SaGa Frontier 2 returned the series to its medieval fantasy roots. The 'Free Scenario' progression of SaGa Frontier was modified to a dual-scenario format, following 2 distinct routes split by chapters. Proceeding from chapter to chapter is fairly open-ended, but the progression within isn't. The combat/dungeon-oriented route of Wil feels all too conventional compared to Gustave's political story-driven route, and the overall more serious change in tone is a mixed blessing. Combat easily remains SaGa's weakest point, and here its signature difficulty and grindiness becomes too much of a burden. At best, their praxis evokes Suikoden, but besides the impressive hand-drawn artstyle, other aspects fail to engage or justify all the monotony.
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I love this game, but it's not surprising the average is what it is. It's arguably the most narrative-focused game in the series, yet still features many of the challenging elements of Kawazu narratives, including a large cast of characters, fragmented storytelling, and a world where the most important events have already occurred and can only be learned through indirect inference. Most players probably don't even know what the Egg is by the end of the game. The unusual structure places a lot of emphasis on missable content and items, which is something a lot of JRPG fans hate, and the constantly changing party distorts a traditional sense of "progression." These aspects filter out traditional JRPG fans.
Then there are aspects which some SaGa fans take issue with. It's not as nonlinear as other games in the series, and you don't have as much freedom with party composition, so repeat playthroughs don't feel as unique. The number of characters participating in battle has been reduced to four, while five is the norm for the series.
Almost everyone agrees that it's aesthetically beautiful, but the game itself is too different and avant-garde for a lot of people.
...2020-10-09 09:36:13.78731+00
oh man. im just now reading your reply and yeah this is such a good way to put it. the narrative, if u try to piece together reminds me a lot of canterbury tales (but less abt the church more high fantasy). and truly its avant-garde jrpg design inspires so much study and trying to perfect it. though i supposed unlimited saga far surpassed what they did with this
I fucking love the way this game starts. No FMV, no title menu, you boot it up and it immediately thrusts you into the opening chapter of the game with Hamauzu's bangers blaring, and the art style leaving an impression. It's so refreshingly to-the-point.
Then there are aspects which some SaGa fans take issue with. It's not as nonlinear as other games in the series, and you don't have as much freedom with party composition, so repeat playthroughs don't feel as unique. The number of characters participating in battle has been reduced to four, while five is the norm for the series.
Almost everyone agrees that it's aesthetically beautiful, but the game itself is too different and avant-garde for a lot of people.