Final Fantasy Tactics A2 has got a pretty solid hold on me. I’ve stayed away from it for a little while because it got a surprising amount of negative press, but in most respects I don’t think you can deny it’s an upgrade from the previous game on GBA. There’s definitely a sense of “two steps forward, one step back” with the game but it’s still enjoyable to play, especially for those completionist types like myself.
Most notable is a pretty distinct change in the KO/revive system, which I surprisingly haven’t seen mentioned in the reviews I’ve read. Fans of the series and the genre in general are familiar with the annoying roadblocks that corpses (or knocked out bodies, whatever) become.
In this game, characters are removed from the battlefield and can be placed wherever when a Phoenix Down or Raise spell is used–unless you break the law.
The law system, arguably one of the weakest aspect of Final Fantasy Tactics Advance, received an overhaul and, I’d argue, becomes an asset in this game. You are still prohibited from taking certain actions–and some enforcement is still a little suspect, such as a lucky (unlucky) melee crit knocks an opponent back, breaking the law against knockback–but the penalty for breaking the law now is that you forfeit a) the privilege of reviving fallen party members within battle, b) extra loot awarded upon victory, and c) a clan benefit that you select before the battle starts. These benefits are part of a new, albeit limited, system that has you put your clan through trials that can earn you special titles and benefits. The good news here is that the law restrictions become an added layer of strategy depth–since the penalties aren’t nearly as severe, you may elect to break the law to allow you additional freedoms in an especially difficult battle at the risk of not being able to bring back your fallen troops during that battle.
On the other end, while in the previous game, gear became available through quests and the shop as the story progressed, gear acquisition in the new title has been replaced by a bazaar system identical to that in Final Fantasy XII. It’s a cumbersome way of gearing up since the loot you gain in quests does not really give you an idea of what items it will turn into up until you actually give up the items to the shopkeeper. This is an odd bit of smoke and mirrors, and it’s simply nonsensical to keep the identity of the gear hidden at the endpoint since anyone can turn in the loot, get the item, and then load up a save right before if it turns out to be something they don’t want (or couldn’t use) but that they gave up their loot for. It also makes it difficult to steer yourself towards certain pieces of gear even while consulting loot and item tables found online. It took me nearly 10 hours to get something for my White Mages other than Cure, meanwhile I got tons of gear for classes I didn’t even have access to yet since they have not only job but quest prerequisites.
I’m only halfway through the story (or so I estimate) but as of right now another problem the game shares with its predecessors is that battles are simply too slow. Most fights are six-on-six, and it’s not unusual for it to take 10+ turns to take one of your adversaries down. Thankfully the Summoner I just got is speeding up things a bit, but it’s still very slow.
Anyways, I can’t comment on the story as of yet, but it’s not bad. We’ll see how it turns out.