You should see about playing III and IV. They're legitimately-great JRPGs of the PlayStation-era.
I'm particularly fond of III because of the gene system for dragon transformations, it makes IV's system for dragon transformations (which is incredibly basic in comparison) just feel like a huge step backward. I did go back and try to play II afterward when it got the GBA release, but... It just didn't feel anywhere near as good as III or IV. It's one of those examples of JRPG design getting progressively much better as a series goes on.
Well, up until Dragon Quarter hit and killed the series in an Unlimited SaGa fashion. Dragon Quarter does a lot of fun things with combat (the combat system is pretty much fantastic) but the main hook of the series, the ability of the main character to transform into a dragon, is turned on its head as a clutch-only mechanic that will delete your save file if you use it too much.
This wouldn't be so bad if it were manageable to any reasonable degree... But when a single use of the transformation will take your meter from being basically-empty to 75% (where 100% is when bad things happen), it really just gets to the point where it might as well not even be a mechanic - kind of like Elixirs in most RPGs, where you go out of your way to never use them because of the theoretical possibility of needing it in some future scenario, which inevitably never happens.
That said... I don't actually mind the idea of Breath of Fire being used for the setting of an online multiplayer RPG, just like how Final Fantasy and Phantasy Star Online got online RPGs using them and turned out fine (initially). The problem here, is that this isn't what's happening... It's specifically a smartphone/browser social game. The exact opposite of anything any sensible person, as a player, is okay with.
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