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  • I had a wealth to say about Final Fantasy, mostly because it was one of the great last-ditch

  • success stories in the early days of gaming. But you can’t really get into such floral

  • verbiage about Final Fantasy II. And, just so that were on the same page, I’m talking

  • about the real II. Not the II you might know, on the SNES, which was actually IV. We gave

  • up that pretense back in ‘97. Get with the times, folks. This is Final Fantasy II, released

  • just 365 days after the original Final Fantasy, and initializing the complaints ofIf it’s

  • Final, why are there two ofem?” Did you honestly think Square was going to let

  • this now-very-recognizable name go to waste? Of course not.

  • II represents the seriesmovement from a D&D-style party, where you begin the game

  • by tailoring the classes of your team, to a new, strange, classless system where proficiency

  • is determined by repetition. Use an axe, and youll improve your axe attacks. Take damage,

  • and youll get more HP. Cast magic, and the magic and your MP will improve. On the

  • one hand, it’s a clever system, and allows for the most fluid character development this

  • side of Final Fantasy XI. On the other hand, like XI, it often demands grinding and grinding

  • and grinding, and woe betide ye if you want to switch weapon focus halfway through the

  • game.

  • The plot concerns a rebel faction fighting off the incursions of an evil empire, and

  • if that sounds a whole lot like Star Wars... well, it kinda is. Perhaps this very parallel

  • is what lead to Enix’s Star Ocean franchise taking its inspiration from Star Trek, thus

  • creating an apt rivalry... only to be quelled by the merger of the two companies. In a unique

  • innovation for the series, and one which I believe shouldve been carried into further

  • installments, some keywords in your conversations with NPCs will be highlighted. These terms

  • can be learned, and then suggested to other NPCs elsewhere in the game to change dialog

  • paths, utter passwords, or ask for additional information relevant to a particular subject.

  • It’s a slick system... shame we haven’t seen it again.

  • Much like its predecessor and companion in this Final Fantasy Origins version, II comes

  • equipped with a dynamically-updating bestiary, a spiffy new CGI intro trailer, and a bevy

  • of Yoshitaka Amano concept art. This augments redesigned sprites and artwork, richer backgrounds,

  • and a remastered soundtrack that’s par for the course in the FFO package. At the time

  • of its PS1 release, this was the only way to get your hands on Final Fantasy II in English.

  • Granted, since that time, weve seen remakes on the GBA, PSP, and iOS devices, making it

  • no longer the rarity it once was.

  • But let’s not look past II’s most significant contributions to the series: Chocobos and

  • Cid. Yes, those big, hulking, often-flightless overgrown canaries got their start right here,

  • though their role in the game is primarily as a convenient means of escape. Cid, on the

  • other hand, is exactly the airshipmeister you’d expect him to be, bouncing your protagonists

  • all over the world (for a fee, of course). I mentioned recently that no one ever really

  • references FFII, and while that’s most often the case (except for outliers like IX and

  • XIII-2), perhaps the reason is because these classic Final Fantasy elements, by nature

  • of their very existence, are a permanent callback to one of those games that kinda just fell

  • by the wayside.

I had a wealth to say about Final Fantasy, mostly because it was one of the great last-ditch

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