(Spoiler Alert: This
article contains significant spoilers for Bravely Default's
story.)
Last year,
Square-Enix released a game which garnered much attention from JRPG
fans. Taking inspiration from the Final Fantasy games from the
NES/SNES-era, Bravely Default was seen as both a return to form for
fans of those games and a breath of fresh air for others who are
tired of more modern RPGs. Along those lines, the game's main quest
is very similar to those from its spiritual predecessors, Final
Fantasy 3 and 5 in particular. At the same time, significant late
game reveals can be seen almost as a critique of those very same
plots.
When it comes to
plot twists, the context behind them is often crucial in analyzing
how powerful they are. Therefore, it is necessary to explain the
initial premise of the story before I can discuss it further. Set in
the fictional world of Luxendarc, Bravely Default begins when a
catastrophic event causes the village of Norende to be swallowed up
in a giant hole. At the same time, the four crystals of Wind, Water,
Fire, and Earth have their light snuffed out by a mysterious
darkness. The sole survivor of the destruction by this Great Chasm,
Tiz Arrior meets the priestess of the Wind Crystal, Agnes Oblige.
Joined by two others, and guided by the cryst-fairy Airy, they embark
on a quest to awaken the crystals and save the world from the
encroaching darkness. Along the way, the forces of the Eternian
Empire attempt to prevent them from completing their quest.
If you have played
a JRPG in the past 20 or so years, this storyline is probably going
to be very familiar to you. Bravely Default deliberately invokes
these tropes knowing that any seasoned JRPG player is likely to just
accept them wholesale, without a second thought. Of course the light
from the four crystals will be enough to stop the darkness and close
the Great Chasm. Of course there is an evil empire out to stop our
heroes. Players wouldn’t expect any depth, nor would they go out of
their way to seek it. Knowing this, Bravely Default cleverly subverts
this basic plot with an interesting twist.
Once the final
crystal has been awakened, Airy informs the party that a Holy Pillar
has emerged, and that using its power should cleanse the world of all
evil, including the Great Chasm. When the ritual is completed,
however, the actual effect is far from what was anticipated. The
party finds themselves in an alternate, parallel Luxendarc. While
largely similar to the one they hail from, there are numerous small
differences between the two worlds. Some individuals live in
different areas, while others have depth to their character that was
previous absent. Still more who previously had no relation with each
other have suddenly become fast friends or bitter foes.
Unfortunately, the Great Chasm is not one of those differences, as it
still exists where the village of Norende once stood. The crystals in
this new world have also been lost to darkness. Suggesting that
something might have gone wrong at the Holy Pillar, Airy recommends
trying again by awakening the crystals once more. The party agrees
since they cannot think of another option.
Gradually, the
characters begin to realize something isn't quite right. While they
continuously awaken the crystals and active the Holy Pillar, the
result is always the same. Once more they arrive at another parallel
world and once more they embark on a brand new quest to save it.
Through the many exchanges and battles between our heroes and the
forces of the so-called evil Eterian Empire, it becomes clear that
their journey is self-defeating.
This is where
important facts are revealed that change the context behind the
player's actions. The party was never saving the world. Airy was, in
fact, tricking them into doing the exact opposite. "Awakening"
the crystals overloaded them with so much energy that they were
spiraling out of control. Appearing as a Holy Pillar, this excess
power was constantly being harnessed by Airy to rip holes in the
fabric of space-time. Each time, these holes took the form of Great
Chasms where the village of Norende once stood. With enough
Luxendarcs linked together, Airy could use them to summon her dark
god, who wished to devour worlds for power.
While it seemed at
first like the Eternian Empire was trying to stop the protagonists
because they are the designated bad guys, the truth is that they were
just to stop them from making a terrible mistake. Almost 2000 years
before the events of the game, an Agnes from a different parallel
world had warned them of what happened to her. Just like our heroes,
her friends were tricked by Airy into awakening the crystals, and she
had attacked them all once they outlived their usefulness. Her wounds
fatal, that world’s Agnes had just enough time to enter the Holy
Pillar and appear to warn a future world of their eventual fate. This
story, passed down from one ruler to the next even since, had
motivated the Empire’s current lord to marshal his forces against
the current party. There was no evil plan here. Like our heroes, they
only wanted to do what they could to save the world, only they
actually had the correct information, researched and retold for
centuries.
With this plot
twist, Bravely Default makes two big critiques. The first of them is
of the very JRPGs of which it takes inspiration. In those games, the
heroes rarely ever questioned the morality of the quests they
embarked on. Scarcely did they so much as take a minute to analyze a
situation to see if acting would even be the right thing to do. Their
heroism is born more of moral luck than any virtue they may have.
When pressed into an uncomfortable or unfortunate situation, the
first person they speak to just so happens to have the same noble
goals, and sets them on the path to do right.
It is just as
likely that the protagonists talk to an individual with less noble
goals. Such a person could quite easily use the party's ignorance to
further their own ends. In Bravely Default, our main cast has the
best of intentions in attempting the close the Great Chasm and save
the world. However, like those before them, they had failed to
understand exactly what they were getting themselves into, granting
Airy the opening she needs to use them as pawns. When the forces of
the Eternian Empire attempt to convince the team that they are
putting the world in danger, nothing short of direct violence can get
through, and even that does nothing to assuage their stubborn
determination. These same traits are innate to many JRPG leads, and
Bravely Default shows just how easily they are manipulated.
The other critique
is aimed directly at the player. Over the course of the story, said
player can awaken the crystals and summon the Holy Pillar a total of
five times, yet only the first of these five are required by the
plot. At that point, if the player is observant enough, they can
attempt to sabotage a crystal awakening ceremony and stop Airy's
plans, triggering an alternate ending where the dark god was never
summoned. The player is not given explicit knowledge of this until
the third cycle, where the protagonists themselves start to doubt
their appointed task. Pressing on despite this knowledge will allow
Airy to succeed, forcing the party to fight her god themselves.
Because the main
plot allows the player to stop Airy in the second cycle, but only
informs them of this in the third, it is likely that most (including
myself), will voluntarily aid Airy even when they don't have to. Like
the lead characters, the player will not even question whether or not
what they are doing is right, blindingly going wherever they are
told. Games like Bioshock have made similar points in the past, but
it is one worth reiterating.
While Bravely
Default uses the same language as and draws from older JRPGs, it uses
them in a way that is more self-aware. It is able to criticize its
spiritual predecessors in a way that, while not unique, forces the
audience to think more about what they are doing and why. That alone
sets it apart from other games in its genre. I hope Bravely Second is
just as introspective as this when it finally comes to the west.
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