Every time I get an RPG to play, I’m usually excited. There’s always a good story to look forward to, a battle system to learn and get used to, and a wide range of characters to know and find some favorites. That’s at least what I was thinking when my copy of The Last Remnant came to my mailbox last week, but I was quite saddened and annoyed after playing it (title screen on the upper-left and a cutscene on the upper-right).
A Possibly Good Story
I’ll be upfront with this: I sent the game back after playing around 5 hours of this game. It started off with a good premise: Rush, the main character, is quickly swept into an epic war between two large armies as he is trying to find the evildoers who have kidnapped his sister. In this world, remnants are capable of being used to wield a wide variety of magics, with Rush being special to be able to control them all (at least that’s my guess). There are possibly hundreds of other different characters to learn about and level up. One of the coolest was Lord David (Da-veed pronounced in this game), who wore some cool armor and wielded a gun that could send large blasts of magic down from the sky and wipe out anything that moves. The game most likely followed Rush’s tale across the large 2 disc world to find his sister, complete with twists and turns, but I didn’t get to see those.
Loading Screens Galore
The aspect of this game that broke the experience of a possibly-great RPG. Now, RPGs are normally built with having multiple loading screens, as cutscenes, towns, and other aspects of the world need to be rendered when appropriate. But this game took this aspect a little too far (general loading screen on the far left and battle loading screen on the left). There were loading screens for every town. For every time the map was brought up and I wanted to go to a different part of the world (or town I was in). For every time I started a battle (and there were many, many battles – about 6-7 per submission, but no respawning enemies). So, that might not make the case for you, as you may be used to playing RPGs that have this many loading screens. It wasn’t bad at first, but each time there was a loading screen, it took anywhere from 5-10s to load and let me continue playing. In the gaming world, that’s a really long time. The loading screens also weren’t too helpful in determining how long the loading time was going to be either. I would either receive a tip I knew many times over, or receive a pulsing, glowing screen before every battle. With this happening all of the time, as the game is based upon battling to level and finding new towns and locales, I could not see myself staying for the duration of two discs. Sorry, Square Enix, but this was one of your games that I won’t play (even though it was released in 2008).
Other Let-Downs
And to top all of this off, whenever there were more than 5 people on the screen, the game’s frame rate slowed down to a crawl, so you would just see an explosion/a player’s action take about 3x longer than it should have (or explosions that would clutter the screen and just become pixellated or just be smoky).
The battle system was also quite different than I’m used to and didn’t make too much sense to me either. You control up to 25 people on the field, arranged in different units of 5 people. The unit is measured in terms of HP and AP (hit points and action points for health and magic/actions, respectively). Whenever the unit runs out of HP, the whole unit dies, regardless of whether one of the 5 received all of the damage or all 5 took a little bit of damage equal to the unit’s health. This is something I have never, ever seen before and still confounds me even while writing about this. Another aspect of the battle system which annoyed me was that at completely random times, if I can press a button within a time window presented to me on the screen (this events were critical attacks and critical defenses), I can be able to do some really, really cool stuff. But, these events went by usually way to fast, or came at a point where I wasn’t paying attention (which happens a lot when I play mindless battles in RPGs) – even though the game presented a short window of time for me to press the right button: it would show the controller, and highlight the button it wanted pressed, indicating when the critical event would execute. The designers were cool enough to let me know there was an auto-critical feature, but I could never find it in any of the menus.
If you would like to play this game, by all means go ahead, but just beware of the things I’ve mentioned here. You may be sitting there in front of your TV like I did, sleeping while waiting for action to start.





