17/02/2014

Final Fantasy Fables-Chocobo Tales: Cute casualness galore



Cute, cute, cute. This game is just SO cute. It’s the gaming incarnation of cuteness, period. But cuteness is only skin-deep, so they say; and this game seems to somehow know that. Not only is it cute to a fault, but it’s also clever, and much deeper than one could think at first. Let’s take a look at it. 

Final Fantasy Fables: Chocobo Tales, developed by h.a.n.d. and published by Square Enix for the Nintendo DS in 2006(jp) and 2007(na, aus, eu), is a game which I would describe as “cleverly casual”. It features the well-known mascot from the Final Fantasy series, the bright yellow bird Chocobo, in a collection of mini-games creatively glued together into a whimsical story, all peppered with a healthy dose of fan-service for good measure.  

Chocobo Tales brilliantly showcases the expertise and talent of Square Enix. This is indeed a developer that can create amazing games when they put their mind to it, even though their last home console offerings made many a gamer ponder whether or not they had lost their mojo. Chocobo Tales is masterfully refined from beginning to end, offering splendid graphics, beautiful musical themes and rock-solid gameplay. Casual it may be, but it’s so polished you can see yourself in it.

Let’s dive into the gameplay. The core of the game is the Story Mode, which feature a simple yet fanciful story involving a set of sixteen picture books scattered around the world by a malevolent spirit which you have—of course—to defeat. The minigames come into the picture by being contained in the pictures books, and each minigame boasts a handful of requirements which must be cleared to advance the story. Boss battles feature a card-based fighting system straight from the 90’s, using cards that can be collected in various ways through the game world. To complete the picture, the game also contains some so-called “microgames”, which are side dishes of sorts with the sole purpose of letting you earn cards. It would be tedious and pointless to expose every single detail of the gameplay, but suffice it to say that the game bristles with interesting features that all interconnect in a very imaginative way. The game also offers a more casual mode which allows you to jump straight to the minigames and microgames, but only after you uncover them in the Story Mode. 

The minigames are ingenious, original, and as a whole incredibly amusing and entertaining. They are also incredibly picturesque, featuring a beautiful hand-drawn style that makes for pure eye-candy and an even more delightful experience. I tend to disregard and disdain all things casual, and yet I enjoyed myself immensely while playing Chocobo Tales and its glorious cohort of minigames. It’s worth exposing the raw nature of the said cohort, though, for the sake of any potential player: these minigames are virtually all based on a merciless combination of speed, good timing and precision, and they all require good motor skills and sharp reflexes; all that peppered with a luck factor too important to be overlooked. Prepare so for multiples tries, should you tackle that game, especially if your reflexes and motor skills are poor. Still, the challenges posed by these minigames are by no means impossible to meet: this is a game primarily aimed at children, after all, and they wouldn’t make it too brutally hard. I’m far from being brilliant when it comes to motor skills and reflexes, and yet I managed to clear the game without any major difficulty. (I was only seriously stuck once, but I suspect it had more to do with the nature of the minigame involved: it was a race game, and I’ve not played a race game since Sonic Drift Racing 2 on the Game Gear. So I’m quite, herm, out of practice.) In fact, I came to consider Chocobo Tales as some kind of welcomed brain-training which allowed me to dust off my rusted reflexes—and boy, was it funnier than Dr Kawashima’s. 

The microgames are much simpler affairs, and unlike the minigames, they remain entirely optional. They feature stripped-down graphics, on par with what a Gameboy Advance could offer, and basic gameplay based on poking, collecting items and other simple, one-dimensional ideas. Still, they are no less entertaining and can actually be quite challenging despite their apparent simplicity. Depending on your score, you can earn two different cards; but the “gold” ranking, required to get the most precious card of the pair, is just insanely hard to attain. I managed to get it only once, and that was in a microgame based on sheer luck, so no kudos deserved here. Interestingly, some microgames emulate the 16-bit era gaming style, both in visuals and audio; these are absolute Proust’s madeleines for older gamers, delicious treats for veterans to enjoy.

The card battles, which go under the name of “Pop-up Duels”, are a completely different affair, and a thrilling change in style and mechanics. They are a brilliant mix of strategy and luck unfolding as follows: you first have to choose a limited number of cards to bring into a duel (first 8, then 15 later in the game); then, at every turn, three of these cards are randomly selected and you have to choose which one you want to use. You don’t get to see your opponent’s cards, and that’s where the luck factor comes into the picture: good or bad matching of the cards can dramatically alter the outcome of a turn—and even of a duel, for that matter—may it be in your favour or not. There are also a lot of strategies involved, and the whole system is much deeper than it may seem at first sight. Once again, there is a timing notion there: the first to select a card get to attack first in the upcoming turn, which can also change the said turn’s outcome completely. This keeps you on your toes and forces you to think fast, adding some sense of thrill and excitement to the picture. Top this with dynamic animations showcasing a gorgeous hand-drawn style similar to the one used in the minigames, and you have a total winner of a game feature. These card battles were definitely my favourite part of the game, and I just couldn’t wait to face bosses to play them. I loved the sense of urgency and the fast, relentless pace, all the while rejoicing in the absence of any high motor skill requirement. And the satisfaction of picking up the card best fitted for one turn, when strategy met luck in a perfect matching, was just priceless. I have to admit that I performed fist pumps more than once during these phases, not least when a particularly intense duel finally came to an end after many a twist. 

As you may expect from this kind of game, there is a strong emphasis on completion in various fields: Cards collection, minigames requirements, and other points I didn’t mention here. Since I’m not a completist at heart, I just went on with the flow and focused mostly on clearing the game, but there is definitely plenty of material here for the pleasure of the dedicated completist. Out of curiosity, I tried browsing the internet to find out if there were any rewards tied to a 100% completion in one field or in all of them, but I couldn’t find any relevant information. Oh, well. I guess the pleasure of achieving 100% completion is a reward in itself for the hardcore completist. 

All in all, this is a great game, heavy in content and deeply entertaining. I clocked only ten hours at the end of my playthrough, but those were ten dense and busy hours, full of delight and enjoyment. Coming from a person who shies away from anything casual, this is testimony to the sheer quality of Chocobo Tales. Cherry on the cake, it can be purchased for a very cheap price nowadays. 

That’s all for Chocobo Tales, folks. A fine game it is, indeed, and top-class in its field. Thanks for reading, and be my guest anytime!

No comments:

Post a Comment