Romancing SaGa 2

Set during the history of the kingdom of Avalon, the player takes on the role of a dynasty of rulers as they fight the Seven Heroes, former saviors of the world corrupted into demons.

Production began in 1992 after a prolonged concept period during which original staff were working on the Final Fantasy series.

Returning staff members including series creator Akitoshi Kawazu as director, lead designer and writer; illustrator Tomomi Kobayashi; and composer Kenji Ito.

The delayed start to production allowed Kawazu to rethink the game design, changing the multiple protagonists of Romancing SaGa to focus on a single dynastic line with associated gameplay elements.

Reception of the original version was generally positive, while its worldwide remaster also saw praise from critics for its battle system and inheritance mechanic.

In Romancing SaGa 2, the player plays as the Emperor or Empress of Avalon, a castle located in the northwest corner of the game's world map.

[4][5] In the backstory of Romancing SaGa 2 there was a group of seven warriors, dubbed the Seven Heroes, who saved the world from monster invasions but vanished immediately afterwards.

Later versions of Romancing SaGa 2 include an optional dungeon revealing that the Seven Heroes were betrayed by their people, the Ancients, due to fear of the power they gained by absorbing monsters with an earlier version of the inheritance spell, returning from the realm of monsters to exact revenge on the Ancients.

[10] The staff included planner Akihiko Matsui, who joined the project following work on Final Fantasy V and would go on to co-direct Chrono Trigger; and future composer Yasunori Mitsuda as a sound designer.

[14] Kazuyuki Ikumori acted as graphic designer, with his work focusing on background environments, and the opening and ending sequences.

[8][16] Kawazu wrote the scenario in parallel to the gameplay system development, with some planned story elements needing to be dropped due to cartridge limitations.

[14] Changing from the multiple disparate protagonists of Romancing SaGa, the narrative and gameplay instead focused on a ruling dynasty over several generations.

[17] Written as a traditional fantasy, the narrative was designed to advance based on the number and order of bosses defeated, with almost all other elements being a wide selection that player could choose from freely.

The one female member Rocbouquet was a challenge, with Kawazu eventually making her name an anagram of Ikebukuro, a commercial center in Tokyo.

[21] As with Romancing SaGa, Ito differentiated the soundtrack from the music of Final Fantasy by adding more percussion instruments.

[37] In a later interview, Kawazu attributed the lack of localization both to its unconventional gameplay and the large amount of text in need of translation.

[42] He approached multiple companies in Japan and overseas, but abandoning the idea as phone technology at the time was still not able to handle that type of game.

While generally faithful, the remaster included animated sprites for the Seven Heroes boss characters, and redesigned and adjustable UI which allowed for touchscreen operation and player customization.

[2] The remaster was designed using the Unity game engine, chosen for its convenience when porting to other platforms and user-friendly technology.

[45] Part of the wish behind the localization in addition to a Japanese release was requests from fans worldwide to revive the SaGa series following a prolonged period of dormancy.

[55] GameRevolution reviewed this title for the Nintendo Switch, saying that the game at first appears like a very average game from the time it originally came out, but praised the system of choices that changes and guides the gameplay, as well as the unique aspect of ruling an empire and eventually being about to issue commands to followers.

[59] Nintendo World Report said the game lacked interesting stories or characters, but called the gameplay system rewarding with many weapons to choose from and skill points to use.

[60] Reviewing the PlayStation 4 version, Push Square disdained the menu system taken from the previous mobile remake, and noted balance issues that made the traditional process of leveling up characters potentially hurt the player as the bosses grow stronger as you do.

While in the original Romancing Saga, scenarios were changed according to dialogue choices during conversations, Romancing Saga 2 further expanded on this by having unique storylines for each character that can change depending on the player's actions, including who is chosen, what is said in conversation, what events have occurred, and who is present in the party.

[62] Several of the game music tracks were featured in Theatrhythm Final Fantasy: Curtain Call as downloadable content.

[63] PCGamesN credits Romancing SaGa 2 for having laid the foundations for modern Japanese role-playing video games.

The game's progressive, non-linear, open world design and subversive themes influenced modern Japanese role-playing video games such as Final Fantasy XII (which Akitoshi Kawazu worked on), Final Fantasy XV, Nier: Automata and The Legend of Zelda: Breath of the Wild.