Showing posts with label grimoire of the rift. Show all posts
Showing posts with label grimoire of the rift. Show all posts

Monday, February 4, 2013

SuperPhillip's Favorite VGMs - Fantasies, Phantasies, and Dreams Edition

Welcome to a new week here at SuperPhillip Central. This week's edition of SuperPhillip's Favorite VGMs includes music from Final Fantasy Tactics A2: Grimoire of the Rift, NiGHTS: Journey of Dreams, and Phantasy Star Online Ep. 2.

v306. Final Fantasy Tactics A2: Grimoire of the Rift (DS) - Putting Words Together


A short but positively sweet piano solo for the beginning of Final Fantasy Tactics A2: Grimoire of the Rift, Putting Words Together may be brief, but it certainly packs an emotional punch. Hitoshi Sakamoto delivers a superb soundtrack for this offshoot of the Final Fantasy Tactics series.

v307. NiGHTS: Journey of Dreams (Wii) - Wandering Wildness


While NiGHTS's long-awaited return into the spotlight might not have been as spectacular as fans had been hoping, Journey of Dreams certainly had a magnificent soundtrack, as evident by this song, Wandering Wildness.

v308. Phantasy Star Online Ep. 2 (GCN, XBX) - A Longing to Ancient Times PART I


From one Sega game to another, Phantasy Star Online Episode II appeared on the Nintendo GameCube and Microsoft's Xbox near both platforms' launches. A Longing to Ancient Times PART I begins with a tranquil piano introduction before starting to layer more instruments on top for a fuller sound. At 1:20 you get the full backing of the brass for a truly moving sound.

v309. No More Heroes 2: Desperate Struggle (Wii) - No More Riot


This is a heavy metal vocal song that contains phrase from the main theme of No More Heroes, Beam Katana Chronicles. It's No More Riot, and it is performed by the Taku Yoshioka Squad. The theme is heard during the level featuring Nathan Copeland as the assassin target. I'm not one to generally listen much to heavy metal, but No More Heroes lured me in and didn't let go.

v310. Graffiti Kingdom (PS2) - Hsien Human Palm


One of my favorite composers for video game music, Yasunori Mitsuda, and one of his lesser known works, the soundtrack for the PlayStation 2 cult classic Graffiti Kingdom is full of childlike wonder and whimsical themes. Such a theme is Hsien Human Palm, featuring banjo and harmonica, which evoke an Old West feeling onto the listener.

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That closes out another week and edition of VGMs. Until we see you next week, why not check out the VGMs Database where every song spotlighted is present?

Friday, September 7, 2012

Top Ten Final Fantasy Soundtracks

Time to continue the celebration of 25 years of Final Fantasy. You read my opinion on the Best of Final Fantasy Music (best dungeon themes, battle themes, boss themes, character themes, world map themes, airship themes, etc.) and my thoughts on Theatrhythm Final Fantasy. Now, it's time to read my opinion on what I consider to be the most magnificent Final Fantasy soundtracks of the series's 25 year history. From mainline games to spinoffs, this list has the best covered with selected tracks for you to sample and enjoy. So sit back, relax, and get ready to feel waves of unbridled nostalgia.

10) Final Fantasy Crystal Chronicles: The Crystal Bearers (Wii)


We start off with one of the more recent additions to the Final Fantasy universe, Final Fantasy Crystal Chronicles: The Crystal Bearers for the Nintendo Wii. This game actually replaced Final Fantasy X in the eleventh hour on this list. I await your letters, but hopefully after hearing the samples provided you'll see why I went this direction. Using a wide range of musical styles, the soundtrack is quite compelling, sometimes soothing, sometimes energizing, and always fun to listen to. There's the opening track in Kuule Taa Unelmain, Ephemeron, also performed by Donna Burke, then you have Selkie Guild, a refreshing song to stroll around the countryside in Lett Highlands, a theme used for battle, something out of The Dukes of Hazzard in Catch and Throw, the particularly moving Althea's Waltz, and the beach-bumming fun of Girls, We Have to Win. The soundtrack is a veritable smorgasbord of musical genres, fitting for number ten on this list.

9) Final Fantasy XIII (PS3, 360)


The final game may be severely disappointing but the soundtrack is far from that verdict. It is remarkable. Composed by Masashi Hamauzu, Final Fantasy XIII's soundtrack is a cornucopia of sensational songs. There's one of the best traditional battle themes in the franchise's illustrious history in Blinded By Light, a brilliant boss theme in Saber's Edge, my favorite Chocobo theme of all in Pulse de Chocobo, nice area themes like The Sunleth Waterscape, gentle character themes like Serah's and Lightning's. Whatever kind of mood you are in there is certainly a track from Final Fantasy XIII that will fit it.

8) Final Fantasy Tactics A2: Grimoire of the Rift (DS)


Composed primarily by Hitoshi Sakimoto, Final Fantasy Tactics A2: Grimoire of the Rift is a playful yet at the same time serious soundtrack for the Nintendo DS tactical RPG game. It features themes from Final Fantasy Tactics Advance as well as some from Final Fantasy XII. At one point the music is touching as can be, while others  get you invigorated and ready for battle, Final Fantasy Tactics A2's music is lovely. Tracks like Green Wind, Crossing Over the Hill (aka Ozmone Plains in Final Fantasy XII), Gathering Allies, Summer Vacation, and more all add up to a particularly enjoyed Final Fantasy soundtrack of mine.

7) Final Fantasy VIII (PS1)


Considered by a good portion of Final Fantasy fans as a black sheep installment of the franchise, Final Fantasy VIII contains a substantial amount of incredible music within its four disc set. Right away from the opening you know that you're in for an impactful ride with Liberi Fatali. The boss battle theme Force Your Way, normal battle theme Don't Be Afraid, and final boss theme The Extreme certainly paint a powerful picture as well. Don't forget The Landing either. Then there's a touching track like Love Grows and the spirited Waltz for the Moon for the romance between Squall and Rinoa. Final Fantasy VIII may not be universally liked, but it certainly delivers when it comes to wonderful music. But who would doubt that when Nobuo Uematsu is at the helm?

6) Final Fantasy Crystal Chronicles (GCN)


Composed almost solely by Kumi Tanikoa, the Final Fantasy Crystal Chronicles soundtrack is one that invokes memories of Renaissance and medieval times with its interesting choice of musical instruments like the recorder. It is a perfect fit for the rustic world the game presents players. From songs that deliver a rich sense of ambiance and wonder like Into the Gloomy Darkness to songs that portray a vibrant rural community like A Gentle Wind Blows, Final Fantasy Crystal Chronicles has such an under-appreciated soundtrack. It truly is magnificent and unlike many soundtracks in the series. Other terrific tracks include: Magi is Everything, Daemon's Court, Amidatti, And Eleonor Too, and When the Northern Sky is Clear.

5) Final Fantasy IV (SNES)



Before it was well known as Final Fantasy IV in the West, it was known as Final Fantasy II. The game was the first Final Fantasy to be created in 16-bits, and it was made all the better for it, from graphics to our focus, sound. Nobuo Uematsu once again showed why he is one of the best when it comes to composing for video games with tracks like the Main Theme of Final Fantasy IV, Battle 1, a bombastic boss theme in Battle 2, one of the great dungeon themes of all time in Into the Darkness, Mt. Ordeals, the moving Troian Beauty, and how could anyone forget Battle with the Four Fiends? Those tracks just scratch the surface of the impressive amount of unforgettable themes heard within the reaches of Baron, Damcyan, and Troia.

4) Final Fantasy VII (PS1)


The first Final Fantasy game to leave a Nintendo system, but more importantly, enter 3D, Final Fantasy VII sports a marvelous memorable soundtrack. The new direction the series took, casting aside medieval themes and technology of yore, going with a futuristic approach, allowed for new musical styles and sounds. It features one of the most cherished final boss themes in RPG history, One-Winged Angel, possesses touching character songs like Aerith's Theme, the Opening ~ Bombing Mission theme that puts the player right into the action, more ethereal tunes like J-E-N-O-V-A, one of the great RPG airship themes, borrowing Final Fantasy VII's Main Theme, in Highwind Takes to the Skies, and even a marching tune thrown in for good measure in Rufus' Welcoming Ceremony. I don't have the same kind of nostalgia for Final Fantasy VII as most people, but I still find the soundtrack to be incredibly good.

3) Final Fantasy IX (PS1)


My favorite of the mainline Final Fantasy soundtracks on the PlayStation 1, Final Fantasy IX invokes memories of old school games in the franchise, and it has the music to back that stance up. Cid's Theme gives a marvelous march that plays in Lindblum's castle. Then we get medieval with Freija's Theme which is played in The Gizamulke's Grotto dungeon. I'd be amiss if I didn't mention the intense boss theme, Kuja's Theme, The Airship, Hildagaldy, The Dark Messenger, and Beyond the Door. I list Final Fantasy IX's soundtrack so high because of the sheer amount of quality tracks that permeate throughout the soundtrack set's multiple discs. It's the type of soundtrack that I can enjoy as someone who is a casual Final Fantasy player but can admire thrilling music.

2) Final Fantasy Tactics (PS1)


One of the most stirring soundtracks I have ever had the pleasure of listening is made even more spectacular by hearing the music played throughout the duration of the game. Yes, this is the fabulous Final Fantasy Tactics soundtrack from the best Final Fantasy spinoff in existence. The duo of Hitoshi Sakimoto and Masaharu Iwata combined their compositional mastery and crafted one hell of a score for the game. Tense battle situations get even more unsettling as themes like Antipyretic, Trisection, Battle on the Bridge, Apoplexy, and Decisive Battle. But don't think that it's all struggle and intensity with the music. No, there's plenty of heart-tugging themes such as Ovelia's Theme (one of my favorite tracks of the game), Overlia's Worries, and Chapel, as well as jaunty themes like Pub and Tutorial to behold.

1) Final Fantasy VI (SNES)


And here we have it, the best of the best in Final Fantasy soundtracks. Coming from one of my favorite entries in the series, Final Fantasy VI possesses the greatest bevy of terrific tunes, memorable melodies, and powerful tracks. We have Terra, the world map theme of the World of Balance, the chaotic boss battle theme of The Decisive Battle, the truly haunting sounds of The Phantom Forest, the homely sounds of Kids Run Through the City Corner, the massively moving Aria De Mezzo Carattere, the riotous The Fierce Battle, and the airship theme of the World of Ruin, Searching for Friends. Then you have what I consider to be the best final boss battle theme in video game history, Dancing Mad. The many layers the song contains and how it segues into each movement makes for a wonderful theme. What all of these musical songs and elements make together is one of most celebrated, enduring, and impactful video game soundtracks of all time. It is just one of the reasons why Final Fantasy VI is so cherished by both fans of the franchise and simply those who adore superb RPGs.

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The Final Fantasy series comprises a large amount of my love for video game music. It is what got me interested in composition, and made me enjoy listening to other genres of music that I might not have otherwise tried. It's the fantastic minds of the composers behind the franchise's games that have in part made Final Fantasy such a cherished brand.

As with most of my lists, I'm sure you won't agree with my order. Perhaps you won't even agree with my omissions of Final Fantasy X and Final Fantasy XII. That's just fine as well. If those are some of your favorites, what are your most liked tracks from those games, then?

Monday, August 27, 2012

SuperPhillip's Favorite VGMs - Of Mice and Mega Men Edition

Can you believe that it is the last week of August already? Unbelievable how time flies. Regardless, SuperPhillip's Favorite VGMs chugs along for a brand-new week of video game sounds. On this week's edition we have music from The Magical Quest Starring Mickey Mouse, Mega Man X8, and Kirby's Dream Land 3. If your preparations are ready, let's get to the music.

v181. Final Fantasy Tactics A2: Grimoire of the Rift (DS) - Crossing Over the Hill


We start out with a terrific tactical RPG series in Final Fantasy Tactics. This is the third all-new installment of the series, not counting ports -- it's the second to arrive on a Nintendo handheld. The tales of the Final Fantasy Tactics Advance series are much less serious than the original FFT. The stories revolve around more whimsical plot points and are a lot more lighthearted. Crossing Over the Hill has a dapper feeling to it, perfect for a new adventure through the world of Ivalice. My favorite part occurs at 0:45 and concludes at 1:09. Hitoshi Sakimoto does a fantastic job once again.

v182. The Magical Quest starring Mickey Mouse (SNES, GBA) - Dark Forest


A mysterious theme for a mysterious wooded area, Dark Forest is the second world of one of Mickey Mouse's most cherished platforming escapades, The Magical Quest. The game was originally available on the Super Nintendo with the main gameplay feature being that Disney's well-known mouse could change into different costumes, each with their own special ability. The game and its two sequels would be ported to the Game Boy Advance; the third game that never released outside of Japan would finally be available for Westerners to play.

v183. Breath of Fire III (PS1, PSP) - Life's a Beach


An upbeat tempo and theme for a port side town in Breath of Fire III, Life's a Beach is certainly peppy and spunky in spirit. It's hard not to get a smile on your face listening to this tune. Breath of Fire is most certainly a series that I would love to see Capcom revisit. However, my opinion of that company has lowered over the years, and they just don't seem that interested in their past successes. Later this week I have planned an article that summarizes my thoughts on Capcom in their current form. I hope you will look forward to that.

v184. Mega Man X8 (PS2) - VS 8Boss


The boss theme of Mega Man X8, the final game in the X series before it, like Mega Man in general, was put on hiatus. This fast-paced rocking theme definitely gets the thumbs twitching, adrenaline pulsating through the body, and the toes tapping. After a failed experiment, in many eyes, to put Mega Man X into 3D, the developers behind X8 decided to go back to the tried and true 2D. Well, technically, 2 1/2D. The end result was a fabulous effort which is one of the more unique X games in the series. It is without a doubt a better product than X6 and X7 before it, but that wasn't that difficult of a task to achieve. For when a boss in X8 is extremely low in health and goes into desperation mode, check out this theme.

v185. Kirby's Dream Land 3 (SNES) - Ripple Field 2


Kirby's Dream Land 3 is a cute, adorable and colorful game with a pretty pastel art style. It's really a gorgeous game, truth be told. The music is simply what you'd expect from a Kirby game -- catchy melodies, mostly uptempo tunes, and themes that put a big, old stupid grin on your face, as evident by this theme, Ripple Field 2. What makes Kirby games so appealing to me is that each one usually tries something new, even if the adjustment to the gameplay is minimal. It makes for a series that I can't help but appreciate. Happy 20th anniversary, Kirby.

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What started with Final Fantasy ended with Kirby. However, that isn't all we've heard of from Final Fantasy. In fact, next week is a special Final Fantasy edition of the VGMs. Five themes from various Final Fantasy games will be displayed and showcased. Just like with my Capcom article, I hope you look forward to next week's edition of the VGMs as well. Have a great week, everybody.

Friday, October 21, 2011

Underrated Soundtracks This Gen Part 2: And the Beat Goes On

If you recall, a week or two ago I listed a handful of games with under-appreciated soundtracks. Well, this evening I will be doing so again with some more new scores that invoke a warm, fuzzy feeling and were underrated. Let's begin, shall we?

Perfect Dark Zero (360)


David Clynick comes off the impressive Perfect Dark soundtrack with the ever-rocking Perfect Dark Zero score. Whether Jo's shooting through the subway system of the city or safariing through a hot, steamy jungle, there's a great sounding song to back up the ambiance and roar of her weaponry. Classic themes, rock anthems, pan flute melodies, and more await players who pick up this Xbox 360 launch title. Sure, the visuals look dated several years after the fact, but the music still reigns supreme in this writer's heart.


Kameo: Elements of Power (360)


From Hero's Theme to Thorn's Pass, the haunting choir backing these epic songs make up just a sampling of the Kameo: Elements of Power soundtrack. Kameo was another Xbox 360 launch title from Rare, and Rare's games make up a majority of the soundtracks broached about on these segments. Nonetheless, there's a lot to love about this game, and the score is just one of those things. It's always impressive when a game's soundtrack rivals that of big budget blockbuster movies, and Kameo is just another example of this in the video game industry.


NIER (PS3, 360)


GamesAndBiz, a reader of SuperPhillip Central, mentioned this game in the comments section of the original list. I just so happened to agree with his sentiments on the soundtrack. One could argue that NIER was an underrated gem itself, so it only makes sense that the game's score would be underrated, too. The titular character's journey to find the cure to his daughter's disease is only heightened by the powerful and gripping music accompanying his quest. Take a listen to the following trio of examples to understand why NIER makes my list.


The Sky Crawlers: Innocent Aces (Wii)


The Sky Crawlers: Innocent Aces for Nintendo Wii is based off the anime of the same way. The game itself features intense dog-fighting, high-flying action, and a myriad of missions to play through. What accompanies the game is a stellar soundtrack which increases the tension as pilots protect precious cargo, take down enemy fighters, and escort a fleet to home base. Forgive the generic names of the songs as there is no official soundtrack was official names to these pieces. Regardless, these themes speak for themselves.

BGM (5)
BGM (14)
BGM (17)

Final Fantasy Tactics A2: Grimoire of the Rift (DS)


Recently reviewed, Final Fantasy Tactics A2: Grimoire of the Rift is a tremendous tactical RPG that oozes with charm. The soundtrack in part by Hitoshi Sakimoto (who coincidentally has composed the music for the other games in the series) is simply sensational with some themes borrowed from Final Fantasy Tactics Advance. However, most of the music is brand-new, and it sounds fantastic. These songs I have selected I believe best represent the new audio content offered of the FFTA2 soundtrack.

Crossing Over the Hill
A Time Eternal
Into the Fantasy

LocoRoco 2 (PSP)


This game is not only quirky gameplay-wise, but it's also off-the-wall in the music department as well. With childlike vocals, a capella tracks, gibberish noises, and much more, the LocoRoco 2 soundtrack is a carnival of surprisingly fun sounds. It's difficult to pick just three pieces of music, but I somehow managed to get by regardless. Just listen to the examples provided, and you, too, will understand just how awesomely bizarre the entire score of the game truly is.

Dadhi Dado Da
Muimui House
Moja's Song

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There you have it. Another installment of Underrated Soundtracks in the books. Do you have a personal favorite soundtrack that I have forgotten thus far? Enlighten me in the comments section. Your words are always appreciated.

Wednesday, October 19, 2011

Final Fantasy Tactics A2: Grimoire of the Rift (DS) Review

It's the middle of the week, so I think it's high time we had another review. I've been slowly slogging through my backlog, and I came across a game I got from a trade via CheapAssGamer. (It's a great site for finding fellow collectors to buy, sell, and trade with. Truly.) It's Final Fantasy Tactics A2: Grimoire of the Rift, and I've put a lot of dedicated time into it. Enough for a review at the very least. Here's the judge's verdict on this sequel to the original Final Fantasy Tactics Advance.

A2, Brutus?



The original Final Fantasy Tactics was a dark, brooding game featuring two rival clans in a fierce war for supremacy. There was betrayal, bloodshed, brutality, and friendships ended. Then came Final Fantasy Tactics Advance for, appropriately enough, the Game Boy Advance. The tone of the game was a complete 180 from the first FFT. The tale was lighthearted, and had a more Neverending Story approach to it with a cast of characters who wished to stay in their fantasy world. However, the main character wanted nothing more than to get everything back to the way it was. It was this clash of ideals that made for a compelling story. In 2008, Square Enix came out with a spiritual sequel to FFTA in Final Fantasy Tactics A2: Grimoire of the Rift. Do the pages of this fable make for an interesting read?

Meet Luso, a simple schoolchild who is a troublemaker in class-- always late-- that sort of behavior. It's the end of the school year, and summer has finally arrived. Unfortunately for Luso, his teacher has other ideas for him. In order to make up for his being late habit, his teacher tells Luso to head to the school's library to clean the place up. Who is he to argue with authority? Despite wanting to hang out with his friends, Luso goes to an unmanned library where he finds a mysterious book. It turns out that the book is incomplete. There's blank pages halfway through the nebulous novel. Suddenly, the pages shine and suck Luso into the book. He gets transported directly into a forest where a battle with a giant cockatrice monster is taking place. In order to save his own life, he agrees to ally himself with a clan ran by a human-like man named Cid. After the monster takes enough damage, it flees the scene allowing for Luso to get his bearings and ask what happened. It turns out the book that sucked him into this brave new world is writing itself as our young hero accomplishes different tasks. Luso wants nothing more than to find a way to return to his own world. After all, his folks are probably worried sick about him! The tale of Final Fantasy Tactics A2 is decidedly lighthearted, but it does an admirable job of keeping the player interested. While it doesn't have near enough of the narrative depth of the PlayStation One predecessor, it's cute, clever, and localized well. The dialogue is especially poignant and enjoyable to read.

As part of Cid's clan, Luso has an obligation now as all clanmates do. Each pub has a series of quests that a given clan can pledge to complete for gil (the currency of the Final Fantasy series, and it's no different with Tactics A2), raw materials, and items. There's the standard quests that further the story, but there's over one-hundred quests that are purely optional. These are terrific for leveling up characters, earning money and extra loot, and getting some experience in battle. Some quests have Luso's party taking out all enemies, defeating a mark (a foe that, if beaten, completes the quest), protecting an AI-controlled guest, gathering items strewn across the battlefield, beating a set number of baddies, getting rid of traps laid down, or roaming the continent to retrieve an item for a specific person. Certain quests can have the player dispatching a party to accomplish a goal in case they don't want to get their hands dirty. Of course, quests can be failed, but they will pop up again after an in-game month or two.

Apart from pubs where quests are taken up, cities, towns, and villages of Grimoire of the Rift have shops inside them, too. Shops house fitting rooms where players can purchase weapons, armor, and accessories for their clan members. Try before you buy, so to speak. There's also a bazaar section where the raw materials dropped by fallen enemies and collected as gifts from completed quests can be turned into purchasable goods. There's a myriad of raw materials that can be fitted into weapon, armor, and accessories to be worn by a player's party members.

Most weapons have an ability assigned to them. As long as a weapon is equipped to a party member (and as long as that party member holds the job required for said ability), that clanmate can utilize that ability. Through finishing fights and completing quests, everyone in a player's party earns AP or ability points. Earn enough AP, and one's clanmates will master an ability. To be able to transfer to new jobs, a party member will have to learn a specific number of abilities. For instance, to unlock the Ninja job, a party member must learn four Thief abilities. Depending on the race of a character, the jobs allotted to them will differ. A moogle can't become a white or black mage, but they can grow into a gun-toting Fusiler or swashbuckling Moogle Knight. Some races only have four jobs available to them in total, and some jobs must be unlocked through taking on and finishing quests. There's a myriad of jobs that are only available this way such as the Dragoon, Geomancer, Fighter, Beastmaster, Assassin, Chocobo Knight, Raptor, Scholar, among many, many more.

Of course, what good is all of this knowledge without the proper strategy in battle? Final Fantasy Tactics A2, as the name suggests, is a tactical RPG where opponents take turns moving across a map with varying elevations. The turn order is determined by a unit's agility stat, and the order can be viewed on the top screen along with an enemy's stats, weaknesses, and strengths. When an opponent is ready to attack a nearby unit with either a next-door straight-up offensive attack or magic spell from a handful of spaces away, the probability percentage that that attack with connect will be displayed as well as a rough estimate as to how much in the way of damage that attack will take off. Some foes have rebound abilities that materialize when they're attacked such as the Counter ability. When a unit is attacked by a nearby assailant, they'll automatically get a return shot in. Another example is when a unit's hit points (or health) is low, they'll cast Regen on themselves, slowly regaining a small amount of HP each turn until the effect disappears.

Unlike the original Final Fantasy Tactics, there is no wait time for magick (as it is spelled in Grimoire-land) moves. Magick maneuvers materialize as soon as that unit selects it. These spells can target a five square area maximum, though it really depends on the elevation of the land. Every character on the battlefield begins with zero magic points (or MP). After each turn, they gain ten MP. More powerful magick and summons require a higher amount of MP than weaker spells. They, however and obviously so, do more damage. After a unit has made their move, they choose one of four directions to face. Usually a back attack will have more success in hitting a foe than one that is directly to their front.

New to the series is the concept of opportunity commands and the smash gauge. As battles progress, this gauge slowly fills. When it reaches full capacity, the unit whose turn it is when it does is able to perform a special move depending on who is surrounding him or her. For example, if one foe is next to the unit who the opportunity command pops up for, they can perform a flurry, essentially attack two successive times in a row, on an enemy. Other commands include casting Hastega on all units, casting Protect and Shell on themselves, and many others.

Returning from Final Fantasy Tactics Advance is the concept of judges. Thankfully though, penalties are much less harsh and severe. At the beginning of each battle, the player picks a privilege for their clan from bonus experience to increased power, agility, or evasion. Then the rule of the judge pops up. These can range anything from no weapons or magick that use ice in them to more obnoxious laws like no knockback attacks, no sword usage, no Hume special attacks, no back attacks, no MP restoration, or no non-movement (aka each unit must move at least one square per turn). Each law is predetermined, so there's nothing in the way of randomness. Each fight is built that way for a reason.The penalty in the previous installment was that a violating unit would wind up in jail. This isn't the case with Grimoire of the Rift. Instead, a law violation means that any clan privilege is forfeited, and the player can no longer revive fallen comrades. Fallen units will still be alive after battle, win or lose, so there's no fear in permanently losing a given unit like in past games.

Final Fantasy Tactics A2 is a definite bump up from its Game Boy Advance ancestor. The magick special effects are particularly impressive, showcasing a glorious showoff-y pizazz to each spell and summon. Maps are isometric and cannot be turned or shifted in any way. This may confuse some players as some battlefields have elevations that fool undiscerning eyes into believing squares are connected when in fact they are anything but. Despite this problem, the maps are wonderfully designed and have lots of extravagant details in them. They're beautiful to look and marvel at. Characters animate about as well as they did in Tactics Advance. There's little in the way of improvement here. Nonetheless, the soundtrack of Grimoire of the Rift is phenomenal, borrowing some musical material from the first Advance game, but most of the soundtrack is brand-new. Yes, it can be repetitive listening to the same theme cycling over and over again, but I find that the music is so brilliant that even hearing a battle anthem for the tenth time through is still something special. Alongside the music, the sound effects have improved as well. Enemies unleash a cry of anguish as they are defeated, and magick spells roar with great goodness.

Final Fantasy Tactics A2: Grimoire of the Rift does not surpass the original Final Fantasy Tactics, but it does outshine the Advance installment. The quest system is ingenious, and it will have players questing and adventuring as Luso and friends for up to one-hundred hours. The combinations of job and abilities are seemingly endless, the presentation is picture perfect, and the law system is much more relaxed and far less aggravating when compared to the previous game. The lack of consequence for a unit's death may put off some people wanting a sharper difficulty, and the kid-friendly story may turn some away, but for the rest of us, Grimoire of the Rift is a terrific tactical title fitting of the Final Fantasy Tactics name.

[SuperPhillip Says: 9.0/10]