 |


GRANDIA
Copyright © Game Arts / ESP
Sega Saturn (2 CD-ROMs)
RPG
1 Player
T-4507G
¥4800
Available now in Japan
Where to buy
FAQ
—by Keith Rhee







|
 |

Sometimes a promising title becomes a victim of circumstance. Back when
FINAL FANTASY VII was taking the gaming world by storm,
the creators of the LUNAR series announced a new role-playing
game, to be set in a 3D environment. Saturn fans weary of
the PlayStation fanfare were quick to rally around the title, claiming (and hoping)
that it would become the FF7 killer for the Saturn.
Alas, by the time GameArts' GRANDIA was released on
18 Dec 1997, PlayStation had already won the console wars. GRANDIA
became a victim of the Saturn's demise, doing poorly in stores and falling well
short of FF7's triple-platinum record. A shame really, for
GRANDIA turned out to be a decent game in its own right.
The story starts out rather humble: our protagonist Justin isn't some
would-be hero out to save the day, but merely a boy who wishes to explore
the world and become an adventurer. Justin's late father left him with an
old pendant; suspecting that it may be from an ancient civilization, Justin
strikes out together with his friend Suzie to find the place, unaware of the
fact that the military is looking for the same place for their own purposes.
Along the way, Justin encounters a mysterious girl whose heritage may be
linked to the lost civilization that both Justin and the military are
looking for...
Sound familiar? GRANDIA's tale is strongly
reminiscent of Studio Ghibli's LAPUTA. There's an
over-the-top story in the making, rife with plot twists,
treachery, budding romances, and a gripping climax. But the initial emphasis
of the story is placed on the wonders and joys of exploration and discovery.
And unlike other games where the characters start out determined to save the
world, there's an innocent quality in Justin's character as he sets out to
see new sights and meet new people. It isn't until much later that Justin
realizes what is at stake and what he has to do, and the fact that Justin's
conviction comes as a result of his experiences and the bond he forges with
the people he meets makes it much more believable.
Players who bemoan the loss of the 2D look in
newer 3D RPGs will be pleasantly
surprised by GRANDIA's environments, which retain the same
bright and clean-cut look and feel of its 2D predecessors,
but are fully realized in 3D, down to the small objects
in the game! The use of 3D allows for some
clever architecture and treacherous dungeons, and there are quite a few
gimmicks and secrets hidden in the game (can you find the hidden Magic
Tower?). To help the adventurer from getting disoriented, a compass points
at the entrances and exits of the location you're at, and a nifty "zoom
camera to orbit" serves up an instant map of the surroundings. (Where was
this feature when I was playing XENOGEARS?)
Unlike traditional RPGs where your characters
and opponents stand both neatly in a row facing each other, the battle system in
Grandia lets the characters roam all over the battlefield, taking into account
factors such as speed, travel distance, and weapon range. But while this system
makes for some interesting, dynamic battle sequences, the battles themselves are on
the easy side and, except for a few frustrating ones, don't pose much of a
challenge. Also, the aforementioned 3D-construction,
2D-look of the game carries over to the magic spells as
well, and though it preserves the 2D-look of the game, the
end result proves rather bland for people spoiled by the spectacular displays in
FF7. Last but not least, a good number of the enemies are
recycled, varying only in color schemes and abilities. A bit more variety would've
been nice.
As for story progression, gamers who criticized FINAL
FANTASY VII for being linear should note that GRANDIA
is even worse in this aspect. Not only does the game usher the player on a linear
path, it even resorts to locking the player out of many locations that the player
previously visited as the story progresses—cross an ocean, for example, and
you can't go back to the previous continent. Ever. The game does offer 3 extra
dungeons for those looking for tougher battles and better items and weapons, but
they have nothing to do with the plot.
In the end, this isn't quite the FF7 competitor
that many Saturn fans hoped it would be. But comparing GRANDIA
and FF7 would be like comparing apples and oranges, and
GRANDIA offers more than enough to stand on its own. Though
the battles fall a little short on gameplay, the visuals are great, and the
fantastic story and likable characters in particular makes this one a keeper. If
you own a Saturn and play console RPGs primarily for their
characters and story, then you owe it to yourself to play
GRANDIA.
One last note: while the demise of the Saturn means that the title
won't be released for the Saturn in the USA, there's the
possibility that GRANDIA will be ported to the PlayStation
and released stateside. 
Rating: 8.5/10 |
 |