
Vagrant Story Review
Vagrant Story (2000)
- Developer: Squaresoft
- Publisher: Squaresoft
Square, one of the most prolific and celebrated developers on the PlayStation, offered up three swansongs for the console. One was Final Fantasy IX, a technically stunning and graphically gorgeous - but ultimately divisive - title which returned to the roots of the Final Fantasy series for its inspiration. One was Chrono Cross, a vastly acclaimed sequel to the much-loved Chrono Trigger. Finally, there was Vagrant Story; a return to the world of Ivalice for the team who made the epic Final Fantasy Tactics, and arguably the most lavish 3D title ever produced for the console.
Vagrant Story(PlayStation) by plasticpals on January 22, 2010. Much to the surprise of his fans, Yasumi Matsuno’s follow-up to the massively popular Strategy-RPG masterpiece Final Fantasy Tactics was Vagrant Story, the third game in history to receive a perfect score in the long-running weekly Famitsu magazine.

Seven years down the line, that doesn't seem like much of a boast, sadly. Vagrant Story still looks.. Okay, in places. If you squint, you can see why we were blown away by the game two generations ago; we can recall being stunned and delighted at the opening scene where a dragon crashes through a stained glass window, which now seems low-resolution, pixellated, clunky and jerky. The direction of cutscenes and quality of artwork hasn't changed, but our technical expectations now leave Vagrant Story looking much worse for wear.
Battle kid fortress of peril free download. Contents.Revisional Differences Demo VersionA demo version of the game was released in August 2009, and has several differences from the final release version.Version ProtoPrior to release, the prototype version was shown around in videos and such.
The good news, however, is that the game still plays well, regardless of graphical concerns - and once you're twenty minutes into the strange world which your character, Ashley Riot, must infiltrate, the graphics probably won't bother you much. The gameplay is action focused, with a chaining mechanic not unlike a rhythm game, but a detailed equipment crafting system means that it loses none of the depth you'd expect from the designers behind FFT; and the storyline is intense, politically charged and intelligent. Rumours of a PSP remake abound, and art director Hiroshi Minagawa - most recently seen taking the helm on Final Fantasy XII - refused to rule it out when Eurogamer spoke to him a few months ago. Fingers crossed..
I won't use technical writing to describe this game because it's a game beyond anything I've ever experienced. It's like the developers knew I won't use technical writing to describe this game because it's a game beyond anything I've ever experienced.
It's like the developers knew how to enter our brains and how to hook people up, with challenging situations, requiring constant critical thinking, through either puzzles or combat. I was instantly grabbed by this game, every minute I've spent with it in absolute awe, desperate to explore every single bit of content it offered, from the first time I've turn the game on to the last piece of equipment I've perfected, hundreds of hours later. It was the pinnacle of game design of it's time and it didn't aged a single day in terms of gameplay. Even today, when I replay it (as I do every year or so) I still feel greatly challenged. It's the kind of game that makes you feel bad when you realize what we used to have compared to what the gaming industry has become.