Farland Story 2
Farland Story 2 is a Super Famicom role-playing game released in 1995 developed by TGL. It centers on combat encounters, area and route exploration, and story, case, or mission progress, with controls, information, and pacing arranged around television output, a directional pad, shoulder buttons, and a six-button controller.
- AI score · out of 10
- 5.2 / 10
About this game
Farland Story 2 is a Super Famicom role-playing release centered on combat encounters, area and route exploration, and story, case, or mission progress. 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 / SNESAI review
AI reviews are subjective assessments, not player ratings. See each review for its evidence and limitations.Published date:
Convenient recovery cannot overcome lopsided front-line combat and cumbersome information access.
This next-generation fantasy retains familiar faces, appealing character art and a darker musical mood. Removing scattered chests and increasing movement reduces some travel burden, and the story can be entered without detailed knowledge of its predecessor. Battlefield cooperation is much rougher. Harsh enemy damage and frequent missed attacks leave many front-line units acting as bait or obstacles, while ranged and recovery specialists become disproportionately important. Per-turn saving and easy revival soften retries without making that imbalance engaging. Equipment and dialogue now require fewer screen changes, but checking HP individually and losing item-menu access after acting still interrupt management. Fixed expressions and abrupt relationship developments also weaken dramatic involvement. It is mainly for players willing to tolerate uneven tactics to follow the fantasy cast, with particular care required to protect the protagonist.
Strengths
- Per-turn saves and convenient revival reduce recovery costs.
- Fewer chest detours, screen changes and confirmations, with atmospheric darker music.
Weaknesses
- Lopsided front-line and accuracy balance, cumbersome HP/item access, and inconsistent expressions and relationships.
Who it is for: Players primarily interested in the Japanese fantasy cast who can tolerate uneven tactics.
Play notes: Original SFC sequel; the protagonist's defeat ends play immediately. Use per-turn saves, and do not mistake convenient revival for balanced combat.
View scoring basis
| Dimension | Review state | Score | Weight |
|---|---|---|---|
| Dimension The next-generation journey and reduced chest detours improve progression, but repeated late-game revival prevents consistently rewarding pacing. | Reviewed | 5.2 / 10 | Not provided |
| Dimension Recovery and positioning still matter, but disposable front lines and uneven hit and damage balance undermine varied unit cooperation. | Reviewed | 4.8 / 10 | Not provided |
| Dimension Fantasy character designs retain appeal, but mismatched expressions, dialogue and relationship setup weaken dramatic coherence and liveliness. | Reviewed | 5.9 / 10 | Not provided |
| Dimension Reduced screen switching and confirmation are improvements, but individual HP checks and restricted item access keep battlefield management cumbersome. | Reviewed | 5.3 / 10 | Not provided |
Review sources
Not provided
Core information
- Developer
- TGL
- Publisher
- Banpresto
- 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
- Categories
- Role-Playing · Primary genre
- Tags
- Long-term ProgressionTurn-based CombatMain Story 20–50 HoursFantasyExplorationLevel ProgressionSolo-friendlyTop-downStory-drivenReal-time CombatWar2D Graphics
- 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
- Super Famicom / SNESWorldwide1995
Game gallery
Sources
Not provided