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May 2, 2009

LTTP Review: Final Fantasy Tactics A2 (DS)

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Written by: Dalibor Dimovski
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lttp_ffta2

First it was the PS2, and now the DS has become the home for tactical RPGs.  Great games such as Luminous Arc, Disgaea, and even Final Fantasy XII: Revenant Wings have all found their calling on the system.  One series that stands out in particular is Final Fantasy Tactics Advance.  While the original was born for the GameBoy Advance, the sequel is finding a niche on the DS.  I recently finished the game and now bring you the LTTP Review.

ffta2box

Notes:

Serving Size: Single Player, with limited WiFi Online Play
Game System: DS
Game Type: RPG
Length of time to complete main quest (and the majority of the missions): 72 hours
Released: July 2008
Publisher: Square Enix

Ingredients:

- 1 Spiky-haired hero

- Several dustings of supporting cast members

- Oodles of traditional turn-based gameplay (JRPG)

- Short storyline, interspersed with missions… lots and lots of missions

- Handfuls of magic, swords, dragons, and steampunk-tech

Final Fantasy Tactics A2′s game play revolves around the very formulaic “fight-upgrade-shop” process. Being a mission-based game the main draw is to complete tasks, often fighting with other clans or monsters that have wandered into villages. Once tasks are completed the next steps that the gamer will opt to do is to evaluate which characters in the party have gained new abilities, modify said characters’ weapons, and then buy new weapons if needed. This happens for well over 100 missions, and can become extremely repetitive.  I often found myself setting aside the additional quests and finishing storyline-based missions until I needed to do any considerable leveling-up.  Perhaps that is why this “small dosage” game play has taken me nearly 10 months to complete.

Likes

  • Length – The game can actually be finished rather quickly… Probably about 12-15 hours in a speedy run through with minimal sidequesting (zing!).  And for those obsessive-compulsive enough to want to complete every mission it can last for upwards of 100 hours.
  • Visuals – There wasn’t much improvement in the games visuals over the Gameboy Advance original and it doesn’t need to.  The game carries a 16-bit aesthetic of hand-drawn sprites that complement the non-threatening play style.
  • Story – This is a very typical JRPG storyline of a kid who’s fallen into a book, sent to another dimension, and must become the hero of ages to return to his own world.  Typical… and not memorable.  In fact, I believe it is the same premise as the original game.
  • Replay Value – There is tremendous replay value in the game.  Apart from the main story there are several sub-plots, sidequests, and plenty of post-game experiences.  Of note, a weapon-crafting bazaar and a territory auction create entire sub-experiences that hours (or even days) can be spent appreciating provide a truly yummy experience.
  • Job System – Just like several of the Final Fantasy games and many strategic RPGs, the job system is an essential part of the experience.  The mechanic has been tuned well from the first game, now with a few new classes and an overall tiering system.  There are as many choices in classes as there are flavors of jelly beans.

Dislikes

  • Battle length – While many people who buy tactical RPGs enjoy long, drawn-out battles I do not.  Some of the game’s battles last for upwards of an hour.  And for a person who mostly plays while laying in bed before falling asleep, this left a sour taste in my mouth.
  • Repetition – With a few exceptions, the game’s missions are almost all the same.  This is tiresome, tedious, and often drains the enjoyment.
  • Difficulty of unlocking basic jobs – Some of the jobs, such as those that summon Espers, do not become unlockable until much later in the game and by completing specific quests.  I found myself skipping entire classes and the usage of specific races because of this.

In summary, this game is best played in short spurts of one or two missions at a time.  Because of the repetitive nature of the game it can become tedious to play for extended sessions.  With that said, there is enough to continue to come back to in this game that actually make it a worthwhile experience.  It’s cute, it’s quirky, and it’s extremely easy to pick up and play.  This can be a game that a player can enjoy for several months, and can lead to a quite fulfilling experience when completed.  If you like JRPGs and the formulaic design that comes with them, then give Final Fantasy Tactics A2 a taste.

Best served with: Milk & Oreos

Review: Final Fantasy Tactics A2 for the Nintendo DS/DSi
Written By:
Dalibor Dimovski
Managing Editor



About the Author

Dalibor Dimovski
Dali is the co-founder of SideQuesting, as well as the co-Founder of CarDesignFetish and the founder of MakLink. A long-time blogger/web-designer, Dali currently works as a full-time creative Product Designer in the automotive industry and a deejay. His passions are music, contemporary and classic art, video games (naturally), and his family.




  • http://thesporksterreturns.wordpress.com Wintrale

    I love the game. While it’s not as enjoyable as the original FFTA (I have a 500-hour save file on that, but I got bored of FFTA2 after about 120 hours), it still stands well on it’s own. It’s far superior to FFXII: Revenant Wings, anyway. I loved the design of the sprites, even if there was far too much palette swapping for my liking as opposed to unique sprites… I loved the variety of missions, though, since the 300 in FFTA2 were a lot simpler than those in FFTA (which probably helped me grow bored quicker, in hindsight). Brightmoon Tor was a fun diversion, offering some challenge – even for a team of Level 99 characters.

    My biggest gripe was that the game had so much lore in it that there were plenty of fights we COULD have partaken in, yet were seemingly unable to (we’re often told of a group of superpowerful monsters, but only get to take on one of them – generally the weakest). Besides that, the game had a major problem with difficulty… Level 99 enemies shouldn’t be easy to take down, especially when your team is only around Level 65. Aside from that, I would have preferred a more balanced Job System… It felt a lot like every race had the ultimate set-up, rather than a choice from three or four (Humes were best kept as Geomancy Parivirs, Viera as Blood-Price Summoners, Nu Mou as Geomancy Illusionists and so on).