Final Fantasy Tactics A2: Grimoire of the Rift
ANOTHER year, another kid who gets lost in a magical realm by way of a moldy old tome he found in the school library. But looking past the fluff of the young moogles and the downy cheek of our pre-pubescent hero, Final Fantasy Tactics A2: Grimoire of the Rift (Holy mouthful, Batman!) is still the battle-hardened turn-based strategy game it was before, give or take a few new scars.
Reap the Rewards
While reviewers and gamers alike praised the Law system of the first FFTA as adaptability to different situations suddenly became a factor in making or breaking a battle, the fact remains that the system was never rewarding enough. Sure, a pat on the back is good, but hey, a new piece of equipment is surely better.
In FFTA2, players are rewarded for abiding by the law, both at the start of the battle and at the beginning. Players are given different “clan benefits” to choose from such as increased EXP or increased speed.
At the end of the battle, they are given new equipment or material with which to forge new equipment with. Break the law and you are rendered unable to resurrect units—any fallen units which do not get resurrected by the end of the battle are lost forever. Finally, we get a carrot to go with that stick.
One Step Forward, One Step Back
The gameplay is still classic tactics…and so are the visuals. Nothing new in the graphics department—sure, more colors, better resolution, but better doesn’t necessarily mean good. Also, some classes are way too gimmicky—the Tinker being the perfect example—although the fun that you have unlocking them more than makes up for it. FFTA2 still has plenty of fight left in it—partly from its pedigree. Here’s to hoping that the next iteration delivers on all counts.




