Jeanne d’Arc – The Very Quick Verdict

This entry is part 2 of 2 in the series Jeanne d'Arc

Now that I’ve finished Jeanne d’Arc (PSP, 2007), I can give my verdict!

 

This post is really an addendum to Monday’s discussion of Jeanne’s gameplay. There’s not much more I can say on that subject! It’s “lighter” – easier, less complex, less time-consuming and grindy – than the typical tactical RPG, but that’s an observation rather than a criticism. From a mechanical perspective, Jeanne is well-designed and largely well-executed (although it does seem a bit laggy compared to its peers), and that forms its main draw.

 

I do want to talk a bit about story, which is what so often elevates tactical RPGs from “good” to “great”. Unfortunately, it doesn’t do that for Jeanne. The plot is a mishmash of competing and often incoherent plot elements, populated by characters who wander on- and off-stage with little rhyme or reason.  What partly redeems it is that, after a slow start, some bits of that mishmash become much better than others. There are some clever twists on history, some very striking individual moments, and one subplot steals the show with its character development (both in the sense that the characters involved change over time, and in the sense that they make painful decisions that reveal their true selves). The net effect is that while the story as a whole is not good, enough of it was for me to stay interested.

 

At the end of the day, then, Jeanne is a good game rather than a great one. It doesn’t quite match the genre’s two pinnacles, Final Fantasy Tactics and Tactics Ogre, which coupled great gameplay with powerful, meaningful stories. But its gameplay riffs effectively off the greats, and there are enough worthwhile ideas buried in the story to offer a nice bonus on top of that. A worthy “honourable mention” in genre history.

 

We hope you enjoyed this post! To quickly find this post, and our other reviews, click the “reviews” tab at the top of this page.

 

Resources

Buy Jeanne d’Arc on Amazon.com

 

The basis of my review:

Time spent with the game: Almost 41 hours.

What I played: The entire story.

What I didn’t play: Postgame content.

Speed smiting: the tactical combat of Jeanne d’Arc

This entry is part 1 of 2 in the series Jeanne d'Arc
Combat in Jeanne d’Arc

 

I often praise the PSP as a mecca for turn-based tactical RPGs – Disgaea! Final Fantasy Tactics! Tactics Ogre! – and over the past few months, I’ve pencilled another name onto that list: Jeanne d’Arc, a 2007 title from Level 5 (very!) loosely inspired by the historical Saint Joan. It starts off rather generically, but now that I’m close to the end, I’m glad I gave it a second chance.

 

By way of introduction, Jeanne plays out like a cross between Fire Emblem and Final Fantasy Tactics. You command a squad of characters, each of whom belongs to a set class and has his or her own strengths and weaknesses. Notably, characters cannot permanently die! Between missions, you assign equipment and special skills (the two work a bit alike; a finite number of skills are available at any one time, and you acquire new skills via crafting and enemy drops). Some skills are class-specific, while others can be assigned at will. For example, Jeanne and her friend Liane both wield swords, so they have access to the same pool of class-specific skills. However, Liane trades off durability in exchange for stronger magic, suggesting players should assign melee boosters to Jeanne and magic spells to Liane. Combat plays out similarly to other tactical RPGs: park sturdier sorts at the front and mages/archers at the back, advance methodically, and heal as needed. So long as the party is adequately levelled, the game is reasonably easy, and since it’s also not very grindy, that’s not a hard condition to meet.

 

Jeanne’s appeal stems largely from how it gets the basics right.. The levels are creative, both in their layout (the maps are a nice mix of wide, narrow, flat, and steep) and in their objectives: most are simple sweeps, but some require you to make it to an escape point, or defend a key location. One, notably, is an imaginative riff on a certain infamous boss battle from FFT. The pacing is just right: combatants hit hard enough to keep the pace brisk, but (a single annoying escort mission aside) not so hard that the game turns into an exercise in luck-driven one-hit KOs. And while it’s easy in the sense that I’ve rarely seen the game over screen, that doesn’t mean it’s boring: I still reach for the grey matter in every battle.

 

This by itself would be enough to make me recommend Jeanne to genre fans in need of a fix, but on top of that, Jeanne adds several interesting little gameplay mechanics. While they aren’t hugely significant, they do keep the game feeling fresh. One is positioning: keeping characters next to each other gives them a defensive bonus, and the bigger the clump, the bigger the bonus. Striking an enemy will “power up” the tile on the victim’s other side (visible in the above screenshot – note the glowy yellow rings at the upper left and at the far right), but someone standing on the powered-up tile might be away from the group and hence vulnerable. (One tactic I like: run a hard-to-hit character, say the nimble thief Colet, around the back of the enemy line to power up a tile on the front. My slow-moving characters approach the front in a clump, and one stands on the powered-up tile; Colet, meanwhile, can happily look after himself.)

 

The game’s signature mechanic, however, is that Jeanne and several of her allies wear magic armlets that let them temporarily transform into super-soldiers – and if they kill an enemy while transformed, they get another turn. If they score another kill, they get another turn. And another. And another. The video below (starting at about 1:15) shows this in action:

 

http://www.youtube.com/watch?feature=player_detailpage&v=BeY4GpXk_Q0#t=75s

 

This has a couple of implications. It changes the ideal tactics: while most games encourage players to focus fire so as to completely eliminate enemies and reduce incoming damage, in Jeanne it’s often preferable to bring a whole host of enemies down to low health (leaving them vulnerable to a single transformation rampage) instead. As with positioning, this isn’t a revolutionary feature in and of itself, but it is a nice point of differentiation relative to Jeanne’s peers.

 

More importantly, it helps give Jeanne a particular kind of fun. The joy of strategy games lies in reading the situation, crafting a plan, and finally seeing it come together (and generally, the deeper the game, the more profound the delight – anyone who’s played Dominions 3 will know what I mean). The drawback is that it can take a lot of time and effort for that plan to pay off! Puzzle games compress that into a single “aha!” moment and are quicker to play, but typically just have One True Solution. The transformation mechanic gives Jeanne a bit of the best of both worlds. Working out how to bring down a mass of enemies down to low health, then actually doing so, is quick and relatively simple – far simpler than orchestrating victory in Civilization or Dominions! But the basic skills – analysis of a fluid situation, thinking ahead, allocation of scarce resources – are the same. And the moment of triumph, when Jeanne carves her way through four or five enemies in one round, is real.

 

That, in fact, is almost a metaphor for the gameplay as a whole. By genre standards, Jeanne is relatively short (I’m at 38 hours and could probably finish before 40), simple, and easy. But that doesn’t make it mindless – either on the developers’ part, or on the player’s – or boring. Jeanne’s designers clearly put love and thought into their work, and it shows. This is one title genre fans should check out.

What I’m anticipating – May 2011 edition

Currently I’m in something of an entertainment downtime. I finished Tactics Ogre a week ago, and I’m replaying it at a leisurely pace to see one of the other storylines, but I’m not particularly engrossed in any works of fiction at the moment. Starting next week, this should change, as I have some new toys in the pipeline…

 

Already bought, waiting to arrive:

 

Section 8: Prejudice (multiplayer first-person shooter, PC) (Metacritic) I’m not much of an FPS player, and this goes doubly so for multiplayer. But I’m making an exception for Section 8 – it comes highly recommended; it’s cheap (I paid US$13.50); and most importantly, it’s supposed to have very good bots, so I should be able to have fun playing single-player or cooperatively (as I’ve discussed with some of you guys!). Downloading this via Steam as we speak.

 

Jeanne d’Arc (fantasy tactical RPG, PSP) (Amazon; Metacritic) – As you probably guessed from all my Tactics Ogre coverage, tactical RPGs’ blend of RPG storytelling and squad-level strategy gameplay makes them one of my favourite game genres. Jeanne d’Arc, a fantasy game very loosely inspired by the historical heroine, is supposed to be a very good example of its genre; it’s also pretty rare, so when I saw it on sale for a pretty good price, it was a no-brainer to snap it up. My copy should arrive next week.

 

Persona 3 Portable (urban fantasy RPG, PSP) (Amazon – the US release, not the European collector’s edition I ordered; Metacritic) The PSP port of a widely acclaimed PS2 RPG, in which the protagonist must juggle daily high-school life with periodic monster-fighting expeditions. While the juxtaposition of high school and life-and-death conflicts always annoys me in anime, I’m very much looking forward to seeing how this plays out in a game. This should also arrive next week.

 

Already pre-ordered, waiting for release:

 

A Game of Thrones (fantasy TV series) – HBO’s adaptation of my favourite fantasy novels. Filed under “pre-ordered” because I subscribe to the cable channel that will eventually (in July) broadcast it in Australia.

 

Sins of a Solar Empire: Rebellion (space opera RTS, PC) – I wrote this up in more detail back when it was announced. In addition to the usual expansion pack offering of more, and bigger, spaceships, this also comes with “new victory conditions”, which I hope could deliver a better late/endgame to Sins.

 

Will definitely buy when released:

 

A Dance with Dragons, by George R R Martin (fantasy novel) (Amazon – free shipping for Americans!) The long-awaited next instalment in the aforementioned favourite fantasy series.  I’ve waited almost six years for this book, and there’s no way I’m passing on it.

 

May or may not read/buy:

 

The Heroes, by Joe Abercrombie (fantasy novel, paperback edition – book itself has been out for a while) (Amazon): I remember seeing this book described as the “Rashomon effect” applied to a single fantasy battlefield. Abercrombie is a skilful author and I greatly enjoyed his previous books, but their extreme bleakness is starting to wear on me. I’m not sure if this book will have anything to say about the human condition that Abercrombie didn’t give us in his previous two books. We’ll see…

 

The Wise Man’s Fear, by Patrick Rothfuss (fantasy novel, paperback edition – book itself has been out for a while) (Amazon): Second book in a trilogy that I’ve seen described as “Harry Potter for grown-ups”, about the adventures of Kvothe the omnitalented wizard. The books have generated a fair bit of internet buzz, and I enjoyed the first book at the time, but subsequently I can barely remember a thing about book 1. Another “maybe”.