Ayreos
Augur
- Joined
- Feb 20, 2015
- Messages
- 109
Around 15 years ago i played through the available Final Fantasy games (from 1 to 9) and the overall impression was that the 2D ones weren't too good compared to the more recent ones, with the exception of 6, of course.
I had not played 2 however, because no matter who i asked i would be told there were no redeeming features in it.
Because of that, i only attempted to play the PSP version of it recently. I'm not very far in, but it's already my favorite.
The short story behind FF2 is that it was directed by the guy behind the "weird" SaGa series instead of Sakaguchi, and while it doesn't play like a SaGa game, it ultimately doesn't play like any follow-up Final Fantasy either.
I now believe it might be the best of the lot and the one which feels the most like "incline" today:
- It has an amazing soundtrack and arguably some of the best tunes of the entire series.
- It is the only (notable) jRPG to allow the characters to slowly grow up into their classes according to player actions, instead of being slapped into them arbitrarily before or during gameplay. Even D&D-based software games suffer from D&D's class assignment, which is great for tabletop role-playing, but not so much for watching a "commoner" character develop into a hero through their increasingly dangerous adventures.
- Unlike increasingly linear sequels, it features actual overworld exploration, and areas with considerably stronger enemies than the norm. (Defeating a few dangerously strong overworld foes netted me useful equipment and spell tomes not available in accessible stores.)
- Despite being the second oldest FF its plot is intriguing enough to make the fan-popular FF4 feel like a shoddy rip off.
- It implemented a simple topic-based conversation system similar to elder scrolls games.
- You can dual wield anything, hold any weapon with both hands, or even equip two shields, becoming near unassailable.
- It is the only FF game to implement battle rows in a useful manner. The characters in the back cannot be hit by melee attacks.
Caveats are the balance of the skill-up system being wrong in the original version, with the difficulty being low in the more recent versions instead, and lack of in-depth explanation of important mechanics, like certain equipment lowering spell accuracy.
These caveats are possibly why the game is not more popular, i believe, as it makes the system very easy to exploit by RPG-savvy players and hard to figure out for newbies. (Many love to say black magic is useless in game and has terrible accuracy, without knowing the game applies magic penalties from wearing heavy equipment like many older wRPGs do).
Regardless of the reason, i find it tragic that a game so earnestly trying to progress the genre by implementing more ambitious story, characterization, party customization, higher NPC interaction and exploration was ignored both by its own company and its public for so long. I think it deserves to be a reference for today's jRPGs.
I had not played 2 however, because no matter who i asked i would be told there were no redeeming features in it.
Because of that, i only attempted to play the PSP version of it recently. I'm not very far in, but it's already my favorite.
The short story behind FF2 is that it was directed by the guy behind the "weird" SaGa series instead of Sakaguchi, and while it doesn't play like a SaGa game, it ultimately doesn't play like any follow-up Final Fantasy either.
I now believe it might be the best of the lot and the one which feels the most like "incline" today:
- It has an amazing soundtrack and arguably some of the best tunes of the entire series.
- It is the only (notable) jRPG to allow the characters to slowly grow up into their classes according to player actions, instead of being slapped into them arbitrarily before or during gameplay. Even D&D-based software games suffer from D&D's class assignment, which is great for tabletop role-playing, but not so much for watching a "commoner" character develop into a hero through their increasingly dangerous adventures.
- Unlike increasingly linear sequels, it features actual overworld exploration, and areas with considerably stronger enemies than the norm. (Defeating a few dangerously strong overworld foes netted me useful equipment and spell tomes not available in accessible stores.)
- Despite being the second oldest FF its plot is intriguing enough to make the fan-popular FF4 feel like a shoddy rip off.
- It implemented a simple topic-based conversation system similar to elder scrolls games.
- You can dual wield anything, hold any weapon with both hands, or even equip two shields, becoming near unassailable.
- It is the only FF game to implement battle rows in a useful manner. The characters in the back cannot be hit by melee attacks.
Caveats are the balance of the skill-up system being wrong in the original version, with the difficulty being low in the more recent versions instead, and lack of in-depth explanation of important mechanics, like certain equipment lowering spell accuracy.
These caveats are possibly why the game is not more popular, i believe, as it makes the system very easy to exploit by RPG-savvy players and hard to figure out for newbies. (Many love to say black magic is useless in game and has terrible accuracy, without knowing the game applies magic penalties from wearing heavy equipment like many older wRPGs do).
Regardless of the reason, i find it tragic that a game so earnestly trying to progress the genre by implementing more ambitious story, characterization, party customization, higher NPC interaction and exploration was ignored both by its own company and its public for so long. I think it deserves to be a reference for today's jRPGs.