Main game
3.17 average rating based on 6 ratings
Dual Orb 2, for SNES
Rating: 7.0/10; Good
Despite the high difficulty it is worth playing for any Jrpg fan. Maybe use a walkthrough to better prepare for the hard parts
Dual Orb 2 is a Jrpg that is more condensed and linear than typical whose biggest claim to fame is a brutal and sometimes unfair difficulty. It does still follow the formula of traveling around an overworld, towns and dungeons with random battles and turn based menu combat. One unusual mechanic is the equipment system. At the beginning you will notice there are only 2 equipment slots; weapon and armor, so no accessories. Armor follows typical Jrpg progression though there is one type of armor that gives extreme magic protection in exchange for 0 physical protection, creating a bit of tactical choice. There are only a few weapons for each character, as low as 1 for some. Instead, each weapon has a + level ranging from 0 to 20 that determines how much damage can be done. Weapons with better levels can be found as treasure and purchased, or you can spend money at the blacksmith to level them up. Cost is the factor that prevents you …
Dual Orb 2, for SNES
Rating: 7.0/10; Good
Despite the high difficulty it is worth playing for any Jrpg fan. Maybe use a walkthrough to better prepare for the hard parts
Dual Orb 2 is a Jrpg that is more condensed and linear than typical whose biggest claim to fame is a brutal and sometimes unfair difficulty. It does still follow the formula of traveling around an overworld, towns and dungeons with random battles and turn based menu combat. One unusual mechanic is the equipment system. At the beginning you will notice there are only 2 equipment slots; weapon and armor, so no accessories. Armor follows typical Jrpg progression though there is one type of armor that gives extreme magic protection in exchange for 0 physical protection, creating a bit of tactical choice. There are only a few weapons for each character, as low as 1 for some. Instead, each weapon has a + level ranging from 0 to 20 that determines how much damage can be done. Weapons with better levels can be found as treasure and purchased, or you can spend money at the blacksmith to level them up. Cost is the factor that prevents you from making overpowered weapons, with each smith having a certain level they can upgrade to without costing a fortune. There is an optional smith that has the best prices; the closest thing the game has to a sidequest.
Maxed out weapons give access to powerful tech attacks, which can only be performed when the character is at critically low health. A feature that is not mentioned in the game and which is accessible from the 2nd battle menu accessed by pressing "L" or "R", another feature that is not indicated. The difficulty balance of the game goes a bit overboard with the strategy of using basic revive items/magic to keep characters at low hp to use these techs, especially towards the end of the game when you do have access to that ultimate smith. The early to mid game is still difficult, with enemies inflicting big damage and very quickly forces you to learn the advantage of the rows. Front row characters are more likely to be attacked so it is critical to have the tanks with best defense and hp there, but you also have to manage distributing enemy attacks enough to prevent your tank from taking enough attacks to kill him. Other than the standard attack and defend, characters can change row, change equipped weapons, use items and each has a unique special ability; usually magic. Items are fairly standard but the Final Fantasy elixir that fully recovers hp and mp is a thing you can buy at the shop. You know, to help offset that difficulty. They are very expensive though. Magic is clearly described and extremely useful. The healing spells are among the best I have ever seen. The hero starts with a weak one that heals a small amount but the next heals 50% of the target's max hp, and later he gets a heal for 9999 (far more than the characters will have). The mana cost between these spells is not huge and it both makes healing very user friendly and tactical as you can work out the math to see which heal is the most efficient for each casting. The other white mage has a single heal with low cost that scales with her level. The game says it is a random amount, but no it is a fixed amount that increases as she levels up. She also gets a full revive spell, which can still be cast on a living target to fully heal them. The black mage has regen. Yes regen is apparently not white magic in this world. Black magic nukes tend to do far more damage than regular attacks, especially if the enemy is weak against that element. This also applies to the characters though, and enemy black mages are among the biggest threats in the game, to the point of making you want to flee or use status effects to prevent their damage. Too bad status effects are not reliable. There is no audiovisual feedback for when a status takes hold, other than bind making the enemy stop animating. I was never able to get silence or confusion to work, and it seemed like bind either worked 100% or 0% of the time, which leads me to believe that enemies can be flagged as being immune to status effects, or status effects only work on lower level enemies. Buffs have no indication of whether they are in effect other than seeing numbers change. It seems like they last an entire battle but it is not clear if the same effect stacks, like the 3 different spells that boost defense.
There are only a small number of enemy configurations for random battles, which allows you to learn the best way to defeat each but also makes the battles more repetitive. The enemies tend to have unusual abilities, such as multiple attacks, healing and very high damage magic, that combine with high damage basic attacks to make almost every fight an engaging struggle to preserve your resources. Occasionally this goes too far, like with a particular battle in the final dungeon which has 2 mages and a turtle; the mages cast the most powerful spell in the game and get to go first so this battle has a very high chance of wiping your entire party. Other times the battles are easy and you can use the auto battle. The main difficulty with the game comes from the bosses and their sheer damage output. The very first boss for example hits so hard that you need to heal just about every turn to prevent death. Later bosses can easily kill the hero in 2 hits and get 2 or 3 attacks every turn, making it incredibly difficult to survive. I mean damn, was this game even play tested? On top of that there are some bosses beyond points of no return where you no longer have access to shops or smiths. Better hope you are prepared enough or kept a backup save. The worst bosses are just before the end of the game at a time when you temporarily lose your flight so you can't visit the optional smith to max out weapons for the best cost. It is like a sucker punch. The game also features unwinnable battles where you are supposed to lose, even being such a massive dick as to sneak it into one of the final boss forms. This is a trope that I particularly dislike, especially when the player could waste valuable resources thinking it could be won. Just make it a cutscene! I actually thought the very first boss was one of those after seeing the massive spike in damage output from the random battles to the boss, but nope. And that was not the only time I gave up on fighting a boss thinking I was not meant to win only to get game over.
Despite the overly difficult bosses, the rest of the game is enjoyable. The story and characters are well done with an interesting setting. There is a bit of post apocalypse but I found the lack of surface ruins a bit jarring. There are high tech underground ruins and robot enemies, but you will never see anything like those skyscrapers in the opening. The world instead looks like a typical medieval fantasy with grasslands and castles. I think the game would have been better if it looked more like Metal Max or the ruined future in Chrono Trigger. The characters are fairly memorable with interesting interactions, but the hero is entirely silent and it feels wrong to have the other characters talking around him. Normally the silent protagonist is supposed to help the player insert themselves into the story, but you can't even rename him so it falls a bit flat. The plot decides who is in your party, so there is no choice between party members. However those who leave only to come back later do not get any levels in the meantime, so their usefulness is greatly diminished. They will also make off with any gear you give them but at least farming money in the late game is easy.
Dual Orb 2 is a very good looking game, with beautiful overworld and battle sprites/animation, as well as a good soundtrack. It is a bittersweet experience with some excessive combat difficulty souring the otherwise good time.
Pro
Con
Beat. This game started out very interesting, hit a few bumps along the way, fell off a cliff and managed to land without too much damage. The combat is brutally difficult; sometimes it is refreshing and other times it makes me wonder if the game was actually play tested! I got wrecked on the 1st boss. Tried again putting the healer in the back row and won. Managing the rows is extremely important for this game. Once I got the evolved armor, Lagnus was tanking like a boss by himself in the front, but I had no idea he could suddenly use magic and had to restart the 2nd boss fight. That really should have been communicated better. For the rest of the game, the hero tanked in the front with Saladin and the pirate, though he took the front by himself at end game.
The random battles were very challenging and I found I needed tactics to fight efficiency so as not to require healing after every fight. I had Aleth use bind on fast spell casters to prevent them from nuking for absurd damage. I never got silence or heart break to work on anything. Made use of …
Beat. This game started out very interesting, hit a few bumps along the way, fell off a cliff and managed to land without too much damage. The combat is brutally difficult; sometimes it is refreshing and other times it makes me wonder if the game was actually play tested! I got wrecked on the 1st boss. Tried again putting the healer in the back row and won. Managing the rows is extremely important for this game. Once I got the evolved armor, Lagnus was tanking like a boss by himself in the front, but I had no idea he could suddenly use magic and had to restart the 2nd boss fight. That really should have been communicated better. For the rest of the game, the hero tanked in the front with Saladin and the pirate, though he took the front by himself at end game.
The random battles were very challenging and I found I needed tactics to fight efficiency so as not to require healing after every fight. I had Aleth use bind on fast spell casters to prevent them from nuking for absurd damage. I never got silence or heart break to work on anything. Made use of my own nukes to wreck certain enemies but the elemental weakness from the scan spell was not translated into English, so I had to save state scum to try every spell. Some battles I even fled because I knew I would take too much damage to be worth it. Some enemies stand out as being annoying but interesting concepts. The immune to physical, the healers that can only heal, the fast monks that get 2 attacks but go down easily and the mages. One random battle in the final dungeon was particularly ridiculous. First encounter went like this: enemy mage 1 nukes entire party for massive damage, enemy mage 2 nukes entire party killing 3, hero attacks killing a mage, giant turtle attacks, enemy mage nukes hero for massive damage, game over. I did manage to beat that battle a couple times by equipping Serra with magic resist armor and one time the mages cast confusion instead of nukes. But the party was dead or low hp afterwards.
Mid game bosses did not give me much trouble as I focused on buffs and debuffs. However once I got to the late game the bosses were so difficult that I had to save state scum constantly. The first offender was the mage boss who only did nukes for massive damage or instant death. I had that magic resist armor for Serra but decided not to buy more than 1 because it was expensive and gave no physical protection. I also did not buy any magic chainmail and only found out in a walkthrough that it gives a bit of magic resist. That would have been helpful, but I was not able to go to any shops! I hate when games put in surprise points of no return that could screw you over if you did not make a backup save or prepare properly. Took a lot of scumming but I managed to beat him. The next boss was even worse. I had used the flying machine to find the blacksmith town and made +15 weapons for Aleth and Saladin. Could not afford to max them out. But the next part of the game took away the flying machine. There was another blacksmith shop but it was far more expensive than the ultimate one. Does the game expect you to grind ridiculous amounts to max out your weapons there? Pirate girl boss gets 3 attacks per round, hits for massive damage and has 2 tough minions. It took multiple tries, extreme save state scumming and quite a while to win. The walkthrough said to use bind on the minions but that never worked for me. What did work was buffing with protect, haste and regen, and slowing her so she did not get back to back attacks, my healer got 2 turns and 1 person could use an item to heal her 3rd attack. It was slow going getting the minions killed and I pretty much had to use save states to decide who the boss attacked each time. The next 2 bosses were slightly easier but overall the same strategy and also ridiculously hard. After that I got access to flight again and maxed out everyone's weapons. I then grinded a half million money to max out a bow (the walkthrough said it would be useful for the final boss) and spent the rest on items. The end game was not too bad with maxed gear. Still had to do some save state scumming but I changed my strategy to let characters stay in the red for ultimate attacks, except for the final boss because it was too much of a risk to let the tank die. Oh and I hate unwinnable fights. This game seriously abuses the concept, especially sneaking one into the end boss gauntlet. For Many of the game's boss fights I let myself die thinking it was unwinnable. Nope the game is just that unfair and that seriously holds back what is otherwise a great game. I loved the healing magic though, with all heals except the starter one scaling in power as the game went on. Best healing magic ever. Would have been extremely useful to have multi target heals though.
I can't view the characters at the final save for some reason but they ended in the low 50s. Aleth has tiamat blade and holy plate, Saladin has Shiva blade and magic chain, Karina has both maxed out rapier and bow, and magic chain, Serra has her guns and swapped between magic chain and guardian talisman.