Current version:Super Famicom / SNES
Elfaria 2 - The Quest of the Meld

Elfaria 2 - The Quest of the Meld

Elfaria 2 - The Quest of the Meld is a Super Famicom role-playing game released in 1995 developed by Red Entertainment. It centers on character or equipment growth, story, case, or mission progress, and area exploration, with controls, information, and pacing arranged around television output, a directional pad, shoulder buttons, and a six-button controller.

AI score · out of 10
6.1 / 10
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About this game

Elfaria 2 - The Quest of the Meld is a Super Famicom role-playing release centered on character or equipment growth, story, case, or mission progress, and area exploration. Story beats, exploration, and progression resources support a longer campaign, with progress divided into stages, tasks, matches, or growth milestones that make its immediate goals understandable. Its value depends on whether these rules continue to create judgment and room for mastery rather than on campaign length or series recognition. Short campaigns are judged by repeat-challenge value, while longer ones are judged by variety, pacing, and recovery after failure. Characters, world building, maps, and music carry most of the atmosphere, while sprite animation, scrolling, color, and chip-based audio jointly carry readability and atmosphere. The main genre-specific friction is that dense text, menu layers, repeated battles, and language dependence can slow progress. In addition, password or battery saves, multiplayer accessories, manual dependence, regional language, and cartridge enhancement chips can affect original-hardware use. This description covers only this release and excludes emulator features, modern-port conveniences, and content from other platforms.

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Super Famicom / SNES

AI review

AI reviews are subjective assessments, not player ratings. See each review for its evidence and limitations.Published date:

6.1 / 10Super Famicom / SNES

Interesting equipment growth slowed by passive combat and late attrition.

Elfaria II places much of its appeal in equipment melding, charging and formation preparation. Combining weapons and materials creates new gear, while developing skills and arranging front and rear ranks provide continuing goals. Semi-automatic battles reduce command entry but also limit active decisions; depleted rear-rank magic makes participation particularly narrow. Early dungeons grow into longer journeys, and recovery supplies and levelling requirements encourage repeated similar encounters. Character development, striking skill effects and appealing music sustain the adventure's atmosphere, although some story points remain incompletely explained. Directional selection and approachable crafting help entry, while a small inventory and limited saving or recovery opportunities complicate longer expeditions. It best suits Japanese-reading equipment tinkerers willing to accept a less active combat rhythm.

Strengths

  • Melding, charging and formations reward preparation.
  • Skill effects, music and character development add atmosphere.

Weaknesses

  • Limited active choices and repeated late-game attrition slow progress.
  • Inventory and stopping constraints accompany incomplete story explanations.

Who it is for: Japanese-reading RPG players interested in equipment recipes and semi-automatic combat.

Play notes: Original Japanese SFC sequel. Prepare supplies and save before longer dungeons; emulator save states do not improve this original-version assessment.

View scoring basis
DimensionReview stateScoreWeight
Dimension

Increasing attrition and repeated levelling weaken progression, despite gradually developing equipment and skills.

Reviewed5.3 / 10Not provided
Dimension

Crafting and formation choices give preparation meaning, but limited active options can make combat feel passive.

Reviewed6.2 / 10Not provided
Dimension

Distinct skill effects and appealing music support the adventure, while gaps in narrative explanation limit its coherence.

Reviewed7.2 / 10Not provided
Dimension

Simple commands and clearer crafting help usability, but inventory pressure and limited stopping points make longer sessions awkward.

Reviewed5.9 / 10Not provided

Review sources

Not provided

Core information

Developer
Red
Publisher
Hudson Soft
Release date
1995
Platforms
Super Famicom / SNES
Content kind
Game
Release state
Released
Region
Worldwide
Official website
Not provided
Offline minimum players
Not provided
Offline maximum players
Not provided
Online minimum players
Not provided
Online maximum players
Not provided
Tags
FantasySolo-friendlyTurn-based CombatLong-term ProgressionTop-downLevel Progression2D GraphicsStory-drivenExplorationMain Story 20–50 Hours
Supported game languages
Not provided
Requires base game
Not provided
Standalone
Not provided
Age ratings
Not provided
Play modes
Not provided
Perspectives
Not provided

Release editions

Sources

Not provided