Tag Archives: characterisation

Nights of Azure: Narrative, Themes and Characterisation

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Nights of Azure is one of Gust’s most mechanically interesting games — particularly in how much it differs from the company’s usual output — but it also has a fascinating, ambitious narrative.

Combining a deeply personal tale with a more conventional JRPG-style “save the world” narrative, the overall atmosphere of the game is very distinctive and quite unlike your average JRPG, if such a thing exists. It blends drama, romance, action, horror and mystery together to create something altogether unique that is very much worth experiencing.

And it pulls the whole thing off with such wonderful style, such a beautifully clear sense of its own identity, that you can’t help but be compelled by the tale it tells.

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Final Fantasy XV: Narrative, Themes and Characterisation

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Final Fantasy XV drew some raised eyebrows from certain quarters for its focus on an all-male cast, but this was a specific decision made in order to support the overall tone and character of the story.

Despite what this might sound like, however, Final Fantasy XV does not make any particular effort to explore concepts such as traditional (or indeed “toxic”) masculinity and the like. In fact, at numerous points over the course of its narrative, it subverts expectations through the interactions between its main cast and the supporting characters.

Not only that, unlike most previous Final Fantasy titles, the experience is not intended purely to be judged on its main scenario. Instead, as we explored last time, much like other Japanese attempts at open-world games such as the Xenoblade Chronicles series, the intention is clearly to build up a comprehensive picture of how the game world as a whole works, supporting the main scenario with numerous intertwining side stories and background lore to create a setting that feels well-crafted and truly alive.

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Fairy Fencer F ADF: Narrative, Themes and Characterisation

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Compile Heart games, as we’ve previously discussed, don’t exactly follow the mould of the stereotypical JRPG. However, this doesn’t stop them from having a strong sense of worldbuilding.

You may not be able to freely wander the whole world in a Compile Heart game as you can do in a more open-world adventure, but physically representing something isn’t the only way to give the player a feeling of time and place. You can also do it through the writing.

And this is exactly how Compile Heart builds its worlds, both in its popular Neptunia series and in its outlier titles such as Omega Quintet and Fairy Fencer F. The latter, in particular, demonstrates that the company is more than capable of building a convincing world with an interesting mythology using relatively minimal resources.

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