It’s been a while since my last video game review, because I don’t want to review incomplete games, I do most of my gaming on mobile these days, and so many mobile games drag out the stories and never actually wrap up. This one is different, so I thought I’d review it now that I’m finished it.
The plotline centres on a threat attacking the same world at multiple points in its history and the group of adventurers that band together to face the threat.
Mechanically, this is a tribute to the era of the 16 bit RPG, with very heavy emphasis on abilities and summons. This is not the kind of Final Fantasy that can be effectively played by just levelling up and attacking everything in sight. It also shows some signs of its origins as a social game, played daily in the style of Final Fantasy: Brave Exvius, but with better controls for small mobile screens. When it was released in Japan in 2015, it was free to play with daily logins, and with chapters being released over time. For the global release, it was released as a complete package for a one time payment and no social media elements.
The ability driven mechanics give this a different feel than other FF games.
As a side effect of the game’s original design to run indefinitely, and their (thankfully, good) choice to complete some add on content for the final release, you end up getting things in odd orders, just as obtaining the most powerful ability and summon after winning the toughest battle in the game.
This has an original plotline, and some original balance in the mechanics, but it still feels like a classic Final Fantasy game. I give it 5 out of 6.
The story is engaging, if split. It really feels like two different stories, almost as though we had the original plotline and its sequel in a single package, which might actually be the case. It’s also filled with familiar names for franchise fans, including Minwu, Vivi, Palom, Porom, etc. It just feels odd because of the way the game was originally released in Japan, but was adapted for North America. I give it 4 out of 6.
The graphics are deliberately meant to be a callback to the 16 bit era, and it does that well. Some of the modern techniques of vector graphics are incorporated, but not to the point that it breaks the effect. I give it 5 out of 6.
The sound is well designed. We get new arrangements of the classic Final Fantasy songs and new ones, too, and the sound effects contribute to the game well. I give it 5 out of 6.
Of all the Final Fantasy mobile game, only this and Final Fantasy: Record Keeper have figured out how to have that console feel with proper mobile playability, in my opinion. This does mean the loss of open exploration, treasure chests, etc., but it never feels lacking in that way because items just aren’t in the mechanics, replaced with abilities and a huge amount of MP. I give it 5 out of 6.
The immersion isn’t that great, but that’s true of all of these small screen mobile games. The story is engaging, but it’s not to the point where I’d ever lose track of time while playing. I give it 3 out of 6.
Overall, it’s a strong console tribute, and it’s nice to have a “pay once, play it all forever” Final Fantasy mobile game that isn’t just a port of an existing game. I give it 5 out of 6.
In total, Final Fantasy Dimensions II receives 32 out of 42.