![]() There are a few more twists along the way, and the private actions and character relationships are better. I always thought this game’s story was better than the first. The two set off to investigate a mysterious artifact named the sorcery globe, meet various personalities along the way, and hilarity ensues. Claude, son of Ronnix from the first game, is transported accidentally to Rena’s home world. Even limitless Indalecio and Iselia Queen feel nerfed. No offense to people who are stuck, but, you really have to suck to not be able to finish this game. However, whereas in the original SO2 this fluidity was endearing, with the addition of the three hit combo system, the game feels almost rigged. You can visit most map locations out of order, avoid recruiting every character besides Claude and Rena, and use the character abilities to give yourself huge advantages against supposedly difficult boss fights. SO2 is also unusually non-linear for a JRPG. The added Galaxy and Universe modes made up for this. To be fair, the original Star Ocean 2 was not terribly difficult. You don’t even really need to take advantage of the skill system work the training and music skills early enough, and you could easily overpower your characters before the halfway point, making the rest of the game a cake walk. Honestly, if you know nothing about Star Ocean, you could probably fly through the first difficulty level without ever needing to get good at the gameplay or train characters. Still, the changed battle system makes mage characters even less useful than they already were. In the later areas, where enemies actually start to block, the difficulty starts to level out a bit, especially in the galaxy and universe modes, neither of which are that hard to unlock. This means that the regular fights and bosses are all much easier. The enemy stats have not been rebalanced to account for the three hit system. The fights are more fun to conduct and the ease of switching between characters allows you to create a variety of strategies, juggling, countering, and outmaneuvering enemies all over the field.īut there is a pretty clear downside. It was great to see new moves on all of my favorite characters, particularly Dias. On the positive side, it’s pretty stylish. Again, this is exactly like First Departure, but it influences the game much more. ![]() Every character now fights with three hit combos instead of the various attacks in Second Story. The biggest change that players will feel is the change in battle mechanic. The skill list is also the same as First Departure, which means some cuts and additions even the secret character, Welch, is the same. Menus, item stats, and over world travel have also been standardized to fit the first game, though few of these changes affect gameplay that much. In battle, for example, mages can use spells like killer moves by assigning them to the L and R buttons, and a minimap has been added. The smaller changes basically make the game in sync with First Departure. Second Evolution plays very close to the original with some small changes and one big one.
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