understands that designing a game around a score attack system based on replaying levels requires designing levels worth replaying in the first place.

moon of mahaa kalaa should be a technique rather than an accessory.

alraune is a toku villain and cutie j is the rider we deserve.

a man can change as long as he lives

had an annoying bug where the person in first would lag when choosing to go left or right at the bunki, so the game wouldn't load either option for anyone else, resulting in the rest of us driving off into a blue nothingness until the game crashed. other than that, it was fun as hell. towards the end of the active online scene, everyone was racing 15 stage continuous and getting about the same 14 minute times, so every corner had 5 or 6 of us drifting in tandem. bunch of boomer arcade racing game nerds celebrating what we thought would be the last we'd ever see from Sega AM2. good times.

phenomenal characters, world, and storytelling. some of the dialogue in skies will stay with me forever. but if you're going to make a game that's 60% combat, you need to design a fun combat system. the excuse of "this is how JRPGs were back then" does not work when your game originally released the same month, on the same console, as Grandia 2.

the cruelty of grandia 3 is that it baits you with a fantastic story hook. you're introduced miranda, a super endearing former adventurer who left her old life behind to care for her newborn son, now old enough to be taking pilot lessons. she meets up with a cool gambling fisherman guy with his own boat and a dream of charting a map of the whole world. miranda struggles with leaving her son for the first time in their lives, but embraces the chance to explore the world all the same, and sails off into the unknown with the only other interesting character in grandia 3. we never see them again.

i would have loved a game about a single mom rediscovering her youth and that sense of adventure with her gambling addict fishmonger boyfriend. instead we get her shit kid and some anime stand-in characters.

i think grandia 3 is the pinnacle of jrpg combat systems, and all it needed was one character and a world to care about to make it perfect. we could have had a classic.

the wind is pushing me into another cave with some goblins and a roborant in it

the perch goes here. the clam goes there.
>bad
the. perchgoes. here.... theclam. goes..... there.
>good

slaps roof of car
this bad boy can fit so much Battle on the Big Bridge in it

the first time i played this game i thought it had timed hits like super mario rpg, so i went through the whole game trying to find where the sweet spot was. crono with the rainbow sword has a 70% crit rate so i just thought i was really good at hitting the timing with him by the end of the game.

there's a 15 year old review of ikaruga on youtube from a guy named xoxak and ever since i saw it i have to start every playthrough by saying 'this cannon shoots you into this awful world'

saw a big window in a hallway and thought "i've played resident evil, you're not going to get me with that shit."
still got me.