Warning: This turned out to be far more ranty than I had intended.
Yesterday, I picked up the PS2 RPG Ar tonelico: Melody of Elemia. I've played roughly ten hours into the game since then, and it's the sort of change of pace that I needed. Although I still have a lot of ground to cover, it's turning out to be a very fun game, much more so than the
GameSpot review would have you believe. The story is fairly standard fair, with the straight-arrow hero questing to save the world, but it's the sort of old-school simplicity that's still fun to experience every now and then.
What makes the game fairly unique among RPGs is a concept called "diving". Essentially, the game's world is populated by normal humans and Reyvateils, or special girls capable of song magic. Reyvateils can only grow in power and create new songs if they have healthy relationships with their human partners. This growth is mainly fostered through diving, where the partner essentially enters a VR representation of the Reyvateil's subconscious.
The way that the game approaches this mechanic is fairly interesting, in that, from the characters' perspective, diving is an intimate experience because of the thoughts that a partner can access while inside a Reyvateil's mind. In that respect, and because of its personal nature, it's treated in a similar manner to how two people might have sex, but the purpose, rather than being for recreation or procreation, is to help the Reyvateil get over her mental blocks and personal traumas in order to become more powerful in a spiritual sense. It is because the game treats it in a fashion similar to sex that the characters often speak of the experience of diving as characters in other media (or people in real life) might speak of sex, with typical forms of innuendo and humor. The whole concept is actually pretty cute, and the way that the relationships are fostered through dives give them a sort of charm and intimacy that the basic courtship practices of games like Harvest Moon and Fable lack.
So what does this all have to do with the title of this piece? Well, frankly, having read the review and played what I have of the game, I'm not entirely certain that the reviewer understood what the game was trying to accomplish, or appreciated the method in which it was presented. The review mocks the game's innuendos as though they're purely there for poor comedic purposes. It's true that some of it is rather humorous, but a large portion of it isn't meant to be funny at all. It's just the characters talking to each other that way because that's what the game world's depiction of diving is like. It feels more like the reviewer is trying to deflect any sense of serious criticism in the same manner that a film reviewer might deny a movie serious criticism because it's not aimed at his gender, age group, general sense of taste, or all of the above. It's the unspoken excuse, "This material isn't for me, and frankly I'd be embarrassed to be seen playing this game, so I'll just slap a review together, call it 'okay for the "target audience,"' and move on."
I'm not saying that there are circumstances where reviewers aren't entitled to their opinions, but the general concept of saying, "Well, this reviewer likes RPGs, so we'll let him review [RPG X]," is flawed at the basic level. Reading the review, it's apparent that as interested in RPGs as he might be, he doesn't seem too enthused by the influences introduced from dating sims, a genre filled with text-heavy, visual-novel gameplay. I'd argue that this also influenced the review's ultimate view of the battle system, which seems to argue that it's structured too heavily around the Reyvateil's magic despite said magic being among the most potent forces in the game's universe. In a similar vein, there's a reason why Lenneth is the only one capable of doing extreme melee damage against the final boss of Valkyrie Profile. Simply put, the gameplay is tailored to the scenario.
When reviewing a game, movie, novel, or anything else, it's important to judge the media's general space within its genre along with its overall quality. No one is going to mistake
Jason X for
The Exorcist, for example. Not only is
Jason X a straight-forward slasher film in comparison to the more spiritual, psychologically-based horror of
The Exorcist, it's not even a decent slasher film and is outdone by far better films like
Halloween. Even so, it's hard to give
Halloween a direct, fair assessment next to
The Exorcist because both films, while horrifying, are horrifying in completely different ways. Likewise, no one is going to mistake Ar tonelico for Final Fantasy VIII. Both games are Japanese console RPGs that emphasize romantic subplots, and both games feature combat systems based in the random encounter mould. They both even emphasize themes of personal growth through love and companionship. Ar tonelico simply takes this a step further in the gameplay department by putting that growth in the player's hands, whereas Squall's growth in Final Fantasy VIII is told almost exclusively through the story, with the occasional minigame thrown in for good measure.
This isn't a general criticism of the review itself; the reviewer might not have seen Ar tonelico any more or less favorably even with a more apparent consideration of the diving/relationship mechanic. It's a fun game, but it certainly has it's flaws. What I'm trying to get at more is the notion that being a fan of a particular genre in general isn't really a good qualifier for reviewing every game that fits that genre because games aren't the same as expandable waistlines. One size does not necessarily fit all.
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