The Legend of Legacy (3DS) review"Despite a lot of talent, Legend of Legacy under-utilizes many of its strengths" |
Announced in September 2014, Legend of Legacy drew a great deal of attention due to the reputation of its staff. Veteran system designer Kyoji Koizumi and illustrator Tomomi Kobayashi from the Romancing SaGa and SaGa Frontier series would be joined by composer Masashi Hamauzu (Final Fantasy XIII, Unlimited Saga) and writer Masato Kato (Chrono Trigger, Chrono Cross, Xenogears). A number of former Squaresoft and SquareEnix talent joined the team as well, including artists Misako Tsutsui, Yuichiro Kojima, and Ryoji Shimogama. Legend of Legacy had the appearance of a lightning strike of talent, gathering some of the very best to a passion project.
What turns out to be the most shocking team member is the director running the thing: Masataka Matsuura. He had not work on any of the classic RPGs–he was playing them. At this time, Matsuura was in his late twenties. While some of the more experienced members of the team were creating pillars of the JRPG like Romancing SaGa, Matsurra was barely old enough to play them. In numerous interviews, Matsuura has left no ambiguity about the inspiration of Legend of Legacy: he joined FuRyu with the idea for the game already in his mind, and he contacted Koizumi directly to get him onboard. This was a man who loved old RPGs, wanted to play one again, and he was going to move heaven and earth to make one.
This is a case where the idea for the game was born out of personal love for a style of game that was no longer being made. While Bravely Default had shown that there was still a passion and appetite for classic Final Fantasy-style RPGs, the SaGa series had been reeling over the poor reception to Unlimited Saga for over a decade. For all its faults, there is massive love for SaGa and its experimental, exploration-focused systems. Legend of Legacy, with the pedigree of its team–was poised to be the heir apparent to SaGa. There was no team more qualified to make this game than the one Matsuura had rallied.
Considering that this was poised to be a Chrono Trigger-like gathering of experience and talent, you might be wondering at this point, “why have I never heard of this game?”
If you were playing RPGs on the 3DS in 2015, you were probably playing Bravely Default. A Final Fantasy game in everything but name, Bravely Default was an inflection point for Japanese RPGs. It was proof that there was still an audience for the trope-laden turn-based RPGs of yesteryear. Classic Final Fantasy, with its deep class system and absurd stories, is something people still wanted.
There’s that other series though. Born out of Final Fantasy II before becoming Square’s first million copy seller on the Game Boy, SaGa is a series with a lot of love in Japan. In North America, SaGa has always been a bit maligned, misunderstood, and overshadowed by Final Fantasy.
The key figure behind SaGa, Akitoshi Kawazu, was the battle planner for the first two Final Fantasy games, with the second being the ur-SaGa–a game without experience or character levels, where growth was accomplished by repeating an action (e.g. attack with a sword; get better at using swords). This premise carried into Makai Toushi SaGa and SaGa 2, which added in more experimental mechanics like transforming into enemies and randomly mutating spell capabilities.
Herein lies the first problem for SaGa in the West. In 1990, RPGs had not yet found a niche on consoles, despite heavy marketing pushes for Dragon Warrior and Final Fantasy on the NES. To better utilize the money already spent on marketing Final Fantasy in North America, Makai Toushi SaGa and SaGa 2 were re-branded as Final Fantasy Legend I and II respectively. These were obviously not Final Fantasy games though and played nothing like the original or future installments.
So when Final Fantasy VII managed to do what no JRPG had done before–find success in North America–SaGa had a double hit to its reputation. Capitalizing on Final Fantasy VII’s success and the extended life of the Game Boy thanks to Pokemon, Sunsoft republished the Final Fantasy Legend trilogy, hoping to make sales based on the name alone. Shortly after Final Fantasy VII, Squaresoft made the bold decision to finally localize a new SaGa game. That game, SaGa Frontier, was not only visible unfinished and hastily localized, it was nothing like Final Fantasy VII’s easy-to-understand and straightforward systems. Anyone in North America who jumped into RPGs with Final Fantasy VII likely found SaGa Frontier uninviting and unfun.
There were some key evolution games missing from North America. While not all of Squaresoft’s 16-bit masterpieces received a proper localization, Final Fantasy IV, Final Fantasy VI, and Chrono Trigger all put a certain style of game into the collective consciousness. No doubt, these were some of the most popular ROMs during the emulation boom of the late 1990s, highlighted by Final Fantasy V being among the first fan-translated RPGs. What was missing in North America was Romancing SaGa, a series of three games with complex systems and a story that was notoriously difficult for fan translators (none of these games had a complete English translation until 2016). These were the games that made SaGa Frontier make sense, introducing concepts like multiple protagonists, battle ranking (changing encounters and making new content available based on how many encounters the player has faced), glimmering (gaining new abilities permanently during combat), and an unfriendly game world that treated the player as though they had no special agency or power in the game world. It was an experimental series to be sure, but one that gathered a loving fan base in Japan during the 16-bit era. It’s a game many younger developers (including the team of Legend of Legacy, Bravely Default, and Octopath Traveler) cited as direct influences.
For the small number of North American fans that were drawn to like SaGa Frontier, its sequel was itself another surprise, bearing less resemblance to any other game in the SaGa series and being wildly different from its predecessor. After this, SquareEnix localized Unlimited Saga, a clear instance of executive privilege where Kawazu (now one of the longest serving employees at Squareenix) made the game he always wanted, a confusing mash-up of table top and video RPGs that perplexed even fans of the series. It was poorly received and, until 2016, Unlimited SaGa had effectively ended the niche series.
Out of the SaGa series, it seems the most beloved entries in the Romancing SaGa series. For their time, they were technical marvels, featuring some of the best sprite art and music from the era. Unlike Final Fantasy or Dragon Quest, SaGa did not push the character in a given direction but rather gave the player tools and a world to explore. One playthrough of Romancing SaGa could be wildly different from another Romancing SaGa 2 even used a complex generations system where the main quest is completed by descendants of the player, who inherit abilities and world improvements across multiple generations of a ruling family. These were games that invited the player to play through the game multiple times, see new content each time. SaGa Frontier shares some of these properties too, though it’s literally unfinished (some quests are broken and an entire character scenario is missing) and suffers from the jankiness of being an early generation PSX game.
While each SaGa game is different, the one defining characteristic is the focus on improvement through action and experimentation. From Romancing SaGa on, characters will “glimmer” new abilities during battle, using a new skill for free and permanently adding it to their arsenal. Characters also improve an action by being it, much like practice in real life, though usually through math that is opaque and not known to the player. You can’t really min-max a SaGa game. These systems encourage the player to try new abilities, to glimmer new skills and improve the ones they already know.
In 2014, it looked apparent that SaGa was a dead series. There was The Last Remnant in 2008, which was SaGa-like (and not surprisingly involved Kawazu), but this style of free form character building and world exploration appeared to be an evolutionary dead end.
Going off on a long tangent about SaGa is not off-topic here. Legend of Legacy desperately wants you to think (and feel) like you are playing a SaGa game again. The art looks like Saga; the world map looks like SaGa; the combat system is essentially SaGa; the mysteriously told story is SaGa-like. It wants to be what Might No 9 promised to be to Mega Man, what Bloodstained promised to be to Symphony of the Night–this is the SaGa game you’ve wanted under a different name and it wants to be part of that long history.
A comparison of the back of the box of Romancing Saga 3 and Legend of Legacy.
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Featured community review by dagoss (May 13, 2022)
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