First of all, I want to say happy 1st anniversary to SaGa Emerald Beyond! For the past year, I spent a good amount of time on this game, and found myself thinking about it from time to time even while away from it. I would also like to add that I played this game entirely blind without looking up any recommended strat for any hard fight, or for any way to get a specific character or scenario. Simply put, it is one of the best games in the series. As far as combat is concerned? I'd argue it is at the peak of console-styled turn-based jrpgs. It is a very calculated system that allows many different types of attacks and spells to flourish somewhere in your game plan. Throughout my entire time of playing, there were extremely few attacks that I would call not worth using in some way (mostly some monster techs, and I could just be wrong on this too). This is thanks to many factors for each move: BP, your current formation, timeline placement, combo ranges, conditionals, and plenty of other properties all contribute to nearly every move having a unique purpose depending on the ever-changing situations throughout every fight. And while weaknesses do play a part at times, by no means do you have to always adhere to hitting them save for a slight few standout enemies. In order to be optimal, you need to essentially build most characters into swiss-army knives to cover as many combat situations as possible on the timeline and to take advantage of doing combos and even breaking enemy combos to prevent nasty setups. For example, an ideal tech setup on a character would be having techs that moves you far up the timeline, far down the timeline, or move you just up or down enough to connect with another character for a combo or break an enemy's setup. Adding techs that counter or interrupt the opponent helps further this goal, as these moves deal big damage while moving you around to beneficial (or detrimental!) spots during the round. There are also techs that allow you to follow up on the first ally to attack for easy combo extensions, techs that allow you to target a specific enemy and follow-up on their attack instead, and techs that delay the enemy and push them down the timeline. Spells are incredibly versatile and powerful both in their damage and party support, but costs the character's turns and vulnerability to chant much like in Scarlet Grace. All of this can allow for some explosive rounds during a fight as you can potentially create combo scenarios in clever ways, or ways you do not expect if the enemy makes a blunder somehow. There is also the Showstopper mechanic which you can take advantage of to have one character do a combo on their own to deal insane amounts of damage. You can build your strategy around this if you kit a specific character with enough powerful moves (every move that deals damage gets used in Showstoppers) and use the right formations, but there are definitely fights that can make this strat not worthwhile too. Do mind that the enemy can do all of these mechanics against you as well. There is also no healing, which makes stopping the opponents, their combos, and mitigating as much damage to your party as you can that much more important. For this, pay very close attention to your formation's benefits, and the guard directions certain moves and weapons grant you. Of course, your gear and skills play a major role in your survival as well, mostly for preventing status effects (status effects in this game are no joke) or to have characters protect one another with a greatsword to ensure less people are hit during group-wide attacks. Gear and skills that increase aggro on characters can also help you, letting you draw only a certain percentage of specific moves towards them. There are other examples, but in short you will have to get creative on your defense much like your offense. Overall, this lead to some incredibly addicting gameplay and party building. The depth here was worth digging into and made me real proud of the dev team, as it felt like they built this system to address many issues with jrpg combat including even most older SaGa games. I feel the combat here is the real evolution to battles from games like FFX and Grandia 2, and truly refined some of mechanics they tried to do back then. I hope the recent success of the RS2 remake from XEEN doesn't dissuade them enough to dumb any of this down in the next major game... Speaking of party building, the race system that was missing since SaGa Frontier came back, and it's better than ever! This added even more complexity to party building and how you handled certain characters in combat (and probably demanded you read a few tooltips or two) With all of that said about combat, this also highlights one of the biggest issues I had with the game: the severe lack of enemy variety. All of those amazing battle systems in place only to fight the same depressing few enemy types and their recolors throughout most of the game does hit you hard after a bit. The biggest offender here was the Great Tree world when (or if) you ended up fighting any of the animal statues, instead of a bear enemy being used for its statue, they opted for the generic Treant mob you already seen a few dozen or hundred of times already. It was a bit embarrassing to see... I was also hoping to see proper dungeons make a comeback in this game after the lack of them in Scarlet Grace. Some people may not agree with this, but it would've been actually really cool to see dungeons styled after Unlimited Saga. The 2nd best thing about this game were actually the characters themselves! I was actually shocked at how charming and even funny some of them were, and they all have their distinct sense of humor, quirks, and reactions to the many hurdles thrown their way. Some you don't actually expect too. A few examples that took me by surprise were some traits of Lifetaker and Ameya's personalities. Despite the presentation of the game not being top-notch, I definitely sensed the passion put into adding a good amount of nuance to some characters. I also personally think the English translation was good at conveying this well. SaGa music is always amazing, including here. Not much to say on this part. Tsunanori's theme, Diva's theme and final boss fight stood out the most. Also, this game is built well to be replayed many times to collect as much gear as you can, see as many different interactions per character, and see all the different twists and turns that occur in the worlds you visit (although some worlds could use a bit more variation, such as Kosmos). Although as mentioned before....the enemy variety ends up making these things as less exciting as it could be. On new game+, you can customize your next playthrough in multiple ways, and depending on which options you choose you can make the game very difficult for yourself until you gather enough good gear to kit your characters properly. Staple to the series at this point, enemies do get stronger with the more battles you win and you can carry their level to subsequent playthroughs. When I played, grinding did not feel necessary at all since you encounter a lot of battles as you progress through the worlds and story anyway. As you replay, you'll understand more about the overarching story that connects everything. However, don't expect anything all too mind-blowing once you do. SaGa as a series isn't known for grandiose cinematic stories presented to you in full like other JRPGs, but you can still just simply appreciate the multiple journeys that you take with all the lovable characters along the way. To the devs, thank you for this wonderful game. Some may think of it as a mess, undercooked, or the sign of the series falling off for whatever reason. For me, though? This was my personal GOTY of 2024 and did everything it could to keep the pure spirit of this series alive.
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