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Final Fantasy Tactics Advance 2: Grimoire of the Rift

http://www.g4tv.com/xplay/reviews/1807/ ... _Rift.html

The newest installment in the Ivalice Alliance series of games, Final Fantasy Tactics A2 is a step above everything that is Final Fantasy Tactics Advance. It's still not the original, but with breathtaking landscapes to battle on, a refined quest/territory system, and a multitude of new quests, A2 brings the Tactics franchise back to it's former glory.

You start off on the last day of school. Your teacher decides that you need to learn to focus, and volunteers you to help the school Librarian clean up the library after class. Upon arriving, you stumble across a book that is only half written, inviting you in its last sentence to pick up a pen and finish the book. As you begin to write, you are thrown into the fantasy world of Ivalice. Recruited by necessity by the clan leader Cid, you quickly learn the ropes of the Ivalice world and set out to find adventure, and a way home.

There is no accounting for story, I guess. Because despite the lack thereof, I can easily sit down and play this game for hours on end. The quests are short, but sweet and the connections between them offer a sort of side-story that is a welcome distraction from the poor main story.

Unfortunately, they didn't revamp the skill learning system of Tactics Advance (shamelessly stolen from Final Fantasy 9) of equipping weapons and armor, and using them for extensive periods of time, to learn new abilities. The faults with this system are obvious to anyone who has played FF9 or Tactics Advance, where it promotes using sub-par gear. Preferring the everyday run of the mill weapons bought from a shop to the rare, powerful artifacts you find through quests and missions, simply because they teach a skill you don't already know.

The Job system is back in full force. Following Advance, with the 'Race Specific' jobs, and various ways of unlocking them. Requiring a certain amount of abilities from other jobs to unlock the new ones, as well as quests rewarding the player with new, previously hidden jobs.

The 'shop' system is something of hit or miss. You start out only being able to purchase a small amount of items from the shop. To unlock more, you need to trade 'Loot' in to a Bazaar. (Loot is obtained through killing monsters, looting treasure chests on battle fields, completing quests, and you can Steal it from monsters with the Thief class.) This actually works similarly in principle to the Bazaar system in Final Fantasy 12, but, not really. As opposed to just everything you sell to the shop being allocated to new item discoveries, you are presented with a list of different recipes and classifications ranging from A-E. Each recipe has at least one combination, and up to five. You turn in usually three items, each item having varying quality, trying to match three items of the quality of the combination you want to make. Such as Platinum Ore being quality C, Maple Wood being quality C, and Whisperweed being quality C, but if you don't have three of the required items to make the recipe, you can't unlock the item. This sounds pretty good, especially since there is no guess work involved. If you had to guess the contents of each recipe, I would have thrown my DS out the window by now. The inherent flaw, however, is that sometimes the items you get from the combination (usually marked with ???s) are much worse then items that are already available to you. This is less frequent the more meticulous you are about clearing up every available quest before moving on to the next area, but if you were playing the game just to beat it, you would be at the mercy of random loot drops to hope the items you get are reasonably useful and come in a reasonably linear manner. Maybe the first 10 items I unlocked were Summoner/Arcanist wands and Dragoon spears, neither of which classes I had even unlocked, let alone had any characters capable of becoming.

One of the other interesting differences in A2 is the way that clans vie for territory. As opposed to being on the battlefield, land control is 'Auctioned' every so many days (usually in surplus of 300) and you spend Clan Points (currency received for completing quests) to purchase it. It's an interesting mini-game, but I don't think I will be buying much land after the first auction. So far, the benefits of having more land are pretty moot. When travelling through areas you control, you are more likely to receive random loot, from the citizens, or come across angry gangs who either want your territory, or previously controlled it and are reluctant to leave. All this does is add stepping stones when moving from one quest to another, but at least its a fight.

The other big change are the way that Laws work, thank god.
The laws still exist, a Judge will show up at the start of the fight and say something stupid like "No using Fire effects." or "Don't deal damage in surplus of 50." or "Don't miss.", but the consequence and reward are much better balanced. In that, there IS a reward, and the consequence isn't game breaking. After a law is passed, and you place your units on the field (given the option to re-equip them and change their jobs,) you are given a choice of a Privilege, which is a bonus that you get as long as you don't break a law. This can be an increase in Power, Speed, Agility, etc. or additional Clan Points for completing the mission. Unless the Clan Points option is locked out, I figure it is -always- the best choice.
If you break a law, you lose your privilege. In addition, six little 'jail cells' appear on the top screen. Any dead characters will show up in the cells. Don't worry, they aren't gone. All this means is that you can't revive any characters for the duration of the battle. They still gain XP, they will still be there for the next fight unharmed, but you can't use a Phoenix Down or a Revive or anything to bring them back... which is a moot point, I think. Since whenever any character of mine has died even without breaking a law, they are removed from the field and I haven't had the option to use a Phoenix Down on them, since there was nothing left to target. That being said, I haven't tried Raise yet since I don't feel it necessary to teach it to my characters because as far as I know, I can't revive them anyways. Either this was a serious oversight, or there is something I am missing. Probably the latter.

All in all, it's a pretty amazing game. The art and graphics are nothing new, possibly even rehashed from Tactics Advance/FF12: Revenant Wings, but the terrain for combat fields and spell effects are down right gorgeous. The music is as it should be for a SquareEnix game, excellent, and the game play thus far is captivating enough to keep me going. Although I sincerely doubt it has 'amazing' replay value, short of the higher difficulty settings.
 

moog

Sponsor

I havent played it yet but probably wont because I hated Tactics Advance so fucking much. If this one is a throwback to FFT, then ill give it a shot.
 

moog

Sponsor

Prexus":1t7otn8c said:
It's much closer to FFTA then FFT, I assure you. But it is far more enjoyable than FFTA.

Well I read your first post and it seems interesting so ill give this a go when I get paid.
 
This game is great ^_^

More jobs, more quests, and a real Ivalice, not a
fake one
, so you see people like
Vaan and Panelo
 
I haven't played this new one, but you know what pisses me off about the recent Tactics games? The overly cutesy story.

"You start off on the last day of school. Your teacher decides that you need to learn to focus, and volunteers you to help the school Librarian clean up the library after class. Upon arriving, you stumble across a book that is only half written, inviting you in its last sentence to pick up a pen and finish the book. As you begin to write, you are thrown into the fantasy world of Ivalice."

I saw this plotline on like....every kids cartoon show in the 80s/90s. It's like they feel the need to atone for the provocative themes of the original Final Fantasy Tactics. (nothing too heavy here folks! Don't worry!)..and they shouldn't, because that game's story (however poorly translated) was frickin' awesome and an inspiration. Meh, sorry for venting. Hopefully the game's still fun.
 
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weeeee
 
FFTA was one of those games that you play for a while, then put down because it gets boring and repetitive, then pick it back up weeks later only to realize that it's boring and repetitive.


I didn't HATE it, but I didn't like it, either.  SKIP. 
 
I got it, and it's more of the same stuff from FFTA, but with better rules (though, I didn't mind the original so much, I found it a lot more addicting and accessible than FFT, though FFT was the better of the two imo.)

I AM ticked off that FFT for the PSP gets Balthier while FFTA2 players get Vaan and Panelo. I don't like it's dull story, but the gameplay is fun enough to keep me playing (same with the recent Tales series.)

Of course it has to have a kid centered story because Square seems to have this "Gameboy is only played by 7 year olds" mentality (except for that weird horror game for the DS.) Wouldn't have hurt to make the plot kid friendly AND good. :/
 
I actually very much preferred Final Fantasy Tactics over Advance.  I like the darker theme, and I also liked some of the classes that don't exist in Advance (that I know of), like the Mediator and Calculator.  It was so cool being able to control monsters.

Overall, Advance was way too repetitive, and you end up facing the same enemies over and over again.  I don't think I'll get the second game, although it does look mildly interesting.
 
moog":1v11m5xh said:
Also I dont understand why its called Advance 2 and not Tactics DS :\
Although it would make more sense, I guess they wanted to make it clear that it was a sequel to Advance and not its own game, which is kind of sad when you think about it.
 
I will say that I've enjoyed it, despite the horrible character designs (Cid is just...no. Also, Luso has high heels, wth?). But I think my game's glitched, cause I've beaten A Dashing Duel, and I can't seem to find Al-Cid up for recruitment in any of the cities. It's weird. Also, you do releaize that you can control monsters in FFTA/TA2, right?  :huh:
 
Dopples":2lhg2jaz said:
Also, you do releaize that you can control monsters in FFTA/TA2, right?  :huh:
Yeah, I know.  But it's harder in Advance than it was in the original.  I have the guide book somewhere.  It's a much more complicated process.
 
Well, I dunno about FFTA (Never used Beastmaster in the game, Assassin and Paladin were rigged enough as it was), but it's still rather easy in FFTA2. Didn't seem all that complicated to me.
 

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