Inbox: Final Fantasy II

New for me


My first experience with a game called Final Fantasy II was what turned out to be the American port of what was Final Fantasy IV in Japan. That was a rather momentous occasion for me, cementing my interest in role-playing games, but when I discovered that the US had missed two whole Final Fantasy games and that they simply weren't getting ported, I was devastated. What had I missed?

And then, the original Final Fantasy II finally showed up on the Playstation in a multi-game remake called Final Fantasy Origins, but by that point, I wasn't invested in the Playstation platform and let the game slide by for a while. However, having recently gone back and played Final Fantasy, starting with the Dawn of Souls version, but skipping along to the PSP remake, I kind of wanted to go back and check out the game that I missed so long ago and picked up a copy of the PSP version.

The PSP version (also available on iOS) is essentially the same as the Dawn of Souls version, but with cleaner, prettier graphics and another dungeon with more loot and enemies. Being on a UMD, the game does suffer from a little lag due to loading times compared to the fast-as-can-be Game Boy Advance cartridge, but I found it bearable and the higher resolution graphics were quite pretty, considering the age and format of the game. Not having played the original Famicom edition (available on Wii's virtual console, for those interested), I don't really have a point of reference to compare the remake to as the GBA and PSP versions are similar in terms of gameplay, so I'll just stick to that experience.

Final Fantasy II is actually a substantial upgrade from the original Final Fantasy in terms of story and gameplay. On the story front, the game actually features characters with personalities, however limited they might be, three of which are with you throughout the game and the fourth is a guest character that is determined by the story and will swap in and out as the game goes. The story itself is event driven and linear, although the game is still open world, so you're able to explore (if you can survive that is) and features a story about an evil empire that's trying to take over the world a small coalition of forces trying to fight back. It's very simple stuff compared to modern day RPG storylines and even quaint, but in the world of old school, early Japanese RPGs, it's exceptionally deep, especially compared to its rival series, Dragon Quest, at the time. It's not quite enough to be compelling, but it at least has one interesting twist and establishes some themes that get revisited in future titles in the series.

In terms of gameplay, Final Fantasy II respects the turn based style of the original, but guts the class and level-based system of the first and replaces it with a system that is focused on skills and stats, which increase as they are used. So, if you get hit, you have a chance of your HP and stamina going up, casting a lot of the spell "Cure" will cause it to level up, and swinging an axe will make the character's axe level go up. It's an interesting change of pace, but one that results in a bit of time being spent fighting simply to improve your characters' stats and doing some rather illogical things to achieve that, like having your characters fight each other instead of their enemies. Furthermore, it still encourages grinding and lends a bit towards making every character a super-character, strong in both magic and fighting in order to reduce weaknesses in your team and that reduces the distinction between your characters as well as guest characters, kind of making things bland from a gameplay perspective.

In terms of art, FFII isn't much of a stretch from the original in terms of style of complexity, and with the remakes, this is especially true since they were kind of built together. The PSP edition's graphics are crisp, clear and well defined, benefiting from the newer display technology, but still based on icons and so nothing that's going to take anyone's breath away. Musically, FFII continues the series' high standards for music and it's a mix of the foreign and the familiar, certainly sounding like a Final Fantasy should without overly re-treading the same music, but it's still a nice point in this version of the game.

Final Fantasy II does feel kind of unique as far as the series and even early JRPGs go, simply because of its character system, but that's not necessarily a good thing, since the system, while interesting in intention, ultimately doesn't significantly change overall gameplay. The game is also notable with the scope and execution of its story, in context, but isn't exceptionally compelling as its characters don't really have particularly interesting stories nor are they developed. Some of the guest characters are interesting, but don't get enough face time to be anything more than a tiny spark. At least the remake provides some solid graphics and sound that helps pretty up the aging game underneath. Final Fantasy II is a noticeable step up from the original and might be ahead of the pack for its era, but all the remake polish in the world don't stop the game from feeling a bit quaint and dated throwback. One that I enjoyed simply because I like these old-school style games, but I think that's the only class of gamer that will still want to go back and play this, remake or no. 7/10.

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Progress Report: World of Warcraft - Western Plaguelands

Reporting on games as I play them


After the rather unexciting zones of Arathi Highlands and The Hinterlands, the Western Plaguelands helps a little to make up for the deficiencies of the former by adding a little story, some callbacks to past experiences and a few varied experiences to help tie it together. The zone still suffers a little from a lack of cohesiveness, especially on the Horde-side questline, due to some of tenuous alliances that are made, given the nature of the Forsaken in the area. However, the conflict between the Horde, Alliance as well as the Scourge make this zone a bit more interesting, even if not as impressive as the Silverpine Forest experience or as affecting as the Hillsbrad Foothills one.

You arrive in the middle of Andorhal, a fortress in the middle of the area that is currently in the middle of a three way fight between the Alliance, Horde, and Scourge and as a Horde, you assist your side. The zone returns to phasing allowing your experience to differ from Alliance players who would undertake the other side. Along the way, you discover that your commander is old war buddies with the Alliance's death knight commander and the Battle for Andorhal remains the central (and most interesting) storyline in the zone.

However, you also assist the Forsaken is beating away the remnants of the Alliance and are curiously then tasked to aid the Argent Crusade and Cenarion Circle by the Forsaken controlling the area, which is strange given the opposing aims of the Forsaken and the two neutral parties. That does lead to a little more varied gameplay, bringing back memories of the variety in Hillsbrad Foothills, but it doesn't quite have the same kind of continued storyline or urgency that the aforementioned zone does. However, there is a moment at a destroyed Scarlet Crusade camp that echoes back to your experience in Tirisfal Glades and that's a welcome experience. If only that story element were deeper woven into the story of the Eastern Kingdoms, at least as far as the Scarlet Crusade is concerned.

Western Plaguelands isn't quite compelling, I'd say, but it is a noticeable step up from the previous two zones, especially in that it reveals a thing or two about who the Forsaken are, continuing with some of the story elements introduced in Silverpine Forest and that gives the zone a bit of greater story weight that adds a little bit more to the epic feel of the zone, like participating in a real grand story.

That doesn't mean that the zone couldn't have been better tied together in terms of story and avoiding the strange experience of having the Forsaken in such cozy cahoots with the Argent Crusade, but it still remains an improvement in experience from the past couple zones. The zone also hosts the dungeon Scholomance, but like in most of the previous zones, the dungeons no longer seem tied to the quest leveling experience, which is a little bit of a shame, considering that it leaves a piece of the map unexplored. And when it's all done, you're asked to visit the Eastern Plaguelands.

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We are hiring: Environment artist wanted!

Once again, Frictional Games is hiring and this time we are looking for an environment artist. The employment will first only be a on project basis lasting about 6 - 8 months, but if all goes well it can go be turned into a proper employment.

You will be working for a small team with a big focus on finding new and innovating solutions. We want you who are not afraid to explore uncharted territory and constantly learn new things. Self-discipline and independence are also important traits as all work will be done from home.

First of all you should be able to do both nice texturing and modelling. If you have experience in building levels that is also a big plus. You should be living in Sweden or a time-zone nearby. If not living in Sweden you have to run a company and be able to invoice. You also need to have a fast and stable broadband connection.

If interested send CV and a link to portfolio to: jobs [at] frictionalgames [dot] com.

We are mainly interested in seeing artwork you have done, what projects you have been involved in and your role in them. Do not send any large files to this mail but link to the them instead.