While there's a ton of depth to the battle system, the constant random battles do tend to become tiresome. There are usually only a few enemy formations in each area, and once you've figured them out, each fight is really just going through the motions. There's no way to run from them either. It doesn't help that most of the "dungeons" themselves are pretty boring. You're either flying -- very slowly -- across a huge, empty landscape, looking for switches to shoot at, or you're exploring very dismal tunnels. At least the map and navigation system is very friendly, so you can't really get lost.
The graphics also show the 3D limitations of the Saturn. Anytime you're on a dragon, the graphics are roughly the quality of Panzer Dragoon Zwei. The dragon itself looks awesome, especially the color of its wings. However, any time you're exploring a town, the quality takes a huge nosedive.
From a design standpoint, the game is still lovely -- the village of Zoah is gorgeously constructed and looks quite nice, especially with all of the lighting effects during the nighttime. But everything is painted with incredibly low res textures, the character models are very boxy, and slowdown is usually pretty common. Controlling Edge on foot is a bit clumsy, and taking any action -- from opening a door to talking to someone -- requires standing still and highlighting the target with the cursor.
The Saturn wasn't exactly a marvel when to came to video, so despite the abundance of cutscenes, most of them don't look too great. They're in a small window, they're heavily compressed, and both the characters and environments reek of mid 90s-quality CG. Despite the fact that they're well-directed, they don't look half as good as anything from Square, and it's a good example of why the Saturn was seen as lacking compared to the PlayStation. Despite the game filling four discs, the quest is quite short, pretty linear, and also a bit on the easy side.
All of the cutscenes are voiced, which puts the action beyond any of the Final Fantasy games of the time. Although the introduction is in Panzerese, the voices switch over to Japanese once gameplay starts. To cut down on localization costs, the Japanese voices were kept for the English version. The music is pretty similar to Panzer Dragoon Zwei, with a large number of battle themes depending on the area and enemies. Most of the rest of the music is more muted and leans towards the atmospheric side, but it's very distinctive and does its job nicely.
Overall, Panzer Dragoon Saga lacks quite a bit of polish, both from a technical and a gameplay standpoint. But that shouldn't discount anyone from trying to play it -- the world is still thoroughly entrancing, despite how pixelly it gets, and the battle and development systems are completely worth it for anyone sick of the usual JRPG conventions.
Unfortunately, since this was one of the last games released for the Saturn in America and Europe, it was only printed in limited quantities. The end result is that the English version is now incredibly expensive, usually hovering in the $150 range. Like many Saturn games, the Japanese version is far, far cheaper, but unfortunately will not work with the standard import conversion cartridges, requiring that you either own a Japanese Saturn or get your Saturn modded -- and it's untranslated, of course.
While I felt the cliques of panzer dragoon one was justified in some respects somehow I feel you’re far too connected to the workings of today’s gaming world, where sugar filled cut scenes and artificial length is added to games and some other points you have made do not seem to make sense in context making me question have you done your research wrong or did you even experience these games at the time?
The frantic difficulty of the game?
The patterns of the enemies throughout the on-rails games has always been some of the very best examples of video-gaming flow, enemies coming in waves that were created for single strokes of the directional pad and placements which lead from one to another without pushing the player as they’ve come to expect such movements, complaints about lack of analogue support not withstanding, forgetting that the analogue pad wasn’t created yet…
The minor? Improvement in graphics of Panzer Dragoon Zwei?
Even today when I’ve showed this game to people they’ve been stunned, at the scale, design and beauty of enemies and areas you encounter throughout this game, everything from the guardian dragon to the animated transparent textures used throughout level 4 and at points with water/clouds… kept at a smooth and constant frame rate…
While these minor niggles only made me put my back up, more importantly I feel you don’t understand the gaming arena of the mid 90s, we had just come out of the 16 bit era, the arcades were still leading the way in game development, games were made to be arcade experiences, a rush, a ride something that leaves an impression, complaints about the length of the games I feel are totally unjustified, so many games of that era were both shorter and lacked any replay value, being spewed from the arcade generation, along with being born from the arcade orientated 1990s SEGA surely the longevity of the game cannot come into question, games like this, Nights and even Orta are score attack games at heart, the shmup and arcade strive for perfection, the mission to get 100% accuracy winged death rank… The slow unlocking of the contents of Pandra’s Box merely to give the player an area to “play” within, these weren’t standard practices at the time…
No game is perfect and they all do have their flaws, but I feel you may be being needlessly critical on the side of bias e.g saying the FMV in panzer dragoon saga could not compare to the work of square, at this time the only recent FMV square had done was in FFVII which if memory serves couldn’t even match panzer dragoon 1’s FMV in quality…
This article could be your feeling, however more likely I feel its probably an attempt to get a reaction, to put ones-self at a height of editorial elitism to be able (in an uninformed way) criticise such a guarded game series…
I definitely agree with John Adams. This feature article was written too subjectively, and biased towards the author's personal and well unsophisticated tastes. To say that the saturn wasn't mad to be a 3d powerhouse and was unable to display tasteful graphics is just like saying that "NES wasn't good at displaying 2D graphics like the nintendo DS is so it shouldn't have even tried."
The Saturn was a console of its time, the playstation was designed for 3D graphics, but even it's games can be viewed as ugly/pixelated as any saturn game. Even playing the original Metal Gear Solid gets distracting if you focus on all the clipping problems and jagglies.
The game designers used the technology of the period and tried to do as much as they could with it. Nights (for example) is horrendously pixelated and has the vantage point of about 5 feet. Though if you pay attention to the colors its aesthetic is impressionistic, vibrant moving pointalism. Gameplay and music are perfect, though not only very innovative for the time, complimenting aspects to a extremely engaging videogame as a whole.
Though the author does mention the games' commendable art direction, he fails to see that technological limitations are not bad graphics, just graphics of the time and aesthetic strength should overcome the attention given to technical limitations.
To add, I thought panzer dragoon zwei was phenomenal. The first time i played it was when i was 15. After finally completing the game, the ending song played and credits rolled it was my first real conscious experience that i had just took part in something so well conceived, executed and (above all) artful. The music, the landscapes, the flight, and epic grandeur...so immensely affecting. Games don't really achieve that as flawless and masterfully. And maybe the game was short because they cut out all the fat, and all the imperfections.
I'm not gonna even get into Saga, and to say the "problems" or imperfections the author sees in the game as 'nit picky' would be a severe understatement.
Its like saying bread is crappy cause it has crust on the sides and all bread should be crustless everywhere.
pff...just kill this waste of a good subject "article"/overlong ignorant blurb.
The frantic difficulty of the game?
The patterns of the enemies throughout the on-rails games has always been some of the very best examples of video-gaming flow, enemies coming in waves that were created for single strokes of the directional pad and placements which lead from one to another without pushing the player as they’ve come to expect such movements, complaints about lack of analogue support not withstanding, forgetting that the analogue pad wasn’t created yet…
The minor? Improvement in graphics of Panzer Dragoon Zwei?
Even today when I’ve showed this game to people they’ve been stunned, at the scale, design and beauty of enemies and areas you encounter throughout this game, everything from the guardian dragon to the animated transparent textures used throughout level 4 and at points with water/clouds… kept at a smooth and constant frame rate…
While these minor niggles only made me put my back up, more importantly I feel you don’t understand the gaming arena of the mid 90s, we had just come out of the 16 bit era, the arcades were still leading the way in game development, games were made to be arcade experiences, a rush, a ride something that leaves an impression, complaints about the length of the games I feel are totally unjustified, so many games of that era were both shorter and lacked any replay value, being spewed from the arcade generation, along with being born from the arcade orientated 1990s SEGA surely the longevity of the game cannot come into question, games like this, Nights and even Orta are score attack games at heart, the shmup and arcade strive for perfection, the mission to get 100% accuracy winged death rank… The slow unlocking of the contents of Pandra’s Box merely to give the player an area to “play” within, these weren’t standard practices at the time…
No game is perfect and they all do have their flaws, but I feel you may be being needlessly critical on the side of bias e.g saying the FMV in panzer dragoon saga could not compare to the work of square, at this time the only recent FMV square had done was in FFVII which if memory serves couldn’t even match panzer dragoon 1’s FMV in quality…
This article could be your feeling, however more likely I feel its probably an attempt to get a reaction, to put ones-self at a height of editorial elitism to be able (in an uninformed way) criticise such a guarded game series…
Very sorry at 1am i am running on reserve power, there are surely many a typo but now i don't care...
The Saturn was a console of its time, the playstation was designed for 3D graphics, but even it's games can be viewed as ugly/pixelated as any saturn game. Even playing the original Metal Gear Solid gets distracting if you focus on all the clipping problems and jagglies.
The game designers used the technology of the period and tried to do as much as they could with it. Nights (for example) is horrendously pixelated and has the vantage point of about 5 feet. Though if you pay attention to the colors its aesthetic is impressionistic, vibrant moving pointalism. Gameplay and music are perfect, though not only very innovative for the time, complimenting aspects to a extremely engaging videogame as a whole.
Though the author does mention the games' commendable art direction, he fails to see that technological limitations are not bad graphics, just graphics of the time and aesthetic strength should overcome the attention given to technical limitations.
To add, I thought panzer dragoon zwei was phenomenal. The first time i played it was when i was 15. After finally completing the game, the ending song played and credits rolled it was my first real conscious experience that i had just took part in something so well conceived, executed and (above all) artful. The music, the landscapes, the flight, and epic grandeur...so immensely affecting. Games don't really achieve that as flawless and masterfully. And maybe the game was short because they cut out all the fat, and all the imperfections.
I'm not gonna even get into Saga, and to say the "problems" or imperfections the author sees in the game as 'nit picky' would be a severe understatement.
Its like saying bread is crappy cause it has crust on the sides and all bread should be crustless everywhere.
pff...just kill this waste of a good subject "article"/overlong ignorant blurb.