Breath of Fire (GBA) Playthrough Intro

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Published on ● Video Link: https://www.youtube.com/watch?v=pPLjIHmPqHU



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Let's Play
Duration: 17:00
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Breath of Fire, I actually never knew from first glance that it was created by Capcom. At the time back in the SNES, it was localized by SquareEnix (then Squaresoft), and under these circumstances, I naturally thought it was Square's game since they were a RPG gaming powerhouse emerging back then. Even though I did see the Chun Li cameo, I still thought it was a Square game.

I'm playing the GBA port of Breath of Fire because I like the character portraits and redone cutscenes (The dragon at the start is one example of a more refined look than its original counterpart) more than the SNES version; and when you have to look at character portraits that aren't to your liking (considering the existence of another option), it becomes a bit agitating. The menu structure I would consider is better structured as opposed to the icon style from the SNES version which by all accounts extrapolated little detail and help unless you had the instruction manual on hand. Some of the translation, not a whole lot, is touched up, such as one instance in which you can get 2 different FlameSH items, one clearly stronger than the other AND equipable with more than 2 party members; this was corrected in making the better FlameSH called LavaSH instead. Like most GBA ports, the music quality has taken a very noticeable downgrade, although not as bad as Final Fantasy 6 Advance's; this also applies to the greater color contrast as opposed to the SNES. Likewise from Final Fantasy Advance ports, there is also the inherent ability to dash (something lacking back in the original SNES version much to the dismay of many gamers back then). Important items such as the Tablet required to enter Agua, no longer take up actual inventory space and is instead placed in a separate key item storage similar to Final Fantasy 6's inventory. One thing I did notice, is that even though the game resolution is more cropped than the SNES version, it actually feels a bit better suited oddly enough. Some of the battle backgrounds and locations do seem larger than need be.

While the story direction is somewhat cliched, it has a few interesting twists (and plot holes and inconsistencies from time to time). The translation on the other hand is as restrictive as ever (this also led to numerous chars having their original names altered to something to fit 4 chars), despite being a port. You'd think Capcom would've revamped the text to fit more characters for items in particular. It literally becomes a guessing game on what the items are MEANT to abbreviate from. For instance: SpineCL, T-Drop, and what I believe is literally something pulled out of... you know... Wtzit (an item near the very end). If this game ever gets a proper remake, the translation better reflect this well. Which brings to light a very troubling deficit in this game and its port, the item and spell descriptions. You are provided VERY little detail of exactly what most of the things in your menu actually do. The worst case is accessories, all of them view merely 0 armor, 0 attack or whatever... AND? what else? is that IT? why have them at ALL? Surely they must have SOMETHING to be worth keeping and equipping? Perhaps this ring prevents the wearer from sleep? No? Why should anyone have to go through this guessing game that is literally with a WALL. Plain awful design in this regard, how THIS got through QA is beyond me. Not AS bad, but annoying is that various items and weapons can be used in battle to invoke a spell or effect, well what does ProtnB do? It just says "Can be used in battle" ... great thanks NOW I KNOW. Have fun with decrypting all this deplorable dribble of descriptions that'll annoy even Professor Layton.

Gameplay is the simple turn-based RPG seen in early Final Fantasy and Dragon Quest, so it's not hard to get into the game's foundations. What was very unique is giving each char a distinct ability when in the lead, which enables different routes opening up (not necessarily plotwise). Unless you've played the game before, it is sometimes very apparent that directions are not always provided to players, leaving them wandering astray for sometime until they just happen to stumble upon the next point OR resort to consulting a guide. Although it seems that hidden items are always either in chests or drawers, there are times when it shows up in other places in towns and dungeons rendering a very confusing outlook on exactly where if EVERYTHING has been properly cataloged for players to find at ease.

Graphically, the environments and sprites are very well done; much more detailed than most mainstream RPGs at the time like Final Fantasy 4. In addition to the well-known Chun Li cameo, there are a few others. The clan structure to diversify characters is a very interesting approach.

Title Music is called "A Messenger" from Fire Emblem: Path of Radiance.

Breath of Fire (GBA) is owned by Capcom, copyright 1993, 2001.




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