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    I am Setsuna Review: A Glimpse on Past Glory

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    The highly anticipated I am Setsuna was designed in the shadow of legendary JRPGs to fill a void. While newer Western RPGs take a leaf from a grittier book and classic JRPG titles constantly evolve in order to keep fans, there is an emptiness where masterpieces once told epic stories. This was a time where battles revolved around an active-time battle system. A bi-gone era that had gamers searching sprawling maps for secrets, probing NPCs for much needed clues, and scratching their heads behind well-developed ‘plot-walls’ that granted restricted freedom.  Modern RPGs have taken a different route, involving more exploration, focusing less on controlling a group of characters, and incorporating more action-based combat.  With all of these changes in mind, Tokyo RPG Factory developed I am Setsuna for the PS4.

     

    Artwork

     

     

    Story First Look: I am Nostalgia

    I am Setsuna follows the journey of a hired swordsman as he tries to fulfill a contract. What starts as a simple 'hit' mission becomes a sprawling adventure as our main character, Endir, escorts his former mark, Setsuna, on her quest.  It's her duty to reach the Last Lands and sacrifice herself to stave off the impending monster invasion. Without giving too much away, the story is a simple trope that pays homage to many previous JRPGs.  We have a motley crew taking part in a very somber journey where many parts feel familiar and that's not necessarily a bad thing. Our semi-silent protagonist, strong-hearted girl, and many other characters create an enjoyable, if short-lived, tale. I am Setsuna provides the audience with interesting twists and a compelling story that fits the genre very well.

     

    I am Setsuna

    Second Glance: Sacrifice for the Sake of Time

    While the story has a lot of potential, there are times when I am Setsuna misses the mark. Many of the main characters had interesting back stories,  but others needed little extra development - including the silent protagonist. Endir's involvement in the game was refreshing and different, but he was basically flat, and understandably so. Other characters in the past had the same design, but Endir wasn't some youth in a coming of age story. There is mystery behind the mask and it would have been interesting to explore it. The development of the villains also falls a bit short. At first, our main villain is menacing. However, as time passes and the true 'villain' is revealed, the build-up is rather anti-climactic.

     

    Another pain point is the ending. With much effort to leave out spoilers, the ending felt fast, forced, and somewhat confusing. It was almost as if the developers meant to carry on a greater story, but ran out of time. There were many little things I discovered in game exploration that could have added layers to the story, but the writers didn't build upon them. Instead of taking a place next to some of the great JRPGs, I am Setsuna's story fell a little short on expectations.

     

    Don't get me wrong, the story was decent. However, there were certain aspects that could have been expanded upon and the plot could have come together more seamlessly.

     

    Endir

     

    Under Attack: The Battle Mechanics and World Navigation

    The basic play of I am Setsuna was modeled off of older JRPGs, particularly Chrono Trigger.  Three exchangeable party members navigate the world map (slowly) by foot or airship in search of dungeons and towns. While inside towns, players can talk to NPCs, find treasure, and purchase various items from shops. In dungeons, players can find treasure and encounter monsters. Players have the option of avoiding a fight, getting a first strike, or they can be ambushed. A victory earns EXP and sell-able spoils, but no actual gold. Gamers can get money by trading in their battle spoils to the Magic Consortium.

     

     

     

    I am Setsuna

    Shops! Shops! Shops!

    There are four particular merchants in I am Setsuna: an Item's merchant, a blacksmith,  the Magic Consortium, and the Chef. Each of these merchants are typical of RPGs - one sells items, one sells weapons, one has abilities, and the final makes stat/material/and EXP consumable boosting items.

     

    The exchange system is rather unique in I am Sestuna. As mentioned previously, the Magic Consortium is the place to get gold, but it's also the only place where players can acquire abilities. Selling spoils not only results in cash, but a number of useful abilities for the party.

     

    With money in hand, players can purchase weapons, items, and stat boosting treats. In order to gain access to the treats, gamers should hang on to the green spoils they happen to pick up on their travels. Certain townsfolk will be looking for these ingredients and they will exchange the recipe for the items they need. Afterwards, players can hand off the recipe to the Chef and purchase the item as often as they wish.

     

    While characters can purchase whatever they want, they may have a hard time selling things like weapons and armor. Items and spoils are typically the only things that can be exchanged for gold.

     

    Continent, Journey's Beginning

    Character Set-Up : Spritnites, Weapons, and Talismans

    The character set-up for I am Setsuna is pretty basic and easy to follow; each character can equip a weapon and a talisman. The talismans provide boosts to battle stats, Fluxes, and special abilities, while the weapons increase attack and defensive stats.  Talismans can also give characters ability slots for items called Spritnites. Most Spritnites are character specific abilities, but there are many support Spritnites that can be shared among the party.  They are essentially the magic of the game and using them drains MP. When used in conjunction with one another, talismans can allot characters with fearsome abilities and strong defenses.

     

    i-am-setsuna-screen-04-ps4-us-29jun16

    Battle: Sneak Attacks and Escape

    When a party heads though a dungeon or any area with monsters, they have the option to engage in battle - much like Chrono Trigger.  A player can avoid a battle by dodging the monsters on the map, or try to get the jump on them for a first strike. I am Setsuna uses the ATB system with a little twist. As a battle begins, characters can attack like normal, but with the addition of a timing mechanic.

     

    Players can hold off on attack in order to build up Special Power or SP.  When a character is just about to attack, players can hit a button and use this 'SP' to deal extra damage or add special skills to an action, much like Super Mario RPG. Each character can store up to three SP at a time, and it's best to use them - they do not carry over from battle to battle.

     

    During an encounter, players control their party and choose from three actions: Attack, Tech, or Item. While Attack and Item are self explanatory, Tech acts as the 'special attack' that consumes MP on the menu. The type of tech a character has access to depends on which Spritnites he or she has equipped. These techs can be combined with other party members for a single powerful action. From that point, battles turn tactical. It's important to learn about the enemies in order to defeat them quickly and acquire rare drops. Thankfully, the game has a fun beastiary that provides useful tidbits about how to defeat enemies previously encountered.

     

     

    I Am Setsuna

    The Good, the Bad, and the Missed Chances

    The battle system and game play were very good in this game; it was basic and it worked - it was pretty safe. I liked the addition of the timing, the specific character classes, and the ability to customize my characters to a point. My biggest gripe with the actual game play is the same as the story. There simply wasn't enough. A few dungeons felt repetitive, and there were open areas that players had no reason to explore. I tried to explore as much of the map as possible, but found little reward for doing so. I actually wondered at some point if I was actually missing something - which I might be! There were many areas for growth.

    Final Thoughts

    Overall, I enjoyed playing through this fun RPG. The battle system was easy to learn, the characters were interesting, and the graphics were incredible. With a bit more game play,  more character development, and perhaps a little variation to the dungeons, this game could have been a classic. I am Setsuna is a fun, nostalgic nod to the great JRPGs of the past, but it doesn't match or surpass them. So, what did you all think of the game? Want to give it a try? Get it on PS4 or Steam.

     

    Endir



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