Friday, April 20, 2012

Final Fantasy II

I've done odder things than typing up a review for Final Fantasy II whilst watching An American in Paris. I just can't think of any at the moment.

Turns out Pokémon Black and White 2 have been confirmed to be direct sequels taking two years after the originals. Both games follow the traditional Third Version additions, including animated Trainer sprites to match the active Pocket Monsters, some of which boast new animations. The addition of non-Unova Pokémon into the National Dex as well as new areas; a piece of artwork shows most of Unova covered in ice - a nice attempt at showcasing Kyurem's increased involvement as well as to possibly mask more changes and additions. The new protagonists will hopefully run into an older Hilbert/Hilda and/or Cheren and Blanca (love you!) in a similar vein to Gold and Silver's battle with Red and Blue.

I can't wait to dive further into Unova and lose hundreds of hours to Pokémon yet again. I will catch 'em all, dammit!

Now, onto a far older RPG:

Pink, cuz the Emperor is FABULOUS.

Final Fantasy II is what helped define and/or create arguments as to what exactly makes a Final Fantasy game a Final Fantasy game. While this discussion didn't escalate in severity until Final Fantasy VII showed up around nine years later, it is FFII that helped define the series as one that would take risks, would change itself. It challenged what an RPG could be by switching up its entire worlds, characters, locations and spells. Battle systems would constantly be evolving and/or dismissed entirely, with nods to lessons learned in previous installments while still retaining its menu-driven style. Themes would be similar, while characters would vary and indeed become their own. Chocobos and Moogles would become series mascots, varying slightly in appearances and skills, while iconic items would remain: Gil, Pheonix Down, Potions, etc. Stereotypes would be created, but they began as standards. Music would constantly be of high calibur, though every fan has their own personal playlist.

No matter what your opinion is on the series, you can't fault it for trying. FFII was a chance for Square to try again with a clean slate, bar the success of its predecessor which lead to one of their largest IPs and one of gaming's most beloved/reviled series.

オリジナルの日本語テキストで完了!
FFII is the second in what turns out to be trilogies during console generations, this case being the Nintendo Entertainment System. The sequel took its chance to add more story and bring players closer into the world by giving the protagonists personalities and names. The story is essentially Star Wars Lite: four orphans join a rebellion to overthrow the Emperor. II introduced guest characters that join the party for mutual gain, giving players the chance to emote on to these 8-bit sprites. Nothing fancy, but it's a start.

The gameplay is standard RPG fare. Run around an overworld, travel towns to quell the plot's demands, seek dungeons to fight bosses, world saved. I'm selling it short, but it's nothing crazy. Worth of series note is the character Cid properly debuts here, along with Chocobos and an early form of Summons, which would properly make their entrance in the next title. Guest characters also make themselves known here, as the fourth friend of Firion and company is M.I.A. To fill the empty slot, characters from the plot occasionally lend their assistance, mainly for dungeons.

It's the battle system is where II draws most of its ire from me. It was a trend Square would use with the series: explore new territory to keep each installment fresh while figuring out what works best for the game they're currently making. The growth system ditches normal experience points and instead is based on what equipment the players use. Fancy swords? Use it enough and you'll get better at using it. Get hit often? Your HP will grow to compensate.

C'mon, we've all been here.
Herein lies the problem. The system doesn't discriminate against what you hit, so you can wail on your own party members and get super strong without hardly any effort. While I'd normally appreciate the slight loophole this growth system provides, it's insanely boring to do such. Sadly, it's almost required, as the older Final Fantasies rely on level grinding for artificial length; otherwise most players get slammed with walls of difficulty on a regular basis. I applaud the effort, but this is what makes II my least-favorite entry in the series.

The presentation is spot-on, as would become a recurring check on the series' report card. Graphics are spruced up (Famicom version is now a single window, 16-bit remakes have beautiful sprites, etc.), music has that same Uematsu flair (a bit light and fantasy in this one, which I like), story does a better job of getting you engadged with the characters instead of the blank slates of the original. As far as menu-based RPGs go, it's still pretty decent, if a bit experimental.

I would recommend any version of II with the Dawn of Souls edition on GBA and beyond, for the inclusion of the eponymous Dawn of Souls mode. Spoilers! The guest party members during the plot who succumbed to death get a chance to reap the benefits of their predicament to handle the dark side of the Emperor.. with a twist. It helps the value of the game, though there's reason the game was bundled with the original title. More of a value that way.

To or to not sacrifice the Blood Sword...

All in all, even though II is my least favorite title in the main series, it's not a waste of time. It proved the series wouldn't be satisfied with simply repeating itself, constantly trying out new things while pushing for new standards. While it's not felt as much here, it does get better. GBA, PSP and iOS versions recommended.

Main Series
1. Final Fantasy
2. Final Fantasy II

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I can confirm the trio of NES titles are my least favorite of the main series I've played. Aside from the MMOs, since I'm not gonna rank what I haven't played a good chunk of. (Can't pay monthly for a game. Call me old-fashioned, it just rubs me the wrong way.

Ciao!

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