![]() ![]() You lose 1 LP upon death and another for every time you’re attacked while dead, but you can fill them back up by staying at an inn. Instead, we have the Life Points system: as long as a character has 1 or more LP remaining, they can be brought back simply by healing them. Thankfully, you don’t need to lug around resurrecting items, because there are none in this game. No matter how much grinding you do, every boss will be able to kill at least one party member instantly. ![]() Normal battles eventually boiled down to simply spamming regular attacks, while in boss battles you spam your strongest single target skills AND heal occasionally, because these bosses will destroy you. You don’t really need to worry about filling up your slots though, you’ll only be using your most powerful skills and casters can’t learn spells through Glimmer anyway. A party member can equip up to 8 arts, including weapon skills, spells, mystic equipment, and monster skills for monsters. For a Glimmer to pop though, you need to have at least one slot free in your Arts pallett. ![]() Attacking with said weapon has a chance for that character to learn a new skill in an event called a Glimmer and you can then use that ability whenever you wish consuming WP. You equip each character with up to four weapons that they can use in combat, like swords, guns, and items. I’ve played RPGs light on story before, so this isn’t the biggest problem as long as the battles are fun. ![]() Every character’s story is like this, in fact Asellus’ story is actually one of the most detailed and involved. It’s a neat idea for a story, but it never goes anywhere outside of that summary. She escapes along with a princess named White Rose, and the two wander around the world being chased by Orluge’s minions until eventually they return to face the man himself. A tyrant mystic named Orluge gave her some of his blood to save her life and now holds her hostage in his castle. She’s a human who, after being run over and killed by a carriage, awakens much later as the world’s only half-human half-mystic. No matter which of the multiple protagonists you choose, you’re going to spend almost the entirety of their campaigns fighting the same monsters over and over and over in hopes to raise your stats high enough to challenge the next boss, then do all that over again for the next boss. Unfortunately, Frontier Remastered falls into the latter. It’s simplistic on the surface, but unfortunately most executions of this type of system fail miserably in that they’re either very easy to exploit, have a lot of grinding, or both. In FF2 for example, if you wanted more health you would need to take damage and if you wanted to be good at black magic you needed to use black magic. There’s no experience points instead, your stats increase based on what you do in battle. Now… what if there was a game that was entirely grinding? A game with hardly any plot, paper thin characters, and a simplistic battle system? Well, then you would have SaGa Frontier.Īs the title of this review suggests, SaGa Frontier takes a page out of Final Fantasy II’s book. When it’s done wrong, however, it feels like a chore that stands between you and the good parts of the game. Some games, like older Dragon Quest titles, can do it right: spreading it throughout the game and making it just involved enough to put you in a zen like state as you rack up EXP. If there’s one thing RPG fans can agree on, it’s that grinding sucks. ![]()
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