Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
- world map is a normal oldchool JRPG map ... why do you hate it?
- and this is the purpose of dungeons to feel like if you were in a maze
The lvl system is the problem. I dont care if its easy or hard its just not fun to play. Glad they never did it again in Main Line FF games. Heard saga series did something like it though.
Map overlaps in many places which looks sloopy. Just giant chunks of land mashed together. 80% of it is barren. Almost all the towns in the game are located clustered together. Every other final fantasy world map had a theme to it and was put together in a eye pleasing way. FF1 Eye of the Hawk / Wing of the Hawk for example.
Those trap rooms are bland time killers. 1 or 2 would have been fine. But 10 per dungeon is a bit much. They never made dungeons again like this.
I've probably gone back to it more than any of the other first six games over the years. FF5, by contrast, is the one I revisited the least, just because it demands such committed involvement on the player's part. One time I left it and came back, and had no idea what I was doing (the part of the game where you're running around to all the different meteors).
I think the wrapping world map is kind of neat too.
I've gotten kind of salty arguing with people on the PR discussion boards over the last week, but this, I think I just have to concede. No matter how much polish gets put on it, Final Fantasy II is fully garbo.
We all have our own reason to despise it... But at least we can all agree that this is not the one you rec to a new fan first.
Though in terms of gameplay, it really something else.
Played through the GBA Remake at least twice and in the end, the only way for me beating any of the final bosses was by spamming magic, since I couldn't deal any damage with melee weapons at one point in the game. Played up to the point where I need to enter Kashuon for the sun fire and while the games seem more generous in stat improvement, it still feels awkward.
They put in the blood sword for those end bosses. That or you can spam beserk till your doing 3k a hit. Still requires you have lvl up your defence to a point where he cant one shot you and take away your buffs.
If they released this game in the west at the time i think it would have not done well for the series. They made a good choice in picking FF4 for the next release.
Also constantly switching the fourth party member is a very weird decision when the game is stats based and not level base so they can't adjust new party members level to yours so it will always be a weak character and by the time it's starting to be decent it switch for another one.
I don't think it's a bad game but I don't like a lot of the game design decisions.
People who are hating on the leveling system in this game should try a game that did it well, like Wizardry 6-8. Might also be kinda fun to see how much of the inspiration and design for this game came from the original Wizardry games.
I think this game overall is great but there are definitely some severe crippling flaws. It's really a shame they didn't include any kind of "normal" or "hard" mode for those of us who really like a challenge.
I don't care about the way it is open world because then Final Fantasy 2 becomes purely about acquiring loot and leveling up "reel fast and gud." Final Fantasy 2's ideas are so open to possibility, though, that it is at least interesting to examine how this works. It's an outlier to the series, I'll admit that.
What's such a shame is that if I push myself to get higher levels, I know exactly where it's leading. Unless you really have an addiction to efficiency and gaming, I think some of these ideas are rejected by players purely on the basis that Final Fantasy games are understood as telling a story. So Final Fantasy games convey scenarios and stories using the gameplay. Classes and jobs attached to characters that had some sort of greater meaning than just being able to "go somewhere and do something you may not survive doing."
Cecil's whole narrative arc in Final Fantasy 4 is about what the game says going from Dark Knight to Paladin means, for example.
Like, you have to see Final Fantasy 2 at times in a really abstract way. Going into combat is more like training than fighting if you play it a certain way, but the whole time the game has this story about rebels and stuff. If you go along the rail, the system has a seemingly different design as well. Things feel streamlined if you're about fighting and just doing things as you go. The problem is that that general system doesn't work well for spells that have to apply buffs or cure ailments, or if you need to build stamina and defense, because the reasoning or rules that make attacking or blocking or attack spells feel seamless to forward progression are precisely what make having a spell that cures status effects feel so tedious. That general system doesn't motivate forward progress for, say, getting confuse or stone off of you. Buzzword would be "ludo narrative dissonance" or whatever, but I think here it's actually meaningful and not contrived.
You have a lot of urgency to "stop the Dreadnaught" but you then might have to practice using a spell so you don't die because the a status healing spell can't just do what it says it does. It's not like Minwu even tells you to "practice/train." None of that stuff is motivated, the story's flow doesn't account for that. BUT IT'S SO INTERESTING just thinking about if it would.
You can play it how you want, but I think for what most players are there for going to Mysidia early doesn't have any significance and for good reason. Gaming the system is interesting if you like how it is and what's there, but it's also what makes Final Fantasy 2 so weird and kind of a let down when you just present it even as "less hard." That's where I'd say it's just old and has aged poorly. I can't trick myself into saying I would enjoy that or that I could make that more than what it is.
It just isn't doing what the other games do well and time has moved on so much I could seriously play something about making numbers go up that doesn't require me to re-roll any given screen with a quick save. But I don't want to leave what is there up to people who just like the grind. Minwu is such an interesting potential "mentor" character, for instance. The way Ultima works in this version... Final Fantasy 2 is the worst uniform Final Fantasy game but also one of the most interesting.
I ran from every battle in the last 3 - 4 dungeons except the forced battles in the chests and end bosses, of course. The 100% chance to get inflicted with whatever the monster has is stupid. The only way to avoid it is to grind out your evade, or just run from every battle, so I just ran from every battle. I got to the final boss and beat him in two rounds.
This is the first time I completed the game, and I don't think I'll ever play it again.
It also kinda set the tone of how FF would heavily experiment with its own gameplay systems over the entire history of the franchise. The only character stat that has been in every Final Fantasy game is HP.