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»Breath of Fire II
  ""

Graphics: 8

Gameplay: 8

Sound: 6

Replay
Value: 3
As with many of the games on the Game Boy Advance, Breath of Fire II is a port of a popular Super NES game. Not that it’s a bad thing, as it gives people a chance to relive fond memories of gaming’s past, as well as making it feel like a new game to those who missed out on it the first time around. I am classified under the latter, having gone the Sega route during the SNES vs. the Genesis. Now if only Square Enix would do a Chrono Trigger port…

Breath of Fire II opens up on our blue haired protagonist as a young boy. Your father, Ganer, asks you to look for your kid sister, who appears to enjoy napping under the head of a gigantic, hibernating dragon, which she says is because she has dreams of her deceased, angelic mother while sleeping there. This is definitely one chick you may want to avoid dating during her teen years. Joan of Arc, anyone?

After finding her and being saved from a monster by your father, you oh-so-wisely decide to take a nap in the same spot your sister does. When he does so, he dreams of a large, pulsating eye. Surprise, surprise - it means that you’re the chosen one, and you must defeat a great evil. While this is nothing new to the role playing genre, the twist BoFII delivers will shake the world to its very foundation.

After aging a few years, Ryu will actually start out on the journey proper, meeting a not-so-standard cast of characters to join your party, which include an anthropomorphic bull, a monkey, a cat, a dog, a frog, a snake-woman, an outcast angel with off-colored wings and a grass-boy. You can have up to four of these characters in your party at once, each with their own unique ability that you will need to progress in the game. For instance, Jean the frog can transform into a frog and jump two spaces forward, allowing him to go over rivers, trees and gaps, while Sten the monkey-man can use his arms to swing the party to far reaching poles on the world map. Your companions each play an integral part in the storyline as you visit and battle through their homelands, all the while learning about their backstories.

The control is fairly straightforward. You can dash using the A button, or auto dash using an option under the menu (a feature unavailable in the SNES version). You may use spells, items, and abilities with the push of a certain button. Battle is nothing new; you are arranged in a four-person party against staggering odds in turn based combat. Saving isn’t an issue either, as you may do so on the overworld, or at a statue in town (which also restores your hit points and mana), which feel few and far between, although that is true in many RPGs. You can also do a Quick Save, which allows you to save the game at any point, although it’s only a temporary save.

In addition to the RPG status quo, you can also hunt and fish in BoFII. Both require a bit of finesse and patience, though neither are particularly essential to the story (thankfully). If you are patient enough, you can acquire some very potent items that will restore HP, mana, status, and so forth.

There is also an optional side task for you to work on, involving the small hideout to the southwest of where you start out as adults. As you progress through the game, this hideout becomes bigger and bigger, eventually evolving into a full-fledged town, where you can save, rest, purchase items, and even customize its look and tenants. It’s all up to the player how they want to recruit these NPCs. The end result is worth it, if only to say you created your own bustling metropolis.

The graphics found in BoFII have aged well. It’s easy to see why the GBA is called the second-coming of the SNES when you repeatedly see ports of classic games from that generation. Granted, it’s the length of a canyon away from the graphics of The Minish Cap, but the sprites are nicely detailed, giving us the feeling that you aren’t just traveling around the world with four stacks of pixels; I enjoy the fact that I can tell Katt is a cat. The sprites are roughly on par with those you would find in, say, Final Fantasy VI.

One of the reasons I enjoy 16-era RPGs isn’t for the great storytelling or the nostalgia; I enjoy the fact that this was the era in which we finally began to see a breakaway from the generic palettes that towns had during the 8-bit era. In BoFII, we see the brick and mortar Highfort for its militaristic might and revel in the aquatic nature of Simafort and its amphibious inhabitants. Each town has its own unique graphical style and personality, but do keep in mind that these graphics are over a decade old.

Unlike the visuals, the sound has definitely suffered a bit. It’s merely “okay” to listen to, but get monotonous after a little while, particularly when on the world map. One track that stands out, though, is the church theme. In every town there is a cathedral to St. Eva, and it is one of the better in the game. The sound effects include your typical array of sword slashes, doors opening, and menu items being selected. It works, for what it is. Nothing too inventive.

For anyone wondering about the replay value, ask this question: why would you read the same book twice? Generally, people will tell you “to see if I missed anything” or “to see if it makes sense this time around“. If you’re one of those people who enjoy reading books (or alternatively, playing RPGs) into redundancy, go for it. When you do, you won’t find much different from the first play-through, as there aren’t any multiple endings or many extras available. You can customize your town again, but it won’t be very different from the first time around. You can also try different party combinations. If this is your cup of tea, go for it. As great as this game was, I’ll move onto something new, thank you very much.

There is one thing invariably wrong with all of these ports on the GBA, and other systems, for that matter - it takes time and money away from developing original titles. However, when I originally picked BoFII up, it was out of name recognition alone, and is the first game of the series that I actually played. I missed out on it the nineties, so now I had an excuse to play it. It was a very fun game, and for that reason alone, I am grateful for this port.

Article by:
Alttp
Posted on: Sep. 3rd, 2006

     Review Recap
 Gameplay
Standard RPG gameplay with easily navigated menus, nice battle system, with a winding story that actually makes each of your NPCs major characters at one point or another.

 Graphics
They look great despite their age. Detailed sprites and colorful, easy-to-discern maps make for an enjoyable visual experience.

 Sound
A couple decent tracks, but repetitive and nondescript for the most part.

 Replay Value
If you wish to make up your own rules of engagement in combat, or try a new party, have at it. But for others, the lack of extras kills any reason to play this one again.

     Comments
  September 19, 2006

damsoul

but its an RPG, its not really expected to have any replay value. i loved this game, and i honestly think 25/40 is slightly unfair.

  September 21, 2006

damazta

exactly, there were no Chocobo breeding/blitzball-type extras in SNES RPGs - a replay value score of 3 is way too harsh

  October 25, 2006

ALttP

Sorry, this was one of my first reviews that I uploaded that wasn't mine and I accidentally uploaded it as my own. It's actually getahl's.




Platform: Gameboy Advance
Genre: RPG
Developer: Capcom
Publisher: Capcom
Release Date: 04/16/2002
Save Type: 1 Slot
Players: