Review by emblade

"The RPG with the highest learning curve known to man"

Square tried to do something very, very different with this game. And while they succeeded, nobody noticed. Including me. For a while.

Normally I do reviews based on gameplay, graphics, characters, plot, sound, and overall, but here I want to try doing it a different way. Do these five things support Square's goal? And what do I think Square's goal was here?

Graphics: 7 out of 10

Partially because on a system of this quality, you expect a certain level of professionalism that is absent here, I punished this area a point or two. This game seems to have models for the main characters, why not make it 3d? Not even full 3d, but something like Street Figher EX plus Alpha, with a flat 3d, would have sufficed. As it is, characters sometimes face the wrong direction during battle, as they're only given four facings which are zoomed in and out as need be.

Also, the battle backgrounds are 3d and starkly at odds with the 2d sprites. Dangerous amounts of missing enemies abound. Why, for example, are the starting enemies so repetitious?

On the plus side, the character designs are original and the sprites are drawn carefully with a practiced hand. Everything seems to fit, especially important since many of the characters seem to be from different time periods or genres. Most noticably, the game's yellow ninja/samurai (Michelle) and the game's african american disco diva (Grace) seem opposed somehow, as if they'd stop me from suspending my disbelief in any other game. In this game, due to the cohesion, they seem to work together even though they're involved in separate storylines.

Plot: 8 out of 10

Storylines which you create, by the way. The only problem I have here is that if you decide to leave a story open ended, it has to resolve in some way. Chrono Cross and Baldur's Gate are perfect examples. If you destroy a village in Chrono Cross, the result is that it's perfectly fine in the alternate dimension. This leads to some interesting scenarios in that game that aren't relevant here. As with Chrono Cross, Baldur's Gate resolves some of its quests by different means. A quest to get something a witch hid may result in the witch joining your party or attacking you, based on your character's actions in-game.

Here though, you get to choose without repurcussion. The game will pretty much react the same regardless of how you proceed. The only main differences are whether you attack the main story full on or go on a multitude of interesting, if almost insanely difficult sidequests.

Characters: 9 out of 10

Old Square's got ya here folks. For all their famed effort at the FMVs and the Final Fantasy series Charge Time Battle system, they really know how to design a character to surpass all that.

Characters here mesh well. Everybody coexists without throwing you out of the story. It's interesting to see them pursue a female pirate who husband dies, a fortuneteller, a mouse-creature, a dryad, a boxer, and a blacksmith all in one game. Some of the other characters are weaker but still worthwhile.

These characters combine to tell a dynamic story, but one thing that character development in other Square games doesn't always accomplish, especially within their Final Fantasy mascot series, is the telling of full-fledged three-dimensional characters. SaGa is the exception. Some characters are torn between two opposing courses of action. Some are clearly lying to benefit their own goals. Some are afraid of moving backward and so don't do anything but move forward, leaving no time to catch their breath. Some are so hatable as to make you squirm in your seat.

It's a wild ride through these people's world, but you're sure to enjoy.

Gameplay: 7 out of 10

Square's goal was to challenge players by presenting a sequel to SaGa Frontier with a new way of looking at the SaGa series.

They've succeeded admirably, although most of us didn't recognize it unless we stuck with it. The learning curve here is so exhorbitantly high that most dropped it like a hot potato only months after its release.

What's wrong, not up for a challenge? The nuances of the magic system tend to cause beginning players to give magic tablets, familiars, and other magic abilities (Arcane Tongue, Master Magician, Magic Blender) to the wrong characters, thus negating the effects.

So once you've set up your support folks (Nukers, see Earth and Fire. Healers, see Water and Wood. Defenders, see Metal) within your chosen storyline, you're good to go.

What about the melee system? This game is built around durability. It's funny, other games pay attention to ammo or durability, but this one centers on the concept of durability. So what to do when an item breaks? Simple, your items shouldn't be breaking except during boss battles. Simply give a majority of characters some punch, kick, or throw skill and you're good to go for regular battles.

So this learning curve causes problems with initial enjoyment of the game. But once you've conquered it, and the endlessly confusing panel bonus system, this game starts to get good. I say starts, because you can really do most anything. Ignore your character's plotline and adventure within different quests. Take the party on a whirlwind tour of one particular city. Enjoy the sights and sounds and smells of the Festival of Regina Leone.

Sound: 6 out of 10

Any review would be remiss in not mentioning the voice acting. It's a touch cartoonish here, but I have to say, Allison Sumrall's rendering of Sapphire is probably the most authentic voice acting in the game. Everybody else feels like they're auditioning for a part on the old Warner Brothers cartoons.

Whatever you do, remember. Square put together this tight package of graphics, sound, plot, character development, and gameplay for your enjoyment. Have some of it.

Reviewer's Score: 8/10, Originally Posted: 04/03/06

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