
With the fate of the world uncertain, follow the journey of Urpina, Taria, Balmaint, and Leonard as they call on their might and set out to carve a new future. Take charge and shape your own adventure with ultimate freedom of choice.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
SaGa Scarlet Grace has conflicted me like no other in how to articulate my feelings for the game. There are a lot of things to like about it; fantastic battle system, surprisingly strong writing and world building, the music...these are where it shines, and deservedly so. Where it falters seemingly doesn't seem to be major at first, but after nearly 30 hours in the game it got harder to forgive some of the more annoying elements. -Menus and general information are exceedingly obtuse for a game released in the last 10 years. This was a series staple early on when things like lower memory, character limits, and less robust translations made it more of a quirk than a pain. It's not as cute now. -Visuals don't tend to send me running from a game, but this is GARISH to look at. Everything looks slapped together, and text is overly difficult to read. I found myself dealing with a headache after playing for an hour in most cases, -As interesting as the story and battle system are, repetition sets in rather fast. There isn't much to do outside wandering the world map and engaging in battles. Equipment management is dull, and using any characters outside a select few will result in you needing to grind to play catch up. If this game does grab you in a way that it didn't for me, you will get a lot of value here. Multiple characters to play as with several branching paths in the story, you could easily milk a hundred hours if you saw fit. Hopefully some of my personal issues with the game will be addressed in SaGa Emerald Beyond.
ウルピナ編をクリア。 マップもダンジョンも探索パートは存在せずに地図上のアイコンを選択してストーリーを進める形式になっている。個性的。 カネの概念というかゲーム通貨が存在せず装備の強化は戦闘で獲得した素材を使い、アクセサリーはイベントなどで入手するのみで消費アイテムもなし。個性的。 戦闘では基本的に回復できないので先にやるかやられるか。なれると味方キャラが戦闘不能になることも戦略の一つになることに気付く。個性的。 サガシリーズは個性あふれるゲームだが、サガスカは特に人を選ぶだろう。面白かった。
"Hey, that's kinda like a lighthouse!" is gonna pop up in mind every time I see a lightbulb turn on for at least a month. My man Lewis Darling was killing it. I'm very new to the SaGa series and one of the reasons I started looking their way was because people said that Scarlet Grace has one of the best turn-based combat systems out there. They were right. Early on I was taking like 5+ minutes per battle encounter, not because the attack animations were long and drawn out, but because I really had to... think. A lot. I struggled quite a bit and hated that even after winning a fight, over half of my party members got KO'd and lost some LP. Then I realized that was intentional. The battle system doesn't demand that you get through each fight in the cleanest way possible, everything, even letting allies die, is all in the name of manipulating the combat timeline in your favor. Then when I got over that initial hump and everything started clicking... it's a beautiful thing, watching so many United Attacks pop off in a single round. What a joy it is to have a skill glimmer at a crucial moment and save you from a treacherous situation. How grand it is to reach the point where your main attackers are doing 80% health to normal enemeis with one move, and the encounter is STILL a fun challenge. There are some turn-based RPGs where I enjoy the overall combat more because of more robust party-building aspects (job and class-based games, whereas SSG characters only have their static stats, weapons, and roles), but mechanically... I think this is now my favorite turn-based system. I bamboozled myself in thinking this was a modest 40 hour game across all routes after glancing at HLTB. My singular playthrough with Urpina took me 60 hours. I was not at all prepared for so much game to be in my video game. Which is weird because there are no dungeons or towns to explore on foot, no cutscenes, and at least for Urpina's route, the main plot wasn't much of anything to care about. During Chapter 1 my thoughts of the game amounted to: this combat system is amazing, but... that's all this game really has as I'm just being funneled from one area where I have to take out enemies in a mine, to another area where I have to beat up a giant worm, with some dialogue in between talking about things and people I hardly know and don't care about. Then I hit Chapter 2 and the entire map opened up and the game told me to just go around and do whatever. So I did whatever, exploring parts of the map I hadn't touched yet, doing little sidequests that had different outcomes depending on my dialogue choices, hearing tales from bards giving me hints about how to find a special weapon in that part of the map, running into characters I had never seen before on the left, with Urpina's dialogue box on the right saying, "Do you wanna save the world with me?" when the main plot suggested we were kinda just settling our own affairs instead of outright trying to save the world, and I had a blast. The game's art style and world map aesthetic made me think of a board game, and Scarlet Grace did indeed play out like a big ol' board game. Very enjoyable and unconventional RPG where the only reason I don't think more highly of it is because I would've like something more substantial to attach to in terms of characters or narrative. Maybe I'll do another character's route in the future and that'll elevate this game in my mind even further, who knows.
ストーリーが意味不明。戦闘だけ面白いが多すぎて飽きる。
Okay, Now I remember why I though the PS VITA was a joke. This could have been a mobile game... Final Fantasy Crisis Core was on PSP :S I'll give it a Meh minus. Guess it is the two-headed black sheep with no leg of Saga.
『SaGa Scarlet Grace: Ambitions』は、オープン構造を基盤とした非線形型のロールプレイングゲームです。プレイヤーは複数の主人公から一人を選択し、それぞれ異なる物語のルートを体験します。物語は長時間のスクリプトではなく、短い会話シーンを軸に展開します。 探索はワールドマップ上のポイントを選択する形式で進行し、従来型のダンジョンは存在しません。アイコンを選択することでイベント、クエスト、戦闘が発生します。これにより移動時間が削減され、意思決定への集中が可能となります。 戦闘はターン制で、行動順が重要な要素となります。キャラクターは敵の行動を妨害し、コンボを形成し、タイミングを活用します。判断ミスは大きなダメージにつながるため、行動順の読みが核となります。 キャラクターの成長はスキル使用の頻度に依存します。スキルは反復使用によって進化し、固定的なレベルツリーは採用されていません。装備はパーティの役割を大きく変化させ、試行錯誤を促します。進行は線形ではなく、反応的な手応えが特徴です。 ビジュアルはスタイリッシュかつミニマルで、背景は簡素ながらキャラクターアートは鮮明です。音楽は重要な戦闘で躍動感のあるテーマを強調します。技術的なパフォーマンスは各プラットフォームで安定しています。 物語のテンポは断片的で、地域ごとの対立に紐づく短いシナリオが中心となります。会話は簡潔で、選択の自由度により旅路は個人差が生まれます。一方で、従来型のストーリー性による緊張感は薄いと感じられる可能性があります。 本作は戦術的な戦闘と戦略的な自由度を求めるプレイヤーを主な対象としています。初心者には簡素に感じられる場合がありますが、シリーズファンにとってはシステムの奥深さと高いリプレイ性が魅力となります。
指令式RPG最高的山
理解するまでが長いが理解すれば面白いゲーム バトルシステムが面白く理解すれば楽しめる でも大多数はなんだこれどういうこと?同じ見た目の色違いの敵ばっかじゃないか○ゲー、となっても仕方がない仕上がり 勧めたいけど勧めにくいゲーム筆頭
人を選ぶと思うけど戦闘が合えば面白いゲーム 戦闘に慣れないうちはそこまでだったけど、慣れてくるとより一層面白くなる。 ただ、MAPとモンスターの種類が少なくて新鮮味がなかったのが残念だったかな
めちゃくちゃ面白い。iOS版、Android版、スイッチ版、Steam版などそれぞれ買ってしまった。 異なる機種でセーブデータが同期できないのが残念。 一度クリアすると、戦闘倍速ができるようになるのであまり一周目で完全に遊びつくそうと思わずいったんクリアした方が良い。
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Languages: Japanese*, English**languages with full audio support
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