Romancing Saga: Minstrel Song
Developer: Square-Enix Production Studio 2
Platform: PS2
Genre: RPG
Overseas release: Autumn
Introduction
Remake of a Super Famicon title. This entry in the SaGa series continues the tradition of open-ended and hardcore RPG gaming.
Presentation
From a technology POV, the visuals are average. However art and design are so good that it actually lifts the final visual impressions to 'good', or 'OK' at worst. Although 'good graphics' shouldn't be a reason for getting this, it won't disapppoint either. Music is excellent, making this one of the best game soundtracks I've heard this year.
Character development
Choose from a roster of 8 characters for the protagonist. Albert, noble heir to a castle under seige by evil. Hawk, a pirate captain preparing to face his arch-rival. Jamil, a city thief. Sif, the warrior-women who has never left her icy homeland. The list goes on. The protagonist may recruit up to 4 other characters in the party.
Gamers who love character stats and customization are in luck, as there are dozens upon dozens of stats, classes, abilities and skills to juggle. The system presented here is almost as varied and as sophisticated as that from a table-top pen-and-paper RPG.
Combat System
Enemies are visible on the field. In the turn-based battle, player selects all the actions that the party shall perform for that turn. Once selection is complete, the entire battle between the party and enemies executes for that turn. An enormous selection of attack techniques and spells are available, and there is no shortage of variety. As party members level up and execute more powerful attacks, there is a random chance of combos taking place. Combat presentation is excellent, and quite a feast to the eyes when combos occur. In addition, enemies level up relative to characters' levels, so combat is never dull - and may be quite dangerous if the characters level-up but the player does not plot their advancement paths properly!
Gameplay - Freedom
A Saga game distinguishes itself by the amount of freedom it offers to the player. Non-linear and free, the party may travel wherever they please, and there are several instances where the protagonist can make choices to affect outcomes and consequences. The world is filled with many non-generic towns and cities, most with their unique design, history and quests. The freedom is also hardcore in the following hypothetical manner:
<NPC> Help me perform this task, you will be rewarded.
<Protagonist> OK. Where should I go to look for clues? Who should I talk to?
<NPC> If I knew, I wouldn't have to ask for you help, wouldn't I?
<Protagonist> ...
Which basically describes most of the quests. Most games tell the player where to go, or how to proceed - at least a hint. Not this one. It is up to the gamer to figure out where to go, who to talk to, what to do, how to do it. This is hardcore stuff. To the game's credit there are no generic quests, and every one is unique and has a meaningful story. The way to proceed for each quest is also well done - no random stabs at wild guesses. Think carefully, explore and test around - when revealed the solutions are fair and logical
In addition, certain quests are unique to each character. Also due to the decisions made, it is not possible to play all quests and see all events in the first playthrough. So there is some replay value.
Exploration - The Good
The party can equip a selection of map abilities in towns. These can be activated a limited number of times in fields and dungeons. Climbing, jumping, detect treasure, disarm trap, sneak, unlock, tip-toe, mining, pick herbs, alertness, the list goes on and is quite self-explanatory. The map abilities add quite a lot of spice to exploration.
Exploration - The Bad
The camera is automated and has a bad habit of not showing the monsters that are just around the corner. About half of the dungeons are rather uninteresting.
Recommendations
Only hardcore RPG gamers who are not afraid to make their own decisions and don't require hand-holding. Other gamers will just feel lost and frustrated. Stats juggling and character customizations are a plus for those who enjoy them. Free-scenario RPGs are a rarity, so this may make a nice, different experience for those looking for it. Noticeable dungeon-crawling component, though not enough to classify this as a dungeon-crawl. Expect several uninteresting dungeons.
Developer: Square-Enix Production Studio 2
Platform: PS2
Genre: RPG
Overseas release: Autumn
Introduction
Remake of a Super Famicon title. This entry in the SaGa series continues the tradition of open-ended and hardcore RPG gaming.
Presentation
From a technology POV, the visuals are average. However art and design are so good that it actually lifts the final visual impressions to 'good', or 'OK' at worst. Although 'good graphics' shouldn't be a reason for getting this, it won't disapppoint either. Music is excellent, making this one of the best game soundtracks I've heard this year.
Character development
Choose from a roster of 8 characters for the protagonist. Albert, noble heir to a castle under seige by evil. Hawk, a pirate captain preparing to face his arch-rival. Jamil, a city thief. Sif, the warrior-women who has never left her icy homeland. The list goes on. The protagonist may recruit up to 4 other characters in the party.
Gamers who love character stats and customization are in luck, as there are dozens upon dozens of stats, classes, abilities and skills to juggle. The system presented here is almost as varied and as sophisticated as that from a table-top pen-and-paper RPG.
Combat System
Enemies are visible on the field. In the turn-based battle, player selects all the actions that the party shall perform for that turn. Once selection is complete, the entire battle between the party and enemies executes for that turn. An enormous selection of attack techniques and spells are available, and there is no shortage of variety. As party members level up and execute more powerful attacks, there is a random chance of combos taking place. Combat presentation is excellent, and quite a feast to the eyes when combos occur. In addition, enemies level up relative to characters' levels, so combat is never dull - and may be quite dangerous if the characters level-up but the player does not plot their advancement paths properly!
Gameplay - Freedom
A Saga game distinguishes itself by the amount of freedom it offers to the player. Non-linear and free, the party may travel wherever they please, and there are several instances where the protagonist can make choices to affect outcomes and consequences. The world is filled with many non-generic towns and cities, most with their unique design, history and quests. The freedom is also hardcore in the following hypothetical manner:
<NPC> Help me perform this task, you will be rewarded.
<Protagonist> OK. Where should I go to look for clues? Who should I talk to?
<NPC> If I knew, I wouldn't have to ask for you help, wouldn't I?
<Protagonist> ...
Which basically describes most of the quests. Most games tell the player where to go, or how to proceed - at least a hint. Not this one. It is up to the gamer to figure out where to go, who to talk to, what to do, how to do it. This is hardcore stuff. To the game's credit there are no generic quests, and every one is unique and has a meaningful story. The way to proceed for each quest is also well done - no random stabs at wild guesses. Think carefully, explore and test around - when revealed the solutions are fair and logical
In addition, certain quests are unique to each character. Also due to the decisions made, it is not possible to play all quests and see all events in the first playthrough. So there is some replay value.
Exploration - The Good
The party can equip a selection of map abilities in towns. These can be activated a limited number of times in fields and dungeons. Climbing, jumping, detect treasure, disarm trap, sneak, unlock, tip-toe, mining, pick herbs, alertness, the list goes on and is quite self-explanatory. The map abilities add quite a lot of spice to exploration.
Exploration - The Bad
The camera is automated and has a bad habit of not showing the monsters that are just around the corner. About half of the dungeons are rather uninteresting.
Recommendations
Only hardcore RPG gamers who are not afraid to make their own decisions and don't require hand-holding. Other gamers will just feel lost and frustrated. Stats juggling and character customizations are a plus for those who enjoy them. Free-scenario RPGs are a rarity, so this may make a nice, different experience for those looking for it. Noticeable dungeon-crawling component, though not enough to classify this as a dungeon-crawl. Expect several uninteresting dungeons.