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JRPG Collection

4 Things That Made The Last Remnant Special

The Last Remnant poster art with Rush, David and Irina

The Last Remnant came out in 2008, which was rather early in the HD console era. Blue Dragon had been released in 2006, but Final Fantasy XIII was still over a year away. The Last Remnant was, in fact, the first Square Enix developed JRPG for an HD system.

At this time there were many speculative new JRPG franchises vying for our attention: White Knight Story from Sony/Level-5, Lost Odyssey from Hironobu Sakaguchi’s Mistwalker, Infinite Undiscovery from tri-ace, and there was also that one with the jumping and the guns — what was it called? Resonance of Fate. It was a creative period.

Square Enix were trying different things too. HD games meant higher production costs: as a direct reaction to this, Square Enix decided for the first time to use a third party engine, Unreal Engine 3, in place of something developed in-house and at greater cost.

The Last Remnant battle scene with Emma Honeywell

The Last Remnant was the first Square Enix game to release in the east and west simultaneously. It was also the first for which mouth animations were synced to the English, not Japanese, voice actors. For these reasons and others, it’s easy to see The Last Remnant as a guinea-pig project, used to test the water for some ambitious future plans. If so, this attitude carried over to the gameplay as well.

The game has been released in three, somewhat distinct forms: The Last Remnant for XBox 360; The Last Remnant for PC, which rebalanced things somewhat dramatically; ad The Last Remnant for PS4, remastered for Unreal Engine 4.

The original XBox 360 release had a lukewarm reception. Today it is still considered the worst way to play the game. In additional to the technical issues (no doubt resulting from Square’s unfamiliarity with Unreal Engine), the most damning and lasting complaint is that grinding out fights can result in over-scaled enemies and potentially unwinnable scenarios. Both this and the technical problems were fixed for the PC version.

The Last Remnant story cutscene with Irina Sykes

Perhaps these are the reasons The Last Remnant hasn’t enjoyed the popularity and sequels it deserves — or perhaps it was just too different to what people were used to. The director of The Last Remnant, Hiroshi Takai, came from working on the Romancing SaGa series, which played differently to the Final Fantasy and Dragon Quests games more of us are familiar with. Perhaps SaGa players were more comfortable gaining new skills based on how much you use them, stats increasing individually following a battle rather than during a level up, and having less guidance in where to travel to next. But I don’t think anyone was prepared for the matrix of numbers and jargon they are hit with during their first battle, which Takai himself describes as dense, confusing and overwhelming for players.

Beyond the middling reviews, baffling battle displays, graphical glitches, and even beyond an uninspiring main character, some players pressed on. Perhaps, like me, they had seen the trailer and considered Yusuke Naora’s invigorating character designs too exceptional to give up on. Or was it Nobuo Uematsu’s stellar soundtrack, one of his best, that inspired them to keep going?

Those who did found that The Last Remnant does not deserve to be ignored. These are the reasons.

The Last Remnant screenshot showing Rush and Royotia Castle

Reason #1: The Massive Battles

I remember when I played Final Fantasy VII for the first time. I was transfixed by the dynamic, cinematic action of the camera, that swooped and panned and zoomed. Even when you used the same attack, the camera would act differently. That felt to me like “the next level” of turn-based JRPG battles, after years of being obsessed with the 2D games which now seemed static by comparison.

If Final Fantasy VII was the next level, The Last Remnant is the next-next level. It has a similar self-directed camera, but what it brings to the table is scope. There are ten times as many characters to follow, across ten times the space, with ten times the graphical fidelity, where every swing and slash and burn is a finely tuned audio-visual treat. Moreover, now the battles develop more than ever, with new soldiers and bosses and locations introduced as they progress. All together, they are an absolute event to behold! And when you beat the enemy you’ll see your small army, all ten or fifteen or so of the assorted knights, spearman, wizards and rogues, cheering together in a barely organized crowd, and it’s a beautiful thing.

The Last Remnant battle screenshot with David Nassau

Other JRPG fights are described as battles, but they are really fights, brawls and scuffles — your party of up to five versus a few monsters. The Last Remnant earns the description of “battle”: encounters with many groups of monsters where each group of your own characters is a whole party of its own.

Doesn’t that just feel more appropriate for a JRPG, with their storylines of epic scale? Warring nations, powerful evils, discoveries of ancient civilizations. There seem to be a lot of “ragtag bands” taking up jobs that a military platoon could deal with much more effectively. Other JRPGs, like Suikoden, do make you feel like you’re rallying an army. But The Last Remnant makes you feel like you’re fighting with one.

The Last Remnant battle screenshot showing a flank attack

What about the battle system itself?

It wasn’t until the end of the first disk (the game was divided into two disks in the original 360 release) that I started to understand what a great system Square had come up with. The last boss of the disk is a buff dude with a hammer, Jager, a giant fire moth, and some groups of bandits. It took me third or four tries, but when I beat them I was thinking “Wow, that was a surprisingly tactical fight!”

What do I mean by tactical? Well, on the first attempt I got absolutely wrecked, and thought I must just be underleveled. But I kept trying the fight, and just by changing my team composition I was able to turn an utterly impossible looking situation into something not too tough. The trick was having the right number of groups of the right size to kill the underlings quickly, giving a boost to your morale that helps you survive against the hammer guy and moth. Three large units didn’t work, because though you did a lot of damage you couldn’t hit enough targets at once, leaving too many enemies to overwhelm you. Five small units didn’t kill the enemy units quickly enough, but four worked nicely.

This opportunity to out-think the fight rather than out-level it is what makes it strategic. In many JRPGs, you go in underleveled, or you go in overleveled, but what you can do in terms of tactics to bridge the gap is limited. That’s why this discovery pleasantly surprised me.

The Last Remnant battle screenshot showing an X-Ray Vision laser attack

That isn’t all this game has to offer. As alluded to above, you don’t have exact control over your units. You choose which enemy group you want to attack and an indication of how you want to attack them, but the specific moves that your units will attempt is chosen randomly, or semi-randomly, by the game. This random element makes decisions in battle more interesting, resulting in one of most common tough decisions in battles: do you attack the enemy group that is most threatening and perhaps puts your group in the best position on the battlefield, OR do you instead choose to attack a suboptimal group because you rolled more useful or powerful attacks against that group?

You also get a bonus for attacking enemies that are engaged with another group (ie. flanking them), but leaving yourself open to flanking or breaking an engagement with an enemy is risky. How does that change your decision? What about if you want to train a weaker skill instead of using a more powerful one? It’s not always easy! There are often good arguments for more than one choice. There are long term vs. short term options. There are risky vs. safe options. And which you decide on really can change the outcome of the battle.

How about this: in many JRPGs the muscle of your party rely on a boring, standard “Attack” command, but in The Last Remnant there are almost as many physical “combat arts” as offensive magical attacks. Each has its own AP cost, attack type modifier, strength/technique modifier, and level based on how often it is used. Each is learned at a different rates, semi-randomly. This makes for a far more interesting battle system then one where you can rely on “Attack”. It also creates the interesting situation where different combat arts are better suited to different characters. One party member will do their maximum damage with a “Peerless Cascade Strike V”, and another with the same role in the team will do similar damage if he uses “Swift Dragon Tail IV” (the “Swift” part meaning the attack gets a bonus based on the character’s speed instead of their strength). This means a) more character building strategy, and b) more flavor to your characters.

The Last Remnant fight screenshot showing a deadlock attack

I have to say, though, that very little of this is explained well in-game. Your first battle in this game will be a baffling deluge of menus, numbers, HUD elements, terminology (Deadlock, Multi-Deadlock, Raidlock?) — not to mention an unintuitive sense of space: groups and characters seem to teleport around the battleground between camera transitions and this takes some getting used to as much as the battle mechanics do. But there are no in-game tutorials or guides, and even if you look it up online there are elements of the game (such as the entirely unexplained unique stats for hero characters, like Torgal’s “Management” stat and Emmy’s “Love” stat”) which still don’t seem to be understood!

It’s a massive shame, because once you “get it”, this is a VERY satisfying battle system.

Reason #1.1 This Battle Music

Reason #2: The Places I Want To Return To

After battles, this game’s second most obvious attraction is the beauty of the world it takes place in.

Take the towns. Heartwarming, mystifying, evocative towns and cities are a staple of the JRPG genre. When games like FFXIII broke tradition and took them away fans felt homesick. The Last Remnant, on the other hand, knows what side it’s bread is buttered. It has towns, and it does them really, really well. The towns here feel exactly like we want them to feel. They are comfy and inviting but also epic. They feel like places that humans — or “Mitra”, I should say, as well as Yama, Quisti, and Sovani — really live in. NPCs look to be going about their business. This, and lots of other visual details say “this city wasn’t built for the player: he is just visiting”.

Every city has consistent threads that tie it to the world-as-a-whole, such as the titular remnants, giant mystifying structures that dominate each city’s skyline. But each city is also distinct, and indeed the diversity of atmosphere and architecture is outstanding. They are big, they are small, they are prosperous and poor, and they exist in every type of environment from desert to wetlands. They feel expansive: beyond the places the player can walk, the streets and the people on them continue, stretch onwards into the distance. Some locations, like the dramatic circular stone walkways of the Balterossa spirale markets, are hard to leave, simply because they are so nice to walk around in. You feel like a world-tourist, in the best possible way.

The Last Remnant screenshot with Rush Sykes in Undelwalt

When I enter one of the game’s inns — Pub Drachenhauch in Nagapur, or The Babbling Brook in Melphine — I feel almost as if I could sit down in the chairs. The locals are unwinding, or having animated conversations at the tables.

It would be nice if each pub had a unique layout. The diversity of the cities are not reflected by the interior spaces, but that’s only a small shame. Another thing I would add, in an imaginary The Last Remnant sequel, is that people you know (quest givers, the bar staff, party members who wait in the pub) would wave at you, beckon you over, say hello and invite you to a drink before you talk to them — things that make you feel like you’re a part of the pub environment, rather than just an observer.

That’s the sort of development I would want from JRPGs in the future, rather than removing towns altogether.

The quality of city design on display here is comparable to that of Mass Effect and Final Fantasy XII, both of which I consider to be exemplars. My main complaint with Rabanastre in Final Fantasy XIII is that it is perhaps a little too sprawling. Walking the long lengths of those many streets leaves an impression, but at the expense of convenience. Cities in The Last Remnant feel big and bustling, but the traversable space is actually much, much smaller, You also have the option to warp around a bit, saving some time. I wouldn’t say one approach is better than the other, and I’d say there is probably an even better balance in the middle, but that’s the difference as I see it.

The Last Remnant screenshot with Rush looking at Elysion

On the topic of FFXII, the streets of Elysion do share a certain character with those of Rabanastre. So to do the the fives races in this game have parallels to those of Final Fantasy Tactics Advance. Fans of the Ivalice games will be comfy here — The Last Remnant is both original and familiar.

Reason #2.1 This town music

Reason #3 Exploration

Exploring the world takes place mainly on two levels: first, the fields, dungeons and towns that you job around and fight enemies in; and the map screen, a menu which takes you to those aforementioned areas. As you find new exits from the field and dungeon levels, new options will appear on the map screen.

The Last Remnant has a moderately high level of exploration freedom for a JRPG. You often aren’t told how to find the next key town — it’s down to you look look around the levels available to you and find the right path. You might end up at towns that you aren’t required to visit at all, or dungeon that are used just for sidequests. I appreciate being allowed a hand on the reigns. When you find a new area on the world map, it means something to you. It’s exiting. There is a palpable sense of adventure.

The Last Remnant Screenshot with Rush looking at the farms of Undelwalt

Another way to find new areas in this game is talking to townsfolk. Sometimes, even a nondescript stranger will give you a useful hint that will unlock a new area of the map. Giving seemingly minor conversations this level of importance can make talking to people more exciting, as if each chat with an NPC is a new room in a dungeon and you don’t know what it could lead to.

(This made me realise something: if all important conversations are highlighted with an exclamation mark, there is much less fun in talking to other NPCs. Yes, quest givers in The Last Remnant are still highlighted with an icon, but these aren’t the only people worth talking to. There is plenty of filler text, but I was happy with the overall result.)

As for the levels themselves, there are a few things worth saying. First, each time you enter a level, your minimap is empty, but evey level has a map hidden in one of the chests. This awakens you and urges you onwards owing to that reliable little Zelda-esque hook of “got to find the map”. It’s simple but effective and satisfying.

The Last Remnant screenshot with Rush and Emma opening a treasure chest

I wish the levels were like Zelda dungeons in other ways too, with puzzles and smart layouts, but unfortunately the level design in The Last Remnant is universally bland, most levels functioning as generic caves with branching tunnels and the odd open space. Some levels have unique obstacles (pulley lifts, moving platforms, befuddling mists) which only make things worse as they slow you down without challenging you in any interesting way. There are no puzzles and whatever hidden treasure is to be found is without fail unexceptional. The worst level design in the game by far is Numor Mines l2. That. Fucking. Elevator!

The roaming monsters make up for the level design a little, leading to slightly more interesting situations that you would get in the average JRPG dungeon. Monsters come in a variety of sizes and some are faster than others or move in unique ways (birds are slightly faster than the hero, and eyeballs teleport around erratically). Most will chase you though some are stationary. If you get into a fight with others monsters in close proximity, they will all join the battle. You can find yourself trying to dodge around diverse packs of predators to avoid a dangerous fight. It’s nothing Earthbound didn’t do in 1995, but it’s better than the standard.

There is also a mechanic where you can throw out a circle around you to capture multiple enemies in one battle. The bigger the fight the better the item drop rate. I don’t know what the first JRPG was to turn the roaming monsters in the field in to a bit of a game in itself, but this is a well executed example, if simple. We’ve now moved past the age of random encounters and I think increasingly in JRPGs these field mechanics will dictate part of our enjoyment of a game.

The Last Remnant screenshot showing the enemy linking mechanic

This liveliness in the monster ecosystem makes up somewhat for the dull level design, and you’ll be excited to find new areas just to see what new monsters they bring. This is tied closely to my next point.

Reason #4 The Item-Game

AKA How Can Grinding For Animal Teeth Be This Addictive?

The Last Remnant screenshot showing The Great Sand Sea desert area

All JRPGs are designed to be compulsive, but the The Last Remnant captured me more than any other game has for years

A big part of improving your squad is searching out the materials they need to upgrade their equipment. Rush’s weapons can be upgraded directly, but things get a bit weird when we look at the process of strengthening the equipment for his comrades. Though they have equipment slots and inventories like Rush, you can’t just hop into a menu and equip them with a more powerful weapon. Rather, they will take loot after a battle and when they have enough materials they will upgrade their weapon themselves.

Most of your effectiveness comes from the stats of your weapon, not your level. This changes the sort of grinding you have to do — for materials, not levels — and even makes it feel less like grinding. You choose to go to a particular location for a particular type of item. You can feel like a hunter stocking up, preparing yourself for the battle, rather than a dupe meeting the requirements of a level-gate. It’s deliberate, not arbitrary. You go to the plains where the Vile Plants live because you know the Vile Plant Branch is what your monk needs to craft a new hat. It’s not complex, but it’s engaging, and doesn’t bore or nauseate me in the way that grinding for EXP does.

A The Last Remnant indoor battle screenshot with an enemy attacking

This is true even though the ironically named main character, Rush, moves at cripple-speed. The game is objectively slow, but it still keeps my attention, and that says a huge amount.

Components are mostly got from winning battles, but some (grasses, ores, flowers, gems, that sort of thing) come from harvesting. Using a harvest point is a simple matter of “select-and-get”, as simple as it could be. But what it has to make up for this is a mascot character called Mr. Diggs.

I wouldn’t have enjoyed gathering nearly as much without the Mr Diggs. He’s the cutesy part of this game — like Final Fantasy has Moogles, Tales has Katz and Normins, The Last Remnant has Mr Diggs. Perhaps that evidence of the game trying to appeal to western tastes, because while Moogles are everywhere in Final Fantasy, Mr. Diggs is the only cutsey part of The Last Remnant, and his appearances are is contained to the gathering portions of the game. The most tedious mechanic of the game is given a little excess of personality to make it more bearable (I guess that’s good design, in a sense). If The Last Remnant has been more popular, maybe Mr Diggs would have gotten his own spin off game. I think he deserves it.

Screenshow showing Mr. Diggs from The Last Remnant searching for treasure

Back to the monster drops, though.

Between those you get from battles and those you get from harvesting, are TONS of components in this game. Hundreds, easily, possibly over a thousand. Each monster has common, uncommon, rare and very rare drops, plus there are additional items for “splitting” the monster after “catching it”, PLUS items that can only be dropped by the monster if you have obtained the “magazine” for that monster type

Here’s one GameFAQs poster bemoaning the system:

ok, lets say you need a Thick Treant Branch. You look em up on the wikia, and see most treants drop em. but you need the daily or weekly

so you look up the Treant Weekly and you read this “TheTreant Weekly improves the drops for all monsters of the Treant Family. You can get it by completing the task 57 of the union of the golden chalice guild.”

then you look up task 57 of union of the golden chalice guild.

“Requires Rank 5” “after underwalt” create Divine Francisca.

alright first you need to get Rank 5 of the guild to get that you must first get rank 1, rank 2, rank 3, rank 4 and eventually rank 5

then you look up on how to improve your rank

rank 1 — kill Dominator (found in Blackdale)

rank 2 — kill Prometheus(found in Lavavender)

rank 3 — kill Ore Cruncher (found in Numor Mine)

rank 4 — kill Death Tank (found in Aqueducts)

rank 5 — kill 2x Brynhildr (Mt. Vackel/Ancient Ruins)

it just keeps on going and going. to do this, you need that, to get that, you need to get this, to get this, you need to get that to get that you need item X to get item X you need item Y

It’s an endless chain I tell you!

all this just to get a Thick Treant Branch

rohit187 on Game FAQs

Battle screenshot from The Last Remnant showing an omnistrike attack

What I found most frustrating about the system is that for all these hundreds of components, there is no encyclopedia. If you have one of a component in your inventory, but you need two, you’ve got no way of looking up where you got the first one without turning to the internet. And when a party member says they want a component to upgrade their weapon, let’s say it is a War Dragon Talon, you’ve got not way of knowing if that is dropped by a Dragon, Brynhildr or Abelisk… or is a different type of dragon you haven’t even encountered yet? And even beyond that, you don’t know if you need a magazine in order for one of those dragons to drop the item anyway — if it isn’t dropping, is it just bad luck or do you need the magazine? — and if you do need the magazine, do you need the daily magazine or the weekly one? With all these questions, it is maddening that there is no in-game reference for the components and the monsters that drop them.

So, yes, are times I have found the game hopelessly obtuse, bloated, frustrating, and time-wasting. But there are also times that it flows so well this component grind is the main reason I’m playing and enjoying the game! And I forget entirely why I ever thought there was a problem with it! When things are moving forward it is one of the most addictive grinding systems out there.

Screenshot of a cave in The Last Remnant

Every time you find a new area, you are excited because you know you’ll find new components (both from harvesting at new spots and from the new monsters you’ll be able to fight). You know there is the chance that in the new area you’ll finally find the component you need to upgrade your weapon or the component your companion has been nagging you about for three hours now. The monsters and components you will find might also allow you to complete guild tasks. Quests give you rewards including magazines, which unlock the ability to farm MORE rare components. You get Fenris Weekly and remember that your teammate needs a Fenris fang to upgrade their weapon.

I think this works because:

  • This game can be pretty damn punishing, so every weapon upgrade is welcome.
  • The components you need to get these upgrades are teased, or foreshadowed, by the requests that your teammates make.
  • Finding a new area is not a guarantee you will get to upgrade your weapons. It’s a CHANCE that you’ll find the components you will need. Each new area is full of potential.
  • Even if you don’t get the specific components you need right now, you’re sure to find something new in the new area anyway. Those new items might be something you need later. Every component is filled with potential too, even if you don’t yet know what it’s for.

I usually make a conscious effort not to get too occupied by the grinding side of videogames, but The Last Remnant make it easy for me to turn into a compulsive component snatcher, and I have to respect a game that gets its claws into me in this way.

A screenshot of a shop in The Last Remnant

Reason #5 The Characters/Unique Leaders

Lots of JRPGs make gathering a party a central theme, but there is no other game that makes me feel like Griffith from Beserk establishing and leading the Band of the Falcon.

You have 15 active character slots to fill by the end of the game. You can fill them with cookie-cutter troops if you have to, but what you really want to be looking for are the unique leaders. These are characters with their own portrait, backstory, voice-acting and sidequests. There are about thirty of them in the game. Each fan of The Last Remnant has their favourites. Caedmon gets a lot of love. Personally, I like Glenys. But unless you’re following a guide you won’t find them all, perhaps not even many of them, so if you see a YouTube of somebody else playing the game you bound to be filled with envy because they have a cool looking character that you don’t. You can’t avoid itl because all of the unique characters look cool!

Collecting as many unique characters gives me a feel a bit like catching Pokemon, or perhaps more like getting all the characters in Suikoden. Then when you battle with them, you form a real attachment.

Screenshot of Jager in battle, a unique leader in The Last Remnant
Jager, a unique leader in The Last Remnant

You put these characters into “units”, three to five of them per unit. Perhaps this is just me, but I find I have a sort of enhanced emotional reaction to seeing these characters fight together in groups, as opposed to how it works in other JRPGs . It’s easy imagine the characters that fight together in a group regularly have a closer relationship. They have each other’s backs; they would become war buddies. You don’t get that in Final Fantasy, where the number of characters you have out at one time is set by the game, you have less choice in who fights together, and the other half of your forces are invisible in the background, which feels contrived.

Before long you have you have gathered a band of strong-willed individuals, you’ve intentionally arranged them into groups with particular fighting roles, and you’ve watched them kick up dust and spill blood together on the battlefield, and you really do feel like the commanding badass of it all.

Screenshot of Glenys in battle, a unique leader in The Last Remnant
Glenys, a unique leader in The Last Remnant

This is only enhanced by the theme of indirect control of these characters that is consistent from the game’s battle to how it handles upgrading weapons. As already explained, you don’t choose specific actions for every soldier in battle, but broad orders for the group — it is as if the specific attacks are chosen by the characters themselves.

When it comes to improving your party members, you again don’t dictate their path. Instead, they will ask you for certain upgrade materials for their weapons, or ask you if they should learn one skill or another.

As a result of these choices, you get you a slightly greater feeling of members of your party being living characters, as you can’t control them like puppets. They have their own wants and preferences.

Screenshot of Blocter talking at Royotia in The Last Remnant game

(The choice may have been inspired by Dragon Quest IV’s battles, where you have control over the hero but not the secondary characters, but in that game you still have complete control of other character’s equipment. I can’t think of other games that take that away from you. How it is handled in The Last Remnant feels unique)

The only thing that is frustrating is that pretty much every character you come across, whether in the story or an optional unique leader, is ten times cooler than the drippy main character you are stuck following for the whole game. I’ll get to that in another article.

Conclusion

Screenshot of Rush Sykes from The Last Remnant game

The Last Remnant is a weird game, aesthetically and mechanically. It tried to have worldwide appeal, but all things considered, I’m not surprised we never saw a Last Remnant II. It was too Japanese to appeal in the west and too different to what the Japanese are used to to appeal to the Japanese!

But I don’t think it deserves to be ignored. Those of us that stuck with it were rewarded with a unique experience that has never been matched or mimicked. Perhaps that is why there was an appetite for The Last Remnant Remastered, released recently, 12 years later.

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JRPG Collection

How to start Romancing Saga 2 in 2025 (Any Version)

Romancing Saga 2 is a JRPG that all fans of the genre should try. However, there are various versions of it to choose from, and each has mechanics that can confound even experienced gamers. 

This guide is designed to get anyone started on any version of Romancing Saga 2, so that more players can appreciate this underrated classic. 

Why play this game

Romancing Saga 2 is unlike any other JRPG you have played before or will again. It does have similarities to other SaGa games, specifically it is a hardy challenge and is full of clever and nuaced systems for you to get to grips with, but it goes further than that.

What sets Romancing Saga 2 apart is the generation mechanics, where you have no main character but play as a bloodline of Emperors, each carrying on the game when their ancestor dies or succeeds in enough quests. The results is a game that is rewarding to learn and epic in the true sense of the word.

Romancing Saga 2 may be the first masterpiece of director Akitoshi Kawazu, who also worked on the first two Final Fantasy games and directed most other games in the Saga series. Because the original version of the game was not released in English, Romancing Saga 2 is lesser-known in the west, but the recent 3D remake is changing that.

Versions explained

Super Famicom – Japanese Only, No Fan Translation

The original, released in 1993. It’s the great game described above, including the glitches and inconveniences that were updated in later editions.

Romancing Saga 2 for the Super Famicom can be emulated,  but as of last checking, there was no complete fan translation. You can check the progress of the furthest along fan translation here: Romhacking.net – Translations – Romancing SaGa 2.

“Remaster” – Mobile, PC and Consoles

Also released as simply Romancing Saga 2, but commonly referred to as the remaster, the 2016 version was produced for mobile first and later ported to many other systems.

The remaster is very faithful, for better at worse. It is mechanically almost identical to the orignal, retaining the difficulty and hidden stats. It adds additional dungeons, most significantly the Maze of Memories, new classes, and allows the player to save any time out of battle, features which may make the game easier if they are used.

Graphically, the remaster uses the original sprites for characters and enemies, but entirely redrawn, high-resolution backgrounds and new attack effects. It is an effective compromise, reusing the original’s best pixel art but making the changes needed for the game to look good on modern screens.

“Remake” – Revenge of the Seven

Images from rpgfan.com

Romancing Saga 2 was, in a way, the next game in the Saga series in line for a remake, as Romancing Saga had already been remade. Still, Revenge of the Seven seemed to come out nowhere — after all, Minstrel Song, the remake of of the previous game in the series, came out almost 20 years earlier!

The spites are gone, replaced with attractive and well-considered 3D models. The complex systems are still there, but the accessibility of them is improved pretty much by a hundredfold: information that was hard to find in the original, or entirely hidden, is fully open to the player via a range of new sub-menus, including magic levels and the development levels of your kingdom.

This unexpected remake has reignited interest in the title. As one of the grandest and most intriguing JRPGs of the SNES era, Romancing Saga 2 getting a remake is justice being done, and by almost all accounts it got the remake it deserved. 

Getting Started in the Original or Remaster Versions

Beginner Tips

❌ This isn’t Final Fantasy. Your JRPG expectations will be challenged almost immediately, from the way HP is recovered after battle, to how characters can die permanently if they lose all of their LP. Give this game a chance for at least a few hours to get used to it.

👪 Formations matter, and running into an enemy breaks it. There’s no randomness to this. The buffs you get from staying in formation will help you get through those initial battles more smoothly.

🏃 You don’t need to fight every battle. Most areas features enemies in a range of difficulties: you’ll find some you will some stomp, others that are highly unsafe, and everything in between. Running is always successful, except for bosses, so choose your battles. 

🕊️ Don’t get anxious about LP. Yes, characters can die permanently, but they will be replaced one way or another anyway. Try an conserve LP, reload if things go really badly, but don’t try to be a perfectionist.

📖 The game won’t hold your hand, so the best way to get started is to read the manual. Some of the tips on this page are found in the manual too, but we still think they’re worth repeating. The most important pages in the manual are…

🏰 How each room in the castle works. Seriously, don’t skip this.

🤯 The lack of direction after a few hours may come as a surprise. Things start linear, but the game progressively opens up. Even the hints from your advisor run dry about halfway through the game. It will mostly be down to you to find the paths to new areas, investigate the situation in each area, and decide for yourself which areas you can tackle right now. 

💬 Talk to everyone. Like all JRPGs, this is how you get hints. Unlike most other JRPGs, this is also one way you get access to new areas to your map. For making progress, talking is as important as fighting battles!

Intermediate Tips

🕰️ What to know about time skips. When you pick a new Emperor after a time skip, it might look like you’re starting largely from scratch. Actually, you’re not, and in some ways you will be better off after a few years have passed. 1) Skills learned by one character get registered in the dojo to be learned by any or all of your new team. 2) Armour and weapons researched by your blacksmith will now be available in bulk, and new characters might already have the upgraded equipment when you recruit them. 3) New classes you befriended are now available to recruit, and characters of all classes will be more powerful when you recruit them. 4) When you have the magic school, new fusion magic you started researching will finally be available to learn. There are also many things that carry over even though your characters themselves don’t: a big one is that equipment they were carrying gets moved to the storeroom, so don’t forget to make a visit there at the start of a new generation to get your best weapons and armour back.

💡 What to know about learning skills. You’ve realised that the lightbulb in battle means your guy or gal learned a new skill. It’s worth knowing that regular attacks “spark” the widest range of new skills. There are some exceptions — skills that can only be learned with a specific weapon or by using a specific other skill — but for the most part focus on using regular attacks if you’re searching for more of those lightbulb moments.

👹 What to know about battle count. Battle count goes up wherever a battle occurs (even if you immediately run from it). For each battle, you receive your kingdom’s revenue (again, even if you flee). Downside is that the higher the battle count, the stronger the enemies. Don’t panic, it’s a slow process. But to keep up, you do need keep your team’s strength increasing. The next tip will tell you how to do so.

🥾 Focus a little more on exploration and making progress, a little less on grinding battles. The reasons for this are based on various game systems, but to keep it short: there are some essential things you need to get from battles including skill levels, sparking new skills, and money. But for long term progress, these are less important than finding new equipment in chests, researching new buildings, paying the blacksmiths, and expanding your empire into new lands. Don’t rely on grinding to get stronger.

💪 Don’t underestimate yourself. Some areas are absolutely worth avoiding until later generations, but some that seem hard might just require a change in tactics or equipment. Your gaming instinct to “come back later” when enemies seem too hard might need recalibration for this game. Choose when to be stubborn. 

✨ Utility spells shouldn’t be underestimated either. Status ailments like stun will swing battles in your favour, especially in the early game. Defensive spells will take away the bite of powerful enemies in the late game. Need a more specific example? Put your healers under a Water Veil in tough battles. You’ll keep them alive so they can keep everyone else alive.

⚔️ Equipment has hidden stats that can be very important. An example given in the manual is that helms are more effective against bash attacks, which isn’t reflected in their defence value. The defence value actually only covers defence against slash attacks, but there are many other types of damage, including hot and cold damage. You can increase your survivability dramatically with this knowledge!

🥋 Armour weight effects how quickly characters act in battle. So when this manual pagetalks about armour being heavy or light, it’s talking about the speed penalty:

🧘 Patience and experimenting are good mindsets. Whether it is a new armor, spell, formation or plan in battle, you can find all the tools you need to succeed in this game. Some tools are extremely powerful, but you need to be willing to play around with things and find them. 

Further Reading

Based on the original Super Famicom version, this guide has told players everything they could want to know about the game mechanics, with plenty of screenshots: romancing-saga-2.blogspot.com

Categories
JRPG Collection Screenshots

Xenosaga Episode 1 Screenshots

This is a collection of 50 high-quality screenshots from the Playstation 2 JRPG Xenosaga Episode I.

They were taken in PCSX2, some at the native resolution and resized, and some at 2x the internal resolution.

It’s not a comprehensive tour of the game, but simply a variety of shots I found nice to look at, including many showing off the game’s attack effects and character design.

Feel free to use these screenshots on your own website or in your own project. If you do, we would greatly appreciate a link back to Great Adventures Review.

Categories
JRPG Collection

Why Xenosaga Episode 1 is still great

Contents

A crowd at the Kukai Foundation in Xenosaga

Part 1: Story and Characters

In the first few hours, Xenosaga Episode I drops an action cutscene that shows it isn’t playing around. Your dreadnought is attacked by the Gnosis, enemies impervious to their weapons because they exist out of phase with the material world. This fact doesn’t, unfortunately, limit the alien’s offensive capabilities, and the Gnosis tear through the human fleet unopposed, leaving starship debris and cold bodies in their wake. 

That is, until KOS-MOS is activated. The female cyborg who can fight the Gnosis has been at the centre of our attention since the start of the game, but this is the first time we see her awake, and the outcome is devastating. Spinning, flipping and shooting lasers in all directions, staring with red eyes of death, we are left in awe of KOS-MOS — and of Monolith Soft’s ability to construct an action scene.

KOS-MOS is an action figure, in more ways than one. She has movable parts. Take her arms off, replace them with weapons: a gun, a spear, a scythe. Went she enters battle mode, her visors clicks down over her face. 

She is the coolest toy, which is just one of the ways KOS-MOS is similar to Weltall, the coolest toy in Xenogears. As Weltall was to Fei, KOS-MOS is to Shion: an overpowered machine, allied to the main character, but with a mysterious and grand role to play in the cosmic story.

Whether we can also draw lines from KOS-MOS to Aegis in Persona 3 or 2B in Neir Automata, I can’t say: a full genealogy of hot female androids was beyond the scope of my research. But the developer’s sanitised explanation for KOS-MOS’s creation satisfies me. This is a mech-ridden universe, but even the most powerful giant robot cannot fight the Gnosis. The secret weapon had to exist on a different technological path, and the design — small, human, dexterous, feminine — reflects this. 

It has been awhile since I’ve fallen in love with a group of characters like these. Every time Ziggy asks a question with cyborg stoicism but human concern. Every time Jr., the physically smallest character, is the first to step forwards in the face of danger. Every time Shion is filled with sympathy for another character. I love them all. I had no complaints with the voice acting.

Xenosaga is part prequel to, part remake of Xenogears (which was rushed to completion, and the planned sequel never greenlit). Canonically, however, they are separate entities, Gears owned by Square and Saga by Namco. In other words, this universe has been made twice, and that is a testament to the faith of Tetsuya Takahashi and Soroya Saga (husband and wife co-writers) in their ideas. 

Sadly, Xenosaga, planned as a six game series, ended after three. The fate of a Takahashi-Saga universe is to fizzle out prematurely. This is a canon event.

I want to say “The candle that burns fast burns bright”, but it would been ironic considering the slow burn of the game itself. That’s where most critics leave their analysis of Xenosaga: the length of the cutscenes. They should be talking about the depth of the mystery, the richness of the universe, and the quirks of the characters. These are what makes Xenogears and the Xenosaga series, however truncated, exceptional.

From the sci-fi megabuildings like the Durandal (a spaceship which becomes the government building for a planet when it lands vertically) to the design details of the UMN (just a menu screen, but with the in-universe role of being a popular app), this world is big, original and immersive. It has the production values to back up that ambition: despite leaving Square, Xenosaga can almost compete with Final Fantasy in the department. 

Lots of JRPGs, especially in the Final Fantasy series, reference Star Wars, but Xenosaga draws on a deeper creativity, feeling like Star Wars while looking nothing like it; capturing the imagination and excitement of a sci-fi classic without referencing any. Xenosaga is, simply, great science fiction.

Part 2: Mechanics

Earlier I compared a character to an action figure. Well, that metaphor also extends to the levelling, where there is not just one system to play with, but several. EXP, TP, SP, and EP are gained after battle, and they can all be spent on different aspects of your character. EP is spent in a tech tree to acquire new magic. TP is spent making your technical attacks faster or more powerful. 

UX designers aim to delight their users; I find the various systems in Xenosaga delightful. They are like a sushi selection: simple, varied, and finely crafted. Levels are dotted with enticing red doors, the keys to which are found in other levels. Behind the doors you find unique accessories that impart skills. Spend enough SP teaching your characters skills, and you level up to a new skill tier. Every stage of this process is enjoyable in itself. Combined? This is the stuff addictive side activities are made of. 

It’s a shame the decoders, which open the doors, are so well hidden you might need a guide to find them. Occasional obtuseness in Xenosaga can be a small impediment to fun. It also made the end of the game challenging for me, as I didn’t understand what the appropriate way to spent TP was. Somewhat counterintuitively, you should spend a lot of them on stats, not techniques. I understand that obtuseness also affects Xenosaga Episode II, but I’ll be prepared for it when I get there.

In Xenogears, I was unimpressed by how characters had a random selection of ether skills, rather than ones that best fit their character. Xenosaga does better. First, because characters can transfer ether skills, there’s no requirement to make their natural spells balanced. Therefore, the spells a designed to fit the character. Second, each character has a unique spell intro animation that fits the nature of their power. 

Attack effects are a work of art. They hit hard, supported by a sharp and varied library of sound effects and screen shake or a camera swing when appropriate. They are visually complex, with unique particles, glows and overlapping layers. They suit the character that uses them. KOS-MOS attacks with quick slashes and lasers, while Shion, the scientist, uses a type of magic that requires the use of a multicoloured “ether circuit”.

Rule-bending is a thrill in any game, and the most thrilling mechanic in Xenosaga battles is the boost system, where at the press of a button you can force one of your characters to the front of the turn order. It works in tandem with the second most thrilling system in Xenosaga battles. Three battle bonuses rotate from one turn to the next: act on a particular turn and you can guarantee yourself a critical hit. Kill a foe on a particular turn and you multiply your end of battle rewards. Getting a 10x bonus is a euphoric experience.

Xenosaga is not more concerned with philosophy and world building than fun and mechanics. It is filled with systems that are delightful, good-natured, smart, and original. In my head, the Xenosaga lead designer has a curly white beard and smiles a lot.

Conclusion

This review is in two parts because that’s how Xenosaga Episode I is. One half epic sci-fi anime, one half addictive character levelling adventure. There were times I wanted a cutscene to end and give me control again, and I’m a pretty patient guy.

Some will argue that this is an inelegant way to tell an epic story in a videogame, but I disagree. It does what all JRPGs were doing at this time. It just goes hard as fuck on both parts of the experience: the anime, and the RPG.

Takahashi and Saga made a JRPG like no other, and I’m only one-third of the way through it.

Categories
Arcade Collection

What is bullet hell?

A bullet hell is a 2D action game about dodging intricate patterns of bullets and shooting enemies. They have a higher bullet count and slower bullet speed than traditional shmups. Examples are the Dodonpachi and Touhou series.

Dodonpachi Daifukkatsu (or Resurrection), the fourth game in the series

At first, you might think increasing the number of bullets is just a way to increase the difficulty, but that’s not quite right. Yes, bullet hell games tend to be very difficult, but not more than any shmup subgenre that started in the arcade. Whether it’s Raiden, Ghouls ‘n’ Ghosts, or Mushihimesama, arcade game intensity is high across the board.

So, if it’s not difficulty, what is bullet hell all about?

Bullet hell is a different flavour of shmup

Yes, there are lots of bullets in these games (sometimes hundreds on-screen at once), but they are slower. Also, the player’s ship will have a very small hitbox — sometimes a single pixel and this gives players more opportunity to avoid danger even when the gaps between bullets is very narrow. 

Because bullets linger on the screen, they can be used to build up more complex patterns or even mazes. Massive variety is possible just by utilising different shapes, sizes, speeds and colours of bullets. 

Subterranean Animism, the 12th game in the Touhou series

There is usually a feeling of pressure from all sides in a bullet hell game, resulting in relief and elation for surviving such situations. The player is forced to pay constant attention and move in interesting ways to overcome the challenges presented. 

This flavour isn’t for everyone. Arguably the biggest divide in shmups is between bullet hell fans and the fans of “traditional shmups”.

Bullet hell vs traditional shmup examples

Most shmups that you’ve heard of aren’t bullet hell. R-Type, Raiden, Space Invaders, Gradius, Galaga, Thunder Force, Zeroranger — these are all “traditional shmups”. 

That means, firstly, that bullets come at you fast, and once you get out of the way they’re usually not an issue any more. Traditional shmups also tend to have more variety in the types of obstacles, so there might be physical walls and traps, or enemies with more varied behaviours.

Gunbird by Psikyo is a traditional shmup

As arcade technology progressed, developers had more power to add more detailed graphics, more exciting visual effects, and yes, more bullets. Various games and studios pushed the genre along this trajectory in this period (Toaplans Batsugun, Raizing’s Battle Garrega, and Cave’s Donpachi), the game that solidified bullet hell as a new style was Cave’s second game, Dodonpachi, released in 1997.

Why bullet hell?

These games showed how bullets could be interesting because they can become anything. They are like atoms of danger: a fundamental building block of challenge. Instead of walls, you can make walls of bullets, or some other form of compressed play area.

You can create beautiful geometric patterns, or you can create obtuse chaos. You can have direct bullets, homing bullets, bullets from any side of the screen or in the middle of it.

Whatever flavour of 2D dodging you want to throw at the player, you can build it with bullets. To me, this is what bullet hell means: games that understand the versatility of bullets.

Bullet hell communities

Forums

Discord/Chats

Podcasts

YouTube channels

Wikis

Non-bullet hell

Bullet Hell vs Bullet Heaven

In 2021 a new genre was created with a familiar name. “Bullet heaven” refers to Vampire Survivors and the imitators spawned by its viral success. Though everyone recognised this label as a reference to “bullet hell”, it led to the questions “What is bullet hell anyway?”

My playtime in Vampire Survivors rocketed out of control in just a week, but as I’ve also devoted more hours than he wants to admit to the shmups of Cave and Zun, I think I’m in a good position to explain the connection. 

The boss of a bullet hell game expels a terrifying barrage of bullets at the player, and it is only through sheer skill, concentration, and pattern memorisation that you, the player, can find a narrow route to victory. 

But what if, instead of your underpowered player ship, you played as that boss? That the overwhelming firepower belongs to you? That’s what a bullet heaven game can make you feel. 

These two genres are fundamentally different. Bullet heaven is a character building genre. There are decisions to make in how you upgrade your character, but there’s very little dodging or aiming, which are the elements that make up the core of any shmup. 

Anyway, if I wanted to leave things on a confusing note, I might refer you to the series of bullet hell shmups called Bullet Heaven:

Buy Bullet Heaven 2 on Steam

Categories
SRPG Collection

Is Fire Emblem: Three Houses a JRPG?

No, Fire Emblem: Three Houses is not a traditional JRPG (like Dragon Quest is). The campaign is a series of grid-based battles, making it an SRPG — a Strategy RPG. The story and levelling of Fire Emblem are similar to a JRPG, however.

There isn’t one firm definition of JRPG. To some, SRPG is a subgenre, and to others, it is an adjacent genre.

However, it is evident that the SRPG is structurally dissimilar to traditional JRPGs. In the latter, the story progresses by exploring environments (such as towns, dungeons, or a world map), leading to new areas. There are exploration sections in Fire Emblem: Three Houses, but they aren’t the main driver of progress through the game.

Battles are also different and deeper in Fire Emblem. The emphasis is on unit positioning, terrain advantage, and the permanent death of character units during gameplay (something that would be very unusual in a JRPG).

Traditional JRPGStrategy RPG
Final Fantasy VIIFinal Fantasy Tactics
Persona 5Persona 5 Tactica
Golden SunShining Force
Breath of FireFire Emblem

The Fire Emblem series has become more “JRPG-like” over time. For instance, it has introduced explorable headquarters environments. In Three Houses, that area is Garreg Mach Monastery. The social simulation aspects in this series also blur the lines between pure strategy game and JRPG.

Even if Fire Emblem: Three Houses doesn’t fall neatly into the genre, it will likely appeal to JRPG fans. It features a rich tapestry of character-driven storytelling: dialogues and character interactions unfold with the same depth and emotional resonance that one would expect from a JRPG. The tale of Fódlan — a land fraught with political intrigue, complex relationships, and a mysterious power known as Crests — is one worth seeing no matter what your regular genre preference is.

Categories
Metroidvania Collection

Is Blasphemous a metroidvania?

Yes, Blasphemous is a metroidvania, and also a soulslike. The 2D world of Cvstodia is made up of interconnected areas, accessed by the Penitant One gaining new abilities from relics. However, its ability gates are inferior to other metroidvanias.  

There isn’t one agreed-upon definition for metroidvania. Though many people will claim their definition is the correct one, there are multiple competing definitions out there. Most of the discussion revolves around the following features: 

FeatureBlasphemous
BacktrackingYes
Multiple pathsYes
Ability gatesSome
Movement abilitiesSome
Sequence breakingYes
SidescrollerYes
PlatformingYes
Character upgradesYes

We can see that Blasphemous may have one inadequacy in its status as a metroidvania: abilities. Let’s look at the relic “Blood Perpetuated in Sand” which creates blood platforms in specific locations, unlocking new pathways. This is a passive ability, and so are all abilities that aid exploration in Blasphemous – they take effect automatically when you are in the right location or situation. 

Most metroidvania players expect changes to the actions a character can take. An example in other games is the double jump that unlocks access to high platforms. Blasphemous doesn’t have that, so to some extent it feels like it has “keys and locks” rather than true metroidvania ability gating. 

Nonetheless, though ability gates are fundamental to a metroidvania, we believe this is only a grey area for Blasphemous, and in all other respects this 2D soulslike fits any definition of metroidvania. Most fans of Castlevania or Metroid will enjoy Blasphemous greatly, from the top-tier pixel art to the intense boss fights. This is a world — filled with grotesque creatures, ominous architecture, intricate pathways and secrets — that demands you explore it.

The “Is it a Metroidvania?” series so far:

Yes

  • Blasphemous

No

  • F-Zero
Categories
Marvel Collection

Thor: Love and Thunder Review

Hated it. Everything is so frivolous and superficial. Every line is tongue in cheek. In every character interaction, they just explain their feelings outright. No subtlety.

One such scene (source).

The characters each have a single personality to demonstrate, which they do so tediously. Valkyrie is cynical, Korg has a rock for brains but can be bluntly insightful, our title character is uninterestingly stupid, Jane is… excitable, maybe?

The kids are worst of all. I barely noticed the annoying kids in Multiverse of Madness, but in this film they were omnipresent.

Jane’s cancer, and exploring the dichotomy of suffering and superhero exuberance, just about works. There are a few jokes that work too. The God of dumplings. But, you know, broken clocks.

This film is so much more irritating than Thor: Ragnarok, and has almost none of what made Ragnarok fun. Imagine Ragnarok with no Hulk, no Grandmaster, no Loki, no Sakaar, and a Valkyrie with all of her most fun moments already exhausted. That’s about the value that Love and Thunder has.

Categories
Darksiders Collection

Darksiders Genesis vs Warcraft III story comparison (Video)

Note: the following text is the script of the video.

The lore and characters of the Darksiders franchise are pretty epic, but I don’t feel the same way about the plots of the individual games. A lot of story time in Darksiders is spent doing errands for other characters before they will help you, which seems beneath the, uh, horsemen of the apocalypse

It’s worst in the most recent game, Darksiders Genesis, which keeps the characters on a hamster wheel almost from beginning to end, without the those characters or the situation they are in developing in any impactful way.

The structure of this game may be a limited factor. Darksiders Genesis is a linear sequence of missions, where most of the story has to occur before or after the gameplay sections. But there’s another game with almost exactly this structure, also set in an epic fantasy world, and it has one of my favourite stories in gaming, and that is Warcraft 3.

What makes Warcraft III work is that things change: characters have goals and make progress towards those goals, they make decisions that cause the story to proceed in one direction or another, and the circumstances and the world change as a result of what happens in the playable sections.

Some examples. At the start of Warcraft 3:

  • Thrall needs to lead his people to Kalimdor. He is given the instruction by the profit, but the path to accomplishing this goal is determined by his own decision. He chooses to team up with the trolls, then he chooses steal the humans ships so the orcs can sail away to the new continent. Thrall is setting in motion the changes to the state of the narrative.
  • The next playable hero is Arthus, who decides to purge Stratholme instead of listening to his friends, leading him down the path of vengeance along which he is ultimately cursed.
  • As a result, the human kingdom of Lordaron falls to the undead… permanently. I think in World of Warcraft, the undead still have control of Lordaron, and that’s 20 real-world years of storytelling later! Those are some pretty big consequences for Arthus’s decisions, and those occurred early in the game. 

To compare, the first missions of Darksiders Genesis:

  • The horsemen, War and Strife are send to the void by Samael.
  • Then are told by Samuel’s associate Vulgrim to find a magical crystal.
  • Then Vulgrim tells them to find the eye of scrying,
  • Then Vulgrim tells them to collect a map,
  • Then Vulgrim tells to kill the demon Mammon.

This is not a narrative, this is a checklist. 

War and Strife do what they are told because they don’t seem to have any better plan, even though some of these missions benefit Vulgrim or Samuel more than they benefit the horsemen. 

In Warcraft 3, at the halfway point of the story, characters, the world, everything, is in a very different state to how it started. 

In Darskiders Genesis, at the halfway point of the story, we’re still in the void getting ordered around by Vulgrim and Samael. Nothing of substance has changed, and we don’t seem to be appreciably closer to the overarching goal of finding Lucifer.

This story around this sequence of missions has something in common with a sit-com: everything have to return to the status quo at the end of each episode.

The decision to find the magical artifacts could have been made by one of the horsemen, instead of Vulgrim. You might expect War, going his name, to be good at strategy, so have him make a plans about their next course of action, instead of him just being told what to do.

After we find the character Dis, she could have an ongoing role in the story, instead of just becoming a store keeper. Dis is Vulgrim’s slave, but the horsemen never free her. So maybe she escapes, sides with Lucifer, becomes a new thorn in our side, have her change and develop.

When the horsemen defeat Mammon, they find a vault of gold, and the game takes pains to explain that they cannot use use any of it. Well, why not? Have the horsemen take control of the wealth and use it to their advantage, or just use his lair as a new base to launch their next mission from.

Besides, what are the consequence of killing Mammon? Is there a next in line to his throne? Do his leaderless forces join Lucifer?

Now the horsemen are taking some active steps towards their goals… but shouldn’t Lucifer be taking some active steps against the horsemen? Like, actually sending some of his agents to kill them instead of being an absent antagonist, in the background for the entire game?

And probably most importantly, this game sets up a reluctant alliance between the horsemen and Samael, a partnership of convenience. It’s probably the topic that gets the most lines of dialogue devoted to it in the whole game. Shouldn’t there be some conclusion to that, some payoff? The horsemen should probably at some point say, actually, this deal doesn’t work for us any more, and leave, making an enemy out of Samael. Or Samael should do the same. It should come to a boiling point. They refer to this tense alliance constantly, and do nothing with it.

It’s a shame when a game has cool lore and cool world building, but doesn’t put the thought or effort into the narrative of the events of the game.

It’s especially a shame when it’s a game that is as otherwise good as Darksiders Genesis. It has gorgeous animation, addictive exploration, a clever system for strengthening the characters, and fun combat. The one thing that lets it down is the plot.

Categories
Nosgoth Collection

Games like Legacy of Kain

Legacy of Kain is an (almost) unique dark fantasy drama that plays out across a series of exceptionally creative action-adventure games. Sadly, there hasn’t been a new game in the series since Legacy of Kain: Defiance, released in November 2023, almost exactly 20 years ago.

For many fans, it would be impossible to match Legacy of Kain’s lofty combination of gothic dystopia, tragic anti-heroes and a theatre-worthy script. However, there are some games that I think could sate our appetites, at least for a spell. 

To have a chance of filling this hole, a game would have to have a few things. We counted four:

First, Brooding anti-heroes who are not quite human

The protagonists of Legacy of Kain, Kain and Raziel, are not optimistic do-gooders. Kain is driven by a desire for power and revenge, and he often makes morally questionable decisions to achieve his goals. Raziel is not above snacking on the soul stuff of innocent human villagers. 

Given their past, it’s not too surprising. Both characters were wrenched from their mortal lives and returned to the material plane in different ways. Kain is a vampire and Raziel is a wraith, and they have abilities befitting their undead status. For example, Raziel can climb up sheer cliffs with his oversized claws and he can traverse a spectral realm where dead souls cry out unceasingly for peace. 

On their journey, they each add new inhuman abilities to their repertoires. For Kain, it is by finding artifacts and spells stashed in crypts and castles; for Raziel, consuming the souls of vanquished vampire lieutenants steals their dark gifts for him.

Raziel points in a Legacy of Kain Defiance screenshot
Legacy of Kain: Defiance

A traditional human do-gooder would be a poor substitute as a protagonist, so on this list we are looking for more unusual heroes with more unsavoury abilities. 

Second, a dark fantasy world with gothic inspiration (or similar)

Legacy of Kain takes place in Nosgoth, a world filled with vast, ominous landscapes, towering religious architecture, and an atmosphere of decay. 

Nosgoth is held in balance by the power of the nine pillars, which each represent a metaphysical concept, but in Soul Reaver the land has been thrown out of balance and carved up by six vampire clans. Each of their regions has a distinct flavour, from the drowned quarters of Rahab to the underground warrens of Melchiah. 

Therefore, the environment is both a reflection of the game’s deep lore, and a medium to convey an immersive, often eerie atmosphere. This is the quality of the world we want to see in the games on our list.

Raziel explores Vorador's mansion in a Legacy of Kain Defiance screenshot
Legacy of Kain: Defiance

Third, both bloody action and puzzly adventure

Much of this series could be described as a dark version of Zelda. When the protagonists aren’t impaling lesser vampires on spears, they are probably delving into ancient temples and solving complex puzzles to reveal long-forgotten secrets. 

The balance depends on which game we are looking at. The original Legacy of Kain: Blood Omen had more RPG elements, which were absent for the rest of the series, and more freedom. The last game, Legacy of Kain: Defiance, was much more linear than anything that came before it. 

In general, though, Legacy of Kain is known as a series where the player has a world to explore, puzzles to solve, enemies to slay, and powers to obtain, and we want to see all of these elements in any game chosen for this list.

Raziel fights in a Legacy of Kain: Soul Reaver 2 screenshot
Soul Reaver 2

Finally, skilful, imaginative writing filled with twists and turns

Plot and dialogue can sometimes be under-prioritised in videogames, as there are so many other aspects to making a good game. So when a writer like Dennis Dyak or Amy Henig has a lot of control in the development process, the results can be rare and amazing, 

That’s exactly what the story of Legacy of Kain is. The world and characters, introduced by Dennis Dyak in Legacy of Kain: Blood Omen, have been constructed with care and dark imagination, and that lore is developed spectacularly by Amy Hennig throughout the sequel, Legacy of Kain: Soul Reaver.

The opening cinematic of that second game, that so brutally and convincingly sets up Raziel’s initial motivation against Kain, is seared into our memories. From there, we are treated to dramatic developments like the shattering of the Soul Reaver, and the revelation of the true origins of the vampire lieutenants.

No less attention has been paid to the dialogue, which is theatrical and complex. A game that competes for Legacy of Kain in our hearts should have similar devotion to storytelling.

Raziel prepares to stab Kain in a Legacy of Kain: Soul Reaver 2 screenshot
Soul Reaver 2

The best games like Legacy of Kain

In particular, there are four games or series that I believe match most or all the above requirements, and would likely do a fantastic job at igniting the same feelings of a Soul Reaver or a Blood Omen, or at least tide you over until a true successor is announced.

There are a few other games that might not tick every box, but are worth mentioning anyway, which I will include afterwards.

1. God of War series, particularly God of War 2018

On the surface, God of Wars may seem like a poor substitute for Legacy of Kain, for one good reason: the protagonist. While Kain is noble, calculating and eloquent, God of War’s Kratos is mostly just angry. Testosterone overload permeates many aspects of the series and seems at odds with the tone of Legacy of Kain.

However, you don’t have to dig far to find the depth in Kratos’s character, even in the first game, where the tragic events that turned him into a cursed demi-god are front and centre.

The original series of games (God of War to God of War Ascension) are mostly linear and are hurt by their hamfisted scripts and throwaway characters. But the 2018 revival, again called simply God of War, embraced much more of what made Legacy of Kain successful. It has a small but open world to explore freely, high-quality vocal performances for all of the main characters, and a more sombre Kratos who fights his way through a story that focuses more on characters and a range of emotions than ever before.

Furthermore, the 2018 game builds on the lore of the earlier games, building it into a multi-generational epic. In a narrative sense, it is to the earlier games what Soul Reaver is to Blood Omen. 

Kratos speaks to Atreus in a God of War 2018 screenshot
Kratos explores Midgard in a God of War 2018 screenshot

The world of God of War 2018 is the world of North myth, and while it might not be gothic it is certainly a dark fantasy. The Norse myths, in their strange and brutal tradition, inform the history of the world Kratos finds himself in. And like everything in God of War, it is a world with the potential to be violent and twisted at a moment’s notice. 

Speaking of violence, in Legacy of Kain, the cursed blade that both of the protagonists wield is an essential and beloved part of the lore. If that’s what you want, Kratos’s Leviathan Axe and iconic Blades of Chaos aren’t just fun for mowing down draugr, as they also have emotional histories to them.

God of War 2018 made me feel I might not need a new Legacy of Kain, as long as games like this keep being made. It isn’t the only game that has made me feel this way, as you will see from the rest of this list, but it was the best, in my opinion. I recommend it to any and every Legacy of Kain fan. 

Kratos finds draugr in a God of War 2018 screenshot
Kratos fights a dragon in a God of War 2018 screenshot

2. Darksiders series, particularly Darksiders 2

The vampires of Legacy of Kain sit on the edge of life and death, between good and evil. The same can be said of the Nephilim of Darksiders, who are one part angel, one part demon. Under the yoke of the charred council, and stuck in the middle of a war they didn’t ask for, but capable of devastation and violence when it is needed, these four horsemen are tragic anti-heroes.

They might have wider shoulders, bigger swords and more cell shading than the residents of Nosgoth, but the aesthetic isn’t too different. A kind of comic-book metal vibe permeates both franchises, from the clunking metal greaves and giant claws on Raziel’s feet, to the skull mask and unkempt hair on Death’s head. Roaming a ruined earth in Wrath of War (the first game) matches the ruined world of future Nosgoth in Soul Reaver, and you’ll find towering cathedrals and castles in both.

But it is in Darksiders 2, which takes you away from earth to the fantastical but moody Forge Lands, with more freedom to roam, that made me most nostalgic for Legacy of Kain. Perhaps it is because Death reminds me a lot of Raziel, even down to a scarf and a penchant for wall climbing. 

Death explores a castle in a Darksiders 2 screenshot
The crowfather talks in a Darksiders 2 screenshot

The Darksiders series are fantastic action adventure games with highly engaging combat and quality puzzles, the latter much better than God of War. The reason it doesn’t take the number one spot is related to the writing. The lore of Darksiders is amazing, and the plot isn’t bad either — if they weren’t, Darksiders wouldn’t make the list at all. However, the dialogue is forgettable at best, and for a Legacy of Kain fan that’s not an insignificant flaw. 

Regularly, I wish for a Darksiders with a better written plot and characters, because that game could match Legacy of Kain if not exceed it. Until then, Darksiders might only sate the hunger temporarily, but that’s still pretty impressive. Very highly recommended.

War and an angel in a Darksdiers screenshot
Death and a volcano in a Darksiders 2 screenshot

3. Castlevania: Lords of Shadow series

The goal of this article was to find games comparable to a vampire epic fantasy, but neither of my first suggestions starred any vampires! This entry changes that. Castlevania: Lords of Shadow 2, puts you in the boots of a vampire lord who is fighting against an even greater, almost godlike evil. It’s a very similar role that Kain takes in his game.

Gabriel on his throne in a Lords of Shadow 2 screenshot
Gabriel fights in a Lords of Shadow 2 screenshot

Likewise, the skills at your disposal will be familiar to Kain players: healing by drinking blood, transforming into animals, mist-form, all that good stuff.

The small problem here is that you don’t take control of a vampire protagonist in the first Lords of Shadow, which is well-recognised as the superior game. There are vampires to play as in Mirror of Fate, an optional part of the story in the form of a sidescroller, but most of the vampire action takes place in Lords of Shadow 2. Unfortunately, the forced stealth sections along with some other niggles, made this sequel unpalatable for some fans. 

Despite these differences to the Legacy of Kain formula, the Lords of Shadow series is still worth your time to explore. It tells a story that stretches across centuries. Characters are tortured and tragic. Dialogue has a lyrical quality. The protagonist has undergone a dark transformation, which is the fate of almost every major Legacy of Kain character.

It’s worth noting that Lords of Shadow takes place mainly on Earth, though it is a dark fantasy in all other ways. 

Gabriel and a castle in a Lords of Shadow 2 screenshot
Lore about Belmonts in a Lords of Shadow 2 screenshot

Also, it’s not the only Castlevania game that might fit your tastes. In particular, Symphony of the Night, starring Dracula’s son, and Aria of Sorrow, starring a reincarnation of Dracula, are excellent choices.

4. Souls series, particularly Dark Souls

I am certain fans will feel equally at home in the majestic ruination of Lordran, the setting of Dark Souls, as they were in Nosgoth. Both have a dark, gothic aesthetic with a strong focus on death/afterlife/undeath.

The similarity extends to the level design: The interconnected world design of Dark Souls is very similar to that of Soul Reaver. Both have loosely been described as 3D metroidvanias. 

Admittedly, there is one thing that makes the Souls games seem very different to Legacy of Kain. Once again it relates to the story. Legacy of Kain tells a story with cutscenes and dialogue, and these are the things fans most love about the series. However, the Dark Souls story mostly sits in the background. 

I don’t think this should be a deal breaker, though. Both have rich world building and lore, so both are “well written” in their own way. 

Nito cinematic Dark Souls screenshot
The chosen undead climbs a ladder in a Dark Souls screenshot

They both have memorable characters, too. In particular, the ancient Lords of Dark Souls (Gravelord Nito, Seath the Scales etc) take me back to fighting the varied forms of the aged, corrupted vampire lieutenants in Soul Reaver (Melchiah, Rahab etc). The deified Gwyn has a dash of Kain to him also.

Speaking of fighting, while the three other main games on this list are fluid “character action” games, Dark Souls has a different feel that might appeal to Legacy of Kain players even more. The characters of both franchises tend to feel weighty. Think of Raziel’s finishing blows and compare to The Chosen Undead’s parry counter.

One more similarity I noticed: in Dark Souls, you can be human, or when you die revert to being an undead “hollowed”. It’s not a two-worlds mechanics like the spectral/material realm in Soul Reaver, but it did remind me of the wraith-like Raziel who exists in two forms.

If the next Legacy of Kain game was like Dark Souls but with cutscenes, it would be pretty faithful to the other LoK games. Though known for being hard, Dark Souls will be an easy game for Legacy of Kain fans to fall in love with. 

More games like Legacy of Kain

The following games might not look like Legacy of Kain at first glance, or they might have some other fundamental difference that excludes them from the main list above, but they all have some important similarity that means they deserve to be in the conversation.

In other words, they might not be the full package, but they might have the specific Legacy of Kain elements you are interested in.

Zelda, particularly Majora’s Mask

What excludes Zelda from the main portion of this list is the light-hearted tone. Mechanically, however, Zelda fits perfectly: it is a series about exploring a fantasy land, fighting monsters, solving puzzling temples, and getting more powerful and finding new abilities/tools along the way. 

Majora’s Mask gets a special mention, because it’s apocalyptic sorry is a bit darker than average for the series, and you also get the chance to play as non-human characters by wearing masks. Twilight Princess is also worth a look for similar reasons.

Nier Automata

The main character that looks like a fanservice robot might immediately make you question this choice for the list, but I’m confident you will agree if we look at it a bit more. 

For one, Neir is all about writing. Tragic characters, coherent world building, exploring themes of life, death and violence — other than Legacy of Kain itself, Nier is the game in this article that most feels that a writer was in charge and given free reign.

Moreover, the world of Nier is post-apocalyptic, like Soul Reaver, and the androids vs machines conflict might resonate on some level with those who enjoyed the human vs vampire conflicts of Nosgoth.

Prince of Persia trilogy

As Raziel was a vampire prince, taking on the role in Prince of Persia should feel natural to Legacy of Kain fans! Both protagonists have a knack for climbing walls, too. 

However, as with Nier, it’s the storytelling quality that really puts these game series in the same category. Prince of Persia might not have any bloodsucking to speak of, but it doesn’t shy away from weaving a compelling tale in a thoughtful and original way. Plus, like Legacy of Kain, subsequent games in the series build on the story, 

Its time-travel elements are central to the story, with Kain and Raziel shifting through different eras, altering history, and facing the consequences of their choices. Prince of Persia also shares a fascination with time.

Tomb Raider series

Soul Reaver was developed by Crystal Dynamics, and it is not their only hit action-adventure series, as they are also the current developer of Tomb Raider.

Though this suggestion isn’t a fantasy game and has no brooding protagonist – and certainly no vampires – it does have a reasonably well-written story and a perfect balance of action and puzzles. A similar game design philosophy that went into the Soul Reaver series has persisted in this studio’s future work, and Tomb Raider is the evidence.

It’s also worth noting, Crystal Dynamics are still part of the company that owns the Legacy of Kain franchise. This company, the Embracer Group, has expressed interest in using the intellectual properties in their catalogue to make new games or reboots of old ones. We can only hope this means there is more Legacy of Kain in the future.  

Can you think of any others?

Disclaimer: I’ve not played every game. If you played a game that gave you the same buzz as Legacy of Kain and I haven’t included it here, I would love to know about it. No, seriously. I am a life-long Raziel fanboy who has waited a long time for a new game in this series. If you have something similar to recommend, I’ll probably play it. 

Comment below or send me a message at greatadventuresreview@gmail.com.