Beautiful to look at, enjoyable to play,
but marred by disappointing aspects
that do some harm. Nonetheless,
Sakaguchi has laid the foundations for
an immense RPG franchise.
SCORE
06/DEC/07
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BLUE DRAGON COMMENTARY VIDEO
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How long have you been
waiting? Four, five months for
the release of Blue Dragon?
Well, actually it’s closer to eight, but
let’s pretend that’s not true. For anyone
who’s been desperate to get their hands
on Sakaguchi’s RPG, counting down
the days, wondering how they’ll survive,
there’s no need to fret any further…
unless, of course, you’ve been revelling
in the anticipation. If that’s the case, you
have our permission to do as you please.
We think it’s pretty clear that if you’ve
been keeping tabs on Blue Dragon, then
you’re already aware that, at its core, it’s
an RPG in the truest sense. Turn-based
battles, experience points, youthful
characters who are far too cocky for
their own good; if you love the formula,
then it’s all here and does a grand job.
However, it’s the elements that aren’t
so obvious which will have you singing
Blue Dragon’s praises. People are still
throwing around choice phrases like
‘taking the RPG genre into a new era’ or
‘an RPG for the 21st Century’ and while
hearing such expressions uttered usually
results in our eyes uncontrollably rolling
back in our heads, we’re man enough to
say they’re damn true.
The biggest evolution is the battle
system. It oozes strategy and tactical
trickery, but the old, and let’s face it,
tired system of random encounters
has been taken out the back and shot.
Taking some inspiration from the PS2’s
Final Fantasy XII, every enemy in the
environment is visible and just begging
to be slain. Furthermore, the ability to
activate a field where you can choose
how many foes you take on is excellent
– it means you can face everything in
range or just stick to a single group. Not
only does this increase the game’s pace,
but it’s far less infuriating than being
forced to fight every ten seconds as an
invisible adversary challenges you from
nowhere; we can’t see a need to ever
return to that method (unless, again,
that ‘floats your boat’).
And yet, as much as we love Blue
Dragon’s aesthetics, as tearfully beautiful
as Nobuo Uematsu’s score is, the story
failed to hit a true chord with us. When
it eventually gets going – the first few
hours are filled with pointless, menial
tasks – it will spark some curiosity, but
the twist of grand proportions we were
expecting never came; instead, a mere
interesting development stepped up,
and it was met with a simple raise of
an eyebrow. Considering the spectacles
many role-playing games have offered
over the years, it was devastating that
Dragon’s failed to ignite.
To be fair, though, this could be
because of the dialogue. Before we
let rip, though, you can always whack
on the English subtitles and listen to
Shu and co big it up in Japanese. All
the same, many of you will want to do
away with the text at the bottom of the
screen, listen to the speech and immerse
yourself in the world. Sadly, to put up
with it will require a very strong will.
Why the chosen actors were selected is
baffling. Clearly Shu is going to have a
huge amount of dialogue, so why has
he been voiced so poorly? His constant
whining and shouting make him almost
impossible to relate to, which makes it
incredibly hard to enjoy the story. You
can be completely engrossed in what’s
happening on screen, only for Shu to
open his yapper, scream something
annoying and suddenly you’re back in
your armchair, controller in hand, playing
a game. His pals aren’t guilt-free either.
Jiro is so arrogant you’ll spend the rest
of your life trying to build a machine
that’ll let you step into a television set so
you can have the pleasure of killing him
yourself. Kluke is the least annoying of
the three, but that isn’t saying much.
What shocked us more was the level
design. Yes, the individual environments
are varied – and some are truly stunning
– but you hit Blue Dragon’s version of
a dungeon and the walls all start to
look the same; trying to decipher one
area from the next becomes far more
troublesome than making your way
through it. This unfortunate layout is
also why, overall, you’ll never feel as
if you’re a part of an ever-changing,
expansive world. The dominating
blandness doesn’t help, but Blue Dragon
never encourages you to explore its
surroundings. You get your orders, go
about your business and repeat.
We know it sounds as if we hate Blue
Dragon, but we really don’t. Despite
our personal complaints, it’s a worthy
addition to the genre. The combat
is first-rate (boss fights are brilliant),
it’s almost perfectly paced and it’s
structured in a way that makes it difficult
to put down. Maybe we were expecting
exceptional things, and instead had to
settle for great? That doesn’t mean we
can’t see past our personal grievances
and realise that on a console desperate
for this kind of experience, Blue Dragon
is, without a shadow of a doubt, a
commendable fit.
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Directors: Damian Butt, Steven Boyd, Mark Kendrick, Alistair Ramsay, Harry Dhand, Andrew Hartley, Sam Watkinson