Remake of Romancing SaGa 2
4.12 average rating based on 34 ratings
Bottom line up front: this is an excellent game that in all aspects delivers at least an average RPG gaming experience, and truly exceeds expectations in a couple of areas that should greatly impress those familiar with the genre.
To set the scene a bit before I delve deeper into what makes this game great, Romancing SaGa 2: Revenge of the Seven is a remake of the SuperFamicom's Romancing SaGa 2, the second entry in the "Romancing" subline of SaGa games. These games are pretty widely regarded as tougher than the average JRPG, while also being unique in their non-linearity and the freedom given to the player. In this review I'm going to touch on four key components that make the game what it is: the gameplay loop, the combat, the story, and the setting (including the environments, enemies, and music).
The Gameplay Loop
It's hard to describe how addictive the main gameplay loop is, so let me at least outline what it looks like.
Bottom line up front: this is an excellent game that in all aspects delivers at least an average RPG gaming experience, and truly exceeds expectations in a couple of areas that should greatly impress those familiar with the genre.
To set the scene a bit before I delve deeper into what makes this game great, Romancing SaGa 2: Revenge of the Seven is a remake of the SuperFamicom's Romancing SaGa 2, the second entry in the "Romancing" subline of SaGa games. These games are pretty widely regarded as tougher than the average JRPG, while also being unique in their non-linearity and the freedom given to the player. In this review I'm going to touch on four key components that make the game what it is: the gameplay loop, the combat, the story, and the setting (including the environments, enemies, and music).
The Gameplay Loop
It's hard to describe how addictive the main gameplay loop is, so let me at least outline what it looks like.
It is a refreshing experience to go through this loop over and over and watch the fruits of your labor from previous generations deliver for new generations. So much so that when the game stalls progress in the gameplay loop, the pace of the game feels noticeably slower. This is one of the areas where RS2 really excels.
The Combat and Leveling Up
I've always been a fan of the combat and level up systems in the SaGa series. Though my experience with the catalog does not run as deep as I'd like, it is certainly one of my favorite styles of "numbers go up". Romancing SaGa 2 leaves little to be desired in this aspect.
Characters in this game do not level up their individual stats like strength or defense, rather they level up their skills with specific weapon types, increasing the damage output. All of the characters, which are tied to specific job classes, have affinities for certain weapon or spell types, meaning they will be able to "glimmer" new techniques and skills to use for those weapon or spell types as you progress through the game. These qualities come together to form a deceptively simple but extremely satisfying combat system, one that has worked for the SaGa series throughout its lifespan.
The Story
I don't have quite as much to say about the story of this game. It is at least semi-interesting and mostly not incoherent, which is just about all I can ask for from a JRPG that isn't named Chrono Trigger. The story is told mainly through cutscenes as you embark on the different quests, and while the writing and voice acting is of varying quality, none of it really detracts from the gameplay experience at all.
The Setting
This is the part of this game that I am probably most disappointed in relative to the game's success in other areas, but I would not by any means say it is below average. The game's environments to me fall a little flat in terms of their ambience and general vibes. Forests, deserts, mountains, oceans, all pretty boilerplate stuff. There is an abundance of variety in the enemies even with some expected palette swapping, and I especially love the boss designs. The soundtrack of RS2 isn't as full of bangers as, say, Romancing Saga 3's soundtrack is, but there are still plenty of quality songs that mostly fit their setting.
Conclusion
As of the writing of this review, I expect Romancing SaGa 2 to end up somewhere on my top 10 games of 2025 list at the end of the year. The combat and gameplay loop by themselves are enough to carry it to an easy 4/5 star rating, but those same highs aren't achieved in enough aspects of this game to give it a perfect score. Feel free to look for one of my status updates on the game's page to see me rant about one of the very few bumps I hit along the way to completing this game. Definitely try it out if you're an RPG fan or if you're just someone looking for something a little different and maybe a little challenging.
Edit: Ok I've been informed that theres no story sequel to this game so I've lowered my review to 2 stars, the story in this game feels like most of it is missing, I assumed there would be a sequel to solve that. It's not bad just...lacking.
Just finished it, I can definitely see why it has its fans and I'd def reccomend it to people but with caveat that anyone who likes to playthrough games without a walkthrough and preferably 100% blind just know you WILL miss things, you WILL randomly fail quests. If your ok with that than I'd recommend it. (No idea why but following a guide really kills the fun for me, ideally i wouldn't google a single thing but sometimes i do get stuck enough that it outweighs what i gain by playing unassisted)
Oh and normally I'd LOATHE that your allies levels "reset" regularily but it's mostly offset by the fact that they also automatically increase in level. I wish it would explain that betetr though since I wasted WAY too much time griding non-standard weapons for certain classes as Gerard.
Lastly this game is TERRIBLE at explaining things, this is NOT unique to …
Edit: Ok I've been informed that theres no story sequel to this game so I've lowered my review to 2 stars, the story in this game feels like most of it is missing, I assumed there would be a sequel to solve that. It's not bad just...lacking.
Just finished it, I can definitely see why it has its fans and I'd def reccomend it to people but with caveat that anyone who likes to playthrough games without a walkthrough and preferably 100% blind just know you WILL miss things, you WILL randomly fail quests. If your ok with that than I'd recommend it. (No idea why but following a guide really kills the fun for me, ideally i wouldn't google a single thing but sometimes i do get stuck enough that it outweighs what i gain by playing unassisted)
Oh and normally I'd LOATHE that your allies levels "reset" regularily but it's mostly offset by the fact that they also automatically increase in level. I wish it would explain that betetr though since I wasted WAY too much time griding non-standard weapons for certain classes as Gerard.
Lastly this game is TERRIBLE at explaining things, this is NOT unique to this game or series so I won't hold it against it, its just a HUGE pet peeve for me.
ie. This formation increases X and reduces Y, ok...by how much...is it a percentage? is it a flat amount? Oh by one arrow up and two down arrows....yeah that means nothing.
The SaGa series has always been one that eluded me for one reason or another. I wouldn't say it's for lack of wanting to try to get into it but I guess part of me has always been hesitant to get into a series that has, as far as I know of, always been divisive and mixed amongst JRPG fans. Even though the people that love it certainly do love it. Interestingly enough, this game isn't exactly my first experience with the SaGa series. In fact, it wasn't even a SaGa game to begin with. My first foray into the series, if you can even call it that, was "The Genius of Sappheiros". A fan-made Touhou Project RPG released in 2010 that at the time I only knew was heavily influenced by the SaGa series. To this day, that game remains one of my favorite games of all time as well as one of the most difficult JRPG's I have ever played. Encounters and boss battles are brutal, further complimented by game systems that up until then I had never seen nor was I very familiar with. Systems that were far more in-depth than I initially thought and failed to …
The SaGa series has always been one that eluded me for one reason or another. I wouldn't say it's for lack of wanting to try to get into it but I guess part of me has always been hesitant to get into a series that has, as far as I know of, always been divisive and mixed amongst JRPG fans. Even though the people that love it certainly do love it. Interestingly enough, this game isn't exactly my first experience with the SaGa series. In fact, it wasn't even a SaGa game to begin with. My first foray into the series, if you can even call it that, was "The Genius of Sappheiros". A fan-made Touhou Project RPG released in 2010 that at the time I only knew was heavily influenced by the SaGa series. To this day, that game remains one of my favorite games of all time as well as one of the most difficult JRPG's I have ever played. Encounters and boss battles are brutal, further complimented by game systems that up until then I had never seen nor was I very familiar with. Systems that were far more in-depth than I initially thought and failed to take advantage of at times, such as formations and an incredibly extensive skill tree for each character that could be re-specced at anytime and completely altered the way they'd play. Bosses were more often than not a puzzle that you had to figure out through trial and error. It all culminated into one of the most frustrating experiences I've had as well as one of the most engaging ones. I'll stop here before I start talking about a completely different game. Back then, I didn't know where the "heavy" SaGa influence started or ended and what was exclusive to Touhou itself, a series already know for being a difficult bullet-hell. With such incomplete knowledge, I always wondered whether I really wanted to go through such an experience again in the form of the actual SaGa games and ultimately, I never did. Until now. After having spent 50 hours with Romancing Saga 2 Revenge of the Seven, I am pleased and honestly a little surprised to say this is one of my favorite games of the year and quite high up just in general.
Before I can begin to say anything, It's important that we understand this game's systems and mechanics and why the series tends to have a notorious reputation of being unwelcoming and difficult. The first thing I noticed is that there is no traditional leveling system. Rather than having your characters level, they instead gain TP after each encounter. TP works as EXP where it instead levels up your HP, BP(mana), the proficiency of the weapon-type, and spells that you may have used during that encounter. The higher the proficiency, the more damage you'll do with that weapon or spell. Traditional stats like STR, DEX, MAG, etc. are there but are determined by your equipment and the class of your party member, with each stat being tied to a particular weapon type or two. That said, any class can be proficient with any weapon so long as you equip them with that weapon and use it, though your damage will still be influenced by their particular class' stat spread, so it's generally better to just stick to what your party's classes are already proficient with. Techs(skills) are not gained by leveling up but instead by what the game calls "Glimmer". As your proficiency rises, when you use an attack or tech you already have, there will be a chance you can glimmer a new tech. This chance, either low or high, will be denoted by a light bulb icon next to your normal attack or tech that you use that's either dim or blinking. The chance is further raised based on whether you're fighting strong or weak enemies. Not only can you glimmer new techs yourself, but being attacked by certain moves will allow you to glimmer the techs used against you, allowing you to equip them under a separate category of "Evasion". Each character is allowed to equip four techs as Evasion and it simply means that you will always evade that particular tech no matter what. This is honestly more important than you think, as various enemies and bosses will use particularly powerful techs across the entire game that can be quite devastating. The frequency of their usage means you'll often have the chance to glimmer them eventually, though it's also very possibly you just won't. That said, even if you don't, there are plenty of alternatives for you to defend against particularly powerful techs so it's usually not a huge deal. While this Glimmer mechanic sounds like it can lead to some very unfortunate RNG situations, and it honestly probably will, I found that it all felt very natural so long as you're actively trying to glimmer and not skipping encounters. Classes also determine what kind of techs you can glimmer, by which I mean later classes will be able to glimmer more advanced techs of weapons that an earlier class was also proficient with. I should mention that the game explains all this rather well and succinctly though I can't say if this applies to the original game(the manual it came with probably explained all this). One last stat to take note of is LP, which varies across classes. LP basically serves as "lives". When a party member falls in battle, their LP will decrease by one, and once it reaches 0, they will permanently die and will be unavailable to use for the current Emperor's generation. If your current Emperor, the main character, reaches 0 LP, you will instead have to choose one of your party member to succeed you instead. I will explain more on this later.
So if there's no leveling, then how does enemy scaling work? From what I understood, enemy scaling is based off the amount of battles you engage in, likely tied to the amount of TP you have gained. Initially, you might think that you're not allowed to grind and are encouraged to skip battles for fear of making enemies too strong but that's actually not the case at all. In fact, I felt that enemy scaling rarely ever mattered. I played the game as I would any other JRPG; hitting every encounter (enemies are on the overworld) as I went through a dungeon, with only occasionally skipping some now and then. I also took time to get into encounters purely to try and glimmer new techs which is technically what "grinding" is in this game. Rather than proficiency and new techs I found what matters the most is formations, class composition, and above all, equipment. This leads to the Emperor mechanic that is unique to this game amongst the SaGa series. Your main character takes the role of an emperor and with that role you are tasked with developing your kingdom. One of the things you will develop is the smithy that will produce the majority of your weapons and armor. Equipment in this game is crucial to your success. Aside from obvious Phys. and Mag. Defense, they often provide you with much needed stats to round out a class better as well as resistances to elements and aliments. Weapons you find in chests also often come with unique techs tied to them that either break the weapon upon use or allow you to glimmer new techs that will be tied to that weapon, often very useful for when you first initially find that weapon. Class composition is also crucial for fairly obvious reasons I'd say. You generally always want a "Tank" and for your melee/ranged and magic dps to be well rounded and not overlap in their proficiency. Formations, which are what they sound like, are how your party will be placed on the battlefield and dictate multiple factors such as increased/decreased damage, defense, aggro, speed, etc. based on each individual's position. The game encourages you to play around with all these mechanics as you'll often find that some classes are just not good for the current dungeon or boss you're trying to tackle, or perhaps you'll want to opt for a more aggressive formation over a defensive one. You will be engaging with the menu a significant amount of time and it's a far more important aspect to your success rather than just leveling up your proficiency or worrying about enemy scaling.
Finally, there's the Emperor mechanic that is also tied to the main narrative of the game. As previously mentioned, your main character takes the role of an Emperor, with your main task to ultimately defeat the Seven Heroes. This is not a simple task, and is in fact one that will span multiple generations and Emperors. The first Emperor, Leon, and the second, Gerard, are mainly used as a prologue and to get the narrative started. When playing as Gerard, at one point you will trigger a time skip, one that is quite jarring as the game up until then makes no mention of when or how this will happen. It made me just a bit sad as I was honestly fond of Gerard though it did lead me to understand how this game will work going forward. Each subsequent Emperor, which you will choose from amongst classes you have currently unlocked, will inherit the memories and proficiencies of the previous Emperor, which, if you're making sure to keep your Emperors varied across various proficiencies, will ultimately culminate in your final Emperor being a super character that can basically cover any role possible. Each class is also able to provide you with a new formation you can choose so it's very important you have as many different classes be Emperors as possible. As you begin your journey, the map at the beginning will be littered with quests to the point where it felt a little bit overwhelming as to where to even begin. These quests often involve helping out people or territories plagued by one of the Seven and often lead to eventually facing one of the Seven, as well as unlocking classes and getting these territories to join you against the Seven. I should also mention that when I say classes, I don't mean your characters get to choose a class but rather a character that represents that class joins your retinue. This means you'll eventually have quite the colorful cast of characters to choose from in your party composition journey with enough variety in classes for each proficiency.
There's far more details to everything I've tried to explain and plenty that I've missed but all of that is provided to you in the game itself. I am unsure of how the original worked, but this game provides enough tutorials to the point where I don't think it should ever feel particularly overwhelming or unwelcoming. The only mechanic that isn't properly explained is how time skips work. From what I've gathered online, time skips work on a hidden value system. This value is influenced by the quests you complete as well as the number of battles you do, with each adding to this hidden value. Once this hidden value reaches a certain point, the next quest you see to completion will trigger a time skip. It should be noted that specific quests and events will ALWAYS trigger a time skip no matter what. Lastly, a time skip also occurs if your entire party wipes in an encounter, prompting you to choose a new Emperor to succeed you. As previously mentioned, if your Emperor loses all their LP without a party wipe, you will instead choose one of your party members to take the role of Emperor. As you might imagine, it's very important you keep multiple save files. There are events and classes that are easily missed if their quests aren't completed within a certain amount of time skips. The non-linear nature of this game means that unless you are playing with a guide, you're very likely to miss out on events and classes depending on the routes that you take and the order in you which you defeat the Seven. I'm fairly certain you also have to an extent manipulate the hidden value and take note of how many battles you do in order to fully optimize a route that ensures you get everything possible. This, however, should not discourage you as I feel this is honestly part of the charm. There's nothing wrong with doing your first playthrough with a guide, but seeing these events unfold naturally as well as the consequences of putting things off or not completing them before a time skip do add to the game's charm and to the simple but effective narrative. But again, do keep multiple save files.
All of this comes together to provide what I believe to be an incredibly satisfying and engaging JRPG with a surprising amount of depth to it, if a bit overwhelming at first. If I had to point out a weak aspect, it would be the narrative. The narrative isn't bad or even weak by any means, but one must understand that this game focuses primarily on it's gameplay aspect over its story, which to me, as some might already know, is something I almost always appreciate. The narrative naturally falters when it comes to dealing with constant time skips. You can leave some quests half finished, complete another, trigger a time skip, and still go back to the half finished quest with the same npc's still there waiting for the previous, and now dead, Emperor. It's a little silly but considering narrative isn't the focal point, it's very easy to simply overlook it and pretend your current Emperor is the one that started and finished to quest to begin with. While your Emperors past Gerard won't really engage in narratives unique to them, nor will your party members every really interact with each other, the game will provide you with background on the Seven Heroes, a crucial aspect in order to understand why the Seven are what they are and why they now seek revenge on a world they once saved. This is done through memories you can find across the world's various dungeons and are very difficult to miss. The story they tell of the Seven is simple but effective enough at letting you understand their motives and even at times support their cause. For what it is, I really enjoyed the game's simple story and was pleased it allowed me to mainly focus on playing a game with very minimal interruptions that often come in lengthy story beats in any other traditional JRPG. It provided just enough background to be engaging and to feel the grand scope of it's idea of going against the Seven across multiple generations.
Upon starting the game, there's three difficulties you can choose from; Casual, Normal, and Hard(Classic). Of course I opted with Hard, as it implied this was the intended difficulty of the original games. In my honest opinion, outside of the beginning where you're stumbling and getting used to the learning curve, the game isn't that difficult. The early game difficulty stems from your limited selection of classes and formations which, as I've stated before, are very important to you succeeding in the game. As you naturally get more of these, your options open up and allow for a diverse selection of tactics you can choose from should you ever find a boss or dungeon giving you trouble. And even then, the non-linear nature of the game means you can simply choose to do something else if you're getting pummeled. One more aspect of battling is that all enemies have weaknesses to a specific weapon type and/or spells. And by hitting weaknesses, you fill up your Union meter. You are able to spend your meter to initially chain two attacks that will deal increased damage and ignore enemy resistances. Over time, this two chain attack will eventually increase to a five chain attack. There are plenty of tools at your disposal and the game expects you to use them. That said, I did get party wiped numerous times, especially at certain bosses. While I could opt to carry on with that loss, choose a new Emperor, and form a new party, I just loaded to a previous save. It's not really possible to know what exactly you'll need going into a boss so it's fairly common to wipe against some bosses. I'm honestly not sure how time skips work in that regard as I never let it happen, but I do know that unless you wipe a few times, you won't really be able to have every single class be Emperor at least once, leading to you missing various formations for a single playthrough. Regardless, so long as you are engaging with the game's numerous mechanics, I never felt like anything was particularly difficult to the point of being infuriating. There were moments where I entered an area and proceeded to get absolutely destroyed by its enemies but like previously mentioned, I simply went somewhere else. Difficulty can also stem from your own party composition which to an extent I can understand. Each class has a passive that is unique to them and that they unlock after participating in a certain amount of battles. This means that you'll naturally want to keep your party composition varied whilst still maintaining a composition that can tackle dungeons without much difficulty. This becomes even more important over time as you'll eventually be allowed to equip characters with up to 2-3 of these passive abilities, further rounding out your character's strengths and covering their innate weaknesses. The game wants you to play with it's mechanics and it's very clear that it even expects you to do so and balances itself around that. I often feel that games like these become notorious for being unfriendly simply because one doesn't take the time to actually learn what the game expects you to do. I could understand if the originals failed to provide QoL and tutorials that are now common in more modern games and remakes, but even then, these games are now more than ever easier to get into and play.
Music is something I am more or less neutral on when it comes to this game. You have the option of using the original soundtrack, or the modern one, both of which are quite good. The issue here being that while the music is good, it's also very limited compared to what you'd expect from a traditional JRPG. A large part of this is due to the lack of story beats you would generally encounter over time in any other RPG. Other than towns and dungeon vistas, battle music in particular stays the same through the entire game, with bosses having the same track across all of them, and the Seven Heroes sharing the same track as well. The boss track is good, and the Seven Heroes track is great even and always succeeds in setting a grand mood to facing a being once considered a hero. But as for the rest of the soundtrack, I wouldn't say anything ever stood out or stuck with me compared to something like a Final Fantasy game which has very iconic tracks. Nonetheless, the music is good and the final boss track is really good.
One particular nitpick I have that is the result of the game being a remake done with fully rendered 3D models is the loss of boss spritework. Bosses in the original and in other games like Final Fantasy as well, often had huge spritework much larger than that of your characters. Octopath Traveler is the most recent example I can think of that does this, but I really liked that detail. It made bosses feel much more grand than if they just kept it all to scale. With fully rendered 3D models, you lose this aspect as it would look quite silly if a normal guy was suddenly much bigger than you in battle than in a dialogue or cutscene with them. Though some of the Seven Heroes take the form of now hideous and large fiends, some of them retain most of their human form and felt a little underwhelming to fight when compared to the spritework they had in the original. Even then, this game still manages to make the Seven in particular feel like grand battles. They are likely to be the most difficult fights you'll engage with and each one even has their own intro, furthering adding to their "cool" factor. The loss of spritework, while a shame, is not a big deal nor does it affect my enjoyment of the game, but it's something I feel I should mention. Partly because I think this game warrants a section on just the final boss alone, which in my opinion managed to be much more grand than in the original.



After clearing the game, you are able to tackle the postgame which includes one more dungeon and a superboss. Once you clear this, you unlock New Game+ as well as not just one, but TWO more additional difficulties; Expert and Romancing. Difficulties which I assume are expected to be tackled under NG+ with all your equipment and proficiency levels.
Romancing SaGa 2 Revenge of the Seven is a phenomenal game that puts game above all else. It has a surprising amount of depth and difficulty that is very well balanced and tied to how well you can make use of it's mechanics. It is a simple but grand adventure and without a doubt a top contender for my GOTY. While I would love nothing more than to do another playthrough under Romancing difficulty and attempt the optimal 100% route, this game is long. There are other games I need to play but rest assured that this is a game I will be more than happy to come back to in the future.
I never play the original one, so im not sure whats different compared to this remake, but im sure as hell enjoy the game. I think what make me avoid this series is the non-linear gameplay and story, i tried some of the game but usually quit early because easily lose and dont know where to progress further lol.
but for RM2 ROT7, i glad i give a try.
Pros:
I never play the original one, so im not sure whats different compared to this remake, but im sure as hell enjoy the game. I think what make me avoid this series is the non-linear gameplay and story, i tried some of the game but usually quit early because easily lose and dont know where to progress further lol.
but for RM2 ROT7, i glad i give a try.
Pros:
Cons:
Overall i give it solid 8/10. Probably will never touch it again but sequel yes !
Still loving this game but the part I'm on currently has been the first real stumbling block. No real story spoilers but some minor gameplay spoilers if you really want to avoid that kind of thing
So, for the Rocbouquet quest, you are required to have a woman as the emperor in order to start it. Unfortunately for me I had a male emperor at the time I found the town where that quest begins, but okay no biggie I just wait until the next generation and pick a female emperor.
Once the quest officially gets started you have to find the tower where Rocbouquet is, which I had some difficulty in doing but that's normal enough. But then you have to go through not one, not two, but THREE separate dungeons with FOUR mini bosses just to get to Rocbouquet's fight. I would expect that for a final boss but for a mid-game boss? Then, as a part of her fight mechanic, if you have any male members in your party at all, she will be able to
This is a major break to the …
Still loving this game but the part I'm on currently has been the first real stumbling block. No real story spoilers but some minor gameplay spoilers if you really want to avoid that kind of thing
So, for the Rocbouquet quest, you are required to have a woman as the emperor in order to start it. Unfortunately for me I had a male emperor at the time I found the town where that quest begins, but okay no biggie I just wait until the next generation and pick a female emperor.
Once the quest officially gets started you have to find the tower where Rocbouquet is, which I had some difficulty in doing but that's normal enough. But then you have to go through not one, not two, but THREE separate dungeons with FOUR mini bosses just to get to Rocbouquet's fight. I would expect that for a final boss but for a mid-game boss? Then, as a part of her fight mechanic, if you have any male members in your party at all, she will be able to
This is a major break to the normally very fun gameplay loop. Because now I have to choose between going back and picking an all female retinue (and go through the entire final dungeon again), or toughing it out with my current retinue to beat her.
This isn't my first rodeo with the SaGa series so I'm used to some difficulty spikes, but for those spikes to come at the cost of the gameplay loop itself is kind of infuriating. I do think I can still beat her with my current team so I'll try to do that but man if this isn't the most annoying part of this game so far.
Also that whole charm mechanic does not age well. If I were female I'd be hella charmed by Rocbouquet.
This is the perfect game to wash the taste of the Suikoden remaster out of my mouth. The only SaGa games I've played are 3 (which I loved) and Frontier (which I bounced off of). Forgot how much I enjoy the level up system in these games. Which reminds me that I should go back and play FF II and V pixel remasters at some point.
I've played this for about an hour or two. Feels like Tales of Symphonia, it has that Pokemon gameboy RPG feel. It's obviously not as big budget as Final Fantasy 7 Remake or Rebirth. But damn, do I love this game.
My current favorite games of the year are Astro Bot and Unicorn Overlord. Romancing SaGa 2 might just join that list. I'm currently in love with the feel and aesthetic. It's like the perfect type of 90s RPG, with a AA budget style remake - and I'm all for it.
Combat and gameplay feel great. Characters look wild and interesting (fashion overload). But I'm curious about the "playing through generations" mechanic and how this game will unfold.
Bit surprise and I'm postponing Metaphor AND Dragon's Dogma 2 for this. Don't ignore this game!
I just saw a trailer for this, I had no idea it was in the works. So it's a remake in the Trials/Visions of Mana style. I'm intrigued, but industry, please stop it with remakes of remasters of rehashes, I'm begging you.