As video games continue
to grow in popularity every year, it becomes increasingly difficult to see the
medium as a whole. The recent surge of indie titles, crowdfunded titles, and
re-released classics ensures that people never lack games to play, even purely
inside their favorite genres. That’s absolutely fantastic, but it makes it much
harder to keep up with every major release, and I was crap at doing that to
begin with. So despite the fact that Bravely
Default fits my turn-based RPG tastes and was released on 3DS back in 2012,
I only got my hands on it a few months ago.
It’s convenient timing,
as I’m late to the party just in time to be early for another. The game’s
sequel, Bravely Second, is releasing
today in Europe and within a couple months in the US. I recently finished the original
game, and have a lot to say on it. Like most interesting games to discuss,
Bravely Default isn’t all good, bad, or mediocre. Rather, it has some parts I really enjoy and others that really frustrate me. So over the coming
weeks I’m going to run a multi-part series on the game. The later posts will
focus on the writing, where most of my issues lie. This first one is spoiler
free and mostly positive. So let’s examine the large amount of things that
worked in Bravely Default, starting with its combat.
The Many Ways to Stab an Orc
Bravely Default was
created by Square Enix and generally seen as an intentional throwback to their
earlier Final Fantasy titles. It follows that the combat is very classic
turn-based RPG. You control a party of four characters who take on the roles of
24 different jobs, such as Knights, Ninjas, Black Mages and so on. These jobs
are unlocked slowly over the first 2/3rds of the game or so, and each has their
own active abilities, passive abilities and base stats. As you defeat enemies
your characters level up and increase their stats, but also level up the job
they’re currently equipped with. Each character can use the abilities of a second
job they’re don’t have equipped, and can use any combination of passive
abilities they have the points for.
The job menu, freshly
picked off google images.
Even if Bravely Default
didn’t have a unique twist on RPG combat (which it does), this would still be a
rock solid system. It’s easy to swap jobs and early job levels breeze by, so
you can sample the buffet of brawling schemes at your leisure. Since passives
can be used in any combination after you unlock them, there are constant
incentives to go back and take a few levels of this or that to benefit new
strategies. The jobs are all unique and distinct from one another, and most
impressively, they’re all useful. Typically
with so many classes you end up with some duds that are underpowered by
comparison. Bravely Default’s classes aren’t all made equal, but all of them
have at a couple abilities that are extremely desirable and work well with
something else. Barring some very late-game optional fights, you can run
through the game with any party you please and still come up with worthwhile
strategies. It’s great fun to tinker with, and an absolute strength of the game.
The passive abilities
menu, because I know you were just BEGGING for more interface images.
An even bigger strength
is the game’s unique mechanic, the (questionably named) ability to Brave or
Default. Defaulting allows you to save a turn for later, while also reducing
damage much like a guard command would. Braving allows you to use multiple
turns at once, performing the actions one after another. You can’t store more
than 3 extra turns at once or spend more than 4 turns at once. You can go into negative turns, at which
point that character has to wait out turns with no action until they hit
positives again. Not only can you Default (save) or Brave (spend) turns, but
all your enemies can as well. It’s a change that simple in theory, but that’s
the genius of it.
A good way of telling
whether or not a new mechanic is a shallow gimmick versus a well-implemented
change is by checking the complexity of your choices versus its consequences. Is
it easy to comprehend the system or difficult? Does it create many options and
decisions in combat or few? The more depth you can output from simple inputs,
the better. Bravely Default passes this test with flying colors. After mere
minutes of playing the game, you get it. Storing and using up multiple turns is
simple to understand and the execution is only a button press away. Yet from
the moment the game begins to its climactic finish, EVERYTHING in combat ties
back into this new system.
When you can use up to 4
actions at once, suddenly buffs and debuffs are incredibly important. Battles
can swing one way or another very quickly, keeping things tense all the way
through. Normal battles can be over in a blink of an eye but, if you go all in
on an offense that fails, spell doom for your party. There are abilities that
cost extra turns to use; there are abilities that grant extra turns to others
or take them away; there are passive abilities that affect how allies and
enemies earn and use turns; and there’s a natural ebb and flow to every
conflict that ties into that all important resource. The multi-turn mechanics
are everywhere, and yet never feel forced. They fit neatly and naturally into
the combat as though they had belonged there in the first place.
The combat in action,
on both screens. I forgot the Brave and Default options are even on the menu,
because they have much quicker shortcuts on the shoulder buttons.
The combat isn’t
completely without flaws. Though some late game fights are engagingly
challenging and varied, some of them are annoying hassles that seem designed
for a couple very specific strategies. Typically these are the fights with
multiple bosses, as groups of strong enemies taking consecutive turns can
really screw with you in ways that are hard to manage. But this is a minor
quibble compared to my most vehement problem with the combat: speed.
Like most RPGs, the turn
order in Bravely Default is determined by the characters speed stat.
Unfortunately for some damn reason,
the speed stat in Bravely Default has a significant random variance added to
it. Even in a regular RPG, I would call this a stupid and pointless idea. I
understand random variance can help keep turn-based combat interesting, but
turn order seems the absolute worst
place to implement it. Turn-based RPGs thrive on strategy and careful planning,
and so if you can’t predict when each character is going to move it screws up
your agency as a player in a big way. When you buff someone who’s already
acted, heal someone who’s already dead, or otherwise have a wrench thrown in
your plans due to variable order, it just feels arbitrary. Not exciting or
interesting, just like your careful planning meant nothing due to random
bullshit.
“So first they roll
one of these dice, and then we punch them in the crotch.”
“Um, okay. How does
that tie into the rest of the game?”
“That IS the game!”
Bravely Default takes
this frustration and multiplies it several times over. Imagine that you’ve been
preparing for a half dozen or more turns for the perfect, surgical strike.
You’ve built up the proper buffs on your allies, the debuffs on your enemies,
and saved all the turns you can. You’re about to unleash the ultimate wave of
death and destruction when, suddenly, someone with lower speed rolls a good
random number and goes first. If you’re lucky, it’ll just put a slight wrinkle
in your plans, like slightly less damage done. If you’re unlucky? A villain
burns through multiple turn at the wrong time, everything falls apart, everyone
is dead, and you have to replay a whole lotta boss fight. Remember those
multi-boss fights I mentioned earlier? In their case, being unlucky on a speed
roll becomes all the more likely, and all the more deadly. Fun stuff!
It’s a
single sour candy in a bowl of gumdrops and rainbows, but all the more
frustrating since it’s so easily fixed and questionably placed. Nonetheless,
the combat in Bravely Default is still excellent. And it’s not the only great
thing about the gameplay.
A Thousand Tiny Tune-ups
There
are a lot of small improvements that add up over the course of Bravely Default.
Apart from the usual options in the menu there are less universal ones helping
things along. There’s an optional autosave, destination markers to quest
objects, and difficulty settings that can be toggled at any time. Difficulty
settings are always a bit tricky, because there’s something inherently
unsatisfying about asking a game to take it easy on you. But there’s really no
downside to leaving in the option, so I’m glad they did. You can toggle
dialogue autoplay at any time with the press of a button, which is a feature I
appreciated. I like to listen to full voice acted lines, but sometimes things
distract me or I want to plow past a slow delivery.
With a
quick press of the directional pad at any time, you can set combat to double or
quadruple speed. The fine control let me speed up when spamming through the
same attacks over and over, yet slow down when I wanted to see a new animation
or take careful note of something. The game also lets you trigger auto-combat
with, again, a single button. The game doesn’t choose for itself, it simply has
your party repeat the actions they took last turn. It carries over in between
fights and stays active until you press the button again. When combined with
fast-forwarding this feature makes grinding quick and painless. Of course you
never need to grind to begin with,
but oftentimes you may want to gun for a specific ability or whatnot, and I
appreciated how smooth it made the process. You still have to think through
your strategy the first time. It just turns you into an automatic monster
thresher rather than force you to press buttons like a trained monkey.
Speaking
of monster threshing, the game gives bonuses for combat performance. Extra
money for killing all enemies in one move, extra experience for killing all in
one turn, and extra job points for killing all without taking damage. The
rewards increase when you earn them multiple fights in a row, incentivizing
strategy against even the meekest of minions. The only downside to this is the
speed factor rears its ugly head again. It’s fairly irritating to have a streak
of bonuses shattered by a bad speed roll. Enemy ambushes can also break the
chain. Gee, someone on the dev team really likes random chance.
“And then, if they roll too low, we punch them in the crotch TWICE!”
“Jim we may have to discuss your employment here at Square.”
The
last and most dramatic option Bravely Default gives is the ability to alter
random encounter rate. Like most RPGs, Bravely Default has a random chance of
dragging you to the fight screen with every step you take. Unlike others, it
has a slider in its options to edit how often this occurs. The options are
-100%, -50%, 0%, +50%, +100%. You’ll note the first one allows you to completely eliminate random encounters. I
can understand why other games are hesitant to allow this option, as it does
come with trade-offs.
Regular
enemies don’t pose much threat in Bravely Default, as you can turn them off
whenever you feel threatened. You never feel like you’re lost at the bottom of
a deep cavern, or struggling to assault a fortress, or any sort of desperation
or challenge outside of boss fights. If I were making a difficult, dark-toned
or roguelike RPG, I would question adding a slider like this. It can kill the
atmosphere and make things rather “video game-y”.
At the
same time, it can feel great to control the pacing of random encounters. I was
never annoyed by too many fights, and grinding was quicker than ever. If I
wanted to backtrack through an area (wait for a later article on that one) I could
just flip a switch and it would be a breezy stroll instead of an obnoxious hassle.
For this particular game, the system works well.
Art and Miscellaneous
I’m no
expert on art critique, but the hand-drawn backgrounds in Bravely Default are
striking to behold. They’re intricately arranged, boldly colorful and simply
look great. The backgrounds are blurrier than the concept art they’re based on,
and the 3D models stick out from them a bit, but these are minor imperfections
at worst. They say a picture is worth a thousand words, so rather than triple
the length of this article I’ll just toss you some of those.
The starting town of Caldisla. Though it may be less crisp on a 3DS
screen, this is the exact art used in-game.
Here’s an example of the zoomed-in view. I assume some edges look odd because
they’re prepped for 3D .
Dungeons go full 3D instead of backdrops, but they still look quite
nice. Their layout can be a bit generic, but that’s more level design than
visual design.
How about more backdrops? Here’s Florem, City of Flowers.
The Great Chasm.
Eternian Central Command.
Since
there’s only so much I have to say about art, now would be a good time to go
over some miscellaneous aspects of Bravely Default I don’t have a place for
elsewhere:
There’s
a side activity for building a village that nets you unique items and optional
bosses. It’s a very straightforward “put points into this or that and wait
hours” affair. If you leave the game in sleep mode overnight you’ll upgrade
everything to max well before the ending. This does mess with the game balance
a bit, but this addition is mostly harmless.
Characters
can use special attacks once they fulfill certain conditions, like defeating a
certain number of enemies or casting a certain number of spells. The special
attacks themselves are customizable and helpful, but not hugely impressive. Since
it takes a while to build them up and some can’t
be achieved more than once in a single fight, I mostly forgot they were there.
Again harmless, but could’ve been more interestingly implemented.
It’s
possible to call in friends (or bots masquerading as them) from the internet
for assistance. It’s perhaps the most pointless feature of all in the game, and
I never bothered with it.
By
using a special resource called SP, you can activate Bravely Second. This gives
a character an extra turn out of order and, here’s the important part, allow
them to break the damage limit. Normally a character can’t do more damage than
9,999 in one hit. During Bravely Second, this limit is raised to 99,999. This
is a game where you can reach maximum level before the final battle without
much difficulty. I was hitting max damage often in the late-game, and this
feature would’ve been fairly useful. Unfortunately I ignored it, due to where
SP comes from.
If you guessed “from the tears of a unicorn” you’re incorrect, but they
may as well be for how irritating they are to acquire.
SP is
gained from leaving your game in sleep mode for 8 hours a point, and you can’t
horde more than 3 at one time. Think that’s frustrating? Good news! I have another
way you can get SP whenever you want: By paying actual money! Yes, the
purchasing of SP drinks is actually a form of micro-transaction slipped into
the game, which you can imagine people weren’t happy about. Fortunately, the
feature is unnecessary and it doesn’t affect the game much. All the same, it’s
a shame that a potentially cool feature was sacrificed for the sake of a
half-hearted stab swiping people’s pocket change.
Music
And now
we reach the part of the post where I unabashedly gush about video game music.
I always discuss a game’s soundtrack, but this is an occasion where I really, really want to. Bravely Default has an
absolutely fantastic score. I don’t know if it would sit among my favorite
soundtracks of all time, but I’ve heard several hundred in my day so the fact
it comes close is praise enough. I’m not familiar with the game’s composer Revo and the only credit I
recognize on their Wikipedia page is the opening to the popular anime Attack on Titan. Which, to be fair, is
an excellent opening song. They just haven’t done much work in games until
Bravely Default, and were a very pleasant surprise.
A good
place to start is Land of Light and Shadow,
Bravely Default’s world map song. It’s split into two segments, each one of the
game’s main themes. The first has a grand, soaring sound to it, perfect for
setting off on a grand adventure. The second portion starts around 0:46 in the
linked video, and coincides with the day/night cycle in the overworld. It
continues the flute lead but with a much more subdued melody, accompanied by
soft plucking strings.
All of
the cities in Bravely Default have great music, but if I had to pick a
favorite, it would be Land of Flowers,
Florem’s theme. (I know the video linked says Land of Glaze, but translated
titles are often wonky.) The colorful city on the waterfront is well-represented
with this upbeat, jaunty tune. I’m a fan of strings in general, so I really dig
this combination of acoustic guitar, flowing violins and cello. The guitar has
little trill notes in all the right places to give the piece an audible spring
in its step.
For a
change in tone, take a listen to Silence of the Forest,
a tune used in several of the game’s dungeons. There’s a great atmosphere to
the first part of the piece. I love the echoing chimes, pizzicato (plucked strings)
and slow booming drums in the portion that begins at 0:40, but my favorite part
of the piece has to be 1:18. The strings that come in at that part are simply beautiful
to behold.
Visitor is the song that plays when the party is faced with an antagonist. It starts
with another hint of pleasingly twanging acoustic guitar. The main melody is
more of a march than the flowing tones of Florem, however, with steady snare
drums and repetitious piano beats. Though the whole tune is great, my favorite
part is the miniature piano solo around 1:28 that connects the end of the loop
to the next one.
Below the Duchy’s Banner has
several similarities to Visitor. They’re both antagonist themes and both have a
steady marching beat. But whereas Visitor has a more personal feel to it, this
song goes for a big, majestic sound with sharp horn leads accompanied by bells
and organ. It’s a memorable melody that only rises in intensity when the
steadily climbing strings take the lead at 1:05. I’m less versed on band
instruments and am not positive what sort of horn is first heard at 1:20, but
that thing sounds fantastic.
It’s
about time we got to battle music, starting with That Person’s Name Is.
This song plays every fight with a job-based boss. Given the number of jobs
this happens very often, but I’m not complaining because the song is outstanding.
Bravely Default fight songs differ from the rest of the soundtrack in that they
throw in electric guitars with the typical orchestral fare, a sound I’m a huge
fan of. The back-and-forth violin and guitar leads sound great, the melody is
memorable, and there’s a frantic energy it holds all the way through. Once
again I love the transition between loops heard at 2:45, this time in the form
of a single beat held silent before popping back into things.
Fighting to the End is the game’s
normal boss theme. The first half of the song is fine, but nothing to write
home about. The second half makes up for it and then some. There’s this thing
Bravely Default music (particularly in battles) does where it plays a portion
of music and then follows it up with that same bit over with a fuller sound.
Extra instruments accompany the lead, backing ones move at twice the pace, and
the whole shebang is grander and more satisfying. This is a fairly common thing
to do, especially in video game music, but I have no idea if there’s a term for
it. I’ll call them “embellished loops” for convenience. The second half of this
song is made of two such loops. The transitory background strings at 1:12 send
chills down my spine every time. Meanwhile the whole embellished loop from 1:34
onward is one joyous surge of adrenaline.
Nemesis Ba’al is an unusual piece.
It plays for an incredibly strong optional boss added as free DLC after
release. The song starts off strong with an immediate face full of shredding
guitar. Then it pulls back to a sparser soundscape of creepy child chanting,
alternating with operatic wailing. It’s unsettling, but so is the boss and it’s
also a catchy tune in its own right. My favorite part of the song is another
embellished loop, starting at 1:40. I like the clanky background chimes
(snyths?) picking up the pace and absolutely love when the strings coming out
in full force.
Now
this article is getting pretty lengthy, and I also want to keep it spoiler
free. However, I have to give props to Bravely Default’s incredible final boss
theme. If you want to hear that lengthy
rant, take a look beneath the spoiler tag below.
Spoiler
Start
Spoiler
End
So that’s
Bravely Default in all but its writing, and it paints a pretty beautiful
picture. It brings a host of tiny mechanical improvements to the genre, its art
is a treat to behold, and the combat mechanics and soundtrack are bloody phenomenal. In the next couple posts I’ll
be discussing the writing, and things will take a less positive turn. But I
started with this post for a reason, and that’s because I quite like the game.
If the story of Bravely Default had been as high quality as its combat or music
this could’ve been one of my favorites of all time. As it stands, it is merely
a good game, perhaps even a great one. There’s no shame in that, and one way or
another Bravely Default is an experience I’ll remember for a long time.
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