We're heading towards both the end of E3 and what I hope is the end of Vbomb's scenario with this, Day 2 of Mento's Alternative to E3. We're still plugging away at lost Squaresoft RPG Rudra no Hihou, or Treasure of the Rudras, released for the Super Famicom in 1996 as the last Square-developed game for the platform.
So far I've discussed this feature and its history (Day 0a), the game's innovative "mantra" magic system (Day 0b) and the brief proliferation of the scenario-based RPG format that Rudra no Hihou and a handful of other Squaresoft games utilized in the mid-90s (Day 1). It's probably time I address the Lord Ganesha in the room; by which I don't mean but am sort of alluding to the game's many references to Hindu/Buddhist mythology and folklore (I wouldn't even know where to start), but rather the game's soundtrack.
If you recall from the intro to this year's Alternative to E3 feature, this was one of the big selling points that got me invested in playing Rudra no Hihou specifically for the 2016 edition; Ryuji Sasai is the lone composer for Rudra no Hihou, and his previous work was the criminally underrated (if only musically) Final Fantasy Mystic Quest from 1992 which he co-composed with former Sega musician Yasuhiro "Y.K." Kawakami, who rejoined Sasai on Rudra no Hihou as Sound Engineer. Rudra no Hihou's soundtrack in comparison is... well, not exactly underwhelming, but not quite the same electrifying rock opera that Mystic Quest was. If anything, it sounds like some Squaresoft-ass Squaresoft music. But then, that's only based on what I've heard in the game thus far, which is barely scratching the surface given the three other scenarios and the places I've yet to visit.
First, let's make it clear that it's not like this game doesn't have some badass tracks. Take the theme for the enigmatic Jade stones that empower the four heroes and are central to the game's overarching plot - The Mysterious Stone. Sasai was presumably given directions from the writers to make this theme otherworldly and mystical to befit the jewels in question, and you can imagine exactly which direction Nobuo Uematsu might've gone with it. Instead, the track sounds more like something from a synth-heavy 80s slasher movie.
Second, the game offers two tracks for each hero, which usually play during cutscenes or walking around towns as that character. These two themes reflect whether it is day or night, with the night theme often being slower and more relaxed. As I've brought up before in the screenshot captions, the game's got a fixed time limit that moves at the "speed of plot": day turns to night and night turns to day as the player completes quest objectives and moves closer to the game's conclusion. The Sword of the Valiant (Day) and The Sword of the Valiant (Night) represent Vbomb the warrior (though perhaps I should use his original name Sion here) in particular. The day theme is fairly traditional rousing and heroic Squaresoft music - though it does sound like it might've come out of Mystic Quest in particular, thanks to Sasai's distinctive style - but the night theme takes away the marching drums and replaces it with some softer synth to make it feel a lot more ethereal. When I played Xenoblade Chronicles a few years back, I marveled at how novel it was that every area of the game had two distinct BGM based on the time of day. I'm guessing Rudra no Hihou wasn't the first to think of it either, but it couldn't have been particularly common.
Finally, Battle for the Fields and Strange Encounter are the standard battle theme and the standard boss theme respectively. These are the two tracks I've heard the most, naturally enough for a Squaresoft RPG where the random encounter rate is so high, but they've been pleasant enough to listen to as I whittle down odd-looking creatures sourced from the Rigveda. Surlent's boss theme is apparently this - The Spirit Chaser - so I feel a little duped that his is a lot cooler. Still, it's another case of how impressive it is that this game has so much music across the four scenarios.
That's going to have to do it for a quick primer on Treasure of the Rudras' music, since I don't want to risk spoiling too much of the soundtrack for myself before it turns up in the game, but I'd recommend giving this full soundtrack a listen. There's some tracks that feel like standard Squaresoft fare, others that have Ryuji Sasai's distinctive rock/synth sensibility and even more that sound so odd it's like they come from an entirely different game and genre altogether. At sixty-six tracks, it's not a SNES game soundtrack with many peers in terms of size or diversity (even the enormous Final Fantasy VI barely hits sixty), which makes it all the more incredible that it came from a single composer. While I still like a lot of Mystic Quest's tracks - Dark King, Doom Castle, Bone Dungeon - there's no denying that Sasai outdid himself with Rudra no Hihou.
Part 7: All-Stops Tour of the Sky Islands
Last time, on He's Not Heavy, He's My Brudra: Vbomb's crew is still adjusting to life on the Sky Islands, and are following the directions of an old nemesis to locate a way back to the surface. There's a Cult to disband, after all, and that can't happen with everyone's heads in the clouds.
Part 8: We Continue to Trample On Other Cultures
Last time, on: Opening the Fludra Gates, Vbomb and co. are passing through the Sky Islands for a way to get home. They've been given dominion over the power of time, only not really as all it does is open some doors at opportune times, but it's something at least. We're going to be up here for a while, so maybe we take what we can get? Speaking of which, let's go rob some more places and beat up their guardians.
And with that, we'll have to conclude our sky peregrinations for today. I'm hoping tomorrow that we can get back to Terra Firma (literally what the game calls it) and reach something approaching a temporary conclusion to Vbomb's story. Tomorrow is, of course, the last day of E3 and it would be really convenient if I could finish this scenario in time. Either way, I'll probably continue this game after E3 is done; I'm having fun, and I'd like to see what the other groups have been up to all this time.
Until tomorrow and the end of E3, I've been Mento, the 2MP Lightning-based single-target Mantra (yes, of course I tried enscribing my own name).