Rune Factory 2
Rune Factory 2: A Fantasy Harvest Moon is a role-playing simulation video game developed by Neverland Co., Ltd. and published by Marvelous Entertainment in Japan and Natsume Inc. in North America for the Nintendo DS handheld console. Released in Japan on January 3, 2008, and in North America on November 18, 2008, the game serves as a direct sequel to Rune Factory: A Fantasy Harvest Moon and blends farming simulation mechanics with action role-playing elements in a fantasy setting. Players assume the role of an amnesiac protagonist who settles in the town of Alvarna in the Kingdom of Norad, where they must restore peace by addressing dark premonitions, cultivating land, battling monsters, and building relationships with townsfolk.[1][2][3] The game's core gameplay revolves around daily life management, including farming crops, raising and befriending monsters to aid in fieldwork or combat, crafting items like weapons and medicine, and exploring procedurally generated dungeons to uncover runes—magical energies essential for progression. A distinctive feature is its multigenerational structure, allowing players to marry one of six eligible bachelorettes in the first generation, after which they continue the story as their child in the second generation, inheriting aspects of the family farm and relationships while facing new challenges in expanded areas. Innovative use of the Nintendo DS's dual screens and touch controls facilitates intuitive farming and menu navigation, with additional online features via Nintendo Wi-Fi Connection for trading items and competing in mini-games.[1][4][5] Set in a world recovering from the defeat of the Sechs Empire, the narrative emphasizes themes of community, growth, and heroism, with multiple quest lines, endings, and replayability driven by player choices in romance, combat, and farm development. The game received praise for its engaging hybrid gameplay and depth, earning an 8.4 out of 10 rating from IGN for successfully expanding on its predecessor's formula while introducing fresh mechanics like monster taming and generational progression. It was later released in Europe by Rising Star Games on October 8, 2010, further solidifying the Rune Factory series' popularity among fans of life-simulation and RPG genres.[1][4][6]Gameplay
Farming and Daily Life
In Rune Factory 2, the game's real-time clock system advances at a rate of one in-game minute per real-life second, structuring daily activities around a 24-hour cycle that begins and ends at 12:00 AM.[7] This system enforces time management for tasks like farming and foraging, with the day concluding if the player sleeps or collapses from exhaustion, advancing to the next morning. The year consists of four seasons—Spring, Summer, Fall, and Winter—each lasting 30 days, which directly influence crop growth cycles, seed availability, and seasonal festivals that punctuate town life.[8] For instance, Spring festivals like the Flower Festival on the 13th offer community events, while crop viability shifts, such as cabbages thriving in Spring but not in Winter, requiring players to adapt planting schedules to maximize yields.[8] Farming forms the core of daily simulation, where players use specialized tools to cultivate land for profit and crafting materials. The hoe tills soil into plots (initially 1x1 squares, expanding to 3x3 with upgrades), the watering can irrigates crops daily to prevent growth delays, and the sickle harvests mature produce, with unwatered crops slowing by one day but never wilting permanently.[8] Seeds, purchased from the town's general store, are planted in prepared soil on the farm or in dungeon-specific areas like 6x6 plots in Padova Mountains, yielding items such as turnips or medicinal herbs after set growth periods influenced by fertilizers that accelerate development or enhance quality.[8] Tool upgrades, forged at the blacksmith using gathered materials, improve efficiency—for example, the Tin Waterpot evolves to the Joy Waterpot, allowing broader coverage and reduced stamina use per action.[8] Livestock and tamed monsters integrate into farm labor, providing products and automation while demanding routine care to build affection levels. Animals like Buffamoos and Cluckadoodles, bought from the general store, require daily feeding with fodder (grown from grass seeds or purchased) and brushing to produce goods such as milk every three days or eggs daily, which can be sold or processed into recipes.[8] Tamed monsters, housed in a barn constructed from wood and lumber, assist with tasks like watering (e.g., Dark Slimes) or harvesting (e.g., Ants), with their effectiveness tied to friendship levels that increase through petting and feeding, ultimately yielding higher-quality outputs like honey from Hornets.[8] A maximum of eight monsters can be managed, encouraging strategic selection based on farm needs. Daily routines revolve around maintaining stamina via Rune Points (RP), consumed by actions like tool use or travel, with eating foods such as grasses or crops restoring RP to sustain productivity throughout the day.[8] Sleeping in the protagonist's bed before 3:00 AM fully recovers RP and health, advancing the day to 6:00 AM, while later bedtimes reduce recovery and risk illness, emphasizing balanced scheduling around shop hours and festival timings.[8] Participation in seasonal festivals, such as the Harvest Festival in Fall, provides social breaks and bonuses like shop discounts on the 15th of Spring, tying routine management to the town's calendar.[8] Resource gathering supplements farming through foraging in open fields and mining in caves, yielding essentials like wood from branches, stone from rocks, and ores such as iron or silver for tool upgrades and construction.[8] Foraging spots in areas like Trieste Forest provide herbs and wild fruits daily, while mining nodes in locations such as Messhina Valley drop materials broken with a hammer, often requiring multiple hits based on tool quality.[8] These activities, integrated with combat for monster drops that enable farming enhancements like barn expansions, form a loop of sustainable resource management.[8]| Tool | Base Form | Upgrade Path | Primary Function |
|---|---|---|---|
| Hoe | Rusty Hoe | Sturdy → Seasoned → Shiny → Blessed | Tills soil for planting |
| Watering Can | Old Waterpot | Tin → Lion → Rainbow → Joy | Irrigates crops daily |
| Sickle | Rusty Sickle | Iron → Quality → Super → Legend | Harvests mature crops and grass |