Breath of Fire

January 17, 2002

Platform: Nintendo Gameboy Advance
Developer:
Capcom
Publisher: Capcom
Reviewed by: JnK2k2

 

Gameplay: [7] Graphics: [8] Audio: [6] Replay: [7] Overall: [7.2]

 

 

Capcom surprised (and pleased) gamers when they announced a port of the original Breath of Fire to Game Boy Advance in 2001. To combat the highly overrated Golden Sun, Nintendo ported it's SNES classic (co-developed by Square) to the small screen. I was first in line to get it, as the original BoF was one of my favorites in the 2nd generation SNES era.

So is it a worthy port, and most importantly, a fun game to play? Read on...

Much like every Breath of Fire, the story involves Ryu, a member of the Dragon Clan, who goes on a journey to vanquish evil after his town is destroyed by Dark Dragons led by Jade. As Ryu, you must find the Goddess Keys that summon Tyr and save the world from certain doom.

Those looking for an actual story and character development better opt for Tactics Ogre instead, as Breath of Fire has very little of both. The plot is extremely basic and barely developed, as with the characters, which could very well say nothing to the same effect. Ryu is another mute with a sword (and, refreshingly, a mullet), Nina receives no development and neither do the rest. Their attacks, the animation and their stats then gauge the value of a character in BoF. In those respects, Bleu is the best character in the game.

BoF plays like any other RPG of its time (and actually, many RPGs of our time) - travel from town to dungeon battling enemies, leveling up and progressing a miniscule plot headed by cliche'd characters. The primary objective is finding seven or so Goddess Keys before the Dark Dragons do, and you accomplish this by raiding the dungeons encasing each key. These dungeons usually have key protectors, or in RPG terms, 'bosses'. Defeating the main boss will (of course) complete that dungeon and grant you the Key. Essentially, that's the flow of the game, although there's more to it.

BoF branches off unlike any game before it or after it. The sub-quests ('fetch quests') are absolutely BRUTAL. "Go to village X to find item Y. To find item Y you need to explore dungeon Z, to open the door to dungeon Z you need special ability A, to find special ability A you must find the ingredients for Potion B, said ingredients require at least an hours worth of searching the world for the right place to fish or the right enemy to fight". Of course, the entire game doesn't look like this, but when it does branch off, that is what you get. It's a lot like a Tolkien tangent; after it is through with, it's difficult to remember what you were doing before the story veered off in another direction.

Dungeons aren't anything special, by any standard. Phantasy Star 2, which came out 4 years before, had much more imagination in its dungeon design than the SNES and GBA versions of BoF (which are identical). What we have here are simplistic dungeons with easy bosses that don't get any better until the final 3 or 4. Nothing special, not bad.

While exploring dungeons you fight random encounters, obviously. These issue the battle system where the 'meat' of the gameplay (battling) lies. The most unique thing here is the perspective of the camera, and yes that is quite sad. In previous RPGs, it was either facing them horizontally or facing the enemy from the character's perspective. Breath of Fire's is on an isometric 3/4th view looking downward. Battling itself involves melee, magic, and special attacks. The first two are self-explanatory. Specials are either Ryu's dragon transformations, or Karn's Fusion (where he fuses with other characters). Specials raise that character's abilities and health. As for the enemies, they have an HP bar displaying current health. Some bosses will become furious after their bar reaches zero, at which point they attack with stronger abilities but less health. The battle is over once either the enemy or the team reaches zero HP. Battles gain experience, experience increase levels, increased levels bring increased stats....yadda yadda yadda

Battling isn't 'bad'. It is generic but passable. Battles are actually quite intense at times and move quickly, and the simplicity gives the game a 'jump in and have fun' quality that is typically alien to the genre.

BoF isn't free of high points, however. The last few dungeons are really fun, as I said, and travelling the world searching for items towards the end is addictive. It's a shame BoF is plagued by such lengthy fetch-quests, as I would've given it an 8 at least.

Graphics were amazing on SNES, and still so on GBA. BoF is brighter than most titles on GBA, and thus easier to see. This is a definite positive for any game on the unfortunately non-backlit Game Boy Advance. Despite the smaller screen, the animation is clear and bright, capturing the details of the SNES version well.

One word best encapsulates this game's music: listenable. Not better or worse than 'listenable'. It’s forgettable but fitting for the game.

Breath of Fire is generic RPG fare. Is it good? Yes, but far from deserving of the accolades bestowed upon it by rabid franchise fans. I guess it's fun for a while, losing some steam when the boredom and insipidness of fetch questing kicks in. It's decent for an RPG, but nothing spectacular.

 

 

If you feel that netjak has impacted any part of your decision making, why not support the site at the same time?  Purchasing your games and hardware online or donating a buck keeps netjak pumping high-quality reviews with no banners or advertising.  Thanks!
-search66

BREATH OF FIRE - PREOWNED
BREATH OF FIRE - PREOWNED


You think this bandwidth is free?
Give a buck, chuck.

All rights reserved. All contents published by netjak | info@netjak.com