
Well-designed RPG combat with colorful graphics and dramatic camera angles are what Brave Story is all about.
Brave Story: New Traveler is unlike other Playstation Portable RPGs. It is an original RPG specifically for PSP, and not a port of a decent PSOne RPG. It isn’t (for the most part) an entry in or spin-off from a well-established franchise like Final Fantasy. It’s also a pretty good game.
I’m a big fan of the Playstation Portable. It’s a marvelous piece of engineering. When considering the sheer amount of technology packed into the unit and the fact that it all more or less works, it’s hard not to be impressed. The only real problem with the PSP is that while it’s had a lot of decent 8/10-scoring games that are basically worth playing, most of them are action or racing titles. Burnout, Wipeout, Metal Gear Solid, Grand Theft Auto, Ratchet and Clank, and Siphon Filter come to mind.  These are landmark games because they are just like PS2 action games. This is fine, but when I’m on the bus or riding in a car or taking a dump, I don’t always have time a 3-lap go around a racetrack or a 20-minute-long sneaking session through a terrorist stronghold. Sometimes, I just have time for a random battle or two. From the first day I had a PSP, I’ve really wanted a high-quality, old-fashioned RPG, complete with fetch-quests and lots of random battles — preferably without insane load times (I really, really wanted to like PoPoLoCrois). Unfortunately, the PSP RPG scene has been completely dominated by half-hearted, laggy ports of old Japanese titles for PSOne or PC that were never good enough to make the localization cut back in the early 2000s.
Enter Brave Story: New Traveler. This is a game that really came out of nowhere! I follow video game news and gossip pretty closely (I load up on game podcasts for my daily hour-long double commutes), and the only place that had ever mentioned Brave Story was www.rpgamer.com. Their hype was lukewarm at best, and their early review was less than enthusiastic — I chalk it up to the game not having enough emo. Other review outlets, however, are receiving the game extremely well. 1Up’s critic went so far as to call it the best RPG currently available on PSP. Following that review, I picked the game up on release day, and after a thorough scolding from an overweight Gamestop employee who must have assumed that I cared about his unsolicited advice, I had this curious title in my hot little mits!

This particular sexy catgirl is supposed to be 11 years old, but she has certain assets that convince me otherwise. She is your sidekick and you will be seeing a whole lot of her throughout the game. Fortunately, she does not have a tail.
So, Brave Story: New Traveler is a Dragon Quest clone. If you’ve ever played a Dragon Quest game, you can skip this paragraph, but if you haven’t, I’ll rundown the mechanics. Brave Story is an RPG. It’s camera is static and placed at about 70 degrees above the player. It features random battles, which are, as always, just a bit too frequent.  When battling, you select commands from a menu for each of three characters, and the members of each side, which are standing in orderly paralell rows, take turns hitting each other. After each brief battle scene, you gain experience points, you might level up, and if you do level up, you might learn a new skill. Battles as award you with loot drops and currency, which you spend on new equipment. Gameplay generally progresses in a really straightforward pattern: town phase — cutscene — dungeon phase — boss — cutscene — overworld phase — repeat. The game is full of contrived plot lines whose conflicts are always swiftly resolved by your silent hero and his motley crew. It’s a serialized format that can be really repetive if you play the game all day, and is probably best digested one or two episodes at a time. This game is traditional RPG through and through, and if you don’t like traditional RPGs, you’ll completely hate this game. If you are the sort to tolerate a healthy layer of dust on your game design, however, you might feel right at home.
Where Brave Story shines, like its Dragon Quest inspiration, is in its tight implementation of its very familiar featureset. Even though its basic game design is very archetypical, it features a host of small innovations that are very exciting to the fickle and insular RPG crowd. Almost all of these small innovations revolve around its combat system.
A running theme in Brave Story’s battles is that you have a lot of special character skills and you are encouraged to use them. Each character in Brave Story learns a set of pre-set special abilities as they gain levels of experience. Each character has a general theme: You have a heavy hitter, a healer who still hits pretty hard, a wizard, a nimble roguish cat-girl, a character with very, very high defense, and your main character who excels in all areas and learns utility skills. The ability sets are exactly what you would expect them to be for each character, and you’ll be throwing fireballs and stealing items just like you have in every other game. This twist here, and it’s pretty significant, is that your skill points are a renewable resource and you will never run out of them.
This is because each time a character takes an action, they regain a number of skill points. As the battle rages on, or if the situation is looking desperate (such as your party HP is very low), you’ll gain progressively larger chunks of skill points. In a typical random battle, every character in your party will regain half of their entire reserve of skill points. Because of this, you will use special abilities far more often than you will basic abilities such as a normal attack. This allows you to take greater advantage of the traditional mechanics of RPGs than you normally would, such as weaknesses to certain classes of magic or the ability to cast buffs and debuffs. It breathes a little life into those 600 or so random battles you’ll fight during your adventure.
Brave Story also features a type of special ability called a unity skill, which is just like the unity skills in the Suikoden series or Chrono Trigger. Basically, these are abilities that require the contribution of more than one character, such as a mage throwing a fireball at a warrior, who subsequently attacks with his now-enchanted sword. These require that both characters have enough skill points to execute the skill. This feature makes the decision of which party members you want to use more interesting, and gives otherwise less useful characters, like the nimble rogue, more interest. I might be mistaken, but all of these unity skills are executed with the hero and one teammate, and not two teammates.  Some of the particularly devastating skills will involve all thre members of your party. There are also various other small innovations during battles, but they don’t need to be spelled out.
As you fight battles in Brave Story, you’ll amass an enormous pile of loot similar to the piles of loot you would amass in an MMORPG or Final Fantasy XII. Each enemy will probably drop at least one body part. You combine these pieces of loot to make accessories that complement your characters’ stats and give you some degree of customization. All accessory effects are taken from the compendium of How to Make a Generic RPG (bonuses are almost entirely limited to boosting specific statistics or providing immunity to debuffs or elemental attacks), so none of them are particularly interesting. But, they certainly are useful, and it’s fun to assemble items and deck out your party with custom jewelry.
A turn-based RPG like this can live or die on its pacing. If a player is going to be asked to fight up to 600 random battles, he should expect to spend most of that time to be spent playing, and not watching superfuous animations and long load times. Brave Story gracefully delivers in this regard. Attack animations are stylish and brief, complete with motion blur, bright flashes, and dramatic posing. Curiously, every landed ability will prompt a BAAAM or SWIZAAASH to flash across the screen (I think this is related to Brave Story’s roots as an obscure Japanese comicbook, but either way, I think it is totally awesome). Most basic abilities, which you’ll be seeing a lot of, will have several different sets of camera panning or actual animation; I think the main character has six or so basic attack animations. Brave Story’s combat is visceral and fast-moving, and it’s a real blessing to be able to fly through battles when you’ll be fighting so many of them.
The general gameplay balance is battles is pretty good. The game starts out easy, and gradually gets more difficult. As long as you play your cards right and buy good equipment, you should be able to always avoid the Game Over screen (I’ve never seen it). The hero learns an ability that repels weaker enemies — AKA cancels random battles that are too easy for you – and if you use it, you should be able to avoid overlevelling. It’s important that the enemies in a game like this are capable of killing you, and they certainly are in Brave Story.
Also neat is that each enemy group will tend to have a unique personality. Many of the monsters of very memorable, and have a lasting impression. Each monster, for example, has various conditions under which they’ll go crazy and get super-powered, but these are unique to each beast; you’ll learn that you’ll make a certain monster angry if you kill its buddy, or a different monster angry if you hit it with magic. Some monsters are calculating, and will prey on weaker members, while other monsters are stupid, and will attack randomly. Monsters have unity attacks, and when they are available, they will use them to great effect. You’ll face turtle monsters that will hide in their shells when they get hurt, lazy monsters that do nothing unless they have been attacked earlier that round, and mandragora monsters that hide underground and pop out when you “pick” them (attack them). It’s very refreshing to see so many monsters that do a lot more than soak up damage and do basic attacks on randomly-selected party members.
Brave Story breaks new ground in another area; the following feature is groundbreaking not only for PSP RPGs, but truly, for PSP games as a whole: there are no noticeable load times. You’ll move in and out of battle without so much as a hitch, and pop into every city from the overworld view instantly. I recall being unable to finish PoPoLoCrois at all because of its need to stop and load even normal attack animations, so this is a really, really big deal. Other developers should look to Brave Story’s excellent loadtimes as an example of why it’s important to let your customers play videogames on the bus instead of waiting for a chance to play videogames to play videogames on the bus.
Brave Story has excellent graphics. In terms of technology, it looks like a low-budget PS2 game, which is fine by me! The character and monster designs are decent, and are pretty reminiscent of the not-Disney portions of Kingdom Hearts 2 (the main hero, in fact, could have very easily replaced Roxas or Sora). The world is vibrant and colorful, and is nice to look at. Zoomed textures look really muddy, but the camera zoomed in enough for me to notice only three or four times in the entire game. Its music is okay. It’s not terrible, but it’s very average, and very generic. You’ll hear the same bombastic melodies and subtle jazz influences that you’ve heard in 100 other japanese RPG soundtracks. The battle and boss music really stand out, but because I usually play my PSP muted, and because I generally get really tired of even the most awesome RPG battle themes, I didn’t spend much time listening to them. The sound effects are unremarkable and not annoying at all. The voice acting is appropriately terrible and you’ll want to turn it off (you can’t).

The battles are a lot of fun, and the graphics are pretty good, too. Incidentally, this is probably the most effective and well-rounded party in the game, and one that you’ll be likely to use most of the time.
Contrary to just about everything I have already said, not everything is great about Brave Story. Specifically, the dungeons, which most of the game is spent inside of, are terribly designed. Every dungeon in the game is of the maze design type. While it’s sort of fun to run along every right-hand wall once or twice, it’s absolutely no fun when you’ve entered the tenth major dungeon and you realize that it’s exactly the same as the first major dungeon — except it has patches of poison puddles which damage you when you run through them (you can’t go around them by the way). There are almost zero puzzles or gimmicks whatsoever. Not even basic level designs are incorporated, such as the classic scenario: a door, which is held fast by a mechanism, which can be released by a flipping a switch, which is located somewhere else. A worse game, such as one with slow-moving battles or poor balancing or something, would be completely ruined by such terrible dungeon design. Sine Brave Story is a pretty good game, you’ll probably tolerate the dungeons, but only because the battles are fun.
Like most RPGs, Brave Story has cutscenes and a story and a lot of dialogue, but it’s mostly pretty bad. The game’s premise is interesting enough; the hero, upon making a wish, is transported to a fantasy world where wish-makers are called upon to earn their wishes by journeying and collecting a number of what are essentially badges of honor. Naturally, there are plot twists along the way, and the game becomes much more complicated than that. Much to the player’s chagrin, these plot twists are pretty stupid. The game’s cast isn’t very interesting, and every character falls neatly into pre-established stereotypes. And worse, the dialogue ranges from bad to really really awful. One character, named Ropple, has what I believe is the most obnoxious dialogue I have ever read in an RPG. The primary villain is pretty bad, both in his heavy-handed character design and in his canned, Saturday-morning dialogue.
Brave Story has one major minigame, but it isn’t much fun, nor are the rewards it offers very useful. In certain out-of-the-way areas of the world map, you’ll find small habitats full of colorful birds. You catch these birds with a giant net, and can do two things with them. Principally, you enter these birds into fights with other birdcatchers, and watch the two teams of birds duke it out AI-style. It’s pretty boring. If you win, you can collect feathers from rival trainers which, I assume, are probably traded for some sort of ultimate weapon at the end of the game. I was never interested enough to investigate! Secondly, you can trade rare birds for upgraded weapons and armor in towns. Unfortunately, the game is not clear what the conditions for collecting rare birds are, and I was ever able to partake. In general, I was not impressed with the bird-catching minigame; it wasn’t very fun, it wasn’t very useful, and it wasn’t very clear.

Sex-kitten Yuno spends most of the game indignantly pouting until she gets her way. When she does get her way, it will invariably place the party’s lives at danger and lead to further adventure. Out of all the contrived and lame nonesense in Brave Story, Yuno is probably the best part. She is also the only character that the editor at IGN bothered to take many screenshots of! Since I leech all of my images exclusively from www.IGN.com, I guess that sticks me with a lot of screenshots featuring sex-kitten Yuno.
So, what does Brave Story have to offer? Â
Brave Story is one of the most competent by-the-books handheld RPGs I’ve seen in years. This is the sort of title, like Golden Sun for Gameboy Advance, that a lot of people could fall in love with just because it’s reasonably good and it’s portable. Though it fails miserably in quite a few ways, it excels in all of the most important areas. Even though you’ll be slogging through boring dungeons and yawning through bad dialogue, the excellent graphics and extremely tight battle design will keep you going. As far as I know, there is not a single original RPG of this style for PSP that has the same swift load times, nice graphics, and excellent design.Â
That said, if you do not like japanese RPGs in general, you absolutely will not like this game. Even then, if you do like japanese RPGs, but you prefer flashier games with better writing like Final Fantasy, or games with more exciting and less tactical gameplay like Tales Of, this still might not be the game for you. Brave Story’s gameplay went out of style in 1997, and you will not like the game unless you appreciate decidedly old-school game design conventions.

Sogreth’s dialogue was styled to make him look like an unsophisticated person for about the first few hours of the game, but after that, it seems like the game’s writers forgot what his personality type was, as he suddenly becomes very suave and level-headed.
I recommend Brave Story for PSP to anyone that likes japanese RPGs like Dragon Quest. It isn’t the best RPG ever created, but it just might be the best original RPG available on PSP.