Ys II: Ancient Ys Vanished - The Final Chapter

Ys II: Ancient Ys Vanished - The Final Chapter

released on Apr 22, 1988

Ys II: Ancient Ys Vanished - The Final Chapter

released on Apr 22, 1988

A bright light shot up from Darm Tower in the end of the first Ys, and Adol Christin is awakened by a young girl who finds him lying on the ground. She introduces herself as Lilia and tells Adol he is in the land of Ys. Finally he was able to establish a connection between his world and this mysterious land! But finding the gateway to Ys is not enough: Adol must stop an evil entity that his archenemy Dark Fact served. And his foes already know where he is. Ys II: Ancient Ys Vanished - The Final Chapter is a direct sequel to Ys: The Vanished Omens. The game continues to utilize the action role-playing combat style of the first installment, which requires the player to make the protagonist run into the enemy in order to cause damage, without the need to press an attack button. The player should choose the angles and the measure of contact with the enemy carefully, otherwise the hero will be killed. The player character can (and should) level up, perform quests for village people, gather money, and upgrade weapons and inventory, like in most other RPGs. The sequel offers a longer quest than the first installment, and adds a magic arsenal to Adol's abilities. Among the magic spells is a fire attack, a time-stopping spell, and a transformation ability that allows Adol to pass for a monster and converse with enemies. Magic spells deplete Adol's magic points bar.


Also in series

Ys IV: The Dawn of Ys
Ys IV: The Dawn of Ys
Ys IV: Mask of the Sun
Ys IV: Mask of the Sun
Ys
Ys
Ys III: Wanderers from Ys
Ys III: Wanderers from Ys
The Ancient Land of Ys
The Ancient Land of Ys

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As the name suggests, it's basically part II of the first game. It adds a few things to the original game's design like magic attacks, but you still spend the vast majority of your time with the "bump" combat which I just don't like.

An enjoyable short romp, just like the first game. Combat is spiced up just a bit with magic (although you will still mainly use bump 90% of the time) music is still amazing, bosses are much easier barring the last two at the end who put up a decent fight.

The dungeons are labyrinthine but it wasn't so bad if you run them a couple of times, even Solomon Shrine, I didn't have much trouble going through them without a map. The canal is another story though and probably the worst offender.

Its a great palate cleanser from long turn based rpgs and never overstays its welcome, final dungeon will need a bit of patience even with a map.

Much better than the first. Gameplay was expanded and music was dramatically improved with even more bangers. The final dungeon was a little shit, but at least the music is still good.

Again, a friend of mine played this exact version and I think he loves it.

Attempting to play this again was realizing how despite an increase in scope and new gameplay mechanics, this game has some of the most ungodly frustrating dungeon design I have ever witnessed. They are massive, nondescript labyrinths that are absolute slogs to traverse. Ys 1 may have had god awful bosses, but at least its three dungeons were competently designed. You NEED GameFAQ's open for this game, which is something I happily don't have to say for Ys 1 (outside of maybe two or three instances). While there is still a decent game buried underneath all the bullshit this game throws at you., all that bullshit makes for some very heavy detractors from the game's overall experience.

As an immediate follow-up, this is kind of a mixed bag. It trades in the charming, small world map of the first game for a completely linear series of increasingly complex dungeons, with groups of NPCs positioned in between them every now and then. Much like before, you end up criss-crossing these mazes to solve fairly obtuse item-based puzzles, but because the name of the game for this sequel is "bigger" and "more" this ends up getting tiresome quickly, as the complexity and length of the overall quest have scaled way up. Also, there's a lot more leveling to do this time, but really all that amounts to is the unwelcome need to grind in a few spots. There's still a ton of detail in the graphics for each area and the music is, of course, phenomenal^, but much like everything gameplay-wise, the story does not benefit from going bigger and feels like it's overreaching a bit. This is something that I'm very excited to see improved in the remakes - looking forward to finally knowing wtf is going on!^^

Feels like I'm complaining a lot, but this is still really good-looking, -sounding, and -playing for a 1988 JRPG. Been a while since I've played original ZELDA, FINAL FANTASY, or DRAGON QUEST, but I honestly might prefer these two games to them.

^I played the Famicom version and I must say, I think some of the arrangements might be better than the original PC88 stuff!

^^This is not to disparage the work of the fan translation I played - it's quite good. The issues are more down to the very limited storytelling palette of an 8-bit RPG.

Great game, great music. Hard, but not a bad thing.