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Developed by: Game Arts | Published by: UbiSoft
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Like most Game Arts' RPGs, heavy attention is paid to each character's personality, and there are many deep, complex emotions experienced throughout the story at every turn. All characters are unique, and the things that they go through internally relate very well to what is going on externally in the story, both in the emotional and the ethereal aspects. The depth of the characters and the story is very exceptional, as is in most Game Arts RPGs.
Like the first Grandia, the battle system is smooth-flowing and feel more like real fighting, while still retaining the strategic elements of turn-based fighting.
The dungeons and areas are designed with several surprises along the way (enemies that hide in things, ladders, drops, rotating sphere rooms, moving roots that you walk on, etc.).
The usual plusses of most all RPGs:
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The cute anime feel is not mass market enough. A counter example would be Final Fantasy X, which had lots of elements in its art feel that made it appeal to many demographics. This feel is too cartoony.
Graphics are behind the times.
Frame rate choppy and slow throughout most of the game.
Manually rotating the camera is an extra chore for the player to do.
Translation voice acting could be better.
The usual negatives of most all RPGs: