Yes, today I’m nitpicking a gameplay issue--something which I believe to be totally inconsequential in estimating the worth of an RPG--of a game so old that its era in gaming history can now be classified as ‘quaint.’ Again. Look, I don’t hide the fact that this blog is totally pointless. The sooner we all accept this, the better.
Y’know, it’s weird. When I wrote that rant about the oddity of Breath of Fire 1’s cast in terms of combat utility, it wasn’t even in my mind that I might make something along the lines of a continuation to it. But afterward, I started thinking about how the sequel handled combat roles for its cast far better...and then I remembered that it also had a noticeable flaw in that regard, too. So, here we are today, about to criticize the gameplay mechanics of yet another RPG so incredibly old, that Capcom wasn’t even completely and utterly evil at the time they published it.
So, Breath of Fire 2 added a little more nuance to its combat system and characters’ roles in it, improving upon the very basic battle mechanics of the first game in many ways, to the point that there was actually some strategy to be utilized in party composition, character placement, and ability use. The best party combination is no longer beyond debate as it was in the first game,* and there are even multiple approaches to combat to choose from, now. It ain’t just “Here are the only 4 characters in the game with useful spells, now go away” like it was in BoF1.
Unfortunately, though, not everything to do with BoF2’s combat is a step up from its predecessor (not the least of which being the overall feel and flow of battles; is it just me, or did Breath of Fire 1 feel way smoother and more polished in its gameplay overall?). 1 of the ways that characters are unique in combat is that each has a personal ability in combat beyond just his or her spells. Sort of like how characters in, say, Final Fantasy 6 all have their own unique talent in addition to whatever magic they’ve learned from Espers. Unlike Final Fantasy 6, however, whose character talents generally stay relevant for 95% of the game until everyone gets the chance to just learn Ultima and equip Economizers...Breath of Fire 2’s characters’ special abilities almost all just suck from the get-go.
First of all, there’s Ryu. He gets the Guts ability, which restores some of his HP during battle without needing to use magic points to do so. This sounds good, but the thing is, the amount of HP restored is greater depending on, A, his Guts stat, and B, how damaged he is. This means that it’s wildly unreliable for most of the game, as you don’t have a very high Guts stat for a while, and without that to boost it, it just doesn’t restore enough HP to be very useful--either you’re not damaged enough, and so it barely does anything, or you’re so hurt that you need something way better to do the job. And once you’re late enough in the game that Guts starts healing a decent amount, you’ve got a lot of other, more consistent healing options anyway.
And that’s actually 1 of the more useful abilities! Sten gets RIP, which lets him do an attack with less chance of enemies targeting him, but its utility is limited since party-hitting attacks aren’t uncommon and this ability doesn’t do anything to avoid them. Jean gets Stab, which hits all enemies that turn, but at such a reduced attack power that it frequently does almost no damage. Spar can call on the forces of nature to come to his aid, which is handy, but it only works outdoors, and nearly all dungeons in the game are, well...dungeons. So aside from traversing the world map, which by the time you get Spar you’re not doing a whole lot of any more, there’s very little use for it. Bow gets Shot, which either instantly kills an enemy or just deals 1 damage, but has such a damn low chance of working that I usually find I can kill the enemy faster just by having Bow attack it normally anyway.
Rand gets Wake, which can either be used to wake up a sleeping party member, or revives them at 1 HP. This sounds far more useful than it actually is. First of all, getting physically attacked wakes up a party member anyway, so there’s a good chance that the enemy is going to do it next turn, and then you’ve just wasted Rand’s chance to act. Secondly, Wake only revives dead party members sometimes, compared to revival spells and items being guaranteed to do so, so it’s really only an extremely desperate last resort.
Nina’s Will is sort of helpful, in that she can recover her Ability Points with it. AP recovery items are both uncommonly found, and annoying in Breath of Fire 2, in that most of them lessen your HP by the same amount that they restore of your AP. What the point is of this trade-off, I can’t guess; it certainly isn’t balancing the game in any useful way. So a magic-user being able to restore her AP without relying on subpar and rare items is good...but much like Wake, it’s a toss-up as to whether this is actually going to work, and it restores a small enough portion of her AP that it’s only really good for 1 spell at a time, if that.
And then there’s Katt. What the hell was the reasoning for giving Katt the Dare skill? Dare uses that turn’s action to make enemies more likely to hit her, instead of other allies. That’d be a useful ability...if it was given to Rand, or Ryu, or Bleu, or pretty much any other character in the game. But Katt is a low-HP, low-defense glass cannon whose role in the party is very specifically to kill enemies as fast as possible! I know that these were the earliest days of the aggro-control gameplay concept (for all I know, this game invented it), so one should expect a few bugs to work out, but Capcom picked the absolute worst possible party member to give this to!
The 1 character who gets a personal skill that’s actually undeniably helpful is Bleu, whose Shed power restores her to full health, no questions asked. Sure, it lowers her defense, but that mild detriment definitely doesn’t stop it from being useful now and then. Unlike every other character-specific ability, this is a case of the downsides balancing the ability’s use, rather than destroying it.
Now, there are some abilities that are unlocked by fusing characters in certain ways, and those tend to be a lot more viable in combat. Hell, some are even overpowered; Demon Katt gets an attack-enhancing ability that is absolutely devastating, and Holy Jean gets this crazy insta-kill attack that targets the entire enemy party and actually has a high success rate. And that’s great and all. But powered-up forms should have powered-up abilities; the fact that Capcom got that side of it right doesn’t make up for the fact that almost every member of the party has a shitty ability that isn’t even as useful as just the regular Attack command. And it’s not like this was some revolutionary idea on their part or anything--Final Fantasy 6 came out 8 months prior to BoF2, and Final Fantasy 4, which also featured this idea of unique abilities specific to each party member, and employed this concept quite competently, was 3 years old by the time BoF2 was published! There’s just no 2 ways about it: the character abilities of Breath of Fire 2 were poorly handled.
* I say this objectively, but in my heart of hearts I know that there’s no way someone could convince me that anything other than Katt, Bleu, Rand, and Ryu is best.
Unless the game were coded so that you didn’t have to have Ryu, that is. I’d totally go Jean over him. To hell with this game’s shitty 1-and-done dragon abilities.