about a month ago when we had covid demi started playing saga frontier 2, so i saw most of that game. i kinda want to play it now, but having watched most of the story and battles i think it'll probably tide me over until a remake if that manages to happen in the next couple years. i can't remark deeply on it as a result, but i gotta say, my first thought, that only got more and more cemented as the game went on was
"man, this is a lot more like unlimited saga than i would've thought"
and not just the music, or some elements of the look, but a lot of the mechanics are directly similar, or have similar results that don't resemble any of the other saga games. characters use LP to heal themselves in sf2 -> characters just don't fall over at 0 hp in unsaga but lose LP faster. 1v1 battles in sf2 go into a duel mode with different art and mechanics; in unlimited saga you get to choose your "matchup" every turn, and some of the stuff like simultaneous attacks from both sides was reimplemented. plus the fact that many locations aren't revisitable because most quests are one-time runs through them.
anyway, after a couple runs of minstrel song, and seeing similarities to unlimited as well, and many more to SG, i really wanted to get back to unlimited. and after another night of playing it...man, i love this game. i got frustrated as judy's game went from "super easy" to brutally limited with a really mean final dungeon and boss (i don't think it's the hardest last boss, but in some ways i definitely think it's harder than kurt and laura's), but i have a new perspective on how stuff works. partly because i happened to see a japanese article this week which included a video of michelle (who has 6 life points...) soloing the vicious gauntlet at the end of mythe's story, which showed to me how little i still know about the game, even though i have a pretty functional knowledge of how to get through stuff.
in judy's story, you have a bunch of mages, but you can't buy magic tools (in the terminology of SF2, i don't think they really have a collective name in this game); you can't visit the snow city or the one where ruby lives, and judy's family shop is closed because they're all out questing. you can use familiars to cast basic spells without using durability, but they're basically the magical version of martial arts: crucial in some ways but deeply lacking in the functionality of actual items. and there are other problems that come up at the end, and so i've realized: you have to craft, for real.
which was also true for mythe, but only because you have so little life points and the bosses have so many that you need to just run over everything really aggressively. this is like, yeah, you could technically do the same thing as other characters, load up armand and nuage with beastly weapons and try to just overpower the bosses with roy, thomas, and/or kurt tanking (which, i believe, is how speedruns finish this one in a little over an hour). but i'd already decided i didn't want to do that, i was just shocked at how long magic learning takes relative to the length of the game and started trying to compromise. but now i'm back in for real, after learning my preparation wasn't enough to do that stuff, i'm not disappointed or discouraged but excited that there's stuff i can still try to learn and will benefit a ton from doing, even if i'd hoped some elements of the magic system the notes promised would be prevalent in this quest would be a lot more accessible than they are. this may not be my favorite set of characters, but i'm excited to spend a while longer with the game before diving into (probably) armic's story, where i'm sure plenty of this stuff will be just as crucial.
tonight i realized a really cool trick that every character except mythe can take advantage of (though some probably don't "need" to in the same way): i used to think that fugar's mansion, a short quest where field and combat actions are both unused, was basically trading a magic tablet for downgrading your characters (if you can't do it in the first couple quests), but you can loot the magic tablet and fail out of the quest by waiting. it stays in your inventory, even though you can't see tablets in the list of items. because this is a sting game where failure to finish in time doesn't actually mean anything really.
also, in the process of doing this, i learned there are spike traps in the mansion
but also i learned the most comically wack thing i currently know about this game, which is that, in judy's final dungeon, you have to pick up a bunch of items to reach the final boss. they (and all chests, traps, enemies, and even the save point) are all disguised as identical looking objects until you inspect or are attacked by them. when you find the last one you fight the final boss.
i died to the boss once, went back to the same spot, and the item was there. then i lost again. when i went to that spot the third time and touched the fragment, it was a chest that exploded because of a trap. i opened the chest and the item wasn't inside. it wasn't anywhere on the floor.
so, my conclusion is: the game overwrote the macguffin with a random chest, and i would've had to loop through the whole dungeon to find it again (the paths are magical so the last floor has a portal to the first one) without reloading. i'm shaking my head as i recall this for the third time, but i'm also laughing because it's truly a saga moment. saga is a game series that truly loves being games, and one of the best things about games is that sometimes they are unfathomably stupid.
i really do think that's the last straw in my wondering about who to recommend people pick though; clearly laura is the one and only correct choice of what quest to play first