Games Beaten 2025

Anything that is gaming related that doesn't fit well anywhere else
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RobertAugustdeMeijer
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Re: Games Beaten 2025

Post by RobertAugustdeMeijer »

First 33:

1. Assassin's Creed IV: Black Flag
Cynically, in the modern chapters, this game even admits that it's a commercially pedestrian blockbuster. It depicts history wrongly all the time, so there's little value in that. Purely as a game, it's mostly the same as the previous games, which means gameplay is automatic and shallow, while you hoover up symbols on your map. The only thing going for it would be the ship battles, which while sluggish and imprecise, are still somewhat novel and explosive. In about forty hours of play time, I think I had about an hour of fun being a pirate.
4/10

2. Minecraft
I was extremely pleasantly surprised at how much respect the game had for the player's ingenuity. The tutorial is merely some pages you can find in the options menu. You have minutes to set up a safe haven, preferably with a bed and torches, with little to no instructions. Dying halves your experience points and leaves all your gear scattered about. Although randomly generated, there's always a feeling you might find something unique. The final boss is a treat, being open ended and seemingly insurmountable at first. There's a lot of random stuff that can set you back a couple of hours back, which keeps the challenge honest and respectful. However, it is still a game about crafting, meaning half the time you'll be doing busywork and clicking around in menus.
8/10

3. Street Fighter 6
Link combos now have a three frame buffer, while the super meter(s) allow many alterations to your moves. Competitively, this means you'll spend less time practicing the same combos over and over, and instead practicing reading different situations. With less neutral and much more creativity, this makes Street Fighter more like the other anime fighters. Which while a good thing, makes me wonder why this should be played at all. The answer is the masses: the single player mode is a poor man's Yakuza, but nevertheless will feed the tournament scene with plenty of folks confident enough they'll want to compete.
8/10

4. Call of Duty 4: Modern Warfare
Is this a recruitment ad for the US Army? The production values are very impressive. Obviously, the game propels you forward, set piece to set piece, always giving you blockbuster flare. Occasionally, precision and strategy is required, and everything falls apart. Perhaps the lack of clarity and random nature of the enemies is realistic, but it does not make the challenge engaging. Luckily, it's over within a couple of hours. I hear the multiplayer was popular. Perhaps, but I doubt there's a reason to play this over Counter Strike or Quake.
3/10

5. Felvidek
A brisk 'Japanese' RPG instead located in Hungary, as its name implies. It delights in its historic background, where the church is at odds with cultists, and the monarchy at odds with the peasantry. The combat might just be barely strategic enough to keep the fights interesting, but this leaves more headspace for the eccentric narrative. Both silly and serious themes are explored, with intriguing writing and distinctive artistry. It's no Disco Elysium or Undertale, but if you want more in the same vein, a must play.
7/10

6. Blazing Lazers
Hectic and sharp, this is everything you could hope a 16-bit shmup can be. At times there might be too much going on, while you're bomb attack is too slow, but otherwise the difficulty is mostly fair. Space Megaforce has more interesting weapon choices, and MUSHA has more pizazz, but this one is still almost as good and definitely a step up from earlier Zanac/Aleste games.
7/10

7. Company of Heroes
On paper this sounds like any other RTS, but this one has a bombast to it that makes everything feel urgent, hence its popular appeal. The campaign benefits from high production values, enhancing the historic significance of the battles. There's an extra emphasis on controlling many different parts of the map for resources, and less on building structures, making skirmishes action packed. Still, I'd recommend only trying out single player, as CoH3 and SC2 have better competitive scenes.
8/10

8. Animal Crossing: New Horizons
The amount of personality is commendable, but that's really all this 'game' has to offer. You can't help but feel like half the time you're just doing mundane tasks. And for what? Happy emotes and the occasional joke? Perhaps being able to show off your creativity with online friends. Fundamentally, this genre is flawed due to being in a medium that limits expression to moving things around and making extremely simple dialogue choices. Still, picked up at the right time in small bursts, there's no denying it's a charming experience. And for what it's worth, there is more to see and do than in the prequels.
6/10

9. Shatterhand
The risk/reward element of short ranged attacks works better in Zelda II and Ninja Gaiden due to them having defensive options. Shatterhand relies a lot on speed and brute strength, which is exciting, but also tense. The upgrades are awkward to yield and keeping them around is even harder. There's a lot of potential here: think Mega Man with fists and body extensions. And while the execution is polished on a surface level, the combat is too frustrating to make it a classic.
5/10

10. CyberPunk 2077
Amazingly ambitious, just seeing the effort put into this is a marvel. Goes beyond the likes of Red Dead Redemption 2 and The Witcher III in almost every way, and thankfully, also in terms of gameplay and emergency. Unfortunately, the whole thing buckles under its own weight, as it's clear that the design process was hacked into parts for delegation. So don't expect level design as bold and organic as in Deus Ex, and systems working as well together. But there's still a lot to toy around with, and often enough make a choice with emotional weight.
8/10

11. Wario Land 4
Despite being the third iteration as a costume-based puzzle platformer, design is still rather tame and in stark contrast with the its exuberant personality. Some of the later levels dare the player to think twice, but never are you allowed to attempt things creatively. Still, it's a highly saccharine trip and you can't help but feel glee as Wario plows through ancient ruins with reckless abandon. Great bosses, too!
7/10

12. SUGAR (Jen Simpkins)
This interaction fiction is so short, it borders on being poetry. No matter, every second is gripping, as is every branch in the narrative. We already knew she was a talented writer as editor of Edge. I can only hope Jen's talents make it into other games. And you get to be a sex worker that eats the rich, indeed a very wholesome topic.
7/10

13. Earthbound
The best parts are when it subverts genre conventions, but rarely does it subvert gaming conventions. This tragically leaves the experience emotionally bound to 90's Japanese role playing games. Which in turn might ironically create its charm: it's yet another go at one of these, only this time everything's a bit different, making it both familiar and odd at the same time. The overworld portions are memorable, the combat isn't.
6/10

14. Venba
The cooking is surprisingly involving, as the meals have an existential weight to them. The cut-scenes between them are just barely long enough to get you interested in the next family conundrum. In the end, it's a bittersweet tale you can almost smell at times. And yes, you unlock a cook book at the end to add these recipes to your own memories.
7/10

15. Mario Kart 8
Now with more pizazz!! Luigi's Death Stare(tm) will never get old. And all the Nintendo characters having political alignments is hilarious. Toadette for life. /raisefist
7/10

16. Super Mario 64
Are you into speedrunning? Then this is the golden standard. There's boundless creativity in the movement options and oddball architecture. But as an adventure, this one quickly loses steam, as the horrendous camera does not gel well with the demanding platforming found in later stages. Most of the enjoyment comes from seeing how Nintendo got the most personality out of limited polygons. Often, the compromises create fantastic 90's SGI landscapes, which are a pleasure to trek through.
6/10

17. Resident Evil 2 Remake
There's something cozy about turning an unsafe area (in this case, the police station) into an orderly safe haven. The power fantasy is domestic: it's not that the place is empty, it's just under control. As the narrative delves deeper and astray into lacklustre areas and explanations, this one devolves into run-of-the-mill post-RE4 Resident Evil. The Claire run fares better thanks to the girl's side-missions.
5/10

18. Fantastic Dizzy
Stupid puzzles and annoying platforming are combined into something more than the sum of its parts. Perhaps the anticipation of seeing if your solution actually works is heightened by putting dexterous challenges in your way. And there's adorkable energy abound, as the Darling Brothers yet again shamelessly slap together a jury-rigged budget title according to a proven formula. While it is not recommended to be played, it should nevertheless never be forgotten.
5/10

19. Prince of Persia: The Lost Crown
A commercially injected by-the-numbers kitchen-sink metroidvania: doing everything as expected, and meticulously programmed. Of course, Ubisoft doesn't understand that it's mystery that ignites a sense of adventure (as done in Super Metroid and Hollow Knight), so its predictability makes everything feel redundant. And yet, you get a bunch of moves to play around with, while the developers went ham with exploiting tightly designed obstacles.
7/10

20. Chess 2: The Sequel
Easily the best Chess variant ever made. Some of these rules should at the very least be instituted in normal play (like winning by crossing the mid-line with your king). David Sirlin yet again amazes by adding five new armies to choose from. No need to memorize opening moves, and mid-game excitement is practically the whole game. Tragically so good, it exposes Chess's fundamental flaws. By turning the classic into a modern strategy game, one starts to realize that Chess was never really that interesting for competition. Its main attraction was that it's a rabbit-hole that has been studied for centuries.
7/10

21. Project Gotham Racing 4
PGR's last hurrah is more of the same, only this time flashier. Going down to 30 fps wasn't worth it though. There's fun to be had, climbing the ladder and fantasizing about the rivalries you make. One of the more demanding racing games, the repetition rewards the player with excellence. The kudo system, bikes, and alternative objectives keep the racing fresh. Unfortunately a bit too gimmicky for a sense of simulation, but too serious for pure fun.
6/10

22. Lode Runner
What I didn't expect is how much tension is added by the slow animation for making holes. This means you have to think ahead to keep Bomberman at bay. Combined with its fair share of different obstacles, I can see why the level editor was so popular. One of the best pre-crash games I've ever played!
7/10

23. Grand Theft Auto IV
You can easily watch ten better gangsta films in the time it takes to get through this one, while also avoiding all the unfunny sexism, homophobia, and juvenile humor. The driving and shooting have amazingly bad controls, considering the prestigious amounts of money that went into this. Nothing has been added to GTA's best parts, namely blowing stuff up and seeing how the world reacts. Instead we get mundane dating mini-games and a character with half-baked introspective moments.
1/10

24. Prince of Prussia
The original is infamous for its excessive animations and wonky sword fighting. Now all animation is cut away, making the platforming zippy and fun. And what's even more fun is that you get to stab nazis in the back. It's simple, gratis, and short, and very much worth your time.
7/10
25. Riven
The stand-alone puzzles of Myst are replaced by two huge world spanning puzzles. The connection between the world's logistics, and the symbolism used for the puzzles, is a bit contrived. But it nevertheless does give everything a potential meaning. The puzzles aren't solved by hard math, but by intuiting what the designers were trying to communicate. The clean mid-90's silicon graphics aesthetic fits well with the serene nature of the fictional setting and is a delight to surround yourself with, click by click.
7/10

26. Ghost of Tsushima
Basically a Ubisoft map set in Japan. The combat has more bells and whistles, but is still heavily restrained by sensational animations. The lack of mini-map doesn't really make you pay better attention to your surroundings, as every challenge is still bluntly applied cookie-cutter style. Only about three of the Witcher III-inspired tales are memorable, and even more startling, even fewer have a sense of humor to them. Triple-A at its best and worst: spectacular detail on the surface, while design gets more rudimentary the more you try to get out of this game.
4/10

27. Double Dragon
I don't recall being this annoyed by all this slowdown forty years ago. Were it not for that, this would still be a decent beat-em-up with almost everything you could hope for: a nice variety of moves and enemies, exciting locations, catchy music, and a few gimmicks like treadmills and booby traps. Good luck finding somebody else to play this with to the end for -that- classic duel, as thirty minutes of sluggish gameplay is a hard sell.
5/10

28. BABBDI
Probably the best tutorial since Dusk. There's no combat or death, and interactions are mostly limited to movement. But still get ready to question the meaning of everything this game throws at you. Good luck trying to go over the borders of the map. Yes, you can jump higher using the bat. Heck, it even has bunny hopping! At about two hours, it's over too fast. But still has as many thrills, and better ones to boot, than the likes of Half-Life 2, Metro, and STALKER.
8/10

29. Cuphead
The challenges are divided into bite-sized chunks, hence its mainstream success. But beyond its glorious animation, there's also some modern gameplay technology, like dashes, parries, and equippable skills, which lift it above 90's era run 'n' guns. Cuphead lacks the depth of Alien Soldier or Battle Garegga, but it compensates by simply having a lot of well thought out encounters with multiple phases. A delight!
8/10

30. Uncharted 2
The best parts are the cut-scenes, and I'm not sure they're even as good as The Crystal Skull. The epitome of Naughty Dog's water and oil design: nothing fits together, whether it be the puzzles, shooting, or climbing. None of which are done well. There are countless Quartermain/Indiana Jones knockoffs; this one is simply unnecessary. If for whatever reason you enjoy the first half, be warned, the second half just drags on and on.
2/10

31. Shock Troopers
You can so easily picture this game just by reading its contents. Neo Geo top down shooter, where you can make teams of three characters (indeed with different attacks and speeds). You can roll as a defensive maneuver. There is an overhead map with three paths to choose. Yeah, that's all there is to it. Nothing wrong, nothing remarkable.
5/10

32. The Forgotten City
That Skyrim mod gets plenty of extra flair as its own game. Now a cornucopia of ancient religions are thrown together in order to explain the time loop. And while you're at it, pointing out logical fallacies in their dogmas. Clever. And despite all this, it is never overwhelming or obtuse. Within a few hours you should be able to connect all the dots and feel satisfied both in your intellectual prowess, but also in seeing how such a project came together splendidly. Just don't expect the dazzling pomp of Outer Wilds.
8/10

33. Splatterhouse
Combat can hardly be any simpler: jump, kick, punch, or swing a weapon. Still surprisingly effective at offering a bit of a challenge. Obviously, this is played for cheap scares contained in a 16-bit side scroller. Again, quite effective and often fun to see. Is it worth your time though? As a standalone experience, no. But as an artifact to see what was possible with an 80's arcade cabinet? Sure.
5/10
34. Limbo
Like Inside and Cocoon, the puzzles are just barely difficult enough to stump you for a moment. What makes them engaging is that there's no real universal playbook for all of them. Sometimes you'll solve one by understanding physics, another one by understanding the nature of spiders, and another by finding out what a switch does. There's also a layer of narrative interpretation, something about feeling guilty for killing your sister or something, but please don't write an article on this. Just slightly mindlessly stroll through this one for a couple of hours.
6/10

35. How Do You Do It?
Considering how badly sex is represented in video games, this one gets kudos for exploring sexuality in video form, albeit through the eyes of a kid who has no idea what sex is. And dolls that are functionally sexless. The point is frustration: in this three-minute "simulation", only questions are raised, and definitely no satisfaction, whether intellectual, spiritual, or physical. Just like every other video game. This leaves the player begging the question: is it the medium's fault? Or what we make of it?
7/10

36. Kingdom Hearts
Strip away the Disney sight-seeing and you're left with a really bad action-rpg. Combat is shallow, platforming is headache inducing, the frame-rate is viscous, and the story has the depth of a Little Golden Book. The way the PS2's lighting subdues primary colors is more saddening that the plot. And yet, the fact that there are no enemies in the Hundred Acre Wood is a touching detail. It's always tragic when a work's best feature is reminding the user how great the works are it's based on.
3/10
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Note
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Re: Games Beaten 2025

Post by Note »

1. Streets of Rage 3 (GEN)*
2. Iridion II (GBA)*
3. Final Fantasy III (SNES)
4. Tenchu: Stealth Assassins (PS1)
5. Shockman Zero (SNES)
6. Suikoden (PS1)
7. Chiki Chiki Boys (GEN)
8. Altered Beast (GEN)
9. Jewel Master (GEN)
10. Fight'N Rage (NSW)
11. Lunar: Silver Star Story Complete (PS1)

Image

12. Phantasy Star (SMS)

I was originally introduced to the Phantasy Star series by renting Phantasy Star IV for a weekend in the mid 90s. It was one of those rental games that stuck with me and I wanted to own. Years later, I ended up purchasing Phantasy Star Online for the GameCube and was totally hooked on it. I was interested in finally trying the other games in the series and figured I'd start with the first installment on the Master System, as I've heard high praise for the game.

Phantasy Star starts out with the main character's brother being killed by officers on the orders of a menacing king. Alis then starts her quest to find Odin, a man her brother spoke of. The game takes place across three planets, Palma, Motavia, and Dezoris in the Algol system. Palma has green forests and large bodies of water, Motavia is a desert planet, and Dezoris is the ice planet. You'll be traveling between the planets throughout your adventure with the use of spaceships and various other vehicles to navigate the terrain.

The view while in the world map and in towns is from a top down perspective. However, once you get into a battle or step into a dungeon, the perspective changes to a first person view. The game has a simple menu for your items and equipment and for your choices while in battle. The scrolling in the dungeons is super smooth, and I think is even impressive to this day. I found the difficulty to be fair for the most part, but the small amount of inventory space was a bit of a challenge. Towards the end of the game, it becomes even more so, as you're stuck with a bunch of plot related items, when you really need healing items as you're battling it out with tougher enemies. With that in mind, you do have to do a good amount of grinding in the game, as even the strongest enemies you can encounter don't give you too many experience points, relative to what you need to gain a level.

Graphics wise, the enemy sprites in battle are pretty detailed, and look pretty close to sprites seen in 16-bit games, IMO. Also, the graphics in the dungeons are very impressive here. The dungeons have a pseudo 3D look to them and it's amazing they were able to pull off that look and smooth movement on an 8-bit console. I do wish the dungeon walls had some type of details or markings here and there, as I found it can be quite easy to lose track of where exactly you are in the dungeon. The few cutscenes throughout the game are also very well done, and pretty detailed with huge sprites. The music in the game is great as well, with many upbeat songs in the town and overworld. The various tunes that play in the dungeons are the catchiest, with the song I believe titled "Dungeon 2" being my favorite. I played the game with the PSG sound, as I played the original US version on a Power Base Mini, but the FM soundtrack might be even better.

I just have a few minor nitpicks for Phantasy Star. The first is regarding the vehicles. Unfortunately, the vehicles you need to travel throughout the game take up an inventory slot in your item menu. Normally, this might not be a big deal, but the amount of items you're able to carry is limited. It would've been nice if the vehicles were in a separate menu, or if you could drop them towards the end of the game, when you don't necessarily need them anymore. The other minor issue I have is with the sound effect on Odin's laser gun later in the game. It was really high pitched! I found it to be grating, but I learned to live with it.

Overall, Phantasy Star is a great game! I came away very impressed with it and I think it fully lives up to the praise it's received. I highly recommend checking it out if you haven't already. I'm looking forward to checking out the rest of the original series. Check this one out if you haven't already!
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PartridgeSenpai
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Re: Games Beaten 2025

Post by PartridgeSenpai »

Partridge Senpai's 2025 Beaten Games:
Previously: 2016 2017 2018 2019 2020 2021 2022 2023 2024
* indicates a repeat

1~50
1. Arc Rise Fantasia (Wii)
2. Return of the Obra Dinn (PC)
3. Battlefield: Hardline (PS3)
4. Call of Duty: Black Ops (PS3)
5. Call of Duty: Black Ops II (PS3)
6. Dead Nation (PS3)
7. Kileak, The Blood 2: Reason in Madness (PS1)
8. Paro Wars (PS1)
9. in Stars and Time (Steam)
10. Tetris Battle Gaiden (SFC)
11. Super Tetris 3 (SFC)
12. Battlefield 4 (PS3)
13. Call of Duty: Modern Warfare 2 (PS3)
14. Call of Duty: Modern Warfare 3 (PS3)
15. Call of Duty: Black Ops III (PS4)
16. Call of Duty: Infinite Warfare (PS4)
17. Call of Duty: WWII (PS4)
18. Resistance 3 (PS3)
19. Tearaway: Unfolded (PS4)
20. Grow Home (PS4)
21. Grow Up (PS4)
22. Ratchet & Clank (2016) (PS4)
23. Dark Sector (Steam)
24. Nagano Winter Olympics '98 (N64)
25. Multi-Racing Championship (N64)
26. Super Smash Bros. (N64)
27. Puyo Puyo Sun 64 (N64)
28. Shin Nippon Pro Wrestling: Toukon Road - Brave Spirits (N64)
29. Jikkyou Pawafuru Puroyakyuu 6 (N64)
30. Let's Smash (N64)
31. Mario Tennis 64 (N64)
32. Ucchannanchan no Honō no Challenger: Denryū Iraira Bō (N64)
33. Jikkyou Pawafuru Puroyakyuu 4 (N64)
34. FIFA: Road to the World Cup 98 (N64)
35. Jikkyou Pawafuru Puroyakyuu 2000 (N64)
36. Jikkyou Pawafuru Puroyakyuu 5 (N64)
37. Time and Eternity (PS3)
38. Pokemon Red (GB)
39. Dr. Mario 64 (N64)
40. Shining Force Neo (PS2)
41. Chou Kuukan Nighter: King of Pro Baseball (N64)
42. Tales of Destiny 2 (PS2)
43. Star Wars: Episode I - Racer (N64)
44. ChoroQ 64 (N64)
45. F-Zero X (N64)
46. Homefront (PS3)
47. Ape Escape: Pumped & Primed (PS2)
48. F-Zero (SNES)
49. Castlevania: Lament of Innocence (PS2)
50. Castlevania: Curse of Darkness (PS2)
51. Wave Race 64 (N64)
52. Bakushou Jinsei 64: Mezase! Resort-ou (N64)
53. Mother (Famicom)
54. Famista 64 (N64)
55. Weird and Unfortunate Things are Happening (PC)
56. Kirby and the Rainbow Curse (Wii U)
57. Mario Kart Wii (Wii)
58. Wario Land: Shake it! (Wii) *
59. Mario Party 8 (Wii) *
60. Zack & Wiki: Quest for Barbaros' Treasure (Wii)
61. SimCity 2000 (N64)
62. Prototype (PS3)
63. Prototype 2 (PS3)
64. Final Fantasy X (PS2) *

65. Final Fantasy X-2 (PS2)

This was a game I thought I’d never even attempt to play again, let alone give enough time to actually beat it. Job systems are really not my thing, and with just how much guide following you’ve gotta do to see so much of this game’s story, that was one more massive obstacle on me ever summoning up enough motivation to play this thing. However, I was so disappointed with the ending of FFX a couple weeks back that my curiosity got the better of me. For a game that felt so incomplete narratively, I just *had* to see what that same writing team would end up doing a couple years later for the direct sequel. I really tried to go for 100% narrative completion, but just how taxing the end-game content wound up being really put me off of it. Even still, over the course of 43 hours on my in-game clock (so probably more like 45-ish hours including deaths) I managed to get the good ending with 97% completion playing the original Japanese version of the game on real hardware. (and word of warning, much like my FFX review, this is another pretty spoilery review, so be weary of that before reading for those who care about it).

Taking place two years after the ending of FFX, FFX-2 follows Yuna, our heroine from the last game. After finding a mysterious video sphere that seems to show Tidus being alive, she’s committed to finding out just what this mystery surrounding her lost love actually is. Joining up with Rikku from the previous game and their new friend Paine, they’re part of the sphere hunting group the Gullwings. Flying around in their big airship the Celsius, they travel the world trying to find ancient video spheres to unlock the secrets of the planet’s past as well as hopefully clues about Tidus as well (and eventually maybe just save the world while they’re at it, ya know) <w>.

I am of a very mixed opinion on the story of this game. On the more negative side, the construction of the gameplay and how it relates to the narrative is a total mess that doesn’t mesh well with the story they’re trying to tell at all. The game is actually remarkably free form for a game of this type, as you both start with the airship and can go basically anywhere immediately. There’s even this pop-up early in the game encouraging you to explore and “make your own story!” as if this is some successor to the old SaGa games or something. However, that’s just not the story they made.

This isn’t “your” story. It’s Yuna’s story, and there is an absolute mountain of meaningful parts of it which are trivial to miss because you don’t even realize they’re there. I totally agree with the notion that it’s not worth it to go for 100% narrative percentage completion to get the final extra post-credits scene, because having looked it up myself, it’s indeed really not worth it due to just how much effort and grinding to beat all of the game’s super bosses it takes (even if it is an interesting note to end the story on). That said, *trying* to get 100% was a very fulfilling experience, as it allowed me to actually see all of those optional scenes and experience as much of the game’s story as I could.

The story is frankly not only a clever narrative successor to FFX’s plot, but it’s also a downright necessary piece of thematic conclusion for FFX’s story too. This game’s story may be a bit slow to get going, but it’s still a great story, and it’s a damn shame that it’s so well hidden behind a non-linear gameplay philosophy that’s so eager to hide itself from a player not willing to either buy/follow a guide religiously or play the game an infinite amount of times hunting for things (I at one point had 5 or 6 different walkthroughs open, and that was 100% necessary XD).

A huge problem with FFX’s writing was the refusal to actually allow characters to meaningfully change over the course of the story. Other than Wakka learning a very unrealistic lesson on how racism is wrong (in keeping with that game’s very poor understanding of real-world racism), the characters of FFX don’t really grow along the course of that story beyond just learning that the Yevonite church is actually lying to them, and that they need the conviction to stop them and Sin (and Yevon) themselves if they want to set the world right. FFX-2 actually lets Yuna have some real character growth for the first time, and it’s great! The whole game’s main theme of memories, both personal and cultural, and how they shape our actions (for better or worse) is handled really well, and there were way more times than I thought that the narrative actually moved me to tears (something FFX never managed to do once, and I cry really easy!).

The way our returning characters are allowed to reflect on the actions of the previous game, feel regret, and change their actions as a result is something I really appreciated after how FFX’s story turned out. The good ending of FFX-2 creates a beautiful parallel with the game’s main antagonist’s story as well as providing a great piece of closure to a main theme woefully underexplored in FFX. We actually acknowledge that it *was* messed up for only Tidus to be allowed to sacrifice himself in the last game despite all of the hand wringing about preventing Yuna from needing to die, and his return at the post-credits scene was a fantastic end to the narrative. While I’d be hard-pressed to say this game’s story is executed better than FFX’s (as it's just so much easier to not miss anything important with how much more linear FFX’s story is presented), FFX-2’s overall narrative is head and shoulders above FFX’s, and it’s easily the thing that made me love my time with the game the most.

As my earlier complaining about the way the non-linear gameplay really doesn’t compliment the story itself may’ve implied to you, I have my fair share of mixed feelings and misgivings with the gameplay systems as well. That said, a lot of it can be summed up by simply saying that, while I don’t think this game’s gameplay design is *bad*, per se, it IS a very poor successor to FFX’s systems. Where FFX was super approachable and fun with its approach to turn-based combat and turn manipulation by allowing you to see the turn order on screen, FFX-2 completely abandons that approach in favor of going back to the earlier FF games’ active time battle system. That may not sound like much, but it’s only the tip of the iceberg in terms of just how much this game was not set up very well for fans of FFX to just jump right in and start enjoying themselves.

The other far more major change is to the leveling and job systems compared to previous games. Very unlike not just FFX but pretty much every FF game since FFV, this game doesn’t have a cast of characters that have bespoke abilities that are based on earlier jobs in the series. Instead, we have the dress sphere and garment grid systems. Each of your three party members is almost exactly the same in terms of what they can do with their stats and abilities, since all of their abilities are (usually) tied to their equipped job. There are some slight exceptions, as the final (very hard to unlock) job is unique for each girl, and each has a special super form they can use under certain conditions (which I found so unhelpful that I actually never used in my time with the game), it all makes for a very different gameplay approach compared to earlier games if nothing else.

The more you use abilities from your currently equipped job, the more AP you’ll acquire. Job levels are mercifully not a thing, as you also gain EXP based on the enemies you’re fighting, and that increases your base level. You have no need that trying out a new job will inherently power you down, since you’ll always have a strong base to work from due to that base level you’ve got. Instead, a new job means you’ll just have less abilities to play with until you unlock more. You can actually select which of the currently available yet unlearned abilities for the current job you’re using that you want to focus on unlocking next, and the jobs themselves are actually great fun to use. There are a few like dark knight or alchemist that are pretty straightforwardly crazy overpowered, and there are some like warrior or dancer that feel like they could really have used a buff here and there, but overall, the way the jobs are designed was really fun and cool to learn for each new job I unlocked. I very rarely replay RPGs, but I had so much fun with the job system by the end that I’m seriously considering replaying the game some day just to try out some more jobs that I passed up the first time.

However, not all is well and good despite how fun and powerful the jobs can be. Rather than how FFV did things where you can equip abilities learned from jobs as secondary skills when you’re using a different primary job, jobs in FFX-2 largely work entirely on their own outside of some special equipment allowing limited access to learned skills from other jobs. Instead, the garment grid system allows you to change jobs on the fly mid-battle. That sounds kinda cool, but I ultimately found extremely little use for it. There were maybe 10 or 12 times total in my entire time with the game that it actually felt necessary or worth it to change jobs mid-battle, and as a larger concept, the whole idea feels decidedly half-baked. It made far more sense to me to just not change jobs at all, mid-battle or otherwise, until it felt like I absolutely had to, and that ended up working far better than switching things up mid-battle regularly like I’d attempted to do for the first several hours of the game. There’s not nearly enough interplay between the various jobs you’ve learned, and the battle system would’ve really benefited from *some* kind of meaningful boosts or incentives to max out some jobs so they could help out others in some way.

Even as brutal as the side content can be, the game’s required content is thankfully very forgiving. Even if you’ve been learning jobs very suboptimally, there’s pretty much no chance that you’ll lock yourself out of the required content, at the very least. Despite that, the last really serious criticism I have is just how poorly the game communicates all of this to you. To use FFX as an example again, the sphere grid is a very unconventional and perhaps daunting approach to leveling in an RPG. Even for a veteran of the genre, there’s hypothetically a lot of opportunity to get very lost in such a system if you just started making choices randomly. However, a very smart choice that FFX makes is locking almost every character onto one set path for most of the game. By the time you get the opportunity to start branching out to other characters’ trees, you’ve had so much hands-on time with the battle system that it’s a decision you’re far more qualified to make compared to if you’d had that freedom from the very start of the game.

FFX-2, by contrast, barely gives the player any kind of onboarding at all to its major systems. Your “tutorial” to the larger job system is maybe an hour or two long, and it’s woefully inadequate to actually a meaningful understanding of the job system. I’m glad I had friends to talk about it with, because that tutorial ended up giving me a lot of very incorrect ideas about how to best engage with the game’s systems, and I would’ve had a far poorer time with the game had I not had friends to lean on for help navigating it. The utility of switching jobs mid-battle is far too heavily exaggerated, and there are so many jobs available at the start that it’s easy to be incredibly lost in how to even start leveling up different jobs, let alone how to fight (especially with entirely non-combatant jobs like dancer being part of your starting set of 5). A better onboarding process would’ve done this game a world of good in helping both RPG fans and FFX fans enjoy it better, and I cannot overstate just how poor an impression the game’s first 5~10 hours made for me (to the point I nearly ended up dropping it before I even finished Chapter 1).

The aesthetics of the game are also a mixed bag, and they show the troubled, hurried development cycle of this game better than anything else, I’d say. To start with, it goes without saying that the music is great. No problems there. However, as for the graphics, this being such a direct sequel to FFX, it naturally reuses a ton of that game’s assets and world in its town and dungeon designs. The thing is, there is SO much reused that there are barely any new things for this game. There are a handful of new dungeons, a new town, and a handful of genuinely new monsters and such, but for the most part, it’ll be stuff extremely familiar to anyone experienced in FFX (which would presumably nearly everybody playing this game, given the “2” in the title). The dress spheres giving new models and animations for all 3 girls does look really cool, though. Making 14+ battle models for all 3 characters must’ve taken a ton of work, but I’m not sure it was really worth it compared to the things we had to give up in exchange.

The higher polygon-count facial models used for cutscenes are back just like they were in FFX, but nowhere near enough characters have them. It’s restricted to only our main 3 girls and the occasional returning character from FFX, which leaves a ton of our new cast members (particularly the major supporting cast) looking decidedly out of place in the in-game cutscenes. It’s not a terrible flaw or anything, but it’s something really hard to overlook given what high priority SquareSoft often gave to visual presentations back then (as Squenix still does now).

Verdict: Hesitantly Recommended. Ultimately, I’m really glad I played this game, and I had a really great time playing it. However, my start with it was so rough and the larger caveats I’m forced to give in playing it in a way you’ll actually enjoy make it a lot harder to recommend. It was certainly a more fulfilling game than FFX was, largely for narrative reasons, but that just makes me wish even more that its design were tighter and more inviting. If you don’t mind using a guide (or five) to see the things worth seeing in the narrative, and you also don’t mind a bit of grinding and experimentation to see what in the job system works best for you, then there’s a really great story and RPG to be found here. However, if any of what you’ve read here is setting off alarm bells for how you usually enjoy RPGs, then you’re probably better off following your gut and playing something else. As much as I wish I could recommend this game with a hearty thumbs up with how much I loved it, the execution is just far too messy to ever be able to recommend this without a biiiig list of asterisks <w>
I identify everyone via avatar, so if you change your avatar, I genuinely might completely forget who you are. -- Me
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