A
few years ago, I played Grandia for the Playstation. I
found it to be a rather cheesy RPG. Don't get me wrong, I love
cheese. The storyline was kinda silly. The voice acting
was terrible, although with my slightly warped sense of humor, I found
that brilliant. The only problem that I had was that it was too
damn long. I admit, I often gripe that RPGs of late have been a
bit on the short side, but Grandia's length was painful; it
could have been twenty or so hours shorter, but noooo...I had to
endure hours of believing that I'd finally made it to the location of
the last boss, only to find that I had another billion places to go
and things to do. In the end, it was a vast sense of relief that
I was finally ALLOWED to finish the game, and that really was how it
felt.
Grandia II,
for the Dreamcast, does not suffer from an overly long
storyline. The story begins with the introduction of the story's
main character, Ryudo, a Geohound (I suppose a Geohound could be
described as a sort of mercenary) with a troubled past. (I know,
shocking stuff for a RPG.) His only friend in the whole world is
Skye, a talking, sentient bird. Tragically, one never does find
out who or what Skye really is, I mean, how common are sentient
birds? Anyway, Ryudo is hired to act as a bodyguard to one Songstress
of Granas, Elena. During a demon sealing ceremony, things go
horribly wrong, and Elena is infected with the Wings of Valmar.
Thus enters Millennia, the human embodiment of the Wings.
Confused? Okay,
let me give you the background. Long long ago, Granas, the god
of light ruled the world, and all was happy and peaceful. Then
one day Valmar, the god of darkness appeared. Both gods gathered
followers, and a long and bloody war commenced. Eventually,
Granas and Valmar met face-to-face and the decisive battle was
fought. Granas slayed Valmar with the Granasaber, but the blow
cleaved the planet and left a giant chasm that would become known as
the Granacliffs (where the first game had a giant wall). Granas
was horribly injured, and went into hibernation. The pieces of
Valmar (wings, tongue, eyes, horns, heart, etc.) were sealed
away. Until now. It appears that Valmar is trying to
resurrect himself, and Granas is no where to be seen.
Hence,
your three main characters, and the oh-so-subtle things that they
stand for. Elena represents the forces of Granas, of light,
which is not always synonymous with good. Millennia is the force
of darkness, or chaos, if you prefer. However, her silliness and
concern for those around her serve to point out that darkness is not
always evil. Dear foul-mouthed Ryudo stands in for neutrality,
for the power of the human heart (who, by the way, is in a sort of
love triangle with the aforementioned ladies). As anyone who has
ever played an RPG realizes, it is the human heart which is always the
most powerful of the three forces. The whole point of the plot
is to drive all of the characters to come to this realization, and
when they do, trust me, they will not shut up about it. It seems
that the only thing that the human heart lacks, in all its flawed
beauty, is a sense of humility. Additional characters in your
party include: Roan, the boy who is more than he seems; Mareg,
the beast-man who SMELLS things (mainly emotions and intent) and is
awfully in tune with nature; and Tio, the automaton who is searching
for her heart, mostly because Mareg told her to.
As with most RPGs,
battles are plentiful. However, in the Grandia series
(well, this isn't really a sequel, but you know what I mean) there a
no truly random battles. You can see the critters out in the
field, and so, if they take you by surprise, it's your own fault for
not paying attention. There is a strategy to the battles.
It takes a certain amount of time for characters to do anything.
There is stand-by time, while I guess they meditate or
something. Then there is a command input time. After
thinking about their given command for a bit, they carry it out. It
takes less time than this description makes it sound like it
does. However, if your character makes a critical hit on an
enemy in the time between when it receives and order and when it
carries it out, that enemy's gauge is pushed back. So, in
theory, it is possible to prevent an enemy from ever getting to carry
out an action. In addition to criticals, characters can also
combo attack (plain old attack with between two and four hits,
depending upon equipment, which are overall more powerful than
criticals), evade, defend, or use moves/magic.
In
the previous Grandia, magic was learned by purchasing the basic
fire/water/earth/wind skill, and then leveled up as each individual
spell was used. Likewise, moves were learned by equipping each
character with a specific weapon class and then whacking at enemies
with it. This was rather cumbersome and time-consuming and, even
after playing for eons, there were still spells that I had not
learned, and I was truly irked by it. This time, the moves/magic
system has been tweaked. Now, when you defeat enemies, in
addition to receiving experience points, you also receive
Special Coins (used for learning moves/skills) and Magic Coins (for
spells/other skills). Moves become available as soon as you have
enough coins, with the exception of the few which depend upon plot
points. Magic is contained in eggs which are found during the
game; equip a character with an egg, and they can learn the spells
therein. Skills, which I have only briefly mentioned, are
contained in books, and each character can equip up to five.
These, for the most part, increase baseline stats (HP, MP, agility,
vitality, etc.).
The graphics in Grandia
II are lovely. They are all fancy and clear and full of lots
of color. You know, the type of things one ought to expect from
a Dreamcast game (although one does not always get them). The
rotating camera, however, does sometimes make a person feel sort of
sea-sick, when one is checking to see if an enemy is lurking around
the corner. The music is obvious. By this I mean, there's
setting mood, and then there is giving away what is about to
happen. This game features a soundtrack of the latter. If
the guitar starts screeching while in a town, ugly death stuff is
going to happen soon. If it gets solemn, somebody's going to die
or get all touchy-feely. The music, as well as the simple
plotline, prevents anything truly surprising from happening. The
voice acting, with a few exceptions, is vastly improved over the last Grandia.
There are occasions when a character's anger is laughable, and you've
gotta love Melfice's Christopher Walken impersonation. Really,
it sounds a lot like him...
Grandia
II starts out fun. The battles seem like utter chaos, with
party members and enemies running every which way and yelling things
like, "Damnit...that hurts!" and "Hey...Stop
it!" There never seem to be enough coins to learn the
things that you want to learn, or enough money to buy what you want to
buy. You know what's going to happen next (I told you, storyline
just is not that complex), but it's the getting there that
matters. However, about midway to two-thirds of the way into the
game, if you have been fighting all your enemy encounters, you'll
discover that those initial challenges have disappeared. Field
battles lose their strategy as a steady stream of Combo attacks and a
very rare Alhealer will finish an entire dungeon. Even boss
battles, including the final one, become just a few hits of powerful
Moves. And honestly, one more lecture on the nature of the
brilliance of the human heart, and I would have been ready to carve
someone's out of their chest.
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