Grandia III [PlayStation 2] – Review

Finally, I've gotten around to playing Grandia III.
Finally, I’ve gotten around to playing Grandia III.

Wow! I just went back and read the reviews I wrote for the previous games I’ve played in the Grandia series – Grandia, II, and Xtreme. The grammatical errors and poor consideration for the paragraphs is awfully humbling. I completed Grandia III this week so hopefully I can construct a better review this time around. It sounds like I generally enjoyed the lot, and made mention of their narratives, characters, and gameplay. I’ll attempt to do the same here, albeit, better. Like its predecessors, it was developed by Game Arts, although it was published for the PlayStation 2 by Square Enix in 2006.

Magic was broke up into four elemental affinities.
Magic was broke up into four elemental affinities.

Yuki, a teenager with a passion for flying airplanes is the primary protagonist, and the element of flight plays a large part in the narrative, at least early on. Before too long though, the greater narrative kicks in. This, after Yuki and his mother Miranda encounter Alfina, another teenager, although one who’s able to communicate with the guardians of their world. Emellious, her twin brother shares this ability but, disillusioned, he seeks to destroy the guardians and revive Xorn, an evil guardian who he believes will bring about a world of crystalline harmony. As a result, Alfina is on the run from his henchmen.

As the narrative unfolded over the forty hours I spent with the game, the element of love kept appearing. Indeed, love no matter what the circumstance was the moral of Grandia III. It was illustrated in many instances, but no more powerful than the love Alfina had for Emellious, despite his actions. Up to their final confrontation, Alfina’s unyielding love for Emellious was the key to the protagonists’ eventual success. In the final cutscenes and battle, this aspect grew cheesy and I wouldn’t have been surprised if “All You Need Is Love” began playing over the credits.

There was a world map, but it was barely seen.
There was a world map, but it was barely seen.

What drew me to the series originally was the fast-paced battle system, and this game has the best in the series.  The battle system is turn-based at its core but the leverage I was given in my actions and the quick pace do much to make it entertaining. In regards to the previous games, the only addition is the aerial combo. They didn’t amount to much extra damage, but were fun to strive for. Like in previous games, I used all of the magic and special attacks that were available to me; this, because they improved through their use, or improved correlating stats of the characters. Even having to grind levels for a few hours wasn’t so bad. In fact, I could trust the CPU-controlled characters enough to play a few Game Boy games during battles.

On-field enemies are still the route to battles.
On-field enemies are still the route to battles.

Grandia III is an expertly crafted JRPG. The narrative was entertaining enough to keep me interested, although it contained plenty of genre clichés. Some of the characters were cardboard cutouts from other games in the genre, heck even from earlier entries in the series. And the presentation of the struggle between good and evil was very simple. But the battle system is one of the genre’s best. The fast-paced nature made it feel more like a real-time battle system and I can’t get enough of those. Coupled with the continual stat and gear improvements that the genre is known for, it proved to be a worthwhile journey.

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