Final Fantasy 4 Advance Review Part 2
Well finally finished it and the extra 50 level dungeon aka the Lunar Ruins. It's hard to say whether my opinion of the game has changed; the problems I've mentioned before have grown on me or I should say that I've learned to ignore them. The battle themselves are quite a blast, and challenging. In fact it does bring out a certain difficulty in the game that was sorely lacking. Battles with enemies in the Lunar Ruins rival bosses in the regular game. The boss battles are quite fun actually although a lot of them are very derivative of FFX where you have to fight dark/evil versions of the summon monsters.
Usually after every few levels, you are faced with a door that leads to a particular character's "trial" in which you gain insight in some of the character's personality or thoughts in the game. It's nothing entirely earth shattering, a lot of them tend to test their capacity for their job class than their personality. But what greatly increases the enjoyment is that you have the oppurtunity to gain more powerful weapons and more funwise...evolutions of some of your skills. Kain gains a Double Jump, Rydia increases the power to her summons as well as an added bonus to one of her summons, Yang gains an attack that triples his attack power as opposed to just doubling it. Sure it's very cosmetic but a bit exciting as well.
But therein lies a bit of the downfall of the advancements. What good is to have some of these special attack advancements when you're already capped off at doing 9999 damage with a single hit? The Twins Parom and Palom gain a unity spell that deals 9999 damage together, but they could have easily do 9999 damage individually. What's more there isn't anything special added for defeating the final boss at the end of the Lunar Ruins aside from a small sense of accomplishment, most of which is quite defeated by the certain items that you gain from each trial you perform. However if you do not use the certain items, I'm sure there is a greater sense of accomplishment for beating the final boss au naturale.
But in the end the pros cancel out the cons and behold, I daresay my original rating stands, despite having new extras, they don't really go far enough to satisfy you with a tiny bit more of effort.
Usually after every few levels, you are faced with a door that leads to a particular character's "trial" in which you gain insight in some of the character's personality or thoughts in the game. It's nothing entirely earth shattering, a lot of them tend to test their capacity for their job class than their personality. But what greatly increases the enjoyment is that you have the oppurtunity to gain more powerful weapons and more funwise...evolutions of some of your skills. Kain gains a Double Jump, Rydia increases the power to her summons as well as an added bonus to one of her summons, Yang gains an attack that triples his attack power as opposed to just doubling it. Sure it's very cosmetic but a bit exciting as well.
But therein lies a bit of the downfall of the advancements. What good is to have some of these special attack advancements when you're already capped off at doing 9999 damage with a single hit? The Twins Parom and Palom gain a unity spell that deals 9999 damage together, but they could have easily do 9999 damage individually. What's more there isn't anything special added for defeating the final boss at the end of the Lunar Ruins aside from a small sense of accomplishment, most of which is quite defeated by the certain items that you gain from each trial you perform. However if you do not use the certain items, I'm sure there is a greater sense of accomplishment for beating the final boss au naturale.
But in the end the pros cancel out the cons and behold, I daresay my original rating stands, despite having new extras, they don't really go far enough to satisfy you with a tiny bit more of effort.
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