Post by Ice on Jul 24, 2008 0:40:42 GMT -4
This game is sweet, if you liked the original (by original i mean FFTA) you will like this game even more. Because if you liked the original one of your gripes was likely with the law system, which has been changed, for the better.
Laws are now single in number per battle, and have no real negative side effects to breaking them except you can't revive your party members once KO'd if you break the law. If you follow the law for the entire battle you are rewarded with bonus items and loot. But there is no jail this time so you don't have to follow the law if it means losing the battle.
There are 2 new races the Seeq (seek) and Gria (gree-uh). The Seeq are pig-like and effectively fill the same roles as the Bangaa, but with only 4 jobs. The Gria are the only race who flies because they are like a mix of human females and bats/dragons. They also only have 4 jobs most of which are similar to warrior/soldier or fighter/paladin. Except their jobs have some good abilities, the only good thing the Seeq have is the ranger class which can set traps (and if you forget where you put them they can hurt you).
Some of the new classes include arcanist (dark mage), scholar (gadgeteer/black mage mix), paravir (samurai!!!!!), and master monk (improved white monk). They also added 2 (i think) more classes (3 total) which use ranged gun-type weapons. Of course you can still make the old favorites; double-casting summoners, dual wielding paladins, etc. they didn't take out any class, although it might have a new name.
One of the biggest changes you will notice, especially if you favor casters is that you start with 0 mp at the beginning of the battle. Mp recharges fairly quickly (10 per turn) and you can get other ways to make it go faster (a perk you can use if you follow the law). This I personally think is a good balancer because i used to be really cheap and just hammer the crap out of my opponents with my illusionist right off the bat, now he needs 3 turns to charge up, but his attacks are more powerful. A double casting summoner now effectively needs half mp in order to be feasible at all.
Many monsters have been added/changed/etc. including the new werewolf class (they sound cooler than they look) which can do some heavy melee damage to your characters. They also added boss sized monsters. Like the one you meet in the very first mission, who takes up 6 (or 9 i'm not positive) tiles, and is a giant round cockatrice. Some of the monster's abilities have been tweaked as well, mainly toned down (possibly so blue mages can't just wreck everything in their path). But don't worry, some new abilities come in to fill the void, many with status effects.
If you liked the first one, or think you might have, then i recommend picking this up, as with just about all final fantasy games the story is interesting, but this one isn't too dependent on the story and gives you pretty much free roam. I recommend it to anyone who likes games of this genre. (strategy/rpg hybrid)
Laws are now single in number per battle, and have no real negative side effects to breaking them except you can't revive your party members once KO'd if you break the law. If you follow the law for the entire battle you are rewarded with bonus items and loot. But there is no jail this time so you don't have to follow the law if it means losing the battle.
There are 2 new races the Seeq (seek) and Gria (gree-uh). The Seeq are pig-like and effectively fill the same roles as the Bangaa, but with only 4 jobs. The Gria are the only race who flies because they are like a mix of human females and bats/dragons. They also only have 4 jobs most of which are similar to warrior/soldier or fighter/paladin. Except their jobs have some good abilities, the only good thing the Seeq have is the ranger class which can set traps (and if you forget where you put them they can hurt you).
Some of the new classes include arcanist (dark mage), scholar (gadgeteer/black mage mix), paravir (samurai!!!!!), and master monk (improved white monk). They also added 2 (i think) more classes (3 total) which use ranged gun-type weapons. Of course you can still make the old favorites; double-casting summoners, dual wielding paladins, etc. they didn't take out any class, although it might have a new name.
One of the biggest changes you will notice, especially if you favor casters is that you start with 0 mp at the beginning of the battle. Mp recharges fairly quickly (10 per turn) and you can get other ways to make it go faster (a perk you can use if you follow the law). This I personally think is a good balancer because i used to be really cheap and just hammer the crap out of my opponents with my illusionist right off the bat, now he needs 3 turns to charge up, but his attacks are more powerful. A double casting summoner now effectively needs half mp in order to be feasible at all.
Many monsters have been added/changed/etc. including the new werewolf class (they sound cooler than they look) which can do some heavy melee damage to your characters. They also added boss sized monsters. Like the one you meet in the very first mission, who takes up 6 (or 9 i'm not positive) tiles, and is a giant round cockatrice. Some of the monster's abilities have been tweaked as well, mainly toned down (possibly so blue mages can't just wreck everything in their path). But don't worry, some new abilities come in to fill the void, many with status effects.
If you liked the first one, or think you might have, then i recommend picking this up, as with just about all final fantasy games the story is interesting, but this one isn't too dependent on the story and gives you pretty much free roam. I recommend it to anyone who likes games of this genre. (strategy/rpg hybrid)