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SaGa: Scarlet Grace

SaGa: Scarlet Grace is a role-playing video game co-developed by Square Enix and Studio Reel. The twelfth entry in the SaGa series, the game was published by Square Enix in 2016 for the PlayStation Vita. An expanded port subtitled Ambitions was released in 2018 in Japan and in 2019 worldwide for Android, iOS, Microsoft Windows, Nintendo Switch and PlayStation 4. The story follows four characters pursuing separate missions across the splintered remains of a dissolved Empire; central to the plot is the Firebringer, a rebellious deity defeated during the Empire's height. Gameplay focuses on the protagonists exploring the nonlinear world, taking part in turn-based battles where skill growth depends on chosen actions.

SaGa: Scarlet Grace
PlayStation Vita cover art featuring main antagonist the Firebringer
Developer(s)Square Enix Business Division 3
Studio Reel
Publisher(s)Square Enix
Director(s)Masahiro Kataoka
Producer(s)Masanori Ichikawa
Designer(s)Yoshimitsu Inagaki
Akitoshi Kawazu
Artist(s)Tomomi Kobayashi
Writer(s)Akitoshi Kawazu
Composer(s)Kenji Ito
SeriesSaGa
EngineUnity
Platform(s)PlayStation Vita, Android, iOS, Microsoft Windows, Nintendo Switch, PlayStation 4
ReleasePlayStation Vita
  • JP: December 15, 2016
Android, iOS, Microsoft Windows, Nintendo Switch, PlayStation 4
  • JP: August 2, 2018
  • WW: December 3, 2019
Genre(s)Role-playing
Mode(s)Single-player

The game was the series' first original console title since 2002's Unlimited Saga, with development beginning in 2013 to celebrate the series' 25th anniversary. Returning staff included series creator Akitoshi Kawazu as co-designer and scenario writer, artist Tomomi Kobayashi, and composer Kenji Ito. The team designed several aspects of the game based on player feedback from Unlimited SaGa, and incorporated features from both SaGa Frontier and the Romancing SaGa games. Ambitions began development following Scarlet Grace, with improvements based on feedback from the original. The Western version was localised by 8-4. Reception of the game was generally positive, with critics praising its gameplay and design.

Contents

SaGa: Scarlet Grace is a role-playing video game in which players take control of four different protagonists through separate scenarios; each character can pick up a group of followers, with up to four joining them in battle. Prior to starting the game, the player is asked a series of questions; the answers allow the game to recommend which character to start with and impact their statistics. The core narrative is advanced by completing events on the game's world map; these events range from battles to story-based interactions with non-playable characters (NPCs). Due to the nonlinear gameplay of Scarlet Grace, events can be completed in any order or ignored entirely, with which events are completed impacting the narrative and later events.

The world map—divided into provinces—is represented using two-dimensional (2D) artwork, while the chosen protagonist is represented using a three-dimensional (3D) model. The types of events present are towns which house story events and vendors such as merchants and blacksmiths, transport points to different areas of the world, and battles of varying difficulty. The protagonist can also engage in "Production", a side activity where the player can initiate trade between the worlds' different regions. Taking part in Production rewards the player with materials to use in crafting. Prior to triggering a battle, the enemy's strength and loot are displayed.

Battle system

The battle system of SaGa: Scarlet Grace uses a turn-based model, with turn order influencing elements of battle.

Once a battle is triggered on the world map, the player and enemy parties face each other in a themed arena. Battles use a turn-based combat system, with each side able to perform an action per turn. The player's party is arranged in different formations which impact their abilities and tactics. Their actions are dictated by Battle Points (BP), displayed as a line of stars; depending on the amount of available BP, different actions can be taken, and those characters who cannot be assigned a move skip that turn. There are eight weapon types, each with different attributes which impact both how a character fights, how they attack different enemies, and the effectiveness of attacks against enemy types.

Each character has access to battle abilities called Techniques which cost BP to execute. During battle, player and enemy actions are displayed along the bottom of the screen as a "Timeline". Some Techniques can alter the flow of the Timeline, and some attacks can knock an enemy back, pushing their action further down the Timeline. If all characters are adjacent on the Timeline following the end of a turn, a United Attack is triggered, allowing all characters to attack. A United Attack allows actions for the next turn to cost less BP, with the amount of BP reducing further if stronger characters took part and dealt higher damage.

Each party member has health points (HP) and Life Points (LP). HP can be replenished in battle using items and varieties of healing magic, but LP cannot be replenished unless a party member is not in battle. Once a character's LP is depleted, they cannot be used in battle, with LP recovering at the rate of one LP every two completed battles. LP can also be restored in towns in exchange for materials. If the party loses all HP during a battle, the game ends. The player party can also be granted "Benison", boons gifted by the world's deities that can remove status effects, heal the party, or aid them with attacks. Activating a Benison cancels all the party's moves for one turn.

As with previous SaGa titles, raising a character's statistics and acquiring new or more powerful skills is not tied to an experience point-based leveling system. After each battle, a particular statistic is raised based both on the battle's events and which weapons and abilities were used by any particular party member. Using a Technique enough upgrades it to become more powerful, while new Techniques are unlocked by using similar Techniques. Techniques have five levels, with each level yielding more powerful effects. Weapons have a similar system, where Weapon Skills—battle actions tied to weapons—can raise their rank through usage to become more effective and cost less BP to execute, or unlock new Skills. Many Skills and ranks are tied to specific weapons. After completing each battle, players are awarded with weapons, armor, accessories and materials. Weapons and armor can be strengthened using specific materials, with the rank of blacksmiths increasing the quality of the upgrade.

Scarlet Grace is set in an unnamed land. The world worships the Celestials, a pantheon represented by the stars who gave wisdom and culture to humanity; each Celestial governs a different aspect of human life, receiving the worship of particular groups such as farmers or magicians. In ancient times, one Celestial later dubbed the Firebringer betrayed his brethren and was banished from their realm; in addition to granting humanity the gift of fire, he waged war on the other Celestials. Every 150 years, the Firebringer would appear and cause monsters to spawn across the world. Humanity united under the Empire to defend against the Firebringer. After seven battles over a thousand years of fighting, the Firebringer was destroyed. Celebrations gave way to fragmentation as the Empire turned on itself; the last Emperor was assassinated, the Empire divided by his warring sons, and seventy years prior to the game's opening it completely collapsed.

In the world following the Empire's collapse, the remaining forces have created new nations out of the Empire's provinces. They have settled into an uneasy coexistence, although attacks from magical monsters persist. The main narrative is divided between four protagonists; Urpina, Leonard, Taria and Balmaint. Urpina is a princess whose peaceful existence is torn apart when her family home comes under attack, forcing her to take up arms to rescue her brother. Leonard is a farmer seeking the legendary city of Ei-Hanum. Taria senses dangerous disturbances through her pottery and goes in pursuit of phoenixes appearing in the world. The state executioner Balmaint travels to behead his former master Sigfrei after he vows to be reborn seven times following his first execution. Each protagonist is accompanied by a variety of companions recruited along their journey.

The plot of Scarlet Grace is non-linear, with most events being missable by the player or changing depending on previously-activated events. In routes involving Sigfrei, he is revealed to be the human incarnation of the Firebringer, determined to create an age controlled by humanity. Key items across the game are the Scarlet Shards, fragments of the Firebringer's power which grant his titular "Scarlet Grace". Two significant characters are the Celestials Marigan and Macha; the respective patrons of warriors and mages, they are veterans of the battle against the Firebringer and once shared a close sibling bond. Each has some involvement with a protagonist's story, with Marigan in particular wanting to steal the Firebringer's power and set himself up as the supreme ruler of all. Each route eventually ends in a battle with the Firebringer in Ei-Hanum. In the wake of his defeat, the protagonists return to their former lives and their companions go on to different fates in a war that engulfs the land.

Series creator Akitoshi Kawazu (pictured 2007) acted as game designer and scenario writer for SaGa: Scarlet Grace.

The SaGa series had been dormant since the releases of 2002's Unlimited Saga and the remake of Romancing SaGa in 2005, both for the PlayStation 2 (PS2). Series creator and executive producer Akitoshi Kawazu's commitment to other projects within Square Enix, including the Crystal Chronicles series, prevented him from pursuing further SaGa projects. Kawazu had created a concept for Scarlet Grace some time before, but no-one in the company was willing to develop the game with him. At the same time, Square Enix staff member Yoshimitsu Inagaki noted the surge of casual mobile titles and felt challenged about what kind of game he should make next. With this in mind and following the completion of another project, Inagaki decided to revive the SaGa series, which he had worked on during production of the PS2 games. Inagaki approached Kawazu, and the two agreed to create a new SaGa game. The game was co-developed by Square Enix Business Division 3—the division then in charge of the SaGa series—and Studio Reel. The game's director was Studio Reel's Masahiro Kataoka, a former Square Enix employee who worked on the Final Fantasy and Dragon Quest series. The producer was Square Enix's Masanori Ichikawa, a self-professed fan of the SaGa series. Production began mid-2013, with Kawazu describing development as "turbulent". It was built using the Unity engine.

Scarlet Grace was first announced in December 2014 under the title "SaGa 2015" as part of the series' 25th anniversary celebrations. Its official title was revealed at the Sony press conference at the 2015 Tokyo Game Show. Instead of releasing a game demo, Square Enix restricted the game's public pre-release appearances to trade shows. The game was released in Japan on December 15, 2016, as both a standard edition and as a limited edition, which included a soundtrack album and artbook. Unlike many PlayStation Vita titles, Scarlet Grace did not support PlayStation TV as Kawazu decided to focus on optimizing performance for Vita alone. Sony and Square Enix collaborated on special edition Vita consoles themed after Scarlet Grace.

Design

Inagaki acted as the game's lead designer, while Kawazu was both game designer and scenario writer. Prior to being joined by battle designer Ikuta Yasuhiro, Kawazu deliberately avoided creating anything but rough battle design concepts, instead focusing on other aspects of the game to Inagaki's frustration. Yasuhiro was responsible for creating most of the battle system, including the data related to what enemies would appear in encounters, which was difficult as random encounters were removed from the game entirely. Many of the mechanics related to skills, weapons and enemies were inspired by Yasuhiro's love of card and board games, and his dislike of characters starting out with unfavorable weapons and abilities. The Timeline mechanic was implemented to give players greater freedom of choice during battle, while also giving them battle and turn information in a streamlined way. Developing the Timeline mechanic was challenging for the team due to the necessity of incorporating both the player party and enemies into the system. The lack of 3D dungeon environments was due to budgetary constraints, as they would have required a sizeable dedicated team.

LP and skill names were also carried over from earlier SaGa titles, although LP was changed to remove its earlier implementation of permadeath. Kawazu had pushed to change the names of returning battle moves, but the rest of the staff opposed this. During early development, navigating the world map was just a question of selecting a town or dungeon location, but it was changed to a free roaming world map to increase players' enjoyment at exploring the world and finding new locations. It was also a reaction to player complaints about a lack of character control in Unlimited Saga. Dungeons were also cut from the game entirely, with their equivalents being player-triggered events and battles on the world map. United Attack, while similar to the Collaboration attack mechanic from earlier SaGa titles, was a new creation meant to keep battles from becoming repetitive. The balance of battles and some of their stylistic elements were influenced by the long loading times, something Kawazu accepted as part of developing for the Vita. Prior to release, based on feedback from fans and players, the team worked to improve aspects of the game including shortening load times.

Similar to the Romancing SaGa series, Scarlet Grace was set in a pure fantasy setting. The concept of a scenario and game design offering maximum freedom to players was in place from the start of production. The game made use of an expanded "Free Scenario" system, first introduced in SaGa Frontier, allowing players to follow various scenarios through multiple characters. While the Empire which originally dominated the world of Scarlet Grace was based on the Roman Empire, the setting for each scenario was drawn from both Asia and Europe, the latter influence being similar to that of Romancing SaGa 2 and its sequel. Kawazu initially planned eight main characters, but during development four were cut. Urpina was designed to be an orthodox protagonist with a background typical of the series, with Kawazu comparing her to the character Albert from Romancing SaGa. Leonard was designed as a "straightforward" character, something Kawazu had never done before. Taria's artistic skills were added as such features were rare in RPG protagonists. Balmaint was intended as an unorthodox protagonist due to his profession as a headsman; although the theme of a villain reviving was fairly standard, it was rare for the protagonist to be prepared for the event. Each character's narrative was designed to be very different from one another, echoing the style of SaGa Frontier.

The characters were designed by Tomomi Kobayashi, who had designed characters for the series since Romancing SaGa and had last worked in that role for SaGa Frontier. Rather than a rough sketch idea she had worked from for earlier SaGa games, Kobayashi was given a detailed setting document by Kawazu prior to beginning work, with further input if she did not understand what she was supposed to do. Due to the varied origins of characters, Kobayashi designed their clothing based on different real-world cultures. Due to the large number of male characters, she was very forceful in her illustration to convey their strength, exhausting herself due to feeling deeply connected to each character during its creation. Kobayashi's illustrations were completed in March 2016, with her then moving on to promotional artwork. While the character models for exploration and battle were rendered in 3D, the rest of the world was designed to appear 2D, with all the artwork emulating Kobayashi's concept and character art as closely as possible. While the setting generally incorporated Western elements in its characters and architecture, the world map and many other elements were inspired by traditional Japanese paintings. The differing clothing styles of characters were Kobayashi's response to Kawazu's wish for variety rather than a conscious choice related to the game's world. The team went through an extended trial and error phase before finding a style and balance they were satisfied with. The world map design was meant to emulate the pop-up artwork from picture books.

SaGa: Scarlet Grace - Ambitions

An expanded port of the game was developed for Nintendo Switch, PlayStation 4, Microsoft Windows via Steam, Android and iOS. Titled SaGa: Scarlet Grace — Ambitions, the port features voice acting, expanded story content, additional characters and music. There were also several mechanical alterations, including reducing load times, increasing movement speed, screen resolution options and customisation for the game's graphics and gameplay. The port was released in Japan on August 2, 2018. Kawazu returned as designer, writer and lyricist. Original battle designer Yasuhiro Ikuta took on the role of director.

Production of Ambitions began in December 2016 following the original game's release. Porting to other platforms proved relatively easy due to use of the Unity engine. Kawazu said the success of Scarlet Grace was why he was able to create Ambitions. The new difficulty modifiers were inspired by similar systems Kawazu designed for Romancing SaGa: Minstral Song, while the multiple battle cry options were inspired by the voice actor options from the Dragon Age series. Kawazu was involved in how the voice acting was directed, as earlier SaGa titles had made little to no use of it. One of the biggest challenges was adapting the mobile version for touchscreen controls. As the team had not used the Vita's touch functions for the original, they had no frame of reference.

Up until 2018, all versions of Scarlet Grace were exclusive to Japan with no confirmed localization. Kawazu had expressed his wish to localize the title, with a Western release depending on the performance of the mobile port of Romancing SaGa 2 outside Japan. Kawazu later announced that a Western version was in development, although it was too early to give it a release window. The Western port was officially announced at the 2019 Electronic Entertainment Expo alongside an enhanced port of Romancing SaGa 3. Ambitions was released internationally on December 3, 2019. The localization was handled by 8-4, a small production house dedicated to video game localization who had previously worked on the Tales series and Nier. 8-4 began working on the game in mid-2018, with translation lasting just over a year.

While the SaGa series was known in the West for its non-linear gameplay, in Japan it was mainly popular due to Kawazu's narratives. 8-4's localization aimed to bring out the "unique mixture of drama and dry wit" in the script. Due to its relatable themes, the team could preserve what was already present rather than reinterpreting it for a Western audience. Each lead character was given a different accent and style of speaking to represent coming from different regions of the world. They also gave different mannerisms to the leads based on how they were written; Urpina's archaic speech in Japanese was interpreted into "low fantasy" touches for their dialogue, while Leonard was written with more modern dialogue and thus made a more straightforward personality. The workload was compared to four small-scale RPGs, with its greatest challenge being the non-linear design. Another major challenge was how the main campaign was presented, as it revealed story details in a fairly cryptic manner through NPC conversation and minstrel ballads found through the world. Urpina's story arc was described as the hardest to translate due to the variety of ways she can change. In contrast, the side quests were easy to localize as they were self-contained and well explained.

Music

The music for Scarlet Grace was composed by Kenji Ito, who first co-composed the music for Final Fantasy Legend II and was sole composer for the Romancing SaGa games and SaGa Frontier. Arrangements were done by Ito, Yoshitaka Hirota, Noriyuki Kamikura and Tsutomu Narita. Orchestral arrangements were done by Kousuke Yamashita and Natsumi Kameoka. Ito produced the soundtrack, while Hidenori Iwasaki was music director. Several tracks were performed live by the Kanagawa Philharmonic Orchestra.

Kawazu wanted the soundtrack to be different from earlier entries in the SaGa series. Ito found finalizing the game's musical image a challenge during the early stages of production. Several themes needed to be rewritten as Kawazu was dissatisfied with them. Each of the main character themes were written to reflect both their personalities and their stories. Music production had not begun in 2015, with Ito still waiting for materials from Kawazu. In total, Ito composed over forty tracks for Scarlet Grace, working in parallel with his contributions to the browser game Imperial SaGa.

The theme song, "Mune ni Kizande", was performed by Japanese soprano Ayano Nonomura. Kawazu wanted a Classical-style main theme performed with a live orchestra. Kawazu also wanted music that sounded "feminine", focusing on strings rather than brass instruments. The original theme song melody was different prior to Nonomura's involvement, but after the first demo Ito rewrote the song as the original version was wrong for Nonomura's voice. The lyrics were written by Final Fantasy XI scenario writer Yeako Sato, then fine-tuned by Kataoka, who had previously written music lyrics for Final Fantasy Crystal Chronicles. Additional contributions to the lyrics were made by Kawazu.

Ito returned to provide new music for Ambitions. While he did not create many new tracks, Ito worked at it as if he were composing for a new game. He was also very eager to create a new theme song which would play during an opening segment so all players could hear it. As the original game's music and the main visuals involving the Firebringer were present, Ito's new tracks expanded on the Fire Bringer's character theme. The new theme song for the opening movie was titled "Kudaka Reshi Hoshi". It was performed by Nonomura, with lyrics by Kawazu.

The themes "Scarlet Spider" and "Mune ni Kizande" were first performed at a concert celebrating the series' 25th anniversary. Nonomura's performance of "Mune ni Kizande" was her first time performing video game music live on stage. A two-disc soundtrack album was released in Japan on December 21, 2017.

Reception
Aggregate score
AggregatorScore
MetacriticNS: 79/100
PS4: 76/100
Review scores
PublicationScore
Famitsu32/40
Game Informer7.75/10
Nintendo World Report8.5/10
RPGFan85%
TouchArcade
RPG Site10/10

On its release, Scarlet Grace reached fourth place in Media Create's gaming charts, selling nearly 65,000 units; while low, it was noted as being a solid performance for the game. The following week, the game had dropped to fourteenth place with further sales of over 14,000 units, bringing total sales to nearly 80,000. By late January the following year, the game had sold nearly 94,000 units. The Ambitions port debuted in Japan with sales approaching 20,000 units combined for PS4 and Switch.

The Western PS4 release was positively reviewed, receiving a score of 76 points out of 100 based on eleven reviews for PS4 on review aggregator Metacritic. The Switch version received a score of 79 out of 100 based on five reviews on Metacritic. Websites TouchArcade and RPG Site both gave the game perfect scores.

Japanese gaming magazine Famitsu cited the characters and open-ended scenario structure as points of praise for the title. Game Informer's Kimberley Wallace was unimpressed by the narrative, finding the characters boring and the story lacking. David Lloyd of Nintendo World Report called the story "engaging and captivating" and praised the strength of the character interactions. TouchArcade's Shaun Musgrave found the stories serviceable if not original, but gave high praise to the localization. Alana Hagues, writing for RPGFan, found the story derivative and stated that it gave her little reason to carry on playing.

Lloyd enjoyed the music at first, but due to its repetition found it grew stale during his playtime. Hagues liked the character designs and praised the localization for holding up the weak narratives, but criticized the presentation for asset recycling. Wallace found the graphics subpar, but praised the storybook aesthetic. James Galizio of RPG Site called the music "consistently fantastic", but had mixed feelings about the visuals, due to their unconventional style. In their review of the Ambitions port, Famitsu noted the original's long loading times as an issue the new version addressed.

Famitsu enjoyed the gameplay, positively comparing it to earlier SaGa titles. In their Ambitions review, they praised the additions as promoting ease of play compared to the original, despite lacking clear tutorials. Lloyd was very positive about the battle system and its flexibility, but thought there was too little exploration for some players due to the overworld structure. Wallace gave much of her praise to the gameplay, but noted a lack of balance and unfair bosses. Musgrave said that he "could gush about the mechanics all day", saying that the game had managed to learn lessons from the release of Unlimited Saga. Hagues found the title to be far more inviting than earlier entries in the SaGa series, despite some difficulty spikes and the unconventional structure. Galizio was likewise highly positive, praising both the battle system and its additional systems and overworld design.

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  2. Hiiro no Yabou (緋色の野望, lit. "Scarlet Ambition")
  3. (胸に刻んで, lit. "Engraved On Our Hearts")
  4. (砕かれし星, lit. "Crushed Star")
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SaGa: Scarlet Grace
SaGa Scarlet Grace Language Watch Edit SaGa Scarlet Grace a is a role playing video game co developed by Square Enix and Studio Reel The twelfth entry in the SaGa series the game was published by Square Enix in 2016 for the PlayStation Vita An expanded port subtitled Ambitions b was released in 2018 in Japan and in 2019 worldwide for Android iOS Microsoft Windows Nintendo Switch and PlayStation 4 The story follows four characters pursuing separate missions across the splintered remains of a dissolved Empire central to the plot is the Firebringer a rebellious deity defeated during the Empire s height Gameplay focuses on the protagonists exploring the nonlinear world taking part in turn based battles where skill growth depends on chosen actions SaGa Scarlet GracePlayStation Vita cover art featuring main antagonist the FirebringerDeveloper s Square Enix Business Division 3 Studio ReelPublisher s Square EnixDirector s Masahiro KataokaProducer s Masanori IchikawaDesigner s Yoshimitsu Inagaki Akitoshi KawazuArtist s Tomomi KobayashiWriter s Akitoshi KawazuComposer s Kenji ItoSeriesSaGaEngineUnityPlatform s PlayStation Vita Android iOS Microsoft Windows Nintendo Switch PlayStation 4ReleasePlayStation VitaJP December 15 2016Android iOS Microsoft Windows Nintendo Switch PlayStation 4JP August 2 2018WW December 3 2019Genre s Role playingMode s Single player The game was the series first original console title since 2002 s Unlimited Saga with development beginning in 2013 to celebrate the series 25th anniversary Returning staff included series creator Akitoshi Kawazu as co designer and scenario writer artist Tomomi Kobayashi and composer Kenji Ito The team designed several aspects of the game based on player feedback from Unlimited SaGa and incorporated features from both SaGa Frontier and the Romancing SaGa games Ambitions began development following Scarlet Grace with improvements based on feedback from the original The Western version was localised by 8 4 Reception of the game was generally positive with critics praising its gameplay and design Contents 1 Gameplay 1 1 Battle system 2 Synopsis 3 Development 3 1 Design 3 2 SaGa Scarlet Grace Ambitions 3 3 Music 4 Reception 5 Notes 6 References 7 External linksGameplay EditSaGa Scarlet Grace is a role playing video game in which players take control of four different protagonists through separate scenarios each character can pick up a group of followers with up to four joining them in battle Prior to starting the game the player is asked a series of questions the answers allow the game to recommend which character to start with and impact their statistics 1 2 The core narrative is advanced by completing events on the game s world map these events range from battles to story based interactions with non playable characters NPCs Due to the nonlinear gameplay of Scarlet Grace events can be completed in any order or ignored entirely with which events are completed impacting the narrative and later events 3 4 The world map divided into provinces is represented using two dimensional 2D artwork while the chosen protagonist is represented using a three dimensional 3D model 3 5 The types of events present are towns which house story events and vendors such as merchants and blacksmiths transport points to different areas of the world and battles of varying difficulty 2 5 The protagonist can also engage in Production a side activity where the player can initiate trade between the worlds different regions Taking part in Production rewards the player with materials to use in crafting 2 Prior to triggering a battle the enemy s strength and loot are displayed 6 Battle system Edit The battle system of SaGa Scarlet Grace uses a turn based model with turn order influencing elements of battle Once a battle is triggered on the world map the player and enemy parties face each other in a themed arena Battles use a turn based combat system with each side able to perform an action per turn The player s party is arranged in different formations which impact their abilities and tactics Their actions are dictated by Battle Points BP displayed as a line of stars depending on the amount of available BP different actions can be taken and those characters who cannot be assigned a move skip that turn 3 7 There are eight weapon types each with different attributes which impact both how a character fights how they attack different enemies and the effectiveness of attacks against enemy types 8 Each character has access to battle abilities called Techniques which cost BP to execute During battle player and enemy actions are displayed along the bottom of the screen as a Timeline Some Techniques can alter the flow of the Timeline and some attacks can knock an enemy back pushing their action further down the Timeline 3 7 If all characters are adjacent on the Timeline following the end of a turn a United Attack is triggered allowing all characters to attack A United Attack allows actions for the next turn to cost less BP with the amount of BP reducing further if stronger characters took part and dealt higher damage 9 Each party member has health points HP and Life Points LP HP can be replenished in battle using items and varieties of healing magic but LP cannot be replenished unless a party member is not in battle Once a character s LP is depleted they cannot be used in battle with LP recovering at the rate of one LP every two completed battles LP can also be restored in towns in exchange for materials If the party loses all HP during a battle the game ends 10 The player party can also be granted Benison boons gifted by the world s deities that can remove status effects heal the party or aid them with attacks Activating a Benison cancels all the party s moves for one turn 11 As with previous SaGa titles raising a character s statistics and acquiring new or more powerful skills is not tied to an experience point based leveling system After each battle a particular statistic is raised based both on the battle s events and which weapons and abilities were used by any particular party member Using a Technique enough upgrades it to become more powerful while new Techniques are unlocked by using similar Techniques Techniques have five levels with each level yielding more powerful effects Weapons have a similar system where Weapon Skills battle actions tied to weapons can raise their rank through usage to become more effective and cost less BP to execute or unlock new Skills Many Skills and ranks are tied to specific weapons 3 7 12 After completing each battle players are awarded with weapons armor accessories and materials Weapons and armor can be strengthened using specific materials with the rank of blacksmiths increasing the quality of the upgrade 6 Synopsis EditScarlet Grace is set in an unnamed land The world worships the Celestials a pantheon represented by the stars who gave wisdom and culture to humanity each Celestial governs a different aspect of human life receiving the worship of particular groups such as farmers or magicians 13 14 In ancient times one Celestial later dubbed the Firebringer betrayed his brethren and was banished from their realm in addition to granting humanity the gift of fire he waged war on the other Celestials 14 15 Every 150 years the Firebringer would appear and cause monsters to spawn across the world Humanity united under the Empire to defend against the Firebringer After seven battles over a thousand years of fighting the Firebringer was destroyed Celebrations gave way to fragmentation as the Empire turned on itself the last Emperor was assassinated the Empire divided by his warring sons and seventy years prior to the game s opening it completely collapsed 14 In the world following the Empire s collapse the remaining forces have created new nations out of the Empire s provinces They have settled into an uneasy coexistence although attacks from magical monsters persist 14 16 The main narrative is divided between four protagonists Urpina Leonard Taria and Balmaint Urpina is a princess whose peaceful existence is torn apart when her family home comes under attack forcing her to take up arms to rescue her brother Leonard is a farmer seeking the legendary city of Ei Hanum Taria senses dangerous disturbances through her pottery and goes in pursuit of phoenixes appearing in the world The state executioner Balmaint travels to behead his former master Sigfrei after he vows to be reborn seven times following his first execution 1 13 Each protagonist is accompanied by a variety of companions recruited along their journey 1 The plot of Scarlet Grace is non linear with most events being missable by the player or changing depending on previously activated events 17 In routes involving Sigfrei he is revealed to be the human incarnation of the Firebringer determined to create an age controlled by humanity Key items across the game are the Scarlet Shards fragments of the Firebringer s power which grant his titular Scarlet Grace 15 Two significant characters are the Celestials Marigan and Macha the respective patrons of warriors and mages they are veterans of the battle against the Firebringer and once shared a close sibling bond 18 19 Each has some involvement with a protagonist s story with Marigan in particular wanting to steal the Firebringer s power and set himself up as the supreme ruler of all Each route eventually ends in a battle with the Firebringer in Ei Hanum In the wake of his defeat the protagonists return to their former lives and their companions go on to different fates in a war that engulfs the land 15 Development Edit Series creator Akitoshi Kawazu pictured 2007 acted as game designer and scenario writer for SaGa Scarlet Grace The SaGa series had been dormant since the releases of 2002 s Unlimited Saga and the remake of Romancing SaGa in 2005 both for the PlayStation 2 PS2 20 Series creator and executive producer Akitoshi Kawazu s commitment to other projects within Square Enix including the Crystal Chronicles series prevented him from pursuing further SaGa projects 21 Kawazu had created a concept for Scarlet Grace some time before but no one in the company was willing to develop the game with him At the same time Square Enix staff member Yoshimitsu Inagaki noted the surge of casual mobile titles and felt challenged about what kind of game he should make next With this in mind and following the completion of another project Inagaki decided to revive the SaGa series which he had worked on during production of the PS2 games Inagaki approached Kawazu and the two agreed to create a new SaGa game 20 The game was co developed by Square Enix Business Division 3 the division then in charge of the SaGa series and Studio Reel 22 23 The game s director was Studio Reel s Masahiro Kataoka a former Square Enix employee who worked on the Final Fantasy and Dragon Quest series 23 The producer was Square Enix s Masanori Ichikawa a self professed fan of the SaGa series 24 Production began mid 2013 with Kawazu describing development as turbulent 20 It was built using the Unity engine 25 Scarlet Grace was first announced in December 2014 under the title SaGa 2015 as part of the series 25th anniversary celebrations 26 Its official title was revealed at the Sony press conference at the 2015 Tokyo Game Show 27 Instead of releasing a game demo Square Enix restricted the game s public pre release appearances to trade shows 4 The game was released in Japan on December 15 2016 as both a standard edition and as a limited edition which included a soundtrack album and artbook Unlike many PlayStation Vita titles Scarlet Grace did not support PlayStation TV as Kawazu decided to focus on optimizing performance for Vita alone 28 Sony and Square Enix collaborated on special edition Vita consoles themed after Scarlet Grace 29 Design Edit Inagaki acted as the game s lead designer while Kawazu was both game designer and scenario writer Prior to being joined by battle designer Ikuta Yasuhiro Kawazu deliberately avoided creating anything but rough battle design concepts instead focusing on other aspects of the game to Inagaki s frustration Yasuhiro was responsible for creating most of the battle system including the data related to what enemies would appear in encounters which was difficult as random encounters were removed from the game entirely Many of the mechanics related to skills weapons and enemies were inspired by Yasuhiro s love of card and board games and his dislike of characters starting out with unfavorable weapons and abilities 20 The Timeline mechanic was implemented to give players greater freedom of choice during battle while also giving them battle and turn information in a streamlined way Developing the Timeline mechanic was challenging for the team due to the necessity of incorporating both the player party and enemies into the system 24 The lack of 3D dungeon environments was due to budgetary constraints as they would have required a sizeable dedicated team 30 LP and skill names were also carried over from earlier SaGa titles although LP was changed to remove its earlier implementation of permadeath Kawazu had pushed to change the names of returning battle moves but the rest of the staff opposed this During early development navigating the world map was just a question of selecting a town or dungeon location but it was changed to a free roaming world map to increase players enjoyment at exploring the world and finding new locations It was also a reaction to player complaints about a lack of character control in Unlimited Saga Dungeons were also cut from the game entirely with their equivalents being player triggered events and battles on the world map 24 United Attack while similar to the Collaboration attack mechanic from earlier SaGa titles was a new creation meant to keep battles from becoming repetitive The balance of battles and some of their stylistic elements were influenced by the long loading times something Kawazu accepted as part of developing for the Vita 31 Prior to release based on feedback from fans and players the team worked to improve aspects of the game including shortening load times 32 Similar to the Romancing SaGa series Scarlet Grace was set in a pure fantasy setting 4 The concept of a scenario and game design offering maximum freedom to players was in place from the start of production 20 The game made use of an expanded Free Scenario system first introduced in SaGa Frontier allowing players to follow various scenarios through multiple characters 4 33 While the Empire which originally dominated the world of Scarlet Grace was based on the Roman Empire the setting for each scenario was drawn from both Asia and Europe the latter influence being similar to that of Romancing SaGa 2 and its sequel Kawazu initially planned eight main characters but during development four were cut Urpina was designed to be an orthodox protagonist with a background typical of the series with Kawazu comparing her to the character Albert from Romancing SaGa Leonard was designed as a straightforward character something Kawazu had never done before Taria s artistic skills were added as such features were rare in RPG protagonists Balmaint was intended as an unorthodox protagonist due to his profession as a headsman although the theme of a villain reviving was fairly standard it was rare for the protagonist to be prepared for the event Each character s narrative was designed to be very different from one another echoing the style of SaGa Frontier 24 The characters were designed by Tomomi Kobayashi who had designed characters for the series since Romancing SaGa and had last worked in that role for SaGa Frontier Rather than a rough sketch idea she had worked from for earlier SaGa games Kobayashi was given a detailed setting document by Kawazu prior to beginning work with further input if she did not understand what she was supposed to do 34 Due to the varied origins of characters Kobayashi designed their clothing based on different real world cultures Due to the large number of male characters she was very forceful in her illustration to convey their strength exhausting herself due to feeling deeply connected to each character during its creation 35 Kobayashi s illustrations were completed in March 2016 with her then moving on to promotional artwork 36 While the character models for exploration and battle were rendered in 3D the rest of the world was designed to appear 2D with all the artwork emulating Kobayashi s concept and character art as closely as possible While the setting generally incorporated Western elements in its characters and architecture the world map and many other elements were inspired by traditional Japanese paintings 20 The differing clothing styles of characters were Kobayashi s response to Kawazu s wish for variety rather than a conscious choice related to the game s world 24 The team went through an extended trial and error phase before finding a style and balance they were satisfied with 20 The world map design was meant to emulate the pop up artwork from picture books 31 SaGa Scarlet Grace Ambitions Edit An expanded port of the game was developed for Nintendo Switch PlayStation 4 Microsoft Windows via Steam Android and iOS Titled SaGa Scarlet Grace Ambitions the port features voice acting expanded story content additional characters and music 37 There were also several mechanical alterations including reducing load times increasing movement speed screen resolution options and customisation for the game s graphics and gameplay 38 The port was released in Japan on August 2 2018 39 Kawazu returned as designer writer and lyricist Original battle designer Yasuhiro Ikuta took on the role of director 25 Production of Ambitions began in December 2016 following the original game s release Porting to other platforms proved relatively easy due to use of the Unity engine 25 Kawazu said the success of Scarlet Grace was why he was able to create Ambitions 30 The new difficulty modifiers were inspired by similar systems Kawazu designed for Romancing SaGa Minstral Song while the multiple battle cry options were inspired by the voice actor options from the Dragon Age series Kawazu was involved in how the voice acting was directed as earlier SaGa titles had made little to no use of it 25 One of the biggest challenges was adapting the mobile version for touchscreen controls As the team had not used the Vita s touch functions for the original they had no frame of reference 30 Up until 2018 all versions of Scarlet Grace were exclusive to Japan with no confirmed localization Kawazu had expressed his wish to localize the title with a Western release depending on the performance of the mobile port of Romancing SaGa 2 outside Japan 40 41 Kawazu later announced that a Western version was in development although it was too early to give it a release window 42 The Western port was officially announced at the 2019 Electronic Entertainment Expo alongside an enhanced port of Romancing SaGa 3 43 Ambitions was released internationally on December 3 2019 44 The localization was handled by 8 4 a small production house dedicated to video game localization who had previously worked on the Tales series and Nier 17 45 8 4 began working on the game in mid 2018 with translation lasting just over a year 17 While the SaGa series was known in the West for its non linear gameplay in Japan it was mainly popular due to Kawazu s narratives 8 4 s localization aimed to bring out the unique mixture of drama and dry wit in the script 17 Due to its relatable themes the team could preserve what was already present rather than reinterpreting it for a Western audience 45 Each lead character was given a different accent and style of speaking to represent coming from different regions of the world 17 They also gave different mannerisms to the leads based on how they were written Urpina s archaic speech in Japanese was interpreted into low fantasy touches for their dialogue while Leonard was written with more modern dialogue and thus made a more straightforward personality 45 The workload was compared to four small scale RPGs with its greatest challenge being the non linear design Another major challenge was how the main campaign was presented as it revealed story details in a fairly cryptic manner through NPC conversation and minstrel ballads found through the world Urpina s story arc was described as the hardest to translate due to the variety of ways she can change In contrast the side quests were easy to localize as they were self contained and well explained 17 Music Edit Main article Music of the SaGa series The music for Scarlet Grace was composed by Kenji Ito who first co composed the music for Final Fantasy Legend II and was sole composer for the Romancing SaGa games and SaGa Frontier 46 Arrangements were done by Ito Yoshitaka Hirota Noriyuki Kamikura and Tsutomu Narita Orchestral arrangements were done by Kousuke Yamashita and Natsumi Kameoka 47 48 Ito produced the soundtrack while Hidenori Iwasaki was music director Several tracks were performed live by the Kanagawa Philharmonic Orchestra 47 Kawazu wanted the soundtrack to be different from earlier entries in the SaGa series Ito found finalizing the game s musical image a challenge during the early stages of production Several themes needed to be rewritten as Kawazu was dissatisfied with them Each of the main character themes were written to reflect both their personalities and their stories 31 49 Music production had not begun in 2015 with Ito still waiting for materials from Kawazu 50 In total Ito composed over forty tracks for Scarlet Grace working in parallel with his contributions to the browser game Imperial SaGa 48 The theme song Mune ni Kizande c was performed by Japanese soprano Ayano Nonomura 46 Kawazu wanted a Classical style main theme performed with a live orchestra Kawazu also wanted music that sounded feminine focusing on strings rather than brass instruments 49 The original theme song melody was different prior to Nonomura s involvement but after the first demo Ito rewrote the song as the original version was wrong for Nonomura s voice 48 The lyrics were written by Final Fantasy XI scenario writer Yeako Sato then fine tuned by Kataoka who had previously written music lyrics for Final Fantasy Crystal Chronicles Additional contributions to the lyrics were made by Kawazu 48 49 Ito returned to provide new music for Ambitions 37 While he did not create many new tracks Ito worked at it as if he were composing for a new game He was also very eager to create a new theme song which would play during an opening segment so all players could hear it 51 As the original game s music and the main visuals involving the Firebringer were present Ito s new tracks expanded on the Fire Bringer s character theme 52 The new theme song for the opening movie was titled Kudaka Reshi Hoshi d It was performed by Nonomura with lyrics by Kawazu 53 The themes Scarlet Spider and Mune ni Kizande were first performed at a concert celebrating the series 25th anniversary Nonomura s performance of Mune ni Kizande was her first time performing video game music live on stage 46 A two disc soundtrack album was released in Japan on December 21 2017 54 Reception EditReceptionAggregate scoreAggregatorScoreMetacriticNS 79 100 55 PS4 76 100 56 Review scoresPublicationScoreFamitsu32 40 57 58 Game Informer7 75 10 59 Nintendo World Report8 5 10 5 RPGFan85 60 TouchArcade 61 RPG Site10 10 2 On its release Scarlet Grace reached fourth place in Media Create s gaming charts selling nearly 65 000 units while low it was noted as being a solid performance for the game 62 The following week the game had dropped to fourteenth place with further sales of over 14 000 units bringing total sales to nearly 80 000 63 By late January the following year the game had sold nearly 94 000 units 64 The Ambitions port debuted in Japan with sales approaching 20 000 units combined for PS4 and Switch 65 The Western PS4 release was positively reviewed receiving a score of 76 points out of 100 based on eleven reviews for PS4 on review aggregator Metacritic 56 The Switch version received a score of 79 out of 100 based on five reviews on Metacritic 55 Websites TouchArcade and RPG Site both gave the game perfect scores 2 61 Japanese gaming magazine Famitsu cited the characters and open ended scenario structure as points of praise for the title 57 Game Informer s Kimberley Wallace was unimpressed by the narrative finding the characters boring and the story lacking 59 David Lloyd of Nintendo World Report called the story engaging and captivating and praised the strength of the character interactions 5 TouchArcade s Shaun Musgrave found the stories serviceable if not original but gave high praise to the localization 61 Alana Hagues writing for RPGFan found the story derivative and stated that it gave her little reason to carry on playing 60 Lloyd enjoyed the music at first but due to its repetition found it grew stale during his playtime 5 Hagues liked the character designs and praised the localization for holding up the weak narratives but criticized the presentation for asset recycling 60 Wallace found the graphics subpar but praised the storybook aesthetic 59 James Galizio of RPG Site called the music consistently fantastic but had mixed feelings about the visuals due to their unconventional style 2 In their review of the Ambitions port Famitsu noted the original s long loading times as an issue the new version addressed 66 Famitsu enjoyed the gameplay positively comparing it to earlier SaGa titles 57 In their Ambitions review they praised the additions as promoting ease of play compared to the original despite lacking clear tutorials 66 Lloyd was very positive about the battle system and its flexibility but thought there was too little exploration for some players due to the overworld structure 5 Wallace gave much of her praise to the gameplay but noted a lack of balance and unfair bosses 59 Musgrave said that he could gush about the mechanics all day saying that the game had managed to learn lessons from the release of Unlimited Saga 61 Hagues found the title to be far more inviting than earlier entries in the SaGa series despite some difficulty spikes and the unconventional structure 60 Galizio was likewise highly positive praising both the battle system and its additional systems and overworld design 2 Notes Edit Saga Sukaretto Gureisu Japanese サガ スカーレット グレイス Hiiro no Yabou 緋色の野望 lit Scarlet Ambition 胸に刻んで lit Engraved On Our Hearts 砕かれし星 lit Crushed Star References Edit a b c サガ スカーレット グレイス 主人公たちのプロローグと物語を彩る登場人物たちを紹介 特集第2回 PlayStation Blog in Japanese 2016 11 30 Archived from the original on 2017 12 23 Retrieved 2017 12 24 a b c d e f g Galizio James 2019 12 12 SaGa Scarlet Grace Ambitions Review RPG Site Archived from the original on 2019 12 12 Retrieved 2019 12 19 a b c d e 圧倒的自由度が魅力 サガ スカーレット グレイス で自分だけの物語を紡ぐ 特集第1回 PlayStation Blog in Japanese 2016 11 22 Archived from the original on 2017 12 24 Retrieved 2017 12 24 a b c d Romano Sal 2016 09 14 SaGa Scarlet Grace introduces main characters and systems Gematsu Archived from the original on 2016 11 18 Retrieved 2017 12 24 a b c d e f Lloyd David 2019 12 16 SaGa Scarlet Grace Ambitions Switch Review Nintendo World Report Archived from the original on 2019 12 17 Retrieved 2019 12 19 a b サガ スカーレット グレイス 装備強化 素材 SaGa Scarlet Grace Website in Japanese Archived from the original on 2017 09 25 Retrieved 2017 12 24 a b c サガ スカーレット グレイス の戦略的バトルがやっぱりおもしろい レビューで詳解 特集第3回 PlayStation Blog in Japanese 2016 12 07 Archived from the original on 2017 12 23 Retrieved 2017 12 24 サガ スカーレット グレイス 武器 SaGa Scarlet Grace Website in Japanese Archived from the original on 2017 09 25 Retrieved 2017 12 24 サガ スカーレット グレイス 連撃 バンプ SaGa Scarlet Grace Website in Japanese Archived from the original on 2017 12 23 Retrieved 2017 12 24 サガ スカーレット グレイス LP HP回復 SaGa Scarlet Grace Website in Japanese Archived from the original on 2017 09 25 Retrieved 2017 12 24 サガ スカーレット グレイス 恩寵 SaGa Scarlet Grace Website in Japanese Archived from the original on 2017 09 25 Retrieved 2017 12 24 サガ スカーレット グレイス スキルレベル ランクアップ SaGa Scarlet Grace Website in Japanese Archived from the original on 2017 09 25 Retrieved 2017 12 24 a b Arnold Cory 2016 09 19 SaGa Scarlet Grace details main characters systems and world Gematsu Archived from the original on 2016 09 19 Retrieved 2017 12 24 a b c d サガ スカーレット グレイス ストーリー SaGa Scarlet Grace Website in Japanese Archived from the original on 2017 09 25 Retrieved 2017 12 24 a b c Square Enix Studio Reel 2019 12 03 Saga Scarlet Grace Ambitions Nintendo Switch PlayStation 4 Microsoft Windows Android iOS Square Enix サガ スカーレット グレイス 帝都 州 辺境州 SaGa Scarlet Grace Website in Japanese Archived from the original on 2016 12 25 Retrieved 2017 12 24 a b c d e f Lada Jenni 2019 12 10 8 4 Talks About SaGa Scarlet Grace Ambitions Avante garde Nature and Localization Siliconera Archived from the original on 2019 12 10 Retrieved 2019 12 10 サガ スカーレット グレイス 戦技の神 マリガン神 SaGa Scarlet Grace Website in Japanese Archived from the original on 2017 09 25 Retrieved 2017 12 24 サガ スカーレット グレイス 魔術の女神 ヴァッハ神 SaGa Scarlet Grace Website in Japanese Archived from the original on 2017 09 25 Retrieved 2017 12 24 a b c d e f g 河津氏がRPGを見つめ直し 再定義した新たな サガ とは サガ スカーレット グレイス 開発スタッフインタビュー Famitsu in Japanese 2017 01 27 Archived from the original on 2017 11 23 Retrieved 2017 12 24 新作 SAGA2015 仮称 発表記念 河津秋敏氏が振り返る サガ シリーズ25年の思い出 Dengeki Online in Japanese 2015 01 22 Archived from the original on 2018 07 21 Retrieved 2018 09 12 第3ビジネス ディビジョン Square Enix in Japanese Archived from the original on 2017 06 06 Retrieved 2017 12 24 a b 会社情報 studio R E E L Studio Reel in Japanese Archived from the original on 2017 06 10 Retrieved 2017 12 24 a b c d e サガ スカーレット グレイス 河津氏 市川氏インタビュー 異端 なシリーズの最新作が提示する 新しいRPGの形とは Famitsu in Japanese 2016 09 23 Archived from the original on 2016 10 29 Retrieved 2017 12 24 a b c d サガ スカーレット グレイス 緋色の野望 UIもボイスもバランス調整も 尋常ではないこだわりっぷり 開発スタッフインタビュー Famitsu in Japanese 2018 09 25 Archived from the original on 2018 09 26 Retrieved 2019 05 21 Ike Sato 2014 12 14 SaGa 2015 Announced For PlayStation Vita Siliconera Archived from the original on 2017 06 06 Retrieved 2017 12 25 Frank Allegra 2015 09 15 SaGa Scarlet Grace coming to Vita next year Polygon Archived from the original on 2017 04 22 Retrieved 2017 12 25 Romano Sal 2016 09 13 SaGa Scarlet Grace launches December 15 in Japan Gematsu Archived from the original on 2017 01 16 Retrieved 2017 12 25 Hindman Heath 2016 10 24 Vita RPG SaGa Scarlet Grace Gets Colorful Special Hardware PlayStation Lifestyle Archived from the original on 2016 10 27 Retrieved 2017 12 25 a b c サガ スカーレット グレイス 緋色の野望 インタビュー 独特なプレイ感を持つRPGはどのようにして生まれたのかを聞いた 4Gamer net in Japanese 2018 08 01 Archived from the original on 2019 05 14 Retrieved 2019 05 21 a b c 電撃PS サガ スカーレット グレイス インタビュー 河津秋敏氏 伊藤賢治氏が語る制作の裏側 Dengeki Online in Japanese 2016 09 26 Archived from the original on 2017 07 01 Retrieved 2017 12 24 Romano Sal 2016 09 23 Square Enix working to reduce SaGa Scarlet Grace load times Gematsu Archived from the original on 2016 09 26 Retrieved 2017 12 25 SAGA2015 仮題 は ふつうのロープレ を目指して開発中 SQEX河津秋敏氏インタビュー サガ シリーズ25周年記念企画 Famitsu in Japanese 2015 01 21 p 3 Archived from the original on 2016 10 01 Retrieved 2017 12 24 色鮮やかな サガ のキャラクターたちはどのように生み出されるのか 小林智美氏インタビュー サガ シリーズ25周年記念企画 Famitsu in Japanese 2015 01 20 p 3 Archived from the original on 2016 03 07 Retrieved 2017 12 24 Wong Alistair 2018 09 28 SaGa Series Character Designer Talks About Designing Characters For SaGa Scarlet Grace Siliconera Archived from the original on 2018 09 29 Retrieved 2018 09 29 Ike Sato 2016 03 15 SaGa Scarlet Grace s Character Designs Are Now Complete Siliconera Archived from the original on 2016 11 05 Retrieved 2017 12 24 a b Romano Sal 2018 03 08 SaGa Scarlet Grace coming to PS4 Switch PC and smartphones Gematsu Archived from the original on 2018 03 09 Retrieved 2018 03 09 Romano Sal 2018 04 25 SaGa Scarlet Grace for PS4 Switch PC and smartphones debut trailer details and screenshots Gematsu Archived from the original on 2019 02 14 Retrieved 2019 05 21 Romano Sal 2018 04 24 SaGa Scarlet Grace for PS4 Switch PC and smartphones launches August 2 in Japan Update Gematsu Archived from the original on 2019 02 18 Retrieved 2019 05 21 Donaldson Alex 2017 12 08 Square Enix explains why after 25 years cult classic Romancing SaGa 2 is heading West for the first time VG247 Archived from the original on 2017 12 08 Retrieved 2017 12 25 Schreier Jason 2017 12 19 SaGa Frontier Director Says Ending In The Middle Of The Final Boss Was Intentional Kotaku Archived from the original on 2017 12 19 Retrieved 2017 12 25 Romano Sal 2018 04 25 SaGa Scarlet Grace English version in development Gematsu Archived from the original on 2018 04 26 Retrieved 2018 04 26 Stanichar 2019 06 11 Romancing Saga 3 And Saga Scarlet Grace Ambitions Head To The West Game Informer Archived from the original on 2019 06 12 Retrieved 2019 06 12 Romano Sal 2019 09 11 SaGa Scarlet Grace Ambitions launches December 3 in the west Gematsu Archived from the original on 2019 11 07 Retrieved 2019 11 07 a b c Mior Lisa 2020 01 07 Bringing Saga Scarlet Grace Ambitions To The West CGMag Online Archived from the original on 2020 01 08 Retrieved 2020 01 08 a b c サガ オーケストラコンサート2016 では 最新作 サガ スカーレット グレイス の楽曲も 歴代作曲家陣のトークも楽しめた東京公演の模様をレポート 4Gamer net in Japanese 2016 11 25 Archived from the original on 2017 07 14 Retrieved 2017 12 24 a b Kenji Ito 2016 12 21 SaGa Scarlet Grace liner notes in Japanese Square Enix SQEX 10582 3 Retrieved on 2018 02 24 a b c d サガ スカーレット グレイス オーケストラの豪華な生演奏に大興奮 楽曲収録現場に潜入 Dengeki Online in Japanese 2016 10 31 Archived from the original on 2017 06 09 Retrieved 2017 12 24 a b c 伊藤賢治氏と河津秋敏氏が本気で向き合った サガ スカーレット グレイス の音楽とは ロングインタビューをお届け Famitsu in Japanese 2017 01 27 Archived from the original on 2017 11 24 Retrieved 2017 12 24 サガ は自分にとっての学校 SAGA2015 仮題 は学びを経て挑む集大成 伊藤賢治氏インタビュー サガ シリーズ25周年記念企画 Famitsu in Japanese 2015 01 19 p 3 Archived from the original on 2016 05 17 Retrieved 2017 12 24 サ ガ2 秘宝伝説 いま振り返る ゲームボーイ時代の音楽 河津秋敏氏 伊藤賢治氏インタビュー Famitsu in Japanese 2018 09 22 Archived from the original on 2019 05 17 Retrieved 2012 01 08 Fuller Alex 2019 11 25 Square Enix Interviews SaGa s Tomomi Kobayashi Kenji Ito RPGamer Archived from the original on 2019 11 28 Retrieved 2020 01 08 サガ スカーレット グレイス 緋色の野望 OP映像公開 新主題歌は野々村彩乃が歌う 砕かれし星 Famitsu in Japanese 2018 05 09 Archived from the original on 2018 05 09 Retrieved 2018 05 09 Ike Sato 2016 10 28 SaGa Scarlet Grace Is Getting A 40 Track OST By Kenji Ito On December 21 Siliconera Archived from the original on 2017 06 04 Retrieved 2017 12 24 a b SaGa Scarlet Grace Ambitions for Switch Reviews Metacritic CBS Interactive Retrieved 2020 01 11 a b SaGa Scarlet Grace Ambitions for PlayStation 4 Reviews Metacritic CBS Interactive Retrieved 2020 01 07 a b c PSV サガ スカーレット グレイス Famitsu in Japanese Archived from the original on 2017 12 22 Retrieved 2017 12 24 Romano Sal 2018 07 24 Famitsu Review Scores Issue 1547 Gematsu Archived from the original on 2020 01 13 Retrieved 2020 03 27 a b c d Wallace Kimberley 2020 01 08 SaGa Scarlet Grace Ambitions Review A Refreshing Yet Flawed Adventure Game Informer Archived from the original on 2020 01 12 Retrieved 2020 03 26 a b c d Hagues Alana 2019 12 22 SaGa Scarlet Grace Ambitions Review RPGFan Archived from the original on 2019 12 29 Retrieved 2019 12 29 a b c d Musgrave Shaun 2019 12 27 SaGa Scarlet Grace Ambitions Review Amazing Grace How Sweet the Sound TouchArcade Archived from the original on 2019 12 28 Retrieved 2019 12 29 Ike Sato 2016 12 23 This Week In Sales Yo kai Watch 3 Cooks Up Its Sukiyaki Version Siliconera Archived from the original on 2016 12 24 Retrieved 2017 12 25 Ike Sato 2016 12 30 This Week In Sales Pokemon Sun amp Moon Closes Out The Year On Top Siliconera Archived from the original on 2017 06 05 Retrieved 2017 12 25 週間ソフト販売ランキング TOP50 グラビティデイズ2 13 2万本で1位に 1月16日 22日 Dengeki Online in Japanese 2017 01 26 Archived from the original on 2017 02 02 Retrieved 2017 12 25 世界樹の迷宮X 約7万2000本 プロ野球 ファミスタ エボリューション 約4万3000本の ゲームソフト週間販売ランキング 4Gamer net in Japanese 2018 08 08 Archived from the original on 2020 01 13 Retrieved 2020 03 27 a b サガ スカーレット グレイス 緋色の野望のレビュー 評価 感想 Famitsu in Japanese Archived from the original on 2020 01 13 Retrieved 2020 03 27 External links EditOfficial website in Japanese Retrieved from https en wikipedia org w index php title SaGa Scarlet Grace amp oldid 1048697165, wikipedia, wiki, book,

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