With Grandia II, Game Arts took the formula they implemented in Grandia, simply iterated upon it, which works with me, I loved Grandia and it creates another fantastic Japanese role-playing game with a fun battle system and compelling story. Grandia II, as with Grandia, is set in a, mostly, bright and colorful world.
If I were to condense the themes presented in Grandia, I’d say it focused on adventure and discovery, of exploring unknown territories and learning about new cultures. Grandia II on the other hand focuses more on our spiritual relationships and the role and impact of religion in the world. Grandia II is the story of Ryudo, a gun-for-hire and Elena, a songstress in the Church of Granas. Ryudo is hired to be her bodyguard, but things go awry early on and they soon learn that Valmar (the evil god and Granas’ opposite) could reawaken and bring destruction to their world, what’s more, Elena is possessed by a piece of Valmar, which manifests itself occasionally, and transforms Elena into Millenia. This shape shifting element is interesting and provides for a character that is the polar opposite of Elena, like Granas to Valmar. Throughout the game they meet new party members who give a taste of the different regions in the game and are generally likeable. This wasn’t the case with Ryudo; at first he was a prick and very ignorant of others; the way he responded to peoples questions and concerns was off-putting, but as the game progressed, he became more comfortable with the people around him and as the on-going situations evolved, he revealed more about himself and became a more likeable character. Like, Grandia, Grandia II is light-hearted for the most part, with plenty of humor and fun gameplay, although the progression appears very formulaic, town, dungeon, town dungeon, etc.
Throughout the game, the story unraveled more and more, finally reaching a crescendo of understanding and going pass that crescendo into a surprising twist in lore. Grandia II is a more succinct adventure than Grandia with the game lacking in extra content. There isn’t any reason to go back and play more when done , there isn’t a new game plus mode, and the way the game ends it’s sort of hard to anyways, which is a shame because as with Grandia, I would still go back and battle more If I could.
The battle system, originating in Grandia takes turn-based battles, and added an element of real-time choice to it, creating a satisfying blend of action, which hit a spot in my psyche that loves being in control. The battle system has changed very little from Grandia. There are only a few things off the top of my head that I can think of that changed from Grandia to Grandia II. Instead of leveling up magic and special skills through use, you now attribute points to the individual moves. I thought it very clever in Grandia that special moves and magic leveled up and became stronger through use, thus, I used stat boosting/reducing spells more than I normally would in another JRPG. Also, instead of learning new magic spells by reaching certain requirements with certain elements of magic, in Grandia II you receive eggs which contain 18 preselected spells. There are more eggs than party members so there is always ample choice.
Noriyuki Iwadare returns as the composer and I enjoy his soundtracks a great deal. They are lighthearted and fun, which matches the general tone of Grandia II. Although there are, darker sections of the game, his compositions match the feeling, often, if not always. Familiar tonal themes are repeated throughout the game, with the actual compositions changing up slightly. I can see many people listening to the soundtrack and thinking it is quite cheesy with his ample use of electrical guitar, but I find it befitting the action and look of the game. The appearance, like in Grandia, is very appealing to me; the game is very bright, set in a, mostly, colorful world, with anime-like character designs–this is from Japan after all. The voice acting is fine, although what bugs me is that it isn’t totally voice-acted, barely any is, and this inconsistency always bothers me. The CG is also infrequent, and in most cases, very poor. The CG for cutscenes is almost laughably bad and strangely grainy, but when it is implemented into the higher level magic and special moves, the blend of normal graphics and CG or animation provides a unique clash that, at first seemed off putting, but quickly grew on me.
Grandia II was initially released on the Dreamcast in 2000, and then later ported to the PlayStation 2 and PC in 2002. I completed the Dreamcast version, played a bit of the PS2 version, and didn’t play the PC version. The Dreamcast version comes with a soundtrack CD that has twelve tracks of Grandia II related music, and I say related only because there are two remixes not present in the game. I enjoyed the selections and thought they provided a good cross section of Noriyuki Iwadare’s work here. The PS2 version included new CG cutscenes which take advantage of the hardware better, but still have the aspect of clashing with other aspects of the game. I played the PS2 version on a PlayStation 3 and due to this the game looked much crisper; this would probably be the way to play it. The PS2 version didn’t come with anything extra although the manual is very detailed. One of the main complaints against the PS2 version at its release was a poor port job, with the game hitching at times, I didn’t play very much of it, but did notice the game slowed down at points, but never when it mattered.
Grandia II is one of the finest games on the Dreamcast, and a fine Japanese role-playing game. With a well paced story and an incredible battle system, it’s worth seeking out if you’re a fan of JRPGs.