In-depth Growlanser impressions
[01.26.00] » Everything you always wanted to know about Growlanser but were afraid to ask.
Atlus recently pulled the wraps off of Rhapsody, its forthcoming musical RPG for U.S. release. But what of Growlanser, another anime-styled RPG published by Atlus in Japan? While no U.S. release has been announced, we decided to give it a ridiculously thorough once-over anyway. Thanks to Andy Church for these comprehensive impressions.
"One of the first things you'll notice about Growlanser
is its anime flavor. Whenever a main character talks (roughly a dozen so far) there's a full-screen head-and-shoulders shot that could be straight out of your favorite anime series. It also
has a little fairy as the hero's sidekick, who goes so far as to announce
out loud what every menu option does as you use the menu.
"However, if you can stand the cuteness--and don't worry, you can turn the menu
voice off--Growlanser is a remarkably well-done game. The story centers
around (you guessed it) a teenage boy with an unknown past in a
medieval-like world, whose fate has been foretold to be either to save the
world or to destroy it. But behind the classic-sounding plot, Growlanser
holds a surprisingly well-defined and believable setting and a nice blend of
traditional gameplay and strategy that keeps your interest while keeping you on your toes.
"Despite the hackneyed idea, the story isn't just 'find companions,
battle big evil monsters, save the world'; the characters have a good deal
of depth, and the story includes scenes with impact to match nearly
any other RPG (Final Fantasy included). Moreover, in a radical departure
from traditional RPGs, everything does not necessarily end up happy; good
people die, and you face old friends on the battlefield. The game also
features a huge amount of voice acting--the first disc alone has over 30
minutes of recorded voices for main characters, NPCs, and even random
townspeople--which give additional depth to the characters and make the
story scenes significantly more effective. Some may shrink away in
terror upon hearing the words "voice acting," but the voice acting in
Growlanser is quite well done. The limited number of voice actors does make you go "hey, I've
heard that voice before" on occasion, but the duplicated voices are all for
minor characters, so it's not too bad.
"I mentioned the fairy earlier; she follows you around wherever you go,
and acts as your "voice" in many situations--the game doesn't put words in
your mouth (except when you have to answer a question). She has a
remarkable tendency to show absolutely no compassion for anyone, making her
one of the few "good" characters I love to hate--which in itself is an
interesting, and occasionally amusing, deviation from the classic Good vs.
Evil plot.
"An interesting feature of Growlanser is the "Vacation" system, similar
to the "Private Action" system in Star Ocean 2. After you've progressed to
a certain point in the story, you become a government officer (royal
officer?) and are assigned various jobs. When you complete a job, you
return and report to the king, who grants you a certain number of days of
vacation depending on the level of the job and how well you carried it out.
You spend each day at one of a number of locations (you choose which one);
your party splits up, so you can talk to party members as well as other main
characters. Doing so supposedly has an effect on the characters' actions
later in the game, though I have yet to see any direct evidence. In any case, it
does provide some additional scenes which give more depth to the characters.
Unfortunately, you can't choose not to take vacation, which can at times
be frustrating when you want to get on with the story.
"Overall, Growlanser's gameplay is very satisfying. The map screen feels remarkably like Chrono Trigger; 2-D characters walk around on 2-D fields,
and approaching an enemy on the field brings you into battle (which takes
place on that same field). Movement is smooth and fast, and you don't get
any of the ugly pixellation that can happen with 3-D graphics. The "now
loading" screen that appears when you move between sections of the world map
or enter and exit dungeons is mildly annoying, but when you stop to think
about it, that's what other RPGs are doing when they fade the
screen--Growlanser just comes out and admits it up front.
"The menu system is also well set up, simple enough that you don't have
to spend time clicking through option after option but with a good number of
settable features, such as item sorting, voices on/off, and text speed. The icing on the cake are the menus' nifty little animations. Speaking of text,
Growlanser allows you to jump through messages near-instantly, a must-have
for anyone who's played Xenogears.
"But the battle system is where Growlanser truly shines; not only is it
a full-fledged strategy system to rival any strategy RPG, but the intricate
"scenario battles" in particular provide a new, stimulating challenge I have not
had in a long time, without making "ordinary" battles overly cumbersome.
"As mentioned earlier, battles take place on the field map; approaching
an enemy begins a battle with all enemies on the screen. (This can at
times be annoying when there are enemies in opposite corners of the screen,
but magic helps in these situations.) The battle system is quasi-real time;
while you can spend as long as you want on the menu screen, each character
and enemy has their own "wait" timer. The wait timer is itself more
realistic than other RPGs' "agility" timer; it only activates when you
attack or use an item, and the length depends on the weapon or item.
Characters' agility instead affects their rate of movement on the field;
you can't attack an enemy (or in some cases cast a spell on them) unless
you're close enough.
"All characters arrive ready to accept commands, and what a selection
there is--in addition to the standard attack, defend, magic, and item commands,
you can direct a character to move to any position on the field, or direct
them to guard another character, causing them to attack any enemy that
comes near that character. Choosing to attack, incidentally, causes
the character to approach the selected target and attack repeatedly until
he/she/it dies, so you don't have to keep choosing "attack" over and over.
Furthermore, with the exception of the hero (you), you can tell characters
to battle automatically. The auto-battle AI system isn't so horrible as
to be unusable, making it a great help in ordinary battles. You can
even set various attributes of the AI for each character, such as whether to
attack enemies with low HP or high strength, or to favor curative/effect
magic over attack magic.
"The battle system incorporates several other amazingly useful features.
You can interrupt the battle at any point in time and change any
character's active command--if you have a character chasing after an enemy,
for example, and another character kills the enemy first, you can turn the
first character around immediately without having to wait for him to reach
his target. Another feature is that you can change the target of a magic
spell when it's about to be cast--this is especially nice for range or
straight-line effect spells, since enemies can move around between the time
you start casting and the time the spell is ready to go. Finally, magic
spell and item effect graphics can be sped up or cancelled by pressing the
appropriate controller button--an immense time saver.
But even with all this, the best is yet to come. In parallel to "boss
battles" in other RPGs, Growlanser has "scenario battles," where you have to
fulfill a certain goal in addition to (or instead of) defeating all the
enemies. Often the goal will be "protect such-and-such a person" or
"prevent the enemies from leaving the screen"; if the person in question
dies or an enemy leaves the screen, oops--you lose. This in itself presents
a nice challenge, but things get even more interesting when bystanders get
involved. For example, early in the game a group of bandits attacks a
village, and your goal is to defeat all the bandits without incurring any
villager casualties. The villagers, of course, are all 20-HP weaklings, and
to make things worse, bandits come in from all sides of the village in the
middle of the battle. In another situation, you have to get through enemies
and cut a bridge down before a hostage is taken away, and then take out
another bridge on the other side of the field to keep enemy reinforcements
from coming in to wipe you out. The simple "attack, magic, repeat" formula
won't work here; this game will make you think. But the freedom provided by
the system (no squares!) keeps things from getting too frustrating--there
are plenty of options for winning the battle.
"Additionally, leveling up allows you to "customize" your characters.
For every level you gain, you get a certain number of "skill points," which
you can assign to various skills as you like; when you fulfill the number of
points required for a skill, the skill becomes usable. Skills run the
gamut from spells, attack skills, and effect skills to skills reducing the time needed for casting spells or using items.
"Growlanser isn't perfect, of course. Its biggest problem is that it
will often not let you save for long periods. This occurs particularly
often between finishing a scenario battle and starting your next quest--and
depending on the situation can mean over an hour between saves. If you have
lots of time on hand, that's not such a problem, but it's frustrating if you
have to leave the game and lose an hour or two of progress.
"Another bothersome 'feature' is, unfortunately, in the
battle system. If you tell a character to move to a certain position on the
field, and along the way they run into an enemy, they will mercilessly pound
away until the enemy dies (or you tell them to do something else). In some
circumstances this isn't a problem, but if you're trying to maneuver to get
at a boss or other powerful enemy, and a weak little guy gets in the way,
the character will attack--and then have to wait for the recovery time from
the attack, during which period the boss may fry your party. You can usually get around this by carefully maneuvering the character a little bit at a time, but it's a pain, and even
with the most careful planning, a single-pixel misjudgement will cause a
massive loss of time. An option to move without attacking would have been
greatly appreciated.
"Also, the music isn't exactly on the great side. It's not so bad you
mute the television just to avoid it, but there aren't too many good tracks.
"Mediocre" is a good word to describe it; I won't be getting the soundtrack.
"Overall, Growlanser has impressed me beyond my initial
expectations, and I am finding it very enjoyable. Between the well-written
story and the complex battle system, Growlanser has something for everyone.
I should note, however, that due to the large amount of text, particularly the frequency with which questions come up, this game may not
be suitable for importing if you don't understand Japanese or don't have a
walkthrough handy. I haven't tried it, but making wrong answers to questions
may put you at a considerable disadvantage later in the game."
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