All you've got to do is break on through to make your wishes
all come true
so states the lyrics of Grandia
III's opening theme music. After the spin-off and letdown
that was Grandia
Xtreme, fans of the series have had much to wish for from
the first two games: strong characterizations, an incredible battle
system, and a deep intriguing plot. Good news, everyone. Grandia
III looks like a return to the solid roots of the series:
Xtreme this is not.
In some RPG series the only thing to connect each incarnation
is the repetition of the trademarked name in the title. On the
opposite extreme are those games which are merely cookie-cutter
carbon-copies of each other. And then, there are the few which
manage to retain the traditions of the series while presenting
them in a new fashion with unique twists. Popping the disc in,
playing through the first five hours, fighting some battles, introducing
the story leaves one overwhelming impression on the player: Grandia
III feels like a Grandia game. And that, RPGamers, is a good
thing.
The main protagonist is a sixteen year old boy named Yuki who
dreams of being the second person to cross the ocean in an airplane.
The opening animation featuring Yuki will likely evoke a number
of images for sharp-eyed players. He's a boy with a penchant for
fine feathered friends, much like his immediate predecessor in
Grandia II.
Yuki's idol pulls a stunt during a battle that is a clear homage
to a famous battle scene in Star Wars. In the opening scene, Yuki
himself holds a giant double-bladed saw in a stance that must
be tribute to Final Fantasy
VII's Cloud. Finally, there's a plane race sequence that
seems a lot like the anime Last Exile, and that imagery
is only exacerbated by the first two main characters and the fact
that Johnny Yong Bosch voice acts both Yuki and Claus.
"Grandia III feels like a Grandia game. And that, RPGamers,
is a good thing." |
That same opening sequence goes to great length to show a boy
growing up in an idyllic village, a boy whose only worry is whether
he can manage to fly across the ocean before being forced into
pottery training. This dream will no doubt come crashing to earth
as he is swept up by portentous events. Yuki lives alone with
his rather youthful mother, a woman who acts much more like a
sister than mother. Yuki, unlike Grandia's
Justin, will have to contend with having Miranda along for at
least part of the journey as she has no intention of staying behind,
so much so that she stows away during Yuki's flight.
It is this voyage that introduces the third main character, Alfina,
a pointy-eared slip of a girl who has the requisite mysterious
secret background. She is on her way to a mainland temple, aiming
to become a Communicator - a somewhat bizarre cross between Grandia
II's religious emphasis and the ancient Delphic Sibyl. In
the classic manner of heroes everywhere, Yuki immediately offers
his services as escort and protector against those who are trying
to stop this pilgrimage. Miranda comes along both to keep the
kids out of trouble and to ply a little match-making.
A few hours into the journey the trio meets Alonso, a self-described
sea captain and obvious rogue. He has a most amusing ability to
instantly become the perfect Ladies Man, able to make hearts swoon
and eyelashes flutter. Of course, his attempt on Miranda is met
with a rather stark and humorous reaction. The preview ends with
the foursome ready to set sail to the mainland.
Grandia III's introductory sequences are very story oriented,
but the preview does provide a good glimpse at the battle system.
Veterans of Grandia II will find much that is familiar,
as the basic set up in battle is the same. Battles are initiated
by touching wandering monsters on the main map; players can attempt
to surprise the enemy by whacking them with a sword and touching
them while they are stunned. Success results in starting the battle
with an initiative advantage; monsters can also turn the tables
and surprise the heroes by touching the party when its back is
turned.
Every combatant is placed on an initiative circle and must wait
until it is their turn to act. Upon reaching the command line,
the player issues a command to the character. If the command is
instantaneous, such as the normal combo attack, the character
immediately moves to the action line and rushes toward the target
to attack. But if the command is something like magic or a special
move that requires preparation, the character will continue toward
the action line and only complete the command when that line is
reached. It sounds more complicated than it is, and most players
should be able to get the hang of battle quickly.
Of course, there are further complications and strategies to
consider. A character can execute a combo attack, which is, for
all intents and purposes, the main normal attack. Critical strikes
can also be executed, and these will cause the enemy to jump backward
on the initiative circle. Furthermore if a critical hit is managed
while the enemy is preparing an action, that action will be canceled
completely, and the enemy will be reset almost back to the beginning
of the circle. If a combo attack is executed by a second character
while the enemy is being cancelled, a massively damaging aerial
combo is automatically granted; this juggle can be extended beyond
two characters, and the game keeps track of various stats associated
with it.
Magic spells can be taken off at set up points and reassigned
to any character to use at will, but some characters are obviously
better casters than others. Special moves are character-specific
actions which are learned during battle and generally deal great
amounts of damage. Magic uses MP which do not automatically replenish,
but special moves use SP which replenish during battle. Characters
are also more likely to gain new skills or level up old ones if
they constantly use them in battle. Rewards are granted for especially
damaging combos and performing well in battle.
The rest is a mix of old and new. Meal sequences that provide
both humor and story progression make a return. Yuki has a peculiar
sonar-like ability to highlight interesting features on dungeon
maps, a very useful tool for making sure that nothing is missed.
Mana eggs will increase the character's ability in certain elements
and thus increase any associated magic spells. Skill books do
likewise for various equipped skills.
Graphically, Grandia III is as attractive as any cutting
edge RPG. And unlike many RPGs, cut-scenes are often pre-rendered
and not simply within the game engine itself, providing plenty
of opportunity to admire the masterful CG work. The game's excellent
soundtrack provides a perfect backdrop for the world, and the
voice acting for the major characters is solid so far.
Grandia III is set to release next month, so keep an eye
on RPGamer for further details and a full review closer to its
release.
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