Adding clever, original ideas to Chrono Trigger's on-map fights, Grandia boasts the best combat system since ATB's introduction, and in many ways feels like a natural evolution. Combat largely revolves around turn interruption, an aspect that provides strategic depth thanks in large part to an active turn order bar and enhanced by its on-map battles. Players are now encouraged to estimate factors beyond mere attack placement and resource management, from enemy distance to turn order, to time required. The combination of active decision making and quirky turn manipulating skills and status effects added layers of depth to a genre known for its passive combat. Although the game's second disc largely disposes of that style in favor of AoE spells and their use-based progression system, its ties with resource management at least kept dungeons and boss fights interesting.
Its achievements were not only mechanical, as the game injects a great dose of humor and whimsy to each of its characters, towns, and dialogue. And its plot - while not particularly innovative, is chock full of memorable moments enhanced by a largely playful, whimsical atmosphere. With this release, GameArts effectively coined a new branch of JRPG.
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