As soon as you start the game, you will quickly notice the simple, and vibrant world created by Tokyo RPG Factory. With the polygonal simplicity, and detailed environments, it really gives the players a sense of mixed nostalgia, curiosity and anxiety to explore and keep playing. Throughout the majority of the game, you’ll be in a top-down camera angle, which makes it much easier on the eyes, compared to a lot of modern games nowadays that can make me slightly nauseous. Tokyo RPG Factory’s intention wasn’t to fully captivate their audience with aesthetics, as there are other factors that really make this game stand out from the pack.
In a video game, I truly believe that music is a make or break factor, especially JRPGs. Many composers tend to use synthesizers to help imitate a full orchestra, which is dandy and all, but is saturated and doesn’t really make games stand out, in my opinion. For example, right before you are about to deal the final blow, with only one-person left in your party, will that song be a memorable moment in your play-through (because you forgot to use a tent at that last save point; we have all been there)? What about that musical track that will always make you tear up, because it reminds you of a defining moment in the game? Either way, music becomes a memorable impact as gamers, and is something that we hold dearly when it comes down to these kinds of games. With that being said, Tomoki Miyoshi does not disappoint.
Throughout the entirety of the game, piano is used solely as the instrument of choice; whether it comes from walking around towns, post-battle victories or exploring an ice cavern. It also really does add a nice touch to the snowy environments that players will be exploring in, as it creates soft and tranquil pieces of music for the entirety of the game. However, because the piano is the primary instrument of choice, I did notice some repetition in some parts of the game that became slightly annoying for any music-goer. There are often times where I Am Setsuna goes from a normal/calm state, to a heart-pumping crescendo, and then back again; not really much of a transition, as it felt like an on/off switch. Having the piano isn’t a bad thing, however, there’s no real climaxes building up to some of the critical moments in the game, which may make it dry at times. I can see some individuals not liking the musical pieces, as they are played with just the piano, but either way, it is guaranteed to make you have a favorite track within the game’s entirety. I’ll just go ahead and say it; this game has it all. An overworld (open map where you can freely navigate your characters), a great combat system, a crafting mechanic and goes down all the way down to pressing triangle, which will bring up the menu – a nod towards older JRPGs. Whatever the case, I Am Setsuna has a little bit of everything for every type of RPG fan out there.
The combat system offers a standard turn-based style, with a few tricks up its sleeves. The battle area is a wide-open area that can move your characters, based on how much movement is within their attacks. For example, let’s say that Endir is on one side of the area, and then I command him to use an attack that will make him cut through enemies in a straight line. He will perform the attack, which will then make him appear on the opposite end of the battle area, away from the party members. This adds for minor strategy decisions on if that tech ability would be worth it or not. Speaking of which, techs and tech combos (abilities with other party members) make an appearance, and have to be a favorite feature of mine in I Am Setsuna. When two characters have specific equipped gear, it results in forming a tech combo. This combo creates opportunities for new attacks, as well as carefully deciding whom you would want in your party based on abilities, and not solely on their role in the group (healer, defender, etc). Fans of the Chrono Trigger series will know what this is all about. Beyond that the game offers a mechanic that I like to call “the kicker”; but it doesn’t stop there.
Once your character’s Active Time Battle meter fills (ATB; a meter that notifies the player when certain character is able to perform an action), it will start filling up another meter until you command your character to perform an action. This meter can be used on when using attacking, healing or using any form of tech, just before you attack, press square to initiate the kicker, and you’ll do some sort of added bonus, whether it be additional damage, or more HP when healing. It’s a great little incentive that keeps the player in check, and can be a game-changer on the battlefield.
Overall, I am thoroughly impressed to see how this game turned out after a few months of anticipation. From what I played, I couldn’t even really find anything negative that I didn’t like about the game. Overall, fans of the JRPG genre will definitely feel right at home, while attracting anyone else who enjoys RPGs in general. Whether you’re a veteran who’s played every Final Fantasy ever, or a noob trying to get into the genre, there will be some sort of fun factor for everyone; experience aside. I won’t say that this game has me hooked, however, it is a really good game for being a modern JRPG. Like I mentioned prior, it’s a dying breed, and I’m excited that someone took the reigns of the genre. Hopefully developers will catch on, and see that there is still a fan-base for these types of games. If you’ve been anticipating a turn-based JRPG for the longest time, like I have, pick this game up now. The value is well worth it, and I am Setsuna does not disappoint.