Thứ Hai, 19 tháng 9, 2011

TGS 2011: Theatrhythm Final Fantasy hands-on preview

The Final Fantasy series as whole has one of the best music catalogs in all of gaming, so the idea to make a rhythm game featuring all the classics from the franchise's history is about as solid as it gets. With awesome rhythm games on the DS like Elite Beat Agents and Rhythm Heaven already setting a strong standard, our expectations were high as we picked up Theatrhythm: Final Fantasy for the very first time. After playing through all the tracks available on the TGS demo, it looks like the Final Fantasy rhythm game is right on track.

First, let's talk about the basic mechanics. Like many rhythm games, Theatrhythm features several kinds of notes that you must hit in time to the music in a specific way. Basic notes require a simple tap, arrow notes require a quick flick in the indicated direction, and hold notes require you to hold the stylus to the screen for the indicated duration. Accuracy is graded on each note, with "critical" appropriately being the highest grade possible. Similar to DDR, your character has a life bar and you HP goes up and down depending on how many notes you hit/miss, failing you out of the song if it hits zero.
From the start, it's clear that Theatrhythm isn't just a generic rhythm game with a Final Fantasy skin. First, there are three types of levels that correspond with the three major sections of an FF game – battles, exploration, and cutscenes. Battles are quite similar in format to DDR, where notes move in a straight line across the screen. The set-up looks like an FF battle, with a monster on the left and four party members on the right. As the notes scroll across the top screen, you can tap anywhere on the bottom screen to hit them. Once we got a good streak going on our first battle (the battle theme for the original FF), we automatically triggered a summon, which felt a lot like activating star power in rock band.

Field exploration levels switch things up a bit. Whereas the hold notes in battles are all just a straight line where you don't have to move the stylus at all, the field sections we played had lots of hold notes with wavy lines where we had to move our stylus on the bottom screen to keep it lined up with each note's twisting path. And whereas the battle and exploration levels are side-scrolling, the cutscenes present a fixed screen where the scene plays in the background and the notes circle around in place.
While the highly stylized, over-the-top chibi-size adorableness of the art won't appeal to everyone, we absolutely love it. It fits well for this type of game too – it's a spinoff, not a serious Final Fantasy game, and as such it shouldn't look like one (and if the sprites look familiar, it's because they're from the Japan-only Kingdom Hearts Mobile game). Plus, there's just something fun about seeing characters we've known and loved for so long in a completely different light than we're used to.

The music too, is obviously fantastic. The final game will have over 50 tracks, with three songs each for each game in the numbered series, from the first Final Fantasy through FFXIII (our favorite track from the demo was probably Tina's theme from FFVI, but it's tough to choose).
We're eagerly anticipating an official announcement that Theatrhythm: Final Fantasy will be localized outside of Japan, so look for more news as soon as that happens.

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