Bravely Default II

released on Feb 25, 2021

A new world, a new story, and all-new Heroes of Light await in an original RPG experience arriving on the Nintendo Switch system in 2020! This successor to the original Bravely Default game comes from the team that brought you the Bravely series and Octopath Traveler, and features music from Revo (Sound Horizon/Linked Horizon), acclaimed composer of the Bravely Default soundtrack.


Also in series

Bravely Default: Fairy's Effect
Bravely Default: Fairy's Effect
Bravely Second: The Ballad of the Three Cavaliers
Bravely Second: The Ballad of the Three Cavaliers
Bravely Second: End Layer
Bravely Second: End Layer
Bravely Default: Praying Brage
Bravely Default: Praying Brage
Bravely Default: Flying Fairy
Bravely Default: Flying Fairy

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Not as perfect as the first one but still a really good jrpg. Play it.

Originally, I had this game on the Switch, until my copy stopped working because of...reasons, and so here we are now. This game, in my opinion, is one of those "it's pretty meh but gets better plotwise in the second half" kind of RPGs. The first few chapters honestly don't feel very interesting and I didn't get too invested until the sequence at the end of Chapter 3. I'll be honest, I wasn't too big on the characters in this game and still heavily prefer the Bravely Default 1 cast, and in some cases, the Bravely Second cast, but maybe that's because Tiz and Edea are returning characters.

The main antagonist (before the real one we get no real info on until over halfway through the game), honestly was really weak. He clearly went to the Walhart School of "solve conflict with even more conflict" and failed his class. Backstory on this guy was hidden behind a sidequest and told to us by another character instead of getting the information organically. I feel like Gloria specifically suffers the same fate, having most of her main development locked behind sidequests. Speaking of sidequests, why was there no quest log in this game? On top of that, you can only set markers for 3 sidequests at a time? Why? These were honestly some pretty dumb design choices.

This game having zero relation to the past two games I think hurts it a bit. Making the Asterisks more important to the overall story instead of just being an excuse for the job system was nice, but what baffles me is why only two are optional when almost all the others are given via the story. The story was passable. None of that "fight 4 bosses 4 additional times for the true ending" nonsense from Default or "press Start in the first fight unprompted" from Second, but it's way of guiding you to the true ending was a step in a better direction, even if I was a bit iffy about it.

But one of the main draws of games like this and Final Fantasy V or X-2 is the job system. Part of the fun is finding ways to shatter the kneecaps of your various foes by abusing the system to your advantage, and in a way, this game does allow that sort of freedom. Some of the earlygame classes have things in them that can help smash the difficulty, like Thief's Godspeed Strike or Beastmaster's second specialty, which can lead to insane stat boosting if you're proactive on capturing monsters. I feel like White Mage did get a bit of a nerf, especially with the massive nerfing Spiritmaster got compared to Default where it served to amplify White Mage's abilities. Black Mage is still bleh and there's no Spell Fencer equivalent this time to use. I also wasn't too big on how certain useful passives, like Pierce Default or Angelic Ward are locked to being specialties instead of just being passives you can equip like in the old games.

That brings me to the one thing that grinded my gears the most about this game, and that's counters. This system is objectively the single worst part of the game. First, only enemies can do it. Second, you won't know what they counter until it's too late and you're already getting smacked for performing certain actions, or the enemy gets free BP to set up their moves. Worse, every Asterisk holder starting from the second boss on and regular enemies included, have counters. Don't equip Counter-Savvy and waste one of your precious passive slots? Too bad, time to taste constant pain. The final boss was a major offender of "counter borderline any action" and it was awful.

Rematches with the Asterisk holders literally allowed them to get free BP as a counter to ANY action sometimes, which could lead to a certain Arcanist blowing your party to hell with high powered magic that not even two heavily boosted Beastmasters could endure.

Now, I don't want to say this is a bad game. It's...alright, but earlygame can be pretty grindy if you want those JP Up passives to make life easier in the future, and there's the matter of raising up jobs. I would honestly say play it if you really, really like games with a job system or are a fan of Default and Second.

This isn't a terrible BD entry, but a mediocre game in the general gameplay department in a class-based game

On the equipment weight, I can see what they were trying to do, create a little game w/ equipment w/ cost/benefits. But it ended not messing well w/ the battle system at all. I felt like I was playing I was playing FF5 w/ bad atb system & more information presented, but worse class design which is my next point.

This class design in this game is very just janky slapped together. Why am I learning tier 1 magic at different levels? Why is this passive not even useful in its own class? Why is this passive saying roughly/maybe? Are y'all not confident in what you made? Why am I more rewarded for spamming a busted skill than anything else? Forget the counter system, these bosses don't even get to interact after a certain.

But I can say the story is a bit campy which I like, The art is straight, and music good.

No tiene nada que ver con los otros dos en cuanto a historia. Me parece bastante más flojo que sus predecesores por qué la historia no es tan compleja, hay muchos momentos en los que te atascas en peleas contra jefes y te ves obligado a farmear durante muchísimas horas por algunas mecánicas que no terminan de funcionar, y acaban subiendo la dificultad enormemente, pero los personajes y los oficios mantienen el nivel en cuanto a originalidad y escritura

Meh, se cargaron el estilo artístico que tenía y el combate

Plot was interesting and definitely kept me hooked. It has a decent amount of grinding which is always welcome in an JRPG. VA was pretty good and I really liked the 3D sprites against the 2D painted art