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Marco Stefano Doria's avatar

I can hear that menu screen :D

Days of Fiction Past's avatar

Did you play the Dawn of Souls version? That one does something very interesting with all the dead party members.

My thoughts below:

Passwords

They seem to have been inspired by how the player could type whatever they wanted to say into Ultima games, but while the open-ended nature of Ultima's passwords let players skip ahead if they knew what they were doing or gather information, FFII's passwords were really just keys with more steps. It wasn't a bad system, and I think they could've improved it if they kept it.

Leveling

The problem I had with leveling was that it made magic such a chore. Most of the time, characters will be fighting and taking damage, so they get good at fighting and taking damage easily, but the player has to go out of their way to train up a wizard, and the benefits aren't all that great, especially when it comes to:

Ultima

Ultima might be the worst case of story and gameplay integration I've seen in an RPG. The story hypes up Ultima. Characters die over Ultima. It's an ancient super-spell that everyone believes is completely instrumental in defeating David Bowie, yet when the player gets it, it's weak. Even if they go out of their way to make Ultima as useful as possible, it's going to be surpassed by using two swords.

Magic

The first game borrowed a lot from Dungeons & Dragons, and the second took the ability to cast spells at higher levels from Dungeons & Dragons as well. In Dungeons and Dragons, there are spell levels and spell slots, but some spells can be cast with a higher spell slot to increase properties like damage and range.

Story and Characters

This is the first time Final Fantasy tells a true Final Fantasy story with drama, named characters with fixed personalities, doomed party members, and a flamboyant supervillain. It's a little annoying how there are so many doomed party members, and future installments will tone down the death to keep it impactful for when it does happen. 1 character dying is a tragedy; several dying is an inconvenience.

The game reverts to nameless characters in the next installment, probably because Dragon Quest III was a huge inspiration for the class system, but the pattern established by II would be set in stone from IV onwards.

The story, while simple, does try to be more than the story from I. It covers themes of sacrifice and corruption, and those themes will continue to show up in the series. The story isn't as ambitious as future installments and not as good, but the attempt set the direction for future stories to follow.

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