
Why take the time to talk about SaGa Frontier, a game that was – quite literally – left in the dust despite the massive upheaval and embrace Final Fantasy VII managed to create for the genre outside its port of origin? Well it’s simple: I’m a fan. Outside the aforementioned Final Fantasy VII (maxing materia for the various master materia) and Blizzard’s Diablo II (moo!) I don’t think there’s a game that’s consumed my gaming hours like SaGa Frontier did. Okay, that “140 hours of gameplay” they boast about on the back is a bit bogus (it takes what, about eight to ten hours to clear any given scenario with a group of adequately powered characters; times that by seven and it takes roughly half the touted time) but like most I wasn’t typically happy with just beating a scenario. No. I always wanted to see how powerful I could make my team. Hit the hit-point cap of nine hundred ninety-nine? Can’t resist. Try and get every sword/fighting/gun technique outside Dragon Turn (oh don’t even get me started on Dragon Turn!) on my human characters? Definitely, expect nothing less from one of my files thirty to sixty hours later.
Still, this piece isn’t about how buff one can make their characters (which is pretty fun) but about an aspect of SaGa Frontier that was left out to dry. While some are obviously screaming “the whole game was” right now I’m a little more focused in my pursuits. What am I talking about? It’s not really one particular element per say but rather how the elements in the game are explained – or rather how they were left unexplained. Looking at the manual for the game and comparing it to those from other role-playing games like Legend of Legaia or anything else on the market at the time does anyone see this as the giant FU that it is? Sure, we get some “bare bones” idea of what some of the game’s systems do but beyond that SaGa pretty much leaves the player to their own devices. It’s a lot like an inept father giving a child a bike and saying “ah, screw it, you’ll figure it out.” This pretty much sums up SaGa Frontier to a lot of Western gamers: fiddle around, “feel out” the situation, get murdered and form the hypothesis that you’re not meant to do “this particular” thing yet. So you’ll come back later. Also popular is the whole “don’t save here! Point of no return! Quicksave only!”

So what does this lack of explanation (which fans have been more than willing to make up for on sites like GameFAQ with their own text-based guides and through reverse engineering) have to do with modern reality? Not much, in fact the idea that SaGa might have caught on with a wider audience with a more concise explanation of it’s in and outs is pretty much moot, but it calls to attention this really isn’t the case in Japan where the game has some stellar media documenting how complex of a game it really is.

Regardless, a truly comprehensive of this book a still a long ways off even fourteen years after the fact. Granted I can’t see someone translating all 336 pages of this thing (that’s excluding the illustration section) but the tidbits of this book that have made their way onto the internet in English – interesting as they may be – are hardly enough. Let’s hope someone out there corrects that some day….
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