According to the lead director, his view was that people had a negative reaction to Bravely Second. And so he tried to make a game which was opposite of that as possible. But people still liked the world design, combat, characters and stuff from Bravely Second (and the first game). They just disliked the endless dialogue filler and music. This game ended up repeating many of the same issues the first two games had, while at the same time lacking all the worldbuilding, visual design and charm they had.
All they needed to do was make a game with the same tone as BD1, but cut down on the filler dialogue and improve the pacing. Instead, they made a game that tried to alter everything about the tone and still didn't improve the story.
I don't get why Bravely Second had a negative reaction. It's got better gameplay than the first game and cut the crystal autism. Sure, the story is wackier, but it still mostly holds up.
>I don't get why Bravely Second had a negative reaction
I thin it's better too but some people have really negative reaction to re-used content which Second has a lot of. Also Magnolia was kind of a wasted character since they obviously wrote the teaser movie before they knew what the plot of Second was going to actually be
Not just the story, the dialogue too. The first game balanced serious and goofy while second was cringe inducing in how far it went with goofy which made it's serious moments completely hollow. Also, I don't know if this is just a dub issue, but the voice recording quality was disgustingly low, all S and P sounds had very noticeable crackling because they recorded it on a phone or something.
That said, Second wins out on having the best gameplay of the three. Really cool classes.
>I don't know if this is just a dub issue, but the voice recording quality was disgustingly low, all S and P sounds had very noticeable crackling because they recorded it on a phone or something.
Oh yeah, that was really weird. I remember wondering why the audio was like that.
>I don't know if this is just a dub issue, but the voice recording quality was disgustingly low, all S and P sounds had very noticeable crackling because they recorded it on a phone or something.
Oh yeah, that was really weird. I remember wondering why the audio was like that.
This was specifically a covid issue, everyone was recording from home
The issue for me was that Second lacked the wow factor. The first game, I was amazed by the world/tons and wanted to learn more. But the hours upon hours of filler dialogue and contstant deflecting from world development to delay the big reveal in Chapter 5 really drained me. So it was a struggle to even get through BD.
When I booted up BS, I hoped it would avoid all that filler dialogue. But it still had tons of it. And since I had already explored a bunch of the world/tone of the first game, I didn't have that to keep me motivated. In fact, the second game ended up changing a lot of the visuals and music to the point that it felt like a different game in tone. So I was even less interested. Probably wouldn't have even kept playing unless Edea showed up.
It looked like shit, the story was shit, the characters were boring, and the world was boring too. Also chibishit was a mistake, they need to just make them full proportioned all the time.
>Also chibishit was a mistake, they need to just make them full proportioned all the time.
No. The first two games had chibi characters as well. That's what gave it a unique style. The problem is BD2 changed the character design. If they just stuck with the same artist and style as the first game, they would have looked good. Rather than looking like they come from a Walmart commercial.
They got him to do a bunch of games even lower budget than BD. He was also not working on anything at the time BD2 was in production. This was started 3+ years before FFXVI started.
>No
Yes. >The first two games had chibi characters as well
I know and I don't give a shit. Their full proportioned bodies looked way better >That's what gave it a unique style
No it didn't you moron. What made it unique was Yoshida Akihiko's artstyle. Chibishit isn't unique.
>What made it unique was Yoshida Akihiko's artstyle.
Using his famous FFTactics style chibi designs. Fricking dumbass. Just wait for FFXVI. You're going to get all the "realistic" designs you want. And you'll see that they look more generic.
>Using his famous FFTactics style chibi designs.
That has nothing to do with chibi to you fricking moron. >You're going to get all the "realistic" designs you want
Ah so you're just a moron. Having non-chibi body proportions isn't a realistic design you dipshit. You're telling me the pic of my og reply and pic related is realistic? Stop acting like an idiot.
Mainly just the combat system to me. Making it turn order based on speed and not just "Your side goes then my side goes" really gutted any strategy the series had. Before you could plan out entire turns and do really cool shit with different class abilities stacking on top of each other. Now the player characters feel way more limited in what they can do.
Not being able to see enemy turn order is the least of the problems. Synchronizing team actions, especially with the change to buffs and debuffs, totally fricking sucks in 2.
The artstyle change
The bland story
The entire cast was just a notBD1 cast
Battle system changes
No crazy 4th wall breaking
THE FRICKING ARTSTYLE CHANGE
My biggest gripe was that devs nerfed the fun out of the series between counters, Equip weight, and individual turns. There's always going to be broken setups, and this game had them too, except now the rest of the game suffered for the attempt at balance.
Yeah and? That was my whole point. Broken shit is present in all 3 games, the changes 2 made to address said broken shit didn't work and made the game less fun on top of it.
I like the counter system, it's more fun trying to make new party combinations to work around limitations then just sticking with the same one the whole game.
I constantly switched around jobs so as not to waste jp and still found them annoying. >enter boss fight >don't bother feeling out counters because for some dumbass reason most are RNG based (like 25%) so you won't necessarily activate them >bank max BP >unload all BP at once because anything outside of well timed burst in conjunction with buffs does tickle damage >get annihilated by counters, but sometimes you don't until the second time you do this because lol RNG >if this makes you lose fight, retry while switching to whatever doesn't set off the counter and steamroll boss the very next attempt >endgame counters are pure cancer that feeds so much BP to enemies that you just cheese them to save yourself the headache
Counters would have been ok if they were 100% activation but did lower damage and the "BP because you sneezed" counters didn't exist. That way you can learn of them quickly and adapt mid fight to not get as greedy with Braving into the counter instead of getting obliterated, changing which flavor of unga you use, then obliterating the boss.
You can make a fair team setup in BD and Second too, nothing is stopping you. 2 just makes normal, non autistically optimized gameplay less fun while still having broken setups, which I don't think is something any game can truly get rid of unless they embrace no fun allowed.
>you can have a normal setup in BD
I disagree. The game is brutal on setups that don't abuse the broken tools available to you.
Bravely Second and Bravely Default 2 both have far better combat for playing the way you want to. I will agree Second is more fun because a lot of the new jobs they came up with were really neat. Bravely Default 2 choosing to drop those jobs and go back to a lineup closer to BD was a mistake.
2 years ago
Anonymous
>I disagree. The game is brutal on setups that don't abuse the broken tools available to you.
I don't remember it being that bad when I was bumbling around with my basic b***h setup before later playthroughs when I knew about Stillness loops and whatnot. The only thing that was too easy to optimize and break was setting up a gigantic Bravely Second boosted special move which could easily get to one shot range for bosses, but even that was gated behind having all those specials and their components from the mini game. I will admit it's been several years since I last played it however. >Bravely Second and Bravely Default 2 both have far better combat for playing the way you want to.
Second absolutely, 2 will literally just "NO" you with lethal counters for something as broad as using physical damage against a boss. This is especially bad early game because magic sucks donkey wiener until much later. >I will agree Second is more fun because a lot of the new jobs they came up with were really neat.
Geist as a class and as a boss fight was peak jrpg experience for me. Spell craft was also very creative and unique, utterly baffling that they didn't bring it back in 2.
>remake 4HoL in the Bravely system >Crowns are turned into full on jobs >Bravely enemies as bonus bosses >Deneb gets a sidequest where you learn more about her
The game is fairly challenging, but it does give you some very strong abilities early on which remain just as powerful throughout the whole game, which turns it into easy mode.
I think they were counting on everyone inherently understanding that it was an anthology like Final Fantasy, the difference is that Final Fantasy didn't get it's first spinoff until it had 7 mainline games.
-None of the characters were as good as Edea or Ringabel.
-Absolutely shit change in character design, not even befitting a zero budget spin off. Yet they got more funding for this than BD or BD.
-World design was terrible.
-Game for Revo back but didn't utilize his music well at all. In fact, it seems like they were trying to snub the music every chance they got.
-Ruined the combat.
-Dialogue was more boring than Bravely Second.
-So many useless items.
RPGs run on world design, music and story. All three were terrible, so it's no surprise why it sucked. I could overlook the lackluster gameplay if the other stuff was interesting. But literally none of it was.
The game has just weird numbers. I mean cure is literally useless after like 2 hours. 3rd tier elemental magics cost 70 mp. Levels ups dont increase your dmg nearly at all.
So weird fricking choices that could easily be fixed. The basis of rpgs that every level up should be noticeable at least in some way
Went from moderately challenging for a turn based rpg piss easy even for piss easy genre. Also no rape correction redemption for the little artist girl and no graphic Gloria x monsters scenes.
development was disrupted by COVID and clearly rushed to make the deadline at the end. Jobs lacked the quality and quantity of BS. Boss fights were also less dynamic and interesting than previous games.
>development was disrupted by COVID
Pretty sure they were working on it for years before Covid even hit. The fact that they had already put years into it before the demo came out, then had to rush a bunch of changes because of the mixed reception to the demo, points to it being their fault. Not covid.
COVID still disrupted business practices while it was in development and the ending content of the game was clearly rushed. They needed more development time and COVID likely was a factor.
>Game about job system and party planning >every boss just expects you to use the new job you just got or becomes thrice as hard if you don't use it >Bosses have counter moves that are specifically designed to just shut down specific jobs. Have a bard in your team? Whoops, the boss gets to put a status ailment on you every time you use a spell, for free. >almost nothing but humanoid bosses with boring, predictable "oh no I am le corrputed" setups >Godspeed strike is literal button mash easy mode, requires no setup beyond leveling thief a bit >shit story
I really tried to like the game and I never had more of a feeling like I'm genuinely just wasting my time playing a game than with this
I thoroughly enjoyed BDII but it did have a lot of flaws. >Turn system changed, when the Brave/Default system was clearly designed for the old style >Jobs are very "safe", appearing like refined versions of BDI jobs instead of imaginative and creative like in BS >Counters got annoying fast >Info screens no longer tell you exactly how strong abilities are like in the previous games, only using vague statements like "very powerful"
Those are just some of my gripes.
>Get to end game >Portals open up to unlock full power of jobs >Try one >Cast spell >They all counter and get a BP >Use ability >They all counter and get a bp >Attack >Counter and get a BP >Default >They all counter and get a bp
Dropped the game and never finished, liked it enough up til then and I have a feeling I could beat the end boss easy enough
Just realized I didn't want to brainstorm the answer to the (blatantly cheesy) puzzle and just looking it up felt too dirty.
Yeah, killed all enthusiasm I had.
There’s a difference between the end game bosses and super bosses requiring broken synergy to survive and bosses just reacting to every action you take. If I recall super bosses in BD and BS would only counter if they took a turn to prepare it. They were threatening because they could shit out damage and ailments or used a unique mechanic that changed how fights work. Every boss countering an action is not fun and makes it seem like the devs didn’t know how to properly design a fight.
Removed otaku elements and made it western pandering game. Also kept chibi instead of going full models like in first game CG. Pretty much SE didn't give good funding also no yoshida art.
series peaked with the first game, and it was an 8.5/10 at the very best, I still haven't finished it because I got seriously bored after 20 hours or so
Bravely Second killed the fanart wave BD was getting (noticed how Magnolia got absolutely no doujins despite her hot design? Agnes and Edea got some). BD2 changing the artist didn't help.
Turn order and the designs of the main party were the only "bad" things. Otherwise, the game is great, BD2 is my favorite rpg on the switch and the only one i actually bothered to 100%
According to the lead director, his view was that people had a negative reaction to Bravely Second. And so he tried to make a game which was opposite of that as possible. But people still liked the world design, combat, characters and stuff from Bravely Second (and the first game). They just disliked the endless dialogue filler and music. This game ended up repeating many of the same issues the first two games had, while at the same time lacking all the worldbuilding, visual design and charm they had.
All they needed to do was make a game with the same tone as BD1, but cut down on the filler dialogue and improve the pacing. Instead, they made a game that tried to alter everything about the tone and still didn't improve the story.
No, they hated the characters of Second too, specially Magnolia as she was nothing like what the first gane secret movie suggested.
The name, for starters.
I don't get why Bravely Second had a negative reaction. It's got better gameplay than the first game and cut the crystal autism. Sure, the story is wackier, but it still mostly holds up.
>I don't get why Bravely Second had a negative reaction
I thin it's better too but some people have really negative reaction to re-used content which Second has a lot of. Also Magnolia was kind of a wasted character since they obviously wrote the teaser movie before they knew what the plot of Second was going to actually be
Not just the story, the dialogue too. The first game balanced serious and goofy while second was cringe inducing in how far it went with goofy which made it's serious moments completely hollow. Also, I don't know if this is just a dub issue, but the voice recording quality was disgustingly low, all S and P sounds had very noticeable crackling because they recorded it on a phone or something.
That said, Second wins out on having the best gameplay of the three. Really cool classes.
>I don't know if this is just a dub issue, but the voice recording quality was disgustingly low, all S and P sounds had very noticeable crackling because they recorded it on a phone or something.
Oh yeah, that was really weird. I remember wondering why the audio was like that.
This was specifically a covid issue, everyone was recording from home
The issue for me was that Second lacked the wow factor. The first game, I was amazed by the world/tons and wanted to learn more. But the hours upon hours of filler dialogue and contstant deflecting from world development to delay the big reveal in Chapter 5 really drained me. So it was a struggle to even get through BD.
When I booted up BS, I hoped it would avoid all that filler dialogue. But it still had tons of it. And since I had already explored a bunch of the world/tone of the first game, I didn't have that to keep me motivated. In fact, the second game ended up changing a lot of the visuals and music to the point that it felt like a different game in tone. So I was even less interested. Probably wouldn't have even kept playing unless Edea showed up.
It looked like shit, the story was shit, the characters were boring, and the world was boring too. Also chibishit was a mistake, they need to just make them full proportioned all the time.
>Also chibishit was a mistake, they need to just make them full proportioned all the time.
No. The first two games had chibi characters as well. That's what gave it a unique style. The problem is BD2 changed the character design. If they just stuck with the same artist and style as the first game, they would have looked good. Rather than looking like they come from a Walmart commercial.
As if they could keep Akihiko Yoshida to illustrate B-Tier games all the time they wanted
They got him to do a bunch of games even lower budget than BD. He was also not working on anything at the time BD2 was in production. This was started 3+ years before FFXVI started.
>No
Yes.
>The first two games had chibi characters as well
I know and I don't give a shit. Their full proportioned bodies looked way better
>That's what gave it a unique style
No it didn't you moron. What made it unique was Yoshida Akihiko's artstyle. Chibishit isn't unique.
>What made it unique was Yoshida Akihiko's artstyle.
Using his famous FFTactics style chibi designs. Fricking dumbass. Just wait for FFXVI. You're going to get all the "realistic" designs you want. And you'll see that they look more generic.
>Using his famous FFTactics style chibi designs.
That has nothing to do with chibi to you fricking moron.
>You're going to get all the "realistic" designs you want
Ah so you're just a moron. Having non-chibi body proportions isn't a realistic design you dipshit. You're telling me the pic of my og reply and pic related is realistic? Stop acting like an idiot.
>complains about chibi designs
>That has nothing to do with chibi to you fricking moron.
Make up your mind.
Akihiko Yoshida wasn't even the art director lol
I never said he was.
Concession accepted.
Realistic Yoshida is Nier Automata, and the only thing that looks good in that one is 2B ass.
Not true but you do you coomer.
Musa was not rebuilt
There is the cliche of defeating an enemy who was already defeated or sealed in the past.
BD and BS have more charm
There is also a slurp pasta with all the things that went wrong.
The game has other good things but it's just a 7/10 Team Asano game, average.
>*dies to save the israelites*
EWW
Bravely Default and Bravely Second should be brought forward to the Switch so the whole series is here.
the story was very, very safe and as such came off as boring. the character models were a strange blend of korean mmo and chibi.
still recommend though. solid jrpg, 7/10
Mainly just the combat system to me. Making it turn order based on speed and not just "Your side goes then my side goes" really gutted any strategy the series had. Before you could plan out entire turns and do really cool shit with different class abilities stacking on top of each other. Now the player characters feel way more limited in what they can do.
I'd assume stacking speed would be fun in that type of system?
he's talking out his ass. he really thinks that being able to see what your opponent's turn order is is necessary for strategy to exist
Not being able to see enemy turn order is the least of the problems. Synchronizing team actions, especially with the change to buffs and debuffs, totally fricking sucks in 2.
not being bravely sword
>meanwhile JP has BD brilliant light on mobile
The artstyle change
The bland story
The entire cast was just a notBD1 cast
Battle system changes
No crazy 4th wall breaking
THE FRICKING ARTSTYLE CHANGE
Bravely Third fricking WHEN
My biggest gripe was that devs nerfed the fun out of the series between counters, Equip weight, and individual turns. There's always going to be broken setups, and this game had them too, except now the rest of the game suffered for the attempt at balance.
the 'strategy' for all 3 games is killing shit in one attack or generating infinite BP
Yeah and? That was my whole point. Broken shit is present in all 3 games, the changes 2 made to address said broken shit didn't work and made the game less fun on top of it.
I like the counter system, it's more fun trying to make new party combinations to work around limitations then just sticking with the same one the whole game.
I constantly switched around jobs so as not to waste jp and still found them annoying.
>enter boss fight
>don't bother feeling out counters because for some dumbass reason most are RNG based (like 25%) so you won't necessarily activate them
>bank max BP
>unload all BP at once because anything outside of well timed burst in conjunction with buffs does tickle damage
>get annihilated by counters, but sometimes you don't until the second time you do this because lol RNG
>if this makes you lose fight, retry while switching to whatever doesn't set off the counter and steamroll boss the very next attempt
>endgame counters are pure cancer that feeds so much BP to enemies that you just cheese them to save yourself the headache
Counters would have been ok if they were 100% activation but did lower damage and the "BP because you sneezed" counters didn't exist. That way you can learn of them quickly and adapt mid fight to not get as greedy with Braving into the counter instead of getting obliterated, changing which flavor of unga you use, then obliterating the boss.
I take you didnt get to counter: any action
>sneeze IRL
>enemy counterattacks and kills my entire party
Thanks, Square.
I don't enjoy abusing broken mechanics so a game actually trying to make a fair combat system is far more fun for me.
You can make a fair team setup in BD and Second too, nothing is stopping you. 2 just makes normal, non autistically optimized gameplay less fun while still having broken setups, which I don't think is something any game can truly get rid of unless they embrace no fun allowed.
>you can have a normal setup in BD
I disagree. The game is brutal on setups that don't abuse the broken tools available to you.
Bravely Second and Bravely Default 2 both have far better combat for playing the way you want to. I will agree Second is more fun because a lot of the new jobs they came up with were really neat. Bravely Default 2 choosing to drop those jobs and go back to a lineup closer to BD was a mistake.
>I disagree. The game is brutal on setups that don't abuse the broken tools available to you.
I don't remember it being that bad when I was bumbling around with my basic b***h setup before later playthroughs when I knew about Stillness loops and whatnot. The only thing that was too easy to optimize and break was setting up a gigantic Bravely Second boosted special move which could easily get to one shot range for bosses, but even that was gated behind having all those specials and their components from the mini game. I will admit it's been several years since I last played it however.
>Bravely Second and Bravely Default 2 both have far better combat for playing the way you want to.
Second absolutely, 2 will literally just "NO" you with lethal counters for something as broad as using physical damage against a boss. This is especially bad early game because magic sucks donkey wiener until much later.
>I will agree Second is more fun because a lot of the new jobs they came up with were really neat.
Geist as a class and as a boss fight was peak jrpg experience for me. Spell craft was also very creative and unique, utterly baffling that they didn't bring it back in 2.
aside from BD, i wish we could get a port or remaster of Four Warriors of Light in BD style.
>remake 4HoL in the Bravely system
>Crowns are turned into full on jobs
>Bravely enemies as bonus bosses
>Deneb gets a sidequest where you learn more about her
Would be nice.
So can you make this game actually hard to beat or is it just piss easy like all RPGs
anyone?
The game is fairly challenging, but it does give you some very strong abilities early on which remain just as powerful throughout the whole game, which turns it into easy mode.
Well, the fact that they already made a Bravely Second so everyone just ended up fricking confused probably didn' thelp.
I think they were counting on everyone inherently understanding that it was an anthology like Final Fantasy, the difference is that Final Fantasy didn't get it's first spinoff until it had 7 mainline games.
Job design not as interesting as Bravely Second
The main party feel like off-brand versions of BD1's party
The new turn order system really does not mesh with the Brave and Default system, especially when enemy turn gauges are invisible to you.
Art style is an uncanny imitation of Akihiko Yoshida's style without really understanding why it works.
That's about it. There are issues but I don't hate the game overall. Both Default 1 and Second had issues too.
Unappealing character designs. That was the only good thing about Bravely Default 1 and they fricked it up.
-None of the characters were as good as Edea or Ringabel.
-Absolutely shit change in character design, not even befitting a zero budget spin off. Yet they got more funding for this than BD or BD.
-World design was terrible.
-Game for Revo back but didn't utilize his music well at all. In fact, it seems like they were trying to snub the music every chance they got.
-Ruined the combat.
-Dialogue was more boring than Bravely Second.
-So many useless items.
RPGs run on world design, music and story. All three were terrible, so it's no surprise why it sucked. I could overlook the lackluster gameplay if the other stuff was interesting. But literally none of it was.
Pretty much everything this anon said
End of Thread
The game has just weird numbers. I mean cure is literally useless after like 2 hours. 3rd tier elemental magics cost 70 mp. Levels ups dont increase your dmg nearly at all.
So weird fricking choices that could easily be fixed. The basis of rpgs that every level up should be noticeable at least in some way
CHANGING THE ARTIST!!!!!!
It had flaws but it's strengths shone through. Much better game than second
Went from moderately challenging for a turn based rpg piss easy even for piss easy genre. Also no rape correction redemption for the little artist girl and no graphic Gloria x monsters scenes.
How much the gane sold anyway?
~1m
Well, that is more than TS, last we heard it sold 800k and no news since then.
development was disrupted by COVID and clearly rushed to make the deadline at the end. Jobs lacked the quality and quantity of BS. Boss fights were also less dynamic and interesting than previous games.
>development was disrupted by COVID
Pretty sure they were working on it for years before Covid even hit. The fact that they had already put years into it before the demo came out, then had to rush a bunch of changes because of the mixed reception to the demo, points to it being their fault. Not covid.
COVID still disrupted business practices while it was in development and the ending content of the game was clearly rushed. They needed more development time and COVID likely was a factor.
>Game about job system and party planning
>every boss just expects you to use the new job you just got or becomes thrice as hard if you don't use it
>Bosses have counter moves that are specifically designed to just shut down specific jobs. Have a bard in your team? Whoops, the boss gets to put a status ailment on you every time you use a spell, for free.
>almost nothing but humanoid bosses with boring, predictable "oh no I am le corrputed" setups
>Godspeed strike is literal button mash easy mode, requires no setup beyond leveling thief a bit
>shit story
I really tried to like the game and I never had more of a feeling like I'm genuinely just wasting my time playing a game than with this
It wouldn't be a real Bravely game if it wasn't half awesome groundbreaking stuff and half the worst things ever put in an RPG
Did Elvis actually become the villain? I remember that being speculated from datamining the demo.
The villain is some fairy or some shit. The twist is that Adelle is also a fairy, but not evil.
I thoroughly enjoyed BDII but it did have a lot of flaws.
>Turn system changed, when the Brave/Default system was clearly designed for the old style
>Jobs are very "safe", appearing like refined versions of BDI jobs instead of imaginative and creative like in BS
>Counters got annoying fast
>Info screens no longer tell you exactly how strong abilities are like in the previous games, only using vague statements like "very powerful"
Those are just some of my gripes.
>Get to end game
>Portals open up to unlock full power of jobs
>Try one
>Cast spell
>They all counter and get a BP
>Use ability
>They all counter and get a bp
>Attack
>Counter and get a BP
>Default
>They all counter and get a bp
Dropped the game and never finished, liked it enough up til then and I have a feeling I could beat the end boss easy enough
so you got filtered by a superboss and quit?
Just realized I didn't want to brainstorm the answer to the (blatantly cheesy) puzzle and just looking it up felt too dirty.
Yeah, killed all enthusiasm I had.
the answer to the puzzle is: use the most broken combinations you can find. as thats what superbosses in bravely have always required
There’s a difference between the end game bosses and super bosses requiring broken synergy to survive and bosses just reacting to every action you take. If I recall super bosses in BD and BS would only counter if they took a turn to prepare it. They were threatening because they could shit out damage and ailments or used a unique mechanic that changed how fights work. Every boss countering an action is not fun and makes it seem like the devs didn’t know how to properly design a fight.
and if the enemy doesn't get a turn, what does it matter how many bp they have
Those where superbosses?
>can anyone please fall for my bait? please? anyone?
Removed otaku elements and made it western pandering game. Also kept chibi instead of going full models like in first game CG. Pretty much SE didn't give good funding also no yoshida art.
series peaked with the first game, and it was an 8.5/10 at the very best, I still haven't finished it because I got seriously bored after 20 hours or so
I don't care if game was bad, it still deserves more porn
Bravely Second killed the fanart wave BD was getting (noticed how Magnolia got absolutely no doujins despite her hot design? Agnes and Edea got some). BD2 changing the artist didn't help.
>no one cares about the big titty Native American
>no one cares about Airy's sister who wears a sexier outfit
>no one cares about Deneb
The Earth is gay and I hate it.
Nothing. It's a 6/10 just like the other games in the series.
Turn order and the designs of the main party were the only "bad" things. Otherwise, the game is great, BD2 is my favorite rpg on the switch and the only one i actually bothered to 100%
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