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Some people just aren't into RPGs. I get that. The whole traditional turn-based combat, the linear event-based progression—it doesn't appeal to everyone. Well what if you were free to do whatever you wanted to, in theory, while still retaining enough elements to live under the RPG genre? Square Enix gives an answer of sorts, but it's not the one we were particularly looking for.
On a conceptual level, Romancing SaGa wants to hand you a paintbrush and let you create your own journey—the problem, however, is that the paint choice is limited to a sparse selection of bland colors. Underneath, you still have goals to accomplish in order to move to other areas. Finding the way to accomplish them isn't always apparent (or exciting), and this is where that expansive, glorious freedom becomes a binding chain that will eventually have RPG fans turning to something else.
I could stop right here. Dismissing the game as nothing more than a failed experiment would be as easy as not typing anything else. But for anyone who treasures each and every RPG offering, sometimes you need to dig below the surface to find something worth mentioning.
For this reason, there are going to be a few of you out there who will cling to this game and suck every last ounce out of it—because by all rights, Romancing SaGa was never intended to cross our shores. You know that--and Square Enix may end up realizing that as well. Romancing SaGa is too experimental and unpolished to ever find a permanent roosting place in the house that Final Fantasy built. Even the big-headed, super-deformed character designs break from pretty much every other RPG out there. But where would we be without these failed attempts? And why am I even thinking so much about this mediocre RPG by a company with a portfolio that's demonstrated substantially better products? Because I saw a glimmer of something great and that is what makes writing these types of reviews that much harder.
The combat system is the single best thing about Romancing SaGa. It's robust, customizable and fun—if it had been wrapped around a more compelling storyline with intriguing characters, I'd be sitting there now and playing it instead of writing this review. Oh yeah. Did I mention that you don't level up? Yup, you randomly gain attribute bonuses from turn-based battles—an element that surprisingly works really well. Every time you enter battle, you're restored to full health, so dying isn't really an option unless you go up against someone you really shouldn't. You need to really judge your surroundings before picking a fight in this game.
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