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CGA-2026-07 🕹️🔥⚔️ REMOVE CARTRIDGE ⏏️ Lufia II: Rise of the Sinistrals
Well, the time is about up for this month's CGA, so I hope everyone that gave Lufia II a shot enjoyed it and defeated the Sinstrals forever. JK, it's a prequel, we know they came back :)
Please feel free to talk freely about the game in the comments and let everyone know how far you got, what you liked, and what you didn't.
I was able to finish the game and I beat the ancient cave (my true goal) on my second attempt. Did anyone else give the ancient cave a try?
Our next host is u/Boojum with the amazing game The Legend of Zelda: A Link to the Past. I'm super excited about this one, even though I've played it a dozen times, as it is my favorite Zelda game.
CGA Announcement: We have officially ejected the cartridge for Lufia II: Rise of the Sinistrals.
This topic is for people to share their parting thoughts and experiences. Spoilers are NOT required to be hidden for this topic, so if you're reading this before you've finished, be careful about reading any comments here.
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I actually really enjoyed this one, though I did only play for three hours and fifteen minutes, according to my save file.
This is my first experience with Lufia and I am very typically not a fan of JRPGs, with a handful of exceptions. Upon first starting the game and seeing the art style, I really didn't expect much of this one and went in thinking, "Oh, another one of these.", but ended-up pleasantly surprised.
I very much enjoyed the combat in this game; I was expecting something akin to Dragon Quest or Final Fantasy, but it felt decently different and each encounter I did felt pretty fun and interesting. I also very much enjoyed the music and I think the battle music will be stuck in my head for quite a long time.
One other thing that very much pleasantly surprised me was being able to see the enemies before I encountered them. One of my biggest bugbears with the genre is random battles and in Lufia, it felt like I could avoid them if I wanted to or, most often, engage the enemies. Going into any given room, it felt like there was life there for lack of a better term and not just an empty dungeon with random battle screens. I really, really liked that about this one.
Ultimately, as much as I enjoyed it, I'm probably good on this one and don't think I'll be continuing and have no real desire to go back to it. It just isn't my style of game, but again, I very much did enjoy what I played of it.
Since it was a turn based RPG, I expected some people to skip it based purely on preference. Thanks for giving it a shot!
I definitely enjoy turn based games--I'm actually very into tabletop wargaming and have played I don't know how many hours of Civ, Heroes of Might & Magic, as well as numerous turn based RPGs--but I did wnat to mention, something I forgot which @JCPhoenix mentioned is that I really did like the puzzles.
They weren't overly challenging or anything, but I appreciated the fact that they were there and gave a little more life to the world. JRPGs often feel quite lifeless to me, so to have even these basic puzzles in the game lent it something a little bit more than other games I've played in the genre.
Some of the later puzzles get more challenging, I can definitely see some people lose their patience with them and reach for a guide. I do like that they are there as well, it breaks up the game a bit. As I mentioned in the intro, the first few hours are a bit standard RPG trope-ish, but at least the puzzles and the original mechanics ideas make it fun.
A handful of more people will probably comment in on their experience, but it looks like this game was a big long for a CGA choice. I believe @kfwyre and I did discuss this as a potential issue when discussing the schedule, but I clearly underestimated people's appetite for such a game. I wish people had been able to get to the Ancient Cave (@Akir was fairly close). It was fairly revolutionary at the time. As has been mentioned by others (including me in the INSERT post), the capsule monsters mechanic absolutely is vague in how it works. Modern games would have done it differently and probably explained that the monsters evolve into bigger forms with different abilities. You end up with several of them by the end, some being quite useful (there is a fairy monster that heals that can really save your butt).
Since we're over, please feel free to ask any questions about anything and I'll do my best to explain and "spoil the magic" as my wife likes to say. :)
I've put 30+ hours in and still have a heap more to go (just skipped the Ancient Cave but plan to come back much later)- just want to say thanks for recommending! I'm having a lot of fun with the game (the dungeon puzzles are a highlight for me), and I don't mind that it's long. I consider CGA to be a jumping-off point rather than a month-long crunch to finish the whole thing.
That great, I'm glad you are enjoying it! If you have any questions about any odd mechanics, especially the Ancient Cave, feel free to PM me when you get to it later.
Hmm! I thought I'd be behind here, since I started a little late and then was occupied with business travel and illness. But reading through the comments, maybe I got farther than everyone but @zod000?
Anyway, my last play session ended at the door to the Tower of Sacrifice. So I basically got far enough to see the time skip, the aftermath of that, and then get access to the Ancient Cave and finally make it to the eastern continent. My party's around level 31-33ish after just under 14 hours played. (So I didn't get to the end like I'd hoped or even surpass my original playthrough from the early 00's where I'd got up to level 50ish after 20 hours, I think. But that's okay; I can still finish on my own time at some point.)
Probably the most interesting thing of my play through was beating the first Gades fight (which you're scripted to lose) at the top of Gordovan West Tower with a level 25 max party and everyone alive at the end. Granted, it took liberal use of emulator save state scumming to allow for some precognition on where to target my healing each round. But I did it!
Some things I enjoyed, or at least thought was ahead of it's time:
Some negatives
Anyway, despite my complaints, I've still enjoyed my time playing it and I'd like to beat it one day. And maybe even try the Ancient Cave.
Its great to hear your you got that far, I hope you get to complete it later. Your pros and cons were pretty spot on, two of them (sprites and town variety) ,which others have touched on in their comments, really just show how much of a leap FF VI (III in the US) was when it came out. It really pushed the SNES to its limit and even very early PS1 RPGs didn't look as good IMO (I'm looking at you Beyond the Beyond).
I'm very impressed that you managed to beat Gades without serious intentional prep. I have never played it on an emulator (only because I still have my working cart and SNES), so I haven't had save state shenanigans at my disposal, but that is a tough fight you are supposed to lose. I actually used to reset my game when I'd lose and do the fight over (I didn't bother this playthrough) because he has a chance (something like 12.5%) to drop the Gades Blade which has the best IP attack in the game. You can get it temporarily in the Ancient Cave because its random. Even though its stats are low by late game/end of Ancient Cave, it can be worth using for a specific fight. IIRC it does 8x damage and uses essentially the entire IP bar.
Anyway, I wish more people gave the Ancient Cave a single try during their run. You can get some excellent permanent items that are only replaced extremely late game.
Unrelated factoid because FF VI keeps getting brought up. The game was not intended to be so long (and amazing). The entire World of Ruin was the result of the game being seriously delayed, and is the rare case of a delayed game being great because of a delay.
Thanks. And yes, FF VI has a special place in my heart because it was what I picked when my parents asked me what I wanted for Christmas back in 1994. It made a slightly sucky Christmas break much better. And I'd heard that about the development to - IIRC the release was delayed but development was a bit ahead of schedule and that extra time allowed them to add the WoR. I still remember being stunned, thinking "Wait! What? The villain wins?!" when the WoB->WoR moment happens in the plot, as it was the first time I'd ever seen anything quite like that.
Regarding the Gades Blade, I think it must be a 100% drop rate. Rather than it being mentioned as loot like usual in the post-battle report, there was a scripted event where Maxim held it aloft while the item-get jingle played and it announced in a special text box that I'd got it. And yeah, I didn't use the Octo Strike IP much, but it was fun watching Guy finish off both of the dual clown bosses in a single action, smacking them for around 4 hits each at 250 hp damage per hit. (It would have worked well if it were one of those annoying bosses where you had to time things carefully to finish off all of the parts at around the same time or they'd regenerate.)
I'm going to turn my attention for now to ALttP, since I'm hosting that this month, but I'd definitely like to return to Lufia 2 later to finish the story and give the Ancient Cave a shot. (And thank you for hosting Lufia 2.)
The Gades Blade is definitely not a 100% drop rate. Source: My endless annoyance repeating the fight to get it!
I also got FF VI that Christmas. My parents wouldn't spent that much on a game so I convinced my wealthy grandparents to get it. They had no idea what they purchased, but they were very glad I was happy with it lol
Sadly, I wasn't able to play this month's game but it won't stop me from weighing in on what I remember. I puzzles in this game were far more abstract than I remember other SNES titles being. Also, having a story that plays out before the original game was also great.
Be it Zelda, Phantasy Star or Lufia, there's something magical and ancient feeling about ordinary people fulfilling a cosmic destiny by taking on a known foe that comes around once a generation.
I drifted away from Lufia II pretty early on. I think I played for about 6-7 hours. Some of it was backtracking and a part of it was grinding early on to be able to beat the fish in the cave.
I can definitely understand why some people love the game so much, but I can also see why it isn't more popular. Personally, I found it (well, the beginning of it) interesting in its unevenness. The highs were quite high, but there were also many aspects that annoyed me. Ultimately, it was the repetition, both in the gameplay and the music, that made me stop playing.
The music in particular. While some of the soundtrack is excellent, there were bits that I developed a very visceral negative reaction to. And unfortunately, they were the tunes that I kept hearing the most: the dungeon music and the battle music. For some reason, the repetition in the dungeon theme in particular drove me absolutely nuts.
But Lufia II got me thinking about jrpgs again, a genre that I have never been all that comfortable with. And through that process, it accomplished something that no other title has: I finally booted up Final Fantasy VII. A game that I have heard so much about over the years, but which I had never tried. I thought it could help me understand why my relationship with jrpgs is what it is.
I didn't find the beginning of FF7 much more interesting than Lufia II. As with Lufia II, I felt I was being pushed forward in a pre-determined story, with game mechanics little more than an excuse to tell that story, rather than the story serving the game experience. And while there is nothing objectively wrong with that, it's just not all that enjoyable for me as I rarely find video game stories interesting. They just aren't the kind of stories I would seek in other forms of narrative media. And neither are they typically told in ways that I would find very exciting. For some reason, most games just try to be films or books, but films and books are so much better at being films and books.
I then remembered that FF7 is currently being remade into a trilogy games. And since I had just reached the point in Final Fantasy VII where the first Final Fantasy VII Remake ends, I decided to continue the story in the new trilogy's second part, Final Fantasy VII Rebirth, which came out a couple of years ago.
This was an interesting experience because it made me appreciate both the original Final Fantasy VII and Lufia II more. Not that there is anything objectively wrong with Final Fantasy VII Rebirth. By all accounts, it is a very well made game, at least based on what I have played. But it doesn't solve the main issue that I have with these games: the feeling that I'm just being pushed around in a theme-park ride through a pre-determined story that doesn't quite interest me, with none of the interactive bits (what I would call the "game") really mattering all that much.
In fact, the new game makes it worse. The way Final Fantasy VII Rebirth tells its story engages me less than what I experienced in the original Final Fantasy VII, or Lufia II for that matter. This puzzled me for a while, but then I realised that it's likely because of the new game's heightened presentational realism.
In the early 1980s, text adventure company Infocom ran an ad claiming that they utilise the world's most powerful graphics technology. In that ad, they pointed out:
And I don't think it's just graphics. In all sorts of ways, technological limitations that older games faced left more gaps in the end product that my own imagination needs, nay, gets to fill. When I play the original Final Fantasy VII, I imagine it as a grittier, more grown up world than what Final Fantasy VII Rebirth gives me. Text based dialogue always sounds better in my head than what voice actors can produce. Symbolic representation is more meaningful than realism to me. In other words, even if the main story-beats are largely the same, in the original game I have to supply a lot of my own interpretation to join the dots and colour between the lines. Rebirth is of course very likely closer to the original creators' intentions, but I do like my version better.
Like I said, I only played Lufia II for about 6-7 hours. But it actually felt a lot longer. So much seemed to happen. The same is true of the opening section of the original Final Fantasy VII. In roughly seven hours, it had me play an eco-terrorist responsible for untold death and destruction, before plunging me into a world full of sex trafficking, slavery, corporate power dynamics and something of a eugenics program. That's fairly much.
In contrast, I have now played Final Fantasy VII Rebirth for about the same length of time and time seems to have flown much quicker. But not in a good way. It feels like neither the story nor the gameplay has really moved forward. This is partly because of the way Rebirth structures its narration, and also because they have really stretched out the story, but I think also because of what playing these games requires of me. In older games, I am a much more active participant than in Final Fantasy VII Rebirth, where much of the time I feel like a passive observer. Fewer things seem to happen to me, fewer memories are generated, and that I guess makes subjective time pass faster. I feel like I'm getting far less out of the remake than I did from the original.
I suspect this is the main reason why I generally find stories told by older video games if not better, at least more memorable than those found in newer titles. In older games, I am a more active participant in the interpretation of what is going on, almost a co-creator, and therefore their stories, or at least the style in which those stories are told and the thoughts that they generate in my brain, are more to my liking.
Having said all that, the Final Fantasy VII remake series seems to be attempting something interesting when it comes to narration, storytelling and the game's relationship with the original game. Or at least there appears to be a level of self-awareness in it of being a remake, baked right into its narration. Whether it develops anywhere interesting, I don't know, as I'm still at the beginning of that second game. But I'm mildly curious to see where it all leads.
I'm sorry I can't really say much more about Lufia II, the game I was supposed to play. But it did lead me to some useful reflections and gave me a better understanding of some things, which I consider a definite win.
No need to apologize, and thanks for the interesting comment. One thing I'd like to point out is that the FF VII remakes are not actually a remake, they significantly change the story in a interesting, but honestly bizarre way that implies that the game world is well aware that it is doing things "wrong" (i.e. not how the story was supposed to go) and that something is pushing back against you. I applaud the meta story, but I don't know that it is going over as well. All the rest of it I agree with. The graphics and dialog are on paper significantly improved from the original game, and yet, it does have that "theme park" feel to it far more so than most story driven RPGs.
Just checking in to say that I'm still working on this one, and so glad that it was recommended! I've made it past the time skip, and am still chugging away happily.
I expected to like this one, but I was surprised at how much it clicked with me right away. Old school RPG plus pets plus puzzles? Oh yeah, that's my style. I also really liked how easy it was to reset the puzzles, so I felt like I could just start going at them and play around to figure them out. I've enjoyed exploring all the dungeons and only got lost a few times. I definitely did some backtracking but I also feel like the ability to avoid monsters OR kill them to gain more xp meant I wasn't as frustrated as in some games where I have to backtrack in dungeons.
I had to consult outside guides as to the capsule monsters, because they really weren't making sense to me as I never seemed to have the right items for them. I didn't mind that they weren't controllable because that's one less button to press, but I didn't like having them be able to flee.
The stuff I have enjoyed the least - I think the sprites are kind of meh for most of the monsters. I find myself sometimes trying to make out what the details are supposed to be, and I suppose they are just not an art style I love. I also found the dialog to be kind of meh and the character development, but maybe that changes in the rest of the game. The time skip had me watching all these scenes and wondering why I'm supposed to care? But that didn't stop me from plunging forward to explore the next dungeon, which I'm going to get back to now!
I'm glad you're enjoying it! It is understandable that you wanted a guide for the capsule monsters for exactly the reasons you said. Also, it clearly makes sense to focus on a single pet that you prefer as you can take better advantage of the items that are universally liked to grow the pet more. I am sure you now know the quirky tricks to manipulate the desired item since you read the guide. From what I understand, when the game was later released in the EU, they tweaked that functionality to make it less annoying (essentially having it desire items that are easier to have in certain areas of the game). You're not wrong about the sprites. They're not terrible, but they are also not Square quality, which was the gold standard on the SNES.
I am like 99% positive that I rented this game from Blockbuster back in the day as a kid. But I don't remember any of it. Which I guess isn't that unusual; I don't remember every game I ever rented. As such, playing Lufia II this month is basically a completely new experience for me.
Context: I played about 11hrs total. The last place I got to was the tower west of Gordovan, after it just got destroyed. I played the US version via emulator (the new ZSNES emulator is pretty nice btw).
I'll start with two things I liked. The first one is the puzzles. It's a nice way to break up the monotony of moving through a dungeon. While I didn't need a guide for most of the puzzles, there were definitely a few times I was like "Screw it, give me the guide," if I couldn't figure it out after a few attempts. But there was never a time I was exasperated by them.
The other is that I think the game did a good job of explaining what various spells and IP skills (special moves attached to various equipment) do. I feel like games of that era often didn't do that. Like you got a new spell or ability, and really the only way to tell what it did was to use it. If you were lucky, you got a brief though almost cryptic description. But with Lufia II, you actually get stuff like "3 times more damage than normal attack. Effective against enemies vulnerable to ice." Nice! Honestly, sometimes even more modern JRPGs aren't that descriptive!
And those descriptions are super helpful. Case in point, the spell "Poison." What's its description? "Antidote for poison." Wait, wut? Well glad that the descriptions are decent! 😅
On the other hand, I found the dialog to be pretty disappointing. It's super basic. And the little dialog that is there feels forced. Nothing the characters say feels worth remembering. Many times, I just found myself quickly skimming dialog so I could see where to go next.
Additionally, the overall gameplay loop felt pretty basic, too. By the time I got to the tower in Gordovan, I was like, "Again? Another tower already?" I understand that JRPGs have a pattern. Start in town, get quest to save/retrieve person/item, go to dungeon to save/retrieve person/item, head back to town to turn in person/item, then go to next town and do it again.
But it's very in your face here. It doesn't feel very "hidden" underneath the overall story. Hell, where are the sidequests? This is a surprisingly linear game, even for a JRPG. Almost felt like Final Fantasy XIII, where you're just constantly, go, go, go, go, go!
Which got me thinking, "When did this game come out?" Because it feels quite dated. And not just in dialog, but like...everything. Well almost everything. The whole Pokemon-esque thing, which I didn't really understand why it's there, is obviously a bit forward thinking.
Anyway, surprisingly, it was 1995 (released in 1996 for NA). Hmm...Wait, what other games came out around this time?
Quite the competition. As such, Lufia II feels like it could be a late NES game or super early SNES game (Final Fantasy IV came out in 1991, for example).
Perhaps I need to play more of Lufia II. And I think I will. I probably won't finish it; I don't finish most JRPGs. It's definitely not what I was expecting. I place a lot of emphasis on story, characters and dialog, and world building and lore. And I'm just not really seeing much of that here. Yet, anyway.
Maybe that's why I don't remember playing Lufia II back in the day.
Regardless, great choice by @zod000 and the rest of the community for CGA! I get that Lufia II stands in the shadows of its more well-known peers. But that doesn't mean it's not part of the "JRPG canon." And as someone who really, really enjoys JRPGs, I'm glad to have had the opportunity to play it.
It sounds like most people didn't get too far into the game (@Akir gor the furthest that I know of), the story does get better, but I don't think it would necessarily alleviate your issues. I am actually surprised by your 11 hour playtime for where you were in the game, maybe the puzzles or general unfamiliarity slowed people down more than I expected. This will probably make me hold back on recommending any more RPGs in the future as this is honestly one of the shorter ones.
I don’t think you should refrain from suggesting RPGs. I have been skipping most of the games in CGA and this one actually got me into it! You should also consider that enough people wanted to play this game that we voted it in.
Maybe in this particular case the game just didn’t meet people’s high expectations. I’d imagine that some may have been expecting a hidden gem to rival Chrono Trigger.
I do consider it a hidden gem, but Chrono Trigger is quite literally the most lauded JRPG of all time made by the "Dream Team" all-star combination of different dev groups (Square, Enix, Akira Toriyama and friends). Even the sequel to Chrono Trigger let me people down in comparison to that masterpiece.
That 11hrs definitely includes some AFK time. I'd often get distracted with something else then just have the game running in the background. But I wouldn't say I left it running for hours either. There was definitely some time spent making sure I got all the hidden chests and such in dungeons, so lots of going back and forth. Plus, doing a little grinding just for the hell of it.
I wouldn't not recommend RPGs/JRPGs in the future. I don't think there's an expectation that anyone finishes a CGA game. Or even gets that far. It's more important that people try the game at all. Though of course, there are some genres or titles, period, that I'm just not interested in. So I haven't played most of the CGA choices. Regardless, I appreciate that someone is recommending JRPGs!
Back to the game itself, I did wonder if I was being unfair to compare Lufia II to its peers, rather than looking at it completely stand alone. But it's not like my criticisms would've gone away if I had looked at Lufia II that way. For me, I tend to evaluate on lore, story, characters, etc. Less so on mechanics and gameplay. Most JRPGs that I've played, that I've enjoyed, aren't doing anything groundbreaking mechanically or through gameplay. They're just telling an interesting story with interesting characters in an interesting world.
But like Akir said, which I agree with, these things aren't memorable here. These towns and kingdoms can be substituted with each other and I wouldn't notice (which isn't unique to some of the earlier JRPGs). The characters, so far, have no depth or personality.
Now I don't doubt that the story gets better. And maybe so do the characters. But then that's its own issue. When does it get better? After several hours of waiting for "the hook," how much longer should I wait?
At the end of the day, I'm just prioritizing a different set of factors.
As I mentioned in another comment, I think I misjudged how much time it would take for the story to twist, the "hook" as you call it. I got there in roughly 7 hours, but I know I was blasting through it. I expected most people it would be around 9-10 hours. The beginning is very "trope-y" from a story and lore perspective. I suspect part of that is that the game is a sequel (well prequel) and there was some presumption of many players going in with some notion of things outside of what is presented. I think the game stands more than well enough on its own, but I think that until you get the that point (as @Boojum calls it "after the time skip") it is supposed to feel like a standard fair "yay, we beat the bad guy everything is saved!" and until it then isn't. That alone doesn't seem all that original from a high level, but in detail it actually is much better done than other older RPG stories. In more recent RPGs, that are also usually much longer, they usually do this sort of thing by breaking the game up into chapters so it is clear it is a separate part of the story.
I didn’t finish unfortunately. I got through what I assume to be about the midpoint of the game after saving the world from the apparent big bad.
Lufia II has some great ideas and I think they are generally well implemented but the problem I have with the game is that it is just too mechanical and regimented. While I never felt like I should be spending too much time grinding the overall pattern - going to town, reading some extremely rudimentary dialog, going to a dungeon, rinse and repeat - got incredibly repetitive. The game desperately needed more time with its characters, both in terms of its main party members and the minor ones in town. It was really disappointing to be able to go back to Elcid and hearing all of the NPCs repeat the same dialogue as they did when I first set out! The world has changed just a bit in the entire year I’d been gone! It really illustrated the lack of overall dynamism that even contemporary RPGs were offering. In spite of clearly expending a great deal of budget and effort, it kind of made the game seem like a cut down minimalist gameboy RPG à la SaGa.
I haven't tried to play the original Japanese version (because I likely couldn’t read it), but the localization effort seemed to also be lacking. The default text speed is just a tad too fast, and I wouldn’t want to slow it down simply because the wording is usually awkward in some way and I don’t want to focus on it too much.
But as I mentioned earlier, the mechanics are fantastic. The battles are mercifully short, and even the magic animations are not too long. The game is really well balanced and I’d say combat in general is pretty easy. The puzzles are fairly well designed and don’t feel like they’re “in the way” of the overall experience, and I particularly like being able to shoot monsters in dungeons to walk past them and the challenge of getting them where you want them to be. I’ve got to say though, I really don’t get the capsule monsters. It’s nice to have an extra damage sponge who doesn’t need pampering but they are such a mixed bag and the evolution system is extremely vague and unclear. And what the heck is IP supposed to stand for?
My overall arbitrary rating for this game is a 4.5 out of 10. It’s a mechanically super solid game but it commits the cardinal RPG sin of having a world, characters, and plot which are completely unmemorable. The art and music are very well realized but they don’t stand out much in the echelons of SNES RPGs.
4.5/10 is rough, I guess the game isn't for you. I suspect you are remembering SaGa through rose tinted glasses (I am actually a super fan of that series), but it's all good. You were more like 1/3 through the game, that's too bad that you didn't care for it. Also since you asked, IP stands for "Ikari Points" essentially "anger points" i.e. what gets called a limit break in later jRPGs which isn't really a better description IMO.