Grandia (video game)
A young boy's quest to uncover a lost civilization.
Grandia is a role-playing video game developed by Game Arts and first released for the Sega Saturn in Japan in 1997. It was later ported to the PlayStation, with an English version published in North America by Sony Computer Entertainment and in Europe by Ubisoft. The game is noted for its combat system, which influenced later entries in the series, and was voted by Famitsu readers as the 73rd greatest game of all time.
Quick Facts
- Developer
- Game Arts
- Publisher
- Entertainment Software Publishing (JP)
- Sony Computer Entertainment (NA)
- Ubi Soft (EU)
- GungHo Online (WW) (digital)
- Designer
- Takeshi Miyaji
- Composer
- Noriyuki Iwadare
- Platforms
- Sega Saturn
- PlayStation
- Nintendo Switch
- Windows
- PlayStation 4
- Xbox One
- Genre
- Role-playing
- Modes
- Single-player
Facts from the source article.
Did You Know?
- An expansion disk called Grandia: Digital Museum was released exclusively in Japan for the Sega Saturn in May 1998, featuring character graphics, textures, and music from the original game.
- The HD remaster used the PlayStation version's code but referenced the Sega Saturn version for details and effects to create what GungHo Online called the definitive version.
- The game's story in the Digital Museum expansion involves Justin, Feena, and Sue being transported to a museum created by the sorceress Liete to honor their adventure.
Gameplay
Grandia presents its environments as three-dimensional maps, with characters rendered as 2-D animated bitmap sprites. The camera is fully rotational and follows the party from an angled third-person perspective; rotating the camera is often needed to spot hidden items or passages. The game uses a rotational party roster, and each member's statistics increase upon gaining a new level through defeating enemies and earning experience points. Characters learn new abilities by repeatedly using weapons and spells; once a weapon or magic spell is used a specific number of times in battle, its Skill Level rises. Weapons are divided into classes such as swords, maces, axes, whips, and knives. Each character's potential abilities and the skill requirements to learn them are displayed on a Skill screen in the main menu. The game encourages switching between weapons periodically. When a weapon or magic element levels up, permanent stat points are added to that character—for example, a water skill level up grants +1 HP and +2 MP. Monsters are visible on the field and wander until the party approaches; a battle starts when a monster touches a party member. If the player sneaks up and contacts an enemy from the rear, they gain a preemptive strike and attack first, while an enemy touching a party member from behind gets the first strike. Combat is shown from a third-person overhead view. The IP bar at the bottom right displays icons for all party members and enemies; when an icon reaches the Command segment, that character can choose an action. The IP bar also shows enemy attack preparation time, and landing a strike during that period cancels the enemy's attack.
Story
The story centers on Justin, an aspiring adventurer from Parm who lives with his mother above their family-owned restaurant. His father vanished years ago on an adventure, and his mother fears Justin will follow in his footsteps, but Justin believes uncharted parts of the world remain despite the general perception that the End of the World—an insurmountable stone wall on a newly discovered continent—has ended the age of adventuring. Other characters include a friend from his town who acts as a surrogate sister; a seasoned adventurer who is Justin's idol; a valiant knight who mentors him in swordsmanship; an ill-mannered youth from the village of Cafu; a feral giantess with a sweet side for her husband; a traveling salesman and chieftain of the rabbit-like Mogay clan; and a mysterious woman who contacts Justin inside the Sult Ruins, residing in an ancient space station as a living database of a lost civilization. The main antagonist is General, the calculating leader of the Garlyle Forces, who has his own agenda despite appearing philanthropic. His son and second-in-command is Colonel, a tactician well liked by his subordinates, alongside his aide-de-camp, a young soldier with a special place in the military. Three female commanders, each assigned their own squadrons, often bungle missions involving Justin and have crushes on Colonel Mullen, showing jealousy of Leen.
Development
Grandia was developed by Game Arts over more than two years, beginning after the release of Lunar: Eternal Blue for the Sega Mega-CD. The project was headed by producer Yoichi Miyaji and directors Takeshi Miyaji and Toshiaki Hontani, and was originally intended for the Mega-CD but shifted to the Saturn early in development due to Sega abandoning that platform. A Game Arts spokesman stated the game was created as part of the company's effort to provide good games rather than follow market trends, aiming to tell a compelling story for their existing fanbase. The game contains 20,000 frames of animation. The Saturn version was released in December 1997 exclusively in Japan, with a limited edition for pre-orders including a cloth map and a mini radio drama disc. In November 1998, it was re-released as the Grandia Memorial Package with new artwork and a lower price. Sega of America stated no plans for a North American Saturn release, prompting an online petition from the fan site LunarNET; despite hundreds of signatures and promotion from GameSpot, the Saturn version was never released internationally. Sega Europe and Game Arts also negotiated but failed to produce an overseas release. Telecom Animation Film, AIC, Gonzo, Production I.G, and Studio Junio provided animation support, and CG support was also provided.
Reception
Grandia received near-universal acclaim in Japan, with scores of 9 out of 10 from Sega Saturn Magazine and Saturn Fan, 8.75 out of 10 from Weekly TV Gamer, and 32 out of 40 from Weekly Famitsu, earning an editor's choice Gold Award. It won an Excellence Award as runner-up for game of the year at the 1997 CESA Japan Game Awards. Because the game was not released outside Japan, several American and European publications reviewed the Saturn version as an import. Next Generation praised the complex 3D models, animation, audio, real-time strategy elements, and wide array of actions in combat, though it criticized the frame rate, concluding that Grandia's design and innovation would be a benchmark for future RPGs. The UK-based Sega Saturn Magazine lauded the 3D visuals, background animation detail, sound effects, and character progression, and ran a walkthrough to help readers overcome the language barrier. GameSpot claimed Grandia beats Final Fantasy VII in all ways that matter, citing its length, engaging cast, and lack of lulls, and awarded it an Editor's Choice Award. Official U.S. PlayStation Magazine called it arguably the best RPG for the Saturn. The game sold 181,219 units in its first week and 344,554 copies in Japan, becoming the 15th highest-selling Saturn game in the region and the fourth highest-selling Saturn title of 1997 in Japan. North American imports were higher than many other genre games due to its positive reception and the cancellation of the English Saturn release. In 2006, Famitsu readers voted the Saturn version the 73rd greatest game of all time.
Frequently Asked Questions
Who published Grandia (video game)?
Grandia was published by Entertainment Software Publishing (JP), Sony Computer Entertainment (NA), Ubi Soft (EU) and GungHo Online (WW) (digital).
What platforms is Grandia (video game) available on?
Grandia was released for Sega Saturn, PlayStation, Nintendo Switch, Windows, PlayStation 4 and Xbox One.
Who composed the music for Grandia (video game)?
The music for Grandia was composed by Noriyuki Iwadare.
Is Grandia (video game) single-player or multiplayer?
Grandia offers single-player play.
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