Interlude: Review and Analysis of CH2
First of all: Sorry for the lack of updates lately, things are getting rough around here and I got absorbed between those problems. I will try to not leave this place again. Promise (And even if I do, you can expect something big happen).
But enough chit-chat: Let us start
What's the concept behind CH2?
"Removing the training wheels of CH1"
By the start of CH2 you must be thinking: "Yeah I get it, monsters are awesome and they are way more competent than humans at the time. But does that mean that we got yet ANOTHER game to break through?
The answer? NO, and you might need a chair and popcorn because this wild ride just got on the road: Not only you have to face brand new challenges like Goug 1 and Lionel gate 1, your options were stepped up by miles and catch up it's in order to keep things going (Remember your nice and useful monsters back at CH1? They have evolve into shiny new veterans who have SIXTEEN whole skills to choose from). Ramza also gets to unlock new jobs and synergy those along your monster family it's a must to succeed in this world
One of the complains most people share it's that monsters are basically more versatile that humans and the why it's clearly visible: 2/3 of the monsters have a healing/revive move and unlike humans, they have either the stats or innates to make them worth a damn without some serious dedication equipment-wise in Ramza's case. This one have a reason at the very least: If we look closely to vanilla, most "options" were either useless or outright eclipsed by high tier stuff like hamedo/abbadon, so I cannot complain about
Speaking of humans.......
"I want to guarantee they're capable of doing something when player has control over them"
Algus and Delita weren't a novelty of CH1 that disappear as soon you hit CH2: In an awesome move from Emmy, she decides to break the mold (heh) and noe guests units are now playable all across the way and they can potentially save you out several times when you are in need (mostly because now you can control them, thus avoid silly stuff like Delita hitting something and getting nuke by flare star).
Mind you, they never replace your main roster but they can provide a new meat shield or another damage dealer at least (Also, the fact they no longer fill a slot in the team roster is very appreciated: You will get it when you're half an hour sitting in front of your screen, trying to decide who should be kick out in order to receive a shiny new monster)
Since the player has more options, what do you expect from them when it comes to deal with a story battle?
"I don't expect them to know all the exploits inside the game. I do expect them however to get a hold of monsters movesets/innates, what said abilities does and how the enemy interact with them"
For me, the word that describes the entirety of CH2 it's "Experiment": You can blaze through like a mad man and be in front of endgame in less than a week or so or go inside a bar and do some sidequests/trials. You can completely change your whole team and craft new strategies or just stick with your old buddies and still be able to do some neat stuff. Hell, you can even ignore the job tree and deal with whatever class you have or take your time and unlock every single class out there and you still be able to clear this game with little to no issue (You will be forced to repeat battles yeah, but it would a small amout if you care to pay attention and think what you need to succeed)
Of course, you can completely ignore all this rant, just recreate what me or Augestein's lp does or even more painful, save-state your way inside and battle and be done with it, but that would bring the question: Why bother playing in the first place? This is a TACTICAL game and some brain are needed now and then.
"Zodiac bosses appear alone"
SO, you prepared your team go inside to face Queklain in a epic battle............just to get intermediately overwhelm by his sheer power and intelligence. Unlike other enemies, Zodiac bosses are basically a glimpse of the player's own tactics and one must be careful because there's no real way to shut them down.
A good example: Queklain can use Bio and nuke the shit out of you, and you decided to silence him. The battle's over? Haha......no: He will intermediately switch to his far more dangerous move that can confuse 100% of the time and with no charge time. Most of the time, you're the one in disadvantage just because he can potentially end your run rather cleverly and you not only have to worry about surviving but also doing some damage in order to get pass him.
But ohh boy when you defeat it: You fell at the top of your game and wants more.......Emmy I gave you a thumb up just because how funny a rather difficult boss can be when things are done right by both the player and the AI. I wish SOMEONE would take some notes about this (glares at 1.3)
4.4/10 (First timer)
3.7/10 (Normal Player)
3.2/10 (2nd Playthough) Ch 2 Average: 3.8