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Fantasian part 2 review
Fantasian part 2 review








  1. #Fantasian part 2 review plus
  2. #Fantasian part 2 review free

#Fantasian part 2 review plus

Plus a cherry on top: the instinctually euphoria of watching party members’ experience bars skyrocket rather than inch after victory. The large scale fights add extra layers of satisfaction through more complex puzzle patterns (I’ll return to this later), power-ups that give your party a satisfying edge over the congregation, and in turn a strengthened power fantasy. Thus, the Dimengeon not only removes the unfun but makes the fun of battling even funner. Because it wasn’t that people didn’t enjoy battling but rather battling became undesirable by association with grating random interruption. Recognizing how dated encounter design necessitated these ports to include such a comprimising option, Fantasian takes that cheating and makes it fun. Modern ports of older Final Fantasy games have a seemingly similar feature where random battles can be turned off altogether, but the result is a lack of resistance from the game that makes the world feel empty and proceedings pointless.

#Fantasian part 2 review free

You’re otherwise left free to explore without the constant nag of being interruptingly jerked into combat. An all-in-one battle against the accumulated mob can be opted into up until the quota is maxed, forcing the fight. This optional device (a literal object in the game, which will shortly be important) stores up to 30 monsters that would otherwise pause your progression for a random encounter.

fantasian part 2 review

The moment of Fantasian most likely to blow weathered JRPG player minds is when it introduces the Dimengeon.

fantasian part 2 review

He and his studio Mistwalker reconcile exactly this with Fantasian’s battle systems, and the ingenuity starts before you even press ‘fight’. Having been formatively involved with the inception and heights and dips of the genre, he’s acutely aware not only of what makes JRPGs click but also those perpetually unaddressed shortcomings that draw fans’ ire. Few minds are better suited for this task than Hironobu Sakaguchi. Additionally, long-standing, well-documented issues with the JRPG formula need to be addressed in order to build a foundation for future progress. This tasks traditionalistic JRPGs with evolving along a careful line that retains the integrity of what fans love while integrating elements of tactile immediacy that hook newcomers. However, JRPG-deriding CEOs still hold their aforementioned line on giving preference to action games as they sell more millions, which all things being fair is empirically true. Most of the games listed above went on to sell millions of copies, proving an audience hunger for menus exists (or at least that they don’t deflect wallets). Though it doesn’t quite count given its greater lean into action, Final Fantasy VII Remake’s take on Active Time Battle is the most inventive implementation of a turn-based system I’ve experienced in recent times, allowing fluid movement between fast-paced sword-swinging and issuing commands via menu. In similar order, Persona 5’s battle systems are a product of countless Shin Megami Tensei refinements. Meanwhile, Dragon Quest XI is entirely seeped in the tried-and-true systems it’s spent over 35 years polishing (though this is the franchise’s appeal). Octopath Traveler leaned on the foundation of Bravely Default’s unique action delay system, though recently Bravely Default 2 opted to expand its scope through ardent traditionalism.

fantasian part 2 review

Yet it’s Fantasian’s evolution of turn-based battle systems that will stick with you after (Part 1’s) credits roll.īefore tackling Fantasian’s iterations on battling, let’s review how its contemporaries have swung.

fantasian part 2 review

Uematsu fans are also in for his best body of work in some time with themes ranging his spectrum of wacky to proggy to delicate. The story is essentially an amalgamation of Sakaguchi’s greatest hits which is inherently likable, even if all its punches don’t land (he cited Final Fantasy VI as an inspiration and it’s not subtle). Expensively hand-crafted dioramas stand in for ye olde pre-rendered backgrounds, the camera nostalgically shifting to reveal new angles at every turn. This is exactly what Final Fantasy creator Hironobu Sakaguchi and his legendary composer compatriot Nobuo Uematsu sought to accomplish when teaming up for what may be their last hurrah: Fantasian.įantasian reads as a throwback to PlayStation-era JRPGs, the likes of which elevated Sakaguchi’s Final Fantasy saga to cloud-high commercial heights. But as sales continue to reveal that love for fantastical menu adventures never went away, it’s imperative that developers use this opportunity to take bold steps, progressing a genre that has largely spun its wheels for two decades. Instead, the genre is increasingly relegated to gacha and re-releases with the occasional mid-budget effort from Square Enix (or VERY occasional Persona or Dragon Quest). Despite recent high profile successes like Dragon Quest XI and Octopath Traveler, there’s still a prevalent orthodoxy that turn-based JRPGs can’t compete in the landscape of blockbuster games.










Fantasian part 2 review