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As someone who has only been getting into the SaGa series this year and has been massively enjoying the games, thank you so much for this writeup. I'm very excited to play this remaster in particular because I have a couple friends for whom SaGa Frontier is their favorite of the series, so having a version of it that's finally "complete," as well as adding things like singular they for T260G sounds incredibly appealing to me.There's a tinge of befuddlement and bitterness expressed, sometimes (not really here), towards the seeming level of quality this remaster exhibits, or for its existence at all--ostensibly in favour of other, more loved works. Part of that's because of how poorly SaGa's understood outside of Japan, and partly it's a sensation heightened by the seeming lack of care and attention in how Square Enix maintains other parts of its past, so there's a sort of resentment directed at SaGa--this inexplicable thing--being afforded the premier treatment. It's not something that needs to be "explained", really; the series is demonstrably wonderful and worthwhile to curate, and its main creator and other project-leading folks are there to do it, but what I think is more impressive than any singular release is that this is how they've always treated it, extending far past the mostly recent push to bring the older works to current platforms, worldwide. To briefly summarize most of the significant times a SaGa was re-released, remastered or remade:
And that's the short release history of how the series has treated itself over the years. I wanted to line this out in an attempt to underline that Frontier's remaster, if it turns out as well as it seems, is not so much an exceptional state of things rather than the status quo for how the series reintroduces and maintains itself, time and again. It's one of the more consistent records of such for any series I can think of.
- Makai Toushi Sa·Ga remade for the WonderSwan, 2002. Every bit as lovingly attentive a remake as the Final Fantasy remakes for the platform.
- Romancing SaGa: Minstrel Song in 2005, providing a total overhaul of the Super Famicom original. A remake that goes above and beyond of what's "required" or expected.
- the DS remakes of SaGa 2 and 3, in 2009 and 2011. In part very faithful treatment of the material, and in others extensive reworkings of it, particularly in the case of the third game which in being brought "in line" with the rest of the series only made it more unconventional in a more general context. Remakes that are unafraid to interact with the material outside of just merely preserving it.
- the Romancing SaGa 2 and 3 remasters of 2016 and 2019. This is where the perception of SaGa having it better than its peers when it comes to preservation mostly comes from, as the games maintain the original aesthetic exactly insofar as character sprites go, and embellish around them in more convincing and artful fashions than other similar projects have. They're not ideal in every instance, but again are thoughtfully executed versions of the original work.
- Scarlet Grace's port of 2018 and later. For the short turnaround from the original release, the intent here seemed to have been primarily to rescue the game from the Vita, and allow other audiences even the chance to play it. The Ambitions release which served as the worldwide debut of the game implemented tons of player feedback suggestions, technical improvements, and added material to the game. Even these smaller releases see them do their utmost in improving the games in meaningful ways.
- the out-in-a-few-weeks Collection of SaGa, for the Game Boy trilogy. Anthology release with the bells and whistles customary to old RPGs re-released today, like a fast-forward function. Total authenticity is what these will offer, in likely good to great quality.
To be fair, the manual in the original was only somewhat useful and occasionally lied about how the mechanics worked.collection is up on the eshop! dove right into the first one and played for an hour or so to try and see what i could get out of what is going on before i looked up a bit of basic mechanics stuff...which i'm glad i did, lol. doesn't seem to be a "manual" type feature, which obviously tends to hurt quite a bit with these old rereleases, and especially gameboy games, where there really just aren't many ways to describe everything you might be expected to know in in-game text.
i picked mutant for my character, then made a party of two humans and a monster (who the game seems to have decided is my party's speaker? lol), so i guess i'll see how that works and if this ends up mega grindy as a result. the fast forward will be nice if it comes to that, but to be honest i find the default pace pretty pleasant so far. finished the weird bandit/lizard dungeon mostly due to my main character really starting to scale out, though i'm getting close to expiring the saber she started with and then things might get a bit more tight.
xFire means that the character has a weakness to fire. (oFire would mean a resistance.) It's an innate quality, like a robot's oPa/Po, meaning immunity to Paralyze and Poison.I bought the collection too, I'm going to give these games an honest shot. So far FFL2 seems a bit more fair and less confusing than the first game, though not entirely. My monster, currently a skeleton, has a "X Fire" spell that doesn't seem to show up in the battle menu? I'm not sure how to use it, it doesn't appear even if I scroll all the way down. I've healed up and still nothing.
These games have fantastic music.
Ah, okay - that makes sense. This is where a manual would come in handy! At least now I don't have to wonder why I can't cast a spell lolxFire means that the character has a weakness to fire. (oFire would mean a resistance.) It's an innate quality, like a robot's oPa/Po, meaning immunity to Paralyze and Poison.
I think it might just be in 2, but whatever skill you set in the top slot of a Mutant won't ever be swapped out, if there's one you want to keep
Thankfully, having no documentation in 2020 is a wildly different situation than when we had no documentation in the 1990s
Here's a Transformation simulator for FFL1
The basics of it are that each monster species has about 4-6 tiers, and what monster you turn into depends on which species you start as and which tier of which species it is that you eat. It's effectively like two Pokemon type charts overlapping one another.
FFL2 is much the same but with a bigger bestiary.
And 3 is... err... four of them overlapping
We have a bead on how we might be able to do it, but I'll need access to some things I can't currently access. I'll ping the appropriate parties again.To be fair, the manual in the original was only somewhat useful and occasionally lied about how the mechanics worked.
Hey @Mogri, any word on when the LP archives will be accessible? I want to point spines at my FFL LP.
I’ve never played FFL1. If a character runs out of life points, it’s permadeath, right? And will any replacement just start over at zero?
Also, should I be resetting to keep Mutant abilities I want or just let that slot machine fly?
I’ve never played FFL1. If a character runs out of life points, it’s permadeath, right? And will any replacement just start over at zero?
SaGa 1 is basically a dry run for 2 (a very Evil Dead 1 and 2 sort of situation), but grinding is pretty modest; you'll end up doing the most with Humans and Robots since they rely on gear and humans on stat up items too, Mutants are sort of a middle ground due to their limited gear slots and RNG-growth natures (i.e, what would become normal for the series by Romancing), and Monsters are tier limited by world.
The game is pretty beatable with any party comp ignoring bugs like the final boss chainsaw kill. SaGa 2's a bit harder in some aspects, but that's also balanced out by the Magicite system.
Yeah, this is 2 only. Note that the mutant must have a free slot *or* four abilities to lean new ones, if you know 3 and carry 5 items you won’t learn any more (which can be fine with two good early rolls, it’s hard to get anything better than their starting AoEs over the full course of the game).I think it might just be in 2, but whatever skill you set in the top slot of a Mutant won't ever be swapped out, if there's one you want to keep