Vagrant Story © 2000 Square Co., Ltd.
Vagrant Story is a solo action role-playing game, in which the player controls Ashley Riot from a third-person perspective while exploring Leá Monde and the catacombs underneath. The player may also switch into first-person perspective to allow for a 360° view using the START button or right analog stick on the game controller. Characters and sprites are proportionate with each other, and the player navigates Ashley on a three-dimensional field map. Navigation is in real-time, and areas accessed by the player are stored in an in-game map menu.
GAME ID: SLPS-02377
Released on February 10, 2000 in Japan.
Matsuno, the game's producer and director, preferred to create a new game title from scratch and use design ideas from staff collaborations, rather than reusing popular characters and designs that are found in sequels. Vagrant Story is regarded as a mixture of genres, as it contains elements of role-playing in its battles and platform games when in the field map. Matsuno explained that the development team was not eager to place Vagrant Story into a specific genre, preferring to create the game with a genre of its own.
During the design phase, Matsuno was shown photographs from France, particularly Saint-Émilion in the region of Bordeaux. This region was visited by one of Matsuno's colleagues, who was a wine enthusiast and favored Saint-Émilion, one of the largest vineyards of Bordeaux. Captivated by this small town's architecture, the design team went on a trip to France to adopt these styles into the game. A team of five people was formed in September 1998, including Matsuno and the principal persons in charge of graphics and decorations, to realize the game's setting.
Development of the game began in January 1998, spanning two years with manpower that steadily increased from 20 to 50 at peak development phase. The storyline conceived for the game follows Ashley Riot's origins as a dedicated government agent prior to being the titular "vagrant" who is "involved in many incidents" after the events in Leá Monde. Inspiration for the plot is derived from Hollywood "classic and blockbuster" films as well as European and Asian films. The gameplay was conceived to cater to hardcore gamers who do not "ask for hints and read through strategy guides". However, Matsuno revealed that over half of the game's story was cut due to capacity and development time constraints. Memory issues was considered the most challenging aspect of the game development, with the team forced to adjust the game's interface, texture mapping and polygon mesh in maps, as well as removing gaming elements such as AI-controlled supporting non-player characters that would have joined Ashley in the middle of the game.
Vagrant Story was conceived during a time when most games had made the transition into three-dimensional graphics. Games with real-time polygons were the mainstream, and it was decided for Vagrant Story to follow this trend. Murata, the main programmer, expressed his concerns in working towards a large-scale three-dimensional game for the first time. To avoid discrepancies in the frame rate caused by the large number of polygon models, the modeling team had to select an aspect of each character to focus their attention. Art director Minagawa mentioned that painstaking detail were given to each individual model, even to characters that only appear for a few seconds in the game. The same character models were used throughout the game to create a seamless transition between event cutscenes and actual gameplay.
Like several Square titles, the New Game Plus option is made available to the player upon first completing the game. In Vagrant Story, selecting "New Game+" enables the player to replay the story using their end-game weapons, items, and statistics instead of the defaults. This option allows players to access a hidden level, which features more intimidating enemies and more powerful equipment. The story does not change, and original enemy statistics will remain at default.
Game's CD.