Trinixx's Dezo:
A Pragmatic Approach to Phantasy Star II

 


 

Trinixx's Comments on the Weaknesses of Phantasy Star II    (Yeah right!)

The first few are mostly a few default comments, applicable to 99% of RPGs; the rest are probably an issue only to hard-core Phantasy Star II fans.   :)
 

1.    Give us something to do with our money other than buy medical supplies, even mid-way through the game!

2.    It follows: give us more 'out-of-the-way' towns to visit in later stages of the game, that we couldn't have gotten to otherwise. (Final Fantasy-esque towns accessed via airship, etc. springs to mind.)
 
3.    The latter dungeons on Dezo I think are poor, in that they are not conducive to return trips to earn experience, in the fashion the ones on Mota are; if a dungeon is far off and it is a long trek to get to them, players are unlikely to return to them after all the treasure is looted. While Dezo is more remote, to my experience the party's levels suffer a relative sharp decline in advancement in the later stages of the game, because the player is encouraged to move on to the next dungeon, and more treasure. The result is that the dungeons are done in one trip, and then forgotten. Ikuto is the best example of a long distance trek, followed by the structure of Guaron. Menobe however is the best "Motan style" dungeon on Dezo, due to its proximity to Aukba. Perhaps the Esper's Crystal could have been used to transport back and forth. The Dezoan stage of the game to me, as a result, feels rushed compared to Mota. They run out of production time?
 
4.    There is a poor distribution of spells across levels, and there wasn't enough spells at the upper levels to reward those that play to the extra-high levels. For example, what the purpose of Anna learning Zan at level 30? Some of the spells are learned too late to be as useful as they could have been at lower levels; in my opinion, it should have been structured so that the spells were acquired based on where the party would be at their level (i.e., it should have been based on utility.) Megid is acquired at level 35 by Rolf, and thereafter, no techniques are learned; this could have been buttressed through introducing more powerful spells at even highest levels, to encourage continual playing, instead of relatively rewardless levels after level 35+.
 
5.    Why doesn't Star Mist recharge technique points? (Too powerful?)

6.    Could have used some additional personalities and enemy NPCs with greater characterization...

 

 
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Copyright / Disclaimer
Phantasy Star II ™ is Copyright © 1989 - Sega of America, Incorporated.
 
This site acknowledges material referenced from the Phantasy Star II  "Hint Book"
(herein/after referred to as the "Guidebook") © 1990, Sega Enterprises, Limited.
 
All Phantasy Star graphics believed to be public domain.
The Hellfire Campaign and associated graphics © 2000.

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The Archhierophant's Keep,
The Annals of the Kings of Knorrandaar,
The Hellfire Campaign, and Trinixx's Dezo
are all Copyright © Trinixx of Westmarch 1995-2001.
All Rights Reserved.
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