Anonymous
6/12/2025, 2:01:38 PM No.11796196
Final Fantasy is baby's first RPG, they said. There are just the tip of the iceberg, they said. And yet, every time I try a new RPG, it confirms that, no, FF is the top of its genre and the supposed hidden gems that never left Japan were right to stay there. Today's exhibit is Romancing Saga. All three of them.
The first Romancing Saga, I really wanted to like, because its sprites were literally edited FF1-3 sprites. Then it turned out it borrowed something else from those games and made it worse. Remember FF2 progression system? Now picture this: FF2 progression system, but asswards. It wasn't ideal, but at least you knew which actions could raise which stats. In Romancing Saga all stat gains are completely random and happen at random times. You can have one character proc several stats in one battle, then spend an hour without any progress.
Weapons are levelled up separately from plaer stats, and if you unequip a weapon and equip it again on the same character, it will start from zero again. Of course, there is never reason to do that, but it's counter-intuitive that they programmed the game this way.
There is a subgenre of RPG players who loathe random encounters and praise wandering monsters. The one good thing that came from Romancing Saga, for me, is that now I can smear this game into their faces and say "here, this is what you wanted". What happens with wandering monsters in this game is that when you enter a new dungeon level, everything in it will home in on you. If you don't know the map and make your way quickly, you will find yourself fighting another battle every step. Fight too much battles, and you will be locked out of some quests, because everything in the plot is tied to the number of battles fought.
...Except you want to fight more battles, because the only trigger to the endgame is also tied to an... astronomical amount of battles fought, which meas this game is impossible to speedrun.
The first Romancing Saga, I really wanted to like, because its sprites were literally edited FF1-3 sprites. Then it turned out it borrowed something else from those games and made it worse. Remember FF2 progression system? Now picture this: FF2 progression system, but asswards. It wasn't ideal, but at least you knew which actions could raise which stats. In Romancing Saga all stat gains are completely random and happen at random times. You can have one character proc several stats in one battle, then spend an hour without any progress.
Weapons are levelled up separately from plaer stats, and if you unequip a weapon and equip it again on the same character, it will start from zero again. Of course, there is never reason to do that, but it's counter-intuitive that they programmed the game this way.
There is a subgenre of RPG players who loathe random encounters and praise wandering monsters. The one good thing that came from Romancing Saga, for me, is that now I can smear this game into their faces and say "here, this is what you wanted". What happens with wandering monsters in this game is that when you enter a new dungeon level, everything in it will home in on you. If you don't know the map and make your way quickly, you will find yourself fighting another battle every step. Fight too much battles, and you will be locked out of some quests, because everything in the plot is tied to the number of battles fought.
...Except you want to fight more battles, because the only trigger to the endgame is also tied to an... astronomical amount of battles fought, which meas this game is impossible to speedrun.
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