It's out. I'm playing it.
Bravely Default to me is one of the worst-written video games stories ever conceived and executed upon, and rather than lay out all its offenses I'll just rely on the associated pedigree to illustrate the point: the primary writer on it was one Naotaka Hayashi, author of several 5pb.-developed visual novels such as Steins;Gate, a top runner in peak misogyny in the medium. That voice and tone defines Bravely Default consistently and suffocatingly, so much so that whatever opinions I held about it as a set of RPG rules and mechanical interactions had no bearing on the reality of it at all; I simply had to give it up at some point because it wore me down to exhaustion and beyond. For Second, I knew the writing staff changed, potentially alleviating those issues, but it was also deeply entwined with its predecessor in a way that made approaching it difficult on blank slate basis. Fortunately, Bravely Default II appeared to allow me that chance for a fresh start, hoping for something better, which is why I'm engaging with it now.
Default II is positioned to as a "return to form" for the series, as despite whatever grievances I personally hold against the first game, it was a major deal in its day and helped usher in the current resuscitation of original RPG projects specifically informed by past glories from Square Enix's rich history and catalogue. I also cannot deny how much other people really loved it, and that's why the title is what it is despite being a third game in the series, and why the return of composer collective Revo has been much publicized (I'm indifferent to their work). The hope is that some actually meaningful changes to the formula or the way it's conveyed are present next to the nostalgic bluster, and from the opening hours, I think it's earned at least the benefit of the doubt on that front.
First off, I love how it looks. The developer has chosen the moniker Claytechworks for themselves, and that is about as apt a summary of the appeal here as any for the visuals: it's redolent of a kind of hyper-real, plasticine artificiality that exists in the work not because every visual element is working in cohesion to one unified vision, but because the gaps in the fidelity are there and are so distinct; the paradoxicality and juxtaposition makes the look, oddly enough. Beyond the raw materials, how they're used is also improved from my recollection: cinematics with direction and framing exist outside of the conversational void that interactions most often are told through, and even those have plenty of unique character model animations and interplay to suit the particulars of the scene. It's not earth-shattering stuff, but more comfortable in its narrative format and willing to extend outside of it at times.
The central four party members are also important to how these kinds of games come off since it's in their company so much of it is spent and fortunately there too I find the premises of the characters, or their specific dynamics more novel or confidently shaded than most. There hasn't been any of the browbeating harassment by the men, and the women haven't been portrayed as noble to a fault or "humorously" irritable. Instead these characters are almost low-key in how they come off, and their interactions reflect that, with very little of the kind of exaggerated double-takes and ribbing that dominate many stories like this; instead you get a princess who's less youthfully naive than driven and determined beyond her years; or a couple of adults on a quest of their own for personal reasons that intersect on a professional level and leads to their chummy but pragmatic dynamic of employee and bodyguard, where again it's the woman guarding the scholarly man. I would not find these somewhat thinly characterized (it is still pretty early, I acknowledge) people nearly as compelling as I do if it weren't for the specific nature of the English script and voicework and casting, which to me has elevated all steps of the process. If you love varied and diverse accents and casting outside of the video game industry's common players, this might be a game for you. The speech patterns do a lot for every major, supporting and bit character, often because they aren't always obvious; I cannot regionally place many of them, and that's a lot going for something that's usually used as an acting shorthand and cultural stereotype. Here it just conveys a world that feels larger than is seen, and who knows, maybe it will go on to show a lot of that over time.
Beyond those happy observations, I've just liked the experience of existing in this world that has a scale that communicates vastness and compact readability both, and the little details that turn up in exploring it. Cutting grass is such a weirdly prominent habit that this game instills in the player that it will likely end up as a meme of some notoriety, and the great thing about it is that it mixes absurd mundanity with actual, tactile rewards for doing it; before the first battle in the game had occurred, I'd significantly upgraded the equipment load-out available to me, just because I had the curiosity to mow down some weeds. That kind of obscure generosity continues if one persists in pursuing the pasttime, and I've rarely ever been more endeared to a video game frivolity as quickly and as decisively. Other things to be remarked upon may be just atmospheric, like how the lead character will light a lantern to light their way as day turns to night, or when entering a darkened space.
For a series that set itself up fundamentally as a return to the charm of earlier RPGs and that I found charmless because of its infractions, this time around I may actually be as charmed by a Bravely game as they've always wanted me to be. I hope it maintains its efforts.