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Panzer
Dragoon Saga
Developer:
Team Andromeda
Publisher:
Sega (1998, Saturn)
Modern
gamers -- those brought up on fancy, high tech polygonal magic --
scoff at Final Fantasy VII's texture-less character models and
low-res prerendered backgrounds, claiming that these are grounds for
a remake. Yet the ravages of age have been harsher on Sega's
Panzer Dragoon series.
While the first two titles were simple
arcade-style shooters, they amazed gamers of the mid-90s with a
gorgeous game world, drawing equally from the likes of Hayao
Miyazaki's Nausicaa and the works of French artist Moebius.
It's a
strange mixture of fantastic organic creations and high tech
wizardry, the likes of which haven't been duplicated in any other
medium. Unfortunately, the Saturn was hardly a 3D powerhouse, and
what used to be daring and gorgeous is now pixellated, choppy, and in
some areas, downright offensive.
The
same visual issues plague the third Panzer Dragoon title,
Panzer Dragoon Saga. In some ways, they're even worse -- the
first two titles were shooters which took place on the back of a
dragon, flying high above the smeary textures and low polygon
landscapes. Saga is an RPG, where you'll spend a much time
walking around on foot -- where the technical issues are even more
apparent.
And
yet, once you get into it, none of this really matters. In the old
titles, the story was simply told through CG cutscenes, and the world
existed only as a background to fly over. When you're interacting
with the environments, walking through them or talking to their
inhabitants, it shows how much effort was put into creating a
completely unique setting and culture.
Panzer Dragoon Saga
feels like you're walking through a museum detailing a lost culture
that never was, from a forgotten period of humanity's history that
has never existed. The only concession is that the world's unique,
made-up language (dubbed "Panzerese" by fans) was ditched
in favor of Japanese. But since the game was localized without
English dubbing, relying instead on subtitles, it still feels foreign
to Western gamers, even if it's not in the same manner.
The
battle system also takes a radical departure from the norm. All
battles are fought in mid-air, as you're flying on your dragon. The
action takes place in real time, with three power bars that charge
over the period of a few seconds. At any point, you can pause the
battle and choose to attack -- if you've built enough power, you can
attack multiple times, or unleash a single, more powerful attack.
Positioning is also extremely important -- your dragon flies in one
of four quadrants surrounding your enemies, and can move between them
at will. Your radar, at the bottom of the screen, will mark which
zones are safe and which are dangerous. If you're flying in a green
zone, the enemy can't attack; if you're in a neutral zone, the enemy
can use a weak attack; and naturally, the red zone indicates that the
enemy can use a fierce attack.
Obviously, you'll want to spend as
much time as possible charging in the green zones to avoid damage.
However, enemies often have weak points in other positions,
encouraging you to fly in the face of danger to finish battles
efficiently.
The enemy's attack patterns often change multiple times
during battle, forcing you to adapt and figure out the optimal
positioning, timing, and type of attacks to use. Furthermore, you
have precise control over the development of your dragon, determining
how fast it is, how powerful its attacks are, and other statistics.
Panzer
Dragoon Saga is, however, remarkably short. Despite utilizing
four discs -- mostly for pixellated, heavily compressed video, which
looked frighteningly bad compared to Square's efforts -- the quest
clocks in at roughly fifteen hours. Considering that the English game
often fetches triple digit prices in the aftermarket, it's somewhat
of a rough investment. But it's a totally unique game, with a world
and combat system completely unlike anything else.
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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.