Monday, May 31, 2010

Legend of Legaia_(Part 2)

Wikipedia:

Legend of Legaia


Legend of Legaia
Legend of Legaia  Coverart.png
Developer(s) Contrail
Publisher(s) Sony Computer Entertainment
Composer(s) Michiru Oshima
Kōhei Tanaka
Platform(s) PlayStation
Release date(s) JP October 29, 1998
NA March 17, 1999
EU November 15, 2000
Genre(s) Role-playing game
Mode(s) Single-player
Rating(s) ESRB: E (Everyone) (originally given a Teen rating, changed prior to release)[citation needed]
Media 1 CD-ROM

Legend of Legaia (レガイア伝説 Regaia Densetsu?) is a 1998 Sony PlayStation role-playing game created by Contrail. The game features RPG gameplay, including Japanese character voices and a unique storyline. The game was followed by a 2001 video game Legaia 2: Duel Saga on the PlayStation 2. The sequel, rather than continuing the first game's storyline, merely provides an original story set in the homonymous Legaia.

Contents [hide]

Setting

The game is set on a world called Legaia, which is covered in mist.

Plot

The game follows Vahn, the quiet main hero, Noa, an excitable feral child and Gala, a curt warrior monk, on their quest to revive all ten Genesis Trees throughout Legaia in an attempt to vanquish the evil Mist which covers the world. Vahn initially thwarts the coming of the Mist into his hometown Rim Elm by reviving the local Genesis Tree and merging with the Ra-Seru entity "Meta" following an attack by Zeto (who used the Juggernaut to bring down Rim Elm's walls). Together they depart on a quest through Drake Kingdom that ends with them meeting Noa and her Ra-Seru companion "Terra" atop Mt. Rikuroa. They in turn chance upon Maya, the mother of Vahn's love interest (and who had been presumed dead), in the Biron Monastery, home of various warrior monks. There they also meet friends Gala and Songi, master teachers in the monastery. Gala joins Vahn and Noa once Songi turns on them and decides to use the powers of his Ra-Seru for evil. Songi defeats Gala, who in turn assimilates with the Ra-Seru "Ozma".

The trio henceforth journey across the Sebucus Islands, reviving Genesis Trees, destroying Mist Generators, and performing tasks and occasional side quests for secondary characters. They come face-to-face at multiple times with Songi (who progressively mutates into a massive monster), as well as the principal enforcers of the Mist.

After cleansing both Drake Kingdom and the Sebucus Islands, the trio travels overseas to Karisto Kingdom. There they aid the towns of Sol and Buma by battling old crazed Gaza and defeating the Delilas Siblings and the creature Koru, who had held Buma under ice. With the aid of the Soren people (a race of winged humanoids), they attack Zora's flying castle and manage to bring it down. They then go on to travel back in time to locate the origins of the Mist to put an end to it once and for all. In the process, they travel to the devastated city of Conkram. Noa finds out she is actually daughter to the king and queen of Conkram, and sister to Prince Cort-- who, along with court members Dr. Jette, Zeto, Dohati and Zora (as well as Zora's bodyguards, the Delilas) created a passport into the Ra-Seru netherworld, and with it brought the Mist and its monsters into Legaia. Despite narrowly saving Conkram in the past and, once back to present, defeating surviving evildoers Cort and Jette, the denizens of Conkram perish under a giant Seru monster, and Noa's parents meet their demise.

A faux ending is cut short with the coming of Songi to Rim Elm. Songi subdues Rim Elm under the power of the Sim-Seru "Juggernaut", who devours all of its denizens. Although the trio manage to defeat Songi, finally bringing his death, they must still travel within Juggernaut and destroy it from the inside. The final battle is against Cort, who had survived the last encounter and fused with Juggernaut. The game ends with the destruction of Juggernaut, the rebirth of Cort into a baby (who Noa takes care of), the reunion of Mei and her mother Maya, and the ultimate restoration of Rim Elm and all its citizens.

Characters

  • Vahn (バァン Bān?) (Wataru Takagi): The main protagonist of the series. He lives in the town of Rim Elm, in the far south of Drake Kingdom, along with his young sister Nene and crippled father Val. He has a love interest in the form of Mei, the local seamstress. His weapon of choice is a sword or knife, and his Ra-Seru is Meta (メータ Mēta?), which is affiliated with fire. Having grown up sparring with the resident ex-Biron monk, Tetsu, Vahn is an adept martial artist. He's also the only character who can wield Gaza's gigantic Astral Sword.
  • Noa (ノア?) (Sachiko Sugawara): She is an orphan who has been raised by the Ra-Seru Terra (テルマ Teruma?) (who while raising Noa, attached itself to a female wolf) who is a wind elemental. Due to living most of her life alone in Snowdrift Cave with Terra the wolf, Noa is childish and ignorant as the outside world is new to her. She wants to see the world and meet her parents who call to her in her dreams. She uses claws or tonfa batons to fight. Later in the game, she discovers that she is the daughter of King Nebular and Queen Minea of Conkram.
  • Gala (ガラ Gara?) (Jin Yamanoi): He is a warrior monk from the Biron Monastery, where he is the second-in-command and called "Master Teacher." He is sent with Vahn and Noa to revive the Genesis Tree in West Voz Forest, but fails because the Genesis Tree has already been killed by the Mist. He finds the egg of the Ra-Seru, Ozma (オズマ Ozuma?), who is affiliated with lightning, and Gala is subsequently excommunicated after it hatches. Gala's weapons of choice are clubs or small axes. In contrast with Vahn and Noa, Gala distrusts and greatly dislikes every kind of Seru (even the holy Ra-Seru) because of their violent behaviours when affected by the Mist and their corrupting any living creature that wears them. Through the course of the game, he starts treating Ozma better, like a close friend, instead of just a tool for fighting the Seru.

Antagonists

  • Prince Cort (コート Kōto?) (Jūrōta Kosugi): The primary villain of the game. He is the son of King Nebular and Queen Minea, and is the older brother of Ra-Seru hero Noa. Cort was contacted by the evil Ra-Seru called Rogue who taught him how to create a Mist Generator. He later fuses with the Sim Seru called Juggernaut and proceeds to absorb the people of Legaia. Following the Cort/Juggernaut's defeat, Cort is reincarnated as a baby that Noa takes care of.
  • Zeto: A master magician who is one of Cort's henchmen and the first one that Van encounters. He is responsible for spreading the accursed Mist around Drake Kingdom. He was also the one responsible for using the Juggernaut to bring down the walls of Rim Elm so that the Mist and the Seru can enter Rim Elm. Zeto was later responsible for doing terrible things to Terra the Wolf at Mt. Rikuroa and unleashed Caruban on them. The good guys fight Zeto at the first Mist Generator and defeat him. His monster form is a giant crab monster.
  • Dohati: A wizard who is a minion of Prince Cort. He guarded the second Mist Generator that's located on the Sebeccus Islands. Dohati tricked Lord Saryu of Ratayu into wearing a Sim-Seru that took over his mind and used him to create a Juggernaut. The good guys fight him at the Mist Generator and defeat him. His Seru form is a giant green bird creature.
  • Zora: The ruler of the floating fortress in the Kingdom of Sol who guards the third Mist Generator that's located on Karisto. Zora resembles a thin woman with wings. She was at Cort's beck and call, thinking that Cort had feelings for her. She was crushed to find out that she was being used as a tool the entire time. Songi then kills her following him destroying the third Mist Generator.
  • Jette: Cort's assistant who guards the path to the fourth Mist Generator that's located on Karisto. His Seru form is an armored humanoid. He can create copies of himself in battle.
  • Delilas Siblings: Three siblings that serve Zora. They first appear to attack the good guys at the Shadow Gate.
    • Gi Delilas: A master swordsman who is the leader of the Delilas Siblings.
    • Che Delilas: The largest of the Delilas Siblings who wields a massive hamier in battle.
    • Lu Delilas: A pink-haired female who uses power martial arts moves.
  • Songi: Gala's rival and power-hungry fiend. Over the course of the story, Songi attempts to backstab the other antagonists and obtain greater and greater power. Eventually however, the power becomes too much for him to bear.

Battle system

Combat in Legend of Legaia is conditional turn-based. At the beginning of each turn, the character inputs a command for each available character, selects appropriate targets, and confirms the selection. This initiates the action phase of the turn, during which each character and opponent perform their actions. The order of action is prescribed by each character's speed, status, and equipment.

Damage is instituted through the game's unique 'Tactical Arts' battle system. Instead of simply selecting a generic 'Fight' command in order to initiate a physical attack, the player specifies the location of each attack; 'Right' and 'Left' will strike with the right and left arms, respectively, and 'High' and 'Low' strike at their respective heights. Each direction has its own pros and cons, depending upon the opponent, weapons equipped, and level of the character's Ra-Seru. For example, equipping boots will increase the power of kicks, but 'Low' will not strike a Killer Bee, since it flies above the ground. To attack, the player creates a string of these directional strikes for each character; as the game progresses the length of this string or "action bar" increases, allowing the player to deal more damage each turn. The number of strikes the character can execute is affected by several factors, including level and weapon. Certain weapons can be used by more than one character, such as small axes that can be wielded by both Vahn and Gala. However, Gala's affiliation with axes are better than Vahn, so if Vahn equips the axes, his 'Left' attack will occupy twice of normal.

Certain strings of attacks initiate combos known as "Arts," which deal significantly more damage than would a non-combo string of comparable length. It is up to the player to uncover each character's Arts by experimentation; fortunately, once the player has determined the correct string, it is saved in a list which can be viewed during the character's turn. A quantity called "AP" is necessary to initiate Arts, which drain "AP" in quantities which are proportionate to the length of the combo. Inputting an Arts sequence without the requisite AP will cause the character to simply perform the string of attacks, without the Arts animation or damage bonus. AP can be earned in three ways; dealing physical damage without performing Arts, taking damage from opponents, or by using the Spirit command. Arts can also be linked by the last and first inputs. For example, an Art that ends with 'Down' can linked with another Art that starts with 'Down', allowing the player to use two Arts in a row costing less inputs.

The Spirit command causes a character to take a defensive instance for a turn, in lieu of attacking. This allows the character to take half-damage for the turn, increases his/her chance to block an attack, while regaining AP and boosting the length of his/her action bar for the next physical attack. Upon defeating certain Seru (which have an elemental icon next to its name), a character may learn to use magic for use in combat. Once the magic has been learned, it can be used opponents (offensively) or allies (defensively) as an action during that character's turn, at the expense of Magic Points (MP).

Seru, Ra-Seru, and Sim-Seru

The interactions between the Seru, Ra-Seru, and Sim-Seru comprise an integral part of the plot of Legend of Legaia.

Seru were initially benevolent creatures designed by God to exist symbiotically with humans, and help them to survive. When worn by a human, they grant the wearer great powers. Depending on the type of Seru equipped, these powers can include greatly enhanced strength, control over the elements, and even the ability to fly. With the strength of Seru, humans were able to build civilization and thrive on the bounty of their combined efforts.

When a Seru comes into contact with the Mist, it acts aggressively and will attack any humans in its vicinity. Furthermore, any Seru which comes into contact while already bound to a human will be able to take control of their host, effectively turning the human into a mindless monster. As long as the Mist pervades the air around them, the Seru and human cannot be separated without killing them both. Once the Mist has been removed, however, the Seru will return to its benign form, and the human will awaken unharmed. Humans freed from the influence of a controlling Seru often report that they feel as though they have awoken from a nightmare, and note that they have not aged in the time between enslavement and emancipation, an interval which can last anywhere from days to years.

All Seru possess an elemental affinity which determines what type of attacks it will use in battle (noted by the icon displayed next to its name). This is useful in determining what abilities can be assimilated by a Ra-Seru (see below).

Ra-Seru are Seru which have chosen to align themselves with the humans against the Mist and its agents. They possess the ability to absorb power from the Genesis Trees to grow stronger, as well absorbing Elemental Serus.

Each main character eventually partners himself or herself with a Ra-Seru, who lends its strength and wisdom to the human. As the storyline progresses, both the main characters and the Ra-Seru come to trust each other, and the deepening relationship between them is reflected by the visible growth of the Ra-Seru following the successful activation of a Genesis tree. Once bound, a Ra-Seru strengthens its partner's primary arm for use in combat. When a human wearing a Ra-Seru defeats a Seru in battle, the Ra-Seru can absorb the Seru's power and later use it when necessary. Consistently calling upon that Seru's power will level it up, making it more powerful and causing additional effects.

Like most Seru encountered in the game, the Ra-Seru possess their own elemental affinities. Meta, Terra, and Ozma are associated with fire, wind, and thunder, respectively; these affinities can be seen by the nature of hyper arts executed with their power. For example, Vahn is capable of learning Tornado Flame with Meta, Noa and Terra can perform Frost Breath, as well as Gala being able to learn and use Thunder Punch (however, these moves require attaining special books found in chests hidden in dungeons or places covered by the mist).

Soundtrack

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Final Fantasy X

Games:

Final Fantasy X

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Game Description

Square's acclaimed role-playing series makes its PlayStation 2 debut with Final Fantasy X. Players assume the role of Tidus, an athletic teenager who witnessed the destruction of his home city by an evil entity named Sin. While his life was spared, Tidus' contact with Sin opened a portal through time. Some 1,000 years have passed since the encounter, and Tidus now finds himself in a strange land with unfamiliar faces. As Tidus struggles to find a way back home, he will meet a variety of characters, including Yuna, a girl faced with the daunting task of defeating Sin.

Final Fantasy X features a number of new features over previous installments. Backgrounds and characters are rendered entirely in 3D, with real-time facial expressions visible on each character. When characters are surprised, for example, they will raise their eyebrows or open their mouths in astonishment. For the first time in the series, dialogue has been recorded using professional voice actors. The U.S. version features voices in English, with optional English subtitles selectable from the menu screen.

Refinements to the combat system include character-specific skills and abilities as well as the option to swap characters at any time during battle. While previous games involved playing with only three characters at a time, players can now manage a party by selecting three to fight and making substitutions as the battle wears on. This is possible through a turn-based system, allowing players to make decisions before initiating a move. As in the earlier games, players can use items, perform special attacks, cast magic, or summon powerful creatures to assist them.

A popular mainstay in the Final Fantasy series is the inclusion of mini-games. Final Fantasy X features Chocobo Riding, where players guide the bird-like chocobos through a series of training courses, and Blitzball, an underwater sporting event. Blitzball pits two teams of four players against each other as they attempt to score points by throwing a ball past the goalie. The action is primarily turn-based, where ability points determine the accuracy of passes, shots, and tackles. By competing in tournaments, players can earn experience and prizes for their characters.
~ Scott Alan Marriott, All Game Guide

Roots & Influences

Final Fantasy debuted in the U.S. on the 8-bit NES in 1991. Two installments would be released on the Super NES, which were based on the Japanese Final Fantasy IV and VI. A rift between Nintendo and Square over Nintendo's decision to use cartridges for the N64 paved the way for the series' entrance on the PlayStation in 1997.

Over 30 million Final Fantasy games have been sold as of 2001, and it has been argued that the overwhelming popularity of the series in Japan became a significant factor in various "console wars" through the 1990s. As Final Fantasy X moves the franchise to a 128-bit system, it enjoys a rich but demanding heritage.

Though originally conceived to include online support, Final Fantasy X evolved as a single-player game, leaving any multiplayer features to the following release of Final Fantasy XI. Like the other titles in the landmark series, the story of Final Fantasy X does not rely directly on plot elements established in previous games.
~ Scott Alan Marriott, All Game Guide

Review: Overall

Square's penchant for cinematic storytelling reaches a new pinnacle with Final Fantasy X, the first game in the series to benefit from the power of a 128-bit system. The result is the most visually impressive role-playing game yet released, with meticulous character models offering dynamic facial expressions and breathtaking cut-scenes seamlessly integrated into gameplay.

While the graphics are the first notable improvement, the sound has also benefited from the hardware. All of the primary characters now feature voices, with or without English subtitles, re-recorded specifically for the U.S. market. Hearing a laugh after seeing the character's eyes light up is far more rewarding than just reading text. Characters also talk to each other during battle sequences, adding even more personality to the game. You begin to care for these characters because they seem real.

A number of enhancements to the battle engine offer more strategy than past iterations. Instead of being locked into using only three characters in a battle, players can swap members in and out at any time (as if they were being tagged in a wrestling match). The shift from the real-time Active Battle System to a traditional turn-based format facilitates more thoughtful planning in combat instead of encouraging fast reflexes.

Another benefit to the turned-based format is enemy movement. In an early underwater sequence, for example, a giant squid will retreat behind a structure before attacking again. Players can decide to replenish lost hit points by resting or to swim over and sandwich the creature from both sides. Each character also has distinct abilities that make battles more interesting. Lose Yuna, for example, and you'll lose the power to summon creatures to fight on your behalf.

The summoned creatures, referred to as aeons in this game, are equivalent to the Guardian Forces in Final Fantasy VII and VIII. As in previous versions, the act of calling forth these creatures is one of the most arresting sequences in the game, with creatures bursting through the ground or emerging from the heavens in a dazzling display of swirling colors and bright light. Players can reduce the amount of time it takes to view the aeons if it becomes too repetitive.

Overdrive attacks are another battle feature, which are patterned after Limit Breaks found in Final Fantasy VII and VIII. Whenever characters or summoned creatures perform specific tasks, their Overdrive meter fills up. Once charged, a powerful attack can be unleashed unique to the character performing it. Strategy comes into play when deciding how the Overdrives are charged. Healers can charge the meter by restoring hit points, for example, while stronger characters can have it charged by causing damage.

Fighting battles in Final Fantasy X earns players Ability Points instead of experience. There is no "leveling-up" in the game, not in the traditional sense, as points are spent on developing skills and attributes. One of the first skills Tidus learns is Cheer, for example, which raises his party's strength and defense in battle. Finding various orbs and then using them on a Sphere Grid, selectable from the menu screen, can improve areas such as strength, defense, evasion, and mana.

The Sphere Grid looks like a highly complex network of circles spanning several screens in length, but it actually makes sense as the game progresses. Players can decide on specific abilities to increase by choosing certain paths of interconnected nodes. By deciding which spheres to use, players can help mold the character to become proficient in the skills they feel most comfortable with. Each character has his or her own set of distinct skills, so finding a balance becomes important as the game progresses.

While the battle system has improved for the better, traditional role-playing gamers won't enjoy the linear nature of gameplay. There's not much exploring to do in Final Fantasy X, as players are led from point A to point B with a mixture of random and boss encounters fought along the way. Conversations offer no legitimate choices to make and players must all follow the same path to win the game. This is the price for a having such an intricate story.

Final Fantasy X offers a compelling drama, beautiful graphics, and voice acting that stirs the emotions. Battles are more interactive this time around and require some strategy instead of mindlessly pressing the attack button and waiting for the result. The inability to create characters, make meaningful decisions, and explore vast landscapes will turn off computer players, but loyal fans and newcomers alike will thoroughly enjoy what is the most polished game in the series since its 1997 PlayStation debut.
~ Scott Alan Marriott, All Game Guide

Review: Enjoyment

Those who would rather create a story by their own actions instead of following a scripted one should pass on Final Fantasy X. Everyone else will be pleased. While the game is slow-moving through the first five hours of play, it picks up steam once you meet up with your party.
~ Scott Alan Marriott, All Game Guide

Review: Graphics

Those who have played Final Fantasy VIII will recognize the same style of artwork from designer Tetsuya Nomura. The characters are more realistic than those found in Final Fantasy IX, and their facial expressions convey true emotion.
~ Scott Alan Marriott, All Game Guide

Review: Sound

The soundtrack covers a wide range of musical styles, and the voice acting is generally top-notch. Lead character Tidus has a tendency to whine a bit during the game, but it's no worse than a certain someone from a galaxy far, far away.
~ Scott Alan Marriott, All Game Guide

Review: Replay Value

A few side-quests present themselves as mini-games, including Blitzball, a version of water polo played completely under water. Unfortunately, Blitzball is boring, as players guide their team in a turn-based fashion instead of controlling the action themselves. While the replay value is hurt by the linear storyline, the graphics are so engaging that some will want to experience it all over again.
~ Scott Alan Marriott, All Game Guide

Review: Documentation

The color manual is short, but all of the main aspects of gameplay are explained in a clear manner. In-game tutorials flush out some of the more confusing elements, but it would have been nice to learn everything directly from the manual.
~ Scott Alan Marriott, All Game Guide

Production Credits

Company 1: Square Co. Ltd.; Producer: Yoshinori Kitase; Director: Motomu Toriyama, Takayoshi Nakazato, Toshiro Tsuchida; Sound Producer and Music: Nobuo Uematsu; Main Programmer: Koji Sugimoto, Takashi Katano; Program Supervisor: Ken Narita; Character Designer: Tetsuya Nomura; Art Director: Yusuke Naora, Shintaro Takai; Scenario Designer: Kazushige Nojima; Image Illustrator: Yoshitaka Amano; Field Programmer: Yukio Ishii, Chikara Yanagimachi; Battle Programmer: Masaki Kobayashi; Menu Programmer: Tomonari Ohnishi; Chief VFX Programmer: Yasunari Ohnishi; Real-Time Graphics Director: Tomohiro Hasegawa; Monster Designer: Tetsu Tsukamoto; Chief Subcharacter Designer: Fumi Nakashima; Lead Real-Time Polygon Deisgner: Takanari Tajima, Junichiro Hosokawa, Mamoru Tagata; Battle Motion Director: Shintaro Tamai; Field Motion Director: Go Kikuchi; Chief Character & Motion Coordinator: Shinji Watanabe; Chief Art Designer: Tetsuya Takahashi; 3D Map Director: Yohichi Kubo; Lead Field Deisgner: Yoshinori Ogura, Takaharu Matsuo, Shinichiro Hamasaka, Masayo Asano; Lead Battlefield Designer: Tsuyoshi Okahisa; C.G. Supervisor: Satoshi Tsukamoto; Movie Director: Hiroshi Kuwabara; Chief Storyboard Designer: Akira Oguro; Movie Programmer: Kengo Sasaoka; Music: Junya Nakano, Masashi Sugawara; Sound Programmer: Minoru Akao; Supervising Dialogue Editor: Teruaki Sugawara; Supervising Sound Editor: Eiji Nakamura, Chiharu Minekawa; Q.A. General Manager: Akihito Shoji; Q.A. Supervisor: Tetsuya Hiraoka, Kenichi Miyake; Senior Vice President Localization: Koji Yamashita; General Manager Localization: Akira Kashiwagi; Localization Director: Ichiro Nonaka, Kazuyoshi Tashiro; Localization Specialist: Alexander O. Smith, Aziz Hinoshita; Localization Engineer: Richard Honeywood; Localization Assistant: Seikou Hokama, Aiko Ito; General Producer: Tomoyuki Takechi; Production Executive: Hisashi Suzuki; Executive Producer: Hironobu Sakaguchi; Voice of Tidus: James Arnold Taylor; Voice of Yuna: Hedy Burress; Voice of Wakka: John DiMaggio; Voice of Lulu: Paula Tiso; Voice of Kimahri: John DiMaggio; Voice of Auron: Matt McKenzie; Voice of Rikku: Tara Strong; Voice of Seymour: Alex Fernandez; Voice of Jecht: Gregg Berger; Subcharacters: David Arnott, Corey Burton, Catherine Cavadini, Vicki Davis, John DeMita, Debbie Derryberry, Judy Durand, Greg Finley, Julia Fletcher, Quinton Flynn, Roger Jackson, Tom Kenny, Sherry Lynn, Michael McShane, Matt Miller, Candi Milo, Adam Paul, Richard Penn, Andy Philpot, Paige Pollack, David Randolph, David Rasner, Noreen Reardon, Robbie Ryst, Dwight Schultz, Vernon Scott, Andre Sojliuzzo, Cree Summer, Andreana Weiner, Ruth Zalduondo; Company 2: Screenmusic Studios; Recording Engineer: Ernie Sheesley; P.A.: Eric Lewis; Technical Supervisor: Paul Andris; Dialogue Editor: Elliot Anders, Rhodri Davies, Jeremy Pitts, Michelle Rochester, Gene Semel, John Brengman, Chris Eaton; A.D.R. Editor: Ernie Sheesley, Rhodri Davies; Transfer: Carl Bantleon; Line Producer: Michael Hack; Voice Director: Jack Fletcher; Casting Director: Jack Fletcher; Company 3: Square Soft Inc.; Localization: Brody Phillips, Jennifer L. Mukai, Shigeto Sammy Matsushima, Rika Maruya, Ryo Taketomi, Yutaka Sano; Quality Assurance: Jonathan Williams, David Carrillo, Jaime J. Bencia, Mohammed A.C. Wright, Chris Manprin, Jesse Cheek, Jared Ellott, Dana J. Kwon, Kenji Nakamura, Bryan D. Chen, Michael D. Christoffers, Michael A. Erickson, Ryan J. Gibson, Jeff J. Love, Nicholas M. Pisani, Aaron J. Adams, Daniel Bustamante, Mathew Clift, Jonathan Cooperson, Linda Dam, Matt Hilton, Drew Jennings, Gregory Scott Lee, Erin Michiko Nakagawa, Viet Nguyen, Felipe Pounds, Edgar Rosales, Sean Sullivan, Jason Wheeler, James Peter Wong; Senior Vice President: Yuji Shibata; Company 4: Square Electronic Arts L.L.C.; Customer Support: Alaine C. Deleon, Caroline Liu, Mark Abarca, Anthony Montana, Arec Nevers, Ryan Riley; Marketing Communications: Kyoko Yamashita, Sonia Im; Marketing: Kenji Mimura, Keiko Kato, Andrew Shiozaki, Fernando Bustamante, Troy Boren, Patrick H. Cervantes, Andy Hsu, Natsu Ishigami, Mari Nishikawa; Sales: Sean Montgomery, Ken Berry; Senior Vice President and C.F.O.: Kenzo Nogimura; President: Jun Iwasaki; Special Thanks: Ruder Finn
~ Keith Adams, All Game Guide

Wild Arms 4

Games:

Wild Arms 4

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Game Description

Wild ARMs 4 continues the Western-themed role-playing series that began on the original PlayStation in 1997. The franchise's fourth game has players guiding four teenagers in an original storyline set within the 3D world of Filgaia. Combat once again employs a turn-based system, but with a new hexagonal grid for strategic movement. Party members can either spread out to attack adjacent enemies or stick together in one grid for added support. The exploration phase outside of combat involves action similar to a platform game, as players will be able to perform double jumps, alter time by moving at high speeds, and solve an assortment of puzzles. The lead protagonist is Jude Maverick, whose homeland was ravaged by an opportunistic army. He is joined by a motley group of friends determined to discover the truth behind the devastating invasions, no matter what the cost.
~ Scott Alan Marriott, All Game Guide

Production Credits

Company 1: Sony Computer Entertainment - US; Title Logo and Package Design: Studio QED Inc.; English Vocals Production: ZRO Limit Productions, Shadow Box Studio; Recording Studio: Magnitude 8 Post; Music Supervisor: Joe Romersa; Vocalist: Franki Love; English VO Production: Cup Of Tea Productions Inc.; Recording Assistant: Lainie Bushey, Julie Smith; Recording Engineer: Danielle Hunt; Director: Wendee Lee; Translation Services: Dwight S. Miller, Andrew Church, Dave Heston, Andrew Vestal, Hiroko Minamoto, John Ricciardi; Localization Producer: Noriko Wada; XSEED Games Assistant Marketing Manager: Jimmy Soga; Marketing: Kenji Mimura; Public Relations and Events: Kyoko Yamashita; Sales: Sean Montgomery; Business Development: Ken Berry; Finance: Kenzo Nogimura; President: Jun Iwasaki; Company 2: Sony Computer Entertainment - Japan; Lead Game Designer: Akifumi Kaneko; System Designer: Koichi Shirasaka, Nobuo Nakazawa; Battle Designer: Nobuo Nakazawa, Satoshi Fukushima; Field Designer: Koichi Shirasaka, Hideaki Kikuchi; Screenplay By: Akifumi Kaneko; Screenplay Assistant: Eriko Kudoh; Event Designer: Hiroki Ishii, Eriko Kudoh, Kan Akuzawa, Akane Tatezawa, Satoru Shiraishi; Lead Programmer: Takao Suzuki; VU Programmer: Makoto Ochi; Motion Programmer: Yusuke Wakigawa; Event Programmer: Muneaki Shimazaki; Cut-in Programmer: Satoshi Kodaira; Event Scripter: Ryuji Shitoh, Satoshi Kodaira, Yusuke Wakigawa; Art Director: Tetsuya Ookubo, Yukihiko Itoh; Character Designer: Wakako Ooba; Sub-Character Designer: Masae Hanazawa; Monster Designer: Tetsuya Ookubo, Jun Sekine, Naoki Ozaki; Character Modeler: Kazuyuki Kumazoe, Yutaka Kobayashi, Shunsuke Fujii; Character Texture Artist: Tetsuya Ookubo, Hidefumi Kataoka, Jun Sekine, Naoki Ozaki, Ayumi Yano, Yuu Hiki, Tomoyuki Iwakuro; Concept Artist: Taro Yamazaki, Erika Osada, Takeshi Tomiwaki, J.C. Staff Co. Ltd.; Level Artist: Daisuke Miura, Shinya Tokunaga; Field Texture Artist: Yukihiko Itoh, Takayuki Yabubayashi, Takeshi Tomiwaki, Toru Saitoh, Yuta Ootani; Effects Artist: Yutaka Kunimoto, Yukiyoshi Mori, Shu Takenaka; UI Designer: Takayuki Yabubayashi, Naoki Ozaki; Character Accessories Designer: Hidefumi Kataoka, Yukiyoshi Mori; Character Animator: Hiroki Ishii, Masaya Kobayashi, Masae Hanazawa, Kohsuke Moritake, Tadayoshi Kameyama; Storyboard Artist: Hiroki Ishii; Field Event Artist: Kazuyuki Kumazoe, Daisuke Miura, Sanae Itoh, Jun Sekine, Naoki Ozaki, Takeshi Kasano, Yuu Hiki, Ayumi Yano, Tomoaki Ayano, Kaori Usui, Kazuya Satoh, Minoru Ikeda, Yoshiaki Ikeda, Koji Hata, Kenji Tanaka, Sho Chidimatsu, Yoshiyasu Ikeda; Graphics Production: Image Epoch Inc., Highwaystar Co. Ltd., Tiny Art Co. Ltd., Dear Field Inc.; Sound Composer: Michiko Naruke, Masato Kouda, Nobuyuki Shimizu, Ryuta Suzuki; Additional Arrangement: Kazuhiko Sotoyama; Music Producer: Tomonobu Kikuchi, Yukio Nagasaki; Sound Director: Junko Sano; Sound Effects: Yuu Ogata, Hiroyuki Kasuya, Takashi Kanei, Hiroshi Yamagishi; Sound System Programming & Support: Hiroshi Yamamoto, Isamu Terasaka, Koshyo Furukawa, Tomohito Ito; Animation Production: J. C. Staff Co. Ltd.; Director, Business Development: Naoko Kino; Product Manager, Localization: Yuko Namba, Kenichi Yamazaki; Assistant Director: Harumi Umezawa; Director: Nobukazu Satoh; Assistant Producer: Kentaro Motomura; Producer: Takashi Fukushima, Yasuhide Kobayashi; Executive Producer: Akira Satoh, Fumiya Takeno, Masatsuka Saeki, Tomikazu Kirita; Developed By: Media Vision Entertainment Inc.; Presented by: Sony Computer Entertainment Inc.
~ Keith Adams, All Game Guide

Legend of Legaia

Games:

Legend of Legaia

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Game Description

After creating a massive world with vast oceans, landscapes and an infinite universe, God instituted human beings to keep his creation in order. Upon realization that man was mortally flawed with weaknesses and feelings, he created a mysterious force known as the Seru; these stone objects would aid humans in decisions and day to day functions. Worn as an apparel item, they granted the wearer many strengths and abilities ranging from the movement of heavy objects to flying capabilities. Thus, human life was made easier -- the Seru would forever obey their masters.

And then the Mist arrived.

Filled with destructive means and hatred, the Mist covered the human's cultivated lands and destroyed a seemingly eternal bond with the Seru. Instead of loyally helping their masters, the mysterious stones turned against the humans; they became maniacal tools of evil, controlling minds and ruining innocent lives. The human existence was reduced tremendously with few survivors fleeing to uncharted territories. Perhaps the Mist wouldn't find them wherever they ran.

With a dying passion of revenge and to reclaim what was rightfully theirs, the humans are determined to overcome the powerful force and evil Seru. Beginning in the desolated village of Rim Elm, you'll assume the role of Vahn, a young boy that lusts for justification and the destruction of the Mist. With his offensive and defensive martial arts attacks, he's joined by the intuitive Noa and a fighting monk named Gala whom thrives off the art of discipline. Together, they must uncover the mysteries of Mist and awaken a series of Genesis Trees; these trees will cleanse that section of the world.

Upon first glance, Legend of Legaia is a traditional third-person role-playing game with 3D graphics. With a wide variety of towns and townspeople in which to interact, you'll unravel the storyline by learning of important hints and clues. Located in each town is a series of commerce shops; item shops contain helpful potions among other things and weapon and armor shops contain wide variety of powerful swords, helmets, etc. Additionally, you can stay the night at an inn to completely replenish your party's hit and magical points.

Where it differs from the traditional role-playing game is in its battle system. The Tactical Arts System has your characters learning unique combination techniques to use against your enemy. Although the action is turn based, each character has a series of special arts and hyper arts to master; for instance, Vahn can execute a charging scorch by pressing down and right on the D-Pad -- the final button for the combination must be learned on your own! If you'd rather not worry about the fighting, you can set the game to auto mode. It will select a character's maneuvers for them and even learn new combinations.

You can also select an attack strategy including high kicks that work against floating monsters, a dominating Ra-Seru hand attack, a low kick used for smaller creatures and the arms attack for equipped weapons. You can also absorb Seru for summoning and magical abilities; monsters with an elemental icon over their head can be stored and summoned.

Legend of Legaia features over 100 different enemies and makes full use of the Dual Shock Analog Controller with vibration and analog support. A memory card (one block) is needed to save the adventure and any moves that may have been learned. Can you stop the destructive Mist before all hope is vanquished? The fate of the world is riding on your shoulders!
~ Matthew House, All Game Guide

Roots & Influences

With a few puzzle and action RPG elements thrown in, Legend of Legaia was probably influenced a tad by Wild Arms (by the same people who created the poorly received Beyond the Beyond). Developed in Japan, it features 3D battle sequences much like the aforementioned game combined with fighting and martial arts maneuvers courtesy of Xenogears.
~ Matthew House, All Game Guide

Review: Overall

With Wild Arms producer Takahiro Kaneko heading up the project, Legend of Legaia takes several characteristics from the aforementioned game and Squaresoft's role-playing epic Xenogears. While the overall package is well done, several things keep it from being a truly superb RPG.

The story revolves around three heroes (much like Wild Arms): Vahn is a young adventurer out for justification; Noa is an intuitive heroine from the Snowdrift Cave; and Gala is a warrior-monk. Their objective is to destroy an evil Mist that has devastated the world and destroyed the once sacred bond between Seru and their human masters. In order to expel the world's impending doom, they'll need to awaken a series of Genesis Trees vital to destroying the Mist.

Graphically, Legend of Legaia is a mixed bag. On the side of good, you'll notice slick looking gourad-shaded characters and a detailed graphics engine that shows weapons, armor and all kinds of upgrades. On the downside of things, textures are bland and grainy; they will, at times, provide for less than compelling scenery. While the game features a 3D engine that stands out from the rest of the competition, it seems like a disadvantage when compared to the pretty Final Fantasy VII.

The battle system is where Legend of Legaia really stands out from the rest of the RPG field. Featuring a Tactical Arts System, the battle system comes off as a cross between Xenogears and a fighting game. As a menu-based system, you're given a series of options including magic and items. Upon choosing the fight option, you're presented with a series of options including high kicks, low attacks, arms and the Ra-Seru. In addition to these regular attacks, your characters will learn advanced attacks known as Hyper Arts. You'll also come in contact with elemental Seru creatures that, if absorbed, can be summoned for magical use; you must use the powers of Ra-Seru to obtain the monsters. When you combine all these elements together, you've got an effective battle system -- a welcome addition to any role-playing game.

Legend of Legaia is lacking in the sound department, however. Any musical score in a given role-playing game will undoubtedly be compared to the Final Fantasy series; in comparison, this one really pales. Though there are some hum-along tracks and a few memorable moments, the soundtrack as a whole isn't very moving. Sound effects are textbook RPG sounds with nothing great thrown in; they're adequate, though.

There are some elements that plague Legend of Legaia, most notably slow gameplay. Whether it's from the 3D engine or a developmental choice, the game plods along at a slow pace. Although the battle system is nicely done (there is some slowness there, however), the world map feels sluggish; your characters move so slowly. Because the developers worked in random battles, it becomes rather annoying when you have to walk somewhere. Additionally, leveling your characters seems to take a long time -- this can be good or bad depending on how you look at it.

Beneath these annoying problems, however, Sony Computer Entertainment America has a hit title with Legend of Legaia. Although it will most likely be overshadowed by the RPG conglomerate that is Squaresoft (much like Wild Arms), it has a lot going for it. If you're dying for a new role-playing game, this might get the job done.
~ Joshua Romero, All Game Guide

Review: Enjoyment

Despite feeling a bit on the slow side, gamers who enjoy a decent storyline and RPG adventure will probably enjoy Legend of Legaia. This is especially true if you're between role-playing games with nothing to play!
~ Joshua Romero, All Game Guide

Review: Graphics

With a full 3D engine, Legend of Legaia suffers from grainy and bland texturing. However, the character models feature gourad shading as seen in Final Fantasy VIII, which increases the overall graphical look.
~ Joshua Romero, All Game Guide

Review: Sound

Nothing too spectacular in the sound department -- standard RPG sound effects with an unmemorable soundtrack.
~ Joshua Romero, All Game Guide

Review: Replay Value

Once you beat it, there isn't much of a reason to play though it a second time. Like all role-playing games, it'll wind up on the shelf.
~ Joshua Romero, All Game Guide

Review: Documentation

The instruction manual is quite useful in explaining the various gameplay elements, characters and storyline. It adequately details the battle system.
~ Joshua Romero, All Game Guide

Production Credits

GAME DESIGN Original Plan: Prokion Staff; Battle System: Nori; Mini Game: Kazushige Inaba, Rorenn; GRAPHIC DESIGN Character Design (Prokion): Natsumi Arisawa, Kazuhiro Miyawaki; Character Design (Contrail): Taketoyo Ogawa, Takeshi Ohtani; Map & BG Design (Prokion): Takuya Kuwazono, Kazushige Inaba, Miya; Map & BG Design (Contrail): Ami Hiramatsu, Sanae Ito, Taketoyo Ogawa; PROGRAMMING System Program (Prokion): Yoshihiro Yokota; Main Program (Prokion): Masahiko Kikuchi; Battle Program (Prokion): Noriyuki Watanabe; Event Program (Contrail): Takenori Shikimi 2, Masahiro Nii, Shouichi Iwafune; Event Program (SCEI): Hajime Saito; MUSIC Music Coordinator: Tomohiko Fukuoka at Robin Discs; Music Composer: Michiru Ohshima; Theme of Cara: Kouhei Tanaka; Music Arrange Program: Koichi Yamazaki (SCEI); Sound Producer: Takafumi Fujisawa (SCEI); Sound Director: Koichi Yamazaki (SCEI); Sound Effects (Rakuonsha): Daisuke Jinbo; Sound Effects (SCEI): Yasuaki Yabuta, Kaori Ohshima, Masanori Takada, Masamichi Seki, Kenmei Adachi, Suguru Ogata, Mitsukuni Murayama, Daisuke Miyake; CASTING Vahn: Wataru Takagi; Noa: Sachiko Sugawara; Gala: Jin Yamanoi; Songi: Takashi Nagasako, Isshin Chiba, Shoko Ezaki, Jurouta Kosugi, Barry Gjerde; Casting Coordinator: Miho Kawagoe (Tohoku Shinsha); CG MOVIES CG Movie Creation: Raphael Digit & Studio, Takeo Ihara, Tomoyuki Kubota, Atsushi Watanabe; Publicity CG Creation: Takeshi Ohtani and Isao Tokunaga at Contrail, Raphael Digit & Studio; Original Script: Hidenori Shibao; Director: Kazuhiro Kobayashi (Prokion); Director of Animation: Natsumi Arisawa (Prokion); Technical Support -- SCEI: Shuji Hiramatsu, Junichi Kobayashi, Satoru Fukui, Yasuharu Yoshizawa; Debugging: Takamitsu Muramatsu, Kentaro Honmura, Hiroki Shibutani, Emi Ohkubo, Kentaro Haruyama, Sayumi Arima, Atsushi Sakai, Hiroshi Ishikawa, Toru Okaano, SCEI QA Team; Special Thanks: Yuko Sakuda (Prokion), Takehiro Kumagai, Yumi Yada, Zaika Tei; Supervisor: Toshiyuki Miyata and Yukio Nagasaki at SCEI; Assistant Producer: Kazunori Tsukatani (Contrail); Producer: Takahiro Kaneko (Contrail); Executive Producer: Akira Sato (SCEI); Game Development: Prokion Ltd.; Production: Contrail Inc.; Production/Copyrights: Sony Computer Entertainment Inc.; SONY COMPUTER ENTERTAINMENT AMERICA Produced by: Misa Usui, Scott Morris; Senior Producer: Perry Rodgers; Product Manager: Craig Rechenmacher; Public Relations: Kirsten Merit, Molly Smith; Creative Services: Marilyn Weyant, Ron Zaragoza, Peggy Gallagher, Marie Macaspac, Quinn Pham, Josh Bigham, Lori Chase; Dialog Recording: Buzz Burrowes; Voice Over: Chris Colon, Gary Barth, David Bamberger; Translation: Yoshiteru Sagiya and Yuki "Miffy" Nakamura at IPG Network, Inc., Paul Kotta; QA Manager: Mark Pentek; Technical Coordinator: Neil Musser; Lead Analyst: Conner Morlang; Assistant Lead Analysts: Ashif Hakik, Andrew Woodworth; Analysts: Corey Strock, Kevin Seiter, Christian Davis, Donovan Soto, Ivan Kougaenko, Mark Valledor, Andrew Byrne, Jason Torres, Vernon Carter, Sam Thompson, Ben Wisyanski, Neil Musser, Lee Toland, Ian McGuinness, Jo Aragones, Bruce Cochrane, Steve Dreo, Chris Johnson, Sean Yerzy, Christopher Keith, Dave Kinel, Loren Miller, James Hong, Chad Lowe; Package and Manual Design: Axiom Design, SLC; Special Thanks: Kaz Hirai, Jack Tretton, Ami Blaire, Kerry Hopkins, Bob Gayman, Brian Dimick, Gary Barth, Sean Thomas, Andrew House, Riley Russell, Michelle Postrado, Frank O'Malley, Brian Hale, Alan Drummer, Eric Ladenburg
~ Matthew House, All Game Guide