A sincere thank you to everyone who worked on this mod. It was among the first FF mods I ever played and in terms of consistent overall quality, it's still at the top years and dozens of mods later. It seems that integrity&balance is at the core of the design - to a fault. In a crusade to fix the magnificently broken, different gameplay elements are kept in check to a point where the mod lacks a sort of visceral excitement in many areas toward the lategame. It all appears very regulated, constricted and in some cases even underwhelming. To demonstrate what the hell I'm talking about...
- The cursed shield is a pretty interesting concept and promises something unique. Once it's all said and done though, it's just another shield; comparable to other lategame shields. I mean it's good, but considering the unique mechanic and the wait, just not that... exciting. The original game's version was broken but exciting as hell and quite... flavorsome with its power and mechanic, teaching ultima and all that.
- Some of the iconic, flashy top moves of characters suffer from this problem. Bum rush is decent enough but rarely preferable to hitting with elemental claws or setting statuses with other blitzes - in fact, I found it almost never preferable to other actions, even with a vigor build. It's not quite as guilty of the meh-at-the-end-of-the-day syndrome as Tempest, though, which is essentially a glorified critical hit. In fact, now that it doesn't ignore defense, it's exactly the same as a critical hit - it does good damage to be sure, but again: it's underwhelming when you realize it's "just" that. I wish these moves did something more unique, cool or anything that made them stand out a bit more; you have to wait a long time to get them too. The mere possibility to crit with tempest's hits, or giving a status effect to bum rush also etc. would be enough for a unique twist. I understand why they're designed how they are (to not make other options obsolete & overall design philosophy outlined earlier) but I guess what it comes down to is that there aren't that many flashy, unique moves in this game compared to later installments with limit breaks and stuff, so you just kind of want something a bit more thrilling.
- Endgame weapons are given to you at an even pace, scattered randomly around the dungeons. Not many stand out in the way they're acquired or found, except the aforementioned shield which ultimately falls flat & Apocillumina which has a meaningful choice attached, but it'd be cool if it had a sidequest of its own before getting the sword to give it more prestige. Now it's just "clear the phoenix cave&go take the sword" instead of the big sidequests attached to some ultimate weapons in other Fantasies; those usually end up being the most exhilarating sidequests as well. Anyways, Omega weapon used to be among the select few that stood out, requiring you to defeat the Ultima weapon before Atma would evolve to its full potential. Needless to say, I don't agree with removing that small bit of excitement from the game too. I was super disappointed when nothing happened when I beat the boss.
- Not as important but feeding into the same overall problem - standout overworld enemies don't seem to exist anymore. Even the epic dino forest has been dummied to be an effortless farm ground. If there's one thing Fantasies have done right, it's give you a place or two where you can go flex your muscles against the toughest enemies in the game. Failing that, there's some super strong enemies scattered around that keep you on your toes when you explore the world. The only thing I recall that comes close to being an exception to this is the zone eater who actually puts up a decent fight when you're not expecting it.
- Bosses are consistently thrilling in the mod. In a perfect world, you never beat a boss on your first try because you just don't know what to prepare for and there are some surprises along the way. BNW seems to take this approach and would succeed if it wasn't for the way too generous exp gain that inevitably renders some bosses' mechanics moot since you can just brute force them. And I hate to be that guy, I honestly do - but Kaiser dragon suffers from this. An interesting mechanic for sure and it tries to force you to play it his way, but it's over before you know it. A bit too literal interpretation of the "bosses are puzzles" ideology where there's nothing else to the fights after surviving a single cycle of a pattern. He needs to be made into a longer, more epic fight and change it to where he remains an optional superboss(so not block your path after you kill other dragons). I know BTB has an aversion to the term superboss but never mind the semantics, you don't need to adhere to whatever implications you feel burdens the term, it's still super cool as an idea and a popular one for that very reason. I swear the first question my vanilla-FF friends have asked when I recommended this mod to them has been "are there any superbosses?". Kaiser is one done right but it's just way too damn short for the fight to reach its potential. Even Doomgaze was denied a superboss level of power in service of providing an essential Esper for Relm.
- I have to say though, for me the toughest fight was Kefka as it should be; others have claimed to have beaten it on the first try which sounds like a tragic mistake. I can only assume the aforementioned overleveling problem is what causes that to happen. I had an awesome time with it but my EL's were around 15 and regular levels around 25 for that fight due to using exp off a lot. Although even with Kefka, his unique move Goner is underwhelming for an ultimate enemy attack move in the game, again contributing to my main gripe of heavily regulated & controlled content and balance environment to the point of feeling neutered. Magimaster's hail mary Ultima was nowhere to be seen either. I agree with this choice actually, but that brings me to the conclusion...
- I don't think any of these things are necessarily problematic in and of themselves but it all slowly added up to where nothing ever really ended up surprising or wowing me. In hindsight and as I'm recounting this stuff, it's funny how much even simple things feed into the player's excitement & anticipation with a game. So ironically I guess you might say my main problem with BNW is that it's too balanced, haha.
I'd like to hear if any of this was interesting to you or relatable on any level. I certainly didn't expect to come out with an outlook such as this but there you have it. I'd like to shower y'all with praise now that I got that out of my system because I have plenty in store, but that's too much text already.