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GAMES

SAGA FRONTIER 2
SLPS 01990-1
Copyright © 1999 Square Soft
Sony Playstation, 1 Player
RPG
Compatible with DualShock controller and PocketStation
Available now in Japan
¥5,800
Where to buy
FAQ

—by Rika Takahashi













It's really not that often when a sequel is better than the original. It's also not often that a sequel to a mediocre (all right, bad) game is actually a fun game to play.
  If you recall in issue 3.4, you should remember the relatively scathing review for the first game of the SaGa family for the PlayStation, which this reviewer was in complete agreement with. Because of how the original FRONTIER left a bad image, the only reason this reviewer even picked up this title was for the SEIKEN DENSETSU: LEGEND OF MANA demo CD that was bundled with it. But all in all, it was a good decision.
  For those of you who are not familiar with the SaGa family, this is actually the eighth game with the SaGa name on it. The first three (MAKAITOUSHI SaGa 1/2/3) were stereotypical RPGs for the Game Boy, released as the FINAL FANTASY LEGEND series in the United States. The next three (ROMANCING SaGa 1/2/3, for the Super Famicom) were what can be conceived as one of Square's first attempts at a non-linear storyline and characters without levels. Then came SaGa FRONTIER 1 for the PlayStation... and now this game.
  As with any other Square "series" of RPGs, this game has nothing in common story-wise to any of the previous SaGa games. However, it seems that they have learned after FRONTIER 1 that too much non-linearity can be a bad thing: FRONTIER 2 has a relatively linear plot (albeit once you finish the game, you can be as non-linear as you please by playing the scenarios you previously played in any order). The story spans a total of 94 years, and is initially told from the viewpoints of two characters: Gustav XIII and William Knights. Gustav was born into the royal family, but his father banishes him when it is revealed that he was born with no magical abilities. Even after banishment, he was under much ridicule from the townsfolk who used magic for everyday activities. On the other hand, Will starts out as a normal Digger (archaeologists who seek magical items called Quells) but gets involved in the search for the Egg, a Quell which he believes is the reason (at least partially) behind the death of his parents. Both Gustav and Will, as well as their descendants, lead lives full of battles—both human and monster.
  If you are familiar with the ROMANCING / FRONTIER games, then you have a general idea of the battle engine. It is basically a turn-based console RPG, but with no "experience points to gain levels"—rather, the game has a complex algorithm to "randomly" raise each character's status (hit points, special attack points, magic points), and skill levels. The more you fight, the higher your status and skill levels will be—and you have to have high skill levels to get the high-end special attack for each skill! Also, what you equip with will be crucial in what spells your characters can use—each character must use Tools (magical items with a set # times of usage) or Quells to draw Anima (the basic magical power unit in the game) to cast their spells. This means that if a character cannot cast water spells if he is not equipped with some water-attributed item. However, to make life easier in some cases, the characters can occasionally draw Anima out from the landscape (like water from an ice dungeon).
  What may be the biggest change in the battle engine of this new SaGa is the fact that the enemies will not grow stronger with each battle. In FRONTIER 2, the enemies have a solidified set of attributes (unlike FRONTIER 1), and the type of enemies that appear in each map are fixed (unlike the ROMANCING series). Even though the stats don't change for the enemies, they will get smarter as you fight them. There is a random probability that the enemies will "learn" a type of attack when you use it against them—and when they do, they will come back and haunt you with it. However, unlike in the past, you can still safely take your time to build up each character's stats or to find more powerful magic spells, more powerful special attacks, experiment with combinations of both, or try out different roles (which determine what status bonuses you get during battles) and orders of attack (free-for-all, or a rigid who-goes-before-who) to find the best combination for you... or if you still like a challenge, you can still opt to dash away from all the enemy symbols on the dungeon maps. If you have a PocketStation, the leveling up process becomes even easier as you can have it dig up items for you infinitely, and store all your unwanted special attack combinations!
  Once in a while, you will be asked if you want to duel. In a duel, a character goes one-on-one with an enemy unit, and each side gets four commands per turn. Duels are good for boosting one character's stats (given he is strong enough to last the entire duel) or for experimenting with commands to create special attacks which you will be able to use later in normal battle. Also, there are four "combats" during the Gustav arc. This is somewhat like those war strategy games—you move troops on a grid, and if your troops meet enemy troops they enter battle.
  It is of note that this game is not state-of-the-art in the graphics department. The little sprite characters run through cities and dungeons comprised of watercolor sketches—these maps are hardly realistic, but they give the player the strange sensation of walking through and interacting with a picture book. However, the characters are still fairly detailed and full of life as they are animated in the various conversation and battle scenes; some of the special attacks are extremely well-animated. As for sound, it might not be the best soundtrack you've ever heard, but it certainly isn't the worst, either. The background music, which mostly consists of piano with slight accompaniment, fits well with the landscape that the characters are travelling on at the time, while this reviewer felt an underlying warmth in every tune.
  If you are not a fan of the typical console "get experience, gain levels" RPGs, yet don't want too much of a challenge, this game is for you. It may take a while to get used to (the menus to equip skills and items can get confusing at first), and a lot more time to completely master, but the freedom you get from the system (and the randomness that your characters might not grow up the same way with each run-through of the game) will definitely keep you from being bored. And if you are hesitant about this game after playing SaGa FRONTIER 1, you don't know what you're missing!
  Oh, and if you can understand Japanese, get the SaGa FRONTIER 2 ULTIMANIA strategy guide from DigiCube—it is well worth the 1500 yen you spend on it.

Rating: 9.5/10


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