Bravely Default: Flying Fairy Impressions

Bravely Default Flying Fairy is the spiritual successor to 4 Heroes of light,  a previous Square Enix title that modeled itself, both aesthetically and mechanically, after the classic FF style. Now, aside from the ridiculous title, the game is a rather enjoyable JRPG from what I’ve played of the demo. It’s a rare gem in an era where JRPG’s are few and far between with good JRPG’s fewer and farther. But Bravely Default: Flying Fairy satisfies that craving with clever design and beautiful art.

The Bravely Default: Flying Fairy demo’s main purpose is to showcase the game’s robust, interesting take on the old turn-based battle system. Battles now feature two commands entitled Default, which stores action points and puts you on the defensive, and Brave, which allows you to take multiple turns by spending action points. I’ll admit, it’s a slightly slower take on the turn-based formula that requires extra planning before each attack is made. However, this ushers in a more strategic outlook to each turn which I quite enjoyed.

Turn Based back with style

Turn Based back with style.

Customization in Bravely Default: Flying Fairy is another asset of the game that’s a big draw, especially for RPG fans. The demo does a good job of revealing how the Job system (akin to the old FF job system) will be the main source of character development, including raising job levels and mix-matching different job skills. Equipment, as well, is another customizable option that’ll have the player collecting, grinding, and leveling for a while. I found it to be very expansive as the potential for a lot of content is present.

Along with the new battle system and the substantial amount of character customization, Bravely Default: Flying Fairy also features a substantial amount of Streetpass integration. During battle, you can call on your friends’ characters as a form of pseudo-summon to assist your party; your characters can even learn and improve their own jobs based on the jobs of your friends’ characters. Secondly, the game features a Streetpass mini-game that runs congruent to the main campaign where you rebuild the village of Norende by employing your Streetpass friends. These two systems are interesting and intuitive, allowing the player to create and manage an in-game community based around your own 3DS community. Yet, as a Western consumer where Streetpass is a rare occurrence (unless you attend certain conventions), this integration feels more like it was built for a Japanese audience.

Looks like a town ripe for a Professor Layton mystery

Looks like a town ripe for a Professor Layton mystery.

From what I experienced during the demo, I’m really looking forward to immersing myself in the world of Bravely Default: Flying Fairy. My real only reservation about the game right now is the quality of the story and its characters, which can make or break a JRPG. That aside, however, we’re looking forward to the game’s release on February 7th. We’ll also be writing a review for the game that week as well.

Written and Edited by Tim Atwood
Chief Editor at The Pixel Pen Review


One response to “Bravely Default: Flying Fairy Impressions

  1. Pingback: Bravely Default Review | The Pixel Pen Review·

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