[Before I start with the goofs: What happened in Orlando today was truly horrific and I hope the US can figure out a way to stop those incidents happening on the reg. This year's been plenty scary and awful and stupid in various quantities already, but the deaths of four dozen (and counting) people easily surpasses all of that in sheer shittiness. Stay safe out there, and please do whatever you can to help if you're local to the area.]
Hey folks, welcome to the first of a four-day series I do every year to combat the fatigue of the E3 season. While I'll be there in the chat watching every conference and after-show livestream with the rest of y'all, I tend to get tired of E3 hype very quickly. It's no secret to anyone who reads my output that I'm not the most... well, "current" video game critic on the block, as I tend to take my sweet time getting around to anything significant. My goal is to approach everything in due time with as fresh a perspective as possible, and so I tend to avoid a lot of news and previews and reveals and really anything beyond the Quick Looks produced by the staff.
Which is why I look to anything that can help take my mind off E3 when there isn't a stream happening, and potentially helping anyone else in a similar situation, by creating a blog series that lasts the entire length of E3 but has very little if anything to do with the event itself. In this case, I'll be Let's Play-ing a JRPG Squaresoft put out almost twenty years ago this month: Rudra no Hihou, or Treasure of the Rudras.
Rudra no Hihou has the distinction of being the last Squaresoft game developed for the Super Famicom (SNES to you or I) before Squaresoft would depart in a huff to the Sony PlayStation in a now legendary fracas with Nintendo after their plans to create a CD-based format for their next console fell through, and after they'd already given Sony the means to produce a competitive CD-based console with the abandoned plans for a Super Famicom/SNES CD peripheral/add-on to compete with the Sega CD. Squaresoft wouldn't develop another game for a Nintendo platform until 2002's Chocobo Land: A Game of Dice, a Japan-exclusive Game Boy Advance port of a PlayStation 1 game. (I should state for the record also, that the last game Square published for the Super Famicom was Sting Entertainment's Treasure Hunter G, which was released a few weeks after Rudra.) Chronologically speaking, Rudra no Hihou (April 1996) occupies a space between Super Mario RPG: Legend of the Seven Stars (March 1996) and Final Fantasy VII (January 1997). Sitting between two stone-cold classics like that, you might expect Rudra to be one of Square's great forgotten classics, hidden behind a language barrier due in part to the game's innovative text-based magic system which I will absolutely get deeper into in due time.
Well, sorta. The game's director was Akitoshi Kawazu, who Square fans might know as the divisive project lead behind Final Fantasy 2 and the SaGa games that followed; a director who tends to put innovative and complex gameplay and character development systems front and center regardless of how much fun to play they might actually be. USGamer's Jeremy Parish wrote up a wonderful profile of the guy on his site, and how his obsession with creating distinctive RPG mechanics often put him at odds with fellow Square developers and Square fans alike. It's fair to say that, especially within the notoriously formulaic JRPG genre, a little bit of eccentricity can go a long way towards endearing yourself to the genre fans with enough patience to figure out what the hell you were going for with whatever hopelessly oblique systems you came up with this time. What piqued my interest more was the involvement of composer Ryuji Sasai, whose previous project was the unjustly underrated soundtrack for Final Fantasy Mystic Quest. I've been wanting to jump into Rudra with the volume up and with no idea of what to expect for a while now, and E3 seemed like the perfect time to do it, even though I seriously doubt I'll get too far into the game before the four days are up. The game is scenario-based, like many of Squaresoft's late 16-bit RPGs (1995's Romancing SaGa 3 and Seiken Densetsu 3/Secret of Mana 2, for instance, or 1994's Live-a-Live), so I'm hoping I can just squeeze in the one scenario and come back for the rest at a later time. Before I start though: a big shout-out to the Aeon Genesis fan-translation group for performing the impossible and translating this game with its text-based magic system intact. I can't imagine the scripting difficulties that challenge presented.
Part 1: No, Really, What's a Rudra?
(Note: To avoid giant image dumps that'll take your browsers a few seconds to sort out, each of these parts will be behind a spoiler block. There's about twenty images per "part", and they're in a relatively svelte PNG format with an increased resolution.)
Part 2: I Finally Leave the Castle
Last time, on Rudrantics: We're still in the prologue, folks. Nothing too exciting has happened to the stalwart if reckless soldier Vbomb quite yet. But that might soon change...