Showing posts with label Graffiti Entertainment. Show all posts
Showing posts with label Graffiti Entertainment. Show all posts

Friday, June 19, 2009

The First 3 (Actually 7) Hours: Black Sigil: Blade of the Exiled

I had been following Black Sigil (also previously known as Project Exile) since at least summer 2006 (maybe longer, it’s hard to remember that far back). For anyone keeping score, that’s about 3 years. It’s worth mentioning that at the time, the game was promised to be coming out that very year. And so here we are. Finally, 3 years later, I have the game in my DS that promised a new 16-bit RPG in the style of RPGs of yesteryear. Was it worth the wait? Was that extra 3 years enough time for new start-up Studio Archcraft to make a game worthy of the games it harks back to? I’ve now been playing the game for about 7 hours. Let me tell you about it.

Black Sigil follows the story of a young knight in training named Kairu. Kairu is the adopted son of the noble Averey house in the land of Bel Lenora, and very gifted in swordplay. But there’s a problem: Kairu can’t use magic to save his life. This is more than just an inconvenience, however, as everyone in Bel Lenora can use magic, and the only other person in recent memory who couldn’t, betrayed the land and lead an army of cursed demons throughout the countryside. As you might well imagine, this makes many people a lot less friendly to our young hero, and after a bunch of spoilerific events that I won’t go into, eventually leads to his exile.

After leaving Bel Lenora, Kairu finds himself lost in a new land, with new enemies and allies, and various other plot twists. Which brings me to my first main point in this preview: Black Sigil’s story is very interesting. Since I’m only 7 hours in, I can’t yet tell you if the story works itself out, or if it stays coherent throughout, but I can tell you that so far it is what is keeping me coming back. The characters are interesting, the plot is often intriguing, and the game is generally well-written. If you like RPGs for their stories, Black Sigil (so far) is a winner.

However, before you even get into the story, you are probably drawn to Black Sigil by its graphical style. The first easy comparison is Square Enix’s classic Chrono Trigger, and this comparison is not unfounded. The character sprites look patterned exactly after Chrono Trigger’s. Let me just say here, that if there is any 16 bit RPG that had character sprites worth mimicking, it is definitely Chrono Trigger. However, the game’s dungeons and towns are actually a little more reminiscent of Final Fantasy VI (released as Final Fantasy III on the SNES back in the day). Just to make things simple, suffice it to say that if Chrono Trigger and Final Fantasy VI were to have a baby, it would look like Black Sigil. And if you have nothing but good memories of either of those games, Black Sigil’s graphics are sure to make you very happy.

So there are two things that I, so far, adore about the game. Now let’s talk about something that I don’t like, and is actually a pretty big deal: the battle system.

Probably a lot of you, if you’ve seen gameplay of Black Sigil, are thinking that it has a lot in common with Chrono Trigger. And you would be (partially) right. Your party consists of three active members who wait for their time gauges to fill up before they can attack, cast magic, use a special attack, initiate a combo skill, or use an item. Combo attacks require your characters to learn certain skills with other members of your party, and require that both characters’ gauges are filled. Some of your skills will hit only one target, while some will hit a group close to each other, or all the enemies in a line, and so on. So far very Chrono Trigger, right? Well, here is where things get a little ugly. See, unlike CT, your characters don’t actually encounter the enemy on the field you’re exploring. Instead, battles are random, and your party is whisked away to a battlefield. I guess that’s forgivable, right? Except that these battlefields are littered with holes, rocks, and various other obstacles that prevent you from just being in a big, open field. In order to attack your enemies, your characters will actually have to move around this field into a position where you can attack from.

Wait, you say. That sounds like a good idea. I don’t want to be in some boring flat field every battle, you say. This sounds like it adds some spice to an otherwise overused battle system, you say. And in theory, you are right. In practice, however, this is incredibly aggravating.

Consider this: you have three characters in your party, and you are in a battle against five enemies. Not bad odds. But you need to realize that this battle field is such that several of your enemies are in a narrow area behind a wall of rocks, which each of your melee characters will need to go around in order to attack. Now realize that your characters can only walk a certain distance before their turn is up. Though walk-only turns allow your gauge to fill faster, if multiple characters are on the move, it means people are taking staggered turns all over the place. Now realize that when your first character makes it into the narrow area where the monsters are and attacks, your second character is now completely blocked and cannot do anything. Instead of giving you a turn back, this character auto-defends (i.e. they just stand wherever they are). Sure, on your turn you can move your character manually by holding the L button, but this prevents them from attacking.

At the beginning of the game, this is typically not much of a problem, but the further you get, the more narrow and obstructive the battlefields become. In fact, in the area I’m in right now, some of the battlefields allow only one character to move period. This is alright if you want to make your other characters cast magic all the time, but as you probably understand already, MP isn’t free. Not only that, but not all of your magic is necessarily usable at any one time. Only certain spells hit enemies regardless of where you are.

I should also note that your characters will probably auto-defend if the enemy they were targeting is defeated by someone else. Yeah. I thought we were done with that after the original Final Fantasy too.

By now you should have gathered that I don’t particularly enjoy Black Sigil’s battle system. What you may not have gathered is that the enemy encounter rate is extremely high. I’m talking every 2-3 steps. World map, dungeon, it doesn’t matter. You will be fighting a lot. Might as well make peace with it now.

Oh, I forgot to mention that your characters will randomly have bad status at the start of battles. One of your guys might be Blind, or another might have a Broken Arm (which is like Mute for your non-magic skills), or someone might be Poisoned. It’s not every battle, but it is frequent enough that I notice it. And seriously? Bad status right from the start of the battle?

Battles are hard and frequent. What makes this terrible is that they are hard and frequent for really no good reason. Honestly, I can’t see how you could truly enjoy the battle system unless you enjoy hurting yourself.

Next up, I am obligated to mention that the dungeons are mind-bogglingly long and filled with things that your characters will inexplicably get stuck on. Things that any normal human being could walk over, like rocks and cracks, present an insurmountable object for your character, resulting in you just getting “stuck” every so often. Coupled with the previously mentioned ridiculous encounter rate, this makes dungeon exploration incredibly painful. Remember when you didn’t want to turn the camera in Xenogears because you didn’t want to get in a fight for no good reason again? That’s what exploring dungeons in Black Sigil feels like. Sometimes I just make my characters stand there because I want a few seconds that I’m not fighting. No lie.

Oh yeah, and save points are few and far between. If it wasn’t for a quicksave system, the lack of save points would make the game completely unplayable. Seriously.

Last, but not least, let me touch on the game’s soundtrack. It is very well-done. The songs are haunting and original, while retaining that 16-bit era feel. If you liked RPG music back in the 90s, there is a lot to like about this game’s soundtrack. It is, therefore, with a heavy heart that I must inform you that you won’t get to hear much of it, as every time you get in a battle (or save, for that matter), it stops the track that’s playing, and starts it back from the beginning. With the battles as frequent as they are, this means that you will become very familiar with the beginning few seconds of each track, and not much else. If you enjoy video game music, I would advise you to let your characters stand idle for a minute every so often so that you can listen to a well-composed score.

I’ve rambled on for quite a while now, so if you skipped everything above, just read this: Black Sigil has a very interesting story and is beautifully nostalgic in its art and music design. Unfortunately, its ruthlessly frequent and questionably designed battle system kicks you (the player) squarely in the gonads repeatedly, draining much of the fun that could have been had out of the game. If you play RPGs to experience a good story, and can bear the battle system rubbing bleach in your eyes, I would definitely recommend it. If a frustrating battle system ruins a game for you, avoid Black Sigil like the plague.

I personally, am quite astonished that I am so eager to play a game that I find so frequently not fun. I think that says a lot about the game.

As always, if you have any questions or comments about something you feel I neglected to mention, please feel free to post below.

Tuesday, June 16, 2009

Proof that Black Sigil Exists: A Launch Trailer

Studio Archcraft and Graffiti Entertainment's eternally delayed vapourware project, Black Sigil: Blade of the Exiled, released last week in North America. That sounds like a lie, right? I know I know. If I hadn't been playing it myself, I too would be all "pfffft, stop your LIES!" right now, too.

Graffiti, though, wants you to believe, and has released a launch trailer for the game, which you can watch below.



So there you go.

As I mentioned above, I myself have put several hours into the game, and can honestly say that the game is well-done. Inevitable comparisons to Chrono Trigger and Final Fantasy VI aside, Studio Archcraft has succeeded in making an SNES RPG for the current generation (assuming you count the DS as "current") which has its own staying power.

I'll try to get an impression article up for it sometime this week for those interested.

Friday, April 10, 2009

Not News: Black Sigil Delay #573

So, by now, I'm sure you know that I've more or less given up on ever being able to play Black Sigil: Blade of the Exiled. For whatever reason, the game just refuses to be real. I don't know what it is, but I no longer have any faith in it as a legitimate product anymore. More like a rumor of a game that refuses to disappear.

Well, in keeping with that, I thought some of you that perhaps believed, for whatever reason, that the game was actually going to make its April release (confirmed by the publisher to be the last delay) has actually been delayed again until May.

...Are you seriously surprised?

Graffiti has allegedly given some bullshit excuse why they have delayed the game again, but I'm sure we'll be hearing more of their excuses in the following months, so I won't waste your time with it.

For whatever it's worth, though, they have posted two new trailers that look at the first 6 characters in the game and how they handle in combat. Give them a watch, but please bear in mind that this is not actually a game you will ever get to play. Think of them more as documentaries.

Characters Trailer 1


Characters Trailer 2


Graffiti claims that Black Sigil: Blade of the Exiled will be available on Nintendo DS on May 12, 2009. We all know they're lying through their teeth though.

[Graffiti Entertainment]

Thursday, March 5, 2009

Black Sigil Delayed AGAIN

Apparently, publisher Graffiti Entertainment enjoyed receiving our Silver Vaporware Award so much, that they have decided to go for it for another year, as the publisher has announced this week that their eternally delayed neo-retro DS RPG, Black Sigil: Blade of the Exiled, will be delayed by at least another month.

For those of you new to the heart-wrenching drama of this title, let me give you a quick update on events surrounding it: Black Sigil (formerly Project Exile) never makes its release date.

Graffiti has offered no reason for the delay, but some fans have speculated that the game's original release of mid-March puts it at a competitive disadvantage against bigger name DS RPGs like Suikoden Tierkreis and Valkyrie Profile: Covenant of the Plume.

Whatever the reason, the delay has further reinforced to me that the game is never coming out. Ever. So I might as well just give up hoping.

Black Sigil: Blade of the Exiled will supposedly now be available for Nintendo DS on April 14, 2009.

Why?! Why must you always always break my heart, Black Sigil?! T^T

Friday, January 30, 2009

Black Sigil FINALLY Gets a Real Release Date

Nostalically-brilliant Black Sigil: Blade of the Exiled took the Silver Medal for our Vaporware Award last year, due to its ever-elusive release date evasion. Well, no more, apparently, as publisher Graffiti Entertainment has announced that the game has finally gone gold.

As you are likely aware, Black Sigil is the first game from indie Canadian developer Studio Archcraft, and is meant as a throw-back to the old days of 16-bit RPG classics like Chrono Trigger and Final Fantasy VI.

The game follows a young knight named Kairu, one of the only people in the world without magic. The game reportedly boasts 40-50+ hours of gameplay and a tactically based turn-based battle system. The game has been in the public eye for several years now, always eluding its release dates.

This time, though, the release date is straight from the publisher, so it has to be reliable. ...Right? Right?! ^ ^;

Black Sigil: Blade of the Exiled will be available for Nintendo DS on March 17, 2009 in North America.

Thursday, October 16, 2008

New-ish Black Sigil Trailer Breaks My Heart

Studio Archcraft and Graffiti Entertainment have released an "updated" trailer for their brutally elusive DS retro-RPG, Black Sigil: Blade of the Exiled.

Those who have followed the game for a while will recognize the first half of the trailer as the original trailer with the top screen added in, while the last half shows off a lot more details on the game's battles.



Both Graffiti and Archcraft are obstinately quiet on a firm release date, but Archcraft has assured fans that the game will be out "before Christmas."

It might also be worth mentioning that the game has officially been rated by the ESRB, so it has been fully played through by someone. Too bad that someone isn't me.

My question is, why must you always break my heart over this game? Finish it or scrap it. Whichever you choose, just please do it quickly, like ripping off a band-aid.

Tuesday, July 29, 2008

Is This Black Sigil's Boxart?

So, I hate to toy with your emotions on this one, but the little 2D RPG known as Black Sigil: Blade of the Exiled (perhaps familiar to some as Project Exile) seems to have gotten some box art (shown via GoNintendo). We aren't sure if this is official or not, as Studio Archcraft is notoriously inconsistant with their own website updates, and their publisher, Graffiti Entertainment, isn't much better.

Black Sigil, an indie RPG from a startup studio in Canada, has been looking to fill a nostalgic hole in 16-bit RPG fans' hearts for quite some time now, but has unfortunately been set upon by delay after delay. The game is still rumored to be retailing this September, but we would advise you not to hold your breath for it.

If this is indeed the official boxart (as we would like to believe), then that September release date sure sounds promising. Even though I keep telling myself that this game won't ever be released, and that I should just stop hoping for it, everytime I see those SNES-esque graphics, I just can't seem to help myself...

What's your take? Is Black Sigil worth the wait, or is it nothing more than nostalgic vaporware?

Thursday, May 29, 2008

Black Sigil Exiled to Q3


Black Sigil: Blade of the Exiled (formerly known as Project Exile) has been pulling a Duke Nukem Forever for like years. Every time we get close to a release date, Studio Archcraft swoops down and pushes the game back another quarter. But since it's "only" a quarter, we all think, "Oh, that's not much more. I can wait a few more months." I do it. You do it. We all do it.

Well, get prepared to do it again.

According to a press release from publisher Graffiti Entertainment's parent company Signature Devices, Black Sigil: Blade of the Exile will ship to retailers in quarter 3, 2008 (July-September). This slips past the promised Q2 2008 ship date that Studio Archcraft has on their website, making me a sad gamer.


I personally should stop hoping on fictional release dates and forget about the game until it actually comes out, but the allure of nostalgic 16-bit RPGing forces me to obey every insane whim that comes out of corporation land. DAMN YOU CORPORATION LAND AND YOUR FORCED SERVITUDE!

So what do you think? Will it really make the target release quarter, or is this another "will never actually make it out" games?

P.S. Does anyone else notice that Black Sigil acronymed is BS? :O