Back before Final Fantasy 9 came out, it was heralded as the return to epic greatness that the series had experienced with 4, 5, 6, and 7. It was — for the most part — but battle animations were slow and the story devolved into some bizarre nonsensery near the end. Early buzz around Final Fantasy 12 promised the same redemption, but the title was marred by the Gambit system, which may as well have been called “autopilot”, and a generally weak soundtrack.
Now, there’s not any indication that Final Fantasy 15 is going to be the moogle’s teats — hell, there’s not even any official word that it’s in development (the logo above is just a fan concept), but come on, of course it is — however, that doesn’t mean I can’t fantasize about what it would be like in a perfect world. I sometimes yearn to have an experience like I did the first time I played Final Fantasy 4, 5, 6, and 7, each of which gave me a unique and profound sensation. I can’t put a value on what it would be like to have such an experience again with a Final Fantasy game, and though I doubt 15 will provide me with that special sense of adventure, here’s my vision of what it might be like if it did.
It’s been a good long while since I last played Cloudstone, the free-to-play action RPG by Playsaurus and Nexon, but one thing has stuck with me long since then: the awesome soundtrack.
In the nine months since the review, the game has seen content updates. Now the music from Cloudstone has been compiled and refined by composer Shawn Singh for Cloudstone – The Soundtrack.
Cloudstone’s soundtrack was a breath of fresh air in the stagnant sewers of Facebook games. While most games settle for an earworm ditty, Cloudstone reached for the skies with an sweeping soundtrack. It brought the game to life and probably was the reason I was a daily player for a few months.
If you dig Cloudstone or game soundtracks in general, the soundtrack available for digital download in a multitude of venues for $9.99. It features twenty songs, runs about fifty minutes, and has been cleaned up for this composition.
Legend of Dragoon was a pretty mediocre RPG. Like most first-gen polygonal RPGs, its battles were slow, and it had low-polygon-count models over pre-rendered backgrounds. (Those backgrounds actually looked great, but just made the ugly models look even worse by contrast.) The battle system also had a timed-hit system with an annoyingly small window for success, making the action stop-and-go as you waited for overly lengthy animations and then had to rapidly hit specific buttons for better attack damage. To make matters worse, the story was generic, and you didn’t get attached to the characters at all.
Amidst this sea of lukewarmness, one of the battle tunes stands out as something really enjoyable. It’s not amazing compared to the best music that gaming has to offer, but it’s certainly just about the only worthwhile thing in Legend of Dragoon.
BTW, the section from ~1:08 to ~1:16 is actually the victory fanfare.
Have you heard about Blizzard’s Collectable Card Game “Hearthstone”? It is a Free-to-play game that will be available on Windows/Mac and the iPad, with an Android tablet version in the works. People familiar with Blizzard Intellectual Properties will recognize from the title that it is set in the Warcraft universe. Check this out:
Of course, when I hear “Free to Play” and “Collectable Card Game” together, I instantly smell something amiss. The business model for traditional CCGs are all about buying packs of cards with the hopes of getting some better cards for your customizable deck. So what is the gimmick?