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Grandia
Developer:
Game Arts
Publisher:
SCEA (1999, PlayStation)
Game
Arts' Lunar series has a pretty decent following, especially
amongst English speakers. This was mostly because it was one of the
few JRPGs of the 16-bit era that received competent translations
thanks to Working Designs.
After the original two releases (for the
Sega CD), their remakes (for the Saturn and PlayStation), and a
completely negligible side story (Magical School for the
Saturn and Game Gear), fans kept clamoring for a new Lunar
installments.
What
Lunar fans perhaps may not have realized is that the series' spirit
lived in Grandia, another series by the same company. It may
be missing the interesting mythology behind the Lunar world,
and they definitely falter from the lack of Toshiyuki Kubooka's
distinctive character artwork, but they practically perfect one area
where JRPG developers often still can't get it right -- the battle
system.
Considering
you spend a huge portion of any JRPG in battle, it's a wonder that so
many games are dull or plodding or just plain irritating. Grandia
introduced a pseudo-real time battle system that not only forces
strategy on to the player, but also manages to be enthralling, quite
an achievement considering that you're still just picking selections
from menus.
During battle, each character's turn order is depicted on
a gauge at the bottom of the screen. The action unfolds in real time
-- similar to Final Fantasy's Active Time Battle system --
except you're made explicitly aware of your foes' places in the turn
queue, allowing you to plot accordingly. The action pauses whenever
one of your character's turns comes up, allowing you to make a move.
In addition to the usual magic spells, each character has two primary
attacks -- a "Combo", which consists of multiple powerful
attacks, and a "Critical", a single, quick attack. There's
a short delay between the time when an action is decided and when
it's actually executed, indicated on the action gauge as a line of
red. If you manage to hit an enemy with a Critical attack during this
small window, you'll stun the enemy and cause them to lose their
turn.
On the flip side, if you're not paying attention, the enemy can
do the same thing to you. As a result, each time you pick a command,
you have to weigh your decisions, be mindful of the speed and
distance of your attacks, and take some risks at every turn. If you
play it smart, it's possible to emerge from battle completely
unscathed, which rewards you with additional experience and a special
victory theme.
The shaky camera in the first game adds to the chaos,
zooming around the battlefield and focusing on the most brutal
attacks. Crushing sound effects accompany every blow, and slain
enemies that explode in a mess of coins and shattered polygons. These
effects were toned down once the series went 3D in Grandia II,
which is a bit of a shame
The
first Grandia is most like the original Lunar games,
featuring the story of a young boy named Justin, adventuring out into
the world and eventually taking down an evil empire. It's clichéd,
but it's eminently likable and the strongest of the series.
The
second features an interesting protagonist by the name of Ryudo, and
while it starts off strong, it tragically devolves into a silly plot
wherein you must destroy the world's pseudo-Pope. Grandia III,
while gorgeous, collapses even further into banal storytelling, with
only a few side characters holding up a plot that's weighed down by
the moronic starring cast. Yet, again, it's the battle system that
keeps all of the Grandia games afloat, and makes them all
worth checking out.
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What about Star Ocean? Tales of Phantasia? The hentai RPGs? the horror RPGs? The intro talks big about "studying" the japanese rpg primers but the content seem more like one person's list of favorite rpg instead of a comprehensive overview.
There's a reason it's called an "opinion" piece... it's this guy's "opinion" of the top 20 JRPGs. And he did define the requirements to be included in the list early on.
To the Author,
Thank for this illumination. Sadly, I don't play as many RPGs as I would like, and Gamasutra continues to inform me about games that I never knew existed. This is no different. I agree and disagree about a few choices, but all-in-all it's a good read. Thanks!
Also, this list needs some Disgaea on it, or just any sort of recognition towards Nippon Ichi Software.
i would agree that the most obvious series not covered (as he did specifically define JRPG for the article) is something from the Tales series.
It really highlights the benefit of the genre, which is an almost absurd level of depth when it comes to atmosphere and a sense of a larger world.
The main frustration of this article is that the games I was not already familiar with are by in large titles that I can't purchase legitimately without throwing down a large amount of cash.
That said, I love ToP. I play both versions of Sakuraba's Solo on the piano :D
I haven't played a JRPG for quite some time (Dragon Quest VIII was my last), the reason being that I find the genre may have already past its best, recent titles just don't seem to have the edge that made many of the games on your list so memorable - though I suppose it could just be a bout of nostalgia kicking in.
Still, one thing's for sure: The article's made me fall in love with Skies of Arcadia again...oh and I had my weekend all planned out. Curse you and your eloquent words!
By the way, isn't Pokémon a JRPG? And I would have mentioned Lufia instead of Final Fantasy VIII. The game starts in the final tower, with your characters at level 70. Back in 1993, that was revolutionary.
Could have dropped FF all but Final Fantasy VI and replaced them with the above.
Final Fantasy V is far from essential.
Really the only one listed here that I don't agree with is Shadow Hearts: Covenant. Didn't care for the ring system much. It makes every action a gamble when things like using items and doing basic attacks shouldn't be.
I'm a huge SMT fan for many reasons and Nocturne had many small but key elements that made it by far my favourite game. One of which having a demon that can cast estoma and riberama for exploration and levelling up. Took a lot of the frustration from random encounters right out but kept a huge level of tension due to the brilliant difficulty level because you always had to be on the ball, and if you were even flicking on 'Auto' was a great feature.
The plot(s) also grabbed me more because not only was it complex, it was dark and sometimes optional. For me a guide is essential for this game because its absolutely huge.
Devil Summoner was also great as it had a fantastic and distinct atmosphere that almost felt tangible at times.
Anyway a fantastic list, some of which I havn't played. You can use this list as a must play quality RPG list.
AND Vagrant Story!?!? OMG and Secret of Mana and oh i'm sure everyone above me said something too that you didn't have. You really shouldn't have combined 4, 6 and 7 into one. And 5, 8, and 12 are HARDLY worth playing. Sorry Kurt, but your list fails.
The author seems heavily biased in favor of Square Enix games. I saw multiple Final Fantasies and such.
Still more into Computer RPGs myself, though.
PS you left one thing out -- its a bigger mystery than not releasing FF V, another Chrono, etc etc combined that Earthbound II(Mother 3 if you prefer) was indefinitely delayed, then pissed away on a Japanese Cell Phone.
Shame on you, NIntendo!!
Other than that I don't have much of a problem with the list at all. I would have grouped all the final fantasies together to make room for some others (yes I know a lot of FF games are very diffrent from each other, so sue me it's still the same name they should be together) but it's a minor gripe.