Playing Romancing SaGa 2

I have had a generally good time playing Romancing SaGa 2.

Until 2016, the 1993 JRPG had never been officially localized into English in any form, but then in 2024 Square-Enix made one of their upgraded remakes of it, giving it the whole modern-day spit-and-polish. As someone born in 1973, I refuse to use the term “glow up,” and am only camel-casing the title because it’s essential to the series identity. That’s the kind of thing that happens when someone with an English degree writes about video games.

If you’ve never played a SaGa game before, well, you might actually have, as the first three games in the series were renamed Final Fantasy Legend and released for the Gameboy. The words “Final Fantasy” at that time had a degree of name recognition in the US, paid for by Nintendo when they published the original Final Fantasy for NES. Nintendo wasn’t then, and has never been an altruistic company, as any publisher from the NES era would have told you, but it was good of them to sponsor this one, and the original Dragon Warrior, even if it was with future profits shining in their dollar-sign-studded eyes… and then both Square and Enix jumped ship to the Playstation because of Hiroshi Yamauchi’s refusal to use optical media for the N64. It wenteth around, and yea verily, around cometh it back.

The SaGa series has always labored in the shadow of its terminal cousin, despite it sharing some of the same talent in its origins. Generally SaGa games are much lighter on story, taking on a more simulationist approach. I’d say the games look generally more like a Western style RPG than Final Fantasy, so naturally the Romancing trilogy didn’t see US shores until they started rereleasing them. Instead we got Secret of Evermore. I tell you, there is no justice.

SaGa, famously, doesn’t use experience levels. Generally characters improve in statistics through use. In Romancing Saga 2, this takes the form of a system of weapon and magic skills, which each themselves have levels. When a character uses one in battle, it gets some points. The stronger the enemy, the more times it’s used, whether it defeats an enemy, even if it was a different character who used the skill, all of these things seem to factor in. Higher levels mean more damage, and also give the character a chance to learn better skills that use that weapon.

There is something you should know if you decide to play it, which is alluded to in the description on the eShop page but it’s possible not to realize it. At the start of the game you’re asked to pick one of two character models, one visibly male and one female. You don’t immediately play as either of them, however. You won’t see either of them until nearly the end of the game. Instead, you start out playing as Leon, the head of a small nation called Avalon, and his son and successor Gerard. The kingdom is beset by one of the Seven Heroes who are the major villains of the story, and both Leon and Gerard’s brother Whats-His-Name get killed. Gerard goes off and gets revenge on the scoundrel, and keeps going for a while, but eventually the game declares “XXX years pass,” where XXX is a number over 100.

Surprise! All of your characters are gone! Gerard too! The stories they had been a part of are just left hanging. I guess at some point Gerard got tired of avenging his family and saving the world, and decided to just do emperor stuff at home for the rest of his life.

I can’t emphasize how sudden and jarring this is. If you know it’s coming it’s not so bad, but up to this point it seems like the game had been gearing up for you to play Gerard for the full runtime, but no it really isn’t that kind of game. You’re given a choice of several successors, each one of them of the different characters you have available to you at that point in the game. You pick one, and the are given all of the skills that Gerard had. This happens many times during the game, each advancing the game clock a hundred years or so. If you pick a different class than the previous one, they gain its starting skills in addition to what they had before, so eventually your emperor becomes the most versatile member of your party.

After the start, the game is truly non-linear. You can explore the world largely as you wish. In the original I understand it made things feel aimless, but this version offers to keep track of quests for you, and show markers on the screen so you’ll know where to go. After beating the first of the Seven Heroes who are the antagonists, you can attack the others in different orders. While I usually like the classic style of these games, Romancing SaGa 2 is so far-flung and varied that you’ll be playing for many many hours even with the game showing you destinations, and while the quest markers can be disabled I recommend leaving them on.

Timeskips happen whenever you pass a major quest milestone, but can also happen when you finish a number of subquests. Some subquests can only be done by specific kinds of emperors, like a male one (boo) or a Corsair, and you’ll be locked out of them until you have one that fits the bill.

One important thing about timeskips is eventually you’ll be looking forward to them, because of another of Romancing SaGa 2’s little features. Every character, including the emperors, has a limited number of life points, or LP. When a character runs out of HP, they lose one LP permanently. There are also some attacks, I hear, that affect LP directly. Some characters have buckets of LP (I’ve so far seen up to 26), but some being with as few as 6. When a character reaches 5 LP the number is displayed in red from then on. When a character runs out of LP they die permanently.

It’s not quite permadeath in the roguelike sense, you can always go back to a previous save if you wish, but it does mean you have to make a choice: abandon all the progress you’ve made since the last save (this version of RS2 autosaves on area changes), or keep going without that character. The game will generate a new character for you to fill in the role of the departed, who can then be added at a tavern. If your emperor character runs out of LP you have to pick a successor immediately. I don’t know if a timeskip also happens in that case, but it probably does. Whatever causes a timeskip, all of the next generation of characters will have a new supply of life points, and you’ll be grateful for it.

Losing even one LP hurts, because Romancing SaGa 2 is shockingly hard! I’ve been playing on the “Hard” difficulty, which is the difficulty of the original, and characters run out of HP all the time. Frequently a monster will decide on hate this day, and make a single attack that drops a character to very low HP, or even knock them out in one move. I don’t know if it’s that bad on lower settings, but I enjoy the challenge of scraping through every battle. If you too choose hate, and play on Classic, be prepared to use every advantage to its utmost.

I haven’t yet exhausted the things to tell you about Romancing SaGa, but I have run out of time to write things down about it. I’m sure I’ll be back to tell you more soon.

Plus:

  • Combat is genuinely fun and challenging. A game like this, I think, challenge is the point of it. There are three difficulty levels, “Casual” (you are supposed to sneer when you say it), “Normal” and “Hard,” a.k.a. Classic. Normal is intended for experienced RPG players… but Classic is harder than that, and is the difficulty of the original Super Famicom game. It is truly difficult, and it’s the one I’m playing on. I hear two more, even harder, difficulties are unlocked after completing it, for players who enjoy bashing their heads into solid brick walls.

Minus:

  • I can’t emphasize enough how the game sets you up to think it’s one kind of game, then without warning throws those characters and their story away. Do not get attached to Gerard, he’s a nice boy but he won’t be with us long.
  • The succession system, which periodically replaces your entire party with descendants of similar skill, sometimes causes subquests to break. Sometimes you can restart them, but I’m not sure if you always can.
  • As you advance the story and fight monsters, the “enemy strength” rises too, which makes all the monsters stronger. As a result, a time-honored tenet of battle RPG systems, that your characters get stronger, is overturned. The world increases in power as your characters do. Due to this, it seems if you build your characters so they’re generalists you’re shooting yourself in the foot, as it means they won’t have a way to keep up with the rising enemy difficulty. It’s better to raise them each to specialize in something and stick with it, and switch your party composition to meet different challenges. I consider this to be a grievous design sin in an RPG (I was not a fan of Final Fantasy VIII) and it’s the worst thing about Romancing SaGa 2, but there’s a lot else here to recommend.

Weird:

  • All of the Seven Heroes have goofy French names.

Romancing SaGa 2 ($50 on Nintendo eShop)

Basement Brothers Looks At PC-98 Brandish

Basement Brothers is a great Youtube channel that finds and runs classic PC-98 games on original hardware. The PC-98 is a computer platform that was only sold in Japan, and was a home platform for Nihon Falcom, the long-lived JRPG publisher. Here they talk about Brandish, a unique style of dungeon crawl created for the PC-98. (38 minutes)

The first Brandish game did get an English port, released in the US on the SNES, but in Japan it got three sequels. It used sort of mixture between first-person and overhead view, with a bit of roguelike mixed in. You viewed the action from above, but your character was fixed to the bottom center of the screen, and the view was behind his back. He could move or jump forward, or strafe to either side, but if he turned 90 degrees the screen would be suddenly redrawn to the new facing. Enemies would attack you in the field in real time, that is to say, combat was not modal but took place on the same screen as exploration.

It was a bit disorienting; you might think that the SNES’s Mode 7 effects could be used there, but no it kept the same quirk. Smoothly rotating the view wouldn’t happen until the PS Vita remake years later.

Basement Brothers digs up lots of classic Japanese computer games that are still barely known in the US. Please check them out some time!

Displaced Gamers on Final Fantasy I Combat & Bugs

Displaced Gamers has yet another fascinating “Behind the Code” dive into the workings of an NES game, this time the original Final Fantasy. (30 minutes)

We’ve linked videos in this series many times before, but it’s wuite a doozy this time. Final Fantasy is known to have a number of combat bugs. Critical Hit chances are determined by the index of the weapon in the weapon table, not the stat in that table; weapon special properties just don’t work, regardless of what the Nintendo Power Strategy Guide says; and more.

This isn’t just an explication of those bugs though, it goes through all of how basic (non-magic) combat works in the game, explaining the value of all the stats. That’s one of the things about RPGs: you’re told items are “+4 better,” but often those values don’t match up to what they’d mean in D&D, where a plus is usually either a one-point increase in damage, a 5% improvement on odds for something, or both. Final Fantasy’s attack roll turns out to be a 1-in-200 die, so, a mere +1 is negligible to attack odds.

They probably didn’t elaborate on what these numbers mean in the manual because, at the time, Square and Nintendo were keen to get players hooked on Final Fantasy and other JRPGs, and nothing would dissuade them from picking up the game than to be confronted with battle formulae in the manual. Looks too much like school work! But they could have at least mentioned something about relative chances?

If you really want to know what the numbers mean, the video is there waiting for you. You can just let your eyes glaze over during the math if you want. I won’t tell the teacher!

Sundry Sunday: The Fruitless Quests of Nabiu

Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.

I’ve posted TerminalMontage’s “Something About” series of satirical game animation videos before. The Fruitless Quests of Nabiu (8 item playlist) is another thing from them, but unlike those it doesn’t refer to any specific game. It just uses the tropes of various JRPGs in its animation and storytelling. This allows it to be much more accessible to non-game playing viewers, and I think it also makes it much better at storytelling. I quite like this new direction they’re going in, and recommend them! Please take a look.

So far, Jeremy Chinshue has released two main episodes of The Fruitless Quests of Nabiu, and six promo shorts.

The shorts: Potion Practice (44s), Beastiary Update (1m), Wandering Doortal of Rescue (1m), Fatigued Fungi Story (46s), Nabiu Stepped on a Plush Trap (38s, ad for merch) and Nabiu’s Off-Meta TCG Duel Deck (1m)

The “main” episodes are much longer and tell a continuing story. Note that most of the dialogue in these animations are presented in JRPG-style text boxes. I don’t mind it myself, but I have heard a couple people express annoyance at the chattering noises they make as they speak. Please try to bear with them.

Episode 1 (21m) introduces Karoto the bard, and sets up what Nabiu, an intern “M.A.G.E.” working for Wizzro the Wizard, is doing, searching for a lost magical chair:

Episode 2 (20m, the most recent to date) continues the duo’s quest, where they encounter a very strange town, and are also joined by Brolly the Knight:

Webdepths: Three More Old Final Fantasy VI Sites

The World Wide Web is now over thirty years old. In that time, more content has vanished from it than remains now, but some of it can still be dredged up from the shadowy archives of the Wayback Machine. This is the latest chapter in our never-ending search to find the cool gaming stuff that time forgot….

We posted to the long-lived FFVI site (which a handful of old people may still think of as Final Fantasy III) Caves of Narshe a few days ago. In looking up stuff about it I ran across a few other sites too that I figured I might call out. Because while humans may read this site, Google reads it too, and if I can help those other sites somehow rank above the evil and exploitive Fandom sites, then I think I can devote a day’s post to that cause.

I am being hyperbolic when I say that video game sites used to be 10% of the internet by weight, but it doesn’t feel like it. And that used to be a good thing. Nowadays it seems like many of the people who were enthusiastic about both games and the internet also have strong opinions about Ethics In Game Journalism and 8chan. I don’t know if that’s true about the people I’m linking to now; I can only hope that it isn’t.

There’s Imzogelmo’s Final Fantasy III, who wrote game patches for the ROM, tools for examining it and investigations of how it works.

Hey, did you know you can BUILD A FREE WEBSITE OF YOUR OWN ON ANGELFIRE? Did you know thqt Angelfire still exists, and still uses 90s-era Geocities-style boxes on member sites to advertise their service?

Djibriel’s page Collapse of Heaven and Earth is hosted by Caves of Narshe, and bears information on FFVI, FFV and a couple of other games.

Also hosted on CoN is Master ZED’s list of FFVI (III) patches. These patches are useless to people playing the remakes of course: the ones for Playstation, Gameboy Advance, mobile (which I hear are gone now, good job SquareEnix), Steam, Switch and probably other platforms. There are some guides here too. One entertaining one, if you are entertained by the kinds of things that I’m entertained by, is SharkESP’s Low Level FAQ, a monument to breaking the game.

The Website Caves of Narshe

We love oldschool websites around here, and unlike Final Fantasy Kingdom, whose images are all broken and likely isn’t long for this world, Caves of Narshe has been kept up-to-date, its images and links all work, it’s got a good design, and is full of interesting info on Final Fantasies 1, 4, 5, 6, 7 and 9, plus Final Fantasy Tactics and Chrono Trigger. It’s loaded with good information, and best of all, it isn’t Fandom.com! I can’t even rightly give it the oldweb tag, because it’s modernized! May it last a thousand years.

What kind of focus image does a normal standard regular website get? Well how about a screenshot?

The Ringer on Funny Mario RPGs

Joshua Rivera on The Ringer reminds us of the history of comedy RPGs involving Mario, beginning with Super Mario RPG, then branching into the twin threads of the Paper Mario games and the Mario & Luigi series. They all share the common aspect of making Mario pretty boring, the archetype of the silent protagonist, and instead focusing on the world he inhabits.

Mario & Luigi (image from mariowiki)

In particular, the article mentions how the two of the principals behind Super Mario RPG went on to work on Mario and Luigi, and how Nintendo hasn’t made developing the series any easier with increasingly strict guidelines on how the characters can be used, like how modified versions of iconic, yet generic, types like Toads and Goombas can’t be created, possibly for fear of diluting their brands.

Zess T., a classic Thousand Year Door character who couldn’t be created today, because she’s not a bog-standard, mint-in-box Toad. (Image from mariowiki.)

The article also notes that both subseries have undergone revivals lately, with Origami King and Thousand Year Door in the Paper Mario series, and the new Brothership in the Mario & Luigi line, despite the shutting down of AlphaDream, who made them. But it’s not getting easier to make new games in either series, with Nintendo’s growing strictness over outside use of their characters and the serieses painting themselves further into a corner with each installment consuming more of the feasible possibility space.

Oh Fawful. Will we ever see your like again? (image from mariowiki)

Xanadu Next Video Review

My latest game review is for Xanadu Next, a bit of an old school ARPG that was solid throughout.

Hidden Flags in Earthbound, and the Mole Playing Rough

It’s a bit old, but Chaz on Youtube has a great video explaining some weird facts about Earthbound, including mysterious crashes, when the game registers the effects of statuses like Sunstroke, and why there’s a small number of places in the game where you can find an early enemy, the Mole Playing Rough, in regions where you usually find much stronger enemies. It’s ten minutes long:

Here’s the gist:

Earthbound maintains a flag that the video calls the Overworld Status Supression Flag. If this flag is on then your characters can’t get a number of statuses like Sunstroke, or take environmental damage. If this flag is on, though, and your party loses to a scripted (not random) battle, then a bug is triggered that’s popularly called the Game Over Glitch: the battle loss cutscene music plays, but the screen turns black and nothing appears to work. In fact, the game has not crashed: entering the Town Map screen, or feeling around for and entering a door, will display graphics again, although glitched out. The Game Over Glitch is best known for happening if the player loses to one of the Shattered Man fights in the Museum after the game has been won: during the ending, the Overworld Status Supression Flag is set on permanently, so getting into any scripted fight and losing will result in the glitch happening.

As it turns out, random encounters disable the flag. So there is a hard-to-avoid Mole Playing Rough at the entrances to areas with environmental damage, to make sure the flag is turned off. But the mole is just hard to avoid, not impossible, so if you can avoid it, and all other random enemies of course, and then reach a place with a scripted fight, then lose to it, the glitch will still happen.

The Long Time Coming of Long Gone Days

For this perceptive podcast, I sat down with Camila Gormaz and Pablo Videla from This I Dreamt to talk about Long Gone Days. We spoke about how the project began, what it was like creating a game in a modern setting and trying to balance the story with the JRPG-inspired combat.

Game

This I Dreamt:
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Serenity Forge:
Website
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Hidden Dialogue in Earthbound

It might not seem like it, but in the 8- and 16-bit era, text in a game was rather expensive.

The expressive power of an English sentence is great, but in a way, that of an equal number of bytes of assembly is greater, due to it living and working in the machine, and not just in the head of the player. A page of text is about 700 words; at an average of five characters each, uncompressed that’s 3,500 bytes, or 3.5 kilobytes. By contrast,the whole OS of the Commodore 64, Kernel and BASIC ROMs combined, is 8K.

Most JRPGs are thought to have lots of text, but really they have less than you might think. Square used a few tricks to make a little text seem like more than it really was: like the use of larger fonts, and using graphics to put on little skits to illustrate scenes instead of just displaying them as plain old words. And of course there’s compression. A good compression scheme, while troublesome for fan translators, can still cut down the size of text by half.

But Earthbound is a unique game in many ways, and one of them is the amount of text it has. Creator Shigesato Itoi is a copywriter and essayist, and he wrote a ton of words for Mother 2, Earthbound’s Japanese version. Translator Marcus Lindblom gave it a localization that many regard as one of the greatest of all, that manages to get across much of the wit and charm of the original.

It was a huge task. The text dump on GameFAQs, compiled by someone going by the name “BlueberryButtface,” is 391 kilobytes; the size of the game’s ROM is a bit over 3 megabytes. A direct comparison isn’t really helpful because the dump on the page is uncompressed, but it’s still useful to get a sense of scale.

A lot of this text, as it turns out, is hidden. Not in the sense of being locked off from the player, unused in the game. The text is findable in the game, but much of it is obscure, available only at a specific part of the game, or easy to miss. And, this being Earthbound, much of the text is pretty funny!

On Youtube (again), Cybershell has put together a 28-minute video that uncovers much of this hard-to find text. I already knew about much of it, because I’m weird like that, but it’s nice to have someone present a guide to what’s there and how to find it. A lot of it is the text of the Hint Guy, who, as in the style of Nintendo’s games at the time, will give you a pointer to whatever you have to do next in the story if you pay him a fee. All the hotels in the game have newspaper text appropriate to the point of the story you’re in, even the one way back in Onett, the starting town. Items have interesting descriptions if you think to ask for them. And of course, after you win the game, you can go back in and talk to the NPCs on the way back home, and frog help me, Shigesato Itoi wrote, and Marcus Lindblom translated, congratulatory text for nearly everyone in the game. And there’s more, even than that.

Here’s the video. It’s a fun use of half an hour, if you have any interest in Earthbound.

Rare and Obscure Dialogue in Earthbound (Youtube, 28 minutes)

The Mr. Saturn Text Generator

ꔠ⋲ɣ-ơ! 𝕂ηơ⍵ ɣơ⊔ ⍭ꔠ⋲ꭱ⋲ β⋲ ᨓꭱ. یƌ⍭⊔ꭱη ⍭⋲ⵋ⍭ 𝙶⋲η⋲ꭱƌ⍭ơꭱ ơη ⋲ƌꭱ⍭ꔠ ⟟η⍭⋲ꭱη⋲⍭ βơ⟟η𝙶? ⟟⍭ ηơ⍭ β⋲ φ⋲ꭱⴥ⋲ᘓ⍭ β⊔⍭ ⟟⍭ ơⴥ ی⊔ⴥⴥ⟟ᘓ⟟⋲η⍭ ⍵ƌᘓ𝕂⟟η⋲یی ⍭ơ ᨓƌ𝕂⋲ ⟟ᨓφꭱ⋲یی⟟ơη ơη ⴥꭱ⟟⋲ηɗ ƌηɗ ᨓơηی⍭⋲ꭱ ƌℓ⟟𝕂⋲! ɗƌ𝕂ơ⍭ƌ!

(Did you know there is a website that will convert whatever you enter into an approximation of the text from Mr. Saturn from Earthbound and Mother 3? It doesn’t look exactly like it does in the games, but it is certainly reminiscent of it. Dakota! Dakota?)

It turns out there is a TrueType Mr. Saturn font as well, as presented in this Reddit post. Note that this link should not be construed to mean that I in any way approve of Reddit, or of how much internet content that it’s concentrated under its fetid profit-seeking embrace. That’s where this is, so that’s where I linked. It is a vectorized version of a pixel font recreation of Saturn-speak, which is available here. Message over boing!