Jeanne d'Arc Review
Written by Elmer Concepcion on Thursday, August 16, 2007
An engaging and solid strategy RPG with well integrated unique aspects; Excellent graphics and cutscenes throughout; An interesting take on the classic heroine; Elegant score.
Majority of the characters show little development throughout the story; Linear stsory features few options for diversions; Customization for party members is rather slight.
Historical fantasy is a rare sight in video games, and fewer historical heroes (heroines more so) ever get the gaming treatment. Not to mention, Jeanne's story has already been told, from plays to films and, yes, even another video game already exist bearing the French maiden's name. How hard it must be to imagine then a better treatment of the tale of Jeanne than all the other versions that have been, with what could be made in the form of a PSP title. What did Level 5 see in her tragic tale that deserved a go in the strategy RPG genre? What brought them to the point where they might have thought, "Can we tell her tale our own rich way?" Thankfully they found they could, and what they developed was a true gem. Jeanne D'Arc is a small triumph for the format, the genre, and whatever fans of historical fantasy there may be waiting a decent retelling of this historical heroine. But if there is a real fault here, and indeed it has given some troubled consideration, is that the game is great but never the greatest. It is wonderful, but never improbably so. In short, it is hardly ever transcendent of expectations.
We should start with the story which is truly rather good. Following loosely the tale of Joan of Arc, they successfully weave everything from raising the siege of Orleans to crowning the Dauphin into the game. Many fantastical liberties are taken, mostly giving the title its own charms. As far as we know, the English have never had Orcs in their employ. The story doesn't shy away from the religion inherent in her god given quest but never wholly adopts the view of a perfect god. How you should take that is very simply up to you. But it does not escape the games notice that both France and England had their share of evils in the Hundred Year War. That said, you're really stuck on the rails here. A few side battlefields appear but those are rare. And you have the option of revisiting old battlefields, but the difficulty never ramps up on the old maps leaving that option rather dull. Forward is the way to go, just as Jeanne would have intended.
Jeanne is an engaging and unusual heroine in the JRPG genre. She is confrontational, she is brash, she is good hearted, but resolutely stubborn. There's a wildness about her that should make her hard to like, though her passion wins many friends. And she makes horrible mistakes, as well as glorious victories. But with the exception of Jeanne herself, there is a large cast of characters that mostly do a better job filling the role of team archer or team heavy hitter than characters with life in them. A few others fair better, notably Jeanne's best friend Lianne who is a deeply sympathetic character. Her observations and her growth come from a different place than any others, and often plays the last bond to Jeanne's old life before war. Most of the rest have brief stints in the limelight, that they are historical figures make some more interesting but are never particularly likable. Likewise the villains are unfortunately, largely uninteresting. A few returning villains even border on annoyance with their seemingly endless ability to return from the grave. Likability is a difficult thing to gauge but its absence is easily felt. Unfortunately the only times when all characters shine comes up with the in battle quips and shouts. There is nothing more gratifying and exciting to see little conversations strike up between party members according to what you're doing, and it adds tremendously to the game's overall feel.
Gameplay wise it deserves repeating that it plays very well. The balance is mostly fair, and the missions that do ramp up in difficulty will keep you on your toes. What it does differently from other strategy RPGs, it also does very well. The alchemy mini-game applied to the skill runes (equipable items which determine spells and special abilities) is very well thought out encouraging joyfully reckless experimentation. And battle mechanics, such as connection guard and burning sites provide substantial rewards for the team that stays together. (Connection guard provides defense bonuses for teammates who are adjacent to other teammates, with burning sites providing extra damage for characters on the other side of the enemy.) It's balanced against the spells or abilities which damage groups that are huddled closely, and the tension between keeping characters separate and together is very nicely done.
Jeanne d'Arc is vying for the role of nicest looking strategy RPG ever!
A bit questionable is the transformation technique, which is the powerful ability Jeanne and certain allies have to transform themselves mid battle. Not only are their powers multiplied, but they are granted new super powerful spells and the ability to jump from one defeated foe to the next. It is almost always enough to turn the tide in your favor. It's exciting, and a powerful ability, but it's rather too powerful. With judicious use of the ability, a difficult battle could be turned into an all too easy one. Worse is that it substantially lessens the significance of anyone else on your team. It's easy to rely on a perfect turn with the transformation, but in having such a power I fear the balance at times had been tipped too easy. It's not entirely broken, though it feels very close to it.
Oh but the game isn't easy, and it can still be possible to just mishandle your limited transformation time. At best you can knock down half of the opponents surrounding you, or defeat an entire row of mages with low HP. But at worst, you could simply misjudge your power and stick an important character in an un-winnable position. And most times the victory and defeat conditions are not in your favor. Early missions where a single fallen ally means defeat are almost unfair when many of your characters are low level. But still, the game is never unconquerable and there is always the safe option of returning to a defeated battlefield to gain more levels. The game recommends to keep a few save files, for sensibly the game will not let you leave a field once the story sequence has been engaged until after you've won. It makes sense, but it is a small bother.
Flag bearers for the format take heart, in no way could it be said that this is a poor game. On nearly every department Level 5 has shown themselves competent, in many cases astounding, for their first foray into strategy RPGs. The battles are fast and engaging, with a level of tension that borders real thrill with near heart attacks. The artistry is in many ways equally excellent, with vibrant colors painted into the fields and the skies and characters who can charm with their animation and style. The soundtrack is one of my favorites to grace gaming as a whole, I could listen to its haunting lilting theme for hours. It is indeed an easy game to love, for it has done all the right things. Fans of the genre would be mistaken to miss out, but it must also be said that the same genre has done better. Why that is, is a delicate matter exposed best by comparing the excellence of titles like Final Fantasy Tactics with what is ultimately a lesser excellence you would find here.
That should be the final word of this. It is not. There are faults within this title that are never truly grievous, barring the terrible French accents adopted by the English voice over. Maybe it's only great fault was that it aimed too low or never really escaped the conventions of the genre in story or in gameplay. But it has to be mentioned, forever again, that what is here was a game brilliantly executed on many fronts. And its great risk was already taken in just choosing to tell such a loaded story. Level 5, I tip my hat in your general direction.










