History VideoGame / FinalFantasyTacticsA2

21st May '17 10:06:49 AM rixion
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** Viera (High Men): A OneGenderRace. Called "people of the wood" due to their spiritual link with spirits from the wood and have sensitive BunnyEars, but lack expressive emotions. A mixture of GlassCannon and FragileSpeedster. also possibly the most overpowered race in the game, thanks to a long, complex chain of equipment

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** Viera (High Men): A OneGenderRace. Called "people of the wood" due to their spiritual link with spirits from the wood and have sensitive BunnyEars, bunny ears, but lack expressive emotions. A mixture of GlassCannon and FragileSpeedster. also possibly the most overpowered race in the game, thanks to a long, complex chain of equipment



** Many EscortMissions depend entirely on how stupid the [=NPCs=] you're supposed to be protecting are.

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** Many EscortMissions [[EscortMission Escort Missions]] depend entirely on how stupid the [=NPCs=] you're supposed to be protecting are.
25th Mar '17 11:27:09 AM nombretomado
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''Final Fantasy Tactics A2: Grimoire of the Rift'', released for the NintendoDS, is another escapist fantasy in the [[RunningGag eye-gougingly]] popular ''Franchise/FinalFantasy'' {{RPG}} series.

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''Final Fantasy Tactics A2: Grimoire of the Rift'', released for the NintendoDS, UsefulNotes/NintendoDS, is another escapist fantasy in the [[RunningGag eye-gougingly]] popular ''Franchise/FinalFantasy'' {{RPG}} series.
27th Dec '16 1:20:25 PM ADrago
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* LostForever: Notably averted, although you can miss out on a very useful ability for Hurdy early on with the only alternative being repeating a quest that only comes once a year 4 times.
** It ''is ''possible for unique weapons to be destroyed by enemies, including the ones you need for Hurdy to learn all Bard abilities and for Adelle to master Heritor abilities, halting progression of the Heritor sidequest.


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* PermanentlyMissableContent:
** Notably averted, although you can miss out on a very useful ability for Hurdy early on with the only alternative being repeating a quest that only comes once a year 4 times.
** It ''is ''possible for unique weapons to be destroyed by enemies, including the ones you need for Hurdy to learn all Bard abilities and for Adelle to master Heritor abilities, halting progression of the Heritor sidequest.
25th Dec '16 10:44:38 AM Ferot_Dreadnaught
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* OldSaveBonus: If you have a copy of the original ''Tactics Advance'' in the DS' GBA slot when you start a new game, you are given the "Libra" ability, which reveals the stage's traps. GenreSavvy gamers don't need to be told this, as DS sequels to GBA games tend to have extra features unlocked in this way. Oddly, while DS games are region-free, this bonus doesn't work if the two games are from different regions, such as a US ''FFTA'' and a European ''A2''.

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* OldSaveBonus: If you have a copy of the original ''Tactics Advance'' in the DS' GBA slot when you start a new game, you are given the "Libra" ability, which reveals the stage's traps. GenreSavvy Savvy gamers don't need to be told this, as DS sequels to GBA games tend to have extra features unlocked in this way. Oddly, while DS games are region-free, this bonus doesn't work if the two games are from different regions, such as a US ''FFTA'' and a European ''A2''.
1st Nov '16 1:01:20 PM Leidolf
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* DudeLooksLikeALady: The Trickster member of the Four Leader of Duelhorn appears to be a female, with lipstick and all, but is a male Baaga.
16th Oct '16 9:53:49 AM nombretomado
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Missions have been largely revamped, offering a wide range of new win conditions (such as finding a specific item or weakening a specific unit). It re-introduces Trap Tiles from ''FinalFantasyTactics'', introduces new [[LimitBreak Opportunity Attacks]], a new Loot system for gaining new equipment and a revamped experience curve, an Auction mini-game in which clans compete for territory, and allows for ''every'' mission to be manually playable (though you can still use Dispatches to automate the process if you like).

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Missions have been largely revamped, offering a wide range of new win conditions (such as finding a specific item or weakening a specific unit). It re-introduces Trap Tiles from ''FinalFantasyTactics'', ''VideoGame/FinalFantasyTactics'', introduces new [[LimitBreak Opportunity Attacks]], a new Loot system for gaining new equipment and a revamped experience curve, an Auction mini-game in which clans compete for territory, and allows for ''every'' mission to be manually playable (though you can still use Dispatches to automate the process if you like).



* AntiFrustrationFeatures: This game is probably the most notable for being the least frustrating in the series, even with its flaws. [[FinalFantasyTactics the first one]] was a confusing maze of astral relations and dragged out and complex mechanics, but knowledge of those mechanics let you smash the game into itty bitty pieces. [[FinalFantasyTacticsAdvance the next game]] was far less complex but with the law system in place for the entire game it quickly became frustrating due to breaking the laws removing a character from the battle. This game's law system only removes a few bonuses if you break a law, and isn't that hard to understand, however it also is the most well balanced, having the fewest ways to outright break the game, but still many ways to build up characters powerfully.

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* AntiFrustrationFeatures: This game is probably the most notable for being the least frustrating in the series, even with its flaws. [[FinalFantasyTactics [[VideoGame/FinalFantasyTactics the first one]] was a confusing maze of astral relations and dragged out and complex mechanics, but knowledge of those mechanics let you smash the game into itty bitty pieces. [[FinalFantasyTacticsAdvance [[VideoGame/FinalFantasyTacticsAdvance the next game]] was far less complex but with the law system in place for the entire game it quickly became frustrating due to breaking the laws removing a character from the battle. This game's law system only removes a few bonuses if you break a law, and isn't that hard to understand, however it also is the most well balanced, having the fewest ways to outright break the game, but still many ways to build up characters powerfully.



** The Assassin class. In ''FinalFantasyTacticsAdvance'' it was the hardest job to acquire for the Viera race but (fittingly) their best job, turning the character into a LightningBruiser. In ''A2'' their power has been greatly decreased but the pre-requisites are still just as demanding.

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** The Assassin class. In ''FinalFantasyTacticsAdvance'' ''VideoGame/FinalFantasyTacticsAdvance'' it was the hardest job to acquire for the Viera race but (fittingly) their best job, turning the character into a LightningBruiser. In ''A2'' their power has been greatly decreased but the pre-requisites are still just as demanding.
24th May '16 6:15:20 AM TheOneWhoTropes
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** If your party leader is a moogle for the mission "Wanted: Moogle Ranger", after the Moogle Rangers introduce themselves he'll asks them if he can "[[{{Voltron}} form the pom-pom]]".

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** If your party leader is a moogle for the mission "Wanted: Moogle Ranger", after the Moogle Rangers introduce themselves he'll asks them if he can "[[{{Voltron}} "[[Anime/{{Voltron}} form the pom-pom]]".
28th Dec '15 9:00:00 PM skywerewolf
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* AntiFrustrationFeatures: This game is probably the most notable for being the least frustrating in the series, even with its flaws. [[FinalFantasyTactics the first one]] was a confusing maze of astral relations and dragged out and complex mechanics, but knowledge of those mechanics let you smash the game into itty bitty pieces. [[FinalFantasyTacticsAdvance the next game]] was far less complex but with the law system in place for the entire game it quickly became frustrating due to breaking the laws removing a character from the battle. This game's law system only removes a few bonuses if you break a law, and isn't that hard to understand, however it also is the most well balanced, having the fewest ways to outright break the game, but still many ways to build up characters powerfully.
** The game doesn't force you to include any character aside from Luso in any battle, story or otherwise. It seemed the makers were aware players might not like being unable to use the highly trained team of generics they've been building up from the beginning because of a statistically inferior plot character and let you take them out of the battle if they were in your party.
19th Dec '15 2:59:55 PM Gonzool
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** Special mention goes to the goug guardians. There is a tinkerer on board who just doesn't know when to give it up. He keeps casting red spring (haste) until he hits his side with it. The problem being that he generally wastes, unless you stop him with the single character you have, around 3 turns hasting the entire enemy team into an unwieldy bombardment of speed and metal, and when he finally hits your side, he starts it all over again the second a single member loses haste. He doesn't do anything less painful, like green gears(poison), he always casts red spring until the entire party is sped up and only then does he cast the detrimental but significantly less painful green gears.
** The Roar blue magic, which can be cast every turn (since its MP cost is less than you regenerate at the start of your turn) and which removes all positive buffs from all units on the map, completely breaks certain AI enemies. The worst are the Flintlocks from the mission Of Kupos and Cannons; Flintlocks have powerful abilities but must spend a turn Priming their cannons before they can use them, and if you have a Blue Mage using Roar to dispel the Primed buff every turn the Flintlocks will never do anything but attempt to Prime their cannons.

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** Special mention goes to the goug Goug guardians. There is a tinkerer Tinker on board who just doesn't know when to give it up. He keeps casting red spring (haste) Red Spring (which bestows Haste) until he hits his side with it. The problem being that he generally wastes, unless you stop him with the single character you have, around 3 turns hasting the entire enemy team into an unwieldy bombardment of speed and metal, and when he finally hits your side, he starts it all over again the second a single member loses haste. Haste. He doesn't do anything less painful, like green gears(poison), Green Gears (which inflicts Poison), he always casts red spring Red Spring until the entire party is sped up and only then does he cast the detrimental but significantly less painful green gears.
Green Gears.
** The Roar blue magic, Blue Magick ability, which can be cast every turn (since its MP cost is less than you regenerate at the start of your turn) and which removes all positive buffs from all units on the map, completely breaks certain AI enemies. The worst are the Flintlocks from the mission Of Kupos and Cannons; Flintlocks have powerful abilities but must spend a turn Priming their cannons before they can use them, and if you have a Blue Mage using Roar to dispel the Primed buff every turn the Flintlocks will never do anything but attempt to Prime their cannons.



* BadassAdorable: Any of the Moogle classes, but notably Moogleknight. And the fact that some of the classes has them equipped with guns (Remember they are little bunny people)

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* BadassAdorable: Any of the Moogle classes, but notably Moogleknight. Moogle Knight. And the fact that some of the classes has them equipped with guns (Remember (remember, they are little bunny people) bunny-like people).



* BribingYourWayToVictory: In universe. At auction houses, going 20 bids allows you to buy extra tokens for clan pants, which can easily get expensive, but in order to sweep some areas it's almost required you get extra tokens or else your supply will get exhausted getting the other territories, where as others it just gets redundant.

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* BribingYourWayToVictory: In universe.In-universe. At auction houses, going 20 bids allows you to buy extra tokens for clan pants, which can easily get expensive, but in order to sweep some areas it's almost required you get extra tokens or else your supply will get exhausted getting the other territories, where as others it just gets redundant.



** There are other character connections as well, for instance mention of Gaol, a hero mentioned in multiple missions in the original, and whose right-hand... uh... moogle, Lini, you can recruit as a secret character in the previous game..

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** There are other character connections as well, for instance mention of Gaol, a hero mentioned in multiple missions in the original, and whose right-hand... uh... moogle, Lini, you can recruit as a secret character in the previous game..game.



* CrapsaccharineWorld: Much more apparent this time than last. Most visible in the Duelhorn plot and stories that involve zombie powder / Lethean Draught [[spoiler:the two cross at one point, cue a tear jerker]]

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* CrapsaccharineWorld: Much more apparent this time than last. Most visible in the Duelhorn plot and stories that involve zombie powder / Lethean Draught [[spoiler:the two cross at one point, cue a tear jerker]]jerker]].



** The shape of the terrain also affects area-targeting spells. Too much height difference between two tiles and they can't be affected by a spell like fire (higher tier spells can generally cover more height). In addition, too much height makes it impossible for melee attacks to connect, while bows and guns might hit the ground or an ally in the line of fire.

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** The shape of the terrain also affects area-targeting spells. Too much height difference between two tiles and they can't be affected by a spell like fire Fire (higher tier spells can generally cover more height). In addition, too much height makes it impossible for melee attacks to connect, while bows and guns might hit the ground or an ally in the line of fire.



* InexplicableTreasureChests: both played straight and [[LampshadeHanging lampshaded]]

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* InexplicableTreasureChests: both Both played straight and [[LampshadeHanging lampshaded]]lampshaded]].



* KillerRabbit: The aforementioned Dreamhares and their cousins of course. Moogles can be surprisingly effective as well, except for [[SpoonyBard Tinkers]]. Story-wise, the Mooglebane rabbit enemies terrify Moogles. Why? Because they ''eat the Moogles' pom poms''.

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* KillerRabbit: The aforementioned Dreamhares and their cousins of course. Moogles can be surprisingly effective as well, except for [[SpoonyBard Tinkers]]. Story-wise, the Mooglebane rabbit enemies terrify Moogles. Why? Because they ''eat the Moogles' pom poms''.pom-poms''.
7th Dec '15 1:10:56 PM HighCrate
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** Bangaa (Stout): Big and burly lizard men with a gruff attitude. [[MightyGlacier Physically powerful, but slow]] and weak at magic. [[BerserkButton Also hate to be called a lizard]].

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** Bangaa (Stout): Big and burly lizard men with a gruff attitude. [[MightyGlacier Physically powerful, but slow]] and [[MagicallyIneptFighter weak at magic.magic]]. [[BerserkButton Also hate to be called a lizard]].



* LightningBruiser: Stat-wise the Gria's Ravager job is a MightyGlacier, but can also fly (ignoring elevation and passing over enemy units) greatly compensating for it's low speed. Similarly, the Raptor has good attack and speed (another Gria class so it can also fly), and makes up for bad defense with good armor.

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* LightningBruiser: Stat-wise the Gria's Ravager job is a MightyGlacier, but can also fly (ignoring elevation and passing over enemy units) greatly compensating for it's low speed. Similarly, the The Raptor has good attack and speed (another Gria class so it can also fly), and makes up for bad defense with good armor.



* MightyGlacier: Get a few levels in Paladin and you'll qualify for the trope no problem. Same with Defender.
** The Tonberry monsters fit this too. They can only move two panels at a time, and their turns are few and far between, but they resist everything, and their damage is based on the number of kills made by the target character. By the time you fight them, most of their attacks hit for 999 unblockable damage.

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* MightyGlacier: Get a few levels in Paladin and you'll qualify for the trope no problem. Same with Defender.
**
The Tonberry monsters fit this too. They can only move two panels at a time, and their turns are few and far between, but they resist everything, and their damage is based on the number of kills made by the target character. By character, and by the time you fight them, most of their attacks hit for 999 unblockable damage.
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