Monday, 8 July 2024

Movie Review: The Batman

The Batman [2022]


Did I really never review this movie? Huh. Huh! It's almost been two years! 

I didn't realize I've never reviewed this movie until I was looking through the list of superhero movies and I realized I just... somehow never talked about this one. And I really really like 2022's The Batman, not to be confused with maybe a dozen other Batman movies out there.

And... perhaps one moment of confusion is the sheer glut of alternate-universe DC comics projects running around, which didn't do The Batman (and to be honest a lot of other DC comics projects) much favours. There's Ben Affleck's Batman running around in the DCEU movie series, plus Michael Keaton playing an alternate-universe Batman in the DCEU movies (Flash was supposed to come out a bit earlier), plus there's a separate Joker movie that has its own Batman... so yeah. DC comics announcing a brand-new standalone Batman movie that is not connected to anything and is acting essentially as a soft reboot as the DC movie empire realizes that their DCEU project has kind of splintered is... an interesting decision. 

But what a movie this was. 

I really do find this as a very, very good adaptation of Batman in general, in addition to telling a pretty good story very loosely inspired by The Long Halloween. Running just shy of three hours, The Batman actually doesn't feel like it's that long and perhaps is one of the few superhero movies in late that deserves its runtime. 

In this movie, Robert Pattison (of Twilight infamy) plays the Batman, and we get introduced to the Batman's effect on crime in such a great manner in this movie as we get to see random thugs and criminals get scared of the shadows of Gotham City, when Batman realistically only shows up to stop a single mugging. It's such a great return to basics of the noir vigilante that was arguably only really properly caught by Christian Bale's Dark Knight. 

I'm not going to describe every single part of the plot, but basically a good chunk of the movie's first half takes place with Batman trying to figure out a series of murders done by the Riddler, with the movie doing a great job at making the Riddler feel gloriously unsettling without leaning too hard into grimdarkifying him. He's a lot creepier than Jim Carrey's Riddler, which isn't a hard bar to clear, but he doesn't go all the way that it loops back into being goofy again (see: DCEU's horrible gangsta' Joker). We get a nice little cat-and-mouse game as Batman and the police try and hunt down the clues and figure out who's going to be killed next.

Throughout trying to figure out the riddles, Batman also stumbles into a bunch of information being left behind about the Penguin's Iceberg Lounge. And I do really like that at one point, Batman has to resort to utilizing his Bruce Wayne persona to enter the Iceberg Lounge. It's around this point that Batman also works together with the roommate of one of her leads... who just turns out to be Selina "Catwoman" Kyle. Basically, with Selina's help, Batman manages to play detective and discover a conspiracy that all of these people being killed by the Riddler are all under the payroll of mob boss Carmine Falcone. 

What a great supporting cast, by the way. Zoe Kravitz as Selina Kyle really does sell someone who's smart but also knows enough to play the demure, confused girl next to all of these mob bosses and vigilantes. Jeffrey Wright is the right amount of tired and flustered as Gordon. Andy Serkis is the right amount of crabby as Alfred. John Turturro gloriously eats the scene as Carmine Falcone. Colin Farrell is an amazingly slimy Penguin. And while we don't get to see him much outside of his persona, Paul Dano does an amazing job balancing Riddler's nebbish civilian persona and his psychotic serial killer persona. There was some buzz about the racial-blind casting done for this movie, but while it feels forced in some projects, in this case I really did feel like the cast of The Batman was firing on all cylinders. 

Anyway, at some point we get a scene where Batman has to deal with a timed collar bomb on DA Colson that, of course, Batman has to deal with some riddles to solve, bringing a nice sense of tension into the whole procession. The riddles also double as a way to essentially force Colson to admit to his participation in this whole conspiracy -- particularly, the name of an informant that led to Don Maroni's operations being destroyed and eventually to Falcone taking over most of Gotham's turf. 

This leads to a very fun action scene as Batman figures out that Penguin is likely this mysterious informant. While all of this is going on, Selina has been going on her own little investigation -- spurred and aided by her helping Batman -- and ultimately finds her roommate Annika's corpse in one of the gangsters' cars. The crossfire causes a fight between the Penguin and the Batman with cards, leading to a very fun action sequence with the Batmobile (which is just a souped-up supercar after several movies of what are essentially Bat-Tanks) which I must confess did actually give me a fair amount of motion sickness when I watched this movie for the first time in the cinema. 

While the Penguin turns out to not be the mysterious informant, Batman and Gordon end up following the Riddler's trail, which leads them to a building that used to be an orphanage sponsored by Bruce's dead parents. Always nice to have a brief tie-in to the Wayne legacy. Turns out that what the Riddler holds a grudge towards isn't the Falcone crime operation, but rather the whole Wayne legacy. Riddler has sent a bomb addressed to Bruce Wayne, although he obviously had no idea that Bruce Wayne is the same vigilante hunting him down. Alfred almost gets killed by this bomb... which was a very nice, tense scene as Robert Pattinson manages to balance both the stoniness of Batman and the panic running through him. I actually almost wanted them to kill off Alfred since this is a one-off movie anyway, but Alfred survives, albeit hospitalized.  

The Riddler then starts sending out some character assassination videos about Thomas Wayne colluding with Carmine Falcone, where allegedly Thomas paid off Falcone to kill a journalist that was about to expose Martha Wayne's mental illness. This leads nicely to Batman's own themes of family legacy and justice. Of course, the movie doesn't go as far as to make Thomas Wayne order the death of a journalist... on purpose. Thomas asked Falcone to intimidate the journalist, but the journalist end up getting killed by the gangsters. Thomas, naïve bastion of justice that he is, planned to turn himself in, only to find himself and his wife the next targets of Falcone. A delicious string of drama that I actually like, and instead of just doing the easy way and make either Thomas obviously incorruptible and pure, or turn him fully into an evil Court of Owls villain, we get him straddling the lines of good and evil... just not as well as his son would.

Throwing things into the mess, Selina Kyle also reveals to Batman that Falcone is her father, and she's seeking revenge for her roommate Annika -- who was killed by Falcone. Selina wants to murder Falcone, but Batman manages to stop her in time. This whole sequence can get summarized pretty quickly into two sentences, but both Pattinson and Kravitz do a phenomenal job at channeling Selina's anger and frustrations and to really hammer home the 'vengeance does not mean killing'. 

Which, by the way, was always what Batman was meant to be. And as much as I loved Ben Affleck's acting, that mentality that permeates the DNA of early DCEU was why I really think that those movies thematically didn't do a good job at adapting Batman. Or Superman. 

Ahem. 

Anyway, Falcone dies anyway because of Riddler machinations, which leads to the Riddler's own capture. He gets unmasked as Edward Nashton, a forensic accountant, who turns out to be inspired by Batman himself as someone who targets the corrupt. It's a nice little Dark Knight style twist where the main villain seems to be arrested, but of course it's not quite over yet. 

As Batman, Gordon and the cops comb over the Riddler's lair, we get a fun sequence where they find that the Riddler actually has a whole other plan going on, having planted multiple car bombs around Gotham City. Riddler apparently has grown a whole dark web online cult (which seems eerily well-tuned to modern day themes), leading to a mini-adaptation of No Man's Land as the bombs destroy the bridges and cause flooding in the city. Riddler's followers end up arming themselves and are about to assassinate the current mayor Bella Real, leading to a whole final sequence of Batman and Catwoman fighting them to rescue all the people. 

It's basically a huge fight scene before we close off with a shot of an exhausted, battered and beaten-down Batman still doing his goddamn best to rescue people from the flooding building. Sure, we've got the geeky easter egg scene of the Riddler talking to the Joker in the prison... but ultimately, I think the scene that sold me on how the makers of this movie really got Batman and decided to go back to the roots was the conclusion to Catwoman and Batman's story. Selina leaves Gotham City, deeming it beyond saving and so corrupt... but Batman stays.

Batman knows it's a losing battle, but he takes what became a joke both in the movie itself and in the fandom... that Penguin keeps calling him as 'vengeance'. And taken the wrong way (and written and adapted by the wrong people), yes, Batman would become vengeance and inspire all the wrong people... all the Riddlers of the world. But that isn't what Batman was supposed to be. Batman's supposed to be, at the end of the day, a superhero. A darker one, a more pragmatic one, but one that ultimately represents hope. One that ultimately tries his best to save people, to stop Selina Kyle from murdering another criminal in cold blood.

And returning to that Batman after so many other adaptations that missed the mark? Returning to the highs of Burton and Nolan's adaptations of Batman? That's worth the price of admission, even without the stellar acting and pretty gripping plot. 

Friday, 5 July 2024

Bleach, Season 13: Sword Beast Arc [Episodes 256-265]

Bleach, Season 13: The Sword Beast Arc ]Episodes 254-265]


So I was pretty much quite happy with the Zanpakuto Rebellion arc. It wasn't a perfect filler arc, there were a couple of misses, but overall it was more or less a pleasant watch. 

And then... there are still ten episodes to go in 'season 13', and... yeah, it's clear that the budget of both writing and animation went to the proper 'Zanpakuto Rebellion'. The Toju arc, or the Sword Beast arc, really isn't so much of an 'arc' but literally just padding to close out the 'season'. I'm not really sure about the nature of the production of these older anime, if it really is set in 'seasons' like modern-day shows, but these last batch of episodes really did feel like a completely different level of filler compared to the Bounts, to the Kasumionji Conspiracy, and even to the Zanpakuto Rebellion that preceded this. There really isn't so much of a plot, but really just an excuse plot -- the Zanpakuto Spirits introduced earlier can re-manifest because... reasons. And the strength of any story is built upon their villains, but there really isn't. The Sword Beasts show up but they're mostly just raging beasts, and the couple that actually have lines are so generic that it's hard to really care. 

And each episode really is kind of very much standalone, and far more comedic. And it's nice to see our Bleach characters a bit more comedic, of course, since we don't really spend a lot of time with the non-Ichigo cast outside of crisis moments, but... yeah. Anyway, the first episode of this arc is basically just the setup for the excuse plot. Byakuya throws a party, but then the Sword Beasts attack, causing Senbonzakura and Sode-no-Shirayuki to manifest and attack. Mayuri gives us the actually rather intriguing explanation of these Sword Beasts -- Zanpakuto whose spirits were awakened by Muramasa, but their masters died. This retroactively does make Muramasa's rampage a lot more impactful, and I like that...

...except none of the episodes except for maybe episode 262 really does anything with this concept. It really is just an excuse to think up of some monster designs for our heroes to beat. And, I'm sorry, they enemy designs are not all that creative. There isn't even a proper sentient Sword Beast that at least acts as a generic antagonist. 

Anyway, the rest of episode 256 does act as a nice coda to the Rukia/Sode-no-Shirayuki conflict in the actual Zanpakuto Rebellion, and that is going to be a common theme I'm going to say about the rest of the arc. The actual writing isn't anything to write home about. Sode-no-Shirayuki just gets some impostor syndrome and is afraid that her ideas won't actually help her master Rukia, but the two of them work together to bring down the Sword Beasts. 

Episode 257 is honestly a rather generic 'new enemy arrives in the human world!' sequence, just to give Ichigo some screentime as he learns about this. Plus, even more exposition from Mayuri. Ichigo himself is barely present in any of the subsequent episodes, and although he does some Getsuga Tenshou's here and there, Ichigo definitely takes a backseat in this 'arc'. I do like the moment when Kyoraku basically bribes Mayuri with sweets in order to get him to properly research the Toju. 

Episode 258 puts the focus on Renji and Zabimaru, or specifically Hebi. Hebi, the kid of the two halves of Zabimaru, gets frustrated by Saru always picking on him and goes off on his own. He basically gets a bad influence from the Toju that they're chasing, who talks about how nice it is not to be 'chained down'... and goes around the human world being irresponsible until he befriends Karin. Eventually the boomerang-wielding Sword Beast attacks again, and Hebi learns about responsibility or something, I guess. I don't really care enough about Saru and Hebi, and while it's nice that Ichigo's sisters get a bit more screentime, the episode itself really is kind of boring that it's a bit hard for me to pay attention to this one. 

259 has a rather weird one. We pair up Ikkaku, Hozukimaru, Nanao and Hanataro as they investigate missing chickens, leading to a kraken Toju. Excuse plot, what are you gonna do? Always welcome to see the unorthodox pairing, though ultimately this is just for them to show off Hisagomaru, Hanataro's Zanpakuto whose power is only ever shown off once in the source material. I love the visualization of the 'attacking' power as Hisagomaru sprouting a big fuck-off cannon, but the entire episode just feels a bit mean-spirited towards Hanataro in general. 

260 should have been a great conclusion to the Hisagi/Kazeshini conflict. The two of them always felt like they could've had a lot of story milked out of them, particularly with how Hisagi insists that he hates Kazeshini and how it's designed to reap lives, and this is an arc where his sword finally manifests and can talk to him. And this episode initially seems to set that up, a serious character conflict and analysis... but nope, Kazeshini spends 80% of the episode taking care of a random crying baby, and it's nowhere as funny or charming as the showrunners thought it is. 

261 is a decently solid one, actually, maybe because of the novelty that it takes place in the real world. Orihime gets to be the focus here, and one of her classmates Kyoko gets basically possessed by a medusa-looking Toju who preys on Kyoko's protectiveness-turned-stalkering. It feels like an episode that would've fit in as a single chapter in the pre-Soul-Society Bleach episodes, I feel. 

262 is another one like 260 where the premise is great. Haineko uncovers a Sword Beast that seems sentient and not at all a card-carrying villain or a slobbering beast. It helps that Narunosuke is very cute, too! There was almost a discussion about the ethics of what's basically an extermination campaign, and if the "every Toju will go mad, no questions" assumption should even be challenged... but the ethics-discussion is relegated to a single conversation. Haineko's conflict is more about secret-keeping than anything, and the entire premise is stretched out way longer than it has any right to be. 

263, meanwhile, is just entirely fluff... but it's actually kinda funny, and I like it. Zabimaru follows Senbonzakura around, and turns out that outside of battle, Senbonzakura is surprisingly childish. This ends up also kind of co-starring Ashisogi Jizo as the two's hijnks lead them to the R&D center, and ultimately a lot of chaos ensue. It's literally just 'hijinks happen', and I like it. 

And we get to the most interesting episode 264, where... I'm not sure just how much direction Kubo instructed to the animators. Nanao spends the whole day with "Kyokotsu", the younger of the two spirits of Katen Kyokotsu. Except that with us having the benefit of the Thousand-Year Blood War, the younger Zanpakuto Spirit of Katen Kyokotsu is actually Nanao's Zanpakuto, Shinken Hakkyoken. And, interestingly, the younger Katen Kyokotsu/Hakkyoken is completely silent, and both Kyoraku and the older Katen Kyokotsu are either drunk or playful. It's kind of interesting that most of what we infer about the two spirits are just assumptions made by Nanao (and Rangiku briefly). 

Taking this as an episode where Nanao hangs out unknowingly with her own sword and finds similarities between each other, it's actually quite a nice one. The original premise of Nanao trying to be a mentor to her captain's bratty, younger sword spirit isn't quite as interesting. The episode itself also kind of runs itself a bit too long for its rather thin plot, though 264 at least had a villain in a Toju with the most disastrous hairstyle ever. 

And 265 finally closes off the 'arc' by having all the Zanpakuto band together to fight the 'main villain', Kirikaze, a minotaur-like monster that the other Zanpakuto Spirits know and dread for having a Reishi-absorbing ability. He's been killing and consuming the other Toju, causing him to be even more powerful than the fellow Reishi-absorbing Ruri'iro Kujaku. All the Zanpakuto band together to fight Kirikaze, but they get a bit overwhelmed until the Vice-Captains arrive, they give a 'fight alongside us' spiel, and Renji uses Hihio Zabimaru to finish off Kirikaze. The finale really lacks any kind of a bite in terms of either emotional payoff or an action-packed payoff.

And, really, I can't be that hard on this one. It's clear that they're just giving some fun stuff while they save up their animation budget for the earlier Muramasa fight in the season, and the upcoming Ulquiorra canon material. I did enjoy some of the episodes out of novelty, for sure, though it really doesn't add too much to the otherwise all right Zanpakuto Rebellion arc.  

Random Notes:
  • I am actually kind of happy about the post-credits scenes, with the characters constantly making fun that the two canon seasons before and after the Zanpakuto rebellion was the Ichigo/Ulquiorra fight. It's funny to see Ulquiorra, Ichigo and Orihime just hang out in Hueco Mundo holding scripts like actors waiting for their turn on the stage. 
    • But seriously, man, no wonder people hate Bleach fillers if it's placed smack dab in-between literally one of the fight highlights of the entire series. I'm watching all of this Bount and Muramasa and Amagai nonsense on my own time, but I can totally understand why people are extra-angry towards these arcs because of this particular reason alone. 
  • The mod souls make a brief cameo in this arc, and... I guess they're just still around? It's really kind of sad that they're just relegated to staying in the background, you'd think that they could work alongside the other filler characters and do something. 
  • Hozukimaru totally unleashes Bankai in front of Nanao and Hanataro. Let's chalk those two people up again to people who's seen Ikkaku's Bankai in filler arcs. 
  • Wabisuke really didn't do jack-diddly squat, and you'd think they would at least animate a scene where he interacts with Kira, but he didn't. We do get a funny scene where he of all people shows up alongside Hozukimaru and Haineko to make fun of Kazeshini's troubles. 
  • Suzumebachi gets some lines, but she, Sogyo no Kotowari, Tenken, Gonryomaru and Gegetsuburi might have as well as only really show up in the ending. 
  • Gonryomaru's activation of his 'Pierce' command is badass. His rapier turns into a lightning spear, his backpack shrine thing explodes and a cloud pours up into the heavens. Very cool!

Wednesday, 3 July 2024

Reviewing Monsters: Final Fantasy XII, Part 3

Yep, last we left off I had to repeat the stupid mimic dungeon. I went and rapid-fire'd the damn Battery Mimics, and it's annoyingly very easy to actually clear the dungeon once I know what I'm doing. I don't think I even saw a single skeleton, let alone the more powerful skull-defenders and specters. Which means they don't show up in my bestiary (or, sorry, Clan Primer) in this gameplay. Whatever, I assume I'll have more chances to meet them. 

I also neglected to mention in the last part of our fifth party member, Basch, who's a disgraced soldier blamed for the assassination of Dalmasca's king. The jury's still out on what actually happened, but he is accidentally freed by our heroes. So anyway, so far we've got a bunch of interesting duos -- Aladdin-expy street urchin Vaan, who lost his brother in the war; his best friend Penelo (our eyecatcher here); the smooth-talking gun-slinging sky pirate Balthier; his scantily-clad rabbit-woman sidekick Fran; and disgraced knight-general Basch. 

Normally, in these kind of JRPG monster reviews, I make a point to talk about one of the party characters, but Penelo is... there's not much to really talk about her, is there? She sure is a girl-next-door type and the responsible one of the duo she makes up with Vaan. She also kind of leaves the party before Vaan gets arrested alongside Balthier and Fran, so there's really not much to say about her... but apparently she doesn't really do much in the game other than later tag along with Vaan to keep him alive. 

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Bomb
  • Classification: Fiend
  • Genus: Bomb
A Final Fantasy staple, the Bomb in Ivalice is still a floating grinning ghost-thing with little hands, but it's a bit more... elaborate? The 'default' state is actually just a hovering bomb, but as it gets more and more enraged, the classical "fire elemental" body forms around it, with the grinning mouth enveloping the spherical bomb. Ultimately it's a nice compromise between being a nice nod to a classic design, but also incorporating an actual 'bomb' into it. 

The lore notes that these Bombs were once an ensorcelled weapon that were used against mages, but have grown wild and are just wandering around. Bombs will react to the presence of magick, causing them to explode and unleash the energies within. This is accurately reflected in-game, because the Bombs are actually completely docile unless you attack them... or if one of your party members casts magick around them, at which point they go all 'anti-magic' and start to attack. 


Seeker
  • Classification: Avion
  • Genus: Steeling
A slightly rarer and stronger version of the Steeling bat-monsters, I like that the Seeker has a soft white down around its wings, and some creepy-looking claw-finger appendages poking out of his wings. Just like their Steeling cousins, Seekers also use echolocation to navigate in the dark, although are also able to use these high-pitched shrieking to discombobulate prey of their sense of direction. Apparently, their white wings are sought-after by certain collectors. 

Suriander
  • Classification: Beast
  • Genus: Toad
The stronger version of the Gigantoad adds another pair of horns, and is called the 'Suriander' -- presumably a portmanteau of Surinam (a type of toad) and 'salamander'. The lore actually points out a detail that existed on the Gigantoad that I simply never noticed until seeing the Suriander flavour text, that their butts have gigantic fish-tails. And this tail allows them to swim through the water despite lacking webbing on their feet. Nice that the writers actually thought of this!

Like many animals with actual horns, the Surianders are noted to use their gigantic horns more for display and intimidation purposes. 

Mimic Queen
  • Classification: Boss
  • Genus: Giant Insect
And the boss of the Barheim Passage is a gigantic Mimic Queen, the size of a large dinosaur. It's basically what I expected from a larger version of the Battery Mimics I've been fighting throughout the dungeon. It's got a couple extra joints on her legs, a much more pronounced abdomen and way more multicoloured light around her 'head' and 'thorax'. She's also got explicit wings, though they look way too flimsy to support her full weight. 

The Mimic Queen is surely way too big to pretend to be an urn, though I suppose she could pretend to be like a building pillar? We don't fight her in her capacity as a mimic, which is a bit of a shame, since she's just treated as a giant insect queen monster. She also has a couple of cinematic lightning-blast attacks, but is otherwise kinda just there for the spectacle of beating up a large monster. The mimic Queen can lay 100 eggs within a single day, and can live and remain fertile for hundreds of years... though 'hundreds of young' might be a bit of a hyperbole. Very cool robot bug, but I kinda wished they did more. 

Tiny Battery
  • Classification: Insect
  • Genus: Mimic
And these Tiny Batteries, basically a downsized version of the Battery Mimic model, accompany the Mimic Queen as "adds", to use a MMORPG term. They sure are tiny versions of the queen that can soak up hits and pile on damage. These tiny larvae are apparently wracked with hunger from the moment of their birth, and they continue to look for food until they properly mature... or more likely, die in the protection of their queen. 

Apparently, there are some that are born slightly smarter than usual, and it's theorized (but not confirmed) that these 'gifted' mutants would become queens in the future. 


Flowering Cactoid
  • Classification: Rank I Mark
  • Genus: Rare Cactoid
The third mark/bounty is the Flowering Cactoid, who is a regular Cactoid with a flower on top of his head. Like the Cactuars in other Final Fantasy games, the Flowering Cactoid has access to the one-shot-kill Thousand Needles move. Among the cactoids, those with a red flower are revered as leaders and the focus of 'much respect and adoration'. Neat!

Wraith
  • Classification: Rank I Mark
  • Genus: Ghost
The fourth mark is a Wraith, another visual repaint of the Ghost... but this one is a bit more annoying to fight due to casting a 'Doom' effect that'll kill your party members after a set number of turns. 

There's also a fun story for the Wraith, too, which sets it apart from the 'monster is menacing civilian' excuse plot for the previous marks. The Wraith is the 'coalescence of lingering regrets' of people who perished during an accident during the construction of Garamsythe Waterway... that, or the results of the rats killed by Vaan, which the NPC that gave this quest offhandedly mentioned, but this explanation is unlikely. The lore explains that the death of the workers in the Waterway causes the Wraith to often haunt children, due to the fact that the dead people were mostly fathers who had regrets about seeing their children. And, indeed, the reason the bounty got posted in the first place was because a Seeq child has locked himself in his house after being haunted by this thing. 

Ripe Rampager
  • Classification: Plant
  • Genus: Mandragora
And this is a 'rare game', which is a mechanic in Final Fantasy XII that is apparently very frustrating. I'll list the creatures as I find them, and I don't intend to 100% this game. I think I'll have post-script page at the end listing all the monsters I never encountered. Rare games are extremely, well, rare. Some like this guy here just has a small chance to spawn, but others have some rather esoteric methods to get them to spawn. 

Anyway, Ripe Rampager here is apparently a 'mandragora' adapted to life in the desert, and shares the same 'skeleton' as the Rogue Tomato. The Ripe Rampager looks a bit more like a turnip, only he's got two glowing eyes and what appears to be a face... and some kind of a leather cloak that covers up its lower mouth and upper 'body'? It still has funny chicken-legs. I do like the general look. 

This design apparently became iconic in FFXI, and is reused for this game. It's still a very serviceable 'fantasy plant tiny person' design, and you could see this stand alongside races like the Korok, Deku Scrubs, Aranara and other fantasy plant-sprite people... but I still think the Rogue Tomato is a cuter design than this, sorry. 

Slaven
  • Classification: Giant
  • Genus: Slaven
Okay, so this big lumbering beast walks through some parts of the desert, and I had initially thought that it's one of those 'don't fuck with this thing' enemies like the Wild Saurian. It's actually not that bad, though! The Slaven is an interesting design. It's like a giant lumbering dinosaur, reminding me of a discount version of the Long Gui from FFXIII, but... it's got a giant crocodile head, column-like elephantine feet, and... not much else. It's got a tortoiseshell hump or something, but that's it. That's all there is to this thing's body. It's such a weird creature, and the game even classifies it as a 'giant' instead of a 'beast'. Weird!

Apparently the Slaven (literally 'slave' in the original Japanese) used to be a giant beast of burden in the past, but now we're in the age of airships and whatnot, causing Slavens to call by the wayside... but this also caused a lot of the art of Slaven-rearing to be lost, and most Slaven are feral and unable to be trained. Pretty weird creature, I like it. A bunch of these show up in the Lhusu Mines that I visit in the sky-city of Bhujerba. 

Ba'Gamman and His Henchmen
This guy's been kind of chasing down one of our main characters, Balthier, ever since Rabanastre. The plot of FFXII is very loosely inspired by Star Wars, and Ba'Gamman is a rough analogue of the bounty hunters in that setting -- though it's a bit more clear in this setting why the Empire's Judges need to hire mercenaries when they're so powerful... to basically get around the politics of the world and keep their hands clean of interference in other countries. Ba'Gamman is part of the Bangaa race, who are basically stocky lizard-people. Not a whole ton to say since they're pretty basic as far as lizard-people go, though they do have tassel-like 'hair'. Or are those ears? I do like that, just like the Seeq, the Bangaa are introduced as perfectly nice citizens in Rabanastre. In fact, Vaan's caretaker prior to his adventure is an elderly Bangaa.

Ba'Gamman attacks out party with four goons, Rinok, Gijuk and Bwagi, though only the big boss himself has this hilariously over-the-top giant weapon that I can describe as... a buzzsaw spear? He latches the staff and the chainsaw-ring together into a hilarious, impractical anime weapon, and I love him the more for it.

More Imperials!
The game's bestiary don't even register any of these guys in their own segment, considering every single one of them under the same 'Imperial' category. But the next area is the Dreadnought Leviathan, which carries a bunch of additional enemies -- in addition to the Imperial Swordsman and Imperial Magus we've seen in the tutorial, there are also Imperial Hoplites (stronger swordsmen), Imperial Gunners (self-explanatory), Judges (pictured here, and basically have a different set of cool armour) and Mastiff (reskins of the wolf model with spiffy military armour). Again, never had much to say about humanoid enemies.

Judge Ghis
No, not Judge Geese, but Judge Ghis. One of the five named Judges that serves as the primary antagonists of the game, Ghis sure has a cool golden helmet with horns, a sword, and probably the most distinctive aspect of his design -- that weird fan-spike thing that he's holding. It's not quite a traditional war-fan, more like a stabbing weapon whose handle is really souped up to look like a wacky anime weapon. And we love our wacky anime weapons here. In combat, he can combine the sword with his fan-dagger into a longer weapon. 

I could probably say a lot more about his character, but this is just an early meeting with the character who presumably will be hounding our party for a while to come. Not much to say, again, about humanoid enemies. 


Alraune
  • Classification: Plant
  • Genus: Mandragora
The first 'true' Mandragora common enemy after the last couple that we saw were named elite ones of some sort. And this one is... kinda cute? It's got a drill topknot, and the 'organic' clothing surrounds its mouth and upper torso like a classic rogue travelling cloak or something that you'd see in D&D or something. 

I'm not honestly the biggest fan of their design, though it really is hard to beat the charm of the first tomato one I fought. I do really like their lore, though, where the designers of the game attempted to explain their behaviour of living in a desert climate. The Alraune use their head-horns to crack rock salt, and draw the 'salinity' that sustains their life. It's interesting to note that the vines that spread across their neck and creates the charming 'clothes' are a source of irritation and frustration for the Alraune, who often try to claw the vines off -- probably why the Alraune has such a huge anger-point thing like a Primeape on his head!

"Alraune" is the German term for mandrake (or mandragora), and Final Fantasy likes to use it as the name for repainted enemies of the Mandragora. 

Urutan-Yensa
  • Classification: Humanoid
  • Genus: Urutan-Yensa
Oh! Okay! Another non-human race, though this one is more explicitly set up as an always-hostile enemy as opposed to the Bangaa and the Seeq. The Urutan-Yensa are introduced in a rather badass sequence of riding fish as they surf through the strange Sandsea, which is comprised of sand that resembles water. The Urutan-Yensa then menace us with their strange, mandibled faces, their cloaks, their savage claws and their bizarrely reverse-jointed legs.

The lore behind the Urutan-Yensa note that they're actually a race 'evolved from crustaceans', so they're... crab-people? Huh! It's a rather unique situation, I suppose, thanks to the fact that the Sandsea is a magic... well, sand-sea. The Urutan-Yensa aren't as explicit of being crab-people like many examples in nature, but I do kind of appreciate that they're just humanoids with crab ancestry and featurses. You can see it in their faces, right? It also explains their chitinous arms and legs, although sadly whatever giant crab claws they might have had in the past have phased out like monkey tails in humans. 

I do like the thought that was put into their description. Their hides are apparently extremely hard, and are covered with needle-like bristles, again like a crab. They are aggrsesive and territorial, though I do like the little detail that there had been attempts at integrating Urutan-Yensa into 'hume culture', which I assume is the combined cultures of humanoids and the other sentient humanoids like Moogles, Viera, Seeq and Bangaa that we've seen wandering around town. 
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Unfortunately, this is going to be the last Final Fantasy XII monster review for a while. I enjoy the setting and the story enough, but I wasn't really feeling the gameplay and just didn't haev time to really get used to it. Things has been quite busy and I just didn't quite have the time to really properly play this game as I thought I would. 

I will no doubt finish the game at some point, but probably not this year. Sorry!

Saturday, 29 June 2024

One Piece 1119 Review: Franky Has Haki?

One Piece, Chapter 1119: Emeth


So yeah, this is an... interesting chapter? We start off with a page just developing the Stussy/Kaku arc. A freed Kaku is doing something straight out of Lassie, telling Stussy a bunch of mean stuff in the hopes that she'd bug off and leave him... but the expression on Kaku's face has him clearly conflicted about all the hateful stuff he's throwing at Stussy. Kaku notes that Rob Lucci is so much of a professional psychopath that he won't be forgiving of Stussy for her previous betrayal, and would kill Stussy with no remorse.

We don't really dwell on this for too long, though, because we cut back to Luffy and Bonney's zany goofiness in their Nika forms. The Marines panic, the Giants rejoice, and Saint Marcus Mars describes it as a 'facsimile created with age-age powers'. And... I'm not the biggest fan of the subsequent action scene mostly because I don't really follow the logic ('real' logic or toon-force logic) behind it. Luffy notes, rightfully, that Mars can't be hurt with normal means, so he wants his friends to attack him and he'll rebound everything at Mars at full force? I guess the whole point wasn't that "Gear Fifth can damage the Gorosei", but he really just wants to knock Mars away? It's a bit weird. 

Luffy turns into his giant balloon form to block Mars's flamethrower, and there's a deliciously demonic panel as an on-fire balloon-Luffy's arms stretch out and grab onto Mars in his itsumade form. We get a triple combo attack as Sanji combines Ifrit Jambe and Hell Memories; Franky unleashes an 'Impactful' Strong Right, and Bonney mimics an Elephant Gun with Giant Nika Punch. We've seen little Bonney do this with the Cipher Pol agent in her backstory, but this time it's clear that the ends of Bonney's balloon arm is tinged with armament haki. Which... she's a kid, but she's also a Supernova and she's also very, very determined thanks to all the trauma in her life. I don't really mind Bonney having haki, honestly. 

Speaking of people having haki, Luffy notes how the triple attack hurts him, because 'you guys' are using haki. Which... the art is a bit zoomed out so it's hard to see. Sanji is definitely using haki, since it's Sanji. Bonney visually can be shown to be using haki. Does 'you guys' also include Franky? I mean... yeah, yeah, why the hell not? I've always found it weird why not more of the Straw Hats are able to use haki or learned about them, and I really don't think it's too far of a stretch for the secondary physical combatants (Franky, Robin and Brook) to have learned some rudimentary forms of armament haki at this point. Honestly, until an SBS comes out and says otherwise, I will always maintain that Robin's Demonio form is some sort of Armament Haki. 

Anyway, Luffy presses Mars against his belly, and unleashes a Dawn Balloon by reflecting the force of the attacks that Sanji, Franky and Bonney is doing on his back. And... again, I'm not really understanding what's going on, but I guess not all Gear Fifth visual gag jokes can land on me. 

Mars twinkling into the sky like Team Rocket's blasting off again is hilarious, though. 

With Mars gone, our heroes try to figure out how to rendezvous with Nami's squad, and Atlas seems to want to go check up with Lilith over their telepathic network, with her being aware that York is able to monitor them. I don't know if the panel of Atlas running is her actually jumping off of the ship to run to where Lilith is (which would be stupid and a gigantic death flag) or if it's just to show her doing something. 

Interestingly, we backpedal on something that seemed to be concluded last chapter, because Vegapunk's broadcast starts up again. The snail wasn't killed when the Iron Giant was assaulted by the swine Topman, it's just knocked around a bit and it's now back up and broadcasting again. Other than the skipped bits that are intentional between 1117 and 1118, Vegapunk's message continues on but it seems like he's just rambling at this point, talking about some will, some inheritance, something about the voice reaching people. 

We get more cameos, of course, this time with Katakuri and some of the Charlotte siblings watching it; a shot of Vivi and Morgans; and, hilariously and gloriously, good ol' box-meme-man Gaimon and his new wife Sarfunkel. Does Gaimon even have a den-den mushi to hear the transmission? I don't think so. I think Oda just wants to draw Gaimon, and that's it.

After being MIA for a month, Ju Peter the giant Dune sandworm shows up again and he's... spitting out the Cipher Pol agents? They (and the Seraphim) are raining down all over the battlefields into the Marine ships, and I'm just kind of confused what Ju Peter's game plan is here. Originally I thought he's just sucking them up to recover resources (the Seraphim, at least, if not the Cipher Pol humans) but now he's using them as... weapons? As a rain to drop on the pirates? Or is he just exhaling before he does the big vacuum-wave inhaling attack?

Luffy gets into some physical combat and punches Ju Peter, but while he's engaged with the giant worm, Topman charges in. We get a cool panel of Topman about to attack the giants' ship (and it's a nice showcase of how fucking huge the piggy is)... and then the Iron Giant rises up from the depths of the ocean and PUNCHES THE SHIT out of Topman. One of the tusks breaks, which doesn't mean anything since we've seen Saturn and Ju Peter regenerate from worse. Everyone is shocked at the giant robot, Luffy is excited about the giant robot, and... two other things also happen in this scene. 

The first is a nice confirmation about Bonney's limits. One of my biggest gut reaction to Bonney being able to go Gear Fifth is similar to why I really didn't like the Buu saga in Dragon Ball Z -- random people can just go Super Saiyan, ignoring the gigantic amount of work and trauma that Goku and Gohan put through in their own respective arcs. But between Bonney being relegated into a supporting role alongside Franky and Sanji in this chapter really does show that he's nowhere near approaching Luffy's power, and he gets conked out straight into her child form after just bouncing around a little and throwing a punch. So it's just the potential to become as powerful as Gear Fifth Luffy, and a representation of how she's found true freedom, which I like a bit more than how it was presented in 1118. 

And the second is... some internal monologue on the Iron Giant's part, which seems to be Joyboy's voice telling him "listen up, Emeth, the time is at hand". Finally, we get a bit more from the Iron Giant instead of him just saying the one thing, Joyboy, over and over again. It is a nice little confirmation of the Iron Giant's name, but more importantly, I think his sentience. A lot of the background plot of this chapter has been talking about the nature of life. Are clones alive, are robots alive, are robot clones alive, are humans turned into machines alive? And that's not getting into how the Gorosei view humans. And as a technically sci-fi based arc, one of the most significant and often-repeated story tropes has been a robot or an artificial intelligence of sorts questioning whether they are alive, so I'm happy to explore a bit more of Emeth's backstory.

And mostly, I'm just happy that I don't have to refer to him as the Iron Giant over and over again and I can call him by his name!

Random Notes:
  • Yamato Cover Story: Yamato gets stoned by a bunch of kids who hate Kaido. Finally we're getting somewhere. I guess if the idea is for Yamato to break the cycle of hatred and make it clear that the children don't bear the sins of the parents... I really did wish that this is something that should have been broached in an epilogue chapter or two in the Wano-kuni arc proper, but at least we're doing something. 
  • There is a fun little moment where Dorry and Brogy yell at the generic giants in their crew to stop dancing and start putting out the fires, such unprofessional louts that they are... ignoring the fact that the two co-captains have also been dancing. 
  • Hell Memories was last seen in New Fishman Island!
  • Okay, okay, is that a representation of everyone in canon One Piece having shown up to hear the message? No, wait, we still haven't had Skypiea. I would say that it's not relevant since they probably won't get the broadcasts, but Gaimon's here, so. 
  • Gaimon got married to a lady in a barrel, Sarfunkel, in a cover story. Yes, it's a Simon & Garfunkel joke. Oda's a gigantic dork and we love him. 
  • People are super excited about how Topman is charging towards the ship in an arc that would lead him sinking into the ocean, which people take as 'proof' that the Gorosei aren't encumbered by regular Devil Fruit weaknesses. We'll see if this theory holds true. 
  • It goes by a bit quickly, but the giants note that Ju Peter's attack stops them from using sails, and they need to use the oars. I guess some of the Gorosei are just adapted to screwing over people on boats, if the "they're not weak to Devil Fruit weaknesses because they're demons" theory holds true.
  • If we count Marcus Mars being tossed into the air Team Rocket style, I guess we only have Ethanbaron left as the only Gorosei member that hasn't been given an epic 'takedown' at any point in this arc.
  • Franky hasn't seen the giant robot, right? I wonder if he has anything to say about that. 
  • Emeth is the spelling that fan-translators picked for the romanization of it, because in Jewish mythology, 'Emeth' is the word drawn on the golem with gave it life; and taking out the first letter (turning it into 'Meth') turns the word into death, which was the way that the rabbi managed to cause the golem to stop. 

Friday, 28 June 2024

Reviewing Monsters: Final Fantasy XII, Part 2

More Final Fantasy XII monster reviews! The first real 'dungeon', even if it still feels a bit more tutorial-ish, basically combines the sewer segment underneath Rabanastre Castle and the subsequent dungeon that we get tossed into immediately. It's pretty fun. 

The first impression of the other party members, Balthier and Fran, also makes the game much more bearable. There's always a degree of tolerance that I have towards 'generic anime protagonist', but Vaan is just so... so bland. Vaan is a bit more bearable because I'm playing the Japanese dub (where he is voiced by, of all people, Kamen Rider Ixa/Kamen Rider Grease!) but there's only so much that voice-acting can do when Vaan himself just seems like this random thief tossed into a much more interesting political storyline. He's not terrible, I wouldn't go that far. He's got a typical Aladdin 'pickpocket from the streets' vibe to introduce the common man in the setting, but I think it's a testament to how much I'm indifferent towards him that I took so long to get through this prologue of FFXII. 

Anyway, monsters!
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Ghost
  • Classification: Undead
  • Genus: Ghost
Oh, we have undead in this game! The 'Ghost' enemy here is the most basic one, and I am very pleased that it's not just some guy with a spectral filter put over the CG render. No, Ghost here is a full-on monster design and what a fun one! On paper it's still working off of the 'Casper' body design, but the 'tail' and especially the fingers trail off into long, white wispy tendrils. Most striking, though, is the appearance of his upper body. His head trails up like a weird mountain, and there are almost stone-like carvings of eyes running down the head and on the chest. It looks so different and a fair bit more imposing!

The Ghost is also probably the first enemy in the game that actually casts spells. In addition to shooting elemental attacks, the Ghost is able to heal itself, spawn a weaker clone, and cast annoying 'Blind' status ailment. 

The lore talks about how in Ivalice, Ghosts are formed when any soul is trapped within a coffin by magic (sorry, magick), and this process happens regardless of how pure or evil the soul previously is. The game doesn't actually treat the Ghost differently from other enemies in how they are killed, but I like the very D&D description in the lore about how one needs to find the casket to properly release the Ghost from this warped form it's turned into, allowing the Ghost to return to its natural form. 

Garchimacera
  • Classification: Fiend
  • Genus: Gargoyle
It's a little flying imp-goblin! I like how his face has such a shit-eating grin. The design of the more ornate wings and the giant flat rabbit ears, coupled with the magic runes running down its head, does kind of set this guy a bit apart from your regular goblin/imp enemies, though these guys are never going to be something that particularly excites me. (This guy shares the name with a different imp-ish enemy from FFXIII). 

I do like the backstory given to the Garchimacera, though. Apparently, in the olden days of Ivalice, it was customary to place statues with terrible visages in houses to ward off malady-causing demons. This really does feel like it's a nice reference to many cultures that use protective totems and house deities to protect themselves. And, just like real life, more modern generations end up misconstruing the function of these fierce-looking creatures, thinking the scary-faced statues are themselves demons. This doesn't corrupt the statues themselves, however, which is a nice subversion. But the fear that the humans have towards these statues caused them to manifest in real life, like something out of Chainsaw Man or Jujutsu Kaisen. I like that! It's a nice little origin story. 

The Garchimacera is identified as part of the 'gargoyle' family, which I assume is where the 'gar' in its name comes from. It's also got a couple more interesting abilities like a life-draining attack. Note that I'm not going to list every single enemy attack unless it's relevant to the flavour or how annoying an enemy is in-game. 


Firemane
  • Classification: Boss
  • Genus: Flame Spirit
And finally we have the boss of the sewer dungeon, which... is honestly rather random? We don't fight the soldiers chasing us, or a bigger version of the Gigantoads or Garchimaceras lurking in the sewers, or even anything particularly fire-themed. Firemane ("Bushfire" in Japanese) shows up out of nowhere to menace my party at the end of the sewer level. He's a giant fire horse with six fiery tendrils that grow out of his head. The lore explains that the Firemane is a great spirit of fire (so kind of like an elemental?) that became enraged when mankind used fire as a weapon of war instead of as a sacred object. Thus the Firemane manifests to attack humans, menacing the Garamsythe Waterway... and we're still not given a reason why it menaces a sewer system. It does morph into a ball of fire to arrive and later to exit the battle, which is a nice little detail. 

The fight and the animations are relatively simple for a fiery horse monster, though I do like the little detail that the arena we fight the Firemane in is partially covered with water, and the Firemane can't use certain attacks to characters standing on the water. 

I still really wished we had more context to what this thing is, though. It really just feels like a random fight against this fiery spirit that has nothing to do with either the plot or the current location. 

Daguza, Galeedo & Gwitch
Named NPC's don't get an entry in the Clan Primer, apparently. BUt in the prison, Balthier and Vaan fight these three pig-faced bastards without any weapons in a little fight ring. It's a simple fight and they aren't really able to do much but punch. But I'll take this chance to talk about the Seeq race. I almost thought about talking about all the non-human races in the first part, but I thought (rightly!) that there'll be opportunities to talk about them when some of them inevitably become bosses. 

In addition to the typical humans and franchise-staple Moogles, Ivalice has a bunch of other races that hang out very prominently in Rabanastre. I actually really, really like this little detail! More often than not it's so easy for these games to segregate the elves into the forests and the orcs are always barbarians. And sure, some games that do something with the racism tropes (like Witcher 3, and World of Warcraft before the writing stagnated) but I really do like the alternative where... these intelligent races are just there, hanging around in towns and treated as regular citizens, no matter if the Seeq race are brutish, muscular piggish dudes. It's not the Seeq's fault that they're ugly by human standards! They're all intelligent humanoids, and really it's just our human sense of aesthetics!

Of course, that doesn't mean that some individuals, like Daguza, Galeedo and Gwitch here, can't act like brutes, but there are also brutish human enemies earlier and a bunch of grumpy but otherwise friendly Seeq and Bangaa (those are the lizard-people). 

Mimic
  • Classification: Insect
  • Genus: Mimic
What? Mimics! Okay, what a fun subversion! Mimics have been chests with fangs and tongues since forever ever since Dungeons & Dragons codified it, but they really should look different to, y'know, 'mimic' other things, right? And the Mimics in Ivalicce are apparently some kind of quasi-technological insects that fold up into mechanical urns on the right, which are what the chests in this part of town look like. It's actually rather bug-like already, right? Like an insect's abdomen with four legs supporting it? The treasure chests will unfurl out to become that four-legged bug-like creature that honestly looks more like a robotic insect than an actual bug. 

But the lore specifically notes that the Mimic is properly an 'insectoid', so presumably all the organs of this creature are chitinous, just maybe hard enough to pass off as a metallic or ceramic urn. In a gloriously awesome explanation, the Mimics apparently behave like another iconic D&D monster, the Intellect Devourer. They actually want to prey on brains. And not just any brains, but intelligent brains. And this ambush tactic of pretending to be a treasure urn is, in a way, a method for them to filter for intelligence, allowing them to specifically attract beings that are smart enough to understand that urns equal treasure. It doesn't really translate into anything significant in-game, but I absolutely love that there's an actual stated reason in the settting .


Tiny Mimic
  • Classification: Insect
  • Genus: Mimic
However, the Mimics perhaps aren't executed the best as far as how they're introduced to us. Only the 'adult' Mimic above can mimic urns, and those don't show up until the second half of the Barheim Passage dungeon. The mimics are actually the main gimmick of the entire dungeon, but it's their swarming and electrical affinity (are they actually robots/mechas, then?) that's highlighted, with the actual titular 'Mimic' part being more of an afterthought. Indeed, for most of the dungeon, you fight these Tiny Mimics, who aren't even able to turn into little urns!

Anyway, Tiny Mimics are just smaller versions of the big mimic. The lore notes that the Mimics actually get smarter as they devour brains, but those in the larval stage like the Tiny Mimic are rather 'vapid and dull', and if they're unable to grow beyond this stage, they remain dumb until the day they die. 

Battery Mimic
  • Classification: Insect
  • Genus: Mimic
Oh, look at that more elaborate body! Look at that nasty drill-like mouth! And are those eyes, those blue patterns on the most proximal part of the legs? The Battery Mimics are the first Mimics you encounter, and they feed on electricity. They feed on it, and then discharge electricity as a combination of defense mechanism and excretory method. These Battery Mimic strains are apparently very short-lived due to how inefficient their feeding methods are. 

The Battery Mimics are the primary gimmick of the Barheim Passage dungeon, because any time a Battery Mimic feeds on the electrical supply of the dungeon, the lights start to dim. It's a rush every time your party enters a portion of a map and there are like three or four Battery Mimics spread all over, eating electricity while their smaller counterparts try and swarm you. And if you fail to take out the Battery Mimics in a timely fashion, and lights actually do go out... well, the walking dead arrive! Which are the rest of the monsters here:

Zombie
  • Classification: Undead
  • Genus: Zombie
First up is a typical, rotten zombie, with raggedy clothing and a delightfully wretched face. A pretty basic zombie, not much to really say about the design. 

The lore does note that the Zombies in this setting are pretty basic. An exhumed corpse, enslaved and bound by 'foul magicks'. It's still rotting, and as such exposure to the sun's rays (or, say, the lighting of a mine that our heroes restore by blowing up Battery Mimics) will cause the decay to advance so fast that they crumble to dust. 

Skeleton
  • Classification: Undead
  • Genus: Skeleton
The other very simple undead enemy type is the Skeleton. Do I need to elaborate on skeletons? You've got one inside of you! Again, all these undead only show up if the light goes down, and it's not in the longest and biggest chamber that I missed a Mimic that these bastards start coming out. These guys can also cast magic! 

The way that Skeletons are created are a bit different than Zombies or Ghosts. In the lore, Skeletons are created when people who die have many burdens and are unable to relinquish them upon death, literally being 'weighted down' and unable to ascend to heaven. It's pretty thematic to the wretched shambling of skeletons, and a nice difference to the zombies (exhumed corpses enslaved by magicks) and ghosts (magicks affecting burial). The Skeletons will apparently wander, punished by either a greater power or their own guilt, until their very bones are reduced to ash. 

Skull Defender
  • Classification: Undead
  • Genus: Skeleton
Of course there are stronger skeletons, and Skull Defenders are specifically the corpses of fallen warriors or hunters who were slain by their marks. They sure have, uh... weird... nets? Attached to their bones? They also have the remnants of armour. In-game, they have more annoying spells like 'Slow' and 'Dark'. Due to the type of people these guys are born out of, they are usually found in man-made locations like mines.

Specter
  • Classification: Undead
  • Genus: Ghost
And the final undead that shows up are these Specters. Essentially a palette swap of the 'Ghost' above, but far more deadly. The 'ectoplasm' hands and tail are more vividly different with their lavender shade, and the creepy, cursed-growth body is a creepy, armoured gray. These guys can teleport, and can cast a multitude of different status effects like poison and blind. In fact, a group of these specters and skeletons actually slowly routed my party as I tried to run to the part of the dungeon with a shopkeeper and a healing save-point. And these undead basically game over'd me twice (and a combination of poor 'gambit' usage draining all my potions and phoenix downs), which forced me to reload a save file a bit earlier. Which is why this 'reviewing monsters' segment doesn't have the final boss of the damn mimic tunnel. It's probably a big Mimic. 

Anyway, the Specters do have a pretty cool lore bit. They may be a palette swap, but Specters are coalesced and manifested from the shapeless emotion of fear. They are born in places where men feel a lot of fear, like places of great slaughter... such as Rabanastre's prison filled with torture and violence. Being embodiments of fear, Specters are incited to violence at any kind of other emotions. And as humans, we have more emotions other than fear. They attack humans, ripping away all other emotions other than fear. And when all that's left is fear... then all is left of the humans are specters. That's how new specters are born, apparently. Very cool lore.

Wednesday, 26 June 2024

Reviewing Monsters: Final Fantasy XII, Part 1

So this has been a long time coming, and... it's mostly really due to me taking forever to get through the 'tutorial' and 'prologue' segments of Final Fantasy XII: The Zodiac Age. It's been a game I've been itching to play for a long time, and I'm pretty sure I brought this Switch cartridge in 2022 or something. But the opening for this game... took a while, yeah? A combination of the cutscenes with many characters and nation names that I have no idea about being tossed at me really ended up kind of overwhelming me a fair bit, and it took me a while to finally get pass the actionized tutorial. And even more to get through the rather bland Vaan opening scenes. (Vaan is a very boring protagonist, and I'm unfortunately saddled with him right after I got a bit excited about the more interesting kingdom-civil-war setting established in the prologue). And another read-up through the Final Fantasy wiki to be sure about the characters I'm watching in those cutscenes are who I thought they are. 

But one Persona 5 and one Pokemon Violet later, and finally I'm starting this game. And one of the bigger appeals of FFXII is the fact that this is a game that's apparently a bit more lore-heavy in terms of the politics and setting. As well as a bestiary that's probably one of the few times in Final Fantasy that we actually get to learn a lot more about the monsters beyond enemies to fight!

And I could go on a bit about FFXII's story so far and how I find it and how annoying Vaan is, but we're here talking about the monsters, so let's talk about the monsters!
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Imperial Swordsman
  • Classification: Archadian Empire
  • Genus: Imperial
The game starts off with a bit of a extended prologue/prequel/tutorial starring a couple of decoy protagonists just to show us what the state of the political wars in the world are like before throwing us to into the shoes of a more typical JRPG fantasy protagonist, and we get to fight these Imperial Swordsmen, representing the kingdom of Archadia. They have nice helmets, but I really don't have much to say about them. Presumably, we'll meet actual characters as enemies and bosses? I never have much to say about humanoid characters if they don't do something interesting with them. 

Air Cutter Remora
  • Classification: Archadian Empire
  • Genus: Imperial Armament
And I'm going to assume this is a tradition for all Final Fantasy games, but we have a huge, visually impressive boss that dies rather quickly in the tutorial segment. for FFVII we had the Guard Scorpion, and FFXIII had the Manasvin War-Mech. FFXII throws Air Cutter Remora at us, one of the Star Wars-esque gunships that take part in the badass cutscene right before the gameplay, and... it sure is a sci-fi spaceship! It's kind of interesting that this gunship is supposed to be like, some kind of an object to take part in more close-quarters combat compared to modern fighter jets and bomber planes? It's hovering vertically and shoots things down like a floating tower. 

I actually don't have much to say here either. It sure is a floating thing that shoots missiles at my party!

Dire Rat
  • Classification: Beast
  • Genus: Rat
And after we gain control of the (supposed) main character, generic adventurer peasant youth living in the slums of a city oppressed by an empire, Vaan Ratsbane, we see him immediately fighting rats. Interestingly, these Dire Rats are actually called "Wererats" in the original Japanese version of Final Fantasy XII. While visually they do look like just big rats, I do like the sinister implication that these rats that Vaan casually murders are actually transformed humans. 

The Dire Rat is described as being a vile creature that lives in the sewers, and while the humans have been trying to eradicate them, their rate of reproduction always causes the population to boom back up. 

Oh, yes. Unlike the other two Final Fantasy games I've played and reviewed on this site, Final Fantasy XII actually has a bestiary. Each monster gets two pages, with the second page (usually being more flavour-related; the Dire Rat's talks about rat tails being used for nasty-tasting potions) only being unlocked when you kill a certain amount of that enemy. Lovely! Each monster also has a 'genus' and 'classification' listed among them, and if you can tell from my Pikmin reviews, I love fantasy settings with a working taxonomical system!

Wolf
  • Classification: Beast
  • Genus: Wolf
Oh yeah, that's... that's not a 'wolf'. Where the rat does still look like a regular human-world rat (albeit with glowing eyes), the Wolf here only has the silhouette and body layout in common with wolves from our world. What a head it has. It looks more like a cross between a dinosaur and a bat, with a jagged, grnning mouth; a chunky lower jaw; what seems to be hardened upper part of their heads; unnaturally small beady eyes; and weird fin-like ears. 

Interestingly, from the lore, the Wolves of Ivalice are recorded to have once lived in close harmony with mankind... but eventually were driven out into the wilderness, at which point they began preying on monsters and this act caused the 'arising' of diverse strains of wolves, transforming them from just regular wolves to wolf-like monsters. It's like a reverse domestication, only instead of breeding wolves into adorable pet breeds like chihuahuas and bulldogs, these wolves are independent and transform into Greymon-headed violent bastards. 

Cactite
  • Classification: Plant
  • Genus: Cactus
The setting that the first parts of the game takes place in, Rabanastre, is in a desert town. And in addition to the wolves, these Cactites are extremely common weak enemies. I do like how they look, it's just a giant cactus stem with stubby legs and long arms, and Cactites just sort of walk around and wave their hands and mostly minding their business. While I enjoy my more 'monstrous natural anatomy' plant monsters, I do also enjoy plant creatures like these that just have a cartoon face. 

Cactites are described as 'mean-spirited' (though their in-game behaviour is more cowardly) and lacking of intelligence to do actual damage to humans. These Cactites are the smallest 'sproutlings', however. The lore then proceeds to describe about how some rare strains can sprout a valuable scarlet flower that's a highly vaunted for being a sign of good fortune to "young lovers with a tolerance of needles". Haha!

Cockatrice
  • Classification: Avion
  • Genus: Cockatrice
Oh, okay! The Cockatrice in this game is an early enemy and it's just... a mean-ass looking chicken. A fat, mean-ass looking chicken without a neck. No snake parts, no stone-petrification eye beams. Okay! As an early fat bird-themed enemy, I actually do find the Cockatrice to be absolutely charming, particularly since they move around by rolling on the ground. Ha! I like how this thing still looks like a chicken but with all the parts mutated somewhat grotesquely. They did a great job at making that face look mean, and I like the tiny dinosaur claw-fingers. 

The Cockatrice's profile describes some of its biology, which is fun. They didn't need to put any of these in, but I just love it. The Cockatrice feed on smaller animals, spitting out a sticky saliva and keeping these trapped prey until they are hungry enough to feed on them. Sort of like how certain spiders keep around coccooned-up prey in their web. Also, while the Cockatrice obviously can't fly with those tiny wings, apparently they have swollen air-sacs that allow them to float into the air when there are drafts to spy for prey. Okay?

Interestingly, later on as we go to small villages in the desert regions, there are a couple of villages where they rear Cockatrices just like regular chickens!

Rogue Tomato
  • Classification: Rank I Mark
  • Genus: Deadly Nightshade
Our first 'mark', or bounty, is the Rogue Tomato here that has been menacing some local merchant. Apparently this is a member of the 'Deadly Nightshade' family, and the lore book describes that because it's an outcast of its people, it has lost certain 'powers' it wielded with impunity, which I'm going to assume refers to some kind of more powerful variant of the Nightshade genus/family that exist in the game?

The Rogue Tomato is a very cute design! Its head is just a tomato with a giant maw stretching like a hideous, demonic smile. Its body is some kind of straitjacket puppet, and its legs look like either bird-feet or twigs. It's a very fun plant monster, a simple and memorable design!

Wild Saurian
  • Classification: Dragon
  • Genus: Tyrant
Each overworld area has a particularly powerful monster that outclasses your current level, and basically is unbeatable until you grind up a lot and come back. For the first area, it's pretty simple -- a giant blue T-rex looms and stalks the area, far more powerful than the fat chickens or mutant wolves around. And it gets the point across! A giant, roaring dinosaur generally does. In addition to just having a buttload of stats, the Wild Saurian is able to eat wolves to buff itself. 

The Wild Saurian is considered a dragon, and it's noted that the dragons used to rule the land until a 'war with the gods' dwindled these dragons' numbers down to a number of their former glory. The lore description talks a bit about the anatomy of the T-rex, but also the fact that apparently their bones are really hard to get rid of, which is sometimes a problem in expanding into the wilderness.

There are a couple more 'giant' enemies in the desert areas I've explored, but I've only 'spoiled' myself in the wiki for the Wild Saurian and I'll wait until I actually meet and unlock the bestiary entries for the other big enemies before I review them. 

Hyena
  • Classification: Beast
  • Genus: Wolf
Oh yeah, this definitely isn't a 'hyena'. The mottled spots and shaggy hair on the Ivalician Hyena's body certainly fits with those in our world, but the Hyena has gigantic tusks that point downwards from the back end of their jaws... and most interestingly two giant bone-horns that sprout out from its head. The end result makes it kind of look like a Hercules Beetle with how they are curved. 

The Hyena is the next version 'up' in the Wolf family, which I'm going to assume shares skeletons and movement animations. They are fierce hunters, though they also scavenge just like our-world hyenas. The horns are used in particular to fight against larger opponents. Rather wacky for the generic animals you see at this part of the world. I like it. 

Also, in addition to the regular version of the enemies found in the wild, there are also apparently more powerful variations like the Alpha Hyena that hang out with their lesser brethren. These slightly differently-named variants aren't registered in the bestiary as a separate entry, but me being me, I'll acknowledge them here. 

Happy Bunny (a.k.a. Giza Rabbit)
  • Classification: Beast
  • Genus: Dreamhare
Known as 'Giza Rabbits' in the overworld and 'Happy Bunny' in the lore book  are these... interesting creatures. From a distance and from the back, they look like a cartoony rabbit -- see those giant ears attached to a big fluffy body? The actual appearance is a bit more different, with the main body of the Giza Rabbit being an impish humanoid thing. The rabbit body is a giant ball of fur sprouting from the back of his neck, and the ears look more like antennae or horns the way they are attached to this guy's head. 

The lore gives us a rather surprisingly disquieting backstory. The Giza Bunny is a 'fiendish creature taking the form of an adorable bunny'. And for that, it is all the more fiendish. We don't actually learn what else makes them fiendish other than this, although since they're technically as powerful as the rabid cockatrices and dinosaur-horned hyenas, it could simply mean that people thinking that they're about to hunt an easy bunny to make soup for dinner get a nasty surprise. 

The 'Happy Bunny' is apparently called Giza Rabbits or Ozmone Hares depending on where they are found, even though they are the exact same species and can even migrate from one place to the next. A lot of animals, particularly insects and fish, have so many different names and are thought to be different animals entirely when they migrate, and I thought this was a cute little detail (while also presumably allowing the designers to do a two-in-one enemy).

Urstrix
  • Classification: Beast
  • Genus: Urstrix
Urstrix here is... literally called "Owlbear" in the original Japanese version. In just a transcribed English word. I keep forgetting that the original Final Fantasy is literally just borrowing the Dungeons & Dragons bestiary, and I actually do like that FFXII's interpretation of the Owlbear (or 'Urstrix') is so... lanky looking! It looks less like an owlbear and more like a wretched owl-man, with that torso and upper legs looking rather humanoid. I like how nasty the owl face looks, particularly with those giant eyebrows, and the way those raggedy wings are splayed out does give the impression of a creature that's been sweltering in the desert heat for a while. 

The lore gives us an actual backstory for the Urstrix. They are originally the equivalent of the 'canary in a mine', where they are taken into 'magicite mines' to look for the presence of toxic fumes. But because these are magic toxic fumes called the Mist (which presumably will show up in the game story later) instead of killing the canaries, it mutates their children into the Urstrix, which are so monstrous that even their parent birds panic and abandon them. 

Thextera
  • Classification: Rank I Mark
  • Genus: Mutant Wolf
And our second Mark is Thextera, a giant mutant repaint of the Wolf. And a giant wolf alone wouldn't be too special, but look at the colours of this motherfucker! Stand him up on two legs and he could hang out with superheroes! The leopard-coloured fur on the front and the zebra-like back is fun, but I think it's the fact that the tips of all four of his legs look like he's wearing socks. Neon green socks, which I think brings the design together. This looks so unnatural and bizarre. I like it. 

The Thextera is explicitly noted in the lore book as a 'Mutant Wolf' genus, because a larger size and rainbow colours counts as being mutated but those dinosaur dragon horns on the Hyena's heads aren't. Apparently, the mutation is caused by that monster-creating Mist. 

Sleipnir
  • Classification: Beast
  • Genus: Sleipnir
Oh, mutant horse! From a distance, the Sleipnir (named after Odin's iconic horse from Norse mythology, natch) has the silhouette of an armoured horse. Sure, one with a particularly spiky armour that would look more at home on the fences of a grand gothic castle as opposed to armour on a horse... but take a closer look and the Sleipnir looks a bit more nasty. Just... just look at that mouth! That doesn't look like anything a healthy horse should have. The mouth also terminates around halfway through where the armour ends, making it look like the armour is crafted for a much bigger horse than this thing. Very monstrous, it looks like a mutant pillbug or some such.

And there's the question as to how the Sleipnirs got their armour anyway, and it's implied that it's actually a natural growth from its body? The lore for the Sleipnirs is that they were once the result of a program to create a powerful breed of war-charger horses. However, over time, the kingdoms that created these powerful cavalries are gone, with only the feral remnants of their horses running rampant in the wild.

Steeling
  • Classification: Avion
  • Genus: Steeling
Just called "Steel" in Japanese, we get our obligatory 'bat' enemy... but what a fun creature this is! Identified as part of the 'avion' genus, the Steeling is technically a bird if we take that classification seriously. But while it does have giant bat-wings (or dinosaur wings, I suppose, if its anatomy is more bird than mammal) its body isn't like the shape of any bird in existence. In fact, it's more like a flattened snake, or a mutant manta ray, with a long, wide mouth at the end of a flat body. It actually kind of reminds me of 'Minazuki' from Bleach, a giant manta ray monster. 

The Steelings are noted to feed on 'life-humours' of other monsters, but the lore page actually talks about just how much the in-universe literature overhypes and demonizes these animals as if they were 'guided through the black by the devil's hand'. Which is true to a lot of creaturse in our world, too. 

Ichthon
  • Classification: Ichthian
  • Genus: Piranha
The Dire Rats and Steelings hang out in the massive sewers underneath the city, and among those are the flying fish called the Ichthon. Or 'Killer Fish', in the original Japanese. These guys, despite their fearsome appearance and look, are actually docile and aren't aggressive unless you attack them first. 

Their anatomy is a bit hard to follow in this official render, but it's basically a long fish with wing-like fins, and one gigantic underbite with some orc tusks. The long downwards-pointing hairy spike is perhaps one detail too many, but it definitely adds to the savage-looking monster fish. Ichthons feed in shoals and the game notes that they are part of the 'piranha' class... except these are fantasy piranha that can hover above the water, and apparently hordes of Ichthons can devour beasts as large as the Wild Saurian above. 

Gigantoad
  • Classification: Beast
  • Genus: Toad
Oh, I like the Gigantoads. They're an annoyingly bulky enemy in-game, but I do like the design. It's supposed to be a 'toad' monster, but other than the raggedy brown colours, the neck-sack and the general shape, it's as much of a toad as the 'Hyena' monster above is a hyena. It looks almost dinosaurian or even demonic, with tiny beady eyes that look unexpectedly intelligent, giant bull-horns that curve upwarsd, almost reptilian-looking claws and a mouth that looks like it's sneering at you. 

The end result is surprisingly threatening-looking for a monster that's meant to just be a common enemy, but I do like the effect. The clan primer (our 'bestiary' book) describes how the giant sac in the Gigantoad's neck is meant for males to create sounds to attract females. The horns are also unsuitable for combat, and are insetad used to mark territory with gouges on trees. It's actually kinda cute -- the horns aren't really pointed the right way to pierce enemies anyawy, and a toad's body isn't meant to facilitate headbutts the way a deer or a bull would. 

Wait, are the demonic-looking horns supposed to be a riff on how some toads have horn-like protrusions above their eyes? I just got that. 

Flan
  • Classification: Amorph
  • Genus: Flan
One of the minibosses in the 'sewer' dungeon is the Flan (or 'Pudding' in Japanese), a recurring enemy in the Final Fantasy series after the first game used the four classic Dungeons and Dragons slime names for their slime enemies. Obviously, out of the four, 'Black Pudding' was the one that caught the fandom's attention, eventually mutating into a recurring 'Pudding' monster coloured rather deliciously like Japanese pudding. I love this origin story, and I love how the original intention of homaging a different source material ends up mutating into an endearing little critter here. 

I much prefer the name 'Pudding' because it's what this thing is supposed to be, but 'Flan' is also an endearingly dorky name. FF12's Flan is just an adorable blob monster with a charming slime monster mouth. It's got lumpy protrusions around halfway down its body that it uses in its attack animation, spinning around like a buzzsaw. The lore notes that the Flan is self-reproducing, absorbing prey and increasing its mass until they reproduce by what's essentially mitosis, and research notes that they are strikingly similar to the enigmatic Mist, meaning that these are probably more 'pure' monsters that aren't just a funny mutated animal. 

The second lore page notes that Ivalice's flan/pudding-the-dessert is actually designed in homage of this monster in this universe, which became extremely popular. But... considering the colours of Flan-the-monster, and the fact that we fought them in the sewers, the brown bits on top of the Flan's head is very likely not caramel syrup and just amalgamated poopie. Not quite as appetizing now, yeh?