So, I finished my playthrough (it only took me three weeks longer than Felix) and wrote up my full review:
A baby dragon is freed from a chunk of crysm ore in a remote mine and goes on a rampage; it’s captured but escapes into the woods, where it transforms into a boy named Ryu and is adopted by fellow orphans Rei and Teepo. What starts as a rough-and-tumble found-family adventure grows into a harsh journey across the entire world to confront God and learn what happened to the Dragon Brood.
It’s been 15 years since I last did a proper play-through of this game, and while I remembered a lot I also forgot many of the details. I had forgotten how much they took character designs from both of the previous games and made 3D versions of them to use as NPCs: The monkey-people, the armadillo-people, the little cloaked desert guys. The animation really is some of the best of the era, with lots of custom sprites that weren’t totally necessary but are lovely. I’m always delighted that Ryu's attack animation changes after you get to Wyndia: While he's with Rei and Teepo, he's uncertain and waves his sword wildly. Once he's with Nina, he switches to a more standard chop.
This game doesn’t have a lot of narrative thrust, something it inherits from the earlier games in the series. BofF1 has one overarcing goal (collect the goddess keys and defeat the dark dragons) and BoF2 splits the game into two official quests (rescue Bow, find out what’s going on in Gate), and everything is just sidequests off of that without a lot of twists or changes. In this game, you spend a lot of time kind of meandering without much urgency. In the first half Ryu gets dragged around by the plot (do some stuff with Rei and Teepo, flee Balio and Sunder repeatedly, find your way to Angel Tower), and in the second half Ryu gets stymied from the single quest a lot (the only goal is “go meet God”, but every single sidequest is something in your way). The game does a good job of conveying exactly how much Myria doesn’t want you to get to her, and that meshes with the gameplay of just running into obstacle after obstacle as you try to get there.
This game tried very hard with the minigames, but most of them don’t actually hold up as fun. Training Beyd always entertained me, though I think that’s my brain and not a mark of quality. The various rope-pulling and timing games are annoying. I hate the controls for the boat. Honestly, I’m not crazy about the controls on the isometric maps in general, but the boat segments would be fine-but-forgettable if not for the stupid control scheme they inflicted upon them. The Desert of Death is a challenge (and an interesting one, and a good way to tell the story as a game) but it’s not something you actually enjoy doing. It’s an hour of walking through the desert, stopping to sleep or fight and hoping you don’t screw up the directions by looking at the wrong star. And that’s brilliant in terms of using the gameplay medium for storytelling, but it isn’t fun.
I always enjoyed the fishing minigame, but it’s an unnecessary side-game that gets you relatively little for the time it takes unless you go crazy getting rare fish and selling them to manillos. (BoF4 improves it, too.) And I suspect that I was speeding through the game in this play-through more than was intended, but I never got the Fairy Village off the ground—I raised the culture and built some new houses but never got any rewards out of it.
The one mechanic I’ll never complain about is the dragon transformations: They’re the best in the series and probably one of the best transformation mechanics in any game. You get 18 dragon genes and combine up to three of them to create custom forms, with a lot of quirks and bonus forms mixed in. (The Fusion gene alone could be an entire character’s moveset.) When you take the form, it costs MP each turn to maintain it, and when you run out or get knocked out, Ryu resumes human form right where you left him. There are dragon forms that take the place of the full party, but most of them just replace Ryu with a stronger, more varied character. And by endgame, some of the forms are useful but inexpensive enough to actually use in random battles. It’s great.
I understand the reason for the Container Yard from a gameplay perspective: Because of the master system and fishing minigames, you need a way to get back to the mainland that doesn’t involve re-crossing the desert. On the other hand, from a story perspective the teleporters are the most insanely frustrating thing. You can get from Wyndia Castle to Myria’s doorstep in two short hops, but because of a closed door on Steel Beach you have to cross the sea, and because of a badly-placed crate in the Container Yard you have to cross the Desert of Death. From a story perspective, this feels like a slap in the face and not being able to ever go back would have been much better.
I had forgotten how much the game hits you with endgame foreshadowing right off the bat: Teepo basically tells you who he is in his first few lines, but you don't have the context to understand it or Ryu's subsequent dream until 40 hours later.
That said, I think Yggdrasil was insufficiently foreshadowed. Yes, he was introduced and it was made clear that Peco had a connection to him, but his sudden role in the ending as the party’s savior feels unearned. Peco needed more setup, more something, besides just being the weird little mascot who hopped along behind the party.
Peco is also consistently my least favorite character to have in my party for battles, because he doesn’t really have a focus. Garr is the slow, tough, strong attacker. Momo is the glass cannon healer. Rei is fast and gets EX turns even when nobody else does. Nina is your black mage and is the only character whose attack magic is reliably useful. Since you only have a part of three and Ryu is always in it, that means four character to rotate through is plenty, and Peco is superfluous. I used him for a chunk of the Lost Shore with Deis as his master to get all of her magic, but then he went back on the bench and remained there.
I used Examine to collect a lot of skills (which I then remembered to use to hit "weak points" for extra XP) in the early game and put off using Masters until late in the Child era; and then I flipped to carefully logging which Masters would be finished at which levels and didn’t use Examine again. I remember obsessively following guides in early play-throughs to get the “best” Master for each character, but I think my conclusion in this play-through is that you don’t necessarily need Masters at all. It’s nice to be able to focus characters into various archetypes more than they otherwise would be and there are a few really useful skills that are annoying to get otherwise, but your characters are also perfectly capable without them. (Both of those mechanics would be refined and improved in BoF4.)
As for the story: It ties together the first three games in the series, though in-game it leaves it as a “broad strokes” canon: Clearly the first game happened far in the past, but so much has changed in the intervening millennia that “the Brood fought the Goddess” is the only detail that remained relevant.
My theory, for what it’s worth, is that the games follow Myria through the stages of a human life, and that she’s a terrible person at each of them but in different ways. (There’s also at least two full games worth of material that we never see.) I’m also of the opinion that BoF4 was a prequel to the first three games which showed how the first member of the Dragon Brood came to the world (and how the previous dragons were banished).
Some time after BoF4 and centuries before BoF1, the dragons had grown populous enough to be an entire nation, and Myria was summoned or created as a child goddess. Then Myria (aka Tyr) offers power and favor to the dragons and they split into the Light and Dark clans fighting over it, and eventually seal her away using the Goddess Keys. Years later, the dark dragons are in political ascendance and release her, forcing that generation’s Ryu to defeat her and decimating much of the Brood in the battles.
That Ryu marries Nina; both the Windian line and his Dragon line are weakened by this union. (It’s unclear whether his children are represented among the later Brood, though that would explain why some dragons have wings in human form.) But other dragons also survive and they form a society to watch the remains of the fallen goddess and keep her sealed away. And they watch as a fragment of Myria coalesces into a god separate from her: Deathevn. This era represents Myria as a mother, but when she had been a spoiled child breaking her toys with no care for who it hurt, she was an absentee mother who let her child run rampant. The “good ending” of BoF2 sees at least two members of the Brood still out in the world to live their lives (and repopulate the clan) while the others stay below and keep the remains of Deathevn sealed—though his dormant remains poison the land and eventually create the Desert of Death.
Millennia later and more than 500 years before BoF3, Myria re-emerges. Now, she’s in her “matriarch” stage, believing she knows what is right and necessary for the world and seeking to control it all. Everything we leave about her makes her sound like an abusive parent, “I’m only doing this for your own good, you can’t be trusted to take care of yourself, I’ll keep you safe from all the danger so long as you only do what I say.” In this guise, she creates the Guardians and has them kill the Brood, directs the ocean to seal the central continent away from the rest of the world, shatters the Techno Age and strictly limits technology. The Brood living in the greater world (descendants of Ryu or his sister from BoF2) decompose into crysm and hide their last few eggs within; the Brood who guarded Deathevn remain in Dragnier, forgo their powers, and await their last hope.
And then BoF3 happens. And I think the takeaway from the ending is that for all of her kind-sounding words, Myria is wrong. She wants complete control to barely maintain the world as it is; because her power isn’t actually sufficient to improve things and she can’t relax her control to allow anyone else to help. We see it all throughout the journey to her: Humanity is surviving and thriving even where she believes they can’t. We see it in the ending when Yggdrasil sprouts in the Desert: He can heal the land where she cannot.
And I don’t believe that Deis speaks a true word to Myria in their final scene. I think she tells Myria sweet lies because she knows that Myria has come back before, either as herself or an offshoot like Deathevn. Deis isn’t there as comfort or compassion—we’ve had three games of Deis, and when has she even acted out of compassion? She does what needs to be done in the most expedient way she sees. (As Sondheim put it, “I’m not good, I’m not nice. I’m just right.”) Deis is there to make sure that Myria dies and stays dead.
And with Myria finally dead, the world can heal without her. There will probably always be the scars from her works, but with her gone Yggdrasil can heal the land, the Brood can protect the people, and humanity can advance.
Or maybe the scars are so deep that humanity can’t survive through the healing process without hiding underground for millennia. Until the remnants of the Brood, long fused with technology, are able to set them free.
Overall: I’ve always loved this series, and this game was one of both the strongest and the weakest, because it did some very interesting things but also made some poor gameplay choices and less-than-ideal story beats. In the end, I think it was brilliant for the story it managed to tell and the ideas it put forth.