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Bravely Default Polishes an Age-old Formula

by GH Staff
Bravely Default

February, 7th marks the date many gamers have been patiently, or not so patiently, waiting for. Today marks the release of Bravely Default, a new RPG by Square Enix. To many gamers, this Final Fantasy clone really hits the spot. Many JRPG players have been somewhat disgruntled over the past few years due to the fact that JRPGs have simply changed so much. Look at Final Fantasy 13 for example– it has garnered mixed reviews based on its presentation and gameplay. Bravely Default challenges this new system by returning to the roots of the JRPG experience, but more importantly, it focuses on just enough changes to keep the game fresh without abandoning the nostalgic feel that many gamers adore.

 

Turn Based Combat Refined: The release of Bravely Default brings new changes to the traditional combat system many of us are used to. Common turn-based combat revolves around a fairly simple concept. When players move their character around the map in hostile areas the game will engage in random battles. These battles take place by each, the player and the monster, taking turns striking one another, casting spells, or otherwise attempting to flee. Bravely Default has made a few changes in this regard:

Bravely Default

Does it bother anyone else that they’re so close to that monster?

  • Adjustable encounter rate: It’s surprising that more JRPGs haven’t incorporated this into their core gameplay. Players now have the option to adjust the frequency of which they encounter enemies. Why is this important? For two reasons: it allows for players to “grind” at a considerably faster rate, and it allows players to more effectively explore the world without the hiccups of battle. Personally, I see no reason this should not be in every JRPG. Players should be capable of choosing this setting as it allows for a considerably more customizable experience.
  • In-depth Strategy: Bravely Default allows for considerable more strategy– or at least that the initial pitch of the game. Where most turn-based systems allow for a player to strike at nearly the same rate as their enemy (Depending on the game, spells, etc.), this new system allows for settings such as attacking a number of times in a row; however, should a player choose this option, they will be unable to attack again for the same number of turns. This allows “grindy” players to farm/train more efficiently, while also making players more carefully make their decisions against more powerful foes.

It’s not Final Fantasy… but it is: The first time I watched the trailer I couldn’t believe this wasn’t considered a Final Fantasy game. In the span of just 30 seconds I saw an airship, a number of crystals, a familiar open world map design, and FF inspired art. Oh, and it’s made by Square Enix. Regardless, the fact remains that this game is as close to a Final Fantasy release as is humanly possible. It’s the allure of a new title that somehow makes this experience feel different and the game has so far been welcomed with open arms.

The long-term success of Bravely Default remains to be seen. Critic reviews can only count for so much as it’s ultimately the players who determine the worth of any title. The Legend of Dragoon released years ago to somewhat mixed reviews and remains today as my favorite RPG of all time. However, given what we’ve seen from it so far, Bravely Default seems to be on the path to success.