- Release Year: 2016
- Platforms: Windows
- Publisher: Back to Basics Gaming
- Developer: RPG Video
- Genre: Role-playing (RPG)
- Perspective: 3rd-person
- Game Mode: Single-player
- Gameplay: Japanese-style RPG (JRPG), Real-time
- Average Score: 51/100

Description
Final Quest II is a Japanese-style RPG set in the world of Paylea, where players join Ralph and his allies on an epic journey to find his lost father while confronting the Dormai Empire. The game features real-time, isometric gameplay with multiple story paths, choices that affect endings, and a variety of mechanics like recruiting allies, taming monsters, and uncovering hidden treasures through a treasure hunter system. With mini-games, dynamic pixel weather, and a standalone narrative, it offers a rich adventure for both newcomers and fans of the series.
Where to Buy Final Quest II
PC
Final Quest II Patches & Updates
Final Quest II Guides & Walkthroughs
Final Quest II Reviews & Reception
steambase.io (47/100): Final Quest II has earned a Player Score of 47 / 100.
store.steampowered.com (56/100): All Reviews: Mixed (56% of 69)
Final Quest II: A Flawed but Fascinating Homage to Classic JRPGs
Introduction
In the vast ocean of indie RPGs, Final Quest II (2016) emerges as a curious artifact—a game that wears its influences on its sleeve while struggling to carve out its own identity. Developed by RPG Video and published by Back to Basics Gaming, this sequel to Final Quest (2016) is a love letter to the 16-bit JRPGs of yesteryear, particularly the Final Fantasy and Dragon Quest series. Yet, despite its ambitions, Final Quest II is a game that teeters precariously between charm and frustration, offering a nostalgic experience marred by technical shortcomings and design inconsistencies.
At its core, Final Quest II is a game about legacy—not just its own, but the legacy of the JRPG genre itself. It invites players to return to the world of Paylea, a realm ravaged by war and tyranny, where a young hero named Ralph embarks on a quest to find his lost father and challenge the oppressive Dormai Empire. The game’s premise is familiar, almost comforting in its adherence to classic tropes, but its execution is a mixed bag of innovative ideas and glaring flaws.
This review will dissect Final Quest II in exhaustive detail, exploring its development history, narrative depth, gameplay mechanics, artistic direction, and lasting impact. By the end, we’ll determine whether this game is a hidden gem worth unearthing or a cautionary tale about the pitfalls of indie game development.
Development History & Context
The Studio and the Vision
Final Quest II was developed by RPG Video, a small indie studio with a clear passion for retro-style RPGs. The studio’s portfolio is modest, with Final Quest II serving as a sequel to their 2016 release, Final Quest. Both games were built using RPG Maker, a popular engine that has empowered countless indie developers to create JRPG-inspired titles without the need for extensive programming knowledge. While RPG Maker has been the backbone of many beloved indie RPGs (e.g., To the Moon, Aveyond), it has also been criticized for producing games that feel derivative or unpolished.
The vision behind Final Quest II was straightforward: to craft a traditional JRPG experience with modern conveniences. The developers sought to evoke the spirit of classic Final Fantasy and Dragon Quest games while incorporating contemporary features like multiple endings, branching narratives, and mini-games. The game’s Steam description promises “over 20 hours of gameplay,” a “treasure hunter system,” and a “pixel weather system,” all of which hint at a desire to expand beyond the limitations of its engine.
Technological Constraints and the RPG Maker Legacy
The use of RPG Maker is both a blessing and a curse for Final Quest II. On one hand, it allowed the developers to focus on storytelling and world-building without worrying about low-level coding. On the other, it imposed significant limitations on the game’s visual and mechanical depth. The isometric perspective, while charming, feels dated even by 2016 standards, and the game’s reliance on pre-made assets often results in environments and characters that lack distinctiveness.
The technological constraints of RPG Maker are evident in the game’s frequent technical issues. Player reviews on Steam and other platforms consistently cite crashes, bugs, and performance problems, particularly in the game’s early months. These issues were compounded by the lack of robust quality assurance, a common pitfall for small indie teams working with limited resources.
The Gaming Landscape in 2016
Final Quest II was released on October 18, 2016, a time when the indie RPG scene was flourishing. Games like Stardew Valley, Undertale, and Darkest Dungeon had already redefined what indie developers could achieve, raising the bar for storytelling, gameplay innovation, and polish. In this context, Final Quest II arrived as a throwback—a game that embraced the aesthetics and mechanics of the past rather than pushing the genre forward.
The JRPG genre itself was experiencing a renaissance in 2016, with titles like Final Fantasy XV, Persona 5, and I Am Setsuna capturing the attention of both critics and players. Final Quest II, with its retro sensibilities, stood in stark contrast to these high-budget, visually stunning experiences. It was a game that appealed primarily to nostalgia, targeting players who longed for the simplicity and charm of 16-bit RPGs.
Narrative & Thematic Deep Dive
Plot Overview: A Classic Hero’s Journey
Final Quest II follows the story of Ralph, a young mercenary and the last descendant of the Gem Warriors, a legendary line of warriors who once wielded immense power. The game begins with Ralph and his team of mercenaries seeking the magical Gem Power, a force that could tip the balance in their struggle against the tyrannical Dormai Empire. Along the way, Ralph discovers his true heritage and embarks on a quest to find his long-lost father, who holds the key to defeating the empire and restoring peace to the kingdom of Paylea.
The plot is a pastiche of classic JRPG tropes:
– The Chosen One: Ralph is the last of the Gem Warriors, destined to wield a legendary power.
– The Missing Parent: His father’s disappearance drives the narrative forward.
– The Evil Empire: The Dormai Empire serves as the game’s primary antagonist, a faceless force of oppression.
– The Ragtag Team: Ralph is joined by a diverse cast of allies, each with their own motivations and backstories.
While these elements are familiar, they are not inherently flawed. Many of the greatest JRPGs rely on similar archetypes, and Final Quest II could have elevated its story through strong writing and character development. Unfortunately, the game stumbles in its execution.
Character Development: Missed Opportunities
Ralph is a serviceable protagonist, but he lacks the depth and charisma of iconic JRPG heroes like Cloud Strife or Crono. His motivations are clear—find his father, defeat the empire—but his personality is underdeveloped. The game’s dialogue often feels stiff and unnatural, with characters delivering exposition in a manner that feels more functional than engaging.
The supporting cast fares slightly better, with allies like Leona (a fiery warrior) and Santa Claus (yes, Santa Claus appears as a playable character) adding moments of levity and intrigue. However, these characters are often underutilized, with their backstories and arcs relegated to optional side content. The game’s attempt to include multiple endings and branching paths is admirable, but the narrative lacks the cohesion and emotional weight to make these choices feel meaningful.
Themes: Power, Legacy, and Resistance
At its heart, Final Quest II explores themes of power, legacy, and resistance:
– Power: The Gem Power is a metaphor for the responsibility that comes with strength. Ralph’s journey is not just about acquiring power but learning how to wield it wisely.
– Legacy: The game grapples with the weight of heritage, as Ralph must live up to the legacy of the Gem Warriors while forging his own path.
– Resistance: The Dormai Empire represents tyranny and oppression, and Ralph’s quest is a rebellion against systemic injustice.
These themes are compelling, but they are often buried beneath clunky dialogue and underdeveloped plot points. The game’s world, Paylea, is rich with lore, but much of it is delivered through exposition dumps rather than organic storytelling. As a result, the themes feel more like checkboxes on a JRPG bingo card than genuine narrative pillars.
Dialogue and Localization Issues
One of the most frequently criticized aspects of Final Quest II is its dialogue. The writing is riddled with grammatical errors, awkward phrasing, and inconsistencies that detract from the overall experience. For example:
– “Her star burns brightly!” (Achievement description for recruiting Leona)
– “Lucky day!” (Achievement for finding a potion)
These lines, while innocuous on their own, are indicative of a larger issue: the game’s localization (or lack thereof) feels rushed and unpolished. The dialogue often lacks the charm and wit of classic JRPGs, instead coming across as stilted and amateurish.
Gameplay Mechanics & Systems
Core Gameplay Loop: Familiar Yet Flawed
Final Quest II adheres closely to the traditional JRPG gameplay loop:
1. Exploration: Traverse the world of Paylea, uncovering new locations and dungeons.
2. Combat: Engage in turn-based battles against enemies.
3. Progression: Level up characters, acquire new equipment, and unlock abilities.
4. Story Advancement: Complete quests and uncover the game’s narrative.
This loop is comforting in its familiarity, but Final Quest II struggles to innovate within this framework. The game’s pacing is uneven, with long stretches of grinding interrupted by abrupt story beats. The lack of a world map or clear directional cues often leaves players disoriented, forcing them to rely on trial and error to navigate Paylea’s labyrinthine environments.
Combat System: Turn-Based with a Twist
The combat in Final Quest II is turn-based, with players selecting actions for each character from a menu. The system is functional but lacks depth. Battles often devolve into repetitive cycles of attacking and healing, with little strategic variety. The game’s monster recruitment system—where players can capture and train monsters as pets—adds a layer of complexity, but it is underdeveloped and feels tacked on.
One of the more interesting mechanics is the treasure hunter system, which allows players to dig for hidden items in specific locations. This feature, while simple, encourages exploration and rewards curiosity. However, it is hampered by the game’s lack of clear indicators for where digging is possible, leading to frustration.
Character Progression: Grinding for the Sake of Grinding
Character progression in Final Quest II follows the classic JRPG model: defeat enemies, gain experience points, level up, and unlock new abilities. The system is straightforward but suffers from poor balancing. Enemies often feel either too weak or too strong, with little middle ground. This inconsistency forces players to grind excessively in some areas while breezing through others.
The game’s equipment system is similarly unremarkable. Weapons and armor are acquired through exploration and purchases, but the lack of meaningful customization options makes progression feel rote. The pixel weather system, touted as a new feature, has little impact on gameplay beyond aesthetic changes.
UI and Quality-of-Life Issues
The user interface in Final Quest II is functional but clunky. Menus are often unintuitive, and the lack of a mini-map or clear objective markers makes navigation a chore. The game’s save system is particularly problematic, with players reporting frequent crashes that erase progress. This issue is compounded by the absence of an autosave feature, forcing players to manually save after every significant action.
Innovative Features: Hits and Misses
Final Quest II introduces several features that attempt to differentiate it from other RPGs:
– Secret Passwords: Players can unlock hidden areas by entering passwords, a nod to classic games like Zelda II.
– Monster Pets: Recruiting monsters adds a Pokémon-like element to the game, though it is underutilized.
– Mini-Games: The inclusion of a card mini-game and other diversions is a nice touch, but these activities feel shallow and lack depth.
While these features are welcome, they are often implemented in a half-hearted manner. The mini-games, for example, are simplistic and offer little in the way of rewards or replayability.
World-Building, Art & Sound
The World of Paylea: A Land of Contrasts
Paylea is a world of contrasts—a realm that blends traditional fantasy elements with bizarre, anachronistic touches. The game’s setting is divided into a variety of environments, from lush forests to desolate wastelands, each with its own distinct aesthetic. However, the world often feels incoherent, with little thought given to how these disparate locations fit together.
One of the most jarring aspects of Paylea is the inclusion of Santa Claus as a character. While this choice could be seen as a whimsical nod to holiday-themed RPGs, it clashes tonally with the game’s otherwise serious narrative. The presence of Santa Claus, along with other oddities like reindeer costumes, undermines the game’s attempts to build a immersive fantasy world.
Visual Direction: Retro Charm with Rough Edges
Final Quest II embraces a retro aesthetic, with pixel-art graphics that evoke the 16-bit era. The game’s isometric perspective is a callback to classics like Final Fantasy VI and Chrono Trigger, but the execution is uneven. Character sprites are serviceable, though they lack the detail and expressiveness of their inspirations. Environments, while varied, often feel repetitive, with dungeons and towns blending together due to the game’s reliance on pre-made RPG Maker assets.
The pixel weather system is one of the game’s more ambitious visual features, dynamically changing the environment based on in-game conditions. While this adds a layer of immersion, it is ultimately a minor detail that does little to elevate the overall experience.
Sound Design: A Mixed Bag
The sound design in Final Quest II is functional but unremarkable. The game’s soundtrack is a mix of original compositions and stock RPG Maker tracks, none of which stand out as particularly memorable. The music does an adequate job of setting the mood, but it lacks the emotional resonance of iconic JRPG scores.
Sound effects are similarly underwhelming, with attacks and spells accompanied by generic, low-quality samples. The lack of voice acting is not surprising given the game’s indie roots, but the stiff dialogue would have benefited from even a modest effort in this area.
Reception & Legacy
Critical and Commercial Reception
Final Quest II received a mixed reception upon release, with players and critics alike praising its ambition while criticizing its execution. On Steam, the game holds a Mixed rating, with 56% of reviews being positive. Common praise includes:
– Nostalgia Factor: Players who grew up with 16-bit JRPGs appreciated the game’s retro aesthetic and familiar mechanics.
– Innovative Features: The treasure hunter system and monster recruitment were highlighted as standout elements.
However, the game was also widely criticized for:
– Technical Issues: Frequent crashes, bugs, and performance problems plagued the experience.
– Poor Writing: The dialogue and localization were frequently cited as amateurish and error-ridden.
– Lack of Polish: The game’s rough edges, from clunky UI to repetitive gameplay, detracted from the overall experience.
Commercially, Final Quest II was a modest success, selling enough copies to justify its sequel, Final Warrior Quest (2018). However, it failed to make a significant impact in the crowded indie RPG market.
Evolution of Reputation
In the years since its release, Final Quest II has developed a cult following among fans of retro-style RPGs. While it is not regarded as a classic, it is often cited as an example of what indie developers can achieve with limited resources. The game’s flaws have been well-documented, but its charm and ambition have earned it a place in the hearts of niche audiences.
Influence on Subsequent Games
Final Quest II’s influence on the RPG genre is minimal, but it serves as a case study in the challenges of indie game development. Its use of RPG Maker highlights both the engine’s potential and its limitations, offering lessons for future developers. The game’s attempt to blend classic JRPG mechanics with modern features also provides a blueprint for how indie RPGs can innovate within established frameworks.
Conclusion: A Flawed but Fascinating Journey
Final Quest II is a game of contradictions—a title that simultaneously embraces and struggles against its retro roots. It is a love letter to the JRPGs of the past, but it is also a reminder of how far the genre has evolved. The game’s ambition is commendable, but its execution is often lacking, resulting in an experience that is as frustrating as it is charming.
For players who can overlook its technical issues and rough edges, Final Quest II offers a nostalgic journey through a world that, while flawed, is undeniably passionate. Its story, while derivative, has moments of genuine intrigue, and its gameplay, while repetitive, provides a comforting sense of familiarity. However, for those seeking a polished, innovative RPG experience, Final Quest II will likely fall short.
Final Verdict: 6/10 – A Nostalgic but Flawed Homage
Final Quest II is not a great game, but it is an interesting one. It is a testament to the power of passion in game development, even when that passion is not fully realized. For fans of retro RPGs willing to forgive its many shortcomings, it is a journey worth taking. For everyone else, it serves as a cautionary tale about the pitfalls of nostalgia-driven design.
In the grand tapestry of video game history, Final Quest II will not be remembered as a classic. But for those who played it, it will remain a curious footnote—a game that dared to dream big, even if it couldn’t quite reach the stars.