile Tribe are a known fact to the society of Lunar in Lunar: Dragon Song and Lunar 1, or if they’re just a legend that people can’t verify or disprove, but by the end of Lunar: Dragon Song, Althena, in the form of Lucia, is very aware that the Vile Tribe exists because they factored into the whole adventure. Yeah, Lucia decides at the end of LDS that the world doesn’t need Althena’s guidance, but we know, given the later events of Lunar 1, that she at some point apparently changed her mind and went back to being a goddess who at least in SOME way had something to do with human and beastman affairs (if she truly had no part in them at all in that form, then she’d feel no need to let herself permanently die as Luna at the end of Lunar 1) for a while. Yet by the time Lunar 1 opens, the Vile Tribe is still forced to be out on the Frontier. Althena knows they’re there, and she’s not changing her mind about it.
“Maybe, RPGenius, they don’t want to go back!” They certainly do want to go back; that’s why Ghaleon is able to get them to build his Grindery in Lunar 1. Now, maybe you mean that they don’t want to go back and be presided over by Althena. That is certainly possible--the original myth of the Vile Tribe does say that they rejected Althena from the start, and if my memory serves, Xenobia and Royce reject Phacia’s idea of trying to return to Lunar peacefully under the rules of Althena. But you know what? That isn’t a reason that they can’t be given a little piece of Lunar for themselves that isn’t the horrible Frontier. So long as they were peaceful and didn’t trouble others, why not let them live somewhere reasonably habitable without having to go around worshipping Althena? They shouldn’t be forced to worship her if they don’t want to, and the punishment for not worshipping her shouldn’t be banishment to a harsh wasteland! If the current generations of Vile Tribe people are seriously being kept out just because they don’t feel like worshipping the goddess that let them suffer a painful, harsh existence as penance for their grandparents’ mistakes, then we can add “raging egomaniac” to the list of Althena’s bad qualities.
“But RPGenius, children SHOULD be forced to suffer for mistakes their parents made!” Please go and be an idiotic asshole somewhere else.
No matter how you try to rationalize it, it always comes down to the same thing: the Vile Tribe descendants unfairly suffer for someone else’s crimes, because of Althena, and are either passively or actively kept in that suffering by Althena.
So yeah. That’s the rant, folks. That’s why Goddess Althena sucks. She’s brainwashed too damn easily, she abandons her people knowing what kind of danger they might someday face and just cheerfully expects them to overcome it without any reason for such confidence, she allows groundless racism to shape and maintain an oppressive society, and she forces descendants to go through the agonizing punishment earned for crimes they themselves did not commit. So essentially, she’s easily the pawn of mortals (and bad ones, at that), she can’t be relied on, her guidance leads society astray, and regardless of her supposed benevolence, she’s actually utterly ruthless and unforgiving, and in a way that’s completely unjust. I actually think that’s a pretty comprehensive list of everything that is the exact opposite of what a deity is supposed to be! It’s a damned shame, it really is, because Althena was a solo-act goddess at a time back when RPGs involving outright gods didn’t really have many such things, only heterogenous pantheons or single male deities (or entirely male pantheons). I would have preferred to like her. But the flat fact is that she really just sucks.
* The 4 separate, actual, original Lunar games, I mean. The Lunar series is bizarre in that it has 10 different title entries in it, yet of those 10, the majority are actually just remakes and rereleases. Seriously--there’s Lunar 1 (The Silver Star), Lunar 2 (Eternal Blue), Lunar: Walking School, Lunar: Dragon Song (Lunar Genesis in Japan), and then the rest of the games in the series are 1 remake of Lunar: Walking School, 1 remake of Lunar 2, and then 4 remakes of Lunar 1. This is a series where the remakes actually outnumber the original games. Even Final Fantasy isn’t that bad...yet.
** Keep in mind that though Kain betrayed the party twice, it was only 1 single brainwashing that caused that--he simply didn’t fully snap out of it the first time. It’s not like 2 separate, successful attempts were made.
*** Er, sort of. Ignatius of Lunar: Dragon Song is supposed to be his own individual character, even if it’s pretty painfully obvious that he’s just a bad copy of Lunar 1’s Ghaleon.
**** For the sake of the rant’s integrity, we will forget, for a moment, that it’s illogical and stupid for Lunar: Dragon Song’s Lucia to come to this conclusion, when she will, some time later, be Althena doing Althena world-guiding things in time for Lunar 1’s events to occur, at which point she’ll apparently relearn the same damn lesson. If you’re going to make deity non-involvement your message for your prequel game, Game Arts, then you might want to make sure that your later, already well-established game doesn’t hinge on that message never having happened.
***** Actually, I can think of one single way that would happen in a short period of time--if Althena had herself said that beastmen were better than humans and should lead society in totality. But that possibility would just directly prove my point that she sucks, wouldn’t it?
Goddess Althena sucks.
Seriously, she’s total crap. Consider this: I have played 3 of the 4 Lunar games.* She is physically present and affecting the plot in 2 of those games, and both times, she gets brainwashed to be evil and do the main villain’s bidding. So far, 100% of the time that Althena has been in a game, she’s been duped into being evil. Once, yeah, I was willing to accept that, but twice? 2 for 2? Once is acceptable for an RPG character, happens all the time. I don’t hold the brainwashing against Mary’s husband in Tales of Destiny 1, or Kain in Final Fantasy 4,** or Knights of the Old Republic 1’s Bastila. In fact, in all 3 of those cases, the brainwashing angle is beneficial to the storytelling, adding characterization or providing new, positive characteristics to the game’s plot. But when you’re getting brainwashed more than once, by 2 different people,*** and you’re a freaking goddess? That’s just pretty pathetic, lady.
Not helping that is the fact that neither villain who brainwashes Althena is a particularly compelling character or has a very well thought-out, reasonable objective. One wonders how anyone could be brainwashed by Ghaleon or Ignatius to begin with. I guess there’s some plot-convenient magic going on with it, probably, but again, why the hell is it so easy to do this to the super-powerful deity who created, maintains, and watches over all of Lunar?
That’s certainly not the only beef I’ve got with Althena, though. Here’s another big one: the endings of both Lunar: Dragon Song and Lunar 1 both contain the implication that Althena has decided, in the human forms of Lunar 1’s Luna and LDS’s Lucia, that humanity does not need her to guide them, watch over them, and serve whatever capacity she does as a goddess just sort of sitting around in a glowy chamber that people don’t regularly visit anyway. Well, okay, fine. There’s the message of her children standing for themselves and facing their future with their own strength and so on. Good message, lamely conveyed.****
Here’s the thing, though: her children not needing her to create their own future should NOT the same thing as her deciding to skip out on goddesshood forever. When Luna dies of old age after the events of Lunar 1, she doesn’t reincarnate, and so Althena the goddess is gone forever. Well, that’s fine and all, but she’s taking herself entirely out of the picture when she KNOWS that Zophar, the ungodly powerful villain of Lunar 2 whose destruction of Earth necessitated the creation of Lunar to begin with, could potentially return to threaten the inhabitants of Lunar in the future! Luna-Althena is fully aware of Zophar’s existence, of how incredibly powerful he is and that he might someday threaten Lunar’s people with extinction, and yet she makes no effort to keep herself alive in case that day may come! And you can’t even say she just stupidly forgot or something, because she left a video message for Lunar 2’s Lucia (no relation to Lunar: Dragon Song’s Lucia; why the hell did the writers have 2 separate major characters in the series named the same damn thing?) explaining that she did so.
I’m sorry, but there is a DIFFERENCE between letting your children pave their own way without your guidance or interference, and just carelessly abandoning them to let them face down a monster of pure evil that dwarfs your own goddess-level power! You can WATCH things without interfering with their destiny, you know. I may have every confidence that a child has the coordination, intelligence, common sense, and maturity to use an oven, but that confidence doesn’t mean that the first time the kid tries cooking some mac’n’cheese, I should turn off the smoke detectors, hide the list of emergency numbers, disconnect the land line, toss all cell phones in the garbage disposal, scribble out all the instructions on the mac’n’cheese box, and leave town!
It’s just stupid black-and-white reasoning with no room for the gray area of common fucking sense. If your kid is getting picked on by another kid in school, and you tell him that he should try to solve his own problems, that’s one thing. But if your child later comes running up to you in terror because he’s being chased by a vicious, possibly rabid dog, your response should obviously NOT still be to tell him to solve his own problems! That dog is dangerous enough that it poses a threat to YOU, a full-grown adult, and thus it is NOT reasonable to expect the child to deal with the problem himself. It is CONCEIVABLE that a child might just be able to protect himself successfully from the dog--the same way it’s conceivable to bulls-eye a fly with a snapped rubber band with your eyes closed--but it is horribly wrong to assume that he can and must do so. And that’s what Althena does after her permanent death after Lunar 1--she just leaves a video to whoever’s day she screwed up in the future saying, “You can do it if you believe in yourselves! Hope it all works out for you kids!” and washes her hands of her children forever.
Okay, fine, you can argue that she did, in fact, wind up being correct, and the heroes in Lunar 2 manage to find a way to stop Zophar on their own. You know what? You want to count Althena’s faith that humanity would manage just happening to come true as a point in her favor, go ahead. Just go ahead, I don’t even frickin’ care. But in my opinion, the narrow save for humanity of defeating Zophar isn’t evidence of well-placed faith, it’s just them managing to accomplish something that couldn’t possibly have been predicted or relied upon under even the best of circumstances. Lunar 2’s heroes made it happen and good on them for it, but from the perspective of Althena centuries before, she just irresponsibly rolled some dice and they happened to come up favorably. But that’s just my perspective, I suppose.
And another reason Althena is a shitty goddess: for all the big deal that’s made about her taking a mortal form and letting Lunar’s people move forward without her guidance...well, what exactly was so great about her guidance to begin with? Quite frankly, the world that Althena has only comparatively recently stopped supposedly directly guiding in Lunar: Dragon Song is a pretty bad one. The society of Lunar: Dragon Song, which again is implied to have been until recent years under the more direct guidance of Althena, is racially oppressive! Because beastmen in Lunar are (supposedly) physically superior to humans in every measurable way, they dominate the best parts of the land to live in, rule over both themselves and the humans, enjoy all the best perks of their society’s cities and technologies, and generally just look down on all humans and see them as just a superfluous, lesser species. And don’t give me crap about how Althena has, by Lunar: Dragon Song’s opening, been away in the human form of Lucia for several years now. The idea that humans are inferior creatures is one that is an ingrained part of this society’s mentality, shared and fully accepted by nearly all beastmen AND human beings. Even if we assume that some huge social order rearrangement from a previous society of equality could have happened in the time that Althena’s been Lucia, AND had time to settle down by this point into being everyday life, there’s simply no way that an entire society would so universally adopt a notion such as one race’s inferiority to another in such a comparatively short period of time.***** This is clearly a social idea that has been around for a long, long time, so the inescapable conclusion is that for a significant period of time where Althena has been directly available and supposedly influential on Lunar’s society, she has either overlooked or actively encouraged a society in which one race is looked down upon and subjugated by another one.
And by the way, just to make things clear here for the kinds of folks who think Caesar’s Legion in Fallout: New Vegas was a legitimate social force, the Lunar society, at the time of Lunar: Dragon Song, is one which is more than sufficiently advanced enough that the supposed physical strength of the beastmen does not warrant greater social respect. It’s a well-advanced civilization with political leaders, bureaucracy, the arts, and enough technological advancement that intellect must be socially valuable to some degree. It has advanced to the point where there is no defensible reason to base social worth upon physical prowess, and obviously has been at that point for a long time. So there is no rational survival-related reason for making humans second-class citizens, or anything like that. Not that it would be rational anyway, by the evidence of the series’s own games. I mean, human Jian in LDS is the physical equal of beastmen Gabby and Rufus (not even counting Jian’s ability to attack thrice at once), humans Alex and Kyle in Lunar 1 are physically superior to half-beastman Jessica, and beastman Leo in Lunar 2 is at best only physically the equal of human Hiro.
So let’s count up what we’ve got here, shall we? We have a goddess who is brainwashed into being evil every time we see her, who 100% abandons her people even though she knows that an insanely powerful and horrible monster may someday attack them on the flimsy pretext that she thinks they’re emotionally ready to take it on and have to stand on their own and so on, and she let an inarguably unnecessary racially oppressive society rise up on her watch. So far Althena is sounding like one awesome benevolent, wise, nurturing goddess that everyone loves. Do I have anything else?
You bet I do! How about that Vile Tribe, huh? According to the legends of Lunar, the Vile Tribe were a bunch of no-goodniks who were banished hundreds of years before any of the Lunar games after they rejected Althena and for the bad deeds they did. What deeds were these? Uh, the legends are pretty suspiciously vague on this point, actually, and a quick search at a couple of Wikipedias and Lunar fanpages doesn’t offer any clarification.
Putting aside the suspicious lack of details to what the Vile Tribe did to deserve this punishment, banishment from the settled part of Lunar is a pretty big deal. Lunar takes place on the moon (uh, spoilers, I guess?), and it seems that most of the greenery and flowing water and all those nice life-sustaining environmental conditions are a result of Althena’s magic having jumpstarted and, at least for a time, maintained them. In most cases, banishment is no laughing matter, but in the case of Lunar, banishment from Althena’s lands to the untouched Frontier is to be exiled to a harsh, very nearly lifeless wasteland. I mean, it’s essentially just the moon as we understand it, except that Althena’s magical air spills over into it, I guess. As far as I’m concerned, the following are all significantly easier to survive over long periods of time than Lunar’s Frontier lands:
The Majority of Fallout’s Wasteland
Breath of Fire 3’s Desert of Death
The Arctic
Baten Kaitos’s Earth
A Long, Thoughtful Discourse between Tommy Wiseau and Sarah Palin
So I have to wonder, what crime was it that all those who would form the Vile Tribe committed to deserve this? This isn’t just your regular banishment where you send someone away to do their own thing and stop bothering you. This is the kind of banishment where you’re sending someone away to die so you don’t have to execute them yourself. This is about a quarter of a step away from an outright mass execution. So tell me, Goddess Althena, always presented as so benevolent, good, and loving, what was this vague crime of the past that was deserving of such an extreme punishment for so many? I’d love to know what they did that could be heinous enough to warrant this.
But you know, that’s not even my point here. Here’s where my real fourth argument of Althena sucking comes in. Let’s assume for a moment that whatever the people of the Vile Tribe did, it really, undeniably WAS worthy of banishment to the edges of Lunar 500 years ago. Swallowing that, let’s consider something The beings of the Vile Tribe aren’t mentioned to be any longer-lived than regular humans and beastmen (and living out on the Frontier, one can reasonably assume that most of the Vile Tribe would actually have shorter lives than the average Lunar citizen), so that means that the people who are forced to live outside of Althena’s lands by the times of the games, forced to subsist in this wasteland to beat all wastelands, are the distant descendants of the original Vile Tribe who committed the crime that we are currently assuming actually warranted banishment.
Ummmmmmmm...yeah, uh, why are they still there?
Althena’s banishment doesn’t just punish those of the Vile Tribe who actually committed the crime, it passes that punishment down from generation to generation! By the end of Lunar 1, 500 years’ worth of generations have been suffering for the sins of their forebears, sins that these children, grandchildren, great grandchildren, and so on had NO PART OF! By Althena’s decree, countless people have spent their entire lives in an agonized struggle for survival for a crime they did not commit! That’s...that’s horrifyingly unjust, outright evil!
You can try to rationalize it, sure. Here, let me help you--I already thought of some good ones:
“Ah gee, RPGenius, we don’t know that it was ALTHENA that kept them on the Frontier. Maybe she would have accepted the original Vile Tribe’s descendants back, and it was just the other people of Lunar who didn’t let them back!” Well that’s certainly possible, but I’d like to remind you that the major conflicts of both Lunar: Dragon Song and Lunar 1 revolve around the question of whether Althena should be available to guide and coddle Lunar’s civilization, with the understood implication that she has been doing just that. So even if the people of Lunar are the ones who keep the Vile Tribe exiled (due at least in part to the doctrine of Althena’s followers saying that this exile is a good thing), Althena has long been in a position up until very soon before both games’ beginnings to tell the Vile Tribe that it’s okay to come back, and to tell the rest of Lunar to suck it up and deal with it--IF she was willing to forgive the children for the sins of the fathers. But that does not happen.
“Well shucks there RPGenius, the Vile Tribe members we see in the games are mostly villains anyway. Maybe they’re still there because they’re still bad!” I think not. While Royce is shown to be pretty irredeemably evil and the possibility of Xenobia being capable of any good at all is questionable, Phacia, the third leader of the Vile Tribe at the time of Lunar 1, eventually comes to redeem herself, and from some of the things we learn during the games, the Vile Tribe of current times are doing what they’re doing because they’re justifiably pissed off at their exile and the difficult life they’ve all had because of it. But as at least some of them are capable of accepting and embracing the ideals of Lunar’s society, as seen by Phacia, they’re capable of complex thought and self-awareness of morality and emotion, and they’re capable of following a leader who promises them a better life, so I would say that the Vile Tribe are no more inherently evil than you or I. They possess the human spirit and a human-level intellect and self-awareness, and anyone who does so can, potentially, be a good, worthwhile, and acceptable person, given the chance.
“Maybe Althena doesn’t actually know they’re still out there, and would offer them the chance to come back if she did, RPGenius!” Well, I can’t remember exactly whether the Vile Tribe are a known fact to the society of Lunar in Lunar: Dragon Song and Lunar 1, or if they’re just a legend that people can’t verify or disprove, but by the end of Lunar: Dragon Song, Althena, in the form of Lucia, is very aware that the Vile Tribe exists because they factored into the whole adventure. Yeah, Lucia decides at the end of LDS that the world doesn’t need Althena’s guidance, but we know, given the later events of Lunar 1, that she at some point apparently changed her mind and went back to being a goddess who at least in SOME way had something to do with human and beastman affairs (if she truly had no part in them at all in that form, then she’d feel no need to let herself permanently die as Luna at the end of Lunar 1) for a while. Yet by the time Lunar 1 opens, the Vile Tribe is still forced to be out on the Frontier. Althena knows they’re there, and she’s not changing her mind about it.
“Maybe, RPGenius, they don’t want to go back!” They certainly do want to go back; that’s why Ghaleon is able to get them to build his Grindery in Lunar 1. Now, maybe you mean that they don’t want to go back and be presided over by Althena. That is certainly possible--the original myth of the Vile Tribe does say that they rejected Althena from the start, and if my memory serves, Xenobia and Royce reject Phacia’s idea of trying to return to Lunar peacefully under the rules of Althena. But you know what? That isn’t a reason that they can’t be given a little piece of Lunar for themselves that isn’t the horrible Frontier. So long as they were peaceful and didn’t trouble others, why not let them live somewhere reasonably habitable without having to go around worshipping Althena? They shouldn’t be forced to worship her if they don’t want to, and the punishment for not worshipping her shouldn’t be banishment to a harsh wasteland! If the current generations of Vile Tribe people are seriously being kept out just because they don’t feel like worshipping the goddess that let them suffer a painful, harsh existence as penance for their grandparents’ mistakes, then we can add “raging egomaniac” to the list of Althena’s bad qualities.
“But RPGenius, children SHOULD be forced to suffer for mistakes their parents made!” Please go and be an idiotic asshole somewhere else.
No matter how you try to rationalize it, it always comes down to the same thing: the Vile Tribe descendants unfairly suffer for someone else’s crimes, because of Althena, and are either passively or actively kept in that suffering by Althena.
So yeah. That’s the rant, folks. That’s why Goddess Althena sucks. She’s brainwashed too damn easily, she abandons her people knowing what kind of danger they might someday face and just cheerfully expects them to overcome it without any reason for such confidence, she allows groundless racism to shape and maintain an oppressive society, and she forces descendants to go through the agonizing punishment earned for crimes they themselves did not commit. So essentially, she’s easily the pawn of mortals (and bad ones, at that), she can’t be relied on, her guidance leads society astray, and regardless of her supposed benevolence, she’s actually utterly ruthless and unforgiving, and in a way that’s completely unjust. I actually think that’s a pretty comprehensive list of everything that is the exact opposite of what a deity is supposed to be! It’s a damned shame, it really is, because Althena was a solo-act goddess at a time back when RPGs involving outright gods didn’t really have many such things, only heterogenous pantheons or single male deities (or entirely male pantheons). I would have preferred to like her. But the flat fact is that she really just sucks.
* The 4 separate, actual, original Lunar games, I mean. The Lunar series is bizarre in that it has 10 different title entries in it, yet of those 10, the majority are actually just remakes and rereleases. Seriously--there’s Lunar 1 (The Silver Star), Lunar 2 (Eternal Blue), Lunar: Walking School, Lunar: Dragon Song (Lunar Genesis in Japan), and then the rest of the games in the series are 1 remake of Lunar: Walking School, 1 remake of Lunar 2, and then 4 remakes of Lunar 1. This is a series where the remakes actually outnumber the original games. Even Final Fantasy isn’t that bad...yet.
** Keep in mind that though Kain betrayed the party twice, it was only 1 single brainwashing that caused that--he simply didn’t fully snap out of it the first time. It’s not like 2 separate, successful attempts were made.
*** Er, sort of. Ignatius of Lunar: Dragon Song is supposed to be his own individual character, even if it’s pretty painfully obvious that he’s just a bad copy of Lunar 1’s Ghaleon.
**** For the sake of the rant’s integrity, we will forget, for a moment, that it’s illogical and stupid for Lunar: Dragon Song’s Lucia to come to this conclusion, when she will, some time later, be Althena doing Althena world-guiding things in time for Lunar 1’s events to occur, at which point she’ll apparently relearn the same damn lesson. If you’re going to make deity non-involvement your message for your prequel game, Game Arts, then you might want to make sure that your later, already well-established game doesn’t hinge on that message never having happened.
***** Actually, I can think of one single way that would happen in a short period of time--if Althena had herself said that beastmen were better than humans and should lead society in totality. But that possibility would just directly prove my point that she sucks, wouldn’t it?
Friday, April 18, 2014
Lunar: Dragon Song's Gameplay
I warn you right now: if you’ve read any reviews for Lunar: Dragon Song, then this entire rant is probably not going to tread any new ground. Everyone has the same complaints about this title’s gameplay, and this is just me adding one more indistinguishable log on that fire. But if you don’t have anything better to do--and let’s face it, if you’re actually here, with the intent to read the nonsense that I incessantly chatter on about, then chances must already be good that you’re pretty hard up for entertainment at the moment--then read on.
Lunar: Dragon Song. It is nothing short of legendary for how horrible it is to play. This game does so many things wrong with its design, making itself utterly unplayable at every turn in so many ways, that I actually think it was designed by a super villain. Really, there cannot be any way for this many completely unique gameplay problems to have come about without malicious intent; this game is a work of an evil, twisted creative genius. You almost have to admire it, as a work of art made to commemorate frustration and human suffering. I’m 30 years old now, so I don’t actually have the time left to me on Earth to really go into every part of why this game is virtually unplayable, but here’s a quick Who’s Who list of the more horrible design flaws:
Experience OR Items After Battle: Yeah, you don’t get both. Items are the only reliable source of income in this game, and the badly designed challenge curve guarantees that you’re eventually going to really, really need every edge you can get, which means that after a certain point in the game you HAVE to be buying every new piece of armor you come across. That means twice as much time wasted grinding against enemies, once for EXP, once for the items you’ll need to make money. Since enemies level with you, you might be thinking that you COULD try for the money alone and do a low-level run of the game, but…
Frustrating Challenge Curve: The game gets too hard, too fast, and never lets up; every dungeon is a war of attrition with the player. This makes it more or less impossible to do a low-level run of the game. Yes, enemies do level with you, so if your levels are lower then they’ll be likewise less powerful, but that isn’t enough--even low-leveled, the enemies’ power will eventually outpace updated armor and weapons’ effectiveness, and you’ll be unable to defeat bosses without gaining levels. So what you have here is a game where gaining levels is almost meaningless because your enemies are gaining them with you so each level only provides you with marginal superiority, but also a game where you also can’t take advantage of low enemy levels past a certain point, either.
Enemies Can Break Your Equipment: There are a fair number of enemies in this game that can break your equipment with their regular attacks. Yeah. That’s annoying in any game, but consider what I’ve mentioned so far. First of all, that you have to spend time battling enemies over and over just for money alone. So if a random enemy attack means that you’re forced to replace that piece of armor you just bought for tens of thousands, you’d best grab yourself a Snickers, because you’re not going anywhere for a while. And then consider what I’ve mentioned about the difficulty curve. After a while, you’re not going to be able to do diddly-squat damage to enemies if you don’t have the best possible weaponry, so if an enemy happens by chance to break your main character’s weapon, that’s really just too fucking bad for you. You’re not going forward until you replace that weapon, unless you want your already tediously long and overabundant battles to take 5x longer. Oh, and if the piece of equipment that breaks happens to be one you got from a chest that’s better than any other equipment you can currently buy? Tough shit.
Painfully Slow Walking Speed, But Running Costs HP: The pace of your characters when walking is best described as “plodding,” but your characters lose HP when they run. Want to get anywhere in a timely fashion in this game? You’d better stock up on those healing items. But oh wait, you have to waste twice as much time fighting enemies for the money you’ll need for those healing items, won’t you? So either way you’re going to be wasting that much more time. Awesome.
Jian’s the Only Useful Attacker: Jian the protagonist does more damage in one of his attacks than any other character does in one of theirs. This wouldn’t be a big deal (pretty standard for RPGs, really), except that Jian also does 3 attacks for every round, while everyone else just does your standard 1 attack. This means early on that Jian is overpowered and the rest of the party are just some fumbling, nearly useless support. Later on, when the game figures out what’s going on, this means that Jian is just 1 competent fighter against groups of enemies designed to challenge a full party of competent fighters, and the rest of the party are still just some fumbling, nearly useless support. Not helping this problem is my number 1 complaint, which is:
Oh My God Are You Serious, You Can’t Target Specific Enemies!?: Self-explanatory, really. When you tell your party to attack, they randomly select their target from the enemy party. Did Jian spend his turn attacking one enemy, whittling its HP down to nearly nothing? You can’t tell your weak supporting characters to finish it off, so more than likely they’ll just ineffectively attack something else (probably a weak enemy that Jian could 1-shot-kill a minute from now anyway), and Jian will waste his next turn finishing off the weakened enemy instead of being free to go to the next. Remember when I said that every dungeon is a war of attrition in this game? That’s because in every single battle, enemies get several more turns to attack you than they should due to the game’s random AI having no concept of attack strategy. You simply watch, powerless to do anything, each battle dragging on that much longer and costing that much more HP. Unbelievable. What is even the point of having a battle system at all if you only half control it? You have about as much say in what happens in battle as you would if you were watching someone play it on Youtube.
There’s plenty of other terrible things that make playing this game agonizing, like very low starting MP values, MP restoration items not being able to be purchased, weird map object-collision detection, the fact that money-making delivery sidequests often have the name of the supposed receiver and the name of the actual receiver not match up due to translation errors, the fact that a lot of your money comes from stupid delivery quests to begin with, and so much more, but the ones above are, I think, most of the really big ones.
Now you look at those, and you tell me that a game this perfectly designed to suck, where its gameplay flaws all coordinate with one another to strengthen each one’s dysfunction, was not MEANT to be as painful a playing experience as possible. Sorry to get all Intelligent Design on you, but there is no way something this horrible happened accidentally.
Lunar: Dragon Song. It is nothing short of legendary for how horrible it is to play. This game does so many things wrong with its design, making itself utterly unplayable at every turn in so many ways, that I actually think it was designed by a super villain. Really, there cannot be any way for this many completely unique gameplay problems to have come about without malicious intent; this game is a work of an evil, twisted creative genius. You almost have to admire it, as a work of art made to commemorate frustration and human suffering. I’m 30 years old now, so I don’t actually have the time left to me on Earth to really go into every part of why this game is virtually unplayable, but here’s a quick Who’s Who list of the more horrible design flaws:
Experience OR Items After Battle: Yeah, you don’t get both. Items are the only reliable source of income in this game, and the badly designed challenge curve guarantees that you’re eventually going to really, really need every edge you can get, which means that after a certain point in the game you HAVE to be buying every new piece of armor you come across. That means twice as much time wasted grinding against enemies, once for EXP, once for the items you’ll need to make money. Since enemies level with you, you might be thinking that you COULD try for the money alone and do a low-level run of the game, but…
Frustrating Challenge Curve: The game gets too hard, too fast, and never lets up; every dungeon is a war of attrition with the player. This makes it more or less impossible to do a low-level run of the game. Yes, enemies do level with you, so if your levels are lower then they’ll be likewise less powerful, but that isn’t enough--even low-leveled, the enemies’ power will eventually outpace updated armor and weapons’ effectiveness, and you’ll be unable to defeat bosses without gaining levels. So what you have here is a game where gaining levels is almost meaningless because your enemies are gaining them with you so each level only provides you with marginal superiority, but also a game where you also can’t take advantage of low enemy levels past a certain point, either.
Enemies Can Break Your Equipment: There are a fair number of enemies in this game that can break your equipment with their regular attacks. Yeah. That’s annoying in any game, but consider what I’ve mentioned so far. First of all, that you have to spend time battling enemies over and over just for money alone. So if a random enemy attack means that you’re forced to replace that piece of armor you just bought for tens of thousands, you’d best grab yourself a Snickers, because you’re not going anywhere for a while. And then consider what I’ve mentioned about the difficulty curve. After a while, you’re not going to be able to do diddly-squat damage to enemies if you don’t have the best possible weaponry, so if an enemy happens by chance to break your main character’s weapon, that’s really just too fucking bad for you. You’re not going forward until you replace that weapon, unless you want your already tediously long and overabundant battles to take 5x longer. Oh, and if the piece of equipment that breaks happens to be one you got from a chest that’s better than any other equipment you can currently buy? Tough shit.
Painfully Slow Walking Speed, But Running Costs HP: The pace of your characters when walking is best described as “plodding,” but your characters lose HP when they run. Want to get anywhere in a timely fashion in this game? You’d better stock up on those healing items. But oh wait, you have to waste twice as much time fighting enemies for the money you’ll need for those healing items, won’t you? So either way you’re going to be wasting that much more time. Awesome.
Jian’s the Only Useful Attacker: Jian the protagonist does more damage in one of his attacks than any other character does in one of theirs. This wouldn’t be a big deal (pretty standard for RPGs, really), except that Jian also does 3 attacks for every round, while everyone else just does your standard 1 attack. This means early on that Jian is overpowered and the rest of the party are just some fumbling, nearly useless support. Later on, when the game figures out what’s going on, this means that Jian is just 1 competent fighter against groups of enemies designed to challenge a full party of competent fighters, and the rest of the party are still just some fumbling, nearly useless support. Not helping this problem is my number 1 complaint, which is:
Oh My God Are You Serious, You Can’t Target Specific Enemies!?: Self-explanatory, really. When you tell your party to attack, they randomly select their target from the enemy party. Did Jian spend his turn attacking one enemy, whittling its HP down to nearly nothing? You can’t tell your weak supporting characters to finish it off, so more than likely they’ll just ineffectively attack something else (probably a weak enemy that Jian could 1-shot-kill a minute from now anyway), and Jian will waste his next turn finishing off the weakened enemy instead of being free to go to the next. Remember when I said that every dungeon is a war of attrition in this game? That’s because in every single battle, enemies get several more turns to attack you than they should due to the game’s random AI having no concept of attack strategy. You simply watch, powerless to do anything, each battle dragging on that much longer and costing that much more HP. Unbelievable. What is even the point of having a battle system at all if you only half control it? You have about as much say in what happens in battle as you would if you were watching someone play it on Youtube.
There’s plenty of other terrible things that make playing this game agonizing, like very low starting MP values, MP restoration items not being able to be purchased, weird map object-collision detection, the fact that money-making delivery sidequests often have the name of the supposed receiver and the name of the actual receiver not match up due to translation errors, the fact that a lot of your money comes from stupid delivery quests to begin with, and so much more, but the ones above are, I think, most of the really big ones.
Now you look at those, and you tell me that a game this perfectly designed to suck, where its gameplay flaws all coordinate with one another to strengthen each one’s dysfunction, was not MEANT to be as painful a playing experience as possible. Sorry to get all Intelligent Design on you, but there is no way something this horrible happened accidentally.
Tuesday, February 18, 2014
Lunar: Dragon Song's Characters
Lunar: Dragon Song. I’d say it’s garbage, but for the fact that festering carrion rats frequently use garbage as a squalid staging ground within which to uncontrollably breed both their rancid vermin spawn and the plague-ridden parasites that prey upon every filth-soaked inch of their scabby flesh, all of which gives said garbage a level of value to the world that Lunar: Dragon Song can’t possibly compare to. While it’s true that no one single aspect of this game is to blame for its being universally reviled (it’s more like every single part of the title works together in evil harmony to create its crappiness, like a twisted, masterfully horrible symphony of agony and human vice), let’s take a look at its characters for now.
Jian: Jian is of the Selfish, Bull-Headed Moron subgenre of RPG heroes. It’s a well-known fact that about 50% of all JRPG heroes are complete idiots by design, but not all idiots are created equally unintelligent. Most of the time, an idiot protagonist comes in the form of someone like Lloyd from Tales of Symphonia 1, a teenage simpleton whose heart of gold sees him through his adventure and makes up for the fact that reading his age backwards gives you his IQ. However, sometimes they make an idiot protagonist and forget to counterbalance his stupidity with a likable personality, leaving you with a self-centered dipshit like Jian. Yeah, Jian is all about racial equality and all (which is less wise and forward-thinking than it initially seems to be, when one considers that it’s HIS race that’s the one being looked down on as inferior; of COURSE the one being persecuted wants people to treat each other better), but more than that, Jian is about pursuing what HE wants and values, as impatiently and recklessly as possible. Aside from just hurling himself face-first into whatever his current objective happens to be without the slightest forethought whatsoever, he really has no personality to speak of.
And actually, I make it out like he’s stupid, but he seems to be the only person in all of Lunar who has figured out that hitting an enemy once is actually, incredibly enough, less effective than hitting them more than once. Jian is, in all seriousness, the deadliest fighter in the world simply because he thinks to kick his foe three times instead of just once. So as stupid as he is, everyone else in the game is apparently even dumber.
Lucia: Oh, yeah, great idea, Japan Art Media. Name the main female character of this Lunar game the SAME NAME as the lead female character of Lunar 2. Because THAT won’t cause confusion or anything. Jesus, people, this is not the Suikoden series, you don’t have literally dozens of female characters in each title that you have to come up with names for. This is not a huge RPG series like Fire Emblem, Final Fantasy, or Shin Megami Tensei; there are only 4 Lunar titles with distinct stories and casts! You guys could not think of ANY other name to give this character than the same one as an iconic former cast member?
Anyway, Lucia is...uh...boring. Like, really boring. You thought the first game’s Luna was a boring, lackluster character utterly devoid of personality? You ain’t seen nothing until you’ve seen Lucia. Along with Goddess of Lunar, Althena must also be Goddess of Ultimate Blandness, because every mortal incarnation of her has all the personality of a moist block of tofu.
Jian and Lucia’s Love: AKA Sir Not Appearing In This Game. Seriously, this romantic subplot is so irrelevant, unconvincing, and for all practical purposes nonexistent, that it actually makes Lunar 1’s love story between Alex and Luna look wildly romantic and convincing.
Gabi: The writers’ strategy when making Gabi’s character seems to have been hoping that you’ll be too enthralled by the novelty of “OMG CATGIRL KAWAII” to actually read her dull, uninspired occasionally-plot-forwarding-but-mostly-just-pointless dialogue. Unfortunately, Japan Art Media forgot that it’s not the goddamn 1980s any more and catgirls aren’t the new, adorable anime phenomenon that they were 30 years ago, so the fact that Gabi is a super boring character whose only point of depth (that whole thing where she uses her brand new friends as the next wave of cannon fodder for her dad’s army) barely makes sense anyway does not go unnoticed just because someone glued a pair of feline ears onto her head. Sadly, she’s probably still the highlight of this cast.
Rufus: Considering that Rufus is shown more prominently on the game’s cover than Gabi (the character who is, aside from Jian, with the party the longest, and does the most of importance to the plot), it’s a little puzzling that he’s only in the game for one full dungeon before getting killed off. What was the point of having Rufus in there anyway? We never learn much of anything about him, he doesn’t do anything that really affects the way the plot unfolds, he doesn’t seem to have any particular influence on Jian’s character either way, and his position as a replacement for Gabi and Flora isn’t important to the story because Jian’s forcing Gabi and Flora away was meaningless; it didn’t develop any of them or show us anything important about their characters. You take poor Rufus out the picture entirely, and Lunar: Dragon Song would proceed virtually unchanged.
Flora: “Hi! Did someone here order a conveniently-timed, obligatory generic healer?”
Ignatius: Oh, hey, an arrogant, self-righteous semi-smooth talker who plans to control Althena and abuse her powers for his poorly-reasoned, quasi-misguided but mostly just evil-in-a-dumb-way villain motives. Just like Ghaleon. The villain from Lunar 1. Bit of a one trick pony there, aren’tcha, Japan Art Media?
Jian: Jian is of the Selfish, Bull-Headed Moron subgenre of RPG heroes. It’s a well-known fact that about 50% of all JRPG heroes are complete idiots by design, but not all idiots are created equally unintelligent. Most of the time, an idiot protagonist comes in the form of someone like Lloyd from Tales of Symphonia 1, a teenage simpleton whose heart of gold sees him through his adventure and makes up for the fact that reading his age backwards gives you his IQ. However, sometimes they make an idiot protagonist and forget to counterbalance his stupidity with a likable personality, leaving you with a self-centered dipshit like Jian. Yeah, Jian is all about racial equality and all (which is less wise and forward-thinking than it initially seems to be, when one considers that it’s HIS race that’s the one being looked down on as inferior; of COURSE the one being persecuted wants people to treat each other better), but more than that, Jian is about pursuing what HE wants and values, as impatiently and recklessly as possible. Aside from just hurling himself face-first into whatever his current objective happens to be without the slightest forethought whatsoever, he really has no personality to speak of.
And actually, I make it out like he’s stupid, but he seems to be the only person in all of Lunar who has figured out that hitting an enemy once is actually, incredibly enough, less effective than hitting them more than once. Jian is, in all seriousness, the deadliest fighter in the world simply because he thinks to kick his foe three times instead of just once. So as stupid as he is, everyone else in the game is apparently even dumber.
Lucia: Oh, yeah, great idea, Japan Art Media. Name the main female character of this Lunar game the SAME NAME as the lead female character of Lunar 2. Because THAT won’t cause confusion or anything. Jesus, people, this is not the Suikoden series, you don’t have literally dozens of female characters in each title that you have to come up with names for. This is not a huge RPG series like Fire Emblem, Final Fantasy, or Shin Megami Tensei; there are only 4 Lunar titles with distinct stories and casts! You guys could not think of ANY other name to give this character than the same one as an iconic former cast member?
Anyway, Lucia is...uh...boring. Like, really boring. You thought the first game’s Luna was a boring, lackluster character utterly devoid of personality? You ain’t seen nothing until you’ve seen Lucia. Along with Goddess of Lunar, Althena must also be Goddess of Ultimate Blandness, because every mortal incarnation of her has all the personality of a moist block of tofu.
Jian and Lucia’s Love: AKA Sir Not Appearing In This Game. Seriously, this romantic subplot is so irrelevant, unconvincing, and for all practical purposes nonexistent, that it actually makes Lunar 1’s love story between Alex and Luna look wildly romantic and convincing.
Gabi: The writers’ strategy when making Gabi’s character seems to have been hoping that you’ll be too enthralled by the novelty of “OMG CATGIRL KAWAII” to actually read her dull, uninspired occasionally-plot-forwarding-but-mostly-just-pointless dialogue. Unfortunately, Japan Art Media forgot that it’s not the goddamn 1980s any more and catgirls aren’t the new, adorable anime phenomenon that they were 30 years ago, so the fact that Gabi is a super boring character whose only point of depth (that whole thing where she uses her brand new friends as the next wave of cannon fodder for her dad’s army) barely makes sense anyway does not go unnoticed just because someone glued a pair of feline ears onto her head. Sadly, she’s probably still the highlight of this cast.
Rufus: Considering that Rufus is shown more prominently on the game’s cover than Gabi (the character who is, aside from Jian, with the party the longest, and does the most of importance to the plot), it’s a little puzzling that he’s only in the game for one full dungeon before getting killed off. What was the point of having Rufus in there anyway? We never learn much of anything about him, he doesn’t do anything that really affects the way the plot unfolds, he doesn’t seem to have any particular influence on Jian’s character either way, and his position as a replacement for Gabi and Flora isn’t important to the story because Jian’s forcing Gabi and Flora away was meaningless; it didn’t develop any of them or show us anything important about their characters. You take poor Rufus out the picture entirely, and Lunar: Dragon Song would proceed virtually unchanged.
Flora: “Hi! Did someone here order a conveniently-timed, obligatory generic healer?”
Ignatius: Oh, hey, an arrogant, self-righteous semi-smooth talker who plans to control Althena and abuse her powers for his poorly-reasoned, quasi-misguided but mostly just evil-in-a-dumb-way villain motives. Just like Ghaleon. The villain from Lunar 1. Bit of a one trick pony there, aren’tcha, Japan Art Media?
Thursday, November 28, 2013
Lunar 1's Alex and Luna Romance
Happy Thanksgiving, anyone in the USA. Hope it's a nice day for you. When I realized that my next scheduled rant would be on Thanksgiving (like an hour ago), I thought it would be a nice idea to put up a positive rant, something appreciative of a good aspect of RPGs. Y'know, because it's a day of being thankful, and whatnot. But it turns out that of the 9 finished rants I'm sitting on, all of them are complaining about something. Oh well. I'm a grump, what do you want.
Oh, quick question. I had thought that the new color scheme of the blog was generally positively received, but I've had someone complaining that it hurts their eyes. Anyone else dislike it? And if so, what would make it better? I'm not against adjusting it, but it took me so long to find a color scheme I like that I'd rather have a clear idea of what needs to change before I commit to altering it.
And now, on with the rant.
Ah, Lunar. A “classic” of the Sega CD and Playstation 1 era of RPGs, I’ve always felt that this largely-beloved game more conned its way into players’ good graces with its colorful, high-quality anime cutscenes at a time when such a thing was a rare and impressive treat, than actually earned its accolades. The plot’s thin and listless, the villain’s only notable feature is his voice, and the characters, while distinctive, have very little depth, when they have any at all.
And man, does this game have a case of Love Hina Syndrome.
As a reminder, since I did the rant on LH Syndrome quite a while back, Love Hina Syndrome is a phrase I use to describe a game (or movie, show, anime, comic, whatever) in which the main character and his/her romantic interest are by far the least interesting and worthy characters in the entire cast, but for some unfortunate reason are the ones who completely dominate the story’s focus. The Legend of Dragoon, Rogue Galaxy, Dragon Quest 8, and The Last Story are examples of this, games wherein a number of good (or at least better) supporting characters aren’t given as much focus and time to develop, and it seems to be at least partially because the focal idiots are hogging the spotlight with their inferior blandness.*
Lunar 1’s plot meanders aimlessly for a little while before finally coming to focus squarely on the romance between protagonist Alex and his main squeeze Luna. She gets kidnapped because she’s the goddess Althena in human form, Alex wants her back because he loves her, and the game from that point on (about 1/4th of the way through it) is a journey to confront the bad guys and save Luna. It’s, uh, not a particularly inventive or ambitious idea for a story, so long as you’ve a passing familiarity with 1980s NES titles. Still, an uncreative idea can work just fine if the execution is good. I know I use this as an example all the time, but I once again point to my favorite RPG of all time, Grandia 2, a game that collects a huge bunch of anime and RPG cliches together and then uses them incredibly well to create an amazing work of storytelling art. If Lunar 1 could really sell the Alex and Luna love story, make it believable and touching, then this could really work.
Sadly, this turns out not to be the case. The romance between Alex and Luna sucks, plain and simple. It’s another case of Show, Don’t Tell--the game is eager to Tell us quite often that Alex is in love with Luna, and that she loves him back, but there’s precious little that convincingly Shows this to be true.
First of all, there’s no damn chemistry there. Alex and Luna don’t really act like people who love one another. It’s hard to describe in words, but there’s really not much interaction between them, all said. Alex says very little, Luna’s lines don’t seem to be particularly meaningful, and as a general rule nothing they say to each other has any particular warmth or understanding there. For 2 people who have known each other their entire lives, very little personal rapport, very little emotional connection, is actually expressed between them. Hell, most of the time, what small, lacking personal nuances that Alex or Luna possesses are only ever recognized by Nall or Ramus, their mutual friends. Of course it’s important to establish that Ramus and especially Nall are close to Alex and Luna, having known them for many years, but shouldn’t there be some sort of establishment of emotional intimacy between Alex and Luna, as well?
There’s also precious little in the way of actions that suggest any strong feelings between them--lingering glances, tendency to move closer to one another during periods of conversation or rest, etc. Hey, I know it’s all a bunch of sprites, but you CAN show at least a little relationship personality through that limited medium; plenty of other games have done so. And outside the regular sprite graphics, the cutscenes from the portion of the game where Alex and Luna are traveling together certainly don’t show us any particular connection between them; they’re rarely even present in the same FMV. The only one I can really think of was the boring, long, gratuitous time-waster FMV of Luna singing on the boat. After she’s done wasting half the game’s FMV budget that could have instead been used to illustrate a scene that was interesting in any way whatsoever, the cutscene concludes with Alex standing below her, staring at her. And y’know, this could have worked, it could have been convincing, him standing there in silent, emotional awe at this (supposedly-but-not-actually) beautiful song and outpouring of emotion by his beloved. All that would have been needed to really pull this scene off, make it a compelling moment of watching Alex realize his love for Luna, or at least confirm it, was to give him the right expression, an expression that conveyed the kind of impressed, poignant tenderness of a person as they gaze at the one who stirs their heart in that beautiful, unique way, the expression of silent, radiant love.
This is not that expression. He looks as bored with Luna’s song sequence as I am. For fuck’s sake, the damn magic talking catdragon looks more emotionally moved than Alex does.
There also doesn’t seem to really be any noticeable development of romantic feelings between Alex and Luna. Now, I’ll grant you, their background means there might not have to be. Since they’ve known one another their whole lives, it would be perfectly believable and fine for their romantic feelings to need no development because it was already established before the game’s opening. For example, I rather liked the fact that Monstania’s protagonist was already in a relationship with his love interest when the game began, and so I found it acceptable that the romance didn’t actually develop any further than it started--though their feelings for one another were nonetheless shown quite clearly, so you could say they had romantic development anyway. But as I’ve said, there’s just about no chemistry whatsoever between Alex and Luna; they by and large do not act or seem like people who have feelings for one another when they’re actually together. So this is a romance that DOES need development, because there’s nothing really established beforehand for it. But there really isn’t any. Alex’s love for Luna, which is confirmed much more often by his friends’ mentioning its existence than it is by any statement made or action taken by Alex himself (more Telling instead of Showing), seems to appear out of nowhere once she’s been kidnapped, and once it’s there, it doesn’t seem to deepen or anything. It’s just there, where it didn’t seem to be before--although since Alex just quietly plods along through the plot, we usually can only tell it’s there because other people are mentioning it. Love should not just be a fucking switch that the writers flip when it’s convenient!
Oh, and there’s certainly no development on Luna’s side. Alex, at least, has the game’s focus on his journey, so he can occasionally simulate romantic feelings by saying Luna’s name over and over again (I think half of all his lines are just name repetitions). Luna’s feelings for Alex, after never being believably established due to their lack of chemistry, seem to just be assumed to exist--it feels like she loves him because it’s what the lazy plot wants her to do.
What is it about him that she loves? What does he love about her? I’ll give you that he’ll go to great lengths to save her and protect her, and that deserves a certain amount of respect and lends some verification to their relationship, but what the hell was it that made him so devoted to her to begin with? What was it that made her notice this devotion before the villain provided the opportunity for Alex to prove it? If, for each of them, the feelings of love developed as they grew up together, why do we never see or hear anything of these experiences of the past, never see any special connection or rapport or understanding of one another that this long history would imply? Do either of them make the other happy, cheer them up, support them, make them laugh? Why does the entirety of the game hinge on a love whose only real proof of existence comes at the game’s very end?
It’s not like the writers weren’t capable of at least a passable romance. The love stories between Nash and Mia, and Jessica and Kyle...well, they’re certainly not great or moving, but you can believe that they exist! Kyle and Jessica’s constant bickering is broken up by enough clear expressions of begrudging affection, enough self-confirmations of romantic interest, that they seem to genuinely care for each other. Nash’s affection for Mia is something established before the game’s opening, but unlike Alex, his words actually seem to carry that affection, even when he’s trying to deny it’s there. Someone teases Nash about liking Mia, he’ll get flustered and tell them to stuff it. Someone talks to Alex about how he loves Luna, and he just doesn’t even respond. It’s like an awkward silence of someone who doesn’t know how to break the news that they don’t feel that way after all.
And lastly...frankly, Alex and Luna feeling romantically interested in one another is kind of creepy on some level. I mean, consider this--Alex and Luna have both been raised by Alex’s parents all their lives. Alex’s parents took Luna in when she was still just a baby, so they’ve shared a house, parents, friends, and their whole lives together. So. Um. Doesn’t that essentially mean that Alex wants to bone his sister, and Luna in turn wishes to receive boning from her brother? Yeah, they aren’t related by blood, but in every mental, spiritual, and practical way, they are brother and sister! Raised together in the same home, by the same parents, from the earliest age they can remember...explain to me how their wanting to get it on is not at all creepy.
This is what Luna should’ve been singing during the Boat Song FMV.**
Dear Game Writers: If you’re going to make a love story the major point that your entire plot revolves around, please try to have the characters involved actually seem to be interested in one another; just having the supporting cast occasionally yell out “BOY ALEX U SHUR DO LOVE LUNA HYUCK HYUCK” does not cut it. Please try, game writers, to give us some indication, any at all, of what it is about one another that they like or appreciate, how their feelings develop into something. The emotion of love is a bit more than just an on/off switch to be flipped whenever it’s convenient for the story. And for the love of Ramuh, game writers--and I put this in because Alex x Luna isn’t the first time this has happened in RPGs--please try to stop hooking people up when they’ve been raised in the same household most/all of their lives as adopted siblings. Being brother and sister is very, VERY much less romantic than you people seem to think.
* Now, sometimes this happens in a good game, and it’s not so bad--Tidus and Yuna eventually came to dominate the story of Final Fantasy 10, for example. But it works for the better in FF10, turning it into a very impressive and touching story of love that meshes well with the themes and intended message of the game, rather than discarding them, and the relationship between Tidus and Yuna develops their characters extremely well, elevating them above the rest of the cast, even when at least some of the supporting cast is quite good. This is a case where the main characters have earned their focus, where their dominance of the story has been used to properly develop them and improve the quality of the plot. In this case, it’s not really Love Hina Syndrome, because the idea with LHS is that 1, it’s a bad thing, and 2, the ones hogging the story spotlight from other qualified characters are not themselves good characters. Thus, even though Planescape: Torment, Wild Arms 3, Final Fantasy 10, and Valkyrie Profile: Covenant of the Plume all are cases where a number of good supporting characters aren’t given quite enough time to shine because the main character(s) is/are completely dominating the story focus, they’re not examples of Love Hina Syndrome, because the end result is a good one, because the characters in the spotlight deserve to be there. Sure, I’d LIKE it if those good supporting characters had more time devoted to them, but the sacrifice is at least acceptable because the end result is a definitely positive one.
** Someone please, please, PLEASE grab the Boat Song FMV, maybe splice it up with some other scenes or artwork from the game, and make a Lunar 1 AMV to this song. It will be hilarious, and I will PAY you. A game from GOG.com. 2 games from GOG.com! I would consider it so, so worth it.
Oh, quick question. I had thought that the new color scheme of the blog was generally positively received, but I've had someone complaining that it hurts their eyes. Anyone else dislike it? And if so, what would make it better? I'm not against adjusting it, but it took me so long to find a color scheme I like that I'd rather have a clear idea of what needs to change before I commit to altering it.
And now, on with the rant.
Ah, Lunar. A “classic” of the Sega CD and Playstation 1 era of RPGs, I’ve always felt that this largely-beloved game more conned its way into players’ good graces with its colorful, high-quality anime cutscenes at a time when such a thing was a rare and impressive treat, than actually earned its accolades. The plot’s thin and listless, the villain’s only notable feature is his voice, and the characters, while distinctive, have very little depth, when they have any at all.
And man, does this game have a case of Love Hina Syndrome.
As a reminder, since I did the rant on LH Syndrome quite a while back, Love Hina Syndrome is a phrase I use to describe a game (or movie, show, anime, comic, whatever) in which the main character and his/her romantic interest are by far the least interesting and worthy characters in the entire cast, but for some unfortunate reason are the ones who completely dominate the story’s focus. The Legend of Dragoon, Rogue Galaxy, Dragon Quest 8, and The Last Story are examples of this, games wherein a number of good (or at least better) supporting characters aren’t given as much focus and time to develop, and it seems to be at least partially because the focal idiots are hogging the spotlight with their inferior blandness.*
Lunar 1’s plot meanders aimlessly for a little while before finally coming to focus squarely on the romance between protagonist Alex and his main squeeze Luna. She gets kidnapped because she’s the goddess Althena in human form, Alex wants her back because he loves her, and the game from that point on (about 1/4th of the way through it) is a journey to confront the bad guys and save Luna. It’s, uh, not a particularly inventive or ambitious idea for a story, so long as you’ve a passing familiarity with 1980s NES titles. Still, an uncreative idea can work just fine if the execution is good. I know I use this as an example all the time, but I once again point to my favorite RPG of all time, Grandia 2, a game that collects a huge bunch of anime and RPG cliches together and then uses them incredibly well to create an amazing work of storytelling art. If Lunar 1 could really sell the Alex and Luna love story, make it believable and touching, then this could really work.
Sadly, this turns out not to be the case. The romance between Alex and Luna sucks, plain and simple. It’s another case of Show, Don’t Tell--the game is eager to Tell us quite often that Alex is in love with Luna, and that she loves him back, but there’s precious little that convincingly Shows this to be true.
First of all, there’s no damn chemistry there. Alex and Luna don’t really act like people who love one another. It’s hard to describe in words, but there’s really not much interaction between them, all said. Alex says very little, Luna’s lines don’t seem to be particularly meaningful, and as a general rule nothing they say to each other has any particular warmth or understanding there. For 2 people who have known each other their entire lives, very little personal rapport, very little emotional connection, is actually expressed between them. Hell, most of the time, what small, lacking personal nuances that Alex or Luna possesses are only ever recognized by Nall or Ramus, their mutual friends. Of course it’s important to establish that Ramus and especially Nall are close to Alex and Luna, having known them for many years, but shouldn’t there be some sort of establishment of emotional intimacy between Alex and Luna, as well?
There’s also precious little in the way of actions that suggest any strong feelings between them--lingering glances, tendency to move closer to one another during periods of conversation or rest, etc. Hey, I know it’s all a bunch of sprites, but you CAN show at least a little relationship personality through that limited medium; plenty of other games have done so. And outside the regular sprite graphics, the cutscenes from the portion of the game where Alex and Luna are traveling together certainly don’t show us any particular connection between them; they’re rarely even present in the same FMV. The only one I can really think of was the boring, long, gratuitous time-waster FMV of Luna singing on the boat. After she’s done wasting half the game’s FMV budget that could have instead been used to illustrate a scene that was interesting in any way whatsoever, the cutscene concludes with Alex standing below her, staring at her. And y’know, this could have worked, it could have been convincing, him standing there in silent, emotional awe at this (supposedly-but-not-actually) beautiful song and outpouring of emotion by his beloved. All that would have been needed to really pull this scene off, make it a compelling moment of watching Alex realize his love for Luna, or at least confirm it, was to give him the right expression, an expression that conveyed the kind of impressed, poignant tenderness of a person as they gaze at the one who stirs their heart in that beautiful, unique way, the expression of silent, radiant love.
This is not that expression. He looks as bored with Luna’s song sequence as I am. For fuck’s sake, the damn magic talking catdragon looks more emotionally moved than Alex does.
There also doesn’t seem to really be any noticeable development of romantic feelings between Alex and Luna. Now, I’ll grant you, their background means there might not have to be. Since they’ve known one another their whole lives, it would be perfectly believable and fine for their romantic feelings to need no development because it was already established before the game’s opening. For example, I rather liked the fact that Monstania’s protagonist was already in a relationship with his love interest when the game began, and so I found it acceptable that the romance didn’t actually develop any further than it started--though their feelings for one another were nonetheless shown quite clearly, so you could say they had romantic development anyway. But as I’ve said, there’s just about no chemistry whatsoever between Alex and Luna; they by and large do not act or seem like people who have feelings for one another when they’re actually together. So this is a romance that DOES need development, because there’s nothing really established beforehand for it. But there really isn’t any. Alex’s love for Luna, which is confirmed much more often by his friends’ mentioning its existence than it is by any statement made or action taken by Alex himself (more Telling instead of Showing), seems to appear out of nowhere once she’s been kidnapped, and once it’s there, it doesn’t seem to deepen or anything. It’s just there, where it didn’t seem to be before--although since Alex just quietly plods along through the plot, we usually can only tell it’s there because other people are mentioning it. Love should not just be a fucking switch that the writers flip when it’s convenient!
Oh, and there’s certainly no development on Luna’s side. Alex, at least, has the game’s focus on his journey, so he can occasionally simulate romantic feelings by saying Luna’s name over and over again (I think half of all his lines are just name repetitions). Luna’s feelings for Alex, after never being believably established due to their lack of chemistry, seem to just be assumed to exist--it feels like she loves him because it’s what the lazy plot wants her to do.
What is it about him that she loves? What does he love about her? I’ll give you that he’ll go to great lengths to save her and protect her, and that deserves a certain amount of respect and lends some verification to their relationship, but what the hell was it that made him so devoted to her to begin with? What was it that made her notice this devotion before the villain provided the opportunity for Alex to prove it? If, for each of them, the feelings of love developed as they grew up together, why do we never see or hear anything of these experiences of the past, never see any special connection or rapport or understanding of one another that this long history would imply? Do either of them make the other happy, cheer them up, support them, make them laugh? Why does the entirety of the game hinge on a love whose only real proof of existence comes at the game’s very end?
It’s not like the writers weren’t capable of at least a passable romance. The love stories between Nash and Mia, and Jessica and Kyle...well, they’re certainly not great or moving, but you can believe that they exist! Kyle and Jessica’s constant bickering is broken up by enough clear expressions of begrudging affection, enough self-confirmations of romantic interest, that they seem to genuinely care for each other. Nash’s affection for Mia is something established before the game’s opening, but unlike Alex, his words actually seem to carry that affection, even when he’s trying to deny it’s there. Someone teases Nash about liking Mia, he’ll get flustered and tell them to stuff it. Someone talks to Alex about how he loves Luna, and he just doesn’t even respond. It’s like an awkward silence of someone who doesn’t know how to break the news that they don’t feel that way after all.
And lastly...frankly, Alex and Luna feeling romantically interested in one another is kind of creepy on some level. I mean, consider this--Alex and Luna have both been raised by Alex’s parents all their lives. Alex’s parents took Luna in when she was still just a baby, so they’ve shared a house, parents, friends, and their whole lives together. So. Um. Doesn’t that essentially mean that Alex wants to bone his sister, and Luna in turn wishes to receive boning from her brother? Yeah, they aren’t related by blood, but in every mental, spiritual, and practical way, they are brother and sister! Raised together in the same home, by the same parents, from the earliest age they can remember...explain to me how their wanting to get it on is not at all creepy.
This is what Luna should’ve been singing during the Boat Song FMV.**
Dear Game Writers: If you’re going to make a love story the major point that your entire plot revolves around, please try to have the characters involved actually seem to be interested in one another; just having the supporting cast occasionally yell out “BOY ALEX U SHUR DO LOVE LUNA HYUCK HYUCK” does not cut it. Please try, game writers, to give us some indication, any at all, of what it is about one another that they like or appreciate, how their feelings develop into something. The emotion of love is a bit more than just an on/off switch to be flipped whenever it’s convenient for the story. And for the love of Ramuh, game writers--and I put this in because Alex x Luna isn’t the first time this has happened in RPGs--please try to stop hooking people up when they’ve been raised in the same household most/all of their lives as adopted siblings. Being brother and sister is very, VERY much less romantic than you people seem to think.
* Now, sometimes this happens in a good game, and it’s not so bad--Tidus and Yuna eventually came to dominate the story of Final Fantasy 10, for example. But it works for the better in FF10, turning it into a very impressive and touching story of love that meshes well with the themes and intended message of the game, rather than discarding them, and the relationship between Tidus and Yuna develops their characters extremely well, elevating them above the rest of the cast, even when at least some of the supporting cast is quite good. This is a case where the main characters have earned their focus, where their dominance of the story has been used to properly develop them and improve the quality of the plot. In this case, it’s not really Love Hina Syndrome, because the idea with LHS is that 1, it’s a bad thing, and 2, the ones hogging the story spotlight from other qualified characters are not themselves good characters. Thus, even though Planescape: Torment, Wild Arms 3, Final Fantasy 10, and Valkyrie Profile: Covenant of the Plume all are cases where a number of good supporting characters aren’t given quite enough time to shine because the main character(s) is/are completely dominating the story focus, they’re not examples of Love Hina Syndrome, because the end result is a good one, because the characters in the spotlight deserve to be there. Sure, I’d LIKE it if those good supporting characters had more time devoted to them, but the sacrifice is at least acceptable because the end result is a definitely positive one.
** Someone please, please, PLEASE grab the Boat Song FMV, maybe splice it up with some other scenes or artwork from the game, and make a Lunar 1 AMV to this song. It will be hilarious, and I will PAY you. A game from GOG.com. 2 games from GOG.com! I would consider it so, so worth it.
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