[HN Gopher] The Joy of Playing Grandia, on Sega Saturn
       ___________________________________________________________________
        
       The Joy of Playing Grandia, on Sega Saturn
        
       Author : tosh
       Score  : 167 points
       Date   : 2025-12-09 09:48 UTC (13 hours ago)
        
 (HTM) web link (www.segasaturnshiro.com)
 (TXT) w3m dump (www.segasaturnshiro.com)
        
       | jamesbelchamber wrote:
       | I am determined to play this on Saturn at some point. I had the
       | Playstation version as a kid and I didn't notice any of the
       | flaws, it was just a brilliant game with a much more interesting
       | and fun battle system than Final Fantasy. But now I see all the
       | mismatched textures which have been ported right up to the modern
       | HD "remasters".
       | 
       | Great to see that there's an English patch. Christmas is coming
       | up..
        
         | tosh wrote:
         | It would be great to have the saturn version + translation as
         | well as the improved movie sequences
         | 
         | maybe there is a way to port them using the saturns mpeg add-on
         | (?)
         | 
         | otoh probably fine to watch them on youtube in parallel
        
       | TavsiE9s wrote:
       | I've tried so many times to play the classic JRPGs only to be met
       | by loooooooong cutscenes before even allowing me to control the
       | characters. Grandia is unfortunately no exception: 10-13 minutes
       | if I remember correctly from booting the game to actually being
       | able to do anything besides mash buttons to try and skip the
       | cutscenes.
        
         | jamesbelchamber wrote:
         | This is very frustrating, but I'm not sure it's a problem only
         | with classic JRPGs - recently I sat down to play Bayonetta 3
         | and it had a similar problem (along with.. others).
         | 
         | FF7 really had this nailed - flashy, mysterious cut-scene to
         | first battle in, what, 3 minutes?
        
           | ozbonus wrote:
           | Most of the Final Fantasy games have been like that, which is
           | why I've (most of the time) been a fan since since FF4/2. I
           | can't remember how many times I've been turned off by a game
           | when it starts with the protagonist being woken up by his
           | mom, followed by endless wandering around town.
        
           | FieryMechanic wrote:
           | It the same with Spiderman: Miles Morales. There are some cut
           | scenes you cannot skip. Worse they they are cut scenes that
           | don't actually affect the main story arc.
           | 
           | This makes replays painful as the story isn't particular
           | interesting and in some places actually quite nauseating to
           | watch (Miles is constantly conflicted on very straight
           | forward things), but the game play itself is quite fun. I've
           | looked for a mod for this game where you can skip all cut-
           | scenes but it doesn't seem to exist.
        
           | kokada wrote:
           | > FF7 really had this nailed - flashy, mysterious cut-scene
           | to first battle in, what, 3 minutes?
           | 
           | Except when you use the Knights of the Round summon, then you
           | go grab a coffee while waiting for the animation to finish
           | :).
        
         | jeppester wrote:
         | Play the game in an emulator that has a shortcut for fast-
         | forward. It makes a world of difference when it comes to
         | "enduring" overly long cut-scenes, load screens, repeated spell
         | animations, endless combat encounters, etc.
         | 
         | I wish modern games would have the same feature!
        
           | TavsiE9s wrote:
           | Fair point, I was playing on MiSTER.
        
         | nottorp wrote:
         | > 10-13 minutes if I remember correctly
         | 
         | Mmm played any Kojima games? :)
        
           | FieryMechanic wrote:
           | You can typically skip most dialogue and cut-scenes in the
           | MGS games. Also quite a number of the cut-scenes are
           | interactive and can actually help you in game play (codec
           | numbers are show, clues etc).
           | 
           | MGS-4 though is has ridiculous cutscene length.
        
             | phantasmish wrote:
             | MGS4 would be like 10% shorter if you had a mod that just
             | cut every line in a cutscene that's someone repeating
             | someone else's previous line, but as a question.
        
               | FieryMechanic wrote:
               | I never finished it. So I wouldn't know.
        
           | TavsiE9s wrote:
           | Nope, MGS was big on Playstation when I was growing up and
           | the whole stealth gameplay does not appeal to me.
        
             | ethagnawl wrote:
             | I haven't seriously tried playing it again since it came
             | out but it didn't appeal to me either and my friends all
             | thought I'd lost it. I also remember the clerk at
             | Electronics Boutique being gobsmacked when I wanted to
             | return it.
             | 
             | I do generally find stealthiness to be engaging and great
             | fun _as a component of game play_ but as the main draw and,
             | especially, from the jump I just found it to be frustrating
             | and annoying. Maybe I'd feel different these days, though.
             | I'll try it again some day.
        
         | kouteiheika wrote:
         | > 10-13 minutes if I remember correctly from booting the game
         | to actually being able to do anything besides mash buttons to
         | try and skip the cutscenes.
         | 
         | Genuinely curious - if you don't care about the story then why
         | play an RPG? When you're speedrunning - sure, skip all of the
         | cutscenes, but when you're playing casually - why would you
         | want to do that?
        
           | opan wrote:
           | I agree with your take here that he should care about the cut
           | scenes/story if bothering to play, but this has gotten
           | especially bad in newer games where they try to shove you
           | right into the game before you can tweak settings. I never
           | played through Bravely Default on 3DS because the opening
           | scene used the English dub instead of the original audio, and
           | I had to skip it to access the settings and change languages,
           | then there was no way to rewatch that opening scene. I've
           | similarly avoided their other games like Octopath Traveler as
           | I suspect they have the same issue. It seems like an
           | accessibility issue. I don't think they should ever stop you
           | from getting to the settings first thing. I am not
           | entertained by them trying to be overly cinematic. I don't
           | think it would kill them to wait until you hit "start new
           | game".
        
           | xandrius wrote:
           | I could ask you a similar question: why play an RPG if you
           | don't care about playing? Go watch a movie.
           | 
           | The point of many posters, I imagine, is that there is too
           | much non-playing parts all at once, it's not strictly about
           | them not being skippable.
           | 
           | This is especially damning when the long unskippable cutscene
           | is during a boss fight or something which you might fail
           | afterwards and cannot save.
        
             | ThrowawayR2 wrote:
             | Unlike a movie, when done well, the combat/grinding add to
             | player engagement because it places the player in direct
             | charge of the characters' growth from a nobody to a legend.
             | You can't get that from a movie.
        
             | JoshTriplett wrote:
             | > This is especially damning when the long unskippable
             | cutscene is during a boss fight or something which you
             | might fail afterwards and cannot save.
             | 
             | Some games have started to get this right, either by making
             | cutscenes you've seen skippable, or by just automatically
             | skipping straight to the battle if you've already been
             | through it once. I suspect one reason it _didn 't_ happen
             | on older games was the need to explicitly save, rather than
             | autosaving.
        
           | TavsiE9s wrote:
           | Oh I do care about the story, but please don't front-load the
           | credits and make me sit through them.
        
           | rkomorn wrote:
           | I play RPGs for the fun of turning time and grind into more
           | advanced abilities (eg going from getting slaughtered by
           | dragons in Skyrim to being the one doing the slaughtering).
           | 
           | There are few games where the story has mattered to me, and
           | even basically no games where the cutscenes did.
           | 
           | Edit: the presence of story and cutscenes in a game I enjoy
           | is basically correlation and not causation (for me).
        
           | hombre_fatal wrote:
           | Starting off with 10min of exposition is too much and it's
           | lazy. You don't even know if you're going to like the game
           | yet. Do some en media res story telling and get on with it.
           | 
           | Most games I don't care about the deep exposition. I'm fine
           | with a vague notion and then starting from the main
           | character's insertion into it where the gameplay starts.
           | 
           | Not letting the player skip it is just hubris.
        
             | YurgenJurgensen wrote:
             | 10 minutes is a long time now? Is this what TikTok does to
             | a person's brain? Cartoon Network typically had 11 minute
             | episodes, so you're complaining that you don't even have
             | the attention span of a child.
        
           | jccalhoun wrote:
           | For me, it isn't about not liking the story, but about having
           | to watch a movie when I want to play a game. Don't show it to
           | me. Let me do it.
        
           | butlike wrote:
           | Dopamine only hits when the numbers go up. So no min/maxing
           | when the cutscenes are playing
        
         | FieryMechanic wrote:
         | It often gets worse. I stopped playing Final Fantasy X (on the
         | PS2) because there was a boss battle where there was a 10
         | minute un-skippable cutscene between each stage of the battle
         | and if you died you had to re-watch each one.
        
           | TavsiE9s wrote:
           | I think at that point I'd call it and mark that one as
           | "finished it".
        
             | FieryMechanic wrote:
             | I don't think I will ever play a JRPG again. In fact it was
             | the last one.
             | 
             | These days I want my games to be actual games.
        
               | bigstrat2003 wrote:
               | Look, complaining about unskippable cutscenes is one
               | thing. Everyone has that complaint about FFX, I even know
               | what boss you're talking about because it's so infamous.
               | But saying that JRPGs aren't "actual games" is
               | ridiculous. They _are_ games, whether or not you
               | personally enjoy them.
        
               | FieryMechanic wrote:
               | I am not saying they aren't games. What I am saying is
               | that I enjoy stuff now that has basically no plot and
               | let's me get on with the game.
               | 
               | Half of Final Fantasy X (and I think a little later they
               | released a movie both for Final Fantasy VII and the
               | standalone movie the Spirit Within) was Square showing
               | off how good their CGI animation was, which at the time
               | was very good.
               | 
               | CGI cut scenes went from "this is a cool thing I see
               | between levels" on the PS1 to "this is a tedious
               | interruption".
        
           | phantasmish wrote:
           | FFX's balance is awful if you go straight from point to point
           | and don't take some long grinding breaks. You'll hit exactly
           | the kinds of boss-walls you mention, and yeah, the cutscene
           | placement is simply abusive.
           | 
           | Last couple plays I've used zig-zag approach when traveling
           | through random encounter zones, effectively ~doubling
           | distance traveled, and encounters. Stretches those out, but
           | removes most of the separate, dedicated grinding.
           | 
           | (Not defending the game design that makes this necessary,
           | mind you)
        
             | FieryMechanic wrote:
             | The boss battles weren't that hard. The issue was the un-
             | skippable cut-scenes.
             | 
             | Generally. I don't like playable dream sequences or
             | artistic filler sequences in games. I feel like there are a
             | lot of people that working in gaming that couldn't get into
             | Movies/TV and as a result try to insert that sort of story
             | telling into a form of entertainment where it doesn't
             | belong.
             | 
             | The best in game story telling IMO was the Doom 2016 game,
             | where the physicality of the character was done through the
             | short sequences where control was briefly taken away.
             | Unfortunately they undid this (mostly) in subsequent
             | sequels .
        
             | Izkata wrote:
             | On the switch there were only two of those walls that I
             | hit, I didn't really do any grinding outside of those
             | points. It turned out the first one had a trick to beat it,
             | grinding didn't actually help that much, and the second was
             | the final boss...
        
         | erfgh wrote:
         | JRPGs are like movies that you can interact with. If you don't
         | enjoy the cutscenes then it will be a drag.
         | 
         | I did play FFVII when it came out and I was extremely impressed
         | and couldn't get enough of it. But I could never get into other
         | JRPGs later.
        
         | lanfeust6 wrote:
         | Yes, and for as much as that's an annoyance, games are far
         | worse now. This has infected everything AAA, not just JRPGs.
         | See: the God of War reboot, Tomb Raider, etc.
         | 
         | Narrative is one thing, but at least with 90s JRPGs you could
         | go through dialog on the field screen at your own pace,
         | generally. It doesn't take long to get to the action.
        
       | spondyl wrote:
       | I was just about to go to bed and what a surprise seeing Grandia
       | trending #1 on Hacker News of all places.
       | 
       | For myself, Grandia is one of those games that was part of my
       | childhood so despite having flaws, it transcends ratings in a
       | sense.
       | 
       | It was the first game I ever got on the first home console I ever
       | had, the PlayStation 1. I would only have been about 9 or 10(?)
       | (31 now) and the intro to the game is burned into my mind because
       | I never had a memory card for quite some time so I'd replay the
       | opening hour or two over and over until it was time for dinner or
       | bed.
       | 
       | Eventually I got a memory card and my next entry was Digimon
       | World 2003 and I wonder to what extent that lead to me being
       | interested in computers generally and ultimately becoming a
       | developer as a day job.
       | 
       | To this day, I've still yet to finish Grandia. I picked up the HD
       | Collection on Switch and I'm about halfway. Every time I go on
       | vacation (or particularly during the Christmas holidays), I'll
       | progress a bit. There's no real rush though in that once it's
       | over, it's over. I don't really tend to replay titles,
       | particularly long RPGs.
       | 
       | It's also kind of weird actually seeing the rest of the game too.
       | For the longest time, I had no idea where the story was going.
       | I've still mostly managed to avoid spoilers as well so I
       | conceptually don't know where the story ends up which is nice,
       | given years of reading Wikipedia synopsis only to regret it
       | later.
       | 
       | > A total joy... but one that demands an intense time commitment.
       | A player Justin's age surely has the time
       | 
       | I found this part funny because I was Justin's age when I first
       | played Grandia and never found the time then let alone now
        
         | triwats wrote:
         | Nice comment! How is the HD collection?
         | 
         | Hmm, I think the flaws are what generally make games.
         | 
         | I played thousands of hours on a bunch of Quake 3 engine games
         | (Q3:A, RTCW, ET)...
         | 
         | If you moved your mouse in a certain way you would go faster,
         | and as a result there were a class of players that were speed
         | demons.
         | 
         | These flaws are often ground out now, and I think that limits
         | community-driven creativity. Especially since most games are
         | impossible to mod now.
         | 
         | Eventually we found ways to limit this (limit fps in
         | competitive configs as an e.g.) to prevent those with the best
         | PCs have an unfair advantage.
        
           | vikingerik wrote:
           | I agree, on where the flaws often make the games.
           | 
           | My example of that was Heroes of Might and Magic 2 vs 3. 3 is
           | the legendary one that everybody remembers, but I actually
           | liked 2 better. Sure, 3 is far superior for balance and AI
           | and content... but for me, the unbalance of 2 was its charm.
           | Trying to win with the underpowered knight castle, or against
           | a far superior force with tactics like the blind spell that
           | the AI wouldn't counter... that was the fun of the more
           | primitive Heroes 2 and wasn't quite the same in the more
           | developed 3. Less development in a game can actually make for
           | more fun factor.
        
           | Izkata wrote:
           | > Nice comment! How is the HD collection?
           | 
           | I bought my Switch because I found out about the HD
           | collection, so this is remembered from 6+ years ago and may
           | be fixed now, but two problems stuck out with Grandia II: One
           | video crossing the Granacliffs didn't play (with the flying
           | ship), and several magics turn out to be multiple videos
           | played on top of each other - and they messed up the aspect
           | ratio in a few (stretch vs center) so the visuals don't line
           | up.
           | 
           | Other than that it was what I remember on Dreamcast. Oddly,
           | even the snowy area lagged in the exact same way as on
           | Dreamcast.
        
         | layer8 wrote:
         | Did they ever fix the HD version?
         | https://www.youtube.com/watch?v=UokSL_j7Ot8
        
         | qingcharles wrote:
         | It warms my heart knowing that there's others that enjoyed
         | Grandia as much as I did. It always felt very underrated and
         | forgotten.
        
         | KolibriFly wrote:
         | It's kind of poetic that you've been slowly chipping away at it
         | over holidays, bit by bit
        
       | robin_reala wrote:
       | Worth pointing out that a Grandia 1 & 2 HD bundle came out
       | earlier this year: https://www.grandiahd.com/
        
         | qingcharles wrote:
         | Are they garbage? All the videos I've seen say the remasters
         | are dogshit and ruin the game :(
        
           | robin_reala wrote:
           | Honestly, I've not tried them. PS Store has the unremastered
           | Grandia 1 available, which is what I've been playing.
        
       | Marazan wrote:
       | Grandia is a beautiful game. Both visually and from a story
       | telling perspective. A simple, sweet coming of age tale told
       | without cynicism.
       | 
       | Justin, Sue and Feena feel like old friends.
        
       | robin_reala wrote:
       | Site's currently down, here's a snapshot:
       | https://web.archive.org/web/20251209110317/https://www.segas...
        
       | sentrysapper wrote:
       | looks like the host is getting too many requests, anyone know of
       | a mirror?
        
       | nticompass wrote:
       | I never played the 1st Grandia, but I had Grandia II on the
       | Dreamcast and I absolutely loved that game. I'll admit that I was
       | never the best with (J)RPGs and never played it for that long
       | per-session as a kid, but I did eventually finish it. Though, it
       | did take many years to finally get to the end and finish the
       | game, but I enjoyed it! (I also enjoyed Evolution 2: Far Off
       | Promise).
        
       | hnthrowaway0328 wrote:
       | Oh I rememeber in one of the games, one of the girls would say
       | ganba ganba something at the end of each battle. I didn't
       | understand it back then but I loved it.
        
       | pnut wrote:
       | I read that as "playing Grandma" and thought that was a pretty
       | clever game concept.
        
       | komali2 wrote:
       | I've been getting more and more into retro gaming lately, and
       | something that really made it click for me is leveraging shaders
       | (or overlays) to simulate period-accurate displays. For a Sega
       | Saturn, that'd be some kind of CRT. The art direction in these
       | games are designed to take advantage of the quirks of the CRT,
       | and often look significantly better on a CRT. Noodle just did a
       | decent video on it: https://www.youtube.com/watch?v=bC-8y2R6IxI
       | 
       | I strongly recommend anyone getting into retro gaming, try some
       | CRT shaders (or lcd ones for portables)!
        
         | Forgeties79 wrote:
         | Or get a CRT if you live in a populous area, have the space,
         | and a strong back! It's gotten harder since Covid when they
         | were seemingly everywhere, but if you're lucky you'll find a
         | good curbed unit. Gave my buddy a 24" trinitron recently I just
         | couldn't keep around anymore and he is having a blast playing
         | his PS2 on it with component cables. FFX really sings as do
         | racing games.
         | 
         | That being said there are a lot of emulators and little pieces
         | of hardware now that simulate it really well, which is a very
         | viable option, especially when space is at a premium (or if
         | your poor pet hates the whine of a CRT like my dog did ha)
        
           | komali2 wrote:
           | Hah, I wish I had the space for this and original hardware!
           | For me it's hard to justify the space and cost when I can
           | just have all the videogames ever made on a couple SSDs and
           | run them on emulators.
           | 
           | Then again, I seem to have accidentally started a small
           | GB/GBA cart collection...
        
             | Forgeties79 wrote:
             | it would be a terrible shame if you learned about all the
             | various ways you can mod a gameboy
        
       | throwaway613745 wrote:
       | I almost always try to play on original hardware on an
       | appropriate display (CRT) whenever I can. The deluge of remasters
       | and remakes we've been getting can be nice - but I find a lot of
       | the time that they can be hit or miss. They often feel like
       | they've lost a lot of the magic created when the developers of
       | the era had to work with the limitations of the hardware of the
       | era. Pixel art on those old CRT's vs pixel art on new games with
       | modern displays is a good example, when working on those old CRTs
       | you just had to create your art in a specific way that just
       | doesn't look good when you slap it onto a modern OLED display.
       | Even the modern pixel art that's designed FOR the new displays
       | just doesn't quite capture the same feel.
       | 
       | I recently played Panzer Dragoon Saga on original Saturn hardware
       | and I have to say that was one of the most profound experiences
       | playing an RPG I've had in my life and playing it on the Saturn
       | itself was a big part of it.
       | 
       | It doesn't help that some of the porting studios sometimes just
       | do shoddy work. Aspyr, for one, can be hit or miss. The Deus Ex
       | remake that's coming out, from what I've seen, is particularly
       | egregious. Just based on the footage I've seen the artistry of
       | the game is completely ruined.
       | 
       | On the flipside - Nightdive doesn't miss. They're the only ones
       | that I will buy their remasters without researching the port
       | quality because they just "get it". The Nightdive remasters of
       | Turok, System Shock, Rise of the Triad, Blood and even some of
       | the more niche ones like Powerslave and Killing time have all
       | been fantastic. Even their full remake of the original System
       | Shock is phenomenal.
        
         | garciansmith wrote:
         | Panzer Dragoon Saga is a great game: some cool gameplay
         | elements that later games didn't really ever seem to pick up to
         | my knowledge. Really tight too, not long and grindy like so
         | many JRPGs in the '90s. The solitary main character means it
         | skips a lot of the RPG-with-several-party-members tropes too.
         | It's too bad it never got a rerelease of some sort to make it
         | more accessible to people (plus it was stupidly rare even when
         | it was released; Sega even put out baffling magazine ads about
         | how hard it was to actually buy), though as you point out so
         | many of those are terrible anyhow.
         | 
         | Definitely agree with you about CRTs. I wish I had the room for
         | one. It's fun to use a MiSTer hooked up to one and a modern
         | flatscreen at the same time to compare.
        
           | AdmiralAsshat wrote:
           | > It's too bad it never got a rerelease of some sort to make
           | it more accessible to people
           | 
           | IIRC, the source code for it was lost, so all they could
           | really do is glorified emulation.
        
             | Grazester wrote:
             | Do any remastered games actually use the original source
             | code from the OG games?
             | 
             | This game was basically a limited release if you will and
             | therefore I don't think Sega thinks it's with the effort to
             | remaster anyway
        
         | klaussilveira wrote:
         | Finding a good CRT locally has been pretty difficult. I think
         | everyone is caught on the "this is worth gold now" trend.
        
           | deadbabe wrote:
           | It's not worth gold, a lot of CRTs are dead or dying, the
           | tubes have limited hours. After that, they just become junk.
           | Most have been disposed, so you're going to struggle to find
           | a local one.
           | 
           | Shipping them is annoying and expensive, no one wants to lug
           | around heavy ass CRTs and larger ones probably have to ship
           | on pallets.
           | 
           | Small CRTs that are easy to carry will get snatched up
           | quickly, but mostly by retro gamers who have no alternative.
           | 
           | The difficulty of finding CRTs is mostly a logistics problem.
           | Not because they are so valuable that people horde them.
        
           | ethagnawl wrote:
           | Where are you located? I've been grabbing them whenever I see
           | them (roadside, e-waste, yard sales, etc.) for years and
           | honestly have too many. Some of them, like my 36" Trinitron,
           | have become an albatross.
        
         | Apocryphon wrote:
         | Nightdive's Blade Runner Enhanced Edition is pretty infamous,
         | so they've had a few bombs here and there. But not often.
        
         | KolibriFly wrote:
         | There's something fundamentally different about playing these
         | games on the hardware they were designed for
        
       | wicket wrote:
       | > Game Arts subsequently ported Grandia to the PlayStation,
       | dropping it in Japan in the summer of 1999.
       | 
       | When I grew up, "dropping" something meant "excluding" it; you
       | might drop a player from a team or a feature from a product to
       | exclude it. It turns out that Grandia did actually release in
       | Japan for the PlayStation in 1999.
       | 
       | Am I the only one who struggles with this new, fangled definition
       | of the word "drop"?
        
         | gilrain wrote:
         | It's a natural extension of the older term. "A [whatever]
         | dropped right in front of me" conveys the original and new
         | meanings just fine.
         | 
         | "A [whatever] was dropped in Japan. Where is [whatever]?"
         | 
         | "In Japan, for one."
        
           | phantasmish wrote:
           | I thought it was from some music subculture. I first
           | encountered it in the context of albums, around the early or
           | mid 2010s.
           | 
           | I think it's kinda lame in its escaped-containment form, and
           | am surprised it's been one of those things that stuck around
           | as long as it has, but would place it low on my list of
           | language gripes, personally.
        
         | garciansmith wrote:
         | I feel like I heard it used in that way since at least the
         | '90s.
        
         | ThrowawayR2 wrote:
         | Try thinking of it in the sense of "airdrop", which is not a
         | new usage of the word "drop".
        
       | triwats wrote:
       | My sister picked this up from a random supermarket in 1998/1999,
       | and I sank 100s of hours into watching her play it through.
       | 
       | She does this thing where she wants to start games over and over
       | again from the start, play them for a bunch of hours, then start
       | it again.
       | 
       | The soundtrack and the challenge of beating the game at that age
       | was wonderful.
       | 
       | I beat it a few years ago for the first time all the way through
       | again. Really enjoyed it, but never played the sequel.
       | 
       | I find a lot of modern games unisnpiring. Too much focus is on
       | creating a general great game, rather than focusing on story /
       | mechanics.
       | 
       | Thanks for the post!
        
         | lukan wrote:
         | I only know the second part of grandia, but it is great!
         | 
         | (There does not seem a story connection, though)
        
           | Izkata wrote:
           | There's a fan theory that Grandia II is a prequel to Grandia
           | set in the far, far, far distant past. I think the main basis
           | is from one of the final scenes in Grandia II, involving two
           | people with wings - possibly be very first Icarians
           | (Grandia's ancient nonhuman civilization).
        
         | qingcharles wrote:
         | The soundtrack to Grandia lives rent free in my head. I've not
         | heard it in 20 years but I can still play it back.
        
           | triwats wrote:
           | Happily found out on Monday that it is available on
           | Spotify!!111
           | 
           | Sent it to said sister. Strange how something can exit your
           | life then re-enter it heavily in the same week (soundtrack,
           | and now HN).
        
       | AdmiralAsshat wrote:
       | The site appears to be a Sega Saturn fansite, so obviously they
       | have a slight bent towards playing it _on the Saturn_.
       | 
       | But for anyone else who's interested in trying the game, the PS1
       | version was fine, and is more readily available on modern
       | consoles.
        
         | grimgrin wrote:
         | in that vein,
         | https://www.nintendo.com/us/store/products/grandia-hd-collec...
        
           | qingcharles wrote:
           | It's bad though, isn't it? I saw some videos saying they did
           | a really low effort job on it.
        
             | grimgrin wrote:
             | maybe, but the blog post mentions it, sorta:
             | 
             | "Additionally, the first Grandia was recently remade for
             | modern consoles with the release of the Grandia HD
             | Collection."
        
         | wffurr wrote:
         | They really didn't cover at all why this game is better
         | specifically on Saturn than PS1 or any modern remake /
         | emulator.
        
           | zoeysmithe wrote:
           | Shrug, if I blog about the joys of driving down route 66 in a
           | '57 Chevy, I really dont have any obligation to give equal
           | time to what its like in a '57 Packard. Its a Saturn fan
           | site, so its just going to be Saturn-centric.
        
             | wffurr wrote:
             | You could spend a little time singing the praises of your
             | '57 Chevy and what makes it particularly joyful to you.
        
               | hnlmorg wrote:
               | ...which almost always ends in flamewars with people
               | arguing over something that's entirely down to nostalgia
               | and personal preference.
        
             | rendaw wrote:
             | Immediately after mentioning the Playstation port, the
             | article explicitly states (in bold, on a line on its own)
             | 
             | > Grandia is Best on Saturn.
             | 
             | If you specifically blog about how driving down route 66 in
             | a '57 Chevy is better than driving down it in a '57
             | Packard, I think you have some responsibility to try to
             | justify your claims. Otherwise it's just trolling.
        
           | yesb wrote:
           | IIRC it was originally built for Saturn and there were a
           | number of graphical downgrades in the conversion to PS1 along
           | with reduced sound quality. Loss of shadows on 3d buildings,
           | loss of various 2d effects, issues with textures, less stable
           | frame-rate, maybe more that super fans have documented
           | online. It also came with a couple minor upgrades e.g. better
           | video bitrate. Nothing is different enough to affect playing
           | the game. The completion of the English patch is relatively
           | recent so that probably explains the renewed interest in the
           | Saturn version.
           | 
           | The HD version spruces up the PS1 version but didn't go as
           | far as restoring everything lost from the Saturn one.
           | 
           | So none are really definitive but the Saturn version is
           | usually said to be the best. The PS1 has the advantage of
           | greater availability and can be emulated on a potato. And the
           | HD one is on sale for modern consoles.
        
       | devinprater wrote:
       | Thank goodness for emulation. With OCR, and now AI screenshot
       | descriptions, I can know what menu I'm in, what menu option is
       | selected, dialog on the screen, stuff like that. Case and point,
       | Dragon Ball Z Budokai Tenkaichi 3 for the Playstation 2. On
       | original hardware, I had no idea what I was getting when I'd
       | finish a battle in story mode. Now, with NetherSX2 on my phone,
       | after a battle, I can have TalkBack describe the screen, listen
       | to the description of what I won, press B to exit the
       | description, press A to advance the game screen, read the next
       | thing I won, and so on. Of course, the app has to have an
       | accessibility element that TalkBack can grab onto to describe, so
       | ironically, Retroarch doesn't work for this, and either does
       | Lemuroid, but I mean it's a start, and hopefully one day TalkBack
       | can grab the _entire_ screen for a screenshot without needing an
       | element onscreen to latch onto.
        
         | anthk wrote:
         | Dragon Ball it's one of these games where for the blind it's
         | much better to be played in a MUD (and some of them describe
         | scenes in an incredible way) that you will get almost the same
         | as a sighted reader with the manga. Parries, locks, grabs, ki
         | beam exchanges, magical techniques... everything it's there.
        
         | KolibriFly wrote:
         | Emulation isn't just about convenience or preservation, it can
         | literally unlock experiences for people who were previously
         | shut out
        
       | rootsudo wrote:
       | I find it a bit of a course - Grandia, released on sega saturn,
       | remastered due to the saturn failure.
       | 
       | Grandia 2, released on Dreamcast, released on PS2 due to
       | Dreamcast failure. Same issues for the remakes, the ps2 works
       | great but when compared to the dreamcast there is obvious
       | music/graphics artifacts.
        
       | jerf wrote:
       | I haven't played the first one but I played Grandia II on the
       | Dreamcast and I think it's still my favorite battle system in a
       | JRPG to date. Not only does it have the obvious details you can
       | see on a YouTube playthrough, but higher-end play with it also
       | requires managing positioning, which is easy to miss as an option
       | at all in the menus, or to think it has no purpose. A low-level
       | challenge run would probably be a lot of fun.
       | 
       | Unfortunately in my casual playthrough I accidentally broke the
       | combat system and by the end of the game nothing was a challenge;
       | as with many other games there are "resistances" and
       | "vulnerabilities" but also as with most non-Shin Megami Tensei
       | games of the era, they aren't really strong enough or frequent
       | enough to matter. I just pumped all my upgrades into Fire
       | upgrades until eventually my routine end-game battle was one
       | character to wipe all the enemies in one move, move to next
       | battle. You could easily pump an elemental bonus enough to
       | overwhelm the resistances the enemies had. More resistances and
       | immunities distributed around would have helped prevent a
       | degenerate strategy.
       | 
       | And of all the battle systems to have a degenerate strategy for,
       | this one hurts the most because it is otherwise so good.
       | 
       | (Sadly, Grandia III was never completed. It was _released_... but
       | it was never _completed_. The game as shipped has visible gaping
       | holes in it, which is sad because what is there was quite good.)
        
         | thrownaway85 wrote:
         | Im probably a fool for posting this but this thread and these
         | responses warm my heart. It's good to see so many people were
         | affected by this era of gaming from Sega the same way that I
         | was.
         | 
         | The battle system in the later SMT games, especially after 3 is
         | one of the best turn based systems I've ever played. It was a
         | refinement of FFXs in so many ways. It encouraged you to
         | "break" it as it were.
         | 
         | Then there's games like Grandia 2... And Shenmue. God, I love
         | Shenmue these days. The first one is brilliant in so many ways
         | I didn't recognize when I played it when it came out.
         | Absolutely wonderful game. The track that plays when Ryo and
         | Guizhang fight the Mad Angels at the dock, "Earth and Sea",
         | takes me back. For me, it's the most perfect Christmas game
         | that Sega ever made
        
         | jajuuka wrote:
         | My first experience with Grandia was Grandia II as well but on
         | PS2. I ended up getting the PC version as well, which at the
         | time was fairly novel to see JRPG's on PC. Grandia II is still
         | one of my nostalgic favorites. As you mentioned the typical
         | turn based combat with positioning was a fun addition that
         | could change your combat experience each time. Was like an
         | evolution of the Chrono Trigger combat system.
        
           | bena wrote:
           | Try the Lunar series. It has something similar.
        
           | jerf wrote:
           | I find myself designing a TRPG (Final Fantasy Tactics,
           | Disgaea) with Grandia time & space mechanics in my head; take
           | position even a bit more seriously than Grandia did, but
           | build on a TRPG balance and skill structure. Basically end up
           | with a much more dynamic take on the TRPG, which has always
           | been a bit of a static experience. The canceling mechanics
           | coming from Grandia would be banger in that sort of more
           | dynamic TRPG.
           | 
           | There is, of course, a lot of games all around that space but
           | I don't know of anything that quite matches what I'm laying
           | out here.
           | 
           | (Although the cancellation mechanics would need some careful
           | attention. It allows for a whole bunch of weak characters to
           | keep a single strong character down by always cancelling what
           | they're doing. I suppose just turning it into a skill check
           | itself instead of being 100% as it is in Grandia would do the
           | trick, though.)
        
         | Marazan wrote:
         | Grandia II battle system also breaks when you get Teo. An area
         | effect Critical? Basically allows you to completely control
         | every battle even if you haven't invested in a board wiping
         | Uber character.
        
         | jandrese wrote:
         | It's very common with RPGs of that era (and all eras really)
         | that the developers don't test every edge case and end up
         | leaving ultra-powered (and just as many or more close to
         | useless) builds in the game. Every feature added increases the
         | possibility of breakage by some quadratic factor. Once your
         | battle system hits a certain level of complexity it's close to
         | inevitable.
         | 
         | Even carefully developed modern games like Baldur's Gate 3 have
         | game breaking build options.
        
           | jldugger wrote:
           | IMO the way around that is to make breaking the game a
           | requirement. If it's already an accidental part of the fun,
           | might as well make it intentional!
        
             | bigstrat2003 wrote:
             | That makes games that aren't fun unless you're a wizard
             | with the systems. They have their place, but I'm not a fan.
             | 
             | Personally, I think devs should embrace some stuff being
             | broken. It's a single player game, it doesn't _need_
             | balance. One of my favorite RPGs is FF8 precisely _because_
             | you can trivialize the game if you engage with the
             | character building systems. It feels awesome to stomp
             | things with your broken party.
        
               | jldugger wrote:
               | Perhaps "requirement" was a poor phrasing of the idea.
               | "Feature?"
               | 
               | > Personally, I think devs should embrace some stuff
               | being broken. It's a single player game, it doesn't need
               | balance.
               | 
               | Exactly! Bravely Default & Octopath Traveler's job
               | systems are built around the idea that the system should
               | be breakable. BD2 even has a push-your-luck system that
               | adds a multiplier for one-shotting multiple encounters in
               | a row: you can get like a 50 percent rewards boost from
               | random encounters if your team is able to "go infinite"
               | against the current enemy mobs. And there are skills to
               | remove damage caps, so you know they thought about it.
               | 
               | OT did kinda tone that down some to add the timing and
               | break mechanics; if you land enough hits on enemy
               | weaknesses, they lose their current turn, and go into a
               | stun status next turn (but go first the turn after that,
               | so no stun locking!). But you still get end game builds
               | that max out boost points every turn; you just can't
               | usually one shot bosses.
        
             | jerf wrote:
             | I think Disgaea fits into that class. The solution to every
             | problem is "more levels", but the game is basically built
             | around that. I think it's also fun to craft your own
             | challenges out of the raw materials given to you... to get
             | as many levels as quickly as possible, to win at minimum
             | levels, to win with only X, to ignore Y and Z, etc.
        
             | smj-edison wrote:
             | I'd put Noita in that category. I usually describe it as
             | "broken both ways", because (as a rogue like) you have very
             | little healing, and the enemies are punishingly hard. Not
             | only that, but it's a full falling sand+physics simulation,
             | so certain elements will randomly combine and kill you in
             | the most unexpected and spectacular ways. On the flip side,
             | the wand system is near turing-complete, and gets abused in
             | the most crazy ways, to the point that you can do millions
             | of damage per tick. One of the most chaotic and fun games
             | I've played!
        
           | gh02t wrote:
           | To be fair to e.g. Baldur's Gate, finding game breaking
           | builds appeals to many people in the core audience of that
           | sort of game along with classic TTRPG players. Making those
           | builds harder to achieve by accident is a good thing, but
           | doing away with them entirely would probably be detrimental
           | for the intended audience. True brilliance is also have
           | systems that make that sort of build still fun to play, e.g.
           | BG3 has some pretty amusing hidden interactions if you
           | steamroll events you're not supposed to be able to win.
        
         | donatj wrote:
         | Grandia II is the only JRPG I've ever really truly enjoyed the
         | battle system of. I feel like with a lot of JRPG's I'm sitting
         | around doing math.
         | 
         | Grandia 2 was largely just timing things such that if you did
         | it right you would bonk the enemies turn back repeatedly and
         | they'd never get to attack. Way more fun.
        
           | Izkata wrote:
           | The very first area at the start of the game actually
           | encouraged this if you experimented even a little: Combo is
           | the default attack but it doesn't defeat those early enemies
           | so they'll hit you back, but the battles start with just the
           | right timing so if you use Critical first it'll knock them
           | back so your next Combo would hit and defeat them without you
           | taking any damage.
        
         | p1necone wrote:
         | I think besides the mechanics, the other thing that makes the
         | grandia/grandia 2 battle system so fun is how snappy all the
         | animations and interactions are. You never really feel like
         | you're waiting for things to happen even though it is semi turn
         | based.
        
         | KolibriFly wrote:
         | When the core mechanics are that good, it's frustrating to see
         | them undermined by soft balancing
        
       | haolez wrote:
       | I think Grandia was the biggest case in my life of a game that
       | starts slow and finishes in a very high note. Crazy experience.
       | Some unique story traits. It probably didn't age well, but I have
       | fond memories :)
        
       | KolibriFly wrote:
       | A strong reminder of why emulation and fan translation efforts
       | matter. Without them, this version of Grandia would remain lost
       | to time
        
       | drooopy wrote:
       | Grandia's battle system is the best turn based battle system in a
       | jrpg, ever.
       | 
       | Also Grandia >> Final Fantasy VII
        
       | jeppester wrote:
       | I got my hands on Grandia because one of my friends' younger
       | brother thought it was Digimon and begged their mom to buy it.
       | 
       | Being 10 years old or so and not knowing much English yet (being
       | Danes), we were pretty clueless about how to progress, but
       | eventually we succeeded and got pretty far into the game. The
       | game is about a great adventure, but for us it was also an
       | adventure into the English language and a new type of game that
       | we'd never tried before. I miss those experiences!
       | 
       | Later I went back to it and completed it in my teens.
       | 
       | The timing of this article is a bit fun since I'm currently
       | playing it for the third time with my son, translating it on the
       | go. It's awesome to see my "friends" also becoming his friends,
       | and the game is holding up quite well and keeping him interested.
       | 
       | Apart from the charming characters, the visual variety is really
       | good with each town having it's own style. There's also hardly a
       | boring moment (admittedly using fast forward for the battles,
       | which otherwise otherwise a bit repetitive later on), there's a
       | new story beat every half hour or so to keep everything fresh.
       | 
       | The combat is also quite good, although easy if you have a bit of
       | slightest experience with these kinds of games.
        
       | kbenson wrote:
       | _This point is driven home by Justin's insatiable desire to
       | uncover the mystery of his Spirit Stone, and the ancient Angelou
       | civilization._
       | 
       | My mind immediately jumped to the idea that this is a play on
       | words for the ancient Maya civilizations, and Maya Angelou.
       | Apparently I wasn't the only one.[1]
       | 
       | 1: https://gamefaqs.gamespot.com/boards/197483-grandia/53620555
        
       | tmtvl wrote:
       | Grandia 2 on the PS2 was a lot of fun, it displaced Legend of
       | Dragoon for my favourite battle system in a jRPG. Vagrant Story
       | and Parasite Eve are also pretty neat, but I prefer Grandia 2 and
       | Legend of Dragoon's party-based systems over the single
       | character-based systems of those two.
        
       | test6554 wrote:
       | The "nostalgia" of Playing Grandia, on Sega Saturn
        
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