Grandia Xtreme

Grandia Xtreme

Infobox VG


caption = North American version cover art, depicting the eight playable characters of the game
aspect ratio =
resolution =
developer = Game Arts
publisher = Enix
designer = Kamui Fujiwara (character designer)
Noriyuki Iwadare (composer)
series = "Grandia"
released = vgrelease|JP=January 31, 2002|NA=September 30, 2002
genre = Role-playing
modes = Single-player
ratings = vgratings|ESRB=Teen
platforms = PlayStation 2
media = 1 × DVD-ROM
requirements =
input = DualShock 2 controller
nihongo|"Grandia Xtreme"|グランディア エクストリーム|Gurandeia Ekusutorīmu is a console role-playing game developed by Game Arts and published by Enix (now known as Square Enix) for the PlayStation 2 video game console. Released in both Japan and North America in 2002, the game is a side story in the "Grandia" series.

Gameplay

"Grandia Xtreme" plays very similarly to the rest of the games in the "Grandia" series, which all resemble a traditional CRPG with somewhat random battles that occur within dungeons or during scripted situations. Combat takes place on a three-dimensional battlefield where the characters move around, striking enemies as they get near them. Very similar in both style and execution to Grandia II's battle system, with the notable exception being that the Battle Gauge, formerly stylized as a horizontal line, is now a circle that the character icons move along clockwise. Each icon represents a character or enemy currently in battle, and they move along it at a rate which corresponds to their "speed" rating. Once an icon reaches the top of the circle, they are allowed to either attack, use items, defend, or flee the battle.

The game is progress by going through various dungeons and completing a number of puzzle-based problems. Instead of saving the progress using the recurrent rainbow-colored save points, a few "Geo Gates" are to be located, which transport the player back to the city - the only place with a save point in the armory. Some gates are one-way, and can only be used to return to Locca, not leaving an opportunity to return. After using these gates, players have to redo the dungeon.

Unlike story-driven RPGs, Grandia Xtreme is a heavy-grind game, meaning there is far more focus on leveling up and acquiring new equipment and skills than similar titles like the Final Fantasy series. There are only 7 main dungeons and three random dungeons (one of which becomes unavailable after the final boss is defeated). For a first-time play through, it will usually be necessary to play through some areas multiple times in order to become strong enough to advance past certain difficult battles.

After the first set of dungeons, each related to one of the four elements, the game's difficulty ramps up in all areas (known as the first boost). The second boost takes place after the first randomized dungeon (a thirty-floor tower which links to three other dungeons every 10 floors), and a final boost occurs at the end of the main game. These can be markedly frustrating for inexperienced players, as the abilities of all monsters will increase simultaneously—meaning if under leveled at the time of a boost, the player will find it exceedingly difficult to proceed forward in the story or even train at the now-deadly earlier areas. Fact|date=February 2007

Plot and setting

The fictional world of "Grandia Xtreme" is populated by three races: the militaristic and resourceful Humans; the teal-haired, pointy-eared Arcadians characterized by their magic; and the tribal, pointy-eared Hazmans with dark skin and brown or red hair. At the beginning of the game, the three races have co-existed in an uneasy alliance for several years, but a natural disasters known as the "Elemental Disorder" occurs and threatens them. In response, the Humans focus their Nortis Army into researching the cause of the disturbances. Representatives from the other races gather to help but tensions and distrust arise along with the possibility of the disasters having been created artificially.cite video game | title=Grandia Xtreme | developer=Game Arts | publisher=Enix | date=2002-09-30 | platform=PlayStation 2 | language=English]

The player takes on the role of Evann, a young ranger who can activate the technology present in certain ruins of the world. He has trained himself to use a sword after his father's death, but has not developed a proper work ethic. Evann is thrown into a series of events that will lead him to discover the cause of the Elemental Disorder, the military's real intentions, and hidden truths behind the ruins.

Seven characters join Evann as playable characters during the game: Carmyne, a female sergeant of the Nortis Army who fights with a saber and dislikes taking orders, but revels in giving them; Brandol, a brave but gentle soldier who wields a long sword and has a knack for engineering; Myam, a young and impulsive female archer from Hazma; Lutina, a cold-blooded, experimented officer from Arcadia fighting with a dagger; Ulk, an aged Hazman wielding an axe and working with the Nortis Army; Titto, a young and timid Arcadian knife-user only comfortable around Jaid; and Jaid himself, an arrogant staff-wielding knight from Arcadia. All eight characters are eventually led to combine their forces in an attempt to put an end to the problems facing their world.

Development

A new installment in the "Grandia" series developed by Game Arts was officially announced on June 1, 2001 with the tentative name of "Grandia X". The game, later retitled "Grandia Xtreme", was to published by Enix as they had just invested capital in Game Arts for a total of ¥99.2 million, or 15% of the company. [cite web | url=http://uk.ps2.ign.com/articles/095/095451p1.html | title=Enix and Game Arts Team Up for Grandia X | accessdate=2008-07-01 | author=Anoop Gantayat | date=2001-06-01 | publisher=IGN] The game was the first title Game Arts developed exclusively for the PlayStation 2.cite web | url=http://uk.ps2.ign.com/articles/100/100371p1.html | title=Grandia Xtreme -- Stuff You Can't Have | accessdate=2008-07-01 | author=IGN Staff | date=2001-12-10 | publisher=IGN] While previous installments in the series were traditional console role-playing games, the developers took the new title in a different direction and designed it more as an action role-playing game [cite web | url=http://ps2.gamezone.com/news/05_30_02_01_44PM.htm | title=Grandia Xtreme promises to be an excellent action/RPG adventure for PS2 fans | accessdate=2008-07-01 | author=Michael Lafferty | date=2002-05-30 | publisher=GameZone] or dungeon crawler to make it more accessible to casual gamers.cite web | url=http://www.rpgfan.com/features/e32k2-enix/index.html | title=Enix Interview With Justin Lucas | accessdate=2008-07-01 | author=Eric Malenfant | coauthors=Eve C.; Nicole Kirk | date=2002-06-03 | publisher=RPGFan | pages=p. 1] They nevertheless kept and enhanced mainstays such as the combat and magic systems, as well as the "enchantment" aspect of the story. To design the characters of the game, Enix and Game Arts selected Kamui Fujiwara, the character designer of "Terranigma". Development for the game spanned roughly 18 months.

An "aggressive" marketing campaign was planned to push the game and the series as a "brand for the future, not a one shot deal". "Grandia Xtreme" was showcased with a trailer at the Tokyo Game Show in August 2001 [cite web | url=http://uk.ps2.ign.com/articles/099/099058p1.html | title=TGS 2001: Grandia Xtreme Impressions | accessdate=2008-07-01 | author=David Smith | date=2001-10-12 | publisher=IGN] and in playable form at the World Hobby Fair of Tokyo in January 2002. [cite web | url=http://uk.ps2.ign.com/articles/101/101259p1.html | title=Hands On: Grandia Xtreme | accessdate=2008-07-01 | author=Anoop Gantayat | date=2002-01-25 | publisher=IGN] A video of the game was also featured in an issue of "Famitsu Game Wave DVD". [cite web | url=http://uk.ps2.ign.com/articles/100/100812p1.html | title=New Grandia Xtreme Videos | accessdate=2008-07-01 | author=IGN Staff | date=2002-01-10 | publisher=IGN] The game was released in Japan on January 31, 2002 in either regular or limited edition, the latter including as bonuses a "Grandia Xtreme" pocket watch and a small "Geo Gate" diorama depicting the protagonist Evann. Customers who pre-ordered the game also received a "Grandia" miniature tote bag.

The voice acting for the English-language version of the game was directed by WorldLink Technologies in Seattle, Washington, with large involvement from Enix America. Mark Hamill notably voiced the antagonist Colonel Kroitz, while Dean Cain did Evann and Lisa Loeb did Lutina. [cite web | url=http://uk.ps2.ign.com/articles/366/366861p1.html | title=Enix Taps the Force | accessdate=2008-07-01 | author=IGN Staff | date=2002-08-06 | publisher=IGN] The North American version of the game was showcased at the E3 in Los Angeles, California in May 2002, [cite press release | title=Enix Combat Ready with Intense RPG Action in 'Grandia Extreme'—First Original Grandia Title for PlayStation 2 | publisher=Enix | date=2002-05-14 | url=http://ps2.gamezone.com/news/05_14_02_04_02PM.htm | accessdate=2008-07-01] and was released on September 30, 2002. Enix America partnered with Versus Books to publish a strategy guide of the game and "expan [d] awareness of the franchise". [cite press release | title=Enix and Versus Books Enter Exclusive Publishing Agreement for 'Grandia Xtreme' Strategy Guide | publisher=Enix | date=2002-05-14 | url=http://ps2.gamezone.com/news/05_14_02_04_02PM.htm | accessdate=2008-07-01] [Citation | publication-date=2002-09-22 | title=Versus Books Official Perfect Guide for Grandia Xtreme | publisher=Versus Books | isbn=1931886172.] The company also partnered with gaming website RPGFan for a quiz contest to win free copies of the game and strategy guide. [cite web | url=http://www.rpgfan.com/news/2002/2027.html | title=RPGFan's Grandia Xtreme Giveaway | accessdate=2008-07-02 | author=Stephen Harris | date=2002-10-07 | publisher=RPGFan]

Music

The score of the game was composed by Noriyuki Iwadare in about half a year, with a focus on battle and dungeon music and an overall theme of friendship.cite web | url=http://www.rpgfan.com/features/iwadare-interview/index.html | title=Noriyuki Iwadare Interview | accessdate=2008-07-02 | author=Lucy Rzeminski | coauthors=James McCawley | date=2002-11-18 | publisher=RPGFan] cite web | url=http://www.vgmworld.com/catalog/index.php?table=cocoebiz_music&item_num=87 | title=Grandia Xtreme Original Soundtrack | accessdate=2008-07-02 | author= | date= | publisher=CocoeBiz] The composer used the looped streaming ADX format as in previous "Grandia" titles and had no technical issues working with the PlayStation 2 hardware. However, he was perplexed at first due to not being specialized in the militaristic aspects of the game's plot; in particular, he had difficulties completing the opening "Theme of Xtreme", and could not find any inspiration for it for two months. After getting advice from one of the development staff member and realizing the game is "still "'Grandia'", after all", Iwadare managed to compose the track. [cite web | url=http://iwadare.cocoebiz.com/?display=site_directory&directory=31&parent=6 | title=Mailbag | accessdate=2008-07-02 | author=Noriyuki Iwadare | date= | publisher=CocoeBiz | pages=p. 1] He tried to imbue it with a feeling of camaraderie and to make it a "song of support for everyone who [would hear] it". The track "Quan Li" was composed with the same melodic motif as the ending theme, but with the sharp note omitted to musically convey the wrongness associated with "causing pain and spilling blood in the name of a Holy War", as witnessed in the plot of the game. Iwadare felt that giving people the chance to contemplate this was what he was most proud of concerning the score. The ending theme was further based on the feeling of love for mankind.

The soundtrack for the game was published in Japan by Two Five Records on March 1, 2002. [cite web | url=http://www.chudahs-corner.com/soundtracks/index.php?catalog=TRCD-10020 | title=Grandia Xtreme Original Soundtracks | accessdate=2008-07-01 | author= | date= | publisher=Chudah's Corner] In place of the game's ending theme, the album features its vocal arrangement, "Rein-car-nation", sung in Japanese by Kaori Kawasumi. One of the battle themes of the game, "Combat 2", was not included on the album as Iwadare thought it was not one of his favorites and felt it was not perfect. He stated that if a second volume of the album is ever released, he would agree to include the track. [cite web | url=http://iwadare.cocoebiz.com/?display=site_directory&directory=34&parent=6 | title=Mailbag | accessdate=2008-07-02 | author=Noriyuki Iwadare | date= | publisher=CocoeBiz | pages=p. 4]

tracklist
collapsed = yes
headline = "Grandia Xtreme Original Soundtracks" tracklist
total_length = 74:38
title1 = Theme of Xtreme
length1 = 2:56
title2 = Rokka
note2 = ロッカ
length2 = 4:11
title3 = Escarle
note3 = エスカーレ
length3 = 4:10
title4 = Upper Class
note4 = 上流階級
length4 = 2:54
title5 = Jolly Life!
length5 = 1:18
title6 = Good Meal!!
length6 = 3:04
title7 = Spirits Run Wild
note7 = 精霊暴走
length7 = 2:23
title8 = The Mole's Nest
note8 = 土竜の巣
length8 = 4:28
title9 = Eye of the Firestorm
note9 = 炎雲の目
length9 = 2:47
title10 = Combat 1
length10 = 3:52
title11 = Source of the Waves
note11 = 波頭の源
length11 = 4:09
title12 = Top of the Tailwind
note12 = 逆風の頂
length12 = 3:30
title13 = Combat 3
length13 = 4:08
title14 = Illusory Grasslands
note14 = 幻想の草原
length14 = 2:42
title15 = Dark Ruins
note15 = 闇遺跡
length15 = 2:53
title16 = Kroitz
note16 = グロイツ
length16 = 3:45
title17 = Combat 4
length17 = 3:52
title18 = Crack in the Earth
note18 = 大地の裂け目
length18 = 4:26
title19 = Quan Li
note19 = クァン・リー
length19 = 3:26
title20 = Combat 5 -Last Battle-
length20 = 5:01
title21 = Rein-car-nation
note21 = sung by Kaori Kawasumi
length21 = 4:43

Reception

VG Reviews
Fam = 33 / 40 [cite web | url=http://www.rpgfan.com/news/2002/1087.html | title=Famitsuu Rates Grandia Xtreme | accessdate=2008-07-02 | author=Eve C. | date=2002-02-01 | publisher=RPGFan]
GSpot = 6.2 / 10 [cite web | url=http://www.gamespot.com/ps2/rpg/grandiaxtreme/review.html | title=Grandia Xtreme for PlayStation 2 Review | accessdate=2008-07-01 | author=Matthew Gallant | date=2002-10-15 | publisher=GameSpot | pages=pp. 1–2]
IGN = 7.5 / 10 [cite web | url=http://uk.ps2.ign.com/articles/372/372597p1.html | title=Grandia Xtreme Review | accessdate=2008-07-01 | author=Jeremy Dunham | date=2002-09-30 | publisher=IGN | pages=pp. 1–2] |
MC = 68% [cite web | url=http://www.metacritic.com/games/platforms/ps2/grandiaxtreme | title=Grandia Xtreme (ps2: 2002): Reviews | accessdate=2008-07-01 | author= | date= | publisher=Metacritic]
GR = 72% [cite web | url=http://www.gamerankings.com/htmlpages2/519255.asp | title=Grandia Xtreme Reviews | accessdate=2008-07-01 | author=Lee Alessi | date= | publisher=GameRankings] |
award1 = 7th "Most Challenging PS2 Game of All Time" (IGN) [cite web | url=http://uk.ps2.ign.com/articles/608/608086p1.html | title=The Top 10 Most Challenging PS2 Games of All Time | accessdate=2008-07-01 | author=IGN Staff | date=2005-04-27 | publisher=IGN | pages=p. 1]

References

External links

* [http://www.square-enix-usa.com/games/grandia-xtreme/ Official North American website] from Square Enix
* [http://www.gamearts.co.jp/products/grx/grx.htm Official Japanese website] from Game Arts ja icon


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