Separator
Final Straw: Eternal Sonata
Default_picture
Thursday, February 04, 2010

Editor's note:Â Interestingly enough, I would've quit Eternal Sonata at the same place Alex did if I hadn't been forced to review it -- twice! -- for 1UP. And I agree with his assessment: RPG puzzles should challenge the player -- not annoy them. -Fitch


Many gamers think the PS3 lacks traditional Japanese RPGs. Partly true, because Sony has a fair amount of high-quality RPGs made by the Japanese (Demon's Souls, Valkyria Chronicles, Folklore) -- it's just that those aren't really "traditional." But fans who want "traditon" need to broaden their horizons a bit, because as I recently found out...

...Tradition sucks.

 

Eternal Sonata was one of the few early well-received Xbox 360 Japanese role-playing games. Even though it was overly cutesy and the voice acting was on the short list of good reasons to tear off your own ears, the game seemed to have a novel plot and an engaging battle system. Even better, the port to my system of choice (PS3) kept the Japanese voice track intact, so I could actually stand the cut-scenes when screechy-voiced Polka speaks.

So I purchased the game and gave it a couple solid play sessions. The Japanese voice acting was actually pretty decent! I suppose good acting is just good acting, no matter what language it's in. The battle system reminded me of the best parts of the Star Ocean series, except for a quirky item-management system. But no big deal.

The graphics and artwork are nice, but then again, I'm a sucker for cel-shading. The music's a definite high point as well, especially the Frederic Chopin tracks. The plot involves the aforementioned composer being transported to a music-themed world on his deathbed, and...stuff happens. I don't know exactly what, though, because I'm about to explain why I stopped playing -- despite the intriguing plot!

Ahem...

F*** dungeons. At least, f*** overly large puzzle dungeons. You know what? New rule: Games will no longer have big stupid puzzle dungeons with lots of annoying enemies. Does anybody actually enjoy these anymore? Did anyone EVER enjoy them?

About 5 to 10 hours into the game, you cross a big ol' bridge. At the other end, your party enters an ancient fort, which is inexplicably made up of three or so large rings, with two floors per ring. You can't simply walk a straight path to get from one end of the dungeon to the other. No! You have to hit switches, which rotate the rings, and then run around trying to figure out how the map's changed while also getting attacked by rats and mage-like things. You can't easily figure out the correct path because of the dungeon's sheer size, so eventually fatigue led to frustration - which, oddly enough, led to me feeling sleepy. So I quit.

Up until that point, I'd honestly enjoyed Eternal Sonata. But suddenly, the developers decided I'd reached a good spot to put a time-consuming dungeon in the game just to waste the player's time. That was the last straw for me. These kinds of RPGs need to break away from the archaic design decisions -- conventions that, in my opinion, are part of the reason Japanese games have fallen behind their Western counterparts.

Don't get me wrong; I've loved Japanese RPGs on every conceivable system for years. The original Dragon Quest, Final Fantasy 5, Shadow Hearts -- and the list goes on. But Eternal Sonata was only released, like, two years ago! I can't put up with the lazy designs that permeate traditional RPGs -- at least not anymore. When I hit that stupid dungeon, I realized that I don't want to play that anymore. It's a chore. It's not worth my time, even if I may enjoy the rest of the game. I'm done. I'm just sick of seeing that crap in my Japanese role-playing games like it's a genre requirement.

To the community: Have you played anything recently that just wasn't worth the effort? Or was everything acceptable except one aspect was past your point of tolerance? Do you think I'm overreacting here?

 
0
BITMOB'S SPONSOR
Adsense-placeholder
Comments (24)
Default_picture
February 04, 2010
That's actually the only dungeon in that game with that type of design. I found it extremely frustrating as well and needed to use GameFAQs to get past it. The game isn't particularly well-designed and it receives a lot of hate, but I overall enjoyed it. It's actually extremely linear and simplistic after the spot you're at.
Default_picture
February 04, 2010
That's what I have heard as well, or at least someone mentioned that the dungeons are not as bad but the combat ramps up in difficulty.

I thought the combat was good enough, but I doubt I would like it if they made it too much more difficult. It would probably only end up being frustrating.
37425_412468101714_719286714_4780931_4814727_n
February 04, 2010
Oh man, this article just reminded me of one dungeon in Tales of the Abyss where they split your party into 3 teams and forced you to switch between each of them to help the others. The dungeon takes 45 minutes to get through...
Default_picture
February 04, 2010
I think the only time the last time the "split the party" approach was the least bit interesting was in Final Fantasy VI.

I haven't had a strong interest in a JRPG in a while, and for a lot of the points brought up here: stagnant design, cookie-cutter story and uninteresting characters.

To your question there at the end, Alex: I just recently finished Spirit Tracks... It was a fun little Zelda romp, but the ending bit very nearly had me throwing my DS across the room. I did get through it to finish the game, but I've not been so frustrated in a while.
Default_picture
February 04, 2010
Nintendo does not have problems selling Zelda games, but as time goes on I think the "cred" of the series will drop farther and farther.

Now, I am not arguing that Darksiders is better than Zelda, but parts of it are. Zelda is a series that is stuck in the Japanese idea that they can continue recycling the same base mechanics for decades and still keep interest high. I admit it has been working so far for Nintendo, but how much longer before the market is saturated? Especially seeing games like Okami come along and completely show up the Zelda series (at least for me).

3D Dot Heroes is being released, and that one seems to be taking the traditional Zelda formula -- the REALLY traditional one -- and pushing it in a different direction than the one it has historically taken. I am excited to see what can be done differently with Zelda, and the developer of Demon's Souls could probably pull it off.


Anyway, that was a little off topic, but I guess part of this post is about the decline in Japanese development.
Lance_darnell
February 04, 2010
@Alex - Great post, but it was your last comment that got me thinking.... Has anyone noticed the similarity between Okami and Twilight Princess? Like the fact that both have wolves and supernatural elements?





Default_picture
February 04, 2010
Well, yeah, for sure. The only difference between them was that Twilight Princess was kind of artistically ugly and derivative, but Okami was bloody brilliant.

Also, I have put about five-six hours into White Knight Chronicles.

...

I have already hit the final straw, I think. Why? Inflated in-game prices for the online stuff so that the georama items are prohibitively expensive -- and the ability to access the items by paying real dollars instead. FUCK YOU WKC! I am going to try and finish Rogue Galaxy or Dark Cloud 2 instead.

Let's see if I can get a decent price for White Knight Chronicles.
Default_picture
February 04, 2010
Strange. Your review made me want to play Eternal Sonata. I've been itching for a slow, colorful, turn-based RPG for a while now. How is the battle system?
Default_picture
February 04, 2010
Battle system is good. Like Star Ocean to an extent, but not as fast paced. You take turns but you have an action bar which dictates how much you can move and attack. Like the Mario & Luigi games, if you press a block button at the correct time you take less damage from enemies--but you can't block if attacked from behind, so positioning counts.

The battle system was fine, I found.
Default_picture
February 05, 2010
That is the exact same spot I quit Eternal Sonata also. I spent about 2 hours in that dungeon, which I had to use a guide throughout. Once I beat the boss, I put the game away and never booted it up since.
Default_picture
February 05, 2010
J-RPGs need to take a lesson from (a lot of things, honestly) more action oriented games when it comes to their dungeon design.

A good example would be chapters 17 and 18 in Uncharted 2. Trekking through the icy caverns and into the ruins with Tenzin, despite its linearity, felt as much like exploring and puzzle solving as any multi-tiered, mind-bending J-RPG dungeon. There isn't any genuine exploration or puzzle solving to be had, but these chapters in particular manage to create the illusion of dungeoneering in a satisfying way. Telling a story through traversal seems a far superior alternative to creating an architectural Rubik's Cube.

Then again, I'm assuming most J-RPG enthusiasts probably enjoy that sort of thing.
Default_picture
February 05, 2010
Eternal Sonata might explain my love for hack style RPG's, like Shiren the Wanderer or Persona 3/4. At least when the dungeons are random you don't run into ridiculous puzzles!
Default_picture
February 05, 2010
I sent Overlord II back to Gamefly soon after finishing the island section. I really liked the original, but the sequel just wasn't doing anything for me, and I kept running into design flaws like you did in Eternal Sonata. The only other games I recall not finishing and sending back to Gamefly were Resistance 2 and Killzone 2, since Sony's developers can't seem to make good FPSes anymore.
Default_picture
February 05, 2010
Yes, that bit of Eternal Sonata was horrible. I just don't know what they were thinking. There is nothing else like that in the entire game. Perhaps they thought, 'wow, all our other dungeons are really pretty straightforward' or 'gee we're not quite up to the union mandated 40 hours of play on this sucker' and dropped that in there. Or more likely someone got a bee in his bonnet and worked that all out and he was too far up the corporate chain to say no to.

Also the timing was weird - it's not really all that rare for devs to hit you with something 'clever' and annoying like that late on in the game (remember the bit in God of War?), but so early on before you're fully invested? Not that it's any better later, but at that point you're less likely to just give up since you know the game loves you and surely it will stop hitting you if you just show you you love it enough.

So anyhow, yes, that part was inexcusable.
Photo_4
February 05, 2010
I am sorry to say I gave up on Eternal Sonata before that part.

Recently the game I gave up on was Sacred 2. I could see how it might be a decent game on the PC, but it was a chore to do anything at all with it on the 360. And I couldn't stand the voice acting of the character I was playing. I think I put a total of about 13 minutes into that game.
Default_picture
February 05, 2010
@Sam Sacred 2 is viciously addictive if you let it get it's hooks in you. It can take a bit of time to understand all the little gameplay intricacies, however. I enjoyed that game for when I want to play Diablo but I would rather sit on my couch.
Jason_wilson
February 05, 2010
Here's a question: Should Japanese developers focus on what they do well and make it better instead of adding "Western influences" to their games?
Jason_wilson
February 05, 2010
@Sam Did you play Sacred 2 co-op? I had a blast playing with my wife -- it was her first RPG, and she became a total loothog. We had weeks of fun with that game.
Default_picture
February 05, 2010
I ran into something like this at the beginning of Prince of Persia: Sand of Time. I don't even remember the details of it anymore, but it was actually a rather similar "rotate things in a particular order" puzzle, all while an irritating soldier repeatedly reminds you to "Think ahead!" and "Pay attention to the grooves!" I nevere did get past that part.
Default_picture
February 05, 2010
Here's a question: Should Japanese developers focus on what they do well and make it better instead of adding "Western influences" to their games?


Sometimes! Games like White Knight Chronicles and Eternal Sonata in a lot of ways have some originality. The battle systems in both games are at least reaching for something different. The problem is the characters are still the prototypical anime stereotypes and the melodrama is cranked up to 11 most of the time.

Frankly, most people are getting sick of it. I can't be the only one, right?

When Japanese developers try to do things in a western style it can end up a little...awkward. Dead Rising is a prime example of a game that would have been PERFECT if not for the Japanese design choices holding it back.

On the other hand, when you look at incredibly unapologetic Japanese games like Persona 3 and 4 it CAN work. Those games don't seem to be trying to please everyone, they just do what works. The setting and characters are clearly Japanese in every fashion, and the rogue-like gameplay is something rarely seen in the west, but it works so bloody well because they don't try to aim at a broad (shallow) market. They seem to have focused in on a specific vision for those games and accomplished it.

Okay, well the robot girl side-story in Persona 3 Fez was a bit too pandering, but whatever.

Another good example (once again from Atlus) is Demon's Souls. Some would argue it is a Japanese take on Dungeon's and Dragons, or possibly just a real-time Wizardry. The art style is very dark fantasy and very western, but the unforgiving style shows off the country of origin much more than anything else about the game. Demon's Souls got great reviews and is pretty widely appreciated considering how hardcore the game is, and I think this might be the answer.

Japanese games, especially a lot of recent JRPGs tend to be pandering to as wide a market as they can. Western, eastern; whatever they can get their hands on. It's a lack of innovation, but this lack of innovation could simply be too much focus testing. They want to appeal to the people who like the genre of game they are making, but seem to afraid to deviate from the norm. In the end it feels like the only people who they attract are the uncomfortably fanatic anime lovers who will buy any Japanese game ANYWAY--at least in my experience.

Trying to figure out what is wrong with Japanese games (especially JRPGs) is a tough nut to crack. I don't know the real answer why some games grab me and some games don't. I think the "vision vs. focus-testing" might be a key ingredient, though.
Default_picture
February 05, 2010
@Steve

Did you play Darksiders yet? Good fun, but I ALMOST quit during one point late in the game. Let me give you a hint...

"The beams...redirect the beams..."

That is all.
Bmob
February 06, 2010
I actually stopped playing Eternal Sonata just after Fort Fermata.Even though the game got better, I just felt so drained by the hour-long ordeal that I couldn't be bothered to play it again.

Steambot Chronicles is probably the most pointlessly infuriating games I've ever played, though. I have never got aggressive over a game before, but I was throwing things around the room after the 200th time of missing a moving platform and dying.
Default_picture
February 06, 2010
Steambot Chronicles is probably the most pointlessly infuriating games I've ever played, though. I have never got aggressive over a game before, but I was throwing things around the room after the 200th time of missing a moving platform and dying. -Sandy Morley


**** YOU!

...

Just kidding. Seriously though, I LOVE Steambot Chronicles for the PS2. I am one day going to write an epic review of that game next time I go back to play it. It's a bit rough around the edges, but I am a die-hard Irem fan.
Default_picture
February 09, 2010
Same spot I quit...and I was in love with the game until then
You must log in to post a comment. Please register or Connect with Facebook if you do not have an account yet.