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Grandia II - Review
System: PC
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RPGs are quite different animals on the PC and on video game platforms.  PC RPGs are usually stat-driven affairs that offer players a fair degree of freedom in pursuing the game's goals.  On the other hand, video game RPGs tend to be Japanese-style games with cartoony graphics and tight, linear gameplay.  For the most part these two RPG worlds rarely cross paths, but now a console RPG that debuted on the dearly departed Sega Dreamcast and made its way onto Sony's PlayStation 2 has made the leap to the PC.  Grandia II gives PC players a chance to experience an RPG from the other world of gaming.

ScreenshotsThe first thing that will strike PC RPG players in Grandia II is the lack of any kind of character generation.  The game immediately starts with a long cutscene and then players are directly placed in the role of Ryudo, a sword for hire known as a Geohunter.  While experience is awarded for surviving combat and Ryudo can advance in levels, there's not a lot of room for character customization as Ryudo does not have a set of stats that can be modified.  Ryudo's path of improvement instead involves spending bonuses gained from reaching a new level on strengthening special attacks or adding new ones to the repertoire.  

When players finally gain control of Ryudo, they'll immediately get a feel for the game's linearity.  Ryudo must make his way along a forest path to a village to accept his next job.  The path is constrained, and the player must simply move along it until reaching the village - there's no opportunity to go exploring and no risk of getting lost on the way.  This does have the benefit of never leaving the player wondering what he/she should do next, which can sometimes be a problem in expansive RPGs.  The linear gameplay also suits the game's Japanese RPG style, which almost always is long on conversation and battles and short on exploration.

Speaking of conversations (groan), there are a lot of them in Grandia II.  All character encounters display the text of the conversation as each character is speaking, along with a small portrait which conveys the speaker's emotion.  Some of the conversations include voiceovers as well, and these are generally of good quality although they do suffer a little from some overacting.  The bane of many games that are brought over from Japan is the almost universally terrible translation.  Grandia II does not suffer this curse itself, and the text and voice acting make good sense, although some of the proper names can come across as a little goofy at times.

Combat in Grandia II is strictly turn-based.  Moving next to an enemy transitions the game to a combat view which has an initiative bar along the bottom.  When the marker for a character or monster reaches a certain point, an order for the next move can be given.  Once the marker moves to the end of the bar, the character or monster will carry out the order.  Some combatants are faster than others, and this is reflected in the speed at which the marker moves along the bar.  When giving orders, it is possible to specify a special attack that will hit for less damage, but has a chance of causing the target to lose all accumulated initiative and have its marker moved back to the beginning of the bar.  When combat is complete, experience and gold or special items are awarded and the game shifts back to its normal mode.


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