‘Bravely Second: End Layer’ Highlights Its Changes With Its Prologue Demo
Bravely Second: End Layer is right around the corner, and what that means for 3DS owners and RPG fans alike is that we’ll surely be sinking dozens of hours into Square Enix’s next big adventure. What made the original game stand out so much was its unique spin on the old school turn based JRPG, combining familiar elements like the Job System with the Brave and Default systems, which let you use turns in advance or store them for future use. While we anxiously anticipate what the future holds for the sequel, we held ourselves over with The Ballad of the Three Cavaliers, the demo / prologue for the upcoming sequel. Here’s what works, (and what doesn’t,) based on the preview build of the game.
Starting off as the three cavaliers led by Yew, (get it!?), their town guide, Magnolia, eventually rounds out the party to make it four. Instructed by the Wind Vestal, Agnes, from the original game, the team is sent out to accomplish various tasks as they travel through the game world, all while introducing you to these characters in a way the main game won’t feature. What surprised us was the appearance of some of the prominent enemies from the first game, each of which unlocks more asterisks, which in turn grant access to more jobs. Featuring a decent variety to get a taste of what the main game will offer, the party can be customized to become sword masters, performers, valkyries, black mages, white mages and red mages to name a few of the jobs offered. Fighting monsters will both level up the characters and the jobs, granting access to a wider array of abilities.
Everything so far sounds pretty routine, (if not ambitious for a demo,) but combat is where the game becomes anything but. As mentioned, the Brave and Default systems were a big draw previously, and that aspect continues in the demo for Bravely Second. By defending, each party member will store that turn for future use, allowing you to use up to four turns at once to unleash a flurry of attacks. Doing so without enough turns to spare can lead to a quick victory, but if that turn doesn’t end with your victory, you’ll be stuck for up to four turns without any actions. It’s a high risk / high reward style that made the original so appealing.
As if to sweeten the pot even further, the sequel has added a type of gambling system into its battle system. If you can win in one round of turns, you’ll be given the option to start another fight with the promise of extra EXP, JP, (for job leveling,) and Gil. Of course, your status, including your turn count, will be the same as it was at the end of that battle, so eventually, you’ll find yourself at a turn deficit and become stuck without being able to move. While this can lead to disastrous results, it can also mean the difference between leveling up rapidly vs. fighting a serious of mundane one off battles for the sake of grinding. Not only does this add an extra layer of risk to consider heading into battles, but it rewards efficient players with a faster way to get stronger.
You’ll find these multipliers to be a godsend when you realize how much levels will skew battle into the enemy’s favor, which was my only real complaint. Playing on normal difficulty, walking into new dungeons where my equipment was up to par and my level was within the recommended range often led to me getting killed in a few turns regardless. These dungeons and bosses would eventually be conquered after many cure spells, potions, and trips to the Inn, but unless I’m playing on hard, my expectation when properly leveled would be to be able to at least get through most of the dungeon without getting completely decimated within a few fights. That’s traditional JRPG difficulty for you!
Regardless, I’m loving what I’ve played so far, and can’t wait to get the full version in my 3DS when it releases on April 15th. What are your impressions with Bravely Second so far? Sound off below!