I was first drawn to this game because it was an RPG with an east Asian fantasy setting and also a lot of really nice pixel art. There's also some nice full screen cutscene pixel art, though it only shows up fairly rarely, because of the way the game's structured. Which brings up the big surprise I got from playing Oriental Blue: it's an open world game! On the Game Boy Advance! Like is so often the case, western publishers were very short-sighted and didn't bother translating it. The post-Pokemon/Tokyopop English anime and manga boom was still ongoing, as was the post-Final Fantasy VII RPG boom, and here's a really high quality RPG owned by lots of kids, with a sertting they'd love and an amazing selling point, and apparently none of them were interested.
Luckily, it did get a fan translation a few year later, so you (and I) can play it without having to read Japanese. There's a lot of plot threads, but it all starts in a large city, where a big ritual is about to take place, and there's apparently also conspiracies afoot. The ritual fails, and there's also monsters roaming the streets, and bad stuff happening across the land, too. One particularly interesting thread I picked up involved the Oni. They're depicted as a stand-in for indigenous people (which is also done in the TTRPG Tenra Bansho Zero, which was orginally published a few years before this game. Is this a common trope, or is there a specific bit of direct inspiration going on here?)
The Oni are suffering some severe oppression at the hands of humanity: forced to live in a barren mountain village, subject to raids by slavers, and treated like dirt if they go to human settlements of their own volition. One of the first quests I got myself involved in was trying to re-claim a stolen Oni artifact from a human lord's palace, but it turns out to have been stolen again from him by a mysterious theif/murderer. I as worried that the Oni stuff would have been some passive background thing, just "that's how it is, I guess", but during that quest, one of them joins your party, with a view to improving the lot of his people and faning and getting their treasure back.
Unfortunately, I eventually ran into a big problem: I was finding the starts of plot threads and questlines, but I wasn't able to actually advance any of them. Ships were stuck in docks, valleys were blocked by boulders, and other barriers stood in my way in various places, all making it so I couldn't go to new towns, in each of which I was sure at least one "next thing" I needed must be waiting. I'm sure eventually I'd be able to figure some way of making progress, but having so many brick walls being put up all at once, in seemingly every direction really killed my desire to continue playing.
If you've got more patience for this kind of RPG stuff, you'll probbly get a lot more out of this game than I have, and if it sounds like it would appeal to you, you should definitely give it a try. It's clearly a very high quality game, with tons to do, places to go, systems to figure out and so on. It also definitely feels like one of the strongest examples of a vague concept I've been chasing for years: the "portable world", a handheld game that feels like it contains a full world inside it. If it had goten an official English release, there'd probably have been a print strategy guide for it, and the problems I encountered wouldn't have been so insurmounted. Oh well, never mind.
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