If one is participating in a conversation about the best role-playing games on the Playstation 1, the conversation will most likely be dominated by Final Fantasy VII and other product from SquareSoft. But every now-and-then, a voices rises above the rabble and mentions Legend of Dragoon, followed by people validating the notion that this game deserved to be mentioned in the same discussion as the more popular, great games of that time.
I bring this up because until this year (2012), I had not played the Legend of Dragoon. In fact, my only experience with it was a short demo I got from my beloved Official Playstation Magazine. Even then, I never went back and played it thinking it was exceptional. That was about 12 years ago and all that time trolling through 'greatest RPG' forum topics and discussions, my curiosity finally peaked. I had to seek out this game and see if it was truly worthy of all the praise people gave it. What I found out was thus...
Nooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo....oooo...
The Legend of Dragoon is a shameless parody of a role-playing game that aims to exploit the fan base of a genre that boomed on the Playstation 1. It washed up on our shores much like other games that tried to cash in on this phenomenon, riding a wave of putrid, toxic water on a log of crap.
Let's cut right to the funny, the translation; or as I like to call it, the systematic defiling of your intelligence. This is a text book example of what NOT to do with a localization of a foreign language. I have the suspicion that the brain children that made up the localization team decided to preserve the Japanese script by directly translating everything word for word.
The big problem with this is English and Japanese are two very different languages that have their own unique methods of conveying information. Apparently this team didn't get that and the result is nothing short of comedy. Not only is the translation practically 'engrish', but there are numerous grammar and spelling mistakes in the dialog that the quality assurance team clearly spent way too much time huffing glue to notice. If at any point you felt sucked into this game, try not having the fourth wall be blown to bits when they spell "I'm" "I'mm", or accidentally repeat the character's name that sits on the edge of the dialog box to let you know who's talking.
Honestly, the writers from Resident Evil would've been embarrassed to pen such a script. Some lines in this game either make no sense or are just plain daffy. The worst part is, the game takes itself entirely too seriously. So you can imagine all these characters delivering these lines with a straight face, meaning there's no awareness of how bad everything actually is by the creators.
But the fun of translation hell doesn't stop there. Because the script is so mind-numbingly bad, that means any character archetypes get thrown completely out the window and splattered on whatever pavement they land on. There's no sense of personality or human-quality to any of the cast. I don't know if it was originally just bad writing or just bad translation but none of these characters feel like actual people. They're more like pieces of wood with eyes drawn on them that somehow learned how to move around and hold weapons. I wasn't exactly expecting art here, but if you're going to give me bad, own the bad and make it awesomely bad.
They're so bland I actually wish they would stoop to being just stereotypes. Don't get me wrong, they definitely have their cliches: like the martial artist, the people with troubled pasts, the childhood friend, the magical girl, but that's all really just their set up. They don't grow or develop at all. Those cliches barely come through in the dialog. When the game attempts to give them some character resolution or portray some epiphany, it's so mishandled it either feels forced or just plain confusing.
Legend of Dragoon also has some down-right, god-awful, seriously-bad, moments in writing. I can honestly say that, even though I've played Final Fantasy VIII and Final Fantasy X, it is THIS game that I find the writing to be the worst. If you thought character revelations in Final Fantasy VIII came out of nowhere, or story progression with attention to time and place were bonkers in Final Fantasy X, Legend of Dragoon makes those other games look like genius.
I will submit to you two scenarios late in the game, when the plot decided to kick into overdrive and the game really started to vomit up some real pieces of work; mostly they involve the passage of time being royally screwed in the rear.
When tasked to kill a dragon, I marched through the woods and up the mountain and killed the dragon. Then I marched down the mountain, back through the forest and into town. And, apparently, during the time it took me to march down the mountain and back into town, which took me 5 minutes to do in real time, an entire week has passed in the game. I'm sorry, but 5 minutes to me cannot be an entire week in game when there were no temporal transition sequences or moments that actually felt like that much time had passed.
Another golden moment was transitioning from disc 3 to disc 4 where not only do you not start disc 4 where you were in disc 3, but it's also several days later. Hello plot holes, how did I get there, why was I going where I was and what happened during those few days? Care to explain anything?
It doesn't help the entire plot is a "sentai", which is a word used when describing the structure and flow of a story like power rangers. You have, usually, 5 colorized heroes (7 in the case of Legend of Dragoon) that need to save the world from the ultimate evil. This is essentially Legend of Dragoon at it's core. You're leader wears red, everyone else gets assigned a color and then you go off chasing the enemy.
But even when chasing something cliche like that, there are so many plot holes; I spent half the game yelling at the screen and making obscene jesters to convey my level of nonacceptance for what the game was trying to force me to believe. Trust me when I say I only know one phrase in sign language, and boy did it get some mileage with this game. To list them all, I would have to just read a plot synopsis straight up. I wouldn't make such a big deal about this but this is a role-playing game: plot and characters are essential to the experience.
Translation issues don't stop there either. Even the menus in this game are badly translated. Equip became Armed, Use Item became Use It, Cannot Enter became No Entry, and so much more. You'll find many choices don't fully add up to what they're trying to get across. When something as simple as basic menu items are botched, that takes talent. A special kind of talent that rides a short bus.
In a rare moment, I have to complain about the user interface design.
Almost every choice presented in the game has the negative choice first.
Meaning, you'll have the action choice that does nothing as your
initial starting point. So when the shopkeeper asks you if you want to
buy anything, you automatically start on 'no' instead of 'yes'. This
becomes increasingly frustrating over the 30-some odd hours it takes to
beat this game.
There are also little details that the development team overlooked, like being able to select your characters individually when using an item or assigning gear. Instead of the normal process, you have to go through the character roster. Item organization is also overly simplified and there are multiple menu options that ultimately give you the same result. They also put stats as the first choice on the menu screen instead of item or equi- I'm sorry, I mean 'armed'.
Voice acting is second only to translation as a source of comedy.
You'll have your standard fair of uninspiring performances, awkward
lines, and poor lip-syncing; the trifecta of terrible. The sound mixing
of all things is the worst. Often, you'll hear the characters
voices during attacks, but they're always overpowered by sound effects
and background music so you don't really know what they're saying. The
same thing goes on during all the cut-scenes, so what may be vital plot
information *snort* is practically inaudible.
The soundtrack is noteworthy based on it's incompetence alone.When a track isn't just filling up background space, it's contrasting the tone of every scene. There are many musical scores that just don't add up with the scene they're put against. The worst is the music used for every menu screen in the entire game. It's like nothing I've ever heard before; it sounds like a mix between porn and ambient, airy music.
Graphics in this game run into the same issues as most PS1 games in that: while close up, everything looks fine and detailed, but when you zoom out, it becomes a mess of pixels; Final Fantasy IX ran into this same issue. It mostly has to do with the character models and how the game spends most of the time zoomed far away from them. There are very few moments where you can actually make out the distinct features that individualize the characters. Several times I found myself saying 'oh, that's what they look like' when a scene finally zooms in only after using that character for several hours. I actually didn't even realize they had lip movements during in-game cut-scenes. It's nice when stupidity completely trumps effort put into details.
It's a shame the extras in the game didn't get the same level of detail as the main cast. Common denizens in the game look bland and overly simplified in contract to the detail and complexity of the main characters which is jarring.
There's also a color palette issue where some pre-rendered backgrounds don't have enough contrast or are washed out. This happens mostly in towns where there's a lot of white present including some cities you'll be revisiting multiple times. But in all honesty, most of the more surreal backgrounds look really nice. When the designers actually went somewhere off reality, the result was pretty good, like Chrono Cross good.
It's also funny to note that the actual in-game renderings of villages on the world map look better than the pre-rendered portraits the game gives you. Apparently the idea that your showcase should look better than what it actually looks like was wasted on these artists.
Like most role-playing games by this time, there are computer generated sequences and those actually look pretty decent. But you know they had to screw up something, and here it is: often times these scenes will not be effectively used. Sometimes either an event just doesn't warrant it or the game doesn't properly set up the context that the scene takes place in.
The inventory design is baffling: your entire item inventory is
capped at only 32 items. And none of the items stack. You have to
constantly manage space for healing items, MP-restoring items, revival
items, magical attack items, etc. What's strange is, while your
inventory for items is capped at 32, your equipment inventory is capped
at 255; and at no point in the game was I ever close to reaching the equipment cap and I
barely ever sold any gear. Not sure what qualifications my healing items needed to occupy the empty space I had reserved for gear, but if it meant I had to wear a potion on my head, I'd do it.
Originally, I thought capped the amount of battle items we could
use was done to balance out the combat, but I ended several boss battles
with left over healing items. The only thing the cap manages to
accomplish is to ensure you'll be skipping treasure chests because you'll
be constantly lugging around 32 items and you don't want to discard an
item just to see what a treasure chest has just in case it's a downgrade
in some way. Legend of Dragoon actually manages to strip away one of the basic
game play functions of role-playing by designing against our instinct to
hunt out as much treasure as we can. This is nothing short of a betrayal to the genre and the development team should feel ashamed of themselves.
Combat in Legend of Dragoon is turned-based, which sounds like a simple enough mechanic to build a game around, but Legend of Dragoon manages to drop the ball and trip on it a few times. Strategy is hampered by the fact that there's no indication of who's turn is coming up. There's no consistency in battle, sometimes a character will get two turns in a row, sometimes the boss will get 3 turns in a row, all within the same battle. This inconsistency makes it hard to judge when exactly is the optimal time to unleash all your power or play is more conservatively and defend / heal.
The bulk of the combat is split between using Additions and
transforming into a dragoon to unleash more powerful attacks and gives you access to your magical attacks. Additions boil down to you performing timed
button presses to increase the amount of attacks in your combo, which
increases the damage you do. Each Addition also fills up your SP
meter, which determines when and for how long you are allowed to be in dragoon mode.
While Additions sound like a decent idea, and for the first 10
minutes of game play, they are, they quickly become too routine. For one,
you're only allowed to have access to 1 Addition per battle, so
attacking becomes extremely monotonous. The Additions will level up the
more you use them, up to 5 levels. Leveling Additions will increase
their damage output and give access to new Additions, but the game never
indicates when an Addition levels up so you have to constantly check
the status screen.
Every now and then an enemy will be able to counter your attack, which changes what button you have to press when going through the timed sequences. This can be a huge pain if consecutive button presses are close together and there's not enough time to first realize that a new button is needed and then press it during the correct time. It wouldn't be so bad if the game didn't punish you for not blocking the counter. If mis-timed, the counter will end your combo and damage you in the process. The frustration reaches a boiling point with later additions that require a rapid succession of presses and there's just no time to react to a counter.
Turning into a dragoon will not only provide you with a lengthy transformation sequence, which can be shortened in the configuration, but also give you access to your only supply of magical abilities and reduce all damage you take by half. Being that the only time you can use magic, it just takes away from the parts of the battle you're not a dragoon. But your fun is always cut short with your SP meter. Your meter is based on 100 points. For every 100 points, you get to stay in dragoon mode for another turn with a cap of 500 points. Once you run out of SP, you turn back into your normal self.
Attacking in dragoon mode replaces one timed button pressing sequence
with another, so nothing new is really experienced. Magic in Legend of
Dragoon can be summarized as animated sequences that take way to long to
perform. Everything is nice and colorful for the first few times, but
as you begin to implement these spells into your normal boss battle routine,
they quickly become boring.
If all your characters are maxed out in SP, then you can go into a special mode where everyone transforms during the same turn and the background starts to trip balls. If you look closely, you can actually seen the same background that can be found on the title screen. I'm not sure what significance that has but it is kinda weird. Also, the character that initiated the special will get free max attack combos while still in dragoon mode so you don't have to do the button timing stuff.
But dragoon mode isn't exactly all coolness. While in dragoon mode, you're not allowed to run away, block, use items or exit dragoon mode. Meaning your best moments in battle actually limit your flexibility. I can philosophize many reasons why the creators chose to do this: perhaps it was to illustrate absolute power corrupts absolutely and that when given that level of destructiveness, it's all we end up being able to do. Or maybe the developers were a pack of lobotomized chimpanzees who never played a role-playing game in their lives. Either or.
Bosses in the latter parts of the game start using very overly-elaborately animated attacks that ultimately serve no other purpose but to make it all look cooler. This wouldn't be a bad thing if you could just skip them.
If the over-the-top animated sequences weren't enough to slow down battles, the hit points of the enemies early on are. And if you still feel that the battle system is salvageable, the game has brief moments of loading between turns. There will actually be pauses in the action where neither side is doing anything but waiting for the game to figure out whose turn is next. Never before in a video game have I seen this.
I also have the pleasure to report that later in the game, normal enemies get access to instant death attacks. Have fun reviving your characters with items found in your limited inventory. Actually, Legend of Dragoon does have some interesting programming where the enemy will unleash their more powerful attacks only when they're below 50% HP. Interesting being interchangeable with BAFFLING. All this does is force you to plan out killing an enemy with a round of turns which is nearly impossible since the game DOESN'T TELL YOU WHICH TURNS ARE COMING UP.
As I calm down, the game also has another arrow in battle which indicates how low enemy and ally HP levels are with 3 colors: blue, yellow and red. I found this useful so let's put one-check mark in the good idea column and hope it doesn't get too lonely there... because there might not be any more.
Since you can't use your restorative magic outside of dragoon mode, and there's a limit on healing items, the game makes blocking also restore 10% of your health. This sounds like a neat way to balance everything out, but really it just extends the already prolonged battle experience. If you thought drawing magic in Final Fantasy VIII was boring, try blocking round after round just to survive or get your HP high enough to tackle a boss. At least drawing magic meant you were progressing towards being stronger.
There will also be moments in the game where your party gets mysteriously switched around when going from story event to story event, even when a character left or was added that wasn't in the party you were using anyways. I keep thinking this was meant to make me use characters that the game wanted me to in some passive aggressive way.
Exploration is non-existent. The world is just a map with game-board wooden edges and straight lines for paths to connect one location to the next. The world is also called Endiness. Sounds like something Colbert would make up.
It's rare I get to complain about level design in a role-playing game, but this is Legend of Dragoon we're talking about here. This game does nothing but excel in all the wrong ways. One of the ancient ruins later in the game has to be one of the most convoluted towns I've ever played. The entire exploration process can be described as reversing a law, getting that law prepared, and then enacting that law so it can go into effect. A level that combines both the thrill of the DMV and our congressional procedures was clearly inspired by excellence and compelling game play.
Also, someone on the team had a real fetish for teleporters and it really shows with the last few levels. They really tried to shoe-horn a teleportation device anywhere they could including making travel completely based on it in some cases. The problem is, there's never any indication of where you're going to be transported. So instead of exploration, you get trial and error.
Over the course of playing this awful-fest, I began making studious parallels between another role-playing game from that generation, Final Fantasy VII. Thus, I have compiled a list of things that both games have, but ultimately Final Fantasy VII did exponentially better.
1. A planetarium scene. While Final Fantasy VII used their version to not only articulate the relationship of life with the planet while also displaying full motion video spliced in with in-game character models, Legend of Dragoon throws it in for the hell of it. The actual sequence of stars orbiting around in Legend of Dragoon's version is just sad to watch.
2. Arrows noting character position and identifying exits into new areas. Final Fantasy VII understood that maybe some of their backgrounds may not always be visually recognizable right away or have an exit's view obstructed by something else, and thus had arrows that would always display on top of the graphics to let you know where you were and where you should go. But this feature was never used often enough and really was there for new-comers to the genre.
In this regard, Legend of Dragoon follows the same idea, but actually managed to expand upon it. You have 3 different modes of arrows to choose from: mode 1 has no arrows, mode 2 has arrows for only 5 seconds, and mode 3 has them on screen at all times. And trust me, you'll be using these arrows a lot because there are many areas where you'll have no indication where your character is or what exactly constitutes as an exit. There were moments when I arrived on a new map, I couldn't visually locate my character either due to the camera not focusing on where I started out, or my character just being obscured by something in the background. This will mean sometimes you'll just move around to see where you are and end up accidentally backtracking.
The same arrow also indicates how close you are in encountering a random encounter. It'll start off blue then yellow and then red which means a battle is about to ensue.
3. Party members merging into you while traveling. It was weird in Final Fantasy VII when your party would just walk towards you and seemingly disappear, and it's weird in Legend of Dragoon. But while Final Fantasy VII was made in 1997, Legend of Dragoon was 2000 and by then Final Fantasy VIII was out which had party members just follow behind you.
4. Swooping cameras at the start of each battle. Since the PS1-era was the official start of 3D gaming, it was cool to see battles go from 2D to a three dimensional environment. SquareSoft decide to focus on this new way of preparing battle screens by creating a new way to introduce them to the playing which was with various camera movements. This may have been innovative when Final Fantasy VII came out, but it quickly grows stale in Legend of Dragoon and only plays to the problem of battles being overly elongated.
5. Blue backgrounds in text boxes. Both games have them, I don't know what else to say about that.
Strangely enough, as I found more and more comparisons, I started finding other similarities to a game that was be made after Legend of Dragoon, which was Baten Kaitos. This is interesting because while Final Fantasy VII was made by SquareSoft and Legend of Stupidity by Sony, Baten Kaitos was made by Monolith Software. Now Monolith was founded in 1999 by ex-Square employees who previously worked on Xenogears and Chrono Cross. So while Sony was copying Square, Monolith was coping Sony. That's rather messed up.
So here's a brand new list of things I found Baten Kaitos took from Legend of Dragoon.
1. Action markers. Both games have nearly identical marks to indicate an action can be taken by pressing the action button.
2. Haunted ship sequence. While voyaging from one town to the next, Legend of Dragoon has a haunted ship sequence that's inhabited by spirits. Baten Kaitos also has a sequence that involves a haunted ship with spiritual inhabitants.
3. Color palettes. A weird one but many of the various color palettes, especially when rendering nature settings reminds me of Chrono Cross and Baten Kaitos. This is about the only compliment I can give Legend of Dragoon with a straight face.
4. Character models. The dragoon character models and the Baten Kaitos combat character models look very, very, very similar in terms of wing design and facial design. And not just basic things like the mechanics of the wings, facial structure and color choices are almost spot on.
I really need to lay off playing RPGs is what I'm getting at here. When I start making observations like these without assistance, I goes from being a hobby to a drug addiction. Maybe there's a patch for that.
Strange findings and all awfulness aside, Legend of Dragoon is finally the game that made me lower my standards. After playing this game, I have a whole new appreciation for other role-playing games just because they weren't as bad as this (I'm talking about Final Fantasy XIII). Sometimes you don't know what's really bad until you find a game that hits rock bottom several times in so many ways.
Even though this game was the first attempt from Sony at an RPG, that is no excuse to put forth this little of effort. So for all those people who dare bring up the name of Legend of Dragoon in a discussion about greatness, be sure to give them the verbal slap down for their stupidity. And if they need proof, I just gave you over 50 paragraphs of material.
I dedicate this review to all the braincells that died in the process of playing this game.