A2, Brutus?
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The original Final Fantasy Tactics was a dark, brooding game featuring two rival clans in a fierce war for supremacy. There was betrayal, bloodshed, brutality, and friendships ended. Then came Final Fantasy Tactics Advance for, appropriately enough, the Game Boy Advance. The tone of the game was a complete 180 from the first FFT. The tale was lighthearted, and had a more Neverending Story approach to it with a cast of characters who wished to stay in their fantasy world. However, the main character wanted nothing more than to get everything back to the way it was. It was this clash of ideals that made for a compelling story. In 2008, Square Enix came out with a spiritual sequel to FFTA in Final Fantasy Tactics A2: Grimoire of the Rift. Do the pages of this fable make for an interesting read?
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As part of Cid's clan, Luso has an obligation now as all clanmates do. Each pub has a series of quests that a given clan can pledge to complete for gil (the currency of the Final Fantasy series, and it's no different with Tactics A2), raw materials, and items. There's the standard quests that further the story, but there's over one-hundred quests that are purely optional. These are terrific for leveling up characters, earning money and extra loot, and getting some experience in battle. Some quests have Luso's party taking out all enemies, defeating a mark (a foe that, if beaten, completes the quest), protecting an AI-controlled guest, gathering items strewn across the battlefield, beating a set number of baddies, getting rid of traps laid down, or roaming the continent to retrieve an item for a specific person. Certain quests can have the player dispatching a party to accomplish a goal in case they don't want to get their hands dirty. Of course, quests can be failed, but they will pop up again after an in-game month or two.
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Most weapons have an ability assigned to them. As long as a weapon is equipped to a party member (and as long as that party member holds the job required for said ability), that clanmate can utilize that ability. Through finishing fights and completing quests, everyone in a player's party earns AP or ability points. Earn enough AP, and one's clanmates will master an ability. To be able to transfer to new jobs, a party member will have to learn a specific number of abilities. For instance, to unlock the Ninja job, a party member must learn four Thief abilities. Depending on the race of a character, the jobs allotted to them will differ. A moogle can't become a white or black mage, but they can grow into a gun-toting Fusiler or swashbuckling Moogle Knight. Some races only have four jobs available to them in total, and some jobs must be unlocked through taking on and finishing quests. There's a myriad of jobs that are only available this way such as the Dragoon, Geomancer, Fighter, Beastmaster, Assassin, Chocobo Knight, Raptor, Scholar, among many, many more.
Of course, what good is all of this knowledge without the proper strategy in battle? Final Fantasy Tactics A2, as the name suggests, is a tactical RPG where opponents take turns moving across a map with varying elevations. The turn order is determined by a unit's agility stat, and the order can be viewed on the top screen along with an enemy's stats, weaknesses, and strengths. When an opponent is ready to attack a nearby unit with either a next-door straight-up offensive attack or magic spell from a handful of spaces away, the probability percentage that that attack with connect will be displayed as well as a rough estimate as to how much in the way of damage that attack will take off. Some foes have rebound abilities that materialize when they're attacked such as the Counter ability. When a unit is attacked by a nearby assailant, they'll automatically get a return shot in. Another example is when a unit's hit points (or health) is low, they'll cast Regen on themselves, slowly regaining a small amount of HP each turn until the effect disappears.
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New to the series is the concept of opportunity commands and the smash gauge. As battles progress, this gauge slowly fills. When it reaches full capacity, the unit whose turn it is when it does is able to perform a special move depending on who is surrounding him or her. For example, if one foe is next to the unit who the opportunity command pops up for, they can perform a flurry, essentially attack two successive times in a row, on an enemy. Other commands include casting Hastega on all units, casting Protect and Shell on themselves, and many others.
Returning from Final Fantasy Tactics Advance is the concept of judges. Thankfully though, penalties are much less harsh and severe. At the beginning of each battle, the player picks a privilege for their clan from bonus experience to increased power, agility, or evasion. Then the rule of the judge pops up. These can range anything from no weapons or magick that use ice in them to more obnoxious laws like no knockback attacks, no sword usage, no Hume special attacks, no back attacks, no MP restoration, or no non-movement (aka each unit must move at least one square per turn). Each law is predetermined, so there's nothing in the way of randomness. Each fight is built that way for a reason.The penalty in the previous installment was that a violating unit would wind up in jail. This isn't the case with Grimoire of the Rift. Instead, a law violation means that any clan privilege is forfeited, and the player can no longer revive fallen comrades. Fallen units will still be alive after battle, win or lose, so there's no fear in permanently losing a given unit like in past games.
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Final Fantasy Tactics A2: Grimoire of the Rift does not surpass the original Final Fantasy Tactics, but it does outshine the Advance installment. The quest system is ingenious, and it will have players questing and adventuring as Luso and friends for up to one-hundred hours. The combinations of job and abilities are seemingly endless, the presentation is picture perfect, and the law system is much more relaxed and far less aggravating when compared to the previous game. The lack of consequence for a unit's death may put off some people wanting a sharper difficulty, and the kid-friendly story may turn some away, but for the rest of us, Grimoire of the Rift is a terrific tactical title fitting of the Final Fantasy Tactics name.
[SuperPhillip Says: 9.0/10]
1 comment:
Good review there,
I must admit, though I have this game, I haven't spent much time playing it. It's very similar to the GBA Tactics title, which I sunk hundreds of hours into, and going through that again has always put me off.
It's high on the list of games to get into though when I have the time.
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