šŸ’ Final Fantasy 2 - Week 2

I’m keeping myself from bringing it up TOO much :sweat_smile: but if you particularly like the growth system here I really think you would enjoy some SaGa games. That series has taken on the evolution of this kind of system, playing with character growth through your actions (and sometimes more unique means). It’s particularly fun once they added systems to learn new techniques in battles for the types of weapons you use.

Alright I took a look anyway. I understood through the manual how it is only looking at value discrepancies (thus presumably if you take a bunch of damage but heal nothing counts) so I understood it partly but I suppose not to the degree of knowing how much more single lumps matter than repeated smaller instances. I’ll see what all I can do with that – to a degree I’m avoiding trying to game the system too hard specifically because I want to see for myself how well it reacts to what feels like just ā€œplaying it normallyā€ with just an understanding of the broad systems, given the reputation this game has for not letting you do that.

Besides the nasty surprise I mentioned it hasn’t really been difficult to survive and make it through places yet, that one fight was just cruel but otherwise my pains up to now are mostly hypothetical as I try to stay ahead of things. We’re still super early so that might change though.

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Man, did no one want to comment on seven identical dudes all telling you the exact same thing in Poft while wandering in circles? Devs must have just run out of time or something.

Nope, miscounted. Eight dudes.

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I’ve noticed a lot of npc doing it, the guards in the rebel hideout, the people in salamander both after and before you rescue the others… It is a bit strange.

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I don’t understand why this game introduces so many towns so early but also Gatea, Palm and Poft are not very interesting or unique. Poft at least has Cid I suppose.

IMO a real downgrade from FF1 and its many unique settlements: Cornelia, Pravoka, Elf village, Dwarf cave, Luffein, the dragon caves… Even Gaia and Onrac had unique NPCs despite being more generic. The early FF1 game progression is really stellar IMO, everything until Melmond/Earth Cave is really good and feels modern to me.

That said I can’t really give a complete opinion about the world of FF2 at this point, we’ll have to continue this discussion when we reach the endgame.

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There’s a lot I think I like more so far about 2, but yeah… I started getting slightly turned around on the big trip back and was asking myself if a town I entered was one I had already been in. They’re definitely not super distinct.

I didn’t really mind the pacing of them, I thought traveling around by vehicles through pitstops made it feel like a big trip through a world we probably don’t want to go at on foot and that was a nice vibe to me anyway.

I would want to say the pacing of early towns makes sense if they sell a variety of things, since the game wants to get you your tools earlier (given how it’s now less about getting access to new ones and more about getting better across the game at using the ones you get) but I’m pretty sure at least in magic, which I’ve paid more attention to than the other stuff, I saw repetitive stock already IIRC.

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By the way, while playing on the real Famicom, have you noticed that sometimes the game seems to register two inputs when you only did one? Like moving two items down in a menu instead of single one? Or skipping past an enemy while targeting?

That happened a lot in my playthrough, but I don’t know if it’s a game issue or my emulator setup.

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Yes actually, it feels very touchy. I was kinda blaming my controller since this setup is still pretty new, but maybe that’s not it then.

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Yeah I don’t think it is then. Never had this issue with FF1 but it looks like they messed up the controller sampling code in FF2. It’s annoying when I end up casting the wrong spell or targeting the wrong enemy because of it.

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This sounds horrible. So that’s how the Twitch Plays Pokemon experience is like then?

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It’s certainly annoying, but at least in a turn-based game you can usually reset and retry.

Playing the Pixel Remaster is certainly a lot more relaxing while paradoxically being a lot faster paced. Not to mention that you get an autosave at every level change, so you don’t lose your entire dungeon progress if, say, you end up murdered by a trapped chest on the deepest level of a dungeon. Hypothetically speaking.

It does make the original game a lot more intense however. It feels different when you face a boss at the end of a long dungeon, and you know that if you die you’ll have to restart from the top.

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For sure. High risk high reward. I feel like I’m okay with the relaxed version! But appreciating that you tell us the differences, I would have never known

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I dunno, it’s annoying when it happens but if I’m taking my time it seems to be occasional and usually fixable. Like it’s often enough it definitely happens every session but it’s an annoyance that pops up here and there and not, like, I’m fighting to control the menus at all or something.

But yeah as for stakes I really like it this way, making it through the fights means a lot more since it can be super punishing when you don’t. Of course, this does add more pressure to make the fights good, and not have badly designed trapped chests on the deepest level of a dungeon.

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That turtle feels particularly evil because it’s right before a boss that is also highly resistant to physical damage, just to make you waste MP against it… At least you get a free teleport tome…

Also, it embarrassingly took me a moment to realize that ćƒ©ćƒ³ćƒ‰ stood for ā€œLand Turtleā€
ā€œIs this thing seriously named Random Turtle? Oh wait -ā€

It is pretty random-

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Probably even worse if you explore in the order I did and it’s AFTER the boss. I was in full mopping up mode, already victorious! And with no MP left on attackers all I could do is sit and watch it remove all our progress while I hit revive and run away like 20 times and hoped that it was a low chance and not impossible (as it seems to be).

Even funnier that I had bought the teleport book in the town right before this trip :upside_down_face:

We haven’t, or at least I haven’t, seen trap chests or anything of the sort yet either so this is just particularly cruel; there’s no reason to expect me to see this coming at all.

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I’ve bounced off the GBA version in the past, so I’m glad to have the PR with more modern QoL. I even left the default HP boost on, though I’m still too self-flagellating to let myself turn off encounters for any reason.

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That’s an issue with this game for me: given the way the world and dungeons are setup, you’d think that running should be easier and more reliable than in FF1, but it’s the opposite. Many encounters prevent fleeing altogether, and even those that don’t can be extremely difficult to escape at a low level.

ā€œOh you wandered in a wrong part of the map and you triggered a battle with an enemy that you were only supposed to face 5 dungeons from now? Oh that sucks. I hope you have a fresh save :smiley:ā€

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Just finished up week 2’s content

Week 2 Play Report

Made my way over to the port and booked a boat ride over to the next town where I met ć‚·ćƒ‰ and learned about the airship. Money is too tight to be wasting on airship rides right now though, so I hiked over to ć‚µćƒ©ćƒžćƒ³ćƒ‰ and was told about the dungeon. Took a little while to find because I went to the wrong side of the waterfall at first

Once I got into the dungeon I did enjoy it visually and the music was great. The dungeon design itself was kind of whatever, with the only real interesting feature being the doors that lead nowhere. And calling those interesting is generous. Still, combat wasn’t too bad, but did end up running out of MP on my mages during the boss fight, and physical attacks weren’t doing much. I did somewhat mess up and used ćƒć‚§ćƒ¼ćƒ³ć‚ø on the boss which cause Min’u and the boss to switch health pools, but Min’u’s was higher. Then wasn’t able to switch back so was stuck with that. And because I’d run out of HP I then had to hike back out of the dungeon. Still, enemies in there couldn’t really hurt any of the party seriously so no big deal

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Oof, yeah. Maybe this is a running theme; I recall that in some of the original Romancing SaGa games, where enemies also gradually get stronger the more fights you get in, in some of those games even running away still adds to the counter while you get nothing. Generally people overthink battle rank but if you run a lot for whatever reason, that can really hurt.

Maybe Akitoshi Kawazu just hates cowards.

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Yeah something about the way people describe it, I did the same thing. And it doesn’t help that there’s that seemingly inaccessible exit(?) cave opening over there that I kinda got tricked into wondering how I was meant to reach it.

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You can actually reach the entrance from both sides:

If you go from the south side, you can’t climb the waterfall so you end up having to walk around through the forest and the small ā€œravineā€ that leads to the top portion.

Obviously the North path using the river is just better: it’s shorter and you don’t have encounters while on the canoe.

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