
1995; Quintet Co., Ltd.
★★★
Quintet's efforts have always been overlooked, but never because their quality was lacking. Okay, maybe Robotrek wasn't so great and Actraiser 2 was a disappointment, but every other game this company put out in the 16-bit age was a masterpiece. There was Actraiser, the first great non-Nintendo developed title for the SNES, but the company's Soul Blazer trilogy was their true masterpiece (and the only other games they made for the system). None of the three games were tied beyond obscure connections, themes, and presentation--with Illusion of Gaia and Terranigma often being called "spiritual" sequels to Soul Blazer. The most important thing these games had in common, however, was quality and innovation. After 2 of the best games of their respective generation, Quintet put out the perfect swansong of the SNES and the classic RPG-Adventure genre.
Where Final Fantasy VI pushed the SNES hardware to its max potential and felt perfect on the platform, Terranigma aims for the same ambitions but fails to deliver on its promise due to the limits of it's generation. This is not a complaint of the game, as much as it is a testament to it's massive scale and aspirations. The game begins as an underwhelming take on Soul Blazer, as you essentially revive a dead world by battling your way through 5 unimaginative dungeons. After the first act of four, the game becomes the true successor to Illusion of Gaia as you travel a world filled with color and variety. By the third act, Terranigma truly becomes a adventure beyond compare. The blessing and curse of the game is that it perfects many elements of Quintets previous games, but ultimately fails to mold them into a cohesive whole like it's predecessors.

As I said, the first part of the game feels a aesthetically dull when compared to the rest of the game or previous Quintet games. There are two things that redeem it and make the rest of the game an enjoyable experience: the gameplay and the music. Where I thought Illusions of Gaia was on an equal level of Zelda's fighting, Terrangima completely surpasses both. The game has, easily, the most fluid and fun fighting of any RPG-adventure. The controls are pitch perfect and the game rewards you for your progression. In many ways, I feel Terrangima is to A Link to the Past as Castlevania: Symphony of the Night was to Super Metroid: it's a game that loses some of Nintendo's level design charm, but perfects everything else wrong with it. Where Zelda gives you no incentive to fight or search for secrets, Quintet observed this problem and implemented a very satisfying experience system so you can level up. Furthermore, the game offers you stores where you can buy items that actually matter. Even better is the game's social economy, which, while primitive, lets you interact and effect the game world in a way that was way ahead of its time.

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