First
introduced on the Saturn as a Final Fantasy killer, the demise
of the platform left American audiences without a translation. Now two
years later, Sony has picked the game up for a domestic release.
Is this game the greatest RPG ever? Better than the great Final
Fantasy? Absolutely!
Grandia is a special
game. It's a game that has the heart and spirit to match and/or
surpass anything out of Square's offices. Sure, Grandia doesn't
have the jaw-dropping graphic sequences or the overly dramatic
world-saving plot line that a Final Fantasy game might have, but it
has a certain quality that is just as good: A sense of adventure and
excitement of discovering new worlds and sharing the lives of
memorable characters. For example, Justin, the main hero of the
game, has an infectious energy that easily draws the player into the Grandia
world because of his innocent sense of wonder at everything that
happens to him.
Grandia is a game that
starts without the usual premise of a world in danger. Justin is a descendant
of a long line of adventurers who simply is curious about the world he
lives in. With his father's gift of a mysterious Spirit Stone -- an
ancient relic of a lost civilization, he sets off with his best
friend, Sue, on an adventure to find the legacy of this lost
civilization and solve the riddle of the history of his world. The
protagonists in the game are the forces of the Garlyle Army, the
leader of which wants to uncover the secrets of this civilization for
his own ends. Thus begins a trek across Justin's world to the ancient
capital city of Alent, where all of the mysteries will be
revealed.
Ultimately, the plot comes
down to a bunch of kids having fun and the circumstances which put
them into a position to stop the ambitions of the Garlyle Army.
From Justin's perpetual excitement and adventurous spirit to Sue's
motherly affection for Justin, and the bravery of Feena, who ultimately
becomes the main love interest, the characters are all overflowing
with personality. The trio provide a focus for the story. The game is
also one of the longest RPGs ever made, clocking in at around 60
hours. If anything, Grandia provides a satisfying quest
that never gets dull.
Graphically,
Grandia provides much to admire. Although the FMV scenes are
sparse, they are effective at enhancing the story and are well
done. The rest of the game uses 3D sprite graphics in the style
of Xenogears. Cities are fully 3D and rotatable. The impressive
views of every environment show a world alive with everything moving
-- from people to windmills and birds. The amount of detail given to
the environments is staggering. Small touches -- such as being able to
knock-down bottles off a table simply by running into it -- add a
sense of realism not found in other games. Battle graphics also
take place on a 3D field, with the enemies and your characters
fighting in turn-based combat.
The music in Grandia is
one of the most memorable soundtracks ever made. The theme music
is especially good and is very effective at conveying the intended
sense of adventure this game espouses so heavily. Sound effects are
present everywhere both in cities and dungeons. There's also a lot of
voice acting which, unfortunately, is where the game stumbles. The
English voices are some of the worst ever in a game. It's
painfully obvious that the voices do not belong to professional
actors.
Why Sony did such a rush job
in this aspect is beyond me. This game could have received a
perfect rating in the sound category, but the voices are so bad it
really hurts the overall feel of the game. It takes a lot of getting
used to but the majority of the game is without voice and the text
translation is decent.
Gameplay is where Grandia
really shines. The character growth and combat systems are some of the
best I've ever seen. Any RPG which actually encourages combat and
makes it fun is a worthy addition to the genre. Each character can use
several possible weapons which increase in experience as they are
used. Each weapon also develops special attacks that are determined by
the availability of SP points which also increase with
experience.
During combat, the set of
available commands is accessed on a ring menu, which includes lots of
options in addition to the usual item, escape, attack, and magic
selections. Characters can either do a combo attack or a critical
attack. Weapons include knives, swords, clubs, bows, and whips each
unique to an individual character. Special attacks are accessed
through the special/magic icon.
Magic is also handled a bit
differently. Spells are based on the four elements of wind, water,
earth and fire. Spells are purchased by using Mana eggs, which are
scattered around the world. One mana egg will buy one type of
elemental spell. As the spells are used in combat, they will gain
experience and stronger elemental spells will be learned. Eventually,
the player can buy a combination spell with any set of two basic
elemental spells to give a stronger mixed spell. This kind of system
adds a vast variety to character development because not only is there
a mix of possible weapon related abilities which can be learned but
also an equal and greater variety of possible magic attacks. Combat in
this game is a very good thing because it helps character growth and
uncovers new and graphically pleasing attacks.
Game flow goes from city
exploration to dungeons with a location based over-world map which the
characters don't actually traverse. Control is very intuitive --
having a simple set of menus for items, status, magic and equipment.
There's also analog control which makes for easy running. The camera
is fully rotatable allowing viewing of environments from all angles.
Another neat addition to navigation is a compass which has a red mark
to indicate north and a yellow pointer that points to the present
destination in both towns or dungeons. The closer you get to the
destination the faster the compass spins allowing easy travel to the
target of any dungeon. Enemies are also seen upon approach and
can be easily avoided by running around them. Coming up from
behind an enemy will give a turn advantage to your characters while
conversely if an enemy attacks your party from behind then they will
have the surprise advantage. During combat there's also a turn
meter which shows when and in what order your characters can attack in
relation to the order of enemy attacks. Again, this feature adds more
strategy to the combat and keeps each encounter fresh and free of repetition.
More then any gameplay or
technical aspect of the game, Grandia is a story unlike any
other. It revives the feeling of adventure that RPGs used to
have before the glitz of graphics and dark dramatic storylines which
many RPGs today seem to favor. Sure, Final Fantasy VIII will
overshadow Grandia in terms of publicity and sales, but if you
want to experience a wondrous
adventure then Grandia is
for you.