Get in Line: Monotony, Immersion, and Wasting Time With Illusion of Gaia

Quintet’s Illusion of Gaia was released 30 years ago this week for the console that in my mind is still the king of RPGs, the Super Nintendo. It has a similar aesthetic to Chrono Trigger, with combat reminiscent of The Legend of Zelda: A Link To The Past, but because of this it runs the risk of being overshadowed by these more successful peers. It simply doesn’t have the iconic Akira Toriyama character designs of Chrono Trigger, nor did it become foundational to the genre like A Link To The Past. What sets Illusion of Gaia apart is the way it builds immersion. It can be a quiet, wandering game, and that’s part of its strength. It’s not afraid to put the player through something boring, to make them sit and wait, before reaching the next peak, and I love it for that.
Illusion of Gaia follows Will on his journey to collect six statues in order to stop a giant meteor from colliding with the Earth. Will enlists the aid of his friends who are mostly there for moral support and drama; they never become playable nor do they have powers like Will. The actions Will can take are specific and limited. He swings his sword, turns into a larger man who swings a larger sword, or uses unlocked movement commands to overcome puzzles built for those commands. Eventually, as Will unlocks his final form—the neon aqueous Shadow—he still only has about two abilities at any given time. It’s simple but effective, especially for a game putting so much emphasis on your interactions outside of combat.
Typically when I think of monotony in games from the ‘90s, I’m thinking of grinding. I’m thinking of the hours spent killing the same monsters over and over again to get my Final Fantasy party up to snuff. Illusion of Gaia doesn’t allow for that. Once enemies are defeated they don’t respawn unless you get a game over. Experience doesn’t exist at all in this game. You aren’t becoming stronger relative to the number of enemies you defeat. Instead, stat increases are earned by clearing an entire floor of its monsters. Once you’ve entered, the map shows the number of enemies present. When they’re all defeated, you get a reward. It can be arduous in its own way, asking you to be exhaustive to achieve your goal rather than letting you fight enemies until you feel you’re strong enough to move on.