Last time we contested the logic of a cat hair moustache, discussed the perils of
fearsome Clown Dragons, and explained why you can’t stop hitting yourself. This
time we’re jumping right into the fray by discussing who’s in the fray. Let’s
talk about how Final Fantasy 2 handles enemy design.
Old School Eeeehnemies
There’s a simple question to ask any time you’re evaluating the usefulness
of a new enemy, attack, or feature in general: Does this change player behavior? Ultimately, this is the entire
point of adding new content beyond aesthetic appeal. Different foes provide
different challenges, which you strategize and respond to appropriately. To
speak bluntly, most old RPGs were bad at this, and Final Fantasy 2 is a prime
example.
There are a large number of different enemies in FF2, technically speaking. But a significant
number are only separated by stats, their vast web of techniques summed up in a
word: Attack. They hit you and you hit them, then one of you falls over. Sometimes
even bosses do nothing but attack, and not just the “bosses” that are literally
groups of enemies with different theme music. Stat differences are usually too
slight to noticeably separate monsters*. The vast majority all blend together
as things to hold the A button against. To the game’s credit, it does have
several enemies that utilize different tactics than just attacking. The problem
is most of these are terrible.
*I wonder if this is due to how
varied the encounter tables are. The number of foes you fight can range from
two to eight in just about any configuration. Perhaps monsters are mostly the
same power level because that way they can be mixed and matched in differing
quantities without worry. I prefer the approach of later games: lower encounter
rates and fewer foes per fight but higher HP and longer battles to compensate.
At least then you’re likely to see everything an enemy has to offer before
giving it the ax.
"Big
Horn A, I've just come up with another magnificent strategy!"
"Fantastic
Big Horn B! We can always count on your keen intellectual mind!"
"So
first: You attack them. And then, and this is a work in progress, try to keep
up: I attack them."
"Brilliant!
Big Horn B, you've done it again!"
"What
do I do?"
"Sorry
Big Horn C, I haven't gotten that far ahead."
Foes’ damaging spells are about as deadly as regular attacks or, in the
case of multi-target spells, weak to the point of uselessness. Status spells
are rarely cast and usually miss. More often status comes as a chance-on-hit,
further lowering the odds of it being an issue. Even when they work, the most common
status is poison and poison is useless. It deals 2 or 3 points of damage a
turn, in a game where each party member ends up with thousands of HP. Enemies
buffing themselves is only mildly effective, limited to a few monsters, and the
ones that can do it die quickly. That’s a problem with foes in general:
Interesting effects have such a low chance of happening and everyone has such
low HP that you never get to see any of it.
There are a couple types of enemies that do actually rise above this
never-ending sea of tedium. Enemies weak to a certain element will take
drastically more damage from it, enough that it’s worth moving your cursor
before pounding away at the A button like usual. On rare occasions there are
enemies with high defense, forcing you to use spells. A few enemies have life
drain attacks, and since these deal a percentage of your max HP they’re an
actual threat to over-leveled parties*.
*Not more of a threat, mind. I’ve
seen it suggested that these will wreck over-leveled parties, but not in my
experience**. Sure they deal a lot of damage to over-leveled parties, but those
can also kill faster. The only challenge they present is that I sometimes had
to actually select targets in battle. As a bonus, the life steal weapon you get
also deals a percentage, including to bosses. So it completely sucks all
challenge from those. It’s a neutral mechanic at best.
**Bear in mind I’m playing the
GBA version, which I hear is easier.
There’s a little strategy here and there, but it’s spread too thin. The
result is that fights would be bog-standard and uninteresting even without the
problems of the leveling system. And since you don’t earn experience and gold
is easily obtained, why fight enemies at all?
I’ll tell you why: Because the run command doesn’t work!
Speaking
of running, this is the first game with chocobos! This was their original
concept art. Yes, really. No, I don't know why either.
For whatever reason, the run action has a ridiculously low chance of success. With cursory searching I’ve
found several threads complaining about how hard it is to run, but the answers
why are vague. Flee chance is based on either Agility or Evasion depending on
who you ask, and the difference is significant since armor and shields
drastically alter Evasion. I assume enemy stats factor in somehow as well, but
can’t find a formula on how it’s calculated. I’d guess ambushes* either reduce
chance to flee or make it impossible, but am unsure which. And apparently it’s
been confirmed that certain random encounters simply can’t be escaped, but I can’t find a list of which ones.
*A relatively frequent occurrence
ALSO determined by either Agility or Evasion
About the only thing that sees widespread agreement is that fleeing is
annoyingly difficult. And that’s unfortunate, because this leveling system
means there’s less incentive than ever to fight every random schmuck you come
across. So encounters aren’t very engaging, worthwhile or easy to escape. What
about the places you find them?
Dungeons that Drag-on
The dungeons in Final Fantasy 2 suck.
This is some of the worst level design I’ve seen in an RPG. It does its
damndest to minimize all the fun parts of exploring dungeons while maximizing
annoyances. First up, these places are labyrinthine as hell, and not just the
actual palace of hell you visit. They twist and turn up and down through
multiple floors laden with pointless dead-ends, with little scenery or
signposting to help determine the correct path. These mazes contain zero
puzzles or interesting events. They barely contain events to begin with! The
only things that come close are damaging floors. They recycle the crap outta
those, but whether its poison/lava/waterfalls/jagged ice/electrified
tiles/stomach acid it all does the exact same thing: Deal 1 damage per step.
Funnily enough, these actually come as a relief in later dungeons, where their
damage is trivial and prevents you from running into battles.
Oh
thank goodness, this floor is covered in molten lava. Time for a breather.
Though still primitive, I feel even Final Fantasy 1 has more
interesting dungeons. It contains less twisting corridors and more recognizable
landmarks*. It contains more interesting events and puzzle mechanics**. It also
contains respectable amounts of interesting and unique treasure. Meanwhile, until
the last third of FF2 it seemed most chests contained near-worthless items or
equipment I could’ve purchased*** the town before.
*Like the 8-way crossroads at the
volcano or the long bridge in the floating castle
**Like holes that drop to areas
below or hallways that continue forever without the right pattern
***And probably did
And we still haven’t hit the two biggest problems! Rounding out second
place at the race to the bottom is dead-end rooms. You see, someone over at Squaresoft
had a just…just swell idea. I can
only imagine their eureka moment was as follows:
Square Employee #1: “Whoa dude! I
just had the gnarliest, bodacious and most hellaciously badical idea!”
Square Employee #2: “Why are you
talking like that?”
SE1: “It’s the 80s, bro!”
SE2: “But…we’re Japanese.”
SE1: “Psshh, whatEVer. Just sit
back and take in this totally tubular idea, chyeah?”
SE2: “Alright, I’m listening.”
SE1: “So like, y’know how making
all these dungeons an’ junk takes like mad time to do?”
SE2: “Well yes, they would. They’re
about 80% of the game.”
SE1: “But I used my wicked genius
to figure out how to make em HELLA quick! Hope your brains got a bunker bro,
because I’m about to blow. Your. Mind:
SE1: “Dead-end rooms.”
SE2: “Dead-end rooms?”
SE1: “Dead-end rooms! Think about
it, dude: We get these doors, right? Then we spread em out ALL up in the
dungeon place. Behind one of em we put like, some wicket sweet loot for players
to snag and junk? And then another one has the path ya gotta walk to get to the
end. But the rest? Dead-end rooms, brah! Dozens of em! Ya step inside and its
like straight nothing, bro!”
SE2: “…”
SE1: “This idea is the BOMB,
chyeah? So whaddaya think?”
SE2: “I think I shouldn’t have
watched Bill and Ted’s Excellent Adventure before bed last night.”
SE1: “C’mon dude, don’t be a
buzzkill! Don’tcha think this would be some hella tight game design?”
SE2: “Absolutely not! This just
seems like a huge waste of the player’s time! What’s the point? What would they
DO in the dead-end rooms if there’s nothing in them?”
SE1: “Nothing except a posse of
gnarly ass monsters gettin up in your grill! We can pump up that encounter rate
like crazy high! Mondo cool, huh bro?”
SE2: “…did you just say ‘Mondo
cool’?”
SE1: “MONDO COOL, HUH BRO?!”
SE2: “No! Not…that thing you
said! That would make it even more frustrating for the player! This whole
feature would just be making the game worse in order to pad the run time!”
SE1: "Sigh…fine, try this:
We want to make this game as big or larger than the last, we're changing all
the underlying systems, the entire team is 10 people and we have less than a
year to make it."
SE2: “Wow, dead-end rooms?! What
a marvelous idea!”
I don’t hold anything against developers personally, not just here but anywhere.
I can also understand how these earlier days of game dev could lead to pushing
ways to artificially extend the game. But I’m not in the business of evaluating
products based on the period they were made or how long the creators went
without seeing their families. I’m not in a business at all, I’m a blogger, but
that’s neither here nor there. The point is that even though I can understand
why these doors were added, they shouldn’t have been.
There's
nothing quite so "fun" as going from this…
…to
this.
There is only one purpose I can think of for these doors beyond wasting
time: Forcing more encounters so the player will be the proper power level.
It’s a sledgehammer to game balancing if ever I saw one, but even it could
count for something. It could, but it
doesn’t. FF2 doesn’t need extra
battles, and the reason for that is, well…it’s time. In a roiling sea of
archaic systems, questionable design and shaky execution, this is what I
believe to be the worst flaw in Final Fantasy 2. Simply put:
Encounter rate.
There are too many fights in FF2. There are an unreasonable number of fights in FF2. If a cramped city apartment
was an FF2 dungeon, you’d slay forty Ghouls every trip to the fridge. If these
enemies occupied physical space, every room would be as packed as the first
five minutes of Black Friday. If every fight represented a single character of
dialogue, it’d form a speech longer than the entire in-game script. If you
asked me what percentage of FF2 I spent in fights I didn’t care about, I’d ask
how many decimals I could use.
And to appease the nitpickers: Yes, this is an exaggeration. Yes, there
are plenty of other RPGs with high encounter rates, particularly in the olden
days. In any given game world, NPCs are a clear and definite minority in a
nation of monsters. This is always going to be the case to accommodate the
combat-centric gameplay we find so entertaining. But even compared to other
RPGs, the amount of battles per steps in FF2 feels really, really high.
How much higher is up for debate. It’s possible that it’s only a slight
uptick from later RPGs, and completely in line with the games of the era*. But
the real problem isn’t just the encounter rate, but the game it’s in. The
reason I call it the worst is not because it causes other problems, but because
it enhances them. Every other major
problem in Final Fantasy 2 ties into encounter rate. The common feedback loop
is:
*Apart from dead-end rooms, which
average an encounter every couple steps.
You’re wandering through a labyrinthine maze of dead ends…
…because you got a vague dialogue hint that you think leads here…
…and every five steps you have another slug-fest…
…that plays like all the others due to mediocre enemy design…
…and doesn’t feel like it matters due to the lack of experience…
…and is often too easy or hard due to the leveling structure…
…which you can’t run from because that command barely works.
Actually
Emperor, this final dungeon contained no dead-end rooms and the normal
dead-ends were filled with unique boss fights and awesome loot. You sure this
isn't the other place?
It’s a dozen car pile-up of gameplay irritations, and this malicious
mixture of monotony is what killed the game for me. They’re all flaws, but
encounter rate is strongest bit of connective tissue between them, while
frustratingly being easiest to sever. The problems with the story require a
more experienced writer and also struggle against the limitations of cartridge
space and the dialogue system. The problems with leveling are complex and
interconnected issues that similar games struggle to deal with to this very
day. The problems with enemy and dungeon design, though a little simpler,
require not just clever implementation but man hours they may not have had. The
problems with encounter rate? Change a number.
A little frustrating in retrospect.
The takeaway is that I simply didn't enjoy most of my time with Final
Fantasy 2. Though some may disagree, for me the game felt like a chore to slog
through. It’s not just future games I found more enjoyable, either. The remake
of Final Fantasy 1 on the same cartridge feels better in just about every way.
Leveling, customization, loot, dungeons, even little things like the overworld
seem better designed. And as long as we’re talking about these remakes
specifically, there’s one last complaint I’d like to make before we move on to greener
pastures.
Soul of Rebirth
For this review, I played the GBA remake Final Fantasy 1 and 2: Dawn of
Souls. Both games received bonus content in this remake. Final Fantasy 1 got
four major bonus dungeons with a total of 75 floors between them. They featured
well over a dozen new bosses, floors with unique puzzles or events, and on
multiple occasions even towns with NPCs inside the dungeon. Meanwhile, Final
Fantasy 2 got a bonus mode called Soul of Rebirth, which added additional story
content after the normal game. Soul of Rebirth is…not good.
And it’s a shame, because the premise is actually awesome! Four major
characters who died over the course of FF2, three of whom were once in your
party, meet up in hell and have to journey through it to help save the world
behind the scenes. I don’t think I’ve emphasized enough what a fantastically
cool idea that is, so here: That is a fantastically cool idea. It’s add-on
content that develops less used characters and expands the central narrative
without interrupting it. Not to mention, journeying through the depths of hell
offers an absolute goldmine of cool things you could do for enemies, dungeons,
and story beats.
And because I know people will take issue with this, allow me to state:
I understand that this is bonus content. I realize the developers likely had
very little time to complete it. I also realize that there’s probably an
explanation for why FF1 had better optional content. Maybe the team was split up
by game and one had less time left for bonus stuff. None of this is to be taken
personally against the developers. However, this is content released in a
professionally produced product. It is part of the incentive for people to buy
the remake and optional or not is grounds for the same criticism as any other
part of the game. That being said…
Here’s what Soul of Rebirth actually is: You go through one of the
game’s previous dungeons only palette swapped, horizontally flipped, and filled
with palette swapped enemies. Then there’s a small town copied and horizontally
flipped (not even palette swapped) from the main game. Then there’s the final
dungeon of the main game, palette swapped, horizontally flipped and filled with
palette swapped enemies. If you’d like, you can go into another copied room to
fight a palette swapped bonus boss.
Here's
a picture of Poft, a town in the original game.
And
here's a picture of "Machanon", apparently the city of the dead. I
really dig their otherworldly architecture.
There’s basically zero story in all this. The NPCs in town realize
they’re in some sort of afterlife, that there are monsters nearby and that this
is bad. That's the entirety of their knowledge and insight. In the end you
fight another half of the Emperor that split from him, who tries to trick you
into thinking he’s good. Beyond that, nothing. So much potential squandered.
You have an entire realm of the afterlife, which apparently exists. You have
characters that died for their cause, all of whom left comrades and loved ones
behind. You have a city of lost souls whose future existence is uncertain,
besieged by monsters at all sides. All this, and you write nothing. No drama, no character development, nothing scary or funny
or strange or thought provoking*. It is transparently a vehicle for recycled
dungeons.
*Three off the top of my head:
Each of the four party members must confront a memory of what they left behind
and need to move on for the greater good. We explore what this afterlife really
is and how these people came here, since apparently they can double die. The path to hell is a twisted reflection of
scenes from the party’s lives where they have to fight shadows of past friends
and determine what is and isn’t real. SOMETHING.
Once
again the population is mostly monsters, and once again I wonder what they do
when you're not around. Do you think the people of Machanon and Beast Devil
could get along?
And speaking of recycled dungeons, those are phenomenally lazy. I know end-game bonus dungeons like to re-use
previous assets, but to straight-up repeat the whole thing without alteration
in what is supposedly new story content is pretty disappointing. But even if we
were to accept that copy-paste level design, the least they could do is provide
enough of it. The final dungeon
doesn’t just look like the one from the main game. It’s just as hard, if not
harder. And yet, your party is full of people stuck halfway through the game in
power level. You only have six floors of one dungeon before being kicked into
the end-game and there’s no possible way you’ll be prepared in time.
The result is that this bonus content is at least 50% grinding. And I don’t mean softer definitions of the term
like repetitious content or fetch quests. We’re talking walking back and forth,
in the same room, fighting the same enemies, in the same way. For hours. Would it have killed them to
mirror some more dungeons? Even if it were recycled, anything with a goal
would’ve been better. And if they couldn’t do that, why did they make the final
dungeon so hard in the first place? This is bonus content by a well-off
publisher for a game released in 2004. They have no excuse for stretching
things out like this.
If
you search for Final Fantasy 2 Soul of Rebirth, 90% of the images are of the
final boss. Probably because it's the only actually original content.
So Soul of Rebirth, like many aspects of FF2, is a train wreck. But
before we say goodbye for good, why not focus on something in this game I
actually like?
Music
Final Fantasy 2 is one of my least favorite soundtracks in the series.
Wow, I am just awful at positivity
today, aren’t I? But fortunately, those with memories one rank up from goldfish
will recall that I liked this part of the game. To which I say: well, duh. This
is a Final Fantasy soundtrack by Nobuo Uematsu. The man is a contender for my
favorite composer, and that’s coming from someone whose music library is nothing
but thousands of game tracks. Even the low points in such a career are still
pretty enjoyable to listen to.
As with everything else, I’m covering the GBA remake of the game. I’ve
listened to the NES version, and it’s certainly…rougher in places, but the
essential melodies are still there. Besides, this is supposed to be the
positive section. So let’s line up and listen to some soothingly sonorous
songs.
We'll start, much like the game itself, with a battle. The main battle theme of FF2
certainly isn't the series' best, but nonetheless gets you pumped for conflict
with some good percussion. As nice as the trilling flute in the middle is, my
favorite part of the piece is definitely the rising notes that transition to a
new loop.
The map theme for
FF2 strikes a notable contrast to the first game. Whereas that theme is a boisterous march of
enthusiastic adventure, this is a subdued, even melancholy tune. The entire
first half of the song seems to be a build-up to when the strings and guitar
come in, which is definitely my favorite part. Interesting, then, to note that
this latter half wasn't in the original version at all.
The original game only had two battle themes, one of which was exclusive to the final
boss. The remake added a couple for normal bosses, and the more common of the
two is…odd. To be honest,
I'm not a huge fan. I think the constant warbly noise (I can't identify the
instrument) and the bass straight from a Sega genesis don't fit well here.
However, the other new battle theme I quite like! It's got a little
more of the pomp and circumstance expected of an important fight, and much like
the main battle theme has great percussion. My favorite part of the song is probably the
last bit before the loop, at about 0:44 onwards. The escalating strings and
clashing cymbals build to a fun climax.
Revivification is
short and simple, but for whatever reason I really like it. The tinkling intro,
the slow whines, the way the melody ebbs and flows up and down, those lonely
bass notes, the later chimes that echo back and forth, I like it all! It's a
simple song that's simply pleasant to listen to.
"Wow
Beast Devil, you're quite impressive on the piano!"
"BEAST
DEVIL MAJORED IN CLASSICAL MUSIC THEORY!"
Dungeons are where you'll spend the most of your time in FF2. So it's a
shame that their themes are rather hit-and-miss. The most common dungeon themes
in the game, Imperial Army Theme and Dungeon 2, are distinctly average. It
definitely wasn't long before I tuned them out. Had Magician's Tower been in every other dungeon, I
may have tired of it as well. But not only is it restricted to a single
dungeon, it's my favorite of the bunch. The harpsichord intro strikes a
different tone than other dungeon songs, and I love the way the melody and
harmony mix at 0:16. It's also worth noting that though almost every song got
some extra content for the remake, Magician's Tower remains fairly faithful to
the original. Hey, don't
fix what isn't broken.
If we go any longer you'll have the entire soundtrack, so just one
more: My favorite song in Final Fantasy 2 is the rebel army theme. It focuses on strings and
acoustic guitar, both instruments I love. Despite the remake additions being
repeats of the main melody, it mixes things up enough that it feels fresh the
whole loop through. But the biggest reason I like this song is quite simple:
It's got an excellent melody. As the years go by and the game fades in my
memory, amidst the mush of bland dungeon mazes and button-mash brawls, this
song will stand as a testament to everything good about Final Fantasy 2.
Because there is good. Just not as much as I'd prefer.
In a series as varied as Final Fantasy, not every game will be a
winner. Final Fantasy 2 is a contender for the biggest loser of all, but in a
way, that’s encouraging. Because even in the series' darkest hour, when the
best parts are boring and the worst frustrating failures, their game is still
interesting. It still tried new things, broke new ground, and was worth
examining critically. I wouldn’t recommend FF2 to others. I didn’t enjoy it
much myself. But it can teach us a lot about what does and doesn’t work in
RPGs, and it clearly taught the people who made it. Because Final Fantasy 2 was
not the final Final Fantasy, and it would not be long before the series became,
finally, fantastic.
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