Final Fantasy Tactics Advance 2

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Final Fantasy Tactics Advance 2 review


Strategy reigns again in the realms of Fantasy

Tactics (continued)

In addition to this, if you win the fight, while upholding the law, you receive a law bonus, which can consist of items from all over the spectrum, including weapons, armor, and loot. But, if you go and break a law, you lose your clan privilege, you forfeit your right to the law bonus, and any KO’d units are out of the fight for good as you can no longer revive them. Another change to the laws is that they no longer rotate on a daily schedule that you can look ahead on and plan your battles according to that, now the laws are chosen specifically for each mission. This provides some additional strategizing for some of the fights, as the developers clearly chose some annoying laws for certain missions, though now it is relatively painless to break the laws.


There are also other, significant changes such as the addition of a lot of new classes and although there’s a number of recycled skills and abilities, they did manage to keep the classes very diverse. They also threw in two new races to mix it up with; the rotund Seeq from Final Fantasy XII and a new race known as the Gria, who are a race of dragon-women. However, these two new races are both easily overshadowed by the five returning races, the Humes, the Viera, the Bangaa, the Nu Muo, and the Moogles. Most of the classes from FFTA were also kept in place, though a few were lost.

Amazingly, Square Enix managed to keep most of the classes unique in capabilities as well as appearance, allowing you to know what you are up against at a glance, though I still have trouble trying to distinguish between Moogle thieves and animists. Another new ability of your units is the “Opportunity” actions that occur occasionally. Determined by some hidden statistic, though the Luck-up privilege increases their likelihood, “Opportunity” actions give your currently selected unit a context sensitive ability that depend on your location in relation to your enemies’ and your allies’ positions.

This can result in you either getting a free attack on your opponent if you are next to a single enemy, to raising you and your allies’ resilience, if you are next to more than two of them. Another very significant change is how the map is static; rather than choosing the placement of new territories like you did in Final Fantasy Tactics Advance, all of the maps are organized into larger state-like territories on a second larger, world-wide map. This larger world-wide map is where the time passes, one day for each territory that is crossed.

Other changes include things like the removal of the Totema system, the giant screen covering summons that could change the tide of the battle if you were lucky. Instead, there are the Scions, some of which have the same names as the Totemas. Rather than having your unit’s race determine what Scion you can summon, it will now be determined by your equipment. Also differing is that instead of using Judge Points (which determine whether or not you are able to summon the Totema) you use a Smash Gauge that fills whenever you successfully execute an action.


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