Grandia II was released in August 2000 in Japan for the Sega Dreamcast. It follows the same template as the first Grandia game, except this time with full 3D graphics (the first Grandia mixed 2D and 3D). And – as Grandia II was made by many of the same people who made the first game – it’s not surprising that it’s similar.
The Grandia “template” is: real-time exploration; turn-based combat; spinning, ring-like menus; Initiative Points and a timeline of events in battle; linear conversations; simple puzzles (well, not always that simple); and constant grinding.
You play a “Geohound” (a sort of samurai for hire) called Ryudo. Ryudo starts the game at level ten, with a paid job: escorting the daughter of a local priest to a tower for a ceremony. Of course: everything goes wrong and evil is unleashed and you’re thrown into combat very quickly. Combat is…
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