Makai Toushi SaGa 0 ▲ birthbydrip 2 hours ago · Gaming · hide · 0 comments Segmented mini-scenarios had existed prior in role-playing games, such as a series of individual town narratives in Dragon Quest or a variety of non-linear objectives in Ultima, but SaGa presents sketches of four separate quests entirely, bound together by an anonymous central tower. A mundane start in a sword-and-sorcery setting gives way to a steamy island-hopping locale, each with a laconic cast of characters that mostly stay out of the protagonist’s way. This changes towards something more plot-driven in the grand rebellion narrative hinted at in the third area’s brief dialogue snippets, which would signal a downturn for a game without the scope to answer such ambitions if it weren’t for the fourth area. Here, the game finally characterizes the setting itself — a barren post-apocalypse, constantly under siege by the god-like bird Su-Zaku — in ways the limitless exploration of the previous areas couldn’t muster. When the protagonists enter the world, they’re repeatedly assaulted by… No comments yet. Log in to reply on the Fediverse. Comments will appear here.