Outside of Dragon Quest, I haven't played a Square-Enix RPG since my PS1-era adolescence, when I would run through at least one a month. I used to think Xenogears was a really good videogame, God help me. A lot of people say that this was the peak of their output, but those people think in large numbers that Final Fantasy VII was the greatest videogame ever made. So it logically follows that they have to be wrong. Eventually arcade games monopolized my interest, and I no longer really have the desire-- though, I admit, I have the time-- to spend a month with an RPG.
But I try new games sometimes, you know? I had a two-year foray into Bemani that ended when the game stopped being fun. I tried a CCG for a month or two, but stopped when I realized the pricing scheme was completely extortionate. And somewhere in there, I sat around carefully analyzing my Hokuto no Ken slot machine. I never told you guys about the Irem-developed pachinko RPG I found! It was fantastic! But you get the idea. A few weeks ago, I thought it would be nice to come full circle and get a new Squenix RPG, The Last Remnant. The game had been recommended to me by enough people that, if not good, it would at least be interesting. The Last Remnant is, thankfully, both.
It's a traditional JRPG with most of the things I dislike about JRPGs-- weepy protagonists, random battles, stat overload, boring battles-- removed. The closest comparison is probably Romancing Saga, many of whose systems are borrowed. The selling point, though, is something that I believe (could be wrong) is all this game's own: mid-scale army battles. I don't want to say large-scale because that's Dragon Force, or the army battles in Suikoden. Instead of individual party members, you have groups of party members, called Unions. You put together Unions yourself: hire soldiers, sort out the members, put them in formations, and basically maximize their effectiveness. The union functions as one entity: if its collective HP runs out, everybody dies.
I'm just starting out, and I have three unions of three characters, giving me nine guys on the field at any given time. I've got more people in reserve, but the story is kind of a pain in the ass, and you can only expand your army when you reach certain in-story milestones. Meanwhile, enemies come out in equivalent numbers, and if you're not careful-- or just unlucky-- your party can be mobbed to death.
Battles are actually a pretty good time in this game: while it's traditionally turn-based, with speed deciding which unit attacks first, there is none of the ceremonial pausing between attacks that's typical in a JRPG. Instead, attacks simply happen, one after the other, with a minimum of fuss. There is some fancy stuff, but it's not in the majority, and it's not pointlessly overdone like the famous FF summon spells. At random intervals, you get a Shenmue-style "press this button now" prompt. This is a love-or-hate mechanic for a lot of people (you can turn it off), but I think it's well implemented here. It's a very simple way of interrupting the eventual tedium of RPG battles by simply forcing the player onto their toes. If you space out, you'll miss the chance for a big hit on offense or a turnaround on defense. You won't die if you miss these, but they still offer a serious advantage.
The design philosophy, as in Saga, seems to be "lots of random stuff": for example, leveling in the traditional sense does not exist. Instead, the game raises your stats according to what you do: what happens is that people you use to fight naturally become fighters, people you use to cast spell grow into mages, and so on. There are things in the battle system, too, that seem governed by stats unseen to the player: for example, options in battle all change according to the situation, and characters' "super moves" seem to only appear when the game feels like you need to use them. There's a lot you're going to be leaving to the game here, and in an age of Nippon Ichi-style micromanagement I can live with that.
I should probably address the dominant critical response to this game right now: the game got low review scores because it has severe graphical problems. I should also note that a lot of uncreative piles with shinysmooth graphics get much more reasonable scores. Somebody's priorities are showing! But yes, the graphical issues in The Last Remnant can only be described as severe, and they absolutely cut into my enjoyment of the game.
Square used the Unreal 3 engine, and, well, Square isn't too good with the Unreal 3 engine, it seems. The game has that problem that Halo 2 had, where the background textures don't load completely and you're stuck looking at a featureless mass for a little while when you enter an area. This is especially distracting during cutscenes, where you've nothing to do but look at the scenery anyway, and often the scenery never appears. Worse, during battles, the framerate often slows to a near-halt. The pretty battle effects all go completely to waste as they chug along at five frames a second. Worse than that is that the slowdown often fucks your timing on those "hey press A" events. What's sad is that this puts a damper on the battle system, which is by a mile the best part of the game.
I also have an additional criticism: though this is almost certainly a deliberate design choice, given its persistence, the game constantly puts you in places, doesn't tell you what to do, and expects you to figure it out. I'm at an early juncture in the game story where the characters have to wait for something to happen. Your best buddy says "hey, let's go have a look around!" and you do so. In a typical JRPG the game's unconscious instruction when this happens in a story is "check everywhere in town and something will happen". So you do, but in this game, nothing happens.
At this point, I figured I had to do everything in town, so I took up and completed all the quests available in town, opening up loads of new dungeons and two new towns past them. I didn't understand why the story hadn't progressed (especially given that I was supposed to be "waiting a little while" but had instead spent six or so game hours clearing out dungeons), but I figured that if I kept going, it would. So I did the quests in the next town, too. And so on, and so on, and the exploration and the side quests never stopped coming. It turns out, now that I read a walkthrough, that I should have taken up a quest that I didn't notice in that first town, a long time ago.
In Fallout 3 (and Elder Scrolls in general, as Fallout 3 is an Elder Scrolls game with guns), the game makes clear what the main storyline quest is, and you can safely assume that anything else you do is on the side. There isn't exactly hand-holding, but your goals are clear. Not so here! Quests are the same way, unfortunately. In one I was told to find and defeat a boss monster, for example, when in fact I had to find an item (which is not stated to be a key) and use it on a number of statues around the map (which are not stated to be locks) in order to make a teleporter to the big boss appear. Videogame, videogame! Why do you do these things?
So yes, The Last Remnant is extremely rough. Do not buy it unless you can load it to your hard drive (seven gigs per disc, fixes the load times but not the graphical problems) or until Squenix releases a patch that fixes the horrific performance issues. But even so, the game is really fresh and ambitious: I don't think it ought to be overlooked.