Final Fantasy Tactics A2: Grimoire of the Rift Review

Inspect a Luso.

Version tested: DS

The seminal 1998 strategy RPG, Final Fantasy Tactics, begins as all the very best war fairytales do, with a sad princess. She's kneeling on the stone slab floor of an ancient chapel pleading with God for deliverance from her enemies, who advance even as she whispers her grim supplications. The ensuing battle between her bodyguards and the would-be kidnappers is an orthodox but distinguished representation of the genre's chess-like mechanics. Sure, some of the characters are riding overgrown chickens but nonetheless it's an arresting, solemn set-up for a fantasy game whose mechanical complexities match the machinations of its rich and intricate plot.

By contrast, Final Fantasy Tactics Advance, the Game Boy Advance sequel to the first game, starts with a snowball fight between school children dressed in woolly hats and mittens. While it found its fans, it lacked the drive and purpose of the first game. Its battles were fought and won without much narrative consequence, its complexity pared down in a reduction of the original's grandeur that mirrored the mythology's move from console to handheld. Final Fantasy Tactics A2, as the name suggests, is every bit a continuation of the Game Boy game's way of doing things: fans hoping for a return to the gravity and punch of the original game will be disappointed, even if this sequel is, in many ways, an accomplished one.

We begin once again in a modern school, a world away from the series' mythical land of Ivalice and minutes before the bell rings out to signal the start of the summer holidays. As your character, Luso Clemens, packs his satchel and moves to leave, his teacher orders him to the library for one final chore. It's here Luso catches sight of a dusty tome and, inexplicably, moves to write his name within its pages. As the ink dries the protagonist is whisked off in a time whorl and deposited in the belly of an otherworldly lush evergreen forest. Realising he's not in Kansas any more, Luso's job is to find a way home in the latest telling of a tale as old as time itself.

'Final Fantasy Tactics A2: Grimoire of the Rift' Screenshot 1

Square-Enix's exemplary, intricate 2D work in FFTA2 is reminiscent of the Super Nintendo's Secret of Mana games and easily the best on the handheld.

Despite the worn premise, after the first few cut-scenes, during which Luso is picked up by a passing clan of warriors and initiated into their ranks, the cliché eases off by virtue of the fact there's very little story thereafter. Rather than getting on with the work of finding a way home, Luso seems content to dick about in Ivalice, taking on ad hoc quests and working with his clan to raise their fame and fortune in doing so.

FFTA2, even more than its immediate forebear, is a game in which the traditional split between story quest and side-quest has been reversed. Of the game's 400 missions, only a handful drive the main story along. By contrast, the majority of the game is spent carrying out errands: fetching ingredients, delivering packages and scaring off neighbourhood monsters in the role of a freelancer. Of the ten to fifteen side-quests available in Ivalice's various pubs at any one time, only one advances the story, the rest being mini-missions with no consequence beyond levelling up your characters, opening up new items, job classes and stretching the game's play arc out. This is not to say the side-missions aren't enjoyable, it's just that they are never important and that, right here, is what holds the game back from matching the excellence of the PlayStation original.

None of Nippon Ichi's wild innovations to the SRPG formula are to be found in FFTA2's mechanics. This is a straightforward interpretation of the genre when it comes to the battlefield. You control a team of five or six fighters who face up against an enemy squadron of a similar size and take turns against the AI to move units around the field. Each unit can carry out one move and one action (attacks, spell casting, administration of items etc) per turn and the last team standing wins the fight.

Battles lack urgency without the narrative drive and purpose, a problem exacerbated by a super-gentle difficulty curve. Every mission on offer to your clan is given a difficulty rating and, providing you stick to battles around your current level, you'll rarely even need to heal characters mid-fight. It was a good fifteen hours before we called upon our white mage, so even newcomers will have a grasp on the game's rules and boundaries before anything requiring much strategy comes up.

In battles, FFTA's contentious 'Judge system' makes a return. At the start of every fight an impartial judge character arrives on the scene and specifies a particular move or attack that is banned. Break this law and you lose the ability to revive defeated characters as well as any clan benefit you had equipped. The system makes sense on paper but many of the laws place restrictions on actions and reactions outside of your direct control (e.g. 'do not miss an attack' or 'do not counter'). Removing certain tools in a player's arsenal might be a way to heighten difficulty and introduce a (rigged) sense of strategy, but it doesn't make for a satisfying play mechanic, even if the consequences for going against the restriction are mild. If you successfully win a fight within the game's restraints you win extra items, the lifeblood of the game's off-battle system.

FFTA2 is a game built from resources. Items found on the battlefield must be traded in at the shop to create new weapons and armour (the only way to increase the available inventory). These weapons and armour, if used enough, bestow new abilities on the user and so the spoils of war have a direct influence on your team's offensive and defensive future capabilities. Overlaid on this system is the ability to assign team members different job classes from Warrior, to Mage to Ninja to Thief and so on. New job classes are discovered through completing missions not by pursuing development trees. It's a novel idea that adds weight to the side-quest system but the type of players who enjoy the order and mathematics of SRPGs will likely be put off by the randomness of the structure. Learning abilities and mastering jobs is painfully protracted, the journey to mastering a single job class sitting at around 20 hours. Bearing in mind you'll probably want to master a few, giving your characters a good and varied tool kit of abilities, the time investment the game requires before payoff is soon clear.

'Final Fantasy Tactics A2: Grimoire of the Rift' Screenshot 3

Unfortunately, it's still impossible to rotate the view up, down, left or right, making battles where a lot of units are clumped together something of a headache.

There are also some novel ideas included, such as the option to compete against other clans for ownership of map territory via auctions. Areas of the map come up for auction during specific time periods and the clan that wins the bidding becomes the area champ, a distinction that grants various benefits. Bids are made in real time using a set number of tokens representing between one and five coins with bonus awards are given for specific placings during set points in the auction (e.g. for being second in the bidding war at the midway point). This mini-game idea is exciting and well-executed but as the auction week only comes around once every 250-odd game days, it's a rare enjoyment rather than a routine one.

Despite the negatives FFTA2 is compelling. The side-quests, while mundane, are enjoyable and Square-Enix's usual, fine presentation and solid script work smoothes off the rough edges of the experience. This is, as with most SRPGs, a game for players who love to crunch the numbers, micromanaging team abilities and maximising profits. Approached with this mindset the hours will fly past thanks to the gripping if, in a post-Disgaea world, overly-simplistic battles. With a convincing story and some innovation in the fight system FFTA2 could have been so much more, but it still stands as the best example of the genre currently available for the handheld.

7 / 10

Read the Eurogamer.net scoring policy

Comments (39) Latest comment 4 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • Krelle #1 4 years ago

  • ColdShoulder #2 4 years ago

    I'll wait for Fire Emblem thanks.
  • Bitkari #3 4 years ago

    This just makes me want UFO/Xcom on DS.
  • Aretak #4 4 years ago

    Seems about right from what I've played thusfar. Not a patch on the original, but entertaining enough for a portable title.
  • afray #5 4 years ago

    For "judge system bad" read "each battle requires a unique approach and innovative tactics."
    For "sidequests make battles unimportant" read "you don't have to sit through five hours of cutscenes to get to the next piece of action."

    Who is this "Simon Parkin" anyway? It's not as if he's the guy who does all the JRPG/TRPG on Eurogamer all the time or knows what he's talking about or anything, etc.
  • VMerken #6 4 years ago

    So they thought the game wasn't broken, 'ey? That the original story was "exciting" enough to REPEAT it? So it's "tactical" RPG Light all over again? Very disappointing.

    This is, as with most SRPGs, a game for players who love to crunch the numbers, micromanaging team abilities and maximising profits.

    It would have been so if it weren't for the fact that that type of player also really likes having an engaging story, not a kid's tale. This doesn't pull a tactical RPG player in to the slightest. As such, it is a tactical RPG without an audience. Still, I'll probably have a small go at it, only to find out whether or not you can max out the characters on the first true mission already. Chances are that it is so, considering they kept just about everything.
    Edited by 2 at 26/06/08 @ 09:11
  • Venkman90 #7 4 years ago

    Meh, guess I will hang fire till Disgaea DS then
  • 7creature #8 4 years ago

    /me wants FFT2 (on PSP preferably)

    Bitkari: Well, I would like to play Incubation on PSP :-) Tough luck.
  • PinkSpider #9 4 years ago

    The first one may have been story light but something compelled me to move on and on.

    Unlike the original (PSOne) game where the story was heavy and the grinding was slow and repetitive (dont mind grinding if it's all fluid and quick).
  • Cid #10 4 years ago

    I loved the original FFTA, so I'll definitely pick this up. Just not right now. Too many games out in such a short space of time.
  • mingster #11 4 years ago

  • afray #12 4 years ago

    I thought the story in the first FFTA may have been sparse, but really interesting. The conflict of friends who have found a place in this dream land, the little boy who has to chose between reality and his mother, etc. It may have featured kids but it wasn't a "kid's" story.
  • IronCladChicken #13 4 years ago

    @Bitkari
    That would rock! - I've been playing with pickking up a GBA version of RebelStar for the GBA, but a full X-Com would be amazing!
  • gaselite #14 4 years ago

    Hmm yes I love terrible, overwrought faux middle-english dialogue in my JSRPGs too.

    FFT is a great game but the merits of its narrative are sometimes overstated.

    I loved FFT and FFTA, I played FFT to death on PSP, probably the better system for this kind of game, but I'm still going to cop this and I look forward to playing it. There's obviously nothing wrong with this, it just has a somewhat stripped down approach compared to FFT, nothing that's going to stop me from playing it and enjoying it.
  • FabricatedLunatic #15 4 years ago

    Eh, I might buy it in a few months when it's cheap. Unlike War of the Lions, which is awesome, I wasn't crazy about FFTA.
  • hahayou #16 4 years ago

    VMerkan - I disagree. I love Fire Emblem but the story is always absolutely irrelevant bollocks IMO. And the 4X games I like for similarly number-crunchy reasons are generally story-free skirmish games.

  • vapour #17 4 years ago

    What's wrong with snowball fights?
  • Zelos #18 4 years ago

    Do many SRPGs really have a good story? They generally start off well enough, but then degenerate into overly-convoluted nonsense that becomes just another screen to skip over between battles.
  • Schiraman #19 4 years ago

    Oh, I really liked FFTA, but this sounds pretty disappointing :(
  • Killerbee #20 4 years ago

    Meh.

    FFTA is one of the most disappointing games I've ever played - being a massive Final Fantasy fan off the back of VII through to X in the main series, I found the almost complete lack of story quite shocking. The battling was slow and dull and I never felt any sense of affinity with the characters since only about three of them actually had any relevance to... well, anything.

    I was really quite hoping this would move on, but it sounds as though it's much the same game re-hashed onto the DS.

    I'm playing the GBA version of Final Fantasy VI at the moment (about 18 hours in) and it's utterly brilliant - great narrative, great characters, the traditional menu juggling and equipment shuffling is enjoyable, the ATB random battles are actually good fun to play so the randomness doesn't bother me - it's everything a Final Fantasy game should be.

    Looks like I'll be waiting for FFIV DS for my next fix.
  • lemonfist #21 4 years ago

    This is 99.9 % as dull as the first.
  • MisterFahrenheit #22 4 years ago

    FFTA's story might have been balls, but it still hooked me enough to play for 140 hours. 140 HOURS. That's, like, a week. So it's not true to say it's a game without an audience - some of us SRPG dabblers love the art, love the setup, love the battling but fear the inch-thick rulebooks and heavy duty strategy. So, even if it is very slightly gay, I'll still be grabbing me a copy of this pronto.
  • Zelos #23 4 years ago

    @MisterFahrenheit
    Indeed, I played FFTA for hours because it was the kind of game you could both pick up and play for a few minutes on the train, or get completely drawn into for hours at a time.

    In fact, my opinion of SRPGs seems to be the complete reverse of Eurogamers (I much preferred Jeanne d'Arc to FFT)
  • Nikanoru #24 4 years ago

    I thought the story in the first FFTA may have been sparse, but really interesting. The conflict of friends who have found a place in this dream land, the little boy who has to chose between reality and his mother, etc. It may have featured kids but it wasn't a "kid's" story.


    You're right, but don't bother arguing with people who are turned off from anything even superficially "cute" out of a gargantuan fear of not being 100% cool and manly and "mature" all the time. Which is, ironically, one of the most childish things there is.
  • Iora #25 4 years ago

    I gaurentee that there are no memorable characters like Garfgarion in this series.

    Damn him he was difficult.
  • thedaveeyres #26 4 years ago

  • gaselite #27 4 years ago

    Anyone who thinks major Final Fantasy games have genuinely great narratives needs to read more.
  • Toothball #28 4 years ago

    I really enjoyed everything about FFTA. The miscellaneous missions were more interesting for levelling up than random battles, and the Laws made you approach every battle differently. I liked having to get creative sometimes when it outlawed something essential, like the Fight command. I am working through FFT at the moment and enjoying the story and such, but I do find myself repeating the same random battles to level quite a bit. Playing this alongside FFT and Disgaea is going to destroy what little gaming time I have left these days.
  • CitizenGeek #29 4 years ago

    I still have FFT on PSP to finish, and I reckon I should probably play FFTA on GBA before I get this. Still, looking forward to it so I am! :)
  • VMerken #30 4 years ago

    afray: I thought the story in the first FFTA may have been sparse, but really interesting. The conflict of friends who have found a place in this dream land, the little boy who has to chose between reality and his mother, etc. It may have featured kids but it wasn't a "kid's" story.

    Yes, and Red Riding Hood's quite interesting, too, if you care to look for it. Also, I believe tomes have been filled about the deeper meaning of Superman, Mario and other assorted superheroes. That doesn't take away that these stories are mainly aimed to entertain the young at heart. Me, I'm looking for something with more substance. Mind you, I am aware that kid's stories are not bad or anything, they fulfill an important role in fact but not for me anymore. What disappoints me the most, is that Squenix is pulling a Neverending Story on us a second time - personally, it made suspension of disbelief very hard back then and now probably as well.

    Still, I am going to give the game a shot (as stated above), because the story is not the main reason I play games :). If it is a similar romp compared to the previous game, playing it will be quite nice.
  • dryden555 #31 4 years ago

    I'm playing this now and enjoying it. I liked FF tactics in the past. However, I would dearly like to have a fast combat option that doubles the animation speed. Simple battles take forever as each character leisurely walks to a spot, etc. Good game and gets a 9 if you like this type of turn-based game. A 7 for all others.
  • afray #32 4 years ago

    VMerken:Yes, and Red Riding Hood's quite interesting, too, if you care to look for it. Also, I believe tomes have been filled about the deeper meaning of Superman, Mario and other assorted superheroes. That doesn't take away that these stories are mainly aimed to entertain the young at heart.

    You're straw-manning. Please explain how being fronted by children makes FFTA's multiple morale dilemas less engaging or meaningful, instead of listing other children's stories (Mario? wtf?).



  • VMerken #33 4 years ago

    afray:You're straw-manning. Please explain how being fronted by children makes FFTA's multiple morale dilemas less engaging or meaningful, instead of listing other children's stories (Mario? wtf?).

    You should actually read my commentary before firing off a baseless accusation. Exactly where do I state that FFTA being fronted by children is to blame? I am listing children's stories because I'd like to make the point that just like FFTA, they contain "engaging moral dilemmas" as well. They are on the same level in that respect - search far enough and everything is deep and morally involving. Finally, the reason I'm bringing up Mario is that for a "superhero" like him, or Superman and other assorted stories, tome upon tome has been filled about their "deeper meaning", how "they are not just for kids" and what have you not.

    And this is all fine and dandy, but not the kind of show I'm looking for anymore - as I said, I'd like some more substance and depth in there.
  • afray #34 4 years ago

    Red Riding Hood contains a few meaningful and effective metaphors, rather than multiple characters with their own well-defined personalities and conflicts. It's incomprehensible for you to compare the two.

    That doesn't take away that these stories are mainly aimed to entertain the young at heart.

    Please explain how the FFTA story qualifies for this statment. It is neither simple, short, or straightforward. It addresses how we choose to percieve our own reality - not just that the third porridge is always just right.

    And please point me to the tome debating the morale dilemas within Mario.
  • dryden555 #35 4 years ago

    Sorry but the story in this game is for kids, simplistic to a fault, and utterly forgettable. Monsters are "evil" and the few adults in the game are either one or the other extreme of good or evil. Good stories have some at least some aspect of gray to them because the real world is complicated and dangerous and there's absolutely none of that here. Some of the Pixar movies are a good example of stories that have some moral gray and complexity to them while still successfully appealing to 10 years olds.
  • Siobheon #36 4 years ago

    Really looking forward to Disgaea now after reading that review! Its the only reason that I would be tempted to get the PS2 out (well that and High School Musical for the kids). FFT2 sounds like another disappointment.
  • DarkSageRK #37 4 years ago

    Just what I was afraid of, and just what I expected.

    Thanks for the review, sir. Though you'd think that it would be lower seeing as how everything but a sentence or two was negative.
  • dryden555 #38 4 years ago

    if you like turn based strategy its a fun and long lasting game with some genuine strategy in the gameplay. The 'judges' arent a negative at all since this time around all you get are bonuses if you obey the law. You dont lose a map if you disobey a law. Its not at all a big deal. The story is crap but that's true of most of the games in this genre.
  • robnark #39 4 years ago

    It's not a bad little game. The plot is frankly pump so far, but at least it's coherent and confined to short cutscenes. FFT's plot was deeply incomprehensible, took bloody ages and, depending on the version, was toe-curling faux-medieval or poorly translated english.

    as for the mechanics of the game, I still prefer those of the original, but this is still a very enjoyable tactics-lite, and a decent improvement on FFTA. I'm about 5 hours in and really enjoying it.