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Lightning Returns: Shaking the spin-off curse
How can Square Enix dodge the curse of the Not-So-Final Fantasy cash-ins?
Автор: Damien McFerran
6 мин. четенеPublished on
Lightning Returns: Shaking the spin-off curse
Lightning Returns: Shaking the spin-off curse© Square Enix
Final Fantasy XIII-3: Lightning Returns is the latest installment in the long-running Final Fantasy RPG saga, arriving to much fanfare on PS3 and Xbox 360 next month. As you might guess from the name, it’s the second spin off set in the universe of Final Fantasy XIII, one that concludes heroine Lightning’s story, but given the generally lackluster nature of these peripheral titles, things don't bode especially well for this new release.
The long-running franchise has by now seen as many spin-offs as legitimate sequels, and many of them have tarnished the name and then some: join us as we take a sideways look at Square Enix's greatest mistakes in the Not-So-Final Fantasy franchise, and how Lightning Returns can avoid making the same ones.

Final Fantasy Mystic Quest (Super Nintendo)

Final Fantasy Mystic Quest (Super Nintendo)
Final Fantasy Mystic Quest (Super Nintendo)© Square Enix
One of the earliest spin-offs in the Final Fantasy canon, Final Fantasy Mystic Quest was developed almost exclusively with western players in mind. Back in the early '90s, Japanese RPGs lacked the level of popularity they enjoy now and Final Fantasy certainly didn't have global fame. Square reasoned that a simplified Final Fantasy adventure would be the best way to make the franchise famous in North America and Europe, and as a result Mystic Quest played like a beginner's RPG, with easy combat and plenty of hand-holding.
Ironically, the game failed to win over new fans or please existing ones - it was just too basic to be considered a genuine entry in the series. Afforded a lukewarm reception at the time of release, Mystic Quest's reputation has plummeted further as the years have passed and serves as proof that even in the 16-bit glory days of the franchise, Square was still capable of dropping the ball.
Lesson learned: Know your audience. Mystic Quest was basic and undemanding because Square assumed that western players wouldn't "get" a serious Japanese RPG - ironic when you consider that the genre itself was largely inspired by western table-top role playing games.

Chocobo Racing (PlayStation)

Chocobo Racing (PlayStation)
Chocobo Racing (PlayStation)© Square Enix
Remember back in the late '90s when every single games company was trying to emulate the success of Nintendo's Mario Kart by forcing their mascots into racing cars for no reason other than to make some easy cash? Square wasn't an exception here; keen to hop on the bandwagon (or should that be bandkart?) the firm took the only character capable of fitting into a racing game - the famous Chocobo bird from Final Fantasy - and built a thoroughly mediocre title around this flimsy concept.
Chocobo Racing tried very hard to be Super Mario Kart, but the sloppy controls, poor visuals, bad circuit design and terrible music ensured that it finished last. A Nintendo 3DS sequel was planned recently, but thankfully Square Enix saw sense and pulled the plug before development progressed too far.
Lesson learned: Don't put Final Fantasy characters into genres in which they don't belong just to catch the latest development craze. We'll let you off for Theatrhythm Final Fantasy, but we don't want to see Angry Birds: Cloud's Adventure. Ever.

Dirge of Cerberus: Final Fantasy VII (PlayStation 2)

Dirge of Cerberus: Final Fantasy VII (PS2)
Dirge of Cerberus: Final Fantasy VII (PS2)© Square Enix
 1997's Final Fantasy VII was a commercial and critical smash, enhancing the standing of the franchise in the west and selling millions of copies all over the world - even today it’s considered by many as the apex of the series. Although numbered sequels followed, Square Enix was well aware that the Final Fantasy VII universe was ripe for exploitation, and in 2004 unveiled plans to create a series of games set in the same world across a variety of mediums - video games included.
Dirge of Cerberus was perhaps the most famous of these endeavors, focusing on the character of bad-ass-assassin Vincent Valentine. Ditching the turn-based RPG mechanics of the main series, the title instead took the form of a third person action shooter - and not a particularly enjoyable one at that. Lumbered with dull gameplay, dumb enemy AI and boring cutscenes, Dirge of Cerberus serves as a prime example of how not to leverage a massive, multi-faceted franchise. The game was so disappointing that Square Enix had to overhaul the Japanese version before releasing it in the west, stripping away the online mode in the process. It didn't work, and the title was savaged by critics and players alike upon its release in late 2006.
Lesson learned: Don't assume that simply having a name on a box will result in success - Dirge of Cerberus may have hung on the coattails of Cloud Strife's famous PlayStation adventure, but it's a million miles away from the quality of that outing.

Final Fantasy Crystal Chronicles: Crystal Bearers

Final Fantasy Crystal Chronicles: Crystal Bearers
Final Fantasy Crystal Chronicles: Crystal Bearers© Square Enix
 Back in 2009, the Nintendo Wii was still riding high and selling millions, and as a result many developers flocked to the system in the hope that everyone who bought the console for Wii Sports and Wii Fit would eventually purchase other games for it, rather than shoving it in the cupboard and forgetting about it. Sadly, that wasn't always the case - Nintendo's own software sold briskly, but third party titles on the Wii struggled, Final Fantasy included. Of course, it didn't help that Wii exclusive Final Fantasy Crystal Chronicles: The Crystal Bearers - which took a massive four years to reach store shelves following its announcement in 2005 and at one point was even assumed cancelled - was a pretty underwhelming release. An action adventure with a strong single-player focus - something which set it apart from its GameCube predecessor - The Crystal Bearers had a dull story, dislikable main character and repetitive combat.
Lesson learned: Don't always flock to where the users are. The Wii's massive user base deserved a decent Final Fantasy title, but the console's popularity had more to do with motion-control gimmicks than solid third party titles. Crystal Bearers smacks of a game produced purely to capitalize on the success of a single system - a deadly mistake.

Final Fantasy All The Bravest (iOS)

Final Fantasy All The Bravest (iOS)
Final Fantasy All The Bravest (iOS)© Square Enix
Square Enix has been guilty of some pretty cynical cash-grab attempts throughout the life of the Final Fantasy series, but Final Fantasy All The Bravest has to rank as the most odious. It sounded great on paper - a "greatest hits" compendium of the most popular Final Fantasy heroes battling it out against equally popular enemies and bosses in 16-bit graphics - but the execution was shameless. Simply put, this was a game designed to use nostalgia to extract cash from players while offering little in the way of entertainment.
The game has no plot - you're just tapping the screen to inflict attacks on monsters. To make matters worse, even the combat engine is shallow. There's no tactical depth here, and battles are so unbalanced that the only way to assure victory is to reach for your wallet and spend money via in-app purchases - clearly Square Enix's intention from the get-go.
Lesson learned: Don't exploit your fans. All the Bravest was a lazy game built around the idea that Final Fantasy followers are so gullible that they'll spend money on anything which features nostalgic elements from the series. A broken game based on a broken business model.
Final Fantasy XIII-3: Lightning Returns is on sale February 11.
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