It has already been ten years since the release of this immense masterpiece.

For those who know it, "Vagrant Story" is a cult, a game capable of offering such an immersive and engaging experience that it is unforgettable. And this happens in a landscape, the video game industry, where the speed at which titles, the ideas themselves, become obsolete is incredibly high.

Clearly, seeing it today, in terms of graphics, has a strong retro-gaming feel. However, even if our eyes are no longer accustomed to the sharpness of polygons, the aesthetic and environmental design, and the entire artistic direction are immediately recognizable for their excellence.

This title fully belongs among the greats of jrpg of all time, and it is certainly one of the major artistic successes of the old Squaresoft.
We are talking about an era that has since passed, when games were perhaps conceived for a different target, perhaps with different ambitions.

Now the only title that comes close to "Vagrant", in terms of setup and conception, is "Demon's Souls". Everything else sails in the disheartening panorama of mediocrity, superficiality, and the most unbridled artistic consumerism.

Therefore, a bit of retro-gaming and the republishing of Vagrant on the PlayStation Network for PlayStation 3 are welcome. Perhaps the focus on a certain type of product will lead producers slightly towards quality, and not just towards graphics and Hollywood-style digital spectacle.

What remains, in any case, is the very essence of passion applied to video games. "Vagrant Story" is a hybrid game, a dungeon crawl balanced between jrpg and action.
Jrpg in narrative conception and character dynamics, action in exploration and interaction modes, based on character control, combat style (unique and ingenious).

It is impossible to outline one by one the elements that contribute to making this title unique. You must experience it for yourself, immerse yourself in its atmosphere lost in time and space.
Cross the mirror and understand how much depth there is behind the flatness of old polygons.

Waiting to have time for a game, thinking about it during work, about your character, the level-ups, the enemies waiting for us, the strategies to overcome an unexpected obstacle.
Perhaps this may seem too much of a nerd's talk, but similar experiences are part of the artistic life, the aesthetic sphere of our society, and, it must be said, better these than many others...
Enjoy.

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