I think this is the last of the weird experimental sequels of major franchises from the 80s. It developed a lot of concepts that, combined with the crystals and classes from the original Final Fantasy went on to lay the groundwork for the franchise. I even think the leveling system is neat in concept, but that "in concept" part is the caveat that almost everyone who doesn't outright toss this in the trash uses. The problem is that skill system had unforeseen consequences.

Like many Americans, the first time I played Final Fantasy II was by way of Final Fantasy Origins, and I went into the game knowing that I could just grind for a while at the start to save myself world of hurt later on. Even with that knowledge, the fact that an efficient way of getting stronger in this game is to repeatedly hurt yourself and heal yourself is just stupid. It's a shame, because had the system been play tested more, they could have probably worked some of this stuff out, but instead it shipped with what was in many ways a broken combat system.

They tried to innovate elsewhere too: The keyword system seemed like an attempt to put a word parser into the game, possibly similar to what Ultima had done by this time, and the rotating cast of guest characters was a cool idea that kept the story moving along. Unfortunately, that story moved through several dungeons which were about as much of a waste of time as the tedious leveling system and ultimately culminated in a game that seemed deadset on wasting your time. Possibly permissible when you're 10, on summer break, and have the luxury of wasting a week just playing Final Fantasy II, but fundamentally bad design.

Like the other weird sequels of the late 80s, I don't think Final Fantasy would have evolved in the way it did if it hadn't been for this game's attempt at new mechanics, and I sorely wish franchises would be bold enough to try new things with sequels again.

Reviewed on Apr 18, 2024


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