Lovingly crafted, musical, involving,
delightful, beautiful, addictive and
crammed with anime cheese. If JRPGs
are your thing, you owe it to yourself
not to miss this.
SCORE
06/DEC/07
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ETERNAL SONATA FEATURE VIDEO
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Have you ever noticed that
when you get really excited
about a forthcoming release,
you’re often let down by the finished
article? It’s inevitable really; after all,
what can stand up to the unfeasibly
high standards that the hype-machine
has sewn inside your own head?
There’s a fine balance between hype
and expectation. Much like film, many
games arrive carrying the weight of
our excited whispers on the wind
of their omnipresent marketing
campaigns, before gathering
momentum to gale-force shouts of
‘gimme, gimme!’ shortly prior to their
release. But, just as night follows day,
most of these will inevitably dissipate
into mere breezes of averageness,
setting aloft nothing more than our
own muted disappointment.
Sometimes, though, a game
that we’ve spent months shrugging
our shoulders at, startles us – its
technicolour greatness dazzling like a
horny, sequined peacock on a sunny
day. Eternal Sonata is such a rarity.
Before we compare the game to
any other, we must first point out the
incredible amount of ground shared
by Eternal Sonata and actual anime
film. From the outset, everything
about the game roars high-production
values. Every detail, from the character
modelling to the little tinkling sound
that accompanies a tear falling from
the cheek of our melancholy heroine
will, to avid fans of the genre, be
immediately familiar. The animation
and character evident in the game
is, in fact, so unrelentingly elegant
that you’re going to spend at least
half of your time performing comedy
double takes to remind yourself that
what you’re looking at is a game
and not a product of any of Japan’s
top anime studios. This includes, as
is rightfully expected, all of the best
anime cheese that goes with it. From
the dialogue, which, like a mature brie,
always seems to know how to take a
metaphor too far, to the complete cast
of characters, none of whom are a day
over 16 years old. It can all seem just
plain odd to those not familiar with
the art, but to anyone who has taken
more than a passing interest in anime
over the years, stylistically, it all fits.
RPGs rely heavily on the strength
of their central characters, and no
more so than in those from Japan,
which in turn rely heavily on their cutscenes.
This is an area in which it’s
immediately clear that you’re not going
to be disappointed (see Character
Reference boxout). Each character is
brilliantly realised, not only in a visual
and stylistic context, but also because
each possesses a suitably different
personality – an area in which many in
this genre fall flat. While not making
an impression immediately, once you
get to know the characters, you’ll find
them bursting with life.
The game is set inside the head of
legendary composer Frederic Chopin
as he lies dying from pulmonary
tuberculosis. It sounds as mad as a bag
of spiders, we know, but it works. In
fact, as you make your way deeper, it
becomes increasingly apparent that this
overriding plot hook is a masterstroke.
Through a combination of introductory
tutorials and cinematics, the scene
is set. Chopin, who himself features
inside his own fantasy world as one
of your main playable characters, is
quickly introduced to Polka, a young
girl with the ability to use healing
magic. Her magical acumen apparently
means that she, like Chopin, is on
her way out. Proving more a stigma
than a gift, she’s almost universally
treated like a leper – people apparently
believing that magic is an incurable
disease, and that it’s contagious. As
well as introducing us in detail to the
two worlds in which the game is set
– the fantasy world and the real world
in which Mr Chopin lies close to death
– the game switches between them
whenever it feels you need a reminder
that everything isn’t as it appears to be.
Alongside Polka and Frederic, you
are also introduced to Allegretto and
Beat early on in the game. Like a pair
of Japanese Robin Hoods, they steal
food daily and deliver it to hungry
sewer-dwellers. The pair inevitably
meet up with Polka and Frederic and
head off for adventure, fame, fortune
and perhaps to discover a little about
the very nature of themselves, the
nature of the human soul, their world
and their friendships. Sound familiar?
To fit the cookie-cutter template for
generic Japanese RPG storylines, all
it really needs then is an evil nemesis
accompanied by his own cast of
nefarious ne’er-do-wells. Enter the
detestable (and also teenage) Count
Waltz, accompanied by Fugue, his
sadistic, monocle-wearing sidekick.
The fact that the plot, not counting
the odd transitions between the real
world and the fantasy one, is pretty
generic, makes no odds. So strong is
the cast of characters, environments,
cinematics and evolving story arcs, that
you won’t care. Within the first couple
of hours you’ll have worked out pretty
much exactly where and how it’s all
going to end… and you’ll be desperate
to see it played out regardless.
Like the latest outing of Final
Fantasy, Blue Dragon and others,
random battles are a thing of the past.
In most cases at least, you’ll be able
to choose whether or not you wish
to fight a given creature or creatures,
bearing in mind of course that avoiding
battles will mean you’ll be too weak to
take on the obligatory boss encounter.
Generally, fighting everything you see
will be the best policy, at least until
the amount of Experience Points (XP)
gained from the creatures in a given
area becomes too small to fuss about.
The battle system itself is deep and
immensely satisfying. Each character’s
turn is measured in a blue bar that runs
down the left-hand side of the screen.
The time spent thinking about what
you’re going to do with your move is
called ‘tactical time’. Initially, this will be
infinite and your turn bar will not count
down unless you’re actually doing
something, whether that be moving
around the battlefield, or knocking ten
bells out of your enemies. The battle
area is free roaming, allowing you to
take up different tactical positions
around it depending on your chosen
strategy. This means you’ll need to
think about where you need to be
at the beginning, during (the ‘hitting
stuff’ phase of your move) and after.
But, like a giant strategy-onion, there
are many layers on offer here. Light
and shadow play a huge part in the
mechanics, with battlefields made up
of patches of each – one or the other
is more prevalent, depending on where
you are. For example, if you’re wading
through the long grass of a sunny
plain, the play area is going to be made
up of far less shadow than when you’re
neck-deep in the stagnant gloom of an
oubliette. All of your characters feature
special attacks, with two available to
him or her at any given time – one if
they’re standing in the light and one
when they’re shrouded in shadow.
Generally speaking, the shadow attacks
are more potent from a damage point
of view, but then, when standing in
shadow, so are many of the creatures.
This means that if you launch a
shadow combo at your enemy, unless
you somehow find the time to move
back into the light, the mob will also
be launching stronger attacks right
back at you. Also, healing spells may
only be launched from light areas
and have limited range, so moving
your characters to different parts of
the battlefield in order to defeat your
quarry is a highly strategic business
that is both brilliant and involving.
But light and dark aren’t usually
static. Battlefields will often be
shrouded in moving patchworks that
shift steadily across the play area as
the sun pierces through the clouds.
What’s more, some creatures are so
large that they enable you to use their
own shadows against them. As if that
wasn’t deep enough, the rules of the
battlefield actually evolve throughout
the game with what’s called your
‘Party Level’. As you progress, this
will increase and introduce new
battle rules, such as allowing for less
tactical time during your turn – doing
a fantastic job of preventing repetitive
creature-mashing from decaying to the
point of boredom.
Visually, the game pretty much
never ceases to amaze. Even after
dozens of hours, you’ll still feel lovingly
wrapped in the game’s warm visual
fuzz – your lovesick eyes dangling
pathetically from your skull on slinky
springs. The game engine and, in
particular, the cel-shaded rotoscoping
effect is simply stunning but, more
than that, we can’t remember the
last time we played a game where we
mustered such a degree of anticipation
simply to bear witness to yet another
of the game’s stunning environments
or to listen to more of its brilliant score.
The Xbox 360 has long needed an
anime RPG of this quality and, to be
perfectly frank, we never expected to
get that from Eternal Sonata. The fact
that it has exceeded our expectations
to such a degree is a welcome surprise.
This is by far the best game of its kind
on 360 and, dare we say it, probably
(that’s a Carlsberg ‘probably’) on any
format in the world.
Imagine Publishing Ltd, Richmond House, 33 Richmond Hill, Bournemouth, Dorset, BH2 6EZ
Registered company 5374037 (England) : VAT No 864 6042 18
Directors: Damian Butt, Steven Boyd, Mark Kendrick, Alistair Ramsay, Harry Dhand, Andrew Hartley, Sam Watkinson