History Franchise / Grandia

29th Jan '17 3:03:05 PM Reymma
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Following on the ''Franchise/{{Lunar}}'' series, Creator/GameArts gave us this spiritual successor. It's got the distance-based battle mechanics, it's boy heroes, it's got ancient evils, it's got evil empires, it's not particularly ground-breaking, and it's an unapologetic reminder of why TropesAreNotBad.

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Following on the ''Franchise/{{Lunar}}'' series, Creator/GameArts gave us made this spiritual successor. It's got It keeps the familiar elements: the distance-based battle mechanics, it's boy heroes, it's got ancient evils, it's got evil empires, it's not particularly ground-breaking, and it's an unapologetic reminder of why TropesAreNotBad.
empires.
29th Jan '17 2:57:46 PM Reymma
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* SameStoryDifferentNames: ''Grandia'''s Angelou civilization mistakenly created the dark god Gaia through their own hubris, and were destroyed by the very same technology which built their great cities. ''Grandia II'' has a slight inversion of this story, with mankind enjoying the blessing from a benevolent god, but losing its autonomy in the process. The parallel between both games is illustrated in cutscenes showing humans making buildings appear out of thin air.


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* SpiritualAntithesis: ''Grandia'''s Angelou civilization mistakenly created the dark god Gaia through their own hubris, and were destroyed by the very same technology which built their great cities. ''Grandia II'' has a slight inversion of this story, with mankind enjoying the blessing from a benevolent god, but losing its autonomy in the process. The parallel between both games is illustrated in cutscenes showing humans making buildings appear out of thin air.
31st Dec '16 12:24:15 AM ADrago
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* LostForever: The first few games have areas that are closed off at certain points, so backtracking for missed items and secret areas is impossible.


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* PermanentlyMissableContent: The first few games have areas that are closed off at certain points, so backtracking for missed items and secret areas is impossible.
30th Oct '16 9:17:47 AM ShivaIndis
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Following on the VideoGame/{{Lunar}} series, Creator/GameArts gave us this spiritual successor. It's got the distance-based battle mechanics, it's boy heroes, it's got ancient evils, it's got evil empires, it's not particularly ground-breaking, and it's an unapologetic reminder of why TropesAreNotBad.

to:

Following on the VideoGame/{{Lunar}} ''Franchise/{{Lunar}}'' series, Creator/GameArts gave us this spiritual successor. It's got the distance-based battle mechanics, it's boy heroes, it's got ancient evils, it's got evil empires, it's not particularly ground-breaking, and it's an unapologetic reminder of why TropesAreNotBad.
17th Oct '16 6:04:31 PM nombretomado
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Following on the {{Lunar}} series, Creator/GameArts gave us this spiritual successor. It's got the distance-based battle mechanics, it's boy heroes, it's got ancient evils, it's got evil empires, it's not particularly ground-breaking, and it's an unapologetic reminder of why TropesAreNotBad.

to:

Following on the {{Lunar}} VideoGame/{{Lunar}} series, Creator/GameArts gave us this spiritual successor. It's got the distance-based battle mechanics, it's boy heroes, it's got ancient evils, it's got evil empires, it's not particularly ground-breaking, and it's an unapologetic reminder of why TropesAreNotBad.
14th Dec '15 4:12:40 PM DragonQuestZ
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* NoSidePathsNoExplorationNoFreedom: Unfortunately, one of the major flaws of the game: it's exceedingly rare you have any other options on the world map beyond going to the next dungeon or restocking at the last town, and the circumstances always make sure that once you leave any region on the world map, you have no way of returning there. From a narrative standpoint, though, this has the advantage of avoiding the common RPG shortcoming of making the world seem small. In ''Grandia'', the fact that the main characters travel around the world is actually a big deal, not something that can be done lightly in the course of less than a day. ''VideoGame/GrandiaXtreme'' and ''VideoGame/GrandiaIII'' do not have this, however, and you can return to almost every location. In Xtreme, the main character can teleport around using special gates. ''VideoGame/GrandiaIII'' gives you an airplane about a third of the way through the game.

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* NoSidePathsNoExplorationNoFreedom: Unfortunately, one of the major flaws of the game: it's It's exceedingly rare you have any other options on the world map beyond going to the next dungeon or restocking at the last town, and the circumstances always make sure that once you leave any region on the world map, you have no way of returning there. From a narrative standpoint, though, this has the advantage of avoiding the common RPG shortcoming of making the world seem small. In ''Grandia'', the fact that the main characters travel around the world is actually a big deal, not something that can be done lightly in the course of less than a day. ''VideoGame/GrandiaXtreme'' and ''VideoGame/GrandiaIII'' do not have this, however, and you can return to almost every location. In Xtreme, the main character can teleport around using special gates. ''VideoGame/GrandiaIII'' gives you an airplane about a third of the way through the game.
14th Dec '15 10:52:22 AM Morgenthaler
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* NoSidePathsNoExplorationNoFreedom: Unfortunately, one of the major flaws of the game: it's exceedingly rare you have any other options on the world map beyond going to the next dungeon or restocking at the last town, and the circumstances always make sure that once you leave any region on the world map, you have no way of returning there. From a narrative standpoint, though, this has the advantage of avoiding the common RPG shortcoming of making the world seem small. In ''Grandia'', the fact that the main characters travel around the world is actually a big deal, not something that can be done lightly in the course of less than a day. ''GrandiaXtreme'' and ''GrandiaIII'' do not have this, however, and you can return to almost every location. In Xtreme, the main character can teleport around using special gates. ''GrandiaIII'' gives you an airplane about a third of the way through the game.

to:

* NoSidePathsNoExplorationNoFreedom: Unfortunately, one of the major flaws of the game: it's exceedingly rare you have any other options on the world map beyond going to the next dungeon or restocking at the last town, and the circumstances always make sure that once you leave any region on the world map, you have no way of returning there. From a narrative standpoint, though, this has the advantage of avoiding the common RPG shortcoming of making the world seem small. In ''Grandia'', the fact that the main characters travel around the world is actually a big deal, not something that can be done lightly in the course of less than a day. ''GrandiaXtreme'' ''VideoGame/GrandiaXtreme'' and ''GrandiaIII'' ''VideoGame/GrandiaIII'' do not have this, however, and you can return to almost every location. In Xtreme, the main character can teleport around using special gates. ''GrandiaIII'' ''VideoGame/GrandiaIII'' gives you an airplane about a third of the way through the game.
8th Dec '15 12:17:00 PM DragonQuestZ
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-->-- '''Some of the funnier in-battle quotes.'''

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-->-- '''Some of the funnier '''Various in-battle quotes.'''
4th Sep '15 10:53:43 AM DragonQuestZ
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%%* ActuallyFourMooks

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%%* ActuallyFourMooks* ActuallyFourMooks: Encounters are represented by individual enemy models, but the actual battle could feature any number of enemies.



%%* AutobotsRockOut

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%%* AutobotsRockOut* AutobotsRockOut: Some of the more intense scenes and encounters feature rock music.



%%* BonusDungeon

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%%* BonusDungeon* BonusDungeon: Each game has at least one, which explicitly tells you it's just for combat, and not for story purposes.



%%* CantDropTheHero
%%* CharacterPortrait

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%%* CantDropTheHero
%%* CharacterPortrait
* CharacterPortrait: Battles and menus feature this for the characters. The turn indicator has small ones to show the turn order.



* CriticalHit: Actually a selectable attack from the start. It's good for messing around with enemies' IP bar.
%%* FightWoosh
* FlawlessVictory: Beating a battle without taking a single hit point of damage (or status effect), and with each character taking only one turn, earns you a different victory quote and theme tune.

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* CriticalHit: Actually a selectable attack from the start. It's good start, which trades total damage (a single hit instead of two) for messing around with enemies' knocking the victim down a few spots on the IP bar.
%%* FightWoosh
bar. Both players and enemies have access to this.
* FightWoosh: Battles start this way.
* FlawlessVictory: Beating a battle without taking a single hit point of damage (or status effect), and with each character taking only one turn, earns you a different victory quote and theme tune.the victory tune turns into a full {{Fanfare}}.



%%* FreeRotatingCamera

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%%* FreeRotatingCamera* FreeRotatingCamera: The games have the "rotation only" kind.



* InfinityPlusOneSword: [[AvertedTrope Averted]]. There are weapons that are the strongest, but the nature of the games makes strategy more important than the best weapons alone.
%%* LostForever
%%* LostTechnology

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* InfinityPlusOneSword: [[AvertedTrope Averted]]. Downplayed. There are weapons that are the strongest, and can be hard to get, but the nature of the games makes strategy more important than the best weapons alone.
%%* LostForever
%%* LostTechnology
* LostForever: The first few games have areas that are closed off at certain points, so backtracking for missed items and secret areas is impossible.
* LostTechnology: There are quite a few ruins featuring the advanced tech of old civilizations.



%%* RealTimeWithPause

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%%* RealTimeWithPause* RealTimeWithPause: The battle system has turn order slide along a bar, but battles hold when a player character's turn menu is open.



%%* TechPoints

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%%* TechPoints* TechPoints: Weapon and magic skills are advanced this way, yet each game uses a different method. The first game advances skills through using them, while the second game advances them though spending special coins earned in battle.



* VisualInitiativeQueue: This has a variation where the queue moves along a bar (or circle in the third game) but pauses when a player character's menu is ready for selection. This can be used to plan moves such as using a critical hit to delay boss attacks.



** It's worth noting that the linearity of ''Grandia'' makes returning to old locations meaningless, since once you've gotten past the city limits, your job there is over. The developers could just as easily have greyed out the town names on the map rather then let you reenter. Yet you even have the option of revisiting old towns to check and see if their dialog's changed. ([[UpToEleven It has]]).

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** It's worth noting that the linearity of ''Grandia'' makes returning to old locations meaningless, since once you've gotten past the city limits, your job there is over. The developers could just as easily have greyed out the town names on the map rather then let you reenter. Yet you even have the option of revisiting old towns to check and see if their dialog's changed. ([[UpToEleven It has]]).has.
26th Apr '14 7:25:06 AM Ecclytennysmithylove
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* FanTranslation: an English patch for ''Parallel Trippers'' was released in September 2011.
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