Sunday, July 5, 2009

Rose-Tinted Twenty-Twenty Hindsight, Part 1 of 2


I'd been playing Final Fantasy II for all of thirty seconds when what's pictured above took place. Of course, this is a scripted total party kill, and it will happen to everyone who plays the game; it's part of the story. Everyone survives, but you start with four characters and lose one in this fight; he doesn't show up again until a good deal later. The point is, though, a game that kills all of your characters off as its first narrative act—that may be, as the saying goes, nature's way of saying "don't touch."

And Final Fantasy II is almost universally reviled. I did a little research before I wrote this posting, and I noticed that, well, reviewers' remarks about FFII are rarely bland. Here's a small sample:

"plagued by a fundamentally busted experience system that encourages you to attack your own party members
in order to beef them up. Truly bizarre." (from Shane Bettenhausen's EGM/1UP review of FFI/II: Dawn of Souls for the GBA)

"it is a terrible game, forcing players to attack themselves in order to increase their stats and bombarding them with
evil deities that could melt faces at the beginning of the game if they dared to accidentally wander too far" (Ashton Liu's RPGFan review of FFII Anniversary Edition for the PSP)

"Final Fantasy II - arguably the most messy and directionless game in the series ... originally Final Fantasy II was an utterly unforgiving experience, where hours of levelling up could be required just to prevent your characters from falling off the game's power curve" (Rob Fahey's Eurogamer review of FFI/II: Dawn of Souls)

The annoying thing about FFII is its advancement system, which implemented a bit differently could have been its greatest strength. I'll explain: unlike other FFs, FFII levels characters' individual stats based on what sorts of actions they take in the game. This plays out just a little bit like advancement in the old Hero's Quest/Quest for Glory games, though FFII's skill set is directed towards combat while QFG's is directed towards puzzle-solving. The hero in QFG, for example, might try climbing a tree ten or fifteen times until his climbing skill increased and he managed to get all the way up; a character in FFII might fight with an axe repeatedly until his/her axe skill increased.

This is actually kind of neat when it comes to casting spells. Unlike FFI and FFIII, where even spells belonging to the same family are purchased separately, or FFIV, FFVI, and so on, where spells are gained arbitrarily with levels, FFII features spells that level up with use. So if you have a mage who knows Fire, she only has to cast the spell a certain number of times until it becomes more potent, the equivalent of one of the other games' Fire 2 (or FIR2!) or Fira. This really does feel right in context, actually; a spellcaster should become more powerful with practice.

The problem is that FFII is a cruel, cruel game, and it requires a LOT of repetition of the player before it begrudgingly doles out rewards. It's no better for fighters, since they can't specialize in broad groups of weapons but must specialize in narrow weapon categories like staves, spears, swords, and axes. It can also be hard to have a combo weapon user/magic user, because intelligence and strength, the abilities that determine black magic ability and fighting ability respectively, are treated as opposites: one will deteriorate gradually with use of the other. Perhaps worst of all, FFII gives out health rewards based on the net amount of damage characters have taken over the course of a battle. This means, first, that a character who takes 100 HP of damage in a fight but receives 70 HP of healing will only get the benefit from the 30 HP of damage that is left unhealed; worse, this system encourages the kind of exploitation the reviewers above noted, where players would have their characters attack each other to boost the amount of HP gained at the end of a battle.

At its best, this makes for an intricate system that a player can really get to know and play with and (perhaps) enjoy; at its worst, it creates an obtuse mess of a game that favors the worst sort of power gaming, which is the death of all fun when it comes to RPGs. I think a person with a real love for game systems can't help but feel a mix of excitement and disgust when she looks over the various nuances of FFII's system, which HCBailly has more or less exhaustively detailed in his impressive and lengthy series of Let's Play videos on Youtube.

Layered on top of this weird system is a kind of cool dialogue-based mechanic which requires the player to learn certain words and phrases in conversation and repeat them later in the game to other characters to accomplish certain tasks. So, for instance, accosting an old man early in the game prompts the bizarre response, "I'm just an old man." Mentioning a certain password, though, gets the old man to reveal that he is actually a legendary blacksmith who will help the player by fashioning powerful items.

That's probably enough for one posting, so I'm going to call it a day. In the second half of this posting, I'll bring up a question that's been bugging me about FFII's reception since its first North American release (2003's Final Fantasy Origins for the PlayStation) and how that reception might have been completely different if we'd gotten the game much sooner.

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