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Falcom esoterica in the age of Sorcerians, Lord Monarchs and Popful Mails

Peklo

Oh! Create!
(they/them, she/her)
Falcom's biggest and crucially, still extant series warrant their own threads, as with Ys and Trails, and occasionally someone like yours truly will have things to say about some other individual work outside of that purview, like with Xanadu Next, but this thread is for all the other instances in the studio's massive back catalogue where something inspires conversation, encompassing anything from briefer mentions to longer sharing of thoughts. For myself, I've fallen into a Falcom hole that I'm finding difficult to climb out of, so a centralized hub for this sort of talk might be pertinent for the time being. On that specific note, I just played through...

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Brandish: The Dark Revenant, the 2009 PSP remake of the 1991 PC-9801 action RPG dungeoneering classic, inexplicably and incredibly put out by XSEED in English in 2015. It sat around my Vita ever since, and only now did I stick it out for the duration with it. I'm really glad I did! Some thoughts:

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  • I generally have little firsthand experience with the real-time dungeon crawlers deriving from Dungeon Master's formative example, and the way Brandish incorporates that playfeel with Falcom's own pioneering exploits in the wider genre results in a very pleasing fusion of design elements that are a little askew in theory but sing in unison in practice. I realize this is retroactive association to an extent, but all of that combined with the mapping presentation and emphasis even ties in the joys of something like Etrian Odyssey, where charting one's travails across an environment is as satisfying and meditatively calming an experience as anything video games can offer. That's the superficially paradoxical relationship I tend to have with these kinds of games that are commonly seen as hard, mean, and punishing: the challenges become routine, and the routine eventually comfort. I loved undertaking that process with the nuances of Brandish's unique genre and presentational melding shaping the experience as I went along.​
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  • I'm of two minds with the narrative and its premise employed here. On the worse end, player protagonist Ares is one of the most insubstantial, immaterial avatars I think I've ever encountered, even grading on the Adol Christin scale. There is nothing to latch onto visually, as points of characterization, even quirks gleaned from game mechanics; he is completely irrelevant to anything the game is, and it's actually somewhat frustrating what a void of personality he is even if such things are not held as a priority for the success of a game like this. For the better aspects, the people inhabiting the sequence of ruins and labyrinths are all evocative chance encounters for the brief meetings you have with them, and especially the lineup of shopkeepers are worthy of praise: there are so many of them, with nearly all of them boasting unique designs and illustrations, and always having different things to say. My affection is not unrelated to the shop theme being among the best compositions and arrangements I've heard in any game, always managing to multiply the joy at discovering a new pitstop. Just the presence of people, all in commiserative circumstances to the player's own, with their own ways of coping with it helps give an emotional resonance to the repetition of the long, grueling escape from underground.
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  • Let's talk Dela Delon. You can look at all the official art shared here, or practically any other Brandish series promotional material, and find that her prominence which was already significant from the original game on only grew over time. It is not shocking, as Dela wears hardly any clothing at all and cuts a more memorable figure than poor nobody Ares. The sexualization of Dela interacts with an archetypal set that she's deeply intertwined with; that of the brash, hyperconfident braggart would-be nemesis woman of the hero of the hour, showcasing nominal competence in their work and being routinely foiled for that same overenthusiasm with which they approach their labour, and appearing ultimately lovable for it all. Doronjo from Yatterman might be the modern codifier from which subsequent depictions largely derive, but it's seen in folks like Nadia: The Secret of Blue Water's Grandis, Pokémon's Jessie, and most closely akin to Dela, in Slayers' Naga the White Serpent. As Naga, Dela is sexualized to the point of parody, and that the ostensible parodic aspects of the portrayal can also be read as a plain and authentic representation of the fantasy genre's depictions of women may be the most biting joke of all, regardless of intention. Also like her rough contemporary, Dela's outspoken bluster also lands her squarely in the position of the most interesting, actively characterized person in the surrounding narrative, resulting in any encounters with her ending up a delight, as she pratfalls out of sight time and time again chased by boulders, warped to who-knows-where by teleport tiles and plagued by the same pitfalls the player's learned to internally curse. This would be a dour, dour game without the intermittent input from her, in cussing out Ares or belabouring her own hardships while she soldiers on, ever-grousing. The later games go on to rationalize the actions of Ares, but in this tale the only thing we know is that he's the murderer of Dela's sorcery master with a bounty on his head for it, which Dela is seeking to collect after five years's worth of pursuit, so as an audience we have no reason to root against Dela, within the fiction or without. She makes the game.​
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  • Dela's importance is solidified in the single best aspect of the game. As a 1991 original, Brandish's overall design sense is sharp, engaging and imaginative, but it's at times stretched a little thin for the ideas explored and iterated upon, and for how long. Ares's adventure also trends towards the easier the longer it goes on, in ways that are detrimental to the unique appeals of the game and the tension it can engender at its best. For all my usual preferences, I would've already been overjoyed by the simple existence of The Dark Revenant's exclusive and newly-minted Dela Mode, the first and only other time since 1994's Brandish 3 that the series's foremost sorceress was cast in a playable role, but that's not all that the mode offers. It remixes the first ten floors of Ares's scenario from the nondescript Ruins into the devilish RUINS EX, an assortment of traps, illusory walls, gauntlets of dexterity and pain the likes of which nothing in the main game even approaches in intricacy and conceptual experimentation. Every single floor is packed to bursting with navigational and action-puzzling scenarios that work the game's set of verbs and tools to the bone, pushing them to their absolute limits along with the player's. It's so hyperfocused on the purest, most finely-honed expression of dungeon-delving that it's impossible to see this as having been conceived in the original game's time, or existing on par with it--it's something that could only exist with the years of iterative experience and reflection shaping it into the way it is now, as the final coda for the franchise. That it is cast as Dela's shining hour--never taking away from her grumbly, beleaguered self--also reframes her from the exploited mascot to the true centerpiece of what Brandish at its best can be, and was.​
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~~~
I don't know how exceptional The Dark Revenant might be in context of its own series, but it's quite so enough for the weird journey it took to reach the tiny, tiny audiences that were still following digital releases of PSP games in 2015 or later. I would recommend it to anyone with an interest in dungeon grids and floorplans, or just to get a sense of what this semi-famous branch of Falcom is about.

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Alixsar

The Shogun of Harlem
(He/him)
Yeah yeah that's great, but WHEN IS POPFUL MAIL 2?!

Popful Mail in 2021, or we burn down Falcom!!!! WHO'S WITH ME
 

Gaer

chat.exe a cessé de fonctionner
Staff member
Moderator
I would like to write a more detailed post, but Ares’ minimal depiction is actually brilliant in a game where you never see, and in fact are incapable of seeing your character’s face.
 

Peklo

Oh! Create!
(they/them, she/her)
I would like to write a more detailed post, but Ares’ minimal depiction is actually brilliant in a game where you never see, and in fact are incapable of seeing your character’s face.

If they committed to this, then maybe. His face has always been on the games' cover art and in-game interstitial depictions, doing the self-insert drop shadow to obscure a feature or two, and in a game like The Dark Revenant they aren't shy about panning the camera around for a clear view of his 3D model either. At their most consistent they pose him back to the viewer, like in the all the promotional art above, but it just doesn't do anything for me to want to inhabit a character like this, and especially not when Dela is there, carrying both his game and her own. And I do think Ares is a character, not just a silent avatar, because things like the area-transitional narrations by him exist, suggesting some sense of interiority, in addition to the overall premise.
 

sfried

Fluffy Prince
Wasn't there that localization ad for Brandish featuring...the Ravi drums meme? I might be misremembering things.

Edit: Seems it was for some fan translation. Nevermind.
 
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Mightyblue

aggro table, shmaggro table
(He/Him/His)
It's sort of a shame we don't get more Gurumins or Zweis now, but it was also pretty much not what the Japanese PC gaming market wanted (as small as it was in the '00s), and Falcom adjusted to exclusively develop for the PSP/Vita for a long time as a consequence. Apparently developing for either Sony handheld or the PS3 is pretty nightmarish, so that also hampered their productivity for quite a few years, and so we got a long string of Ys games both original and remake to pad out the increasing lengths it was taking to develop Trails games.

Now that they're functionally back to developing for fixed spec PCs again, I'm wondering if Falcom's development plans have changed any.

E: For Alixsar:

 
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Alixsar

The Shogun of Harlem
(He/him)
I appreciate the thought, but if somehow you think I haven't spent the last few days off listening to Sorcerian arrange albums and playing Roguelikes...buddy, have I got news for you.
 

Falselogic

Lapsed Threadcromancer
(they/them)
I've got a boxed copy of Sorcerian published by Sierra On-line. If anyone is interested I can take pics of the box and manual, etc. and post them here.
 

SabreCat

Sabe, Inattentive Type
(he "Sabe" / she "Kali")
I played some Sorcerian on its DOS port, back in the day. It was pretty impenetrable! I could clear the starter level, and one where you went around talking to Greek gods and barely ever fought anything, and I think maybe one with a Medusa. But other than those I was completely lost.

I remember once putting my party through years and years of strength training, until their portraits updated to show their advanced age, just to force open a stuck door I found. And it turned out there was nothing behind it. An empty room, no monsters, no treasure, nothing.
 

Mightyblue

aggro table, shmaggro table
(He/Him/His)
I appreciate the thought, but if somehow you think I haven't spent the last few days off listening to Sorcerian arrange albums and playing Roguelikes...buddy, have I got news for you.
Well, fine then! *drops links*, oops, these ain't for you:


 

Wolf

Ancient Nameless Hero
(He/him)
I've got a boxed copy of Sorcerian published by Sierra On-line. If anyone is interested I can take pics of the box and manual, etc. and post them here.
I'm curious how you can post something like that in a thread like this and not imagine that interest is just sort of assumed. Yes, please, absolutely post pictures!
 

Falselogic

Lapsed Threadcromancer
(they/them)
Box front and back, disks, and most of the manual. This manual is thicker than most I'm aware of from Sierra! I skipped over how to install stuff, and I skipped some of the spell pages, as well as all the spell charts (there's quite a few pages of that.)

Anyway you can find them all in these two Imgur posts! Gallery 1 Gallery 2
 
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Peklo

Oh! Create!
(they/them, she/her)
That's really great and more than justifies this thread on its own. Thanks for photographing all of that material!
 
Sorcerian sounds just as impressive today, I think. Maybe we'll get some kind of PC-88 collection out of Falcom eventually.

Yuzo Koshiro is a treasure, so's his sister Ayano. I'm glad he was able to eventually release that FM soundtrack version of ActRaiser since I always heard it was dreadful for his creative process to use the Super Famicom's music hard/software.

 

Yimothy

Red Plane
(he/him)
I’ve started playing PSP Brandish. I’m about an hour in, up to the third level of the ruins, and I think I’m going to have a real good time with this one. I had a look at some video of the SNES game after what I’d played to see how closely the remake aligns (looks pretty close - the first couple levels at least seem to have matching layouts), and the instant 90 degree turns are super disorienting, though maybe it would be less so if I were the one controlling it and knew whether I’d pressed left or right. In 3D with smooth rotation this is much less of a thing.

It plays kind of like a first person dungeon crawler - Peklo mentioned the mapping aspect of Etrian Odyssey and I’m seeing that parallel too. Each stage so far has a stone in it which can only be broken to reveal an item if you’ve filled in the whole map, which I’m sure is infuriating for some players but is the sort of thing I’m going to do anyway and I appreciate the confirmation that I’ve done it. The map has a few quirks - closed doors appear the same as walls, so if you’ve gone past one without manually marking it going back and finding it might be a problem. On the other hand, I suspect there isn’t going to be much reason to go back to earlier areas once you’ve moved on, so there might not be much point marking out unopened doors for later. I’m not sure, really. The first area has a sort of town with a magic shop whose wares are all impossibly expensive, so my initial assumption was that I’d be coming back later. Time will tell, I guess.

As far as the plot, there isn’t much so far - I got more on the player character from watching the SNES intro than I did from this version. But the shopkeepers all have things to say. So far I’ve only seen Dela briefly, and one of the shopkeepers mentioned her. If the plot gets interesting, that’ll be nice, but it looks like the dungeon crawl is going to be the main attraction here.
 

Yimothy

Red Plane
(he/him)
Just finished Dela mode, the bonus added to the PSP version that unlocks after beating the main game and tests your Brandish ability to its limit. There were times when I cursed myself for breaking my usual “no post-game” rule - I could have used a spare second in the move-through-this-area-in-the-most-efficient-way-possible puzzles - but for the most part Brandish has a really solid set of mechanics and I enjoyed figuring out the dungeons. Never got good at combat, but most of the time that doesn’t matter which is good.
 
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