Fatal Limits

Created by: JPC
Date Released: February 2002
Engine: RM2000

They say imitation is the sincerest form of flattery. Most RPG Maker games tend to have very traceable influences and they vary based on the choices an author would make. To say Fatal Limits is a recreation of Final Fantasy 7 isn’t quite accurate. It starts off at roughly the story beat in FF7 where Cloud and crew decides to rescue Aeris from Shinra as opposed to a bombing mission equivalent. Only, you aren’t terrorists, you simply want to escape the city and travel the world. There are tiny little details that are divergent from FF7, and it’s interesting to see how even the style of the cutscenes and phrasing mimic the source material and then don’t. I think it proves that unless you are actually lifting exact moment to moment aspects of the source material directly, there are still ways in which a game can define itself.

The mapping has a very grunge look to it, often using variants of the Future chipset that came from the RM2K sample games that seems to be mixed with other rips. What’s interesting about the aesthetic is the overuse of anime posters on the walls. There’s a sort of fascination with having a shop simply called GUN as its banner that never gets old. The demo mainly centers on the confrontation with the Aegil Corporation (*cough* not Shinra) while bumping into a princess who has connections with a very anti-technology civilization. You know the drill, but the game sort of goes with the flow in assuming you know this too. The battle screens are made as if they’re side view with the heroes out of frame. Since RM2K is known for first peron battles the characters simply appear in screen to simulate what that would look like. It was before RM2K3 and yet people were still eager to avoid the first person perspective that was associated less with Final Fantasy and more with Dragon Quest.

But really what makes this game stand out in my memory was the city at the very end: District 7. The mp3 Butterfly by SMiLE.dk. complete with lyrics blares through the cityscape as hordes of NPCs block your path. As a 14 year old playing it at the time, this was more than enough to immerse me into this urban world. These maps are bursting with life and personality with neon anime signs constantly cycling in and out. That’s the cool thing about RPG Maker, you didn’t need high caliber assets or talented skills to convey a dense dystopia. There’s just an aesthetic to this that’s hard to resist. I recorded the entirety of the demo just so I could experience the song playing in the background. The whole thing comes out of nowhere, and I think it’s fitting that the end point of the demo lets you wander around a bit before quitting. It makes me wonder, if maybe FF7’s Midgar would have been better with SMiLE.dk playing in the background.

Estimated length: 30 minutes

Demo Download

Youtube Full Playthrough

German RM2K Site Review (Archive)

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