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.

putting in 2 quarters and wielding both guns on the arcade cabinet like ice cube in ghosts of mars

hey hey! tu tu! odio a tu noviaaa ♪

faction battles were a really cool idea but i feel like someone should have anticipated the entire playerbase joining the chinese jade sea spider-boat pirate faction instead of the stuffy forest dwelling weirdo faction. kurzicks never won shit.

rock paper scissors but it also gives you an repetitive strain injury

slicing your way through an island with your swords made of dinosaur bones as Sunshine Coastline blares in the background, max volume. every game should feel this good.

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.

square remembered that CTB was better than ATB for the first time in a decade, and then they immediately forgot about it in the sequel. still fun to run through with two dark knights and an alchemist.

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.

half my phone's camera roll from 2016 is upside-down and sideways pictures of my monitor

"why are you ghaik?"
"who says i'm ghaik?"
"you are ghaik."

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.

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'

a man can change as long as he lives

Street Fighter 4 players make a game about how much they hate Yun and accidentally recreate Power Stone.