If you do not feel that you can give 5 stars in any area please contact us first and let us know why you feel this way. We will do all the best to resolve this for you.POSTAGESame day postage if it ordered before 18:30 including Saturday and SundayPostage is 100% free via fast 1st class to sign for service.If your item is lost in post we are happy to repost one more item for free.If your item arrived damaged, we are happy to repost one more item for free.If you are unhappy with your purchase we are happy to issue a full refund.You do not need to post the item back.SUPPORTIf you need any help with anything please feel free to contact me.Full support is always available! If you need any help with your purchased item, we can assist, help or guideDO NOT NEED TO OPEN A CASE!!DO NOT NEED TO LEAVE NEUTRAL OR NEGATIVE FEEDBACK!!Just send me a message via eBay message system.(Please select "I have a question about the item" or "I want to send the seller a message")I shall be only to happy to help you.Today, May 15, marks the 15-year anniversary of Vagrant Story's release in America on the original PlayStation. It's not a watershed moment in video game history, but Square's dungeon-crawling action/RPG deserves recognition. Personally, it remains a title whose art style and merging of various gameplay elements still sparks my imagination. Thankfully, the game is available via the PlayStation Store for PS3/Vita/PSP (and dirt cheap, too!), so you can still experience this classic. I can't remember how I heard about Vagrant Story or exactly what drew my initial interest, but I was taken with Hiroshi Minagawa's hand-drawn art style and the overall dark, gothic overtones. Square is known for its gorgeous CG cutscenes, but Vagrant Story's use of in-engine assets for cutscenes was the right choice to preserve the game's particular mood. This is aided by Hitoshi Sakamoto's fitting, sometimes melodramatic, score using synth strings. I never played Yasumi Matsuno's Final Fantasy Tactics or thought twice about tactical combat, so Vagrant Story's combination of real-time movement in combat with the pauses of the Battle Mode's combat sphere – allowing you to target available body parts at specific hit percentages – caught my eye. This mix of genres was surprising at the time, and would be something I would excitedly embrace years later in Fallout 3's VATS system. Vagrant Story's incorporation of real-time combat through timing button presses to chain together attacks or defensive moves on impact also kept me interested. It gives fights a rhythmic feel amidst the pausing of Battle Mode.
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