"Earthquakes are scary!"
"That was beautiful, you guys!"
"This might sting a little!"
Some of the funnier in-battle quotes.
After the Lunar
series, Game Arts
gave us this series. In in a nutshell, it's a series of games whose plots, while not particularly ground-breaking, are often screaming examples of why clichés are not automatically bad
in and of themselves. Indeed they - the first game especially - show great enthusiasm in unapologetically playing with worlds of boy adventurers, spirit swords, ancient evils, and lost civilisations of the ancients. They also share a fairly unique and oft-praised 'semi-realtime' battle system.
Mixing the turn-based battle format often attributed to console RPGs with a system of real-time action, they pause for choosing a character's next move
, but other than that, characters and enemies run around the field, often trying to dodge attacks or to reach an opponent in time to interrupt their coming actions. This is especially important, since spells and super attacks have different areas of effect and are vulnerable to being cancelled. Consequently, it's rare to have two battles play out the same way, even against the same set of enemies. With proper know-how, it's even possible to play through the entire game without letting a single enemy attack once.
Games in the series:
Tropes Among Several Games:
- Actually Four Mooks
- Aerith and Bob
- All in a Row
- Autobots, Rock Out!
- Bag of Sharing: Averted in the first game as each character has his or her own inventory. Played straight the rest of the way.
- Book Ends: The story begins in earnest when Justin sails from Parm. He and Feena return to Parm harbor in the epilogue.
- Bow and Sword in Accord: Not all characters can use bows (only the Fragile Speedster or Squishy Wizard), but those who do can swap them for melee weapons.
- Broken Bridge: The first two games stopped you from going back to certain places after particular plot points. This also meant this if you didn't know where the Bonus Dungeons were, you could easily miss them and the nice rewards they give.
- Bonus Dungeon
- Calling Your Attacks: Almost every spell and special attack has one or two for each character.
- Can't Drop the Hero
- Character Portrait
- Cognizant Limbs: Big baddies, such as bosses, tend to have multiple parts with their own attack timers.
- Critical Hit: Actually a selectable attack from the start. It's good for messing around with enemies' IP bar.
- Fan Translation: an English patch for Parallel Trippers was released in September 2011.
- Fight Woosh
- Flawless Victory: 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.
- In Xtreme, a flawless victory also gives you EXP bonuses.
- In Grandia III, your party will recover 10% of their SP afterwards.
- Free Rotating Camera
- Gaiden Game: Parallel Trippers involves kids from the real world being transported into the universe of Grandia I; Xtreme is a dungeon crawler, with some of the dungeons being randomly generated. It was created to be an Evolution killer.
- Get on the Boat: Generally speaking, once you board a boat, that wraps up your business on that particular side of the pond; you won't be back. On the one hand, this spotlights the linearity of the series; on the other hand, it's an effective way of making gamers feel like they're on the opposite side of the world.
- Healing Checkpoint: Most games' save points heal you.
- Healing Herb: Several different varieties in each game.
- Infinity+1 Sword: Averted. There are weapons that are the strongest, but the nature of the games makes strategy more important than the best weapons alone.
- Lost Forever
- Lost Technology
- No Side Paths No Exploration No Freedom: 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. Grandia Xtreme and Grandia III do not have this, however, and you can return to almost every location. In Xtreme, the main character can teleport around using special gates. Grandia III gives you an airplane about a third of the way through the game.
- Point of No Return: Once you've crossed over to a new map, any place you visited previously is gone for good. Justified in that the heroes lack a Global Airship to quickly ferry them around the world, relying mostly on slow travel across oceans. Again, this does not (usually) apply to the later two games.
- Real Time with Pause
- Same Story, Different Names: 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.
- So Long, and Thanks for All the Gear: Averted, and then some. In the first two games, the departed party members not only leave behind their gear, but all of their accumulated skill and magic points, which can be re-applied to any character you want.
- Spell Levels: The first Grandia game has three tiers of magic, each with its own set of magic points.
- Status Buff: Recurring spells Diggin', WOW!, Speedy and Runner.
- Tech Points
- There Are No Tents: Averted. The party sets up camp inside dungeons fields to regain HP; In Grandia II, the main hero has a positively palatial tent in his knapsack. The party also usually has a meal with interesting (and occasionally hilarious) conversations.
- Underground Monkey
- Welcome to Corneria: Averted. Your characters will have in-depth conversations with just about every NPC, with the conversations changing in response to events in the game.
- 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. (It has).
- When Trees Attack: Man Eating Trees are a recurring enemy that shows up in forested areas. In Grandia II, they're actually disguised as part of the surroundings — until you get close.
- Gaia, the main antagonist of the first Grandia, is a bizarre amalgam of plant and insect.