Saga of Tears Granstream Saga review for ToastyFrog Zine #6 (PSX, 1998, RPG) Ben Elgin I surveyed the game box. "Hmm," I thought, "anime cut-scenes." That's when the Babbage's clerk walked by. "You don't really want to buy that game," he remarked. I thought he was just a clerk-monkey. I thought he didn't know what he was talking about. I thought maybe (horror of horrors) he just didn't like anime. I bought it anyway. And thus another misguided otaku acquired the wholly mediocre game _Granstream_Saga_. Where to begin critiquing this turkey? Let's start with the obvious: the in-game graphics. Never mind the simplistic models and dull textures on environments and objects - they're at least serviceable. No, the big problem is the character models. They have no faces. Aesthetic scariness aside, an anime-style RPG depends heavily on conveying characters' emotions, and you just can't effectively emote with no face. 16-bit sprites from SNES games did better on this front. Then there's the cut-scenes. The animation itself is just good enough to remind you how bad the rest of the visuals are - it gets the job done, but isn't astonishingly beautiful. The accompanying dialogue and acting begin mediocre and get progressively worse as emotions heighten towards the end of the game. But enough quibbling about presentation... how's the gameplay? basically, this is a traditional RPG with a couple potentially innovative additions that ultimately fall flat. The first unusual addition is the "scepter"[1], which has the ability to restore or replicate items it touches. Unfortunately, you only get to use it when the game decides that it's a good idea[2]. In a few cases, this results in vaguely interesting "puzzles"; taking the sleeping guard's keys might wake him, but copying them won't. Usually, though, it's just gimmicky window-dressing. Instead of finding fantastic armor lying around, you find a lump of rusty metal which the scepter instantly restores into fantastic armor. Hooray! Next up is the battle system: instead of turn-based party combat, we have one-on-one 3D battles. These might have been fun, if the control weren't so sluggish and the combat system had any variety. There's magic, but since MP is restored only via potions or rare rewards, you'll never use it. There are special attacks, but you hardly learn any until late in the game. Enemy balance is also a problem - you'll quickly tire of the constant block/counter strategy that defeats any soldier, but learn to fear the fast unblockable moves of lizardmen. What's especially sad is that apparently the developers _sensed_ how tedious the game could become, and gave players a built-in cheat. The ultimate weapon can be found by using an item at a particular location... five minutes into the game! Using it certainly helps move things along if you're so inclined. If you move things along all the way to the game's finale, you're faced with a supposedly gut-wrenching life-or-death decision. Unfortunately the increasingly horrible voice-acting at this point makes it impossible to take seriously. But in the end, it doesn't matter much - I'm pretty sure nobody who wasn't suckered into writing a review of this stinker will ever make it that far. [1] Actually a sort of glowing bracelet, one of several odd word-choices in the translation. I wouldn't have called a giant laser cannon a "torpedo" either, but what do I know? [2] Hmm, I can make a copy of the "fake treasure" item, but I can't just copy this Gold Bar fifty times? What a shame.