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I used to be an avid RPG player back in the SNES days. Hunting down and collecting everything Squaresoft was a given and the first logical step to take after Secret of Mana, Final Fantasy VI and Chrono Trigger made you fall in love with the genre's beautiful 2D art design, wonderful music and above all its characters and story telling capabilities.
"Riviera: The Promised Land" is a 2005 GBA title developed by Sting Entertainment. It's darker than your usual Final Fantasy, has beautiful art design and music, and it executes quite different than the rest. A perfect candidate for Atlus to bring over to these shores.
The pictures you will see in this article are from Nintendo's portable unless otherwise noted, since both the GBA and the PSP remakes are exactly the same game that appeard on the WSC in 2002. Some minor upgrades and add-ons include: some voice acting, an additional ending, better artwork and more CG sequences for the GBA port; and full voice acting, even more CG sequences, improved graphics and extra scenes for the PSP.
Long ago, the great war called "Ragnarok" between gods and demons took place in Asgard. The gods' only chance to win was to sacrifice themselves and create the dark-winged "Grim Angels", who brandishing their weapons called "Diviners" defeated the demons.
The plot can be interesting but surely not something the game stands out for. The real "meat" of it is in the constant character interaction, relationship to one another, and cute and funny dialogs between them. It makes you care a little bit about them, which is a corner stone for good story writing.
And that's what makes Riviera stand out.
This is not Final Fantasy's humongeous item inventory, but for a game that is supposed to last over 30 hours with no other means of item storage and retrieval is just frustrating. It flat out forces you to keep it simple, which I guess is Riviera's approach to RPGs after all: No equipping except for weapons, very little statistics, etc. Although Riviera was born on the WonderSwan Color which only supported up to 16 colors at one time, the characters and beautifully lighted backgrounds are depicted by having each a distinctive base color. This is more evident on the WSC, but even with the GBA's and PSP's full color palettes Sting chose to keep the coloring faithful to the original. This surprinsingly isn't an issue since the artwork has been redone completely (the original's was bad) and looks so good you won't even notice. The fact that these base colors also help so much to individualize and exalt each of your companions is a nice touch.
Sound-wise the WSC version sounds outdated, the GBA has quite some voice acting for a cartridge and the score is overall really good, and the PSP's enjoys full voice acting and an amazing arrange soundtrack. By the way, be sure to listen to the mp3s I have included at the bottom of the page, they are excellent. The arrange soundtrack's added choire voices, pianos, harps and even electric guitars are superb. So don't let Riviera's inventory issues and overall simpleness keep you from experiencing this little wonder. Newcomers to the genre and action-rpg fans are the ones most likely to be pleased by its fresh exploration system and few statistics.
If you enjoyed Riviera and want more, or just liked the artwork but couldn't get into the story or gameplay, check out Sting Entertainment's "Yggdra Union". A tactical RPG developed by the Riviera team also for GBA. Sources: http://lacrimacastle.net is a professional looking, lean and complete archive of everything Riviera. Including animated sprites, artwork, ending movies, soundtrack and more. http://www.sting.co.jp/riviera is the official japanese Riviera site. Not too bad. |
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There's very few attributes and only weapons to equip, keeping the game simple and focused on the plot. |
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The remade artwork for the GBA sure beats the poor one of the original. |
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I bet CG cut-scenes like these wouldn't be in the game if Atlus wasn't Riviera's publisher in the U.S. |
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Yggdra Union GBA
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