SaGa Emerald Beyond details party members, battle system mechanics, races, and a ton of brand-new information
Square Enix has shared a plethora of new information for SaGa Emerald Beyond that provides a deep dive into several characters that support Tsunanori Mido and Ameya Aisling. Plus, they've also provided a lot of details about the title's combat system.
Each of Tsunanori's kugutsu, or animated puppets, have their own background of their lives before they turned into puppets that served the Mido family. Meanwhile, Ameya has a cunning cat named LoLo and a ninja-like servant that assists her. A few characters that players can potentially recruit have also been introduced, as well.
The battle system in SaGa Emerald Beyond incorporates the races of party members when factoring into what their capabilities are. Humans, kugutsu, and monsters inherently have different options available to them when it comes to gear and combat that players have to account for when building their parties.
Discover tons of brand-new information regarding SaGa Emerald Beyond down below.
SaGa Emerald Beyond launches on April 25, 2024 for PlayStation 5, PlayStation 4, Nintendo Switch, PC (Steam), and mobile devices simultaneously.
Tsunanori Mido’s Story
Tsunanori comes from the long lineage of the important Mido family of Miyako City, a world filled with traditional, old-fashioned city streets that sprawl out from the central Gokakudo Temple. He can control kugutsu, or animated puppets, which bear their own will.
The last great war destroyed the old societal and spiritual orders alike. Ever since, Miyako City has been plagued with all kinds of supernatural phenomena. Tsunanori is selected for the Cathedral Project to investigate other worlds and restore order to the spiritual realm. With the kugutsu accompanying him, he sets out on a journey to other worlds to find four elemental spirits to accomplish his task.
What Are Kugutsu?
Kugutsu are puppet-like humanoid figures. They become operational once they have been imbued with a spirit. Because kugutsu merge with the spirits that inhabit them, they develop their own unique personalities, and talk with their master as though they were normal humans.
But not just anybody can become a kugutsu master. Anybody wishing to use kugutsu must first prove to them that they are up to the task. They must also build a human-like trust relationship with their kugutsu.
As they have existed for ages past, their use of language is completely contemporary and up-to-date.
Ameya Aisling’s Story
Ameya visits Miyako City from the Witchdom Pulchra, a world ruled by witches, as part of her witchterms.
While in Miyako City, she assumes the identity of an 11-year-old schoolgirl named Yumeha Izumi and lives with her cat familiar, LoLo. But after being attacked by an unknown man, she loses her magic powers completely.
Will Ameya be able to get her magical powers back and pass her witchterms?
Ameya’s Servants and Allies
Macha (Alter Ego)
Characters Who Can Join the Retinue
Willma, The Yellow Witch
The Red Squire
The Worlds of SaGa Emerald Beyond
Historic Miyako City
Pulchra, Home of the Witches
The Subterranean Haven of Cordycep
A Combat System That Includes a Wide Variety of Races, Weapons, Skills and Abilities
A Wide Variety of Races: Humans
Humans are the most conventional of the races. They can use almost any equipment, and can handle most techsand abilities. Humans progress by taking part in combat, and learn new techs via the “glimmer” system that fans will recognise from previous entries in the series. Humans can also glimmer and use “custom techs”, a type of skill that is exclusive to them.
A Wide Variety of Races: Kugutsu
Like humans, Kugutsu can equip a variety of gear, but unlike humans, they can only equip one weapon, and they cannot glimmer techs. Instead, they can copy and learn techs used by others in battle, using the “mimic” ability. They can also equip the Souls acquired from defeated enemies, and if the Soul contains a Soul tech, they will be able to use it themselves.
A Wide Variety of Races: Monsters
Unlike the other races, monsters are born with weapons and armor already equipped, such as their claws and hides, so the only changeable gear that they can equip is their accessories. Monsters can use the weapons and armor that they were born with to extract techs from fallen monsters and use them themselves. Monsters can only absorb one tech into each item of equipment, but they can “unleash” techs to free up space for them to learn another one in its place. If they unleash a tech in battle, they will lose some HP but the tech will be empowered.
There is also a particular type of equipment known as “monster gear” that allows other races to absorb techs from fallen monsters in the same way that monsters can. However, it can only be used by special “monster gear wielders”, who exist across all the different races.
Weapon type: Single-Handed Blades
Single-handed blades are divided into longswords, shortswords, daggers and axes, all of which allow the wielder to use general single-handed blade techs. In addition, each type of single-handed blade has its own set of techs associated with it: longsword techs, shortsword techs, dagger techs and axe techs.
Each tech set has its own unique characteristics: longsword techs generally allow the player to move nimbly, shortsword techs feature a wide variety of elemental attacks, dagger techs make it less likely that the user is targeted through slower enmity accrual, and axes feature higher attack power, but lower accuracy.
Players have a large degree of freedom to pick and choose from a variety of single-handed blades to suit their own preferences, strategies and plans for character growth. Under certain conditions, it is also possible to use special dual-wield attacks that use two single-handed blades or a combination of a single-handed blade and a gun.
All races apart from mechs can use spells.
Spells have one of five elemental properties (wood, fire, earth, metal and water), and include devastating all-enemy attacks that cost an extra turn to cast, and spells that impart status ailments more easily.
To learn spells for a particular element, a character first needs to use spells of that same element, so a character with no spells will need to equip an item that allows them to use a spell, and then use that spell in order to learn more.
Techs that are used in response to enemy or ally abilities or spells are called conditional techs. There are five different types of conditional tech: Interrupts, Counterattacks, Protects, Chains, and Pursuits.
Conditional techs readied by enemies appear in the timeline as three question marks: “???”. When an enemy displays the three-question-mark symbol, watch out for conditional techs.
Enemy conditional techs can be stymied by using techs with the “quell” characteristic, allowing you to fight without hindrance.
Conditional techs can be blocked by techs that are able to block reserves.
Interrupt techs interrupt an enemy action before it can take place. Each interrupt tech can only be used in response to attacks of a particular element.
Interrupt techs can be used when an enemy selects an action with an elemental property that corresponds to that interrupt tech, and they take place before the enemy action, regardless of the player retinue’s turn order.
Counterattacks are powerful actions that combine attack and defense. They nullify an enemy action while also unleashing a powerful attack.
However, counterattacks also have some disadvantages: since they require a retinue character to take an attack from an enemy, they can end up with the retinue character doing nothing for a whole turn if they aren’t actually attacked.
Counterattacks also aren’t guaranteed to trigger following an attack, and they also can’t be used against attacks that target the whole retinue or quell techs.
Protect techs can be used to lower the damage received when certain allies are attacked, and for another character to take that damage in their place. Using a Protect tech when an ally is close to death, or against an attack that targets the whole retinue, can also reduce the amount of allies that take damage. Some Protect techs also act like a parry, nullifying attacks received by whoever uses the tech.