I played Panzer Dragoon Saga.
This is an RPG by Sega, released for the Saturn in 1998.
I played it on emulator.
Among retro enthusiasts, Panzer Dragoon Saga is mostly known for how rare and expensive it is secondhand - Sega released this game in extremely limited quantities, and have never re-released it since. Apparently the entirety of Europe only got around 1000 copies of the game, which is a frighteningly tiny number. ...There are way more than one thousand Sega fans in Europe, do they all gotta fight over who gets to have this game, or what???
Well. I didn't want to buy this game secondhand. Absolutely not. I played on emulator.
I was very curious to play this game. All this time, my only knowledge about this game was how rare it is, and not really anything about the actual game itself.
Panzer Dragoon Saga is an RPG in the Panzer Dragoon series. All other games in the series are arcade-style rail-shooting games, similar to Star Fox. But PD Saga is a full-on RPG.
I have not played any of the other Panzer Dragoon games, but from what I can see, they did do a good job at keeping the style of Panzer Dragoon intact with this game despite the genre shift.
The game makes extensive use of pre-rendered CG-animated movie cutscenes, which were very popular during the CD-ROM era of gaming. The opening cutscene is quite long, and quite a lot of things happen during it: We are introduced to our protagonist Edge, who works in the mines for the Empire. A monster appears in the mines, Edge is told to flee, but he attacks it anyway. Edge comes across a strange dormant girl in the ruins, and suddenly bad guys appear, kill all of Edge's friends, kidnap the dormant girl, shoot Edge, knock him into a giant chasm, and then we see a scene where they detonate a bomb to destroy the Empire's capital city, and... .... we haven't even started playing the game yet, why's so much plot happening already??
Edge is rescued by a dragon, and now we get to play the game. Except not for long - we can fly around on the dragon briefly, but when we land, we see another cutscene where Edge finds his dying captain, in an emotional scene to set him off on his journey. Then the battle tutorial menu appears, in what feels like a harsh tonal shift. You're not even gonna let any of the dramatic story moments settle before shoving battle tutorials in our face??
I think this game has a bit of a pacing problem. It feels like an entire prologue chapter's worth of storytelling went by in the span of one cutscene.
...
The battle system is quite interesting.
All combat in Panzer Dragoon Saga is done while riding atop the dragon.
The game has a menu-based RPG battle system. Encounters appear randomly as you fly through the areas, and it seems like the chance of an encounter can vary depending on several things, such as how much of the area you've completed, or which landmarks you're nearby, and things like that. I'm not too sure tbh. There's an item you can find called the Telepathy Shard that makes your radar change colour depending on the current encounter rate, and I still haven't worked out what changes it.
Quite often, there are large stretches of exploration where encounters don't appear at all, which I feel is quite unusual for a on old JRPG.
But anyway.
Edge is the only playable character in this game, and the combat system revolves entirely around him flying on the dragon.
Combat is somewhat turn-based - you have an action gauge that fills up over time, similar to the famous Final Fantasy "ATB" system. Enemies also have a gauge that cannot be seen.
There are three segments to the gauge, and you spend full segments to perform attacks. Basic attacks cost one point, and spells can cost one, two or all three points depending on their power.
You have two forms of "basic" attack - Edge's gun, and the dragon's laser-breath. Edge's gun hits a single target of your choosing, while the laser hits multiple targets, but you don't get to specifically choose which ones.
A significant part of the battle system revolves around repositioning yourself around the enemy. You can circle around the enemy by pressing left to go clockwise, or right to go anticlockwise. There are four possible positions - to the left of the enemy, in front of the enemy, to the right of the enemy, and behind the enemy.
Each position is also marked with a colour - if you're in a green position, that means the enemy can't currently reach you with any of its attacks. If you're in a neutral position, the enemy can currently hit you. And if you're in a red position, the enemy is currently capable of hitting you with a particularly strong move. So you need to keep adjusting your position in order to stay out of harm's way. But at the same time, the enemy is capable of repositioning itself too.
In addition to dodging attacks, some particularly large foes, such as enemy airships and fortresses, may have weak points only on one side. Like, for example, shooting down the barrel of an enemy cannon for extra damage. There's a strong risk vs reward dynamic at play in this kind of scenario, since you need to be in the line of fire to hit the weak point.
Repositioning pauses your gauge accumulation, so doing it too much is detrimental, as the enemy will take their turns sooner than you. But this also applies to the enemy - so making them reposition around you can give you a few extra moments of gauge accumulation as well. You have to figure out what works best depending on what you're fighting.
As you level up and grow stronger, your dragon will learn spells - Spells cost BP, which is this game's magic points. It stands for Berserk Points.
I find the spells in this game to be difficult-to-understand. You get lots of different attacks that all seem to do variations of the same thing - namely, dealing a lot of damage to the enemies.
Some of them cost more BP, some of them seem to do more damage than others, but overall.... the game doesn't really do a good job of informing me what the functional difference between all of these spells actually is. And I don't feel like the game gives much opportunity to experiment with them either, since most spells are strong enough to wipe out regular enemies anyway, so it's only on bosses where the differences would matter... and during bosses, the opportunity cost of experimenting with the different spells is too high. I don't want to try comparing effectiveness of spells when I have a boss bombarding me with attacks at the same time.
...
The fact that the whole combat system relies entirely on flying on the dragon is the main reason I think the pre-rendered cutscenes have to do the bulk of the scene-setting and storytelling. Because there doesn't exist any gameplay systems for Edge being able to fight while not atop the dragon.
You can't have Edge actually fighting against the monster in the mines seen in the prologue, because that's before he gets the dragon. So it's only shown as part of the cutscene.
To illustrate this issue further: later on in the game, Edge infiltrates an imperial airship. What happens is: we break a way in, Edge dismounts and enters, and a cutscene plays showing Edge sneaking around the inside of the ship, getting noticed, captured, tied up, tortured, left for dead, rescued by a shady character he met earlier, escorted out, and then reunited with his dragon.... now we're on the dragon again, we can finally stop being in a cutscene so we can have a boss fight with the imperial troops in the sky.
........this entire section of the story had to be conveyed through a prolonged cutscene, because there doesn't exist any way for the game to have combat gameplay while on foot. ...
This makes me feel like the game is at odds with its own systems and limitations.
...
A decent ways into the story, the dragon unlocks the ability to transform. At any time you can decide to adjust sliders for your dragon's Attack vs Spirituality, and their Defense vs Speed. So if you want, you can have a dragon that's all about defense and attack, but is slow and bad at magic. In this system, Attack is the opposite of Spirituality, and Defense is the opposite of Speed, so it is not possible to create a dragon that is both defensive and speedy, or strong at both attacks and magic.
This not only changes its effectiveness in battles, but also affects things like BP costs, available spells, and also how cool the dragon looks aesthetically - higher Attack gives it a longer horn, and higher Defense makes it look chunkier. Each mode also has different passive effects - my favourite is the Normal type dragon, where the stats are balanced equally, because its passive ability is to heal HP whenever you have a full gauge of three segments. This means easy healing mid-battle if you can position yourself well.
You can even transform your dragon to any configuration mid-battle, at the cost of one gauge segment. This makes it pretty fun and versatile - you can respond to a boss that doesn't give you anywhere to hide by increasing your defense right there and then. Or increase your magic when you realise that a boss isn't taking much damage from your gun.
There is an interesting reward system from combat. Depending on how long the encounter took and how much damage you took during it, you are rewarded with a grade. The grades are: "Excellent", "Great Fight", "Good Fight", "Close Call", "Narrow Escape".
The amount of EXP you obtain after combat is affected by which grade you earned, with the best grades rewarding a ton of extra EXP. Additionally, enemies can only drop items if you score a Great Fight or Excellent rank. Anything below, and you will not get any item drops at all. ...
This system does reward player knowledge above all else, but I find it a bit unfair that me stalling for HP recovery often causes me to get a Close Call rank, despite the fact that I'm actually playing it safe. ...
The majority of item drops from enemies is either regular healing potions or just junk for selling. However, annoyingly there is one sidequest that requires an item that is only obtained from boss monsters. So the only way to get this item is to already know how to score an Excellent rank on a boss, which you can't really know how to do on a first-time playthrough. ... And by the time you find this guy's quest, there aren't even any more bosses that can drop this item until after the quest becomes unavailable anyway. .... no fair!
Overall, I like the combat system in this game. It's unique and easy to understand (aside from the spells), and the enemy encounters are varied and make good use of the positioning system to keep things interesting throughout the adventure.
...
So there does exist gameplay on foot, but this is limited to town exploration. There are only a small number of town areas in the game, but they are very detailed.
This game features full Japanese voice acting for all characters and all lines of dialogue. ... ...Except, for some reason, during the opening prologue cutscene, and the epilogue scene at the end of the game. For whatever reason, the first and last scenes of the game have voiceovers in a made-up fictional language. .... but everything in between is entirely voiced in Japanese.
I'm personally not a fan of the inconsistency here. why not just voice the whole game in Japanese??
...I also want to complain about how the English subtitles go by really really quickly. You have to be a really fast reader in order to play this game if you can't understand the Japanese voices. It's a bit jarring, but I suppose there wasn't much they could do about it without significantly restructuring the game. And no localisation team wants to have to go through that kind of effort, especially if they are only planning on printing limited quantities of the localised version anyway. ... I can forgive them.
But overall, I am impressed with just how much incidental and contextual dialogue is in this game, all of which is fully-voiced. I can understand why they did not dub this game into English since there is just so much dialogue.
The town area isn't very big, but every NPC is named and unique, and they all update their dialogue after every major story event. And there are tons of hidden item rewards and sidequests that are found only at very specific points in the story if you go looking for them.
When walking around town, you have a cursor which is used to interact with the environmental objects and people. You can interact from far away or from nearby, and both have different results. From far away, you get a general description, from nearby, you get more specific information.
Far interact: "It's a durable wooden box". Near interact: "This box is locked". ... stuff like that.
This means that everything in the game has two descriptions, and it can get a bit fiddly if you want to read it all. Sometimes, actually getting far enough away from the thing to trigger the Far description while still keeping it onscreen to select with the cursor isn't always easy...
I do enjoy how the Far interact can be used to eavesdrop on NPC conversations. If you approach NPCs talking to each other and Near interact, they'll just say "Shoo kid, we're busy here". but you can hear what they're talking about by Far interacting. That's a nice detail.
...
.... The overall tone of the story and the world is very serious. This is a world oppressed by imperial rule. The town we see the most of in this game, Zoah, is a town ruled by the religious elite class, segregating themselves away from the working class citizens whom they treat as unworthy. Yet the whole town remains under threat of imperial occupation if they don't stay in line. There's a whole political situation at play here that gives the storytelling a rather bleak tone. And even after the Empire is out of the picture towards the end of the story, that doesn't mean the world is no longer in a rough state by any means.
And there aren't really any moments of levity to break the dreariness up. There are no optional minigames, and no silly characters or moments of comedic relief.
I suppose I prefer my stories on the more whimsical side... because I found myself not fully invested in this world, unfortunately.
Though I do respect the amount of worldbuilding and storytelling in the game. There are plenty of small little interactions and pieces of dialogue, you can tell the designers truly cared about every small detail.
This game's tone is not 100% up my alley personally, but I can respect it for doing a great job at being what it wants to be.
ok actually. before i continue, let me think about this point a bit more.
... When I play RPGs, what I enjoy most is the fantasy of living within the world. ....but when the world is this dour, I find myself less inclined to want to do so.
I think the fact that we don't really see any thriving civilisations also adds to my feelings. ...in Panzer Dragoon, the only people I can see are subject to this depressing oppressive regime. My only example of the what the world is like to live in is just... miserable. Which makes me as a visitor of this world less invested in wanting to involve myself with it.
...That being said, when it's just me flying on the dragon in the desolate barren landscapes, there is a sort of serene beauty to the world. I'm not saying there's nothing to appreciate about it.
Of course, I was interested in seeing how the storyline progressed. I wasn't bored by the actual story, and it does have some cool fantasy shenanigans going on with dragons and monsters and ancient relics and even an alternate dimension toward the end. I could watch all the low-res pre-rendered CG cutscenes and stay interested in the plot the same way as if I was watching a movie, no problemo.
...But I guess I just found myself not having much of an attachment to this world. And that's what I personally find to be what makes me care about an RPG the most. In fact, being able to explore a world is what makes me love videogames more than any other entertainment medium in general.
This is just the kind of player I am - I value the world above the plot, and if I don't develop an attachment to the world, then I tend to become less invested in the story as a result.
... And it's not just the story of the world that matters either - what's also important for me is how the world feels to traverse as you play. Which brings me to the game's level design.
The level design of this game is... ... ... ... honestly not great.
There seem to be two types of environment design in the game.... linear corridors, and big open squares.
Despite being a game where you have full 3D flight capability on a dragon, the map design is extremely flat and uninteresting. You can fly up and down, but there isn't a whole lot of verticality to the level design at all.
The interior dungeon areas are extremely boring, you're essentially just flying through tubes the entire time. There's nothing going on except following the one and only path forward. Even the big scary "Tower" area, the largest dungeon in the game that has a lot of buildup leading up to it.... is still mostly just flying through tubes when you actually get to it. It's immensely uninteresting to play.
And the wide-open areas aren't all that much better either - they mostly take the form of a big flat square with stuff sticking out from the ground. Like a piece of ocean with rocks and pillars and sticks and stuff. All of these rocks appear on your map as if they're some interesting landmarks, but when you actually approach them.... yeah, they're really just rocks and sticks and they don't really do anything.
There are item boxes to break open for some goodies, and occasionally there's a mechanism to activate to open a path forward and all that... but I think this game really dropped the ball in the level design department.
The way I see it... this is a unique RPG where your primary form of movement is 3D flight on a dragon. That's quite a cool idea, and it's a concept that has so much potential. And, unfortunately, they do absolutely nothing with this premise at all. The ability to fly up and fly down is largely irrelevant. It's as if I was playing a regular old top-down RPG, except with a 3D camera.
It feels so sad how much they didn't care to design levels that truly require you to explore in the sky in 3D space. To me, this is the game's biggest missed potential.
...
Overall..... I'm happy I finally know what Panzer Dragoon Saga is all about. I'm glad I finally know something other than "it's the game that's really rare and expensive". .... I think the game has some really cool and interesting things going on, but ultimately, it didn't appeal to me enough for me to truly fall in love with it.