Hey it's taken me a little more than a month, but I've finally managed to battle my way through Final Fantasy II, which adds another countdown notch on the prison wall that is this project-- no I'm kidding, I'm not completely burnt out on Final Fantasy yet... although to be honest FFII did not help matters. It was a rough ride, let me tell you. (Seriously, click the little "Read More" button and let me tell you. It's the whole point of this article.)
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Game: Final Fantasy II (ファイナルファンタジーII Fainaru Fantajī Tsū)
Released: December 17, 1988(JP), and then not until April 8, 2003 in the USA when it was remade for the Playstation
Version I Played: The PSP one again. (hey I like the portability!)
Total Play Time: 16:29
Gil: 909940 -- for some reason I was flush with cash the whole game!
Back in the day this game was released, it seemed like every sequel was a quirky change-up on the formula that made the original title popular. Just look at Zelda II: Adventure of Link, it swapped Zelda's overhead view with a weird and crushingly difficult platform adventure (with a level up system!), and Castlevania II: Simon's Quest, which threw away the level by level progression and replaced it with one continuing world and added lots of RPG like elements. Both these games are kind of black sheeps of their respective series (although their punishing difficulty might have something to do with it too, haha) and Final Fantasy II is no different.
While it isn't as vast of a change as those other late 80's game sequels (it's still a top down RPG with random battles) there is enough change going on to make things at least a little weird. For one, there's the "Word Memory" system that has you memorizing keywords from NPC conversations in order to spout them back at other characters to gain more information. Along with that, you can show a handful of key items to certain NPCs to advance the story as well. I honestly really like this little system-- it adds a layer (albeit a fairly transparent one) of interactivity to the dialog, and makes the plot go along in seemingly better paced fashion. In FFI it just seemed like NPCs existed to dump exposition on you, but in II at least it feels like you are interacting with the world. This actually feels like a legitimate evolution of FFI's gameplay. The game's story too, is considerably more complex than the one in the original game. Instead of creating a party of four personality devoid husks of various classes, you have a party of 2 dudes (Firion and Guy) and a lady (Maria) that stick with you throughout the entire adventure. The fourth slot is then reserved for a revolving door cast of "guest" characters-- which sounds pretty cool, but once we get into the mechanics of this game I'll let you know why this actually isn't that cool. Since this game actually has some characters in it, let's tread new Final Fantasy Project ground and do some character profiles!
THE MAIN PARTY
Maria: The party's resident lady-type. She's primarily a magic user (white mage in my playthrough). She cares strongly for her brother Leon, who goes missing early in the game and who (SPOILERS FOR A 25 YEAR OLD GAME AHEAD) in a realitivly unsurprising twist (unless you were playing this in '87 I guess) becomes a major antagonist for Maria and the party. She's basically the strong and caring JRPG female character archetype. Her and Firion appear to kind of have a thing going on.
Guy: Guy is the weirdest dude in the game, and one of the stranger characters in the FF canon. He's clearly none too smart, as he seems to have a pretty loose grasp on the English language. (He seriously speaks in pretty broken English and always refers to himself in the third person.) Apparently raised by beasts in the wild (according to a wiki entry... not so much the game) he has the uncanny ability to speak to...beavers. Yes, beavers. The instruction book to the GBA version of this game says he can talk to animals, but in the game itself you really only ever talk to beavers (it saves your life at one point, I shit you not.) Guy is an absolute powerhouse (presumably due to some sort of retard strength) and in my game I had him dual-weiding axes. AXES. Guy is, for a lack of a better phrase, a pretty cool guy.
OTHER CHARACTERS OF NOTE
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Of course there's and handful more characters, but I've gone on enough already. The character design is definitely one of this game's strong points though. Everybody looks especially cool and interesting.
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We've covered the good stuff, now to the not so good, mainly the battle system (which unfortunately is where most of the gameplay resides. It seems the same as FFI, but that's only because it looks similar. Under the hood the dang thing is a total mess. Instead of the experience point based system in the first game that worked so well (so well in fact that most games use a system like that, why change it?) every individual skill and spell has it's own skill points and levels. Say you wanted a stronger Fire spell, well the only way to make it more powerful is to use it. That's right, your skill levels are all independent of each other and you have to spend time leveling up each one. This leads to a ton of grinding in order to make sure all your skills are up to snuff. It's really annoying. It's a system that seems inherently designed to eat up all your time. You'll spend battles just spamming the same spell over and over again just to level it up. It's just not any fun at a base level. Conceptually it makes since, I mean if you want to get good at something, you've got to practice, but from a gameplay standpoint it doesn't work. FFII is a beautiful shiny apple that's rotten at its core (and there's probably a worm in there or something). The story is decent-- maybe too thin to be great and not simple enough to have an awesome fable/fairy tale feel to it-- the characters are well designed and decently compelling, but the base gameplay (the growth of your characters) is just kind of broken. Actually, in the original Japanese Famicom (NES) version it literally was broken. When you selected a command in battle, then canceled back out of it, you still obtained the points like it had been used! I guess that would cut down on the grinding, but I don't think it was meant to be there, as this glitch has been absent from every subsequent version of the game.
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The game does do a good job pointing you in the right direction and leading you to your next objective. This probably comes from the larger emphasis on story that the game has. It's still not enough story though. It's weak. There's an evil Emperor and he's evil and kills people and stuff. Why? I dunno...cause he's evil I guess. The game doesn't seem to think it's necessary for the villain to have a motive, apparently. You're of course part of the rebels (named Wild Rose...so manly, right?) and you've got to stop him and his empire. You quest for the rebels, getting them stronger weapons to be able to face the Imperial Army, knocking their giant Death Star-like airship out of the sky, get the ultimate spell (named Ultima, naturally) and that kind of stuff. You eventually kill the Emperor himself, and all is well. A victory dance ensues. It's totally a false ending though (maybe one of the first in video game history? I dunno.) because the Emperor actually crawls back out of Hell itself arising in a (oddly pink and sparkly) dungeon named Pandaemonium. Then you go and kill him again, and the world is saved. While the idea of a villain that is so evil not even Hell can contain him is pretty awesome, there's no motive for the character's evil or any history behind the conflict between the rebels and the empire. It'd be awesome if I knew the reason for anything that's going on I guess. The game is also to reliant on killing off guest characters in a cheap attempt to up the drama. Seriously, at least six of the main NPCs are dead by the time the credits roll, some seemingly for no real reason. Cid dies after the cyclone attack presumably so the party can obtain the airship, but that's a pretty weak excuse to kill such an established character. Hell, one dude dies within the first 20 minutes of the game! There's better ways to inject drama and feeling into a story without just killing guys left and right. I guess this early in the development of JRPG games it probably seemed pretty revolutionary to permanently kill off a character, but it happens way too often and starts losing its impact after about the third time.
So would I recommend you play this game? Not really. The story is not quite good enough to warrant putting up with the broken battle system. Not even the cool character designs save it from just generally being a mediocre time sink. Sure, a couple of iconic trademarks of the Final Fantasy series grew out of this game, but in the end I really just don't think it's worth it. I loved and thoroughly enjoyed playing through FFI... but FFII just started feeling like work really quick. It's a neat piece of history, but don't bother.
PXT Final Verdict: Skip It
Now on to FFIII! This time I'm going to forgo any modern remakes and jump straight into the original (albeit fan-translated) original NES version. I'll probably livestream through a lot of my playthrough too, since it's not going to be on a portable! I'll keep you informed as to when this happens.
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