Tuesday, May 5, 2015

To Faraway Places – Ys VI: The Ark of Napishtim

Ever since I first heard of Ys, I’d been obsessed with finding a copy of the games and playing them.  I don’t know why, exactly.  I just remember, back in 1998 or 1999, looking up ROMs for TurboGrafx-16 games, and reading good things about Ys, and being more and more interested the more I read.  It marked my first foray into something truly esoteric in my hobbies of anime and video games.  The whole Ys series is reasonably popular in Japan, but few of the games ever saw U.S. release, and those that did were either not the best efforts in the series (such as the Super Nintendo and Sega Genesis versions of Ys III, which was a fairly divisive game within the fanbase), or came out for systems which were unpopular in the U.S. (like the TurboGrafx-CD).

The obscurity of it was part of the appeal.  It was like finding buried treasure, or stumbling across some hidden wisdom or lore.

Ys VI: The Ark of Napishtim was the first game in the series I actually got my hands on.  This would have been on the PlayStation2.  I was talking to an acquaintance of mine at the time about my curiosity regarding the games, and my frustration with how the fan translation effort for Ys I & II Complete seemed to be indefinitely (infinitely, it seemed then) on hiatus.  It was at this point she informed me that one of the newer Ys games was available for the PS2.

“You’re shitting me,” I said.  I’d heard absolutely nothing about this.

“I’m not,” she said.  And she was right. 

I had my own copy of Ys VI: The Ark of Napishtim within 24 hours.

*             *             *

A little history may be in order here, to put Ys VI into its proper context.

Nihon Falcom, the company who makes Ys, is probably one of the oldest Japanese game developers still in existence.  They got their start in the 1980s on Japanese PCs, mainly developing action-RPGs.  Ys was only one of the series they made, and it wasn’t even the only one they made which came to America.  Legacy of the Wizard on the NES was a port of one of their Dragon Slayer series installments, and Faxanadu on the NES was a Nintendo-specific entry of their Xanadu series (the name is a portmanteau of Famicom Xanadu).  Brandish on the Super Nintendo was also a port of theirs.

The key word here is “port”.  Falcom did not, at this time, do console games themselves (Faxanadu and Ys V, about which more later, being the only exceptions I’m aware of).  Console ports were generally handled by other developers.  In the case of Ys I & II, the developer who brought them to the States was Hudson Soft, who created by the TurboGrafx-CD ports of the games which would go on to be practically the definitive editions of those games for many years, at least as far as American audiences were concerned.  There was also a port of Ys I to the Sega Master System, but the TurboGrafx-CD version had something the Master System version didn’t, or rather, couldn’t have: Redbook audio, voice acting, and (admittedly quite limited) animated cut scenes.  This level of presentation made Ys I & II a stand-out title, especially in the U.S., where games of real quality for the peripheral (an expensive add-on to a system that seems to have been dead in the water from pretty much the beginning) were oases in a desert.  This was less true in Japan, however, where the system’s Japanese equivalent (the PC Engine) did good business, ultimately trailing behind only the revered Famicom itself.

Ys III received this same treatment: Released on the PC-8801 first, it was later ported by Hudson to the TurboGrafx-CD.  Ys III also got ported to the Super Nintendo and the Sega Genesis; the three console versions were the ones we got in America.  But the Super NES and Genesis versions weren’t promoted very well and faded into obscurity.  The TurboGrafx-CD version likewise suffered obscurity, but in this case, that was simply the consequence of being a TurboGrafx-CD game. 

Ys III was a bit of a black sheep.  Where Ys I & II (I refer to them together because they are, for all practical purposes, a single game) were action-RPGs with an overhead view and an odd ramming mechanic for combat, Ys III was a side-scrolling action-RPG with platform jumping and a dedicated attack button.  The difference was not entirely unlike that between The Legend of Zelda and Zelda II: The Adventure of Link, albeit somewhat less pronounced, ultimately.  And the reaction among fans of the original was similar.  Ys III had (and has) its fans, but many who loved the originals were angered by the new direction the series had taken.

This was in 1991.  At this point, the lack of success Falcom had witnessed with the first three installments of one of their star series apparently convinced them to give up on the American market, because that was the last Ys game we saw in the U.S. for close to 15 years.

It’s also at this point that the Ys series gets a bit weird.

There were originally two versions of Ys IV, and neither of them were developed by Falcom themselves.  Instead, in 1993, Falcom drew up an outline and licensed the development of Ys IV to two different developers.  Both of them, perhaps wisely, decided to return the game mechanics of Ys IV to the series roots.

Tonkin House (I love their name for reasons I have difficulty describing) developed their version, titled Ys IV: Mask of the Sun for the Super NES.  Hudson Soft, meanwhile, developed theirs under the title Ys IV: The Dawn of Ys for the TurboGrafx-CD.  The two versions of Ys IV vary a great deal in their story, and while there are some characters and other elements in common, the two versions are different and mutually exclusive.  Among the fan community, the general consensus seems to be that while both games are certainly worth playing, The Dawn of Ys is the superior version.  So, naturally, the one ultimately considered canonical was Mask of the Sun.  That was until just a couple of years ago, when Falcom released their own version of the game, Ys IV: Memories of Celceta.

 1995 saw the release of Ys V: Lost Kefin, Kingdom of Sand exclusively for the Super NES.  PC-8801 fans were pissed off.  TurboGrafx-CD fans were likewise pissed off.  Even the fans who owned a Super NES were pissed off, really.  For one thing, there was the music.

What you have to understand about Ys games, broadly speaking, is that the music is always fantastic.  This is no mere opinion, mind you, but an objectively provable scientific fact.  Oh, sure, there’s always an assortment of sort of ho-hum town music, but even that is at least well done.  But the music for roaming the overworld, delving into dungeons, and fighting bosses, is always great.  Much is made of Ryo Yonemitsu’s arrangements for the TurboGrafx-CD Redbook audio, and rightly so.  But even the original PC-8801 arrangements by Yuzo Koshiro and Mieko Ishikawa are equally worth listening to.  Not just “good for their day”, but good listening, period; Koshiro and Ishikawa play to the strengths of the PC-8801’s sound chip to create music that is alternately fast-paced and intense, happy and upbeat, or moody and ethereal. 

By contrast, Ys V made use of the Super NES sound chip, which tended to have a very synthesizer-y sound quality to it.  In itself, this wouldn’t be a bad thing.  God knows there are any number of soundtracks for Super NES games that are worth a listen as-is (Chrono Trigger and Final Fantasy VI, just to name two).  But the Ys games’ music has a certain character to it which the Super NES is poorly equipped to emulate, let alone replicate.  It’s not bad, it’s just… not Ys.

In fact, the real problem with Ys V in general is just that.  It’s not Ys.  It’s like countless other generic Super NES action-RPGs.  The color palette is murkier, eschewing the bright, attractive graphics of the earlier series entries in favor of something more “realistic”.  They also overhauled the game’s mechanics, and made it considerably easier than previous entries.  In fact, this last point was such a bone of contention, that Falcom released an updated version called Ys V Expert with the challenge ratcheted up significantly.  But the damage was already done.

A number of people will tell you that Ys V nearly killed the franchise.  I’d like to wave my hand dismissively at that suggestion and say “that’s the worst kind of hyperbole”.  I’d like to.  But then, it’s an undeniable fact that for the next eight years, Falcom did not make a single new Ys game.  In 2001, they remade Ys I & II for Windows PCs (this has since become basically the definitive version of those games; with every port thereafter using its assets), and that was pretty much it.  The various games in the series were, in that eight-year interval, ported to pretty much any and every system; the list of consoles which haven’t received an Ys port of some kind (usually of the first two games) is short indeed.  But like pretty much all ports, they were handled by non-Falcom developers, and they weren’t all of exactly the highest quality.

To leave off one’s flagship series for a span of eight years is not exactly a good sign for said series.  It would be like if Nintendo just stopped making Mario or Zelda games for a whole console generation.  (I was going to add Metroid to that short list, but then I remembered that they’ve done that very thing, and look poised to do it once again).

So if you’re wondering why I’ve spent so much time leading up to Ys VI, that’s why.  There’s significance to The Ark of Napishtim well beyond its existence itself.  No creative endeavor exists in a vacuum, after all.  Every game you play is a product not only of its creators’ hopes and wishes and ideas and compromises, but also of the times in which it was made, the capabilities or limitations of the technology of those times, and (unfortunately) the business climate of those times.

While I suspect there’s some hyperbole to the notion that Ys V nearly killed the franchise, I suspect there’s also some truth to it, and to the logical conclusion that it was then up to Ys VI to save the franchise.

I’m really glad it did.

*             *             *

The first thing you have to understand about the Ys series, as a whole, is that these are not complicated games.  Whether you look at them narratively, thematically, structurally, or mechanically, there is a lack of complexity that, far from being dull, is honestly refreshing.  Hell, the first two games (and the fourth, returning to form as it did) don’t even have an attack button.  You just ram into your enemies, making sure you hit them at the right angle to deal damage without receiving any yourself (this is both more difficult and more entertaining than it probably sounds).  You could practically have ported Ys I to the Atari 2600, with its one-button-and-one-stick controller.  I mean, it would have looked ugly as the south-facing end of a north-going horse, and the soundtrack would have been a crime against the very idea of music, and I’m sure it would have been godawfully slow into the bargain, but you could just about do it, I think.

Anyway, you don’t play the Ys games to be immersed in a deep, complex plot.  The plot’s there, and it basically makes sense, and that’s about all there is to it.  There are some mysteries, but they’re not terribly subtle or surprising.  Until Ys Seven came along, Ys games were always pretty much content to give you exactly what you were expecting.

A large part of most every Ys game is spent on creating a new and strange place, and new people to visit.  This is part of what makes Ys games intriguing.

Most RPGs put you in the shoes of a hero (or heroes) appointed by fate to do whatever it is the game has you doing.  A lot of the time, this involves saving the world while avenging the destruction of your main character’s hometown, though there was a period where killing God was all the rage.  These games tend to give you a huge world to explore, and see you crisscrossing vast continents, making your way through forests, deserts, mountains, and plains, traveling under earth and above it.  Ys, by contrast, usually confines each game to a single locale.  With the exception of one game in the main series, you play as Adol Christin, a red-haired adventurer who has a tendency to roll into a town right as some ancient and sinister shit is about to hit whatever the closest fan-equivalent would be in the medieval pseudo-Europe in which these games take place.  Adol isn’t your average RPG hero.  He does not wait for Joseph Campbell’s call to adventure, oh no.  He has a tendency to just sort of show up right about the time adventure would be picking up the phone.

Instead of giving you a huge world to explore, Ys always gives you a single locale to roam.  The games in general try hard to give you a sense of place, a feeling of some new and foreign locale teeming with a unique sense of self.  So each game has its own feel and sense of itself, its own story.  So while there are narrative and thematic elements connecting each game, they all stand alone (barring Ys I & II).

In this, Ys VI follows in the footsteps of its forebears.  It gives you a straightforward fantasy adventure in an exciting new place.  For this particular installment, Adol is traveling far into the western ocean.  Most of the series thus far (and afterward) takes place in what is basically Europe and the Mediterranean with the serial numbers filed off.  This is at least more imaginative than, say, Drakengard, which takes place in upside-down Europe. 

The Ark of Napishtim is a bit unique, though, in that it occurs in its world’s equivalent of the Caribbean – the Bermuda Triangle, actually.  In Adol’s world, this area is referred to as the Canaan Islands, and said islands are surrounded by a massive storm vortex similar to the one that surrounded Esteria, the island where he traveled on his first adventure to find the legendary lost civilization that has lent its title to the whole series.  It’s similar to the one that formerly surrounded Esteria, in that pretty much any ship hoping to get through it is destroyed.  It differs, however, in that it is far more powerful.

As it happens, Adol has a problem with boats.  Specifically, he has a problem with staying in them.   Anyway, he’s knocked off the boat he’s traveling in (due to cannon fire, this time), and washes ashore on Quatera Island, which is inhabited by a tribe of people called the Rehda.  They’re basically elves, except they also have tails.  They don’t like humans much, though this is somewhat understandable.  The humans on the neighboring island (all castaways or descendants of castaways) have built their city by scavenging stones from the Rehda’s ancient holy places.  So while Adol isn’t exactly welcome there, the people at least understand it isn’t his fault, and are at least willing to nurse him back to health before insisting that he leave.

Their mercy does, perhaps, have something to do with the fact that Adol is discovered by the chief priestess of the island, Olha, while she and her sister are spending time on the beach.

It’s funny that the game opens this way, with Adol washing ashore unconscious at his destination, and being revived by the inhabitants of that land.  I get the feeling that Falcom is sending us a message with the opening of Ys VI, as it basically borrows the opening premises of Ys I and Ys II both.

In Ys I (at least, in the Ys I Eternal version, which seems to have lifted this and other plot elements from the Ys I anime), we begin the game with Adol washing ashore in Esteria after having braved the storm vortex in a one-man sailboat.  Unconscious, he is taken to a doctor, who heals him until he is well enough to go exploring the island.  In Ys II, we start off with Adol being launched through the sky, to land near the Ruins of Moondoria in the floating land of Ys.  That he isn’t killed stone dead by this is a testament to his strength, or at least to the power of the Law of Dramatic Necessity.  Again unconscious, he is discovered by that game’s love interest (well, “love interest”; Ys’s love interests are a lot like Bond girls, with the exception that Adol seems largely oblivious to the effect his heroics have on the hearts of attractive young ladies in need), who takes him in and cares for him until he’s well enough to continue on adventuring.

It’s basically Falcom saying, “Look, okay, all that goofy shit with Ys V?  We’re sorry for that.  Okay?  Look, we’re going back to our roots (and not, thankfully, just to the well).  You know?  Back to the good stuff.”

At the same time, it preserves many of the mechanical changes made with Ys V.  Some of this is just a concession to modernity.  The ramming combat from the older Ys games would be pretty impractical in 3D.  Two-dimensional graphics make it possible because of the simplified movement and perspective, but with the more nuanced range of motion and 3D environments, it would be impossible.

Which is not to say that Ys VI is complex.  It’s more complex than its predecessors, but not complex in itself.  The aim of every Ys game has always been to turn you loose to explore the world and navigate the dungeons and other places of dark and danger with as few barriers to entry as possible.  You’re given free rein pretty quickly, with a minimum of up-front exposition and few hand-holding tutorials, if any.

Simple, no-nonsense, straight to the point.  That’s Ys in a nutshell, and that’s the example Ys VI follows.  It isn’t long at all before you’re roaming the forest outside the starting village looking for a way to the human town on the next island over and also trying to find out where Isha (the younger sister of the young lady who cared for you after you washed up) wandered off to.  Not long after that, you’ve leveled up a bit, found one or two little hidden nooks with treasure in them, and fought your first boss.

If I’ve neglected to mention it before, let me mention it now.  Bosses are one of the staples of Ys in general.  These are frequently challenging and frantic affairs, accompanied by up-tempo, intense, guitar-and-synth-heavy rock.  It’s hard to care about how anachronistic this might seem.  Do Not Go Gently, indeed.  And Ys VI is no slouch in this department, either.  All of this serves to express and heighten the sensation of fighting creatures far more massive and powerful than you could ever hope to be, the sheer adrenaline-burst of excitement and anxiety at facing such enemies, and the rush of a well-earned victory, a narrowly avoided defeat.

But that’s another thing that sets The Ark of Napishtim, and the series as a whole, apart.  Most RPGs, and adventure games in general, are deliberately paced affairs that require patience, careful planning and forward thinking.  Ys, by contrast, has an almost arcade-like focus on action.  It favors quick reflexes and the ability to stay on top of frantic situations.  Its best, most intense encounters keep you on your toes and demand that you think on the fly.  Indeed, long forward planning is almost impossible.  One of the quirks of older Ys games which Ys VI preserves is that once you’re in a boss battle, you’re locked into it as-is.  You can normally equip one healing item of your choice for quick use at a single button press.  You can have more than one item of this type, but can only have one type equipped.  Elsewhere, you can swap out equipped items to your heart’s content.  Once you’re in the boss battle, however, you’re locked out of your menu and can’t change it.  It’s just you and the boss, period.

In that, Ys VI shares its greatest strength with the best entries of the series: A sense of constant, forward momentum, a continuous feeling of doing.  Everything about the game, from the pace of Adol’s movement, to the way experience levels tend to increase rapidly, to the way even just a couple of levels make the difference between getting stomped and doing the stomping, is designed to keep you moving toward your goal.  There’s a lot of backtracking in Ys VI, and a fair amount of hunting for hidden treasures or other bonuses, but it rarely feels too laborious.  The game’s snappy pace means traversing the game world typically takes just minutes.

*             *             *

I’ve been bouncing all over the place in this write-up, and I know it, and the thing is I don’t know how to go about it any other way.  There’s a lot I like, about Ys in general and Ys VI in particular.  It’s hard to stay on one topic, to stay focused, and to give a dry run-down of what Ys VI has to recommend it.  It’s especially hard because this is one of many cases where the whole is greater than the mere sum of its parts.  I say that a lot, I think, but that’s because it’s true of a lot of games I like.  I mean, I could write out a bullet-point list of what Ys VI has, if that would be helpful:
  •          Fast-paced action
  •          Massive, intense bosses
  •          Dungeon mazes
  •          Fantastic music

But when you put it like that, it doesn’t look like so much.  I mean, really, that’s barely more than back-of-the-box copy, and it’s not like I’m trying to sell you the game.  Well, I guess I am, sort of.  I like Ys VI and want to share it with other people.  Not in a “Please buy this game so I can pay my bills!” sort of way, but more of a “This is a cool thing I’ve found, and that I enjoy, and I’d like it if more people were enjoying it too!” sort of way. 

About the only problem I have with The Ark of Napishtim is that the improvements made by its own sequels show the one or two things Ys VI could stand to do slightly better.  Ys: The Oath in Felghana (a from-the-ground-up remake of the once-divisive Ys III) and Ys Origin are both built on the same game engine, but are improved in a number of ways.  One of those is the pacing.  As much as I love it, it's hard to deny that Ys VI has an odd sense of pace.  It feels like this is dictated mainly by the plot, but even so, there is a sort of awkward sense of flow to the game.  Few of the other improvements made by Oath in Felghana and Ys Origin are really major, but they still make those games more refined experiences than Ys VIYs VI has to settle for being merely pretty good if somewhat uneven, as opposed to Ys: The Oath in Felghana, which rates somewhere near really fucking excellent, for me.

So if you like a lean, fast-paced action-RPG with rocking music and fun mechanics that will never get you bogged down, then there’s not really much else for me to say.  Go buy it already.  It’s on Steam.  You’re only about five clicks away from a great time.


Version history and miscellany

In accordance with tradition (which is to say, as Ys games typically were before 2008), Ys VI was released on PCs first in Japan, in 2003.  Two years later, Konami picked up the rights to port the game to consoles, and released a version for the PlayStation2 in 2005.  This version added fully voiced dialogue to the game, and swapped out the original anime-style cut scenes with generic (and honestly kind of hideous) CG cut scenes instead.  They also replaced the 2D character sprites with 3D models, which is less of a crime when you stop to consider all the detail that would’ve been lost converting the game to the lower resolutions available for TV screens anyway. 

In addition to these changes, they added a few bonus mini-dungeons, with rewards of experience, money, or emel upon completion.  In Ys VI, emel is a mineral you collect and use to improve your weapons.  These dungeons are entirely unnecessary, and honestly somewhat tedious, but they can be helpful if you want to avoid grinding for money or experience or emel elsewhere.

In gleeful defiance of good business sense, Konami translated the PS2 version and made it available in the U.S. also.  All the dialogue was re-recorded in English (badly, alas), but can thankfully be switched to Japanese by entering the right code (the anime cut scenes can be unlocked in this way also).  About a year or so later, Konami also brought over a PSP version of the game.

Ys VI on PSP isn’t really worth it, in my opinion.  The loading times are a headache, the 2D character sprites (thankfully used in this version of the game) are kind of blurry, and the 3D graphics are blockier and have muddier textures than either previous version of the game.  It also suffers the fate of so many other console games ported to handheld systems: There’s less screen area on display, giving you less time to react to incoming threats.  If this cramped, slow, murky mess is the only way you can get Ys VI, then by all means, go for it.  The game is still eminently worth playing.  But otherwise, go for the PS2 version.

Or better yet, go for the PC version.  XSeed, as part of their deal with Falcom, have recently made the PC version of Ys VI available on Steam and GOG.com.  While it lacks the additions and changes made by Konami (those are exclusive to the console ports, to which Konami probably still owns all rights), it’s available in HD, and the system requirements are quite modest.  About the only thing really worth complaining about is that, with the PC version being developed for machines in 2003, it doesn’t have the best widescreen support.  You can play it in HD and in widescreen, but there’s at least one part I’ve noticed early on where the screen is large enough that you can see the edges of the rendered game world.  This has yet to be anything more than a mild irritation – really, it’s more funny (in a kind of “oh my God, look how far we’ve come since then” sort of way) than any kind of real problem. 

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