Among the many exceptional developers working at Squaresoft in the late 90’s and early aughts, none were quite as critically beloved and niche as Yasumi Matsuno. Over the course of a decade from the release of Tactics Ogre to the publication of Vagrant Story in 2000 as a one of Squaresoft’s final swan songs for the Playstation 1, Matsuno developed a cult following due to his particular brand of grand medieval fantasy storytelling that dabbled in grey morality and complex political machinations. Most of this fandom was amassed with the release of Final Fantasy Tactics, a strategy RPG so popular and influential it’s kind of amazing how little attention it’s received as a franchise in the many years since.
Yet, that same sentiment can be applied to Matsuno’s entire post-PS1 career. Although Matsuno seemed destined for greater things, Final Fantasy XII is, at the time of writing, the last major mainstream game he had any role in as a creative director; and even then only for part of its development. The game went through development hell due to management changes caused by the recent Square Enix merger–changes which resulted in Matsuno ultimately leaving the project and the company that made him famous. Final Fantasy XII still went on to be a massive commercial and critical success–one whose aesthetics, world, gameplay, and plot were clearly a product of Matsuno’s initial vision for the game–but in the years since he has failed to work on any major projects aside from some writing roles for Final Fantasy XIV online raids and subquests.
And that’s a shame, because Matsuno’s last full creative game project is quite possibly one of the most fascinating games ever made. Vagrant Story, like many late PS1 JRPGs from Squaresoft, is incredibly unique and experimental. It’s DNA can be found somewhat in Final Fantasy XII’s gambit system, but aside from that the game is one of a kind. From its real-time, yet tactics based combat system to its groundbreaking graphical work on a console not known for aesthetic excellence, Vagrant Story remains a strange artifact of its era.
I played the game earlier this year and my experience with it was a consistently frustrating, yet engaging one. In a lot of ways, Vagrant Story is borderline hostile to modern players. Most of the game’s combat mechanics are explained by an ungodly amount of tutorial text that is hidden away in a Main Menu tutorial subsection. As such, without a guide to simplify it all, the process of playing the game is one that often feels aimless and confusing. For example, one may think going into the game that the best way to deal damage is to get weapons with higher stats. After all, that’s how most JRPGs work and the game introduces a forging workshop into the game fairly early on.
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