This is absolutely one of the finest Role Playing Adventures there has ever been created.
Back in 1991, North American gamers were treated to a delight in the from of Final Fantasy II otherwise now known as IV because of some localization issues from Japan with previous games.
This RPG was groundbreaking in so many ways that it's hard to ignore it's impact on the games we all play today. If you have had the chance to play some of the previous Final Fantasies, then you will know that there wasn't a lot of focus on the story. They would throw generic characters at you with barely just a name and then it was their task to save the world. The stories were never strong before this game in the series but this one changed it all.
What was so different about it? Story is a very important aspect of many games especially RPGs. Without a coherent story to bind players to it, most RPGs falter or will have to rely on other game play mechanics to keep players engrossed. Final Fantasy II, did both.
Never before did they have so many different unique characters all with their own unique back story. Obviously, some characters were developed than others but in whole, they were magnificent and it was easy to get attached to their goals and their objectives when you are playing.
You start the game off as Cecil, a knight of the land of Barom. Cecil is sent to get crystals from around the world for his King but he begins to doubt the cause and he suspects something is not as it seems. After questioning his leaders, he is demoted and stripped of his rank. Given a simple task of delivering a package, he and his loyal Dragoon friend Kain depart and the story gets more and more interesting from there.
Graphically at the time, the game was at the top grade of Super Nintendo games. There is very little or no slowdown in the game and there can be up to 12 enemies on the screen! In addition to that, this is the only time that you can have up to five party members doing battle. Your characters move up a few steps and swipe at the enemy with their swords and other assorted weaponry and though they never get up that far to actually make contact, it's clear what is going on.
All of the sprites are very unique and it is easy to tell why so many people have been charmed by the small pixelated figures that they represent. It's nice to see Rydia's green hair and Rosa's unique white cape. Also, it is something to note that Rydia's sprite does change later in the game to note that she has come of age. This was a unique concept back then and I definitely took note.
This game also introduced what would later be known as espers that are so commonly used in later games. Summoning them into the fray, each one has it's unique battle animation and it's neat seeing guys like Jinn ram through enemies while setting everything ablaze or Bahamut flaring the screen to kingdom-come.
As for the sounds of the game, every time there's a weapon, it makes a unique sound when it hits the enemy and each spell has it's own different ring to it. The thing to really note, is how the music cues right in at the right moment in time to convey the proper emotions from sadness to mysteriousness. The music in the game is absolutely top-notch and I don't think it could really be improved. In fact, one song has been taught to Japanese school children. It's that prolific!
Though the game probably isn't that long for a RPG of this day, it was definitely a long game by 1991 standards as it would probably take you about 15 – 20 hours to finish the game and that wasn't including all the special secrets you could get. (Ahem, Adamant Armor anyone?)
I thoroughly enjoyed playing the game back then and with so many remakes out from the Playstation 1, Game Boy Advance and now the upgrade DS version, you really no longer have an excuse to miss this masterpiece. If you have yet to play through with Cecil and gang, you're missing a lot so go pick it up even if it's this version because this one shows you even now, what great games are made of.