What are people, really? A collection of passions and pursuits, wrapped in so much earthen clay. Will a dream persist without this guise, our bloody vessel? We bend our flesh to the will of the explorer, the artisan, the inventor, or merchant; not ours alone, even the bondage of others, as we race to elevate ourselves...what higher power would look down and smile? If said god forced us to change, could we hope to understand their motivations? Surely we won't endure, only Love will last.
To some extent, Illusion of Gaia is a game about all of these things and more...maybe. The localization means I can't say for sure, but here's what I do know: this is a game about a self-immolating pig. It took me thirty years to finish. I had such promise once.
A shame then, that it took going back decades later to actually do it. Embarrassing, really. In my defense, I didn't have a computer or any resource to reference when I got stuck at...well, I'm getting there. Anyways, the game reached America in '94, and found it's way into my grubby little hands a year later. The title font was ornate and eye-catching, and the name itself was just the right kind of portentous sounding nonsense to grab a nerd's attention. Vague but profound sounding, like nearly every episode title of the original Star Trek series.
Pretty good, but where's Spock's Brain?
Wait for the ATB gauge to fill...? Pound sand, tinhorn! I work for
See, we're infiltrating a Sea Palace to reach the sunken continent of Mu and fight vampires. *Huffs more paint*
A fascinating choice for character designer then, but equally so was the scenario writer, Mariko Ohara. A science-fiction author, Ohara was a recent winner of the Seiun Award (the Japanese equivalent of the Hugo) when she started work on Illusion of Gaia. That's a "Good Get" for a video game, and an award-winning author and the "God of Shojo Manga", herself a prolific sci-fi writer, should make for a fascinating creative team. Ohara grew up writing Kirk/Spock slash fics, and was going to write a scenario for characters by one of the foremost shounen-ai artists! I had planned to read Hybrid Child, Ohara's Seiun winner and most recent work before Illusion of Gaia, to perhaps get a better context and see what got the team at Quintet interested in working with her in the first place. I'm still excited to read it, once I track down a copy, but I'm going ahead with a review because...
...well, I should clarify something: After beating the game, I researched some about Quintet, looked up old magazines, what have you. That being said, I'm going to focus on the version I own, the American commercial release. Not to jump ahead, but the biggest problem with Illusion of Gaia is that the translation is...it's bad enough that I can't tell where weird choices end and localization begins. I can only venture guesses as to what the story even is. Mariko Ohara might have turned out a barn-burner of a narrative for Illusion of Gaia, but it sure wasn't what I played.
Will is swiftly guided to a magic village where his friends and family fled from the king, and informed by a bunch of ghosts that he needs to, like, save the world. Sure thing, no problem. There's a comet, see? When it passes Earth, people get weird, life changes, and civilizations generally end. Explorers the world over have been trying to find the various Mystic Statues left behind by the ancients of the world, believing they can avert disaster. All have died on the quest, their wills unfulfilled. Will is special though, hence the telekinesis and hair, and gets help from Gaia (the Earth, we assume) in the form of Dark Power, including the ability to change form into Freedan, the Dark Knight.
Big sword, bigger hair, throws fireballs; great listener, extremely funny. Calls to check you "got home okay".
By the end, there's an implication that celestial powers are forcibly evolving the Earth and it's inhabitants, altering the natural progression of time and creating an alternate Earth. It's actually a little bit Chrono Trigger, if you squint? Which isn't surprising, it was the 90's! The Human Genome project was underway, cloning efforts were getting headlines, and rapid advancements in computer technology were making sci-fi stories about digital realities seem all the more possible each year. Star Trek was back on TV and bigger than ever, and The X-Files was a smash hit show where every conspiracy theory you've ever heard was real, and *THEY* didn't want you to know about it! All of that is to say, people were extremely open to things like Alien Ancestors and Chariot of the Gods-style narratives. Illusion of Gaia is absolutely a product of its time, and other far more popular games ran with that kind of storytelling, like Final Fantasy 7 and Xenogears. (Both of those cribbed more heavily from pop culture and anime, whereas Gaia is very much an older "pulp" fiction tale with a then-modern twist. I mean, the Continent of Mu? Very archaic reference, even then.)
"Bio-technology?" I don't know, man, I just hold A and then press the shoulder buttons. I'm not into labels.
You hit these ramps at escape velocity, the background scrolling at high speed as you rocket forward
Most major areas, with one incredibly boring exception, end in a boss fight. These are where the ActRaiser legacy shines through the most; in a lot of games, there's a shining weak point with a set number of hits, and have an untouchable recovery animation after being hit in the face. ActRaiser and this game generally don't give the enemies any invincibility, you're free to attack repeatedly. Illusion of Gaia does try to mix it up, with some bosses having limited windows to be struck, and honestly, those are the most boring fights. The final boss in particular is a let-down, forcing you to spam an invincible transformation to dodge fireballs, then fire back when they're vulnerable. You don't even have to move, I think it's actually less optimal to do so.
I have no idea why the Mushroom Forest doesn't have a boss, it's as large as most other dungeons.
There is a collectible sidequest, with 50 hidden Red Jewels stashed in dungeons and kitchen cabinets throughout the world. A weird pervert in disguise named Jeweler Gem will take them off your hands and give you a few small upgrades, with a hidden minor dungeon at the end if you can find them all. (The big reward is a boss from Soul Blazer, I think?) This is a sidequest in the vein of the Hidden Boxes of Super Mario RPG, and I don't mean that as a compliment. If you aren't using a guide, it's very easy to overlook the Jewels, and advancing the story makes most of them missable. In a few cases, talking to the wrong person might send you to a new area, never to return, and you'll have to restart the game to scrounge for the precious stones.
Handing out "boosts" to kids pawning their parents jewelry, he's basically your weed guy.
Okay, no. I wish, it's so much dumber than that.
My first playthrough, as an idiot child, I just got stuck missing a ledge I was meant to jump off to solve a puzzle. I hid the fact that I needed glasses from parents till I was maybe 13 or so, these things happened. Every subsequent playthrough, years apart, I got to this floating raft community called Watermia.
Watermia, where my dreams went to die. Lovely place, though.
I'd get manic, then angry, bored, and finally, depressed: just like watching a Baz Luhrmann movie. The game would be put away, and I'd come back years later wanting to start fresh, playing through and assuming that Younger Me was an idiot, Current Me would apply their incredible brain and crush the problem.
Yes, eventually I could have looked up the answer, but now it was a question of, oh god, intelligence. I know kids can beat this game, why couldn't I?
Was I doomed to never see the Author's Barely Concealed Fetish?
What.
That's it, no great difficulty spike, not even really a translation issue, just a game developer assuming "Well any fool would check their items eventually", having never met this fool in particular. I beat the game that same day, mere hours later. A few more dungeons, a lot of weird exposition at the end, a finale boss rush just like ActRaiser, no sweat. I don't even think this game would be that memorable to me if I'd just found this stupid letter, it would just be another thing I played as a kid.
Should You play Illusion of Gaia? The visuals are solid, but the sound is such a step down from ActRaiser I hadn't thought to bring it up. Just a few pastoral sounding themes, and the same few pieces repeated for almost every town and dungeon. Most of the sound effects seem to be from ActRaiser as well, which provides a meaty *thwunk* to each attack, but there's nothing new to praise. There is a retranslation patch being worked on, which might communicate the story better. If you like other Quintet games, it's probably a no-brainer to give this a go. It's not particularly difficult, save for a tricky boss fight with a couple vampires halfway through the game. (Leverage your invincible slide attack, just saying.) If you're emulating and fond of uncapping the frame-rate/"fast-forwarding", you could knock this out in a day.
None of that sounds like glowing praise, I'll admit. The other Quintet titles like Terranigma, Soul Blazer, and of course ActRaiser are brought up more often today, Illusion seems to have aged the worst of the lot. The dungeons are a fun mix of combat and puzzles, and the control design feels excellent for an action RPG of the time; mistakes will feel like your own fault, not the game.
Yes, if you enjoy SNES adventures like A Link to the Past, give this a try. Just don't spend three decades figuring it out, please.
Pros
- + Fast-paced action with responsive controls
- + A sense of speed not found in it's contemporaries
- + Novel designs for characters and monsters
- + A real-world quality to the setting that *occasionally* resonates
- + Character Transformations - I'd be lying if I said that wasn't cool
Cons
- - Indecipherable translation
- - The entire soundtrack is an afterthought, massive letdown
- - The only collectibles are frustratingly easy to miss, permanently
- - Some weird melodrama that makes me suspect the translated story still might not be great...
- - Final boss only looks cool, unsatisfying to actually play
8
Gameplay
8
Graphics
3
Story
4
Sound
3
Replayability
7
out of 10
Overall
The talents of the designers and programmers shine through with an extremely playable game, despite a poor localization holding it back. Illusion of Gaia isn't a high watermark for the genre, but it's a decent alternative to replaying A Link to the Past or Secret of Mana.
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