
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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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 42 reviews with recorded playtime.
Reviews
Themes across 42 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
一周目了,放一段时间再继续。 沙加果然是JRPG的顶峰。 感谢汉化组。
+ Amazing strategic combat system, only beaten by Emerald Beyond in my book + One of my favorite soundtracks + Open-ended stories that resolve differently depending on where you go and what you do + Status ailments are very useful even on bosses + Doesn't require grinding. but you can if you want + Highly challenging with options for adjusting difficulty - Visual Novel like presentation can be a turn off - Only human characters playable This game is 90% about combat with minimal exploration, but the combat is good. I think this game will look a lot more appealing if you're already familiar with the SaGa series. Consider Romancing SaGa 2: Revenge of the Seven as an easier entry point
战斗系统有搞头!
フラグ管理がクソ。関係ない州イベントでメインシナリオのフラグ折れて緋の欠片が回収できなくなるから自由に遊べない。全部集めないと仲間にならないようなキャラがいる中でこれは最悪。反応があるのに回収できないってどうなってんだよビキニロの欠片はよ!
玩法跟前幾代saga玩法很不同,沒有迷宮城鎮探索,注重在戰鬥機制 不是我喜歡類型
太好玩啦
Time is inflated because you can grind AFK, and I have not finished my first playthrough yet It kills me that the SaGa franchise became experimental to the point where they removed exploration of towns and dungeons, and I avoided this game because the disappointment of the 10 minutes I played of Unlimited SaGa (expecting something like SaGa Frontier or Romancing SaGa) scarred me for years Well, this was on sale and I was prepared to try to look past the minimal exploration, and I am very happy that I gave this a chance. You still have the incremental growth, party customization, formation mechanics, and glimmers, but the way the battle system triggers united attacks spices up the battle system in a really fun and unique way. When you first start the game, the battles seem chaotic and like you don't have many choices. In this game, your character does glimmers in addition to whatever attack you chose. Since every attack is telegraphed one round ahead, you can can plan Interrupt skills easily, but these can also spark randomly if you haven't learned them. This chaos can cause ridiculous chains of attacks that make the game feel more like Bejeweled than you might be comfortable with. But when you start to pay attention to how your attacks shift other units' turn orders, the game rewards you handsomely. On the other hand, killing enemies in the wrong order or failing to protect weak members opens up combos for the enemy. Early on, you'll notice nodes on the map that let you repeat encounters as many times as you like. I think it's fun to stop and grind throughout a JRPG, and I am not above AFK cheesing this with a turbo controller. If you're guilty of using tape and rubber bands in other JRPGs, they've saved you the trouble. Despite this, the difficulty is not trivialized since only your basic skills and HP improve this way. So far, it seems like there isn't much ability to give characters multiple weapons or give them each interesting spells. The character learns skills for their weapon type and also levels up their weapon type. You can give anyone anything you want, but it's always strictly worse than just keeping everyone in their lane. This is generally true of the franchise, but, in RS2, the ability to give each character two weapons types made it more justified to experiment with goofy hybrids. It shifts away from "I'm building a party of five absolute legends" to "I'm building a guild of faceless interchangeable whales." The characters mechanically just reduce to their weapon type, but recruiting them gives you formations so you still want as many of them as possible. Spells are weak in the SaGa franchise, and this game seems to really want you to experience that. They take 1-3 rounds to charge to deal less damage than even basic attacks. There's no healing skills or items that I've seen outside of spells that heal... but the healing is awful even by SaGa standards (and forget about reviving dead characters, now the LP system is tied into retrying battles). If you want even one spellcaster in your party, I'm sure they're viable with enough grinding, but you're going to notice they're always weaker and less useful than everyone else. So I will say I recommend this for fans of the franchise who are willing to look past the "abstract" style, but that's not everyone.
最喜欢的沙加系列,好玩
90/100 故事打完也有些摸不着头脑,可以招募大量队友,养成多样,战斗系统出色,利用多样化技能改变出手顺序,分割战场敌人、连接队友打出连携技策略性十足,隐藏要素多。游戏整体很贫穷,可以说将重心都投入到战斗中,但一些流程设计拖累了整体节奏,刷杂兵战获取素材和属性枯燥乏味,并不能很好地体现战斗设计,本作其实应当继续精简无意义的框架,所谓的开放世界、跑图交接任务等不相干设计一并删除,专注于持续地战斗和“解题”。
(★★★☆) firebringer deu trabalho demais
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Trends
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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