I first played Riviera: The Promised Land when it was released on Game Boy Advance. The character artwork and music immediately grabbed my attention, and I was excited to try the command-based exploration — an idea that was completely new to me in 2005. Riviera quickly became one of my favorite Game Boy Advance games, and I recommended it to many friends who also enjoyed it.
For the last few years, I strongly considered playing the PlayStation Portable version to replay the game for the first time. I even bought a brand-new copy more than a decade after its release! Even so, the game languished on my backlog since then — until now. In 2023, the announcement of Riveria: The Promised Land Remastered reignited my excitement over the game. More than a year later, I finally began playing the remaster on Nintendo Switch.
Honestly, I kind of wish I hadn’t.
Riviera: The Promised Land is the story of Ein, an angel tasked with beginning “the Retribution,” an ancient power that can destroy the demons that threaten the world. Ein quickly learns that not everything is as simple as he thought and rebels against his former allies to seek the truth and save his new friends from the demons.
It’s a simple story, unlikely to surprise anyone familiar with JRPGs. There are a few twists along the way, but nothing unheard of.
The characters are also predictable and generally follow familiar tropes. Ein is a somewhat shy protagonist who is unsure of himself in the beginning and finds his strength later. You meet a powerful witch who is also a bit clumsy and a pair of sisters who seem like complete opposites (the serious and competent one and the silly, energetic one). You begin the game with an angel companion who takes his job very seriously and remains focused on the mission, and there’s a village elder who seems to know everything about everything and can always tell you where to go next.
What Riviera‘s story lacks in substance, it makes up in style. Both the spritework and character art are superb. The main cast all have artwork for a variety of emotions, and even common enemies have in-game artwork for dialog and when unleashing their super moves during battle. The spritework was some of the best on the Game Boy Advance, and the remaster has done a great job of keeping the game looking its best. There is a new option, enabled by default, to use a sprite blurring filter. I think it looks fine, but you can turn it off and on in the menu if you prefer the original look.
Exploration and combat are what set Riviera apart from other games of the time, and some parts are still unique more than 20 years later. Field exploration and movement work through a command system; you never have full control over the characters. When you enter a new room, you find a few options for objects to investigate and other rooms to enter. Sometimes, you cannot proceed until after investigating a specific object to trigger an event or until after a battle is won, but you are often presented with choices that lead to different paths through dungeons, trigger different dialogue options, and change the score you receive at the end of each dungeon.
The exploration and event system feels similar to a game of Dungeons & Dragons, but I would not have understood that comparison as a kid. Instead of dice rolls to determine outcomes, each investigation can trigger a quicktime event. This feature feels dated nowadays, and I was not happy to be dealing with them. I can’t mash the A button as quickly as I used to.
Event choices also tie into a light dating sim feature. All the party members are women except for Ein, and Ein’s friendship with each one changes the ending you receive. Agreeing or disagreeing with each character during dialog options changes your friendship level, but this feature feels largely unimportant. It mostly serves to change the cutscene at the end of the game and encourage replayability to see each one.
The battle system is still unique, but after replaying Riviera, I am glad that no one ever copied it. I rarely found it to be fun. When each battle begins, you can choose three of your five party members and four items to take with you. The four items include all your weapons, armor, spells, and healing items. Everyone participating in the battle shares the same four items, but not everyone can use them all properly.
Battles are turn-based, and turn order is determined primarily by a speed stat. Your only combat option is to use one of the four items or the special attacks associated with them. There is no “defend” option and no option to skip a turn. You are expected to strategically choose who to take into battle and which items to bring, but that usually means making sure you have a weapon for every character (which could be two or three item slots) and some kind of defensive item. Every item has limited uses, and you waste some of those uses just because you must take a turn.
Enemies have a rage meter that builds as you attack them and decreases when you do not. When it passes a threshold, enemies begin attacking with stronger moves. When the meter is full, the enemy will use a super attack.
The core concept is to manage enemy rage by not attacking too many times in a row, but the limited item selection makes that very difficult, or even impossible. There were very few fights (mostly bosses and a few unique enemies) where I felt like I was engaging with the system and strategically managing rage to avoid a defeat. Most battles seemed determined entirely by the items I brought with me. For example, if the enemy was weak to fire (something the game tells you before the fight begins), then bringing fire weapons would end the fight quickly, and not bringing them would usually result in a defeat.
Character leveling and stat progression are also unique in a bad way. There are no random encounters or repeatable field encounters. Leveling characters happens when you repeatedly battle past enemies by selecting them from a menu. Characters gain stats when they master different items (by using them a set number of times).
I remember this being a tedious grind in the original game, and I initially began doing the same grind in the remaster. About halfway through the game, I had enough of the grind and instead turned on one of the new quality-of-life features that increased experience gains enough that stat increases came after using a new item only once.
Each dungeon, or “stage”, ends by giving you a final score and ranking. The lure of seeing alternate paths and achieving different scores encourages multiple runs, but I would never recommend it. Each stage felt twice as long as necessary. Playing through the game one time was enough for me.
Riviera: The Promised Land Remastered is not a bad game, but my taste in games has moved on. It’s probably the perfect game for someone, but I suspect its appeal is limited. Things that were new and exciting to me 20 years ago are now mind-numbingly boring or just annoying. It has taken me almost a full year to finish replaying the game because I quickly grew bored every time I resumed playing. Unfortunately, this is one game I think should have stayed in the past, and it’s a shame that my fond memories of it have been so broken.

































































































