Reviews from

in the past


The first SaGa game, one of my first JRPGs, and for my money, a total masterpiece.

Mechanically simple compared to where the series would go, this is still a genuine odd-ball to play, leveling an skills and equipment all twisted to be recognizable but not quite right; the first hour or two a head-scratching puzzle of "why is this happening? what is that? why can't I beat this?". I think this, in itself, is one of the beautiful things about this game. The journey to figuring it all out, coming to grips with out there systems, is a pleasure (and also the most difficult thing about the game) and once you do understand, you are encouraged to rip the game apart and bend those once confusing systems to your will. It's simple and quick and feels great.

Of course, while half of SaGa's joy comes from its mechanical uniqueness, the other half is thanks to Kawazu's elegant, simple writing. The first game in the series here has one of my favorite game worlds there is--multiple universes imagined as different floors in a giant tower--one responsible for several of the greatest moments I think exist in the genre (finding the first gun, arriving at the second world, the ending). But it isn't just grand moments and evocative ideas; miniature stories populate the game told in only a few sentences each, each one providing just enough for the imagination to run wild. It is a game that produces daydreams.

Bonus note about that ending: how awesome and wild is it that this little gameboy RPG from 89 goes so gleefully meta. It's smart, it's funny, it's sooo ahead of time, and it opens the simple storytelling of the game up in fascinating ways without weighing things down an inch.

SaGa 2 might outclass its predecessor in basically every respect (the jump in presentation and scope made in only a year is mind-boggling), but the simple, weirdo pleasures of this, the start of one of JRPG's greatest series, might reign supreme for me.

Not great, not terrible. The leveling system, the story, and the three different classes really give this a unique feel from other jrpgs of the time (especially for a GB title), but the overall balance was just so totally out of whack.

My poor monster was useless for 99% of the game, my mutants/human were one-shotting nearly everything in sight, most of the spells were pointless to use, and I'm still in shock that a NUCLEAR BOMB did less damage than my puny lil glass sword to the last boss... Ah well, onto the sequel!

A neat gb rpg that's pretty impressive for the hardware. The game has some cool ideas, like different classes that grow stronger in different ways. Some area concepts are cool too. But it's mostly hurt by a lack of clarity and overly high encounter rate. The story is pretty poorly translated, but that's not surprising from a gb game. It's aight. Pretty cool.

No sé por qué he jugado esto.

A great game if you are willing to put in the time. Very cool old RPG and a neat way to bring the SaGa franchise overseas, which is basically what this is.


Very neat setting and I have a soft spot for ultra-basic oldschool JRPGs like this.

I wasn’t always a Final Fantasy II defender, but upon revisiting the title a couple years ago for the first time since I was a young teen I was shocked by how smooth that game actually goes down. Like most games the internet latches onto as eternal targets, it’s not actually that obtuse, not actually that difficult, doesn’t actually require an outrageous amount of planning and self-flagellation to excel at. Sure you COULD min max your party by hitting your own characters for hours or whatever, but there’s no real incentive to do that, ESPECIALLY since all of the remakes of the game significantly sand down the rough edges of the NES original. When I look at Final Fantasy II on its own merits today, I see a game that tried a lot of interesting stuff and succeeded at a lot, with beautiful presentation and ambitious, successful storytelling…but I also see a game that was already constrained by the fledgling expectations imparted by its nascent brand. I’m convinced that that game is as rejected as it is in large part because it’s just, y’know, it’s not what Final Fantasy feels like, even in a day and age where what Final Fantasy feels like is entirely ephemeral, and even though it did much more to define the look and sound of the series than its predecessor by far. So what does Final Fantasy II look like if it gets to be the game that it truly wants to be? If we give battle designer Akitoshi Kawazu the keys to the kingdom and put him in the chairs of director and designer and (co-)writer, really just let this guy who is clearly ambitious and hungry and ready to do it, just go nuts?

It looks like The Final Fantasy Legend, or Makai Toushi SaGa, one of the most enchanting and definitive debuts I’ve ever played. This game, it must be said, whips ass. Everything about Final Fantasy II is here and much more intense. The famous and hated stat increase system is back, but now siloed to one of three character classes and seemingly much more random in its effectiveness and distribution. These guys, the Mutants, can only equip half as much stuff as a normal human, but the tradeoff is they can do magic and innately learn special abilities, which appear randomly after battles based on the character’s unseen level, and disappear just as randomly and just as often. It created a great push and pull where I had to make the choice between armoring up my initially quite fragile Mutant party member more or sacrificing a couple of those equipment slots to give her some equippable offensive magic, because for about the first half of the game that’s by far the most effective combat shit you have, and you never know when their flame ability might just disappear and be replaced by a counterspell, or a useless poison ability, or even an elemental weakness instead.

These choices make up all of the game, a constant push and pull of resource management that is at its most dire in the early goings when money is tightest but never completely fades away. Human characters don’t level up at all – they only increase stats by purchasing a small variety of potions from shops that will upgrade strength, agility (all weapons scale off of one or both of these stats in various ways, occasionally weirdly), or HP. They have double the equipment slots of a mutant, but they need that stuff because they never get abilities, can’t use magic, and their defense stat is entirely dependent on their gear. The third class is Monsters, who are simultaneously the simplest and most complex class to manage. They only have their innate skills to work with and can’t learn new ones or equip anything, but when you kill guys in fights, sometimes they leave behind MEAT, and if you have a monster character EAT THAT SHIT, they’ll turn into a DIFFERENT monster. The game doesn’t ever explain any of this system or how it works to you and I didn’t look up the mechanics of it, so as far as I can tell it seems to be based on your monster’s hidden level and a pokemon-esque intersection of monster types interacting with each other in various complex ways behind the scenes (there is actually a LOT of obvious pokemon DNA in this game, it’s very clearly a huge influence on those). Not knowing how this works, my monster was probably the worst guy in my party for most of the game but by the end I had lucked into some combinations that were getting him some sick forms and abilities, it’s really just fun to see what you’ll get next. I highly recommend playing a monster blind.

Compounding all of this is how much the loop of this game revolves around the grind for caaaashola. Everything has a numerical durability, everything. From your swords to your spells to your psychic powers to your monster’s tail swipes, every possible action in the game will have, at absolute most, fifty uses, and frequently as few as ten or twenty, often even lower than that. For natural abilities topping off is as simple as resting at an inn or, for monsters, devouring a fallen foe and/or transforming, but for equipment there is no recourse but to simply Buy More Shit, and, hopefully, Better Shit. Couple this with the way human characters’ developments revolve entirely around buying them increasingly expensive potions and the economy becomes a much more important part of this game than most. This does mean there’s a lot of grinding in FFL, especially in the early game, but there’s also an emphasis on precise resource management that’s not so severe in most JRPGs. It’s a vibe akin to my perennial fave Dragon Quest 1, where you really have to be certain that you’re ready to strike out again before you leave the vicinity of your current safe zone, because getting caught with your pants down far from a town is the only situation where the game will REALLY punish you. And the stakes ARE high – each character comes with only three lives, and aside from the leader of your party who you select at the very onset of the game, if they die three times they’re dead for good. You CAN buy more hearts for characters but these items are the most expensive thing you can purchase for the majority of the game, and it’s obviously better to just not put yourself in a situation where you need them. That means not only keeping on top of your resources but also your stats, as much as is possible and it’s within your control. There’s a lot to juggle in FFL, so even though the combat is pretty simple and often unchallenging, I never felt disengaged from the experience.

It helps that, although I do think that all of these systems and the ways they interconnect are a ton of fun, they are supported by an incredible world, presented beautifully. A mysterious world constructed around a gigantic tower, one that houses myriad other worlds, all menaced by the same demiurge. These civilizations are all strange and beautiful, as notable for their mundanity as they are for their weirdness. This is a world of species parity, where cannibal monsters share towns with human characters, feeding you the same canned NPC dialogue. An early quest has you hooking a small-time king up with a slime villager (who reciprocates his feelings but is being threatened by a local bandit leader, who maybe you kill with your GUN that it's not unsusual for you to have in your medieval fantasy town) and later you find that they’re happily married and expecting a kid. This is just part of the fabric of life here, entirely unremarkable, and when you later find a plane within the tower where a race of gargoyle men has enslaved everyone else it’s bizarre and terrible and everyone is really fucked up about it.

And they ARE fucked up about it! Something that separates this game from many others on its platform and even in its time generally is how talkative your party is. Not just your main guy but everyone in the party has spoken dialogue in story scenes. The simple decision to just flag different characters to speak the dialogue rather than just one general voice or your lead person lends them a lot of character. There’s an implication that Party Member 3 is the subject of one of the three kingdoms in the starting world the tower springs from based on their familiarity in dialogue with the king there. Party Member 2 is noticeably more downtrodden and pessimistic than the others but no to a degree that they will dissent to action, just enough to vocally not want to give a shit about the philosophical underpinnings that begin to become obviously important to the quest the longer it goes. ALL of your guys have a fierce sense of justice but in a funny hotheaded way. In more than one encounter they cold-bloodedly execute defeated villains who are begging for their lives, or start bar fights for no reason, because he man, you shouldn’t have been a shitty bad guy if you didn’t want to get beheaded by us, or you shouldn’t have acted like a tough shit if you didn’t want to start shit. It’s funny and charming and just MORE character than I was expecting from such an early Gameboy game, something that’s been true of practically every element of it, from the depth of the mechanics to the verve of the characters to the color of the world itself.

The tower itself is eldritch in the true sense of the word: uncanny, impossible, vaguely sinister, and moreso these things the higher you climb. The worlds contained within become stranger and more foreign with every step, from sunlit islands hiding undersea kingdoms to a world in the clouds terrorized by a sky-demon and his gang in their flying castle to literally just post-apocalyptic Tokyo with all of the strange implications that implies. This nuclear wasteland and its inescapable, invincible, wrathful fire demon that stalks you across the world map until you can gather the tools and sacrifice the friends necessary to neutralize its defenses is not the ultimate revelation of the game, only one more step up the staircase. Each of these main scenarios is unique with a thoughtfully constructed narrative device and a creative main quest objective that goes beyond just following a the right pathways until you reach the boss and being strong enough to kill it. That Tokyo section even ends with what I can only describe as a Gameboy-tier setpiece climax on a bullet train, it fucking rules! There is SO much ambition packed into these ten hours.

Even the standard Kawazu shit that people hate works here, imo. Stuff like the healing pools you come to rely on in between towns in the transitional floors in the tower being frequently fake as you get higher, or hitting a room where all of the floor tiles have been replaced with stair tiles and not knowing which of them will actually end up being stairs lends itself to the uncanny wrongness of the location. The classic Wizardry-ass, AD&D-esque traps and puzzles do a good job of adding color to the world but they don’t meaningfully harm you if you’re adequately prepared for exploration; they’re more like fun pranks between you and the designer than cruel gotchas. It’s all tuned very well imo, and I feel like I can say this with some authority because I DID beat this game in under ten hours without a manual or looking anything up on the internet. It’s just not that demanding if you’re willing to meet it halfway.

That’s all you really need to do with Kawazu, is something I’m learning. This game has a lot to it, and it IS, on purpose, more challenging to get a handle on than most of its contemporaries. But it balances that high barrier to entry with a deep and varied playground, and it balances the complexity of the mechanics with combat encounters that don’t really pick up in difficulty until well into the back half of the game, even as it’s fairly hard to get to far ahead of power curve. If you can stick it out there’s a truly magical world waiting for you here. I didn’t even mention the music holy shit! One of Uematsu’s early greats. Guy was knocking it out of the park for this weird little Gameboy game. That’s how much I loved this, I FORGOT about the absolutely SLAM DUNK-ASS music. This game rips ass, WHAT an opening statement for a series. The bar is SO high.

Final Fantasy Legend is cool because it is the beginning of the SaGa series and it has some unique aspects to it. It plays as a pretty boring, straightforward RPG though, so there isn't much to recommend it other than for its historical relevance.

Final Fantasy Legend explores character advancement in ways that are ambitious and unproven for the time and has three different types of characters (humans, mutants, and monsters) you can use to fill out your party however you want. This is interesting and I liked being able to focus on the types of characters I wanted, but it ultimately doesn't make too much of a difference. I don't like the monster mechanics in these games, so I only used humans and mutants.

Although advancement is unique, combat in FFL is pretty rote and can be tedious. Most enemies in the game can be burned through pretty mindlessly with your best attacks and spells.

The story in Final Fantasy Legend is pretty simple but satisfying. Your group is trying to climb a tower that travels through multiple worlds in order to reach a fabled paradise.
There are a lot of cute, short, character driven stories on each world as you traverse them, each of which varies wildly in theme and tone. It keeps things interesting and there are quite a few memorable characters you meet along the way.

Final Fantasy Legend is an interesting relic that is cool to look at in comparison to where Squaresoft went with the SaGa series after it, but there isn't much to make it worth playing through now.

Gave this a solid two hours before realizing it is not my cup of tea. It follows the same strategy of what Final Fantasy II did with it's levelling, though streamlines it to make a bit more sense while also giving options to you if you decide you don't want to do that. It's pretty cool! They also have this weird evolution mechanic that doesn't really make consistent sense to me. I really had a lot of fun reading about this game from people who were kind enough to play it and later talk about it, so props to them. It is far too dated for me to enjoy, however.

In concept it has some cool ideas going on like scaling a tower where different floors lead to seperate worlds but there's not too much else interesting going on. If the concept is reimagined I think it could turn into something really cool. For Game Boy RPG standards it is fun.

This game is crazy cool. It's probably twice or three times as cool as it is small. This ratio of coolness to minimalness is something every game should always strive for.

A tower you must climb with a different world on each floor and characters that can permanently die, transforming monsters in your party, different styles of character progression, it's just packed full and overflowing with ideas beyond what this simple small screen could do and it's astonishing