Exploring Influences: Grandia II

What if the bad guy wasn’t really a villain?
What if the good guy isn’t all that good?
What if your enemies end up being heroes?
The whole story is a little more complicated than that, of course, but those are just a few notions played with in this week’s feature, Grandia II.

I never had the opportunity to play the first Grandia, but since the storyline in Grandia II stands alone, I didn’t have to. That’s an excellent practice, by the way – Enabling someone to pick up anywhere in the series and get a fulfilling story!
I grabbed the game because I was looking for a good, storyline-driven role playing game. It certainly lived up to my expectations.

The best part about Grandia II is that nothing is black and white. The story begins when the main character, a mercenary named Ryudo, accepts the job of simply escorting a priestess on her way to purify a tower. When something goes awry (as it always does) and he meets Millenia, the incarnation of a piece of the shattered god of evil, the story that unfolds begins to show that not everything in the world is what it seems.

As necessary for a story that seeks to change the world it’s set in, the characters are all multidimensional and experience a lot of growth. This growth is especially visible in as the priestess, Elena, struggles to remain pure and devout, even when learning the truth about the god of light shakes everything she believes in.

These are developments that help shape a story into something great, something that shows the world isn’t always what we expect.
And that, at last, completes the deeper look at the influence maps I posted so long ago.

Last week: Dungeons & Dragons

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