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SaGa
Frontier 2 is the latest RPG to grace the PlayStation.
Unlike most of Squaresoft's games, this one doesn't go all out to blow
players away with revolutionary CG graphics but is instead a more
traditional RPG. Many may remember SaGa Frontier as a game that was, in
many ways, one of the worst games to ever make it stateside.
Square’s attempt at making a non-linear game that retained
high replay value was a disaster with such high points as a hollow
plot, repetitive gameplay, and a complete lack of direction.
Thankfully, Square has learned from their mistakes and have
made a better game. Unfortunately,
SaGa Frontier 2 is still not without many serious faults.
This
time around, instead of the seven short stories of the first game,
there are two main scenarios that the player can choose to follow from
the outset. The first
plot follows the political ambitions of prince Gustave XIII, who is
banished from his kingdom because he is born without magic.
The second story follows the adventures of Wil Knights and his
quest to discover the secret of his family history and the source of
magic. Of the two, the
Wil Knights adventure is the better one because it has more character
and actual gameplay. Since
Gustave is a ruler he can’t go out into the world for adventure.
Once he seizes power, the game is reduced to a series of
strategic army battles followed by long interludes of dialogue.
If the story was good, I wouldn’t mind this so much but, at
best, the political intrigue is dry and uninteresting.
Compounding on this fault, Gustave dies before he is even developed as a
character, and a series of successors emerge as the game skips
20 years every couple of minutes.
The Wil Knights scenario, on the other hand, is more linear, has
actual dungeon exploration, and the player gets to keep and develop
the characters he starts out with.
Square has maintained the non-linear portion of the series by
allowing a choice of the order of events the player can undertake.
Usually, there is one choice as to where to proceed next, but
sometimes there are several events that can be taken in any order.
There is even a point where the player can leave one scenario
and follow the other from the middle creating a unique historical
timeline of the world.
Surprisingly,
the
strongest aspect of SaGa Frontier 2 is the graphics.
Instead of the usual sprite or polygon-based graphics, Square
has opted for a watercolor approach.
This makes the game highly original and incredibly colorful.
Each background is a joy to watch.
The entire game looks and feels like a big painting with
cut-out characters moving around the canvas.
From the beginning, this style is a breath of fresh air and
really revitalizes what otherwise would be a dull RPG world.
Music and sound is another aspect that
SaGa Frontier 2 excels in.
Many of the tunes are memorable and appropriate to the
situation. Sound effects are used throughout dungeons and in towns to
emphasize important events and actions.
Gameplay,
however, is where SaGa Frontier 2 really falls apart.
While deep, it is so poorly explained that navigating through
the menus becomes frustrating and the style quickly gets old. Basically there are three combat modes – team battle,
individual duel, and army battles.
Generally, the player will spend most of their time in the team
battle since characters can help each other out and there is less
chance of dying. There is
a large variety of weapons available and all of them can be used by any
character. As the character uses a weapon, they learn special
techniques. Additionally,
each character can be equipped with spell arts that act as the magic
system. Combat is
menu-driven with the enemy going after your character attacks.
Between attacks, you are given a chance to heal by sacrificing
life points or, if the enemy is damaged, you can even negotiate a
truce or escape from battle. While
this system seems simple, it is plagued with problems.
For instance, normal attacks do pitiful damage that
force the
player to always use the special attacks.
Unfortunately these special attacks use up weapon points that
can’t be replenished easily. The
same
problem applies to spells. A
spell can be equipped to a character but that character may not have
the points to use it. It’s still not clear to me how spells can be activated or
replenished in battle. It’s
convenient that the characters can heal between battles but since it
uses life points healing in the long run can kill. Since many of the
enemies have ridiculously high hit points, battles can drag on
forever. You can see all
your enemies on screen, but unfortunately they are very hard to avoid
since they chase you and every time your party moves off-screen, the
enemies come back. Basically
if you are lost, you have to fight endlessly to find the way out.
Another really pointless addition is your weapons will break
with use. Every weapon
has a certain amount of points allocated to it that decrease every
time it is used. When it
reaches zero, the weapon breaks. If
there are no spare weapons in inventory, then you are out of luck.
Weapons can be bought or fixed in shops for money.
However, monsters almost never give money when defeated so you
have to search for it in treasure chests.
You can’t even sell items you don’t need.
Another gripe is since you have to follow a set event path,
there is no way to go back to a town to buy stronger weapons when you
do have the money. This
entire system is so tedious that most players will get frustrated and
give up.
A
possible remedy for some of these problems is the single duel battle. While
a good idea, it again fails to make-up for the headache of the team
battles. Basically
the player can choose which party member gets to fight a single
monster. Then you can
string together a series of commands to pull off combos and quickly
finish off the enemy. Unfortunately,
no matter what new skills or magic the character learns in team
battle, the set of available skills in duel battles is always the same
and based on weapon type. Because
of this, the novelty of duel battle quickly wears off and is just
there as a distraction from the main team battles.
The only redeeming quality of the gameplay is the army battles.
Here you take control of troop units that can advance in any
order on the enemy. Once
you attack, the screen shifts to a regular team battle between your
troops and the enemy. Here
there is at least some strategy involved and the fights don’t take
as long. Despite these
many interfaces in combat, gameplay is tedious at best and horribly
frustrating at worst. The
best aspect to me is just exploring the beautiful painted backgrounds
and reading the text story. Otherwise,
this game has little to offer and much to anger.
Squaresoft
has made a valiant attempt to correct the mistakes of the first game.
While in many ways SaGa Frontier 2 is a better game overall due
to graphics and more coherent story, it still fails as a good RPG.
Most of the characters are distant and don’t stay around long
enough to become developed. Added
to this is the worst combat system I have ever had the misfortune to
plod through. Therefore
my advice would be to stay away from this disaster of Saga proportions
and wait for the killer Square line-up for the rest of 2000.
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