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What do Metroid 2, Super Mario Bros. 2 and Zelda II all have in
common? They are all the second game in a beloved franchise, but
they are also the black sheep of their respective series. Final
Fantasy II falls into this category as well, a title that took the
series into an unexpected direction while still using ideas that
the series has held up since the game's 1988 Japanese release. Along
with a remake of the first game in the franchise, Final Fantasy
II is now available on the PSP, host to revitalised graphics and
sound. Is this the best version of this experimental title?
Palamecia
is at war and the people of this world are sick with worry of imperial
attack. Villages are being burnt to the ground, leaving young children
stranded without a family and the soldiers who are left to fight
are dying within seconds of trying to protect their homes. In the
middle of all this, three young heroes emerge, entering onto an
adventure that will take them to the depths of the world, in search
of one of the trio's beloved brother. This may seem like a basic
RPG story of 'young kids' on an adventure that is far below your
usual expectations, but for the first time in the series, the story
is both interesting and memorable. Compared to the lightweight prose
found in the previous game, this is a major step up, in both the
plot and character sense.
The
three (or four, depending on how you look at it) characters here
are all different to each other, looking, and feeling, individual
throughout the game. This trait extends beyond your set of central
fighters too; all of the denizens of Palamecia also have an exciting
story to tell, with some even accompanying you on your journey.
The white mage Minwu and the leader of the resistance, who you begin
your story working for, are both cleverly designed to make them
seem like a part of the world, rather than a set of pixels placed
in a random room to give you a hidden item. All in all, the story
is one that stands out against the minimal one found in the game's
predecessor. It may not be of the standard found in the more recent
games in the RPG series, but it is very well executed and will be
one of the reasons you continue playing.
If
you have played the original Final
Fantasy, or any other game in the series, then you will feel
familiar with the basic design of Final Fantasy II. You travel across
an expansive world map that's littered with dungeons, towns and
other points of interest. While in these areas you move around with
the d-pad, selecting things to talk to and look at with the X button.
You walk around the town, entering shops, stocking up on phoenix
downs and stealing large sums of gil from treasure chests found
in the unlikeliest places. All of this is standard series fare and
you'll also find the series debut of both the Chocobo (a huge yellow
bird that can help you move across the world map at speed) and Cid
(an airship pilot who would go on to become vital to the series.)
You won't find anything unexpected - for the first five minutes
anyway, after which you'll discover the first of many tangents that
this Final Fantasy title takes.
Although
some of these do not come across as well as intended, the first
one to mention is an addition that Square-Enix should think about
bringing back to the series. When talking to key characters in towns
or castles, certain key terms are highlighted. This gives you a
clear indication to pay attention and learn the word, a result that
is achieved by selecting learn from a menu that appears at certain
points in conversations. These terms can then be told to other people,
who may be on the other side of the world, and they will respond
in either a helpful way, or one that doesn't affect the events you
are a part of at that point. This gives the feeling of being involved
in a conversation, rather than cycling through text, which as many
Final Fantasy fans know, can get very tiresome. The ability to use
items instead of words adds even more to this original and enjoyable
feature, one that changes the way you feel about the story. Rather
than just being along for the ride that your four heroes are on,
you are a part of the team, making connections between characters
and words all the time, with this carrying over to the dungeon crawls
you encounter, as you find links to the items you discover. The
first detour that Final Fantasy II takes on its way to the series'
manufacturing plant is the game's best, and one that is inventively
woven into the fabric of the main game. Sadly however, this can't
be said about the other main change that the game makes to the Final
Fantasy formula.
If
there is one reason for fans to dislike Final Fantasy II, it isn't
the story, or the world, or the battle system, or the addition of
Chocobos, or even the new keyword system; it's the levelling up
system. This is unlike any other character development system in
the series, which is a bad thing in case you hadn't already guessed!
Your team of warriors don't have selectable jobs - that's Final
Fantasy I, III, V, X-2 and XI out of the window; they don't have
preset actions that they learn over time - I, IV, VI, and IX are
gone; and even though the characters can learn any ability, the
system is still unlike VII, VIII, X and XII. After that long list
of games, the question is, what is the character development
system in Final Fantasy II?
You
can buy magic and weapons in shops as usual, but each ability and
stat levels up individually. That means that if you use a cure spell
consistently, in and out of battle, this ability gains experience
and level up. The same goes for stats like strength and HP, where
if you're hit a lot and your character's HP depletes then the damage
you can withstand increases too. This seems well thought out on
paper, but in practice it becomes annoying to say the least. With
no overall level, or sense of development without always entering
the status menu, I found it hard to keep track of how powerful each
member of my team was. This can make tackling a new dungeon touch
and go, as to whether you will succeed or suffer a quick and painless
death (those adjectives used to emphasise how fast this game is).
This type of levelling up is not suited to a classic style RPG such
as Final Fantasy and it fails to create any sense of progression.
This is the worst aspect of the game and it's the main reason that
FF II doesn't reach the heights of its predecessor and its many
chronological follow-ups.
The
most notable difference of this version to the original game is
the graphics; in the same vein as the Final Fantasy port on PSP,
the game has been redrawn to fit the system's 16:9 wide screen.
The SNES style sprite designs are a great addition, turning the
production values of the game into something worth talking about.
The same can be said about the music, with fan favourite themes
reborn once again. The world looks different and marginally better
than the one found in the original Final Fantasy; the environments
are more scenic, the characters are bolder and brighter and the
trees on the world map are an even better shade of green (something
that makes a surprising amount of difference!) The aesthetics are
just as good as you will be expecting - nothing more and nothing
less - although they are the best seen in Final Fantasy II in its
twenty-year lifespan.
There
are tons of other things that should be mentioned about this version
of Final Fantasy II, such as the bestiary, cut scenes, the speed
of the game and the extra dungeons - but the most important thing
to note is that this is a standalone game. Other than the original
game and a mobile phone version, Final Fantasy II has never been
released without the original Fantasy alongside it. This may not
seem like a problem, but without this extra game, you see just how
weak Final Fantasy II is when compared to every other entry in the
series. This is the worst Final Fantasy game, and that is
a very hard thing to say for a diehard FF fan such as myself. While
the overall score isn't considerably lower than the other PSP port,
this game is undoubtedly the lesser product. Even so, this is the
best version of FFII to ever hit store shelves, and at £20, series
fanatics can save Palamecia at a budget price. Newcomers to the
series should start with the original FF, or even jump in at a later
entry - just don't play this and expect it to be the true Final
Fantasy experience. This has a place in some gamer's hearts, but
for most it won't be worth paying the airship fee for - so let's
just sweep this one under the carpet and wait for the next PSP conversion
of a Final Fantasy game with great anticipation.
Reviewed by Sam Atkins for AceGamez (All Rights Reserved).
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