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Video Game RPG

Grandia

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Reviewed by Michael LoCascio Can't we all remember a time during our youth when we dreamt of wielding swords, going on adventures and saving the world? Well, in Grandia, young Justin is going through that particular phase - although he is a bit more passionate about his dreams and ambitions than most people. Bored with life in the serene town of Parm, Justin and his pal Sue decide to leave home and search for adventure. Unlike ourselves, Justin actually does live in a world where his swash-buckling dreams can come true: the Grandia universe is one that contains fearsome creatures, power-hungry evildoers, and girls with green hair (come to think of it, it does sound a bit like our present day world, doesn't it?). The adventures that Justin stumbles upon provide the premise for one of the most awe-inspiring RPGs to ever appear for Sony's Playstation. Truth be told, while Grandia has received a great deal of critical acclaim and has garnered quite a following, it is a strictly average title in many facets. The game falls into the same boring pattern that most of today's role-playing games follow. You know how it works: visit a town, purchase some weapons, conquer a dungeon, and then do it all over again, with occasional breaks in between for building up experience points. The plot of the game is all too predictable: the reckless youngster gets himself in way over his head, only to eventually emerge as the savior of the world. The mazes can be quite tedious, the characters are disgustingly cute, and the voice acting is downright terrible. Yet, with all its faults, Grandia contains so many creative, innovative elements that it is impossible not to respect and enjoy the game in some capacity or another. For instance, the element of combat - the downfall of most RPGs due to repetitive, menu-driven action - is handled beautifully in Grandia. You can see your enemies on the overworld map, and avoid or attack them as you see fit. Should you make contact with them before they come after you, you will have the initiative once the battle begins. However, if you attempt to dodge them and fail, your party will be ambushed, and will be put at an extreme disadvantage as the fight commences. For the most part, the battle system in Grandia still consists of the standard menu selections and turn-taking. However, there are two factors that must be considered in Grandia combat that seem to be missing from most role-playing games: attack speed and location. How competent your character is with the types of attacks that you command them to use will play a huge role in determining how quickly they take their turns. Where they are positioned in relation to the enemies they are attacking can also have a great deal to do with how successful their efforts are. Possibly the most appealing element of combat in Grandia is the fact that your characters will become more proficient with particular spells and attacks the more that they use them in battle. For instance, should you continually use Justin in close-range combat, his swordsmanship will improve and new techniques will become available to him. On the other hand, if you use the character of Feena mainly as a magic-user, she will not only take less and less time to cast her spells, but her powers will become far more effective, and she will gradually learn new, stronger spells. Since new techniques, powers and abilities are constantly opening up for your characters, you might be inclined to engage in combat more often, just so that the members of your party can continually grow stronger. This is quite a contrast to the majority of RPGs in which participating in combat to save up experience points can be a tedious and painful affair. Magic is also handled in an interesting manner in Grandia. To acquire new types of spells, it is necessary to find items called Mana Eggs during your quest and bring them back to a shop in one of the towns. For each Mana Egg that you trade in, one of your characters will gain the ability to cast spells of a particular element of your choice. While Wind and Fire spells are mainly used to attack the enemy, Water spells are typically used for healing purposes, while Earth spells can raise the party's defensive abilities. Making things a bit more intriguing is the fact that when one of your characters gains the ability to cast spells from two different elements, that character will eventually learn spells that combine the elements in question. For example, if Sue uses her Fire and Earth attacks on a consistent basis, she will eventually learn Explosion spells. Other types of hybrid spells are Lightning (Wind and Fire), Blizzard (Wind and Water), and Forest (Water and Earth). As one might expect from such a light-hearted adventure, the graphics in Grandia are very bright and colorful. The 3D backdrops are nicely done, although the 2D sprites do look a bit out of place at times. Perhaps most impressive are the visual effects that take place when some of the more powerful magic spells are cast. You'll probably find yourself engaging in combat and casting certain spells just to watch the colorful light shows that take place. Oddly enough, the FMV in the game is sub-par, even though the rest of the game's graphics are well-done. Still, the occasional cutscene blunders don't detract much from the overall experience. An element of the graphics that does have a bit of a negative effect on the game play is the limited view that you get of your surroundings. Since Game Arts decided to include reasonably sized sprites of your enemies on the map screen, they weren't able to provide players with an expansive look at the environments that they're dealing with. As a result, you won't be able to spot most dead ends until you're just about to run into them. This can make the already tedious mazes even more frustrating, but I must say that, in the end, allowing players to spot enemy creatures before battles take place was worth sacrificing a more expansive view of the playfield. Grandia certainly isn't best known for its music, but I must say that the battle theme on Disk One is absolutely fantastic. It's the kind of track that will stay in your head all day, making it so that all you want to do is go home and play the game. Unfortunately, for some reason Game Arts decided to use a different theme for battles on Disk Two. I understand that they wanted to make sure that the fights didn't become too tedious or annoying, but replacing music that was already outstanding wasn't the best way to go about it. The rest of the music in the game is very average stuff, although the tracks seem to get progressively worse as you near the end of your adventure. Grandia's greatest weakness may well be the fact that most of its characters simply are not very appealing. The only character in the game who will endear herself to most gamers is Sue, and she doesn't even stick around for the entire adventure. The rest of the characters are rather annoying, to be honest, and I found it somewhat irritating that certain characters would suddenly need to leave the party in the middle of the game. It's extremely frustrating to spend a great deal of time strengthening a character only for him or her to get up and leave for some reason or another. To make things worse, the new characters that you'll need to recruit are usually even more annoying than the characters who already left. None of this is helped any by the game's miserable voice acting. It's hard to like characters when you can't even stand to hear them speak. Another aspect of the game that many players will likely consider to be a weakness is that Game Arts opted to sacrifice emotion in favor of cuteness and humor. If you're looking for a mature plot along the lines of Final Fantasy VII, then you may very well hate Grandia. I won't hesitate to admit that the game has some very funny moments, but particular aspects of the plot could have been far more convincing and effective had the designers of the game decided to treat them a bit more seriously. For instance, there is one scene in which Feena is reunited with Justin after being separated from him and fearing that he had been killed. I won't spoil the scene, but compare it with, say, the emotional scene in Star Ocean 2 where Rena is reunited with Claude under similar circumstances, and see which you consider to be more effective. While Grandia's story is well-constructed, the plot progression seems to have a few holes in it. Justin's coming of age isn't entirely convincing, nor is the relationship that develops between him and Feena. For one thing, the decision to cut Sue out of the game right in the middle of things obviously had to do with the producers' desire to focus more on Feena and Justin's relationship. While Rena and Claude in Star Ocean 2 form an undeniable bond that is strengthened by the tragedies that they help each other through, Feena and Justin's relationship seems somewhat fake and forced. Far more convincing are the feelings that develop between two other characters in the game who happen to not be members of Justin's party. When all is said and done, I'd rank Grandia third among Playstation RPGs, behind Star Ocean 2 and Final Fantasy VII. It's a close third however; Grandia is a superb game, and its virtues far outweigh its flaws. Containing many innovative elements that will hopefully be emulated by future role-playing releases, Grandia is a quality, polished product that should appeal to any fan of the genre. Comes recommended. Overall: 9 out of 10


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