EverGrace and the Concept of Breathing

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Originally released on April 27th, 2000, the video game EverGrace (エヴァーグレイス) is a role playing game released for the PlayStation 2 early in the console's life. In spite of the game promising then-impressive features such as armours and weapons changing your character's in-game appearance, EverGrace released to little fanfare and has generally been forgotten with the passage of time. While the game may not have been a runaway success, it succeeded in a far more important category - being a thoughtful, intriguing work of art.
Upon starting the game, you are greeted with a lack of comprehension. Autumn leaves ascend to the heavens on steady winds while the sky calmly stretches to infinity. The voices of humans, androgynous all, seem to clamour, moan, sing sweetly, and perhaps most importantly, breathe. EverGrace introduces to you what will be your entire experience with the game in just a few moments on the title screen.

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Once control is given to the player, the player realises that they are drowning. Ironically, the sky above the water's surface is the ocean, with the player submerged in what feels like endless autumn forests. Intentionally endless they feel - unless you speak to an NPC tucked into a corner of the map multiple times, the player will find themselves making great circles, traveling far but eventually ending up where they began their journey. The dialogue delivered during these opening moments of the game matches the landscape well - it is unusual, alien, and cryptic. Accompanying the player as they step into and through this autumnal kaleidoscope of orange and green are countless, equally kaleidoscopic voices.

As if to greet the player upon their initial exploration of the forests, the music in the area opens with an almost sensual, welcoming moan. As if to match the initial steps of the player, the music begins with a strong, traditional melody. As if to match the footfalls of a gradually more hesitant, lost, and confused player, the music waivers like a tree in a storm winds. The voices return to the background music, moaning, singing, breathlessly chanting, sometimes all at once, as if the nature around the player is attempting to impart some important knowledge to them.

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These qualities of EverGrace have led some to believe that the game may be an allegory for the human experience on earth. An experience in which confusion, suffering, and a lack of comprehension are involved. An experience where in spite of the countless generations of humans that have come before us, we continue to repeat the mistakes of the past, ignoring past voices of those who can no longer speak. An experience in which humans find themselves pit against one another for arbitrary and meaningless reasons - just as the protagonist in EverGrace is judged and condemned for that which is not in his control, such as his appearance, there are those in the world alive today who receive the same judgements.

Through all these human experiences there are the two constants in EverGrace, communication, and breathing. Whether it be the almost incomprehensible voices as you begin the game, or the little children clapping and chanting alongside serene tribal music as you near the game's conclusion, the constants remain the same. Continuing on, communicating, and breathing.
 
Specially after being one of the maybe very few people that actually played this game, it's certainly one of those games i can label as "a game", it's not bad, it certainly has some really interesting concepts, in fact, if you played later From Software games you'll surely see similarities (albeit slightly) even between enemies, in fact i remember a boss fight with a knight that clearly resembles like a prototype version of the fight against Artorias in Dark Souls 1 DLC.
The OST/BGM is on the experimental side, which honestly kinda rubs me in a really good way, game music of the past 10 years is really "mechanical" as in i don't feel it has evolved or tried anything interesting outside of the tried and true usual "fantasy music" of the genre.
What i'm gonna say is that the game is also a product of it's time, the puzzles can be obtuse to a fault, to the point where there's literally 0 hints about them, specially when they start making you change the color of your equipment to specific one's, make combinations of different parts of equipment of different colors to open doors and passages, with no previous hint or mention of such system or mechanic, i got stuck at times due to the puzzles, not because they where hard perse, but they where simply obscure as fuck.
The combat is... serviceable, not great, specially when doing your second run of the game with the girl.
Overall, i would put it a 5/10, but with the asterisk that it has interesting stuff in it, if you're one of those capable of tolerating it's BS.
Overall it brings some topics to the table, if you can decipher the story across the somewhat vague interactions you have with the few npc's you meet across the journey, all unique.
 
It’s really a good game but didn’t caught much attention back then probably because it was overshadowed by some major releases at that time. You can what the devs are going to with this one but unfortunately it wasn’t enough appeal to some people who are gushing over some major titles at that time.

Congratulations for this fine article.
 
Fuck yes, Evergrace! I think as a game it’s actually quite lukewarm and the in-game story is terrible. But the vibes are IMMACULATE!

Please read through taptroupe’s fan translation of the Evergrace Light Novel after you beat it if you want a more coherent plot.
 
Nice to see this game get some love. I can confidently say it's one of From's best releases outside of AC and Soulsborne.

As for the game itself, the autumn/golden aesthetic, the music, the dialogue and the feeling of being thrown in a world that's difficult to make sense of is classic FromSoftware. The more I explore their lesser known titles, the more I believe that they already had a lot of cool ideas and neat tricks -not at all dissimilar to what they did later on to great acclaim- up their sleeve way before Miyazaki. He just helped them pour all that into a modern franchise up to the standards of 'modern gaming'. Not an easy task at all but I think some people give him way too much credit creatively and I feel that's harsh on pre-Souls FromSoftware.

I once saw somebody say 'Evergrace is PS2 Elden Ring' and I think there's a lot of truth to that. The opening to Evergrace immediately gave me massive Elden Ring vibes. The Citadel in Elden Ring is pretty much the same place the opening level(s) of Evergrace takes place in.

Oh I also loved the 'switch characters' feature. I played both stories/scenarios in tandem and it felt great when the two protags inevitably ended up in the same room at the end of the game. It's not a perfect game by any means but the good parts are awesome.
 
It’s really a good game but didn’t caught much attention back then probably because it was overshadowed by some major releases at that time. You can what the devs are going to with this one but unfortunately it wasn’t enough appeal to some people who are gushing over some major titles at that time.

Congratulations for this fine article.
Yep. You look at this game in isolation and it's an underrated gem but put it next to the titles that came out around the same period and it becomes clear why FFX gets 10/10 and this one a 6/10

That said, I think 20+ years later it's worthwhile for FS fans who want to see what they had to offer before they struck gold with Demon's Souls. Same goes for the retro crowd looking to explore PS2 launch titles or experience whacky, experimental RPGs that wouldn't get made today.
 
Yep. You look at this game in isolation and it's an underrated gem but put it next to the titles that came out around the same period and it becomes clear why FFX gets 10/10 and this one a 6/10

That said, I think 20+ years later it's worthwhile for FS fans who want to see what they had to offer before they struck gold with Demon's Souls. Same goes for the retro crowd looking to explore PS2 launch titles or experience whacky, experimental RPGs that wouldn't get made today.
Personally speaking, although i got into From Software games due to Armored Core, and certainly later on due to Dark Souls, recently i've been going through most of the studio's catalog (thanks to Spike and the rest of the team for making it possible), i'm more attracted to the first person adventure games like King's Field, specially 4 (also called "The Ancient City", it's the last entry of the franchise, and it's independent from the previous 3 games) has found quite the place in my heart, it's by no means a magnificent story, but it's SIMPLY a SOLID story, it begins, it ends, doesn't let much on the air, specially if you explore, it might take a bit of time to get used to the gameplay/controls, but it certainly is an enjoyable and challenging game that rewards it's players for pushing through and surviving.
I honestly recommend it, if you can forgive the rough start of the game of course.

I feel like many good, or even great games got dropped in the shadow of more mainstream (not necessarily bad) games, which is a shame, because the catalog of games of those years is FILLED with good games.
 
Awalnya dirilis pada tanggal 27 April 2000, gim video EverGrace (エヴァーグレイス) adalah gim peran yang dirilis untuk PlayStation 2 di awal masa pakai konsol tersebut. Meskipun gim tersebut menjanjikan fitur-fitur yang mengesankan saat itu seperti baju zirah dan senjata yang mengubah penampilan karakter Anda dalam gim, EverGrace dirilis tanpa banyak publisitas dan umumnya dilupakan seiring berjalannya waktu. Meskipun gim tersebut mungkin tidak terlalu sukses, gim tersebut berhasil dalam kategori yang jauh lebih penting - menjadi karya seni yang bijaksana dan menarik.
Saat memulai permainan, Anda disambut dengan kurangnya pemahaman. Daun-daun musim gugur menjulang ke langit dengan angin yang stabil sementara langit membentang dengan tenang hingga tak terbatas. Suara-suara manusia, semuanya androgini, tampak berteriak, mengerang, bernyanyi dengan merdu, dan mungkin yang terpenting, bernapas. EverGrace memperkenalkan kepada Anda apa yang akan menjadi seluruh pengalaman Anda dengan permainan hanya dalam beberapa saat di layar judul.


Setelah kendali diberikan kepada pemain, pemain menyadari bahwa mereka tenggelam. Ironisnya, langit di atas permukaan air adalah lautan, dengan pemain tenggelam dalam apa yang terasa seperti hutan musim gugur yang tak berujung. Mereka merasa sengaja tak berujung - kecuali Anda berbicara dengan NPC yang terselip di sudut peta beberapa kali, pemain akan mendapati diri mereka membuat lingkaran besar, bepergian jauh tetapi akhirnya berakhir di tempat mereka memulai perjalanan mereka. Dialog yang disampaikan selama momen pembukaan permainan ini sangat cocok dengan lanskapnya - tidak biasa, asing, dan samar. Menemani pemain saat mereka melangkah masuk dan melalui kaleidoskop musim gugur oranye dan hijau ini adalah suara-suara yang tak terhitung jumlahnya, sama-sama kaleidoskopik.

Seolah menyambut pemain saat pertama kali menjelajahi hutan, musik di area tersebut dibuka dengan erangan yang sensual dan ramah. Seolah mengikuti langkah awal pemain, musik dimulai dengan melodi tradisional yang kuat. Seolah mengikuti langkah kaki pemain yang semakin ragu, tersesat, dan bingung, musik tersebut bergoyang seperti pohon yang tertiup angin badai. Suara-suara kembali ke musik latar, mengerang, bernyanyi, melantunkan mantra dengan napas tersengal-sengal, terkadang sekaligus, seolah-olah alam di sekitar pemain mencoba menyampaikan beberapa pengetahuan penting kepada mereka.


Kualitas EverGrace ini membuat beberapa orang percaya bahwa permainan ini mungkin merupakan kiasan untuk pengalaman manusia di bumi. Sebuah pengalaman yang melibatkan kebingungan, penderitaan, dan kurangnya pemahaman. Sebuah pengalaman di mana meskipun ada banyak generasi manusia yang telah ada sebelum kita, kita terus mengulang kesalahan masa lalu, mengabaikan suara-suara masa lalu dari mereka yang tidak dapat lagi berbicara. Sebuah pengalaman di mana manusia mendapati diri mereka diadu domba satu sama lain karena alasan yang sewenang-wenang dan tidak berarti - sama seperti tokoh utama dalam EverGrace dihakimi dan dikutuk atas hal-hal yang tidak berada dalam kendalinya, seperti penampilannya, ada orang-orang di dunia yang hidup saat ini yang menerima penghakiman yang sama.

Melalui semua pengalaman manusia ini, ada dua hal yang konstan dalam EverGrace, komunikasi, dan pernapasan. Baik itu suara-suara yang hampir tidak dapat dipahami saat Anda memulai permainan, atau anak-anak kecil yang bertepuk tangan dan bernyanyi diiringi musik suku yang tenang saat Anda mendekati akhir permainan, hal-hal yang konstan tetap sama. Terus berlanjut, berkomunikasi, dan bernapas.???
 
Ever since I learned about Evergrace and the development issues that it suffered, it has always been a sort of "What if..." game for me. In case anyone didn't know, basically the game was meant to be a PS1 game but when FromSoftware got PS2 devkits they suddenly had to remake the game for PS2 in a short amount of time to get it out by the console's launch date. I still enjoy the game and think it's one of From's most under looked titles, but I wonder had the game stuck with the PS1 or was made for the PS2 first it would have been a more well known game (or at least would have gotten a third game if the games became better known).
 

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