If you have a Super Nintendo and you're into RPGs, you gotta play Breath
of Fire. It's a classic in the way that many of Capcom's older games like
Mega Man or Ghosts & Goblins are classics. They took a simple and
established method of gameplay and gave it a style and personality all its
own. In fact, some of the houses you visit in this game have what looks
like a portrait of Arthur from G&G in his silver armor hanging on the wall.
The box has a Square logo on it, but the game was actually made by Capcom
and brought to the US by Square. Apparently Capcom wasn't willing to gamble
and invest money in manufacturing it for America when RPGs weren't too
popular yet, so Square did the legwork. After its huge success, Capcom
decided to continue the series on their own. A little confusion has
resulted and some people still think the first game was by Square, but the
proof is in small print just before the start screen.
The story is very simple. Ages ago a race of dragon-men fought amongst
themselves and drove their people seemingly to extinction. Now after many
centuries of peace a clan called the Dark Dragons has emerged, and their
leader Zog is ravaging the land in search of the keys necessary to awaken
the goddess Tyr, who can grant any wish. Will a member of the Light Dragons
arise to stop him? Yep! And it's you. By the time it's all over, you'll
have seen an inter-species marriage, a golden city, a town where time has
stopped, floating castles, an underwater city, and lots more. All the crazy
stuff that good RPGs are made of. There are a few twists at the end, but
other than that the plot is pretty straightforward.
Though the quest seems simple enough, I had eventually made several pages
of maps and notes in order to keep track of where I'd been and what was
left to do. There are often many things to do simultaneously, or side-jobs
that you'll have to backtrack to each time a new member joins your group.
One member can open locked doors, another can smash down cracked walls,
another can dig holes in the ground, so certain obstacles can't be overcome
until you've got the right person for the job. All the characters are
animal/human hybrids, or appear human but can transform into an animal.
Eventually certain characters will gain the ability to merge with each
other into a more powerful form. Four people can travel together at a time,
while four more will remain inactive but can be swapped into your party for
someone else at any time. Once you leave a town or dungeon, you appear on
the overworld map. A sort of wolfman who joins your quest named Bo can
shoot arrows at wandering beasts as you travel, gaining goodies like meat
and antlers from the wildlife. It's frustrating to be on the hunt and going
for a clear shot, only to be interrupted by the battle screen, brought up
by random invisible monsters. In the turn-based fighting mode you can
choose action, auto-battle, run, view stats, change offensive/defensive
positioning, or change party members. If you choose "action" each member
may attack, defend, use magic, or use an item. Fighting happens maybe a
little too often, but that makes it possible to level-up quickly and become
filthy stinking rich, although how and why critters like underwater sea
urchins are carrying around 450GP is anybody's guess. You'll need all that
money to outfit your group with all the best weapons and armor at each new
town you visit. Even members who are not in your traveling group will gain
experience from battles they didn't participate in. Unfortunately there are
rarely mid-dungeon save points and you can never be sure when you'll run
into a boss, so save in town often.
The Breath of Fire world follows a day/night cycle, so naturally there are
more monsters out at night and the townspeople are usually asleep in bed.
There's even a point where you need to go into a palace at night and peep
at the princess from behind some plants while she bathes, in order to see
the markings on her back which are clues to finding a treasure. Also
there's a town called Romero where zombies come out at night, named no
doubt after George Romero, maker of the infamous Night of the Living Dead
movies.
The music ranges from grandiose orchestras to happy jazz, but the problem
is that you enter and leave towns or houses or battle with such frequency
that the music constantly changes. So you get to know the first 20 seconds
or so of each song REAL well. It wasn't long before I was playing with the
volume turned down. And how could I conclude without mentioning the fishing
sub-game? The hero can equip himself with a pole and various kinds of bait,
and stop at fishing holes or on certain shores to cast off. From some of
the holes he'll reel in lost weapons or armor, as well as fish that will
restore health or cure poison. It's another theme that would be enhanced
and expanded in the future games of the unique and enjoyable Breath of Fire
series.
ruptopack@moonman.com