...'s efforts have always been overlooked, but never because their quality was lacking. Okay, maybe
Robotrek wasn't so great and
ActRaiser 2 [アクトレイザー2 沈黙への聖戦] was a disappointment, but every other game this company put out in the 16-bit age was a masterpiece. There was
ActRaiser [アクトレイザー], the first great non-Nintendo developed title for the SNES, but the company's
Soul Blazer [ソウルブレイダー] trilogy was its true masterpiece (and the only other games they made for the system). None of the three games were tied beyond obscure connections, themes, and presentation -- with
Illusion of Gaia [ガイア幻想紀] and
Terranigma often being called "spiritual" sequels to
Soul Blazer. The most important thing these games had in common, however, was quality and innovation. After two of the best games of their respective generation, Quintet put out the perfect swansong of the SNES and the classic era of the action-RPG genre.
Where
Final Fantasy VI [ファイナルファンタジーVI] pushed the SNES hardware to its max potential and felt perfect on the platform,
Terranigma aims for the same ambitions but fails to deliver on its promise due to the limits of its generation. This is not a complaint of the game, as much as it is a testament to its massive scale and aspirations. The game begins as an underwhelming take on
Soul Blazer, as you essentially revive a dead world by battling your way through 5 unimaginative dungeons. After the first act of four, the game becomes the true successor to
Illusion of Gaia as you travel a world filled with color and variety. By the third act,
Terranigma becomes a adventure beyond compare. The blessing and curse of the game is that it perfects many elements of Quintets previous games, but ultimately fails to mold them into a cohesive whole like its predecessors.
Terranigma is unique in many ways but what stands out is the game's overarching world which is, literally, our own. Once you break free of the underworld within the game's opening hours, you find yourself on a dead Earth. The planet we know and love except with all its life sucked out. Without giving away too much, you find yourself on a journey through Earth's history as you travel from ancient tribes to a future vision of Tokyo. The game has a subtle layer of education, as you familiarize yourself with the map of our planet and travel through our history. It's a shame then that the game suffers from lackluster localization and losses some of its realism as it ventures into a purely fictional future (Columbus is alive till the end of the world -- I mean, really, guys?) Just as interesting is Quintet's signature themes of duality, man's plight against himself, and the presence or non-presence of a God. They are themes that, while not dealt with as delicately as a great novel, we hardly ever see in video games and are used to much effect in this imaginative adventure.
The first part of the game is aesthetically dull when compared to the rest or previous Quintet games. There are two things that redeem it and make the rest of the game an enjoyable experience: the gameplay and the music. Where I thought
Illusions of Gaia was on an equal level of
The Legend of Zelda: A Link to the Past [ゼルダの伝説 神々のトライフォース]'s fighting,
Terrangima completely surpasses both. The game has, easily, the most fluid and fun fighting of any RPG-adventure. The controls are pitch perfect and the game rewards you for your progression. In many ways, I feel
Terrangima is to
A Link to the Past as
Castlevania: Symphony of the Night [悪魔城ドラキュラX 月下の夜想曲] was to
Super Metroid [スーパーメトロイド]: it's a game that loses some of Nintendo's level design charm, but perfects everything else wrong with it. Where
Zelda gives you no incentive to fight or search for secrets, Quintet observed this problem and implemented a very satisfying experience system so you can level up. Furthermore, the game offers you stores where you can buy items that actually matter. Even better is the game's social economy, which, while primitive, lets you interact and affect the game world in a way that was ahead of its time.
The soundtrack is the perfect metaphor for the overall game, when I think about it. It contains some of the most haunting and beautiful themes to ever grace an SNES title, but it often implements them poorly -- replaying the same dungeon theme over and over, rather than making a new one. Its not that the game is ever bad, but it just doesn't know how to make the adventure as fluid as its gameplay. The
Diablo meets
Secret of Mana [聖剣伝説2] dungeon crawling is amazing, the themes of the game are amazing, the world is amazing, and the inventiveness is amazing. The game simply fails to make all these things matter and work to their full potential. I fault the system more than the developer as they chose to make a game far too big for its respective hardware. Where Quintet's previous titles feel sealed to their system and year,
Terrangima begs for Quintet to come out of its silence and re-imagine this grandiose adventure in the way that it originally thought it could. The game ends with a credits sequence that pulls the heart strings, except they were never attached properly. You might cry at the end sequence, not because of how well it ends the game but because how damn amazing Quintet are at any exact moment.