Grandia
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Grandia

Grandia is a classic Japanese role-playing game developed by Game Arts and published by ESP. It first launched on the Sega Saturn on December 18, 1997, with a PlayStation version following in June 1999. The game is renowned for its innovative IP gauge real-time battle system, its blend of 3D maps with 2D characters, and the adventure of a young boy named Justin. It stands as one of the representative works of the golden age of JRPGs.

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Gameplay and design

The most striking aspect of Grandia is its battle system. The game uses an IP gauge to display the turn order of all combatants on one side of the screen, making it clear who acts next. Players can interrupt an enemy's attack with a normal hit or a skill, keeping the pace of battle tight. This design was ahead of its time and became a hallmark of the series.

Character growth is also distinctive. Repeatedly using a weapon or magic type raises the corresponding skill level and permanently boosts certain attributes. For example, frequent sword use gradually increases attack power. This growth system gives players clear goals while leveling and encourages experimenting with different weapon and magic combinations rather than simply grinding levels.

The game's maps are rendered in 3D, while characters are 2D sprites, and the camera can be freely rotated. This hybrid style was uncommon at the time, preserving the detailed expressions of 2D characters while giving environments a sense of depth. Players can pan around towns and dungeons to find hidden treasure chests or admire distant scenery, adding to the sense of exploration.

Enemy encounters are visible: enemies wander the map, and battles trigger only on contact. If the player bumps into an enemy from behind, they gain a surprise advantage; conversely, being ambushed puts them at a disadvantage. This design lets players choose to fight or avoid enemies and encourages thoughtful route planning.

Skills and magic in battle are also distinctive. Characters learn various attack, healing, and support abilities, some of which have special effects on the IP gauge. For instance, certain skills can greatly delay an enemy's turn or let allies act sooner. These mechanics make battles more than just a numbers game, requiring timing and strategy for a deeper experience.

Background and release

Grandia first launched on the Sega Saturn in Japan on December 18, 1997, developed by Game Arts and published by ESP. At the time, the Saturn still had a significant presence in the Japanese market, and the game quickly attracted players with its impressive visuals and innovative combat. However, it was not released overseas, leaving Western players without access.

In 1999, a PlayStation version launched in Japan, followed by a North American release in October of that year from Sony Computer Entertainment, and a European release in 2000 from Ubisoft. The PS version made some adjustments over the Saturn original, such as supporting the DualShock controller's vibration function and compatibility with the PocketStation. These changes made the PS version more comfortable to play and brought it to a wider audience.

The PS version's release was somewhat convoluted. Because the Saturn version was never localized, North American players had no way to play it, leading to fan petitions for an English version. Although the petitions did not revive the Saturn version, they may have helped push for the PS version's localization. Ultimately, Sony published the PS version, fulfilling the dreams of Western fans.

In 2009, the PlayStation version was re-released on the PlayStation Network, with North America and Europe receiving it in 2010. This digital release allowed old players to revisit the classic and gave new players a chance to experience it. In 2019, an HD remaster was released as part of the Grandia HD Collection, based on the PS version's code but incorporating some details from the Saturn version.

Grandia's story follows a young boy named Justin, who inherits a magical stone and, with his companions, explores ancient civilization ruins and opposes the military organization Garlyle. The plot also involves the secrets of the ancient Icarians and Gaia, creating a grand worldview. Main characters include Justin, Sue, Feena, Gadwin, Rapp, Milda, Guido, and Liete, with antagonists such as General Baal of Garlyle.

Development

Development of Grandia began after Lunar: Eternal Blue, initially planned for the Sega Mega-CD. However, the Mega-CD platform was abandoned, and the project moved to the Saturn. This shift had a significant impact on the game, as the Saturn's hardware allowed the team to realize more ideas, such as 3D maps and smoother animations.

Producer Miyahara Yoichi, director Miyahara Takeshi, and co-director Motomura Toshiaki were key figures at Game Arts. They had previously worked on the Lunar series, gaining valuable experience. The development team put considerable effort into Grandia, with animation frames totaling over 20,000 and a development period exceeding two years. This was a massive undertaking for the time.

The music was composed by Iwasaki Noriyuki, whose score greatly enhanced the game. The theme song, "Theme of Grandia," was reportedly composed in a single night, and the recording took place at Skywalker Sound, the studio owned by Lucasfilm. Such recording conditions were rare for game music, reflecting the team's dedication to the soundtrack.

Porting the game to the PlayStation was not a simple copy-and-paste job. The team had to adapt the Saturn code to the PS hardware and address technical issues arising from hardware differences. For example, the PS had stronger 3D capabilities but different memory and storage media, leading to a slight drop in frame rate. However, the PS version also added new features, such as vibration and PocketStation support, as a compensation.

After the game's release, several music albums were produced. The Grandia Original Soundtrack, a two-disc set, was released in December 1997, followed by a second volume and a remix album titled Vent in 1998. These music releases later became treasured collector's items, further cementing Grandia's reputation in the realm of game music.

Reception and legacy

Grandia received considerable acclaim upon release. The Saturn version scored 32/40 from Famitsu in Japan and won the 1997 CESA Award for Excellence. The PlayStation version holds an aggregate score of 86% on GameRankings and 89 on Metacritic. These scores were impressive for the time, indicating the game's high quality.

In terms of sales, the Saturn version sold 181,219 copies in its first week and totaled 344,554 copies in Japan. The PS version sold approximately 97,460 copies in its first three weeks in Japan. While the PS version's sales were not exceptionally high, considering it launched over a year after the Saturn version and faced stiff competition on the PS, the numbers were respectable.

Grandia's battle system had a lasting influence, with subsequent series entries inheriting the IP gauge and interruption mechanics. Spin-offs like Grandia: Digital Museum and Grandia: Parallel Trippers, though Japan-only, continued the world and gameplay. In 2006, a Famitsu reader poll ranked the Saturn version as the 73rd greatest game of all time, reflecting its standing among players.

The HD remaster, released in 2019, is based on the PS version's code but incorporates some details from the Saturn version. This allowed new players to experience the game in high definition, while old players could relive their memories. However, the remaster also sparked discussions about aspect ratio and filter effects, but overall, making the classic more accessible was seen as a positive.

Grandia holds a place in JRPG history. It competed with major titles like Final Fantasy and Dragon Quest, yet won its own fans with its unique combat and heartwarming story. Although it did not receive new installments as frequently as those series, whenever classic JRPGs are mentioned, players always remember the adventure of young Justin.

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Keywords

JRPGGame ArtsJustinturn-based combatIP gaugeadventure RPG格蘭蒂亞格兰蒂亚