For several years leading up to its release, there was much
discussion among Western RPG fans about a delay-plagued but heavily
hyped work-in-progress for the Japanese Saturn. Screenshots were drooled over;
much was made of Skywalker Sound's involvement; the possibility of an
eventual English-language release was a frequent hot topic in
rec.games.video.sega. That game was Grandia, and after seemingly endless
years in development, it was finally released in 1997... and despite
very positive reactions from those that played it, Japanese gamers, for
the most part, just didn't care. Whether it was due to the increasingly
weak market for all things Saturn, hype backlash, or one too many delays
is open to debate, but whatever the reason, Grandia's Japanese sales
were quite poor. There was much wailing and gnashing of teeth, and the
hoped-for US version, not surprisingly, never materialized.
Now, let us step into the more recent past: October '99, a month
greatly anticipated by many veterans of the Great Saturn Grandia Hype,
myself included... for it was in October of 1999 that a Playstation port
of Grandia finally made its way to US shores, courtesy of SCEA. On
the evening of release day, double jewel case clutched firmly in hand, I
hurried home and fired up the first of two shiny new Grandia CDs, eager
to discover whether or not the results were worth the wait. Well, I've
finally chewed my way through the English-language Grandia, and can
safely give a nod in answer to that one... despite some low-challenge issues
and a very typical Japanese-RPG plot, this sucker is gold.
For starters, Grandia has aged well. I mean, REALLY well. Having
never spent any time with the original version, I couldn't say whether
the Playstation version has been enhanced in any significant way... but I do
know it's just WRONG for a port of a two-year-old Saturn game to look
this good. The overall appearance of Grandia is not unlike that of Xenogears:
nicely animated (if occasionally pixelicious) 2D sprites moving around
in polygonal environments. These locations are surprisingly detailed and
handsomely textured, considering the age and platform of the source
material. My only real complaint about the Grandia's visuals is that
some of the more complex areas really send the framerate into the toilet, but
though annoying, this is bearable; we're not talking about a
precision-demanding first-person shooter here. The BGM, composed by
Japanese game music veterans Two-Five, is also more than sufficient, if
somewhat repetitive. It sets the mood nicely, and the technical quality
is a good deal better than that of FF8's BGM (what is it with Square and
midgrade PCM lately?). I don't really see what the big deal is about
Skywalker Sound, however... if the end credits aren't misleading me,
SS's main contribution to Grandia was its sound effects. The FX ARE nice, no
question about it, but Grandia isn't exactly the type of game that
constantly hits you with room-shaking aural assaults. I would also like
to note that the voice acting, while occasionally passable, is usually
right around typical US-redub levels: in other words, it sucks rocks.
The actor voicing Mullen, in particular, sounds like he recorded most of
his lines after two full bottles of NyQuil.
Good visuals and sound make nice gravy, but the heart of any good
RPG lies in its story and gameplay, and Grandia measures up very well in
both departments. The controls are not very customizable, but
fortunately, the default setup feels quite natural. Inventory management is handled
in a fashion similar to that of Lunar: each character has an individual
inventory that maxes out at 12 objects. This system works well, as it
encourages good planning with respect to who should carry what, and also
introduces an element of decision-making due to Grandia's highly
treasure-laden dungeons; on many occasions, you may not be able to cart
home all the goodies you'll find during a dungeon crawl. Grandia's
combat system resembles the mutant child of Lunar's (degrees of movement, lots
of area-effect spells and attacks) and FF's (ATB-style timing), and works
beautifully. Unlike most combat systems, Grandia's allows several
characters and enemies to perform simultanous movements and weapon
strikes, which frequently leads to chaotic, exciting melees.
An adventurous youngster, a tragic legend, a love interest who is
more than what she seems. If you just said "Lunar", give yourself a gold
star, as Grandia's story shares several key elements with that other
celebrated Saturn port... and Lunar's story was hardly original in the
first place. However, also like Lunar, Grandia makes up in
characterization and execution what it lacks in originality. It's hard
not to want to cheer for the hero, Justin; his enthusiasm is catching. The
requisite love story is well-done and convincing... at least, it is
whenever the voice actors aren't mutilating the emotional moments. Even
most of the unimportant townies have something interesting to say.
Grandia's one really serious failing is its difficulty. My first
run through clocked in at about 52 hours, so it certainly doesn't have a
length problem, but however long and satisfying the journey, the
experienced RPG player is unlikely to find many moments of genuine
challenge. The last two dungeons will gladly pull your pants down and
laugh at you (though neither approaches the pure evil that is Lunar's
Blue Dragon Cave), but otherwise, most regions and boss battles are
cake.
This is due in large part to Grandia's FF8-like tendency to give you
sufficient resources to turn your party members into unstoppable death
machines. If you've been at all careful in your resource gathering and
allocation, by the end of the game, nothing will pose any kind of
significant threat to your team... endboss included. This has been a
disturbingly common experience in recent RPGs (the last battle of FF8
saw ONE SUCCESSFUL ATTACK landed on my characters, and I did not spend
an inordinate amount of time pumping them up), and Grandia is guiltier of
it than most. Fortunately, there are three hidden, optional dungeons that are
truly wicked creations, worthy of even your walking-Armageddon self.
Cleaning them out is an accomplishment on the level of slaying FF8's
Omega.
Though flawed in a few important ways, and somewhat lacking in
originality, Grandia is a top-tier RPG that isn't at all hindered by the
age of its source; if the Saturn original was nearly as visually strong
as this version, it was truly ahead of its time. Bottom line: if you liked
Lunar, you want all this.
-- Seymont