Violentvixen
(She/Her)
Niccolo is really just a sleazy used car/timeshare salesman.
Welcome to Talking Time's third iteration! If you would like to register for an account, or have already registered but have not yet been confirmed, please read the following:
Once you have completed these steps, Moderation Staff will be able to get your account approved.
it seems likely to me that you would've seen me post this interview from the ultimania in another thread where this game was a topic of discussion, but just in case you (or anyone else who plays this game) haven't read it it's definitely something that touches on a lot of these ideas at the start. it's a really interesting thing to consider since the game definitely has a lot of similarities to frontier, and some to other SaGa titles even; it makes me happy to see the evidence that that's not solely down to one person, regardless of how much i enjoy the work that's often been primarily attributed to him. of course it seems even in that sense that his influence made it in through the contributions of others he's worked with even if it's not very directly represented by the game as it exists, and it's hard for me not to find that even more exciting. the world can always use more weird creators, especially working on relatively high-profile works like this.The perception of the game as SaGa-adjacent of course is embodied in Akitoshi Kawazu's development role on it as producer, and it can seem a reductive assessment too reliant on auteur theory rhetoric because no one has lukewarm opinions about Kawazu's work; they are invariably very certain and strongly expressed one way or another and so tend to consume the reputations of any game he's involved with no matter his role. I'm not compelled to argue, at least anymore after personal experience with the game, that he had no creative influence on Legend, because clearly that spirit is present, but more tenable to that end is to acknowledge just how many SaGa alumni participated in the creation of the game and how all of their contributions and prior experience shaped it into an amalgam of its own nominal series and the one where much of the new pedigree was sourced from. It's an incredibly naturalistic fusion of the two as it's not mandated by any corporate degree of there having to be an explicit Mana x SaGa crossover--just the result of people with distinct creative preferences collaborating, finding that simpatico wavelength and bringing about something neither could have individually.
i do think this game tends to not click for people for the same reason that SaGa does, despite the irony that i think people find that series confusing and difficult while this game is confusing and fairly even-tempered with the difficulty despite that. it's hard to get in way over your head the same way i saw people talking about with frontier's remaster, and i understand this game to be much more "breakable" if anything, but as i remember saying before this is a game which affords the player a tremendous amount of freedom, and uniquely, to a point of almost feeling like it doesn't even acknowledge that freedom. even outside the fundamental structure which generally progresses the game in collaboration with the player, prompting them to engage with storylines or characters but never insisting upon it, the game just doesn't seem to "care" if a player engages with the various creation systems, the synchro mechanics, chooses partners and pets carefully, and so on, because the design doesn't feature anything strict enough to force that kind of focus.Maybe lastly it would be relevant to highlight, and potentially assuage other newcomers or lapsed players, that as much as the freedom of making one's bed exists in the game, lying down in it need not be an unpleasant experience according to the consequences of the choices made. Like SaGa, there is just an untold amount of complex causal relationships between mathematical formulas and interacting systems going on under the game's hood, and just like there, the lack of exact transparency for said material isn't the sign of the game "hating" its audience or whatever simplistic bad-faith judgment is made about design choices of this nature, because the practical record of playing the game as is provides enough empirical evidence that total mastery of the game's underlying logic is neither realistic, required or expected. They are games stuffed full of ideas, where some extremely elaborate fringe systems exist on the periphery ready to be explored at the player's behest, but also only being allowed to do so because they are enjoyable in their obscure complications and not mandated cramming material. Nothing needs to be stressed over because the game is accommodating in providing more than enough just as a result of baseline play, which solidifies it as the best kind of exploratory ethos: that discoveries are fun to make just for their own sake, branching out of one's own comfort zone.