Impressions at the end of Disk 2 (half way?):
- Music - A+
I'll freely admit that music seems to have a larger impact on my overall impressions than most, and that I seem particularly predisposed towards this sort of sweeping orchestral accompaniment than most, but even still, it's difficult to overlook - Uematsu is just a legend. I honestly would have assumed that by now he'd just be phoning it in, but even after all of these games, he still manages to come up with brilliant scores that completely dominate the game's mood. I honestly believe Lost Odyssey would not be nearly as noteworthy without his contribution. I've already found myself humming these melodies while away from the console on multiple occasions, something that only rarely happens to me outside of the prime-time VGmusic hey-day of the NES. Fantastic.
- Story (Thousand Year Dreams) - A+
I was as scheptical as anyone about how disruptive it would feel to read short stories in the middle of the game, but I think that most people simply weren't accounting for how well written these segments would be when lobbying this criticism. Every time I encounter a new dream, I become completely engrossed, and these sections ultimately stand as a powerful testament to the impact of the written word and one's own imagination versus the blatency of video presentation. These sections may very well encompass the best handling of emotion I have ever seen in a video game, even if they are, in some ways, loosely related to the common medium.
- Story (main) - B
The main story feels more competently and maturely handled than your typical JRPG fare, but then again that really isn't saying much. While there are certainly some standout moments, and quite a bit of successful comedic relief (Jansen), it does get contrasted a bit by the thousand year vignettes, perhaps pulling down the average more than fair. Either way, it's fairly tough to comment on a story without knowing how it ends, so this is probably the most tenuous of comments.
- Enemy Variety - A+
It seems like every time I turn a corner, there's a new batch of unique enemies to fight, and they all look fantastic. Gone are the constant palette-swaps and reitterations of enemies found in most RPGs, and the difference is really very tangible. You can really tell a lot of attention and budget went into this factor, and I hope this is a trend that continues.
- Spell Variety - C
I don't know why it always bothers me when enemies start using the same spells I'm using against them, but on some level, it always makes everything feel generic and cheap to me. Particularly when all of your magic characters feel like replaceable versions of each other already, the addition of even common enemies spitting off the same iterative spells makes the repetition difficult to overlook.
One of the highlights of the Final Fantasy series is always the character-specific limit breaks and amazing summons, and really, Lost Odyssey further feels like it drops the ball by not having any sort of equivalent. Maybe this will change by the end of the game, but for now I'm a bit underwhelmed.
- Graphics - B
I ended up going with a "B" because some sections seem like an A and some sections seem like a C.
So, "uneven" is probably the best way to describe them, right? The battle scenes look very good, in my opinion, and often the cutscenes do as well. However, other elements like the environments and villagers frequently leave something to be desired, and particularly in the "unimportant" moments, the animation is definitely subpar. Little touches like Seth's hair or Jansen's shirt sleaves really tend to pull at my attention, however, so it's possible that those capable of ignoring smaller details would find it more visually excellent on an overall scale than I currently do.
- Closing
I've still got a ways to go, obviously, so any one of these things may change to some degree, but overall I'm pretty happy with it. There are certainly things I would have done differently were I in charge of the project, but I could probably also say that about most games if we're frank.
Knowing Sakaguchi's design philosophy, I'm fairly certain that he's saved the best for last, so I wouldn't feel comfortable giving out any sort of definitive opinion just yet, but felt I'd played enough to finally throw out a reasonable collection of thoughts.
At the end of the day, when you consider the current landscape of options, it's difficult to imagine someone hungry for a "next gen"/high-def JRPG experience coming away particularly dissatisfied with the game, however.