
I really enjoyed playing Grandia II on my Dreamcast a few years back back, so I knew I'd eventually check out the original. Now that I've finished its main story and optional dungeons, I can safely say: Not only is Grandia a wonderful game, it’s easily one of the best JRPGs I’ve played.
The combat system I enjoyed so much in the sequel is fully intact here. Most RPGs I’ve encountered use turn-based combat, which I find relaxing to play, but can sometimes get a little boring or monotonous. Some RPGs counteract this by adding timed button presses (Paper Mario, Like a Dragon, etc.) or abandoning distinct turns entirely (Chrono Trigger, recent Final Fantasy games, etc.). These systems feel more exciting, but they're tougher to play without a lot of intense focus. Grandia’s system is, for me, the porridge Goldilocks chose: Make choices at your own pace, then watch them unfold on a timeline. (The closest comparison I’ve played might be KOTOR and its sequel, two games I also love, but I find Grandia's timeline UI far less opaque.)
Battle system aside, Grandia is a very fair and approachable game. Save/recovery points are well-placed, fast travel is available when departing many locales, enemies are visible on the map, and the optimal items and equipment for one chapter are often discoverable in the preceding area. There are just enough systems in place to support different play styles: If you aren't shying away from fights and you're thoughtful with items and equipment, you can beat the game without grinding. But if, like me, you tend to needlessly hoard items, you'll find ample opportunity to grind out a few extra levels to compensate. The game’s more maze-like and gimmicky secret dungeons (each fully infested with tough-as-nails encounters) could potentially frustrate, but they immediately inform the player “hey, this part’s optional, turn back if you’d like.”
Grandia’s visuals invert the late-90s trend of 3D models on pre-rendered backgrounds, opting instead for 2D characters in 3D environments. While that probably wasn’t the most marketable choice at the time (at least in North America), I think it’s aged beautifully. The sprite work here is stunning, each character and enemy full of color and personality from multiple angles. And that thoughtfulness extends to other aspects of the game’s presentation, from its distinct biomes and stunning set pieces to its chilling villains, all punctuated by Noriyuki Iwadare's uplifting soundtrack.

Beyond their appearance, I found the cast truly endearing. It’s so much fun to see protagonist Justin move Heaven and Earth through sheer infectious positivity, inspiring some and frustrating others, challenging status quos and resolving ancient conflicts. Party members join with clear motivations, provide an interesting foil for the protagonist, and exit in satisfying ways... often with Justin's wholehearted support. Happily, the main story indulges many a swashbuckling and/or humorous tangent for these personalities to play off each other.
I wouldn't say Grandia aged evenly. The localization, probably solid for the time, is prone to occasional awkwardness. I found the first chapter a bit slow. Towns feel under-realized, most consisting of a shop, an inn, and assorted NPCs of Pokémon-esque inconsequence. And a quest to defeat a godlike entity through the power of friendship in a sci-fi/fantasy world is undeniably cliché by today’s standards.
But I forgive those issues when the execution is this good. Grandia’s reputation is entirely deserved: This is my new high-water mark for classic JRPGs.