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Breath of Fire II arrived in 1994 as the second entry in Capcom’s role-playing series, a direct sequel set 500 years after the first game.

Breath of Fire II review: Capcom's 1994 Super Nintendo follow-up with nine playable characters, town building, and dragon powers. Ambitious but uneven. 6.5/10.

By mitch·7 min read
A hero changes form amid a strange and daring world of altered shapes.

Breath of Fire II arrived in 1994 as the second entry in Capcom’s role-playing series, a direct sequel set 500 years after the first game. It gave the Super Nintendo a traditional RPG with two-dimensional sprites, a top-down view, and a party of nine playable characters. It also gave players a town to build, a Monster Meter to watch, and a protagonist named Ryu Bateson who could turn into a dragon. Decades on, the game holds up as a curious middle chapter: ambitious in its systems, uneven in its execution, and never quite the equal of the RPGs it was chasing. It earns a 6.5 of 10.

Ryu Bateson and the Village of Gate

The story opens on Ryu at age 6, living in the village of Gate with his sister Yua and his father Ganer, a priest for the Church of St. Eva. Years before, Ryu’s mother disappeared when demons erupted from a hole in a mountain on the outskirts of town. A large dragon eventually blocked that hole.

One day Ryu visits the dragon near the mountainside and returns to find his family gone. No one in Gate remembers who he is. The townsfolk take him for an orphan and send him to live at the church with Father Hulk. There he meets Bow, a fellow orphan, and the two run away together during a storm.

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In a cave, they meet the demon Barubary. Barubary calls Ryu the “Destined Child,” knocks both boys unconscious, and vanishes. Ten years later, Ryu and Bow live in HomeTown as members of a Rangers guild. Bow is charged with stealing from a local rich man named Trout, and claims a mysterious “winged thief” framed him. Both escape town the following night. Bow goes into hiding and Ryu leaves to find the real thief and clear his friend’s name.

That setup is the game’s best asset. A boy erased from his own village, a friend in hiding, a demon who names him and leaves — Breath of Fire II knows how to open a story.

Nine Characters, Four Slots

Breath of Fire II features nine playable characters, designed by Capcom artist Tatsuya Yoshikawa, who also provided artwork for the previous game’s cast. They join at set points in the story, each with their own attacks, magic spells, and personal actions.

Ryu is a 16-year-old member of the elusive Dragon Clan who can transform into draconic beings with destructive abilities. He works as a “Ranger,” a sword-for-hire. Bow, called “Boche Doggy” in the Japanese version, is a thief from the Grassrunner clan of dog-people who uses a crossbow and healing spells.

The recruits include Katt (“Rinpu Chuan” in Japan), a member of the Woren clan of cat-people who fights at a coliseum; Rand Marks, a muscular pangolin-person who fights bare-handed; and Nina Windia, a descendant of the original Nina and princess of a clan of winged humans, exiled because her black wings were considered a bad omen in her country. Sten Legacy is a former soldier from a kingdom of monkey-people who works as a trickster and performer. Jean (“Tapeta” in Japan) is a love-struck prince of a race of frog-people struggling to regain his kingdom.

Only four characters may be in a party at a time, and unlike the first game they cannot be freely switched outside of certain areas. That restriction is the single most frustrating thing about Breath of Fire II. A game that hands you nine distinct characters and then walls off most of them most of the time is a game fighting its own best idea.

The Monster Meter and the Town You Build

The mechanics are where Breath of Fire II tries hardest. It uses a redesigned, text-based menu instead of the icon-based design of the original. A new “Monster Meter” shows the probability of encountering enemies in a given area. Players move in four directions across towns and dungeons, talk to non-player characters, and fight random battles every few steps to advance.

Each character has a unique Personal Action usable outside combat. These let the player reach certain areas, destroy objects, avoid traps, or move around the map more easily. It is a small addition that gives the cast some use beyond damage numbers.

Then there is the town-building feature. The player populates a village with special characters found throughout the game. Each has a distinct job and can be invited to live in houses the player adds by donating currency to one of three carpenters, each with their own building style. Six special inhabitants called Shamans may also join, each with an elemental alignment. Up to two at a time can fuse with party members to grant new forms and abilities.

On paper this is a deep, generous system. In practice it is buried under menus and explained poorly, and the game rarely forces you to engage with it. Breath of Fire II gives you a town and then lets you ignore it.

A Release History Across Four Decades

Breath of Fire II has been re-released more times than most games of its era, and the schedule tells its own story about how Capcom has treated the back catalog.

Date Platform or event
1994 First release, Super Nintendo
1996 Licensed to Laguna for European release
August 10, 2007 Wii Virtual Console, Europe
August 27, 2007 Wii Virtual Console, North America
2013 Wii U Virtual Console
2016 New Nintendo 3DS Virtual Console
2019 Nintendo Switch SNES games library

One note on that table: Nintendo of Europe’s website mistakenly announced the Wii Virtual Console release for July 27, 2007. The game actually arrived two weeks later, on August 10. It was also ported to Game Boy Advance and re-released worldwide.

The persistence is real. A game that keeps finding new hardware is a game somebody loves. The question is whether the version on your current machine is the one worth playing.

What the Systems Do to the Story

The gap between Breath of Fire II’s ambition and its delivery shows up in how the two halves of the game talk to each other.

The story is a direct sequel, set 500 years after the original, and it commits to that continuity. Nina Windia is a descendant of the original Nina. Ryu shares his name with the original protagonist. That is more connective tissue than later entries in the series bothered with.

But the plot and the mechanics pull in different directions. The narrative wants urgency — a friend in hiding, a demon, a destined child. The random encounters want patience. Every few steps, a battle. The Monster Meter tells you the odds but does not let you avoid the fight. A player trying to follow Ryu’s search for the winged thief spends most of that search in menus.

The shaman fusion system is the clearest example. It is genuinely inventive, and it is also the kind of thing that rewards a player with a guide and punishes one without. Breath of Fire II was built for an era of player manuals and borrowed cartridges, and it shows.

Where Breath of Fire II Lands

Breath of Fire II is a good game with a great opening and a set of systems it never fully trusts. The cast is memorable — a coliseum cat-woman, a frog prince, a princess exiled for the color of her wings — and the town-building and shaman fusion ideas were ahead of what most Super Nintendo RPGs attempted.

What holds it back is friction. The four-character party limit with restricted switching wastes the roster. The encounter rate grinds the pacing down. The town-building and shaman systems are optional to the point of being invisible, which means most players will finish the game having seen a fraction of what it offers.

The 1994 release date matters here. Breath of Fire II is not a forgotten classic. It is a flawed one that keeps getting re-released because the pieces are worth revisiting even when the whole does not cohere.

Play it for Ryu’s opening, for the nine characters, for the town you get to fill with strangers. Do not expect the systems to meet you halfway. Breath of Fire II asks for more patience than it returns.

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