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danbevanwriting · 6 years ago
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The Ranking of Final Fantasy: Final Fantasy IV
Final Fantasy IV was the second officially English translated FF game to come to the West, renamed to Final Fantasy II so as 'not to confuse the market', leading to years of confusion ever since! The version that the Americans got was also heavily dumbed down to the point where abilities are stripped from certain characters to better suit the Western audience, who were considered to be a lot less capable of handling a more complex game by the Japanese developers. This has since been rectified in the remakes since then, with the version I played, the Nintendo DS remake (which I played on PC through Steam... which is a port of the mobile version... which is a port of the DS version...) being harder than any other version released. Honestly, I didn't have a great time with this version of the game. The 3D models look a bit tacky when blown up to 1080p, the battles run at 15fps which makes the bad menus unresponsive too, I wasn't a fan of the voiced cutscenes, and during gameplay the camera is zoomed way too far in meaning that most of the time in dungeons you spend having the map overlay on your screen. I would advise playing basically any other version: the PSP remake is incredible with beautiful sprite work, or failing that get a hold of the GBA version or if you have the means a translation patch of the SNES Japanese edition. Avoid the US Final Fantasy II release on SNES! With that all out of the way, let's review the actual game!
Gameplay in FFIV is so good, they used this battle system in Final Fantasy games for the next 5 in the series! The ATB battle system was revolutionary: it took the slow and static turn-based combat from the first 3 games and made it instantly more exciting by making time a key factor. Each character has a timer before their turn to take an action, which means faster characters can attack more often as their ATB gauge fills up faster. This makes even random encounters exciting as the goal is to get as many attacks in as you can while also navigating the menus as fast as you can to get spells out. The rushing aspect can be lessened somewhat by setting the game to wait while choosing a spell, but before you start choosing a spell the timers are still ticking, and the enemies won't hesitate if you don't choose anything. In some ways you can use this to your advantage, such as not choosing an action for the healer, switching to your other characters to do attacks, and only using the healer to quickly patch up your party. Spells are learned through levels now too rather than bought or found in the world like before, so as your characters grow stronger so too does their arsenal of spells and abilities. This has a lot to do with a new concept of character based progression in the series.
The job system from Final Fantasy III is gone here and instead each character has their own built in 'job' or role within the party. This ties in to the other major change with this game: each character is actually a character this time. The story is a lot more character focused, with each character having their own stake in the events that unfold. It's a shame then that the story falls so flat about a quarter to halfway in. The first quarter of this story is fantastic. Cecil, a dark knight in Baron's Red Wings military unit, starts questioning his leaders and his place in the world when he's sent on a mission to basically slaughter a defenceless village for their crystal. What unfolds is a tale of redemption for Cecil, culminating in him climbing Mount Ordeals to shed himself of the darkness and become a paladin of light! But this crescendo occurs a quarter of the way through the game, and now Cecil's character has no growth left. It's a real shame. The story in general gets really stupid after the halfway mark too, with characters heroically sacrificing themselves only for them to not actually die, even when they really should have. Cid exploding in to a ball of flame to stop people chasing you comes to mind, it's a great moment ruined by a cowardly reversal of the consequences. Or stupid sacrifices are made, like Yang staying in an exploding control room to... let the others escape? It doesn't really make sense. But even then Yang survives and comes back in to the story by the end. The story also has all sorts of people double crossing you, Kain most of all, with it all being down to mind control. Contrived doesn't cut it. Speaking of which, the ending is similar to Final Fantasy III in that the main villain, who was totally behind everything, is revealed close to the end of the game. It's not as bad as the Cloud of Darkness reveal, but the evil alien on the moon being behind everything was a bit dumb (although not a terrible concept if the story was better overall). I won't knock the story too much though, I'd argue that at least this time I actually have a story to criticise here which was certainly not the case in the previous games, and this was still more of a story than most games of the time were accomplishing.
Characterisations are certainly where FFIV separates itself form its predecessors. Cecil, Rosa, and Rydia are my favourites as they have good strong personalities; Cecil is a reflective person which ties in to his sub-plot, Rosa is caring which ties in to her being a white mage, and Rydia's empathy allows her to be a master summoner. These aren't amazingly fleshed out characters but, again, at least there's something to talk about here when previously there was almost none of this. I will say I absolutely hate Edge though, he has an extremely irritating personality which means he brags in an annoying manner (as he's a prince) but also falls instantly in love with Rydia, which would be fine if it wasn't done in such an annoying fashion. Luckily Rydia doesn't really respond and it's mostly played for laughs, but I just found it irritating to be honest...
The music in this is legendary at least, the game kicks off with one of its best tracks (The Red Wings) and stays consistently good for the whole game. The overworld theme (Main These of Final Fantasy IV) is truly iconic, as is the battle and boss themes. Even the prelude, a series staple at this point, got a beautiful new melody which makes the track even better. With the power of Spotify you can now even listen to these tracks to hear for yourself, other highlights I would recommend listening to include 'Theme of Love', 'Into The Darkness', 'Battle with the Four Fiends', and 'The Final Battle'. All the tracks fit the context or the environment very well and is a memorable OST in general.
The gameplay which is supported by the music is equally excellent. Dungeon design is great, with most dead end diversions resulting in a decent reward, a concept that is used to great effect in the final dungeon. The final dungeon is surprisingly short, but with all the diversions which lead to optional bosses guarding the most powerful equipment it's worth exploring every nook and cranny. The new battle system also leads to more interesting boss fights too as some have their own unique mechanics. The ATB system means that bosses can go in to retaliation phases that you can wait out by not doing actions, or other bosses like Bahamut turning the fight in to a damage race to defeat him before he casts Mega Flare. It's all very fun and is a positive change from the turn based system.
I touched on the graphics briefly above, but I figure it's worth reiterating how gosh-darn ugly the 3D models are in the remake of the game. The sprites from the SNES or PSP version are practically timeless which ooze personality despite their relative simplicity. Bosses look great in the SNES version where they look a bit dorky in 3D, the final boss being a good example of this. The environments in the 3D version are nice though, but like I said before the camera is so zoomed in it's hard at times to appreciate that. The SNES version takes full advantage of the hardware leap from the original NES to make the graphics far and away better looking than what came before, truly demonstrating the capabilities of the SNES and cementing Square as the top dog in RPG graphics (and this will only get better in time during this console generation).
So, in conclusion, this game is regarded as a true classic, and I think that's with a good reason. The story is engaging despite how stupid it gets and how it falls short in places. The gameplay is great even today, with history demonstrating just how good the ATB battle system is due to it being in a further five Final Fantasy titles, and the fact that so much of this battle system was done so right the first time around really demonstrates how successful Final Fantasy IV is. I would definitely advise people to play this game if they can, even if it's just for curiosity's sake to see where the series has come from. I would be much quicker to recommend this game over the older titles too as it certainly has aged better than any of the NES titles.
Current Rankings:
Final Fantasy IV
Final Fantasy III
Final Fantasy
Final Fantasy II
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danbevanwriting · 7 years ago
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The Ranking of Final Fantasy: Final Fantasy III
Final Fantasy III is the second game that the West didn't see an official localised version until many years later. Initially released a few years after Final Fantasy II in Japan, it was remade with a new localisation and 3D update 26 years later in 2006 on Nintendo DS. This game is important in the lineage of the series as it's the one that set the motifs of the series; Chocobos, Cid as a recurring character, Job specific actions, even some of the designs of iconic jobs that are still used today. But was the game worth the long wait for Western audiences?
The version of the game I played (and will continue to play from here on out) is the version available of Steam, which is itself a version of the mobile port. The only real differences between these versions and the DS remake is the User Interface, which I personally didn't kind too off putting despite looking a bit clunky. The content and graphics are otherwise the same as the DS version. Upfront I'll say that I like the style of the 3D remake. It retains the chibi-esque style for the characters that the series is known for during the NES/ SNES era. The world is colourful and benefits from the 3D modelling by giving the world more character through the use of added details to the floor tiles. The game was no slouch on the NES either though, it definitely improved graphics compared to previous games, with unique sprites for each job that the characters could take and battles looking more impressive than ever. It's honestly quite impressive what Square managed to do with the NES, even if there was a few assets clearly still being used from the original game (mostly world map town and castles looking very similar, and the warrior sprite being literally the same from Final Fantasy I).
Basic gameplay is untouched during the exploration of the world from previous games. You're still walking through dungeons picking up items, fighting random battles, talking to townsfolk to gather clues for how to advance forward. The wrinkle this game provided to the formula is that each character can change their 'job' whenever they want from a growing selection. This means that you're not stuck with the same class set up from the get-go like in the original game and characters more instantly specialise unlike in FF2. Bored of your current set up? Just change that White Mage to a Red Mage, or try an all offensive group of melee brawlers! In the remake the only downside to switching is that there's a 'cooling off' period after switching in which you have to fight a certain amount of battles with lowered stats before becoming normal. Stats don't carry over between jobs either, with the only permanent change being HP, which does lead to an issue where characters who didn't play much as melee characters can end the game with a disadvantageous amount of health (this is definitely something that happened to me). Overall though this is a rather fun system to experiment with, keeping me engaged throughout most of the game's playtime.
Situations that the game throws at you sometimes lead to influencing your party composition. This comes with some mixed results though. The more interesting of these is where you have to go through a dungeon while being mini, meaning that physical attacks are useless. This means that the best way through these dungeons is to bring a party of casters, which definitely mixes things up and is interesting to think and plan around. A situation which isn't as good however is during a part of the game where you're stranded in a town area and the only way to get out is to beat the boss of the area: Garuda. The problem with this part of the game is that if you don't take a party of Dragoons (which the game heavily implies you should do) then you are already dead. Only Dragoon gear is attainable and the boss' weakness is spears but this doesn't make this interesting as there's only one solution to the encounter. A similar issue occurs during a late game dungeon where the only way to get through without pulling your hair out is to bring a party of Dark Knights to stop all the normal enemies you encounter from duplicating themselves. The problem with this is that Dark Knights are basically worthless outside of this dungeon as they don't bring much of interest in terms of their abilities. The 'getting mini or turning to a toad to get in to the dungeon' gimmick also starts to wear thin by the end of the game, mostly because it wastes 2 charges of magic to get the party small or warty and then back again. It's nothing game breaking but it becomes a tired gimmick by the end of the game.
The dungeon design in general is much improved over the last game, however. Gone are the trap rooms that yielded nothing but crushed dreams and a thousand random battles. The dungeons now are a bit more linear with off shoots from the main path that more often than not have some goodies to pick up. None of them are overly complex to the point that you'd get lost and none of them ever really last too long either. Dungeons even have a bit of characteristics with them as they often have unique designs apart from a couple of the optional dungeons which are just generic cave dungeons. Otherwise they're fine, nothing to really complain about or overly praise either to be honest.
Final Fantasy III does not try to tell a story as ambitious as Final Fantasy II's, although it is still more fleshed out than the original game's. In the remake the developers tried to give each of the 4 heroes their own personality and backstory but it's rather thin and doesn't amount to much by the end. It's still more than the nothing you're given in the NES original (although your characters spoke between each other, there was never names attached to lines and they never really said anything profound). Characters in general are rather thin to be honest, there's no character dynamics I found to be memorable and even a lot of the major characters are more plot device than characters. Cid's got a wife in this one though, so that's... nice! What is interesting about the game is the world building that the game does. This isn't any more evident than when you realise that the world map you started on is only a tiny part and is actually just a small floating island in the corner of the map. You get out, and the world is covered in a thick fog that you need to disperse. It's interesting, and the build up to the Crystal Tower at the end is a fun experience as you uncover parts of the world and how the darkness has affected parts of it. The conclusion is rather limp though, with the guy you've been chasing throughout the game not actually being the last boss but actually being manipulated by an even greater threat known as the Cloud of Darkness! Gasp! This is another theme that ends up being carried forward in to the series too. Unfortunately, the Cloud of Darkness and the Crystal Tower, as cool as they are, is where I found issue with the game in general.
Up until the Crystal Tower, the game is not too hard (even with bosses in the remake attacking twice per turn) and seems overall to be well balanced. I beat most bosses on my first or second try and the fights seemed just hard enough that they were lengthy and fun. None of this is an issue until the very end of the game. You climb the Crystal Tower and nothing really poses too much of a threat: usually a good sign that you're in the right level curve to face what's coming. I reached the top, beat Xande rather easily and then Cloud of Darkness shows up and your group follows her to her realm: The World of Darkness. This is a point of no return by the way. Here, there are boss level enemies you fight in random encounters, have to fight 4 bosses with HP pools double that of Xande's, and then fight Cloud of Darkness who has 4 times his health. She has a group-wide attack originating from one of her tentacles that does massive magic damage as well as being able to attack twice herself. It's such a huge difficulty spike and it's completely unfair with it coming after a point of no return, meaning that if you fail you have to go through the whole of the Crystal Tower again, wasting a couple of hours' progress. This is such a sour note to end the game on after it being so enjoyable up until this final dungeon, it's such a shame that the game stumbles so hard on the final hurdle. It doesn't help that the way the story ends involves a contrived event that brings characters from the game with 'pure hearts of light' to help the heroes out of a jam, and for some reason, one of those characters is one of the old men who thought they were the warriors of light. A character that seemed to have been used as a joke in one of the towns. I audibly said to myself 'are you actually serious?'  when it happened, it was such a bizarre plot point.
I don't wish to end this review on a sour note, however, as I can more than confidently say that the music in this game is incredible. After the disappointing showing from Final Fantasy II this is a breath of fresh air. The overworld theme has a light airy sound to it that evokes a quiet mystery, the battle themes are exciting and energetic, the boss theme is incredibly iconic. The only tracks that annoyed me were the 'liberated' theme which plays in certain towns and locations after a saving it from a major threat, and a couple of the town themes were pretty obnoxious to the point where I just wanted to get out of them as soon as I could. As it's a NES game the themes are pretty short loops, which does lessen the impact of the good songs and amplify the irritation of the lesser ones. Overall though, a big thumbs up in the music department!
To conclude then I enjoyed FF3 quite a lot overall, to the point where I stayed up late a lot to play it. I would say I enjoyed it more that the previous 2 games even though this game has flaws all of its own. The job system is great and fun but is ultimately a bit shallow, especially when comparing to games to follow (hint, hint). I would still say this is the best of the NES era games though due to it having ambition and mostly hitting the right notes, unlike Final Fantasy II. The series' biggest flaw at this point of it's life is that the plot and characters are still rather underdeveloped but they've given the games their own distinct style and gameplay that is well refined. The old games would probably be best kept to only being played by die-hard fans, even the remakes.
Current Rankings:
Final Fantasy III
Final Fantasy I
Final Fantasy II
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danbevanwriting · 7 years ago
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The Ranking of Final Fantasy: Final Fantasy II
After the runaway success of Final Fantasy, Square wanted to capitalise on it and release a sequel as soon as they could. As such, Final Fantasy II was made a mere year later for the NES for Japan only. What made this sequel special is in how little it actually resembles its predecessor. Instead of taking the easy route, Square decided to change how the combat system worked, worked in a more elaborate story with more in the way of characters, and crafted a whole new world. Very impressive work considering the single year gap. Some assets were understandably re-used (such as character sprites being close to identical to FFI) but there was a fair amount of original designs too. Of course, none of this came without a price...
All of the above sounds pretty good on paper, right? Well, I'll start with the combat system. More specifically, the leveling system. Experience as a leveling up system is gone, and in its place is a system that levels up stats and abilities with their use. So, as an example, you level up your sword skill by using swords in battle, and you level up your intelligence or MP by casting magic (magic costs points to use now rather than the charge system in the last game, which is an improvement in my eyes). Again, on paper this sounds pretty good and logical! However the amount of time it takes to level up these skills to a high degree is insane, requiring literally thousands of casts to reach anywhere close to top level magic, and each spell has to level up individually. This means if you want to cast high level elemental magic for the 3 major elements (fire, ice, lightning) then you'd have to cast each about 3,000 times. The same issue applies to the weapons too, which means that despite there being a whole host of different weapon types, you are at a complete disadvantage if you level anything other than swords, bows, or axes as most of the types have little to no late game tier weapons. This is probably why the encounter rate in this game is so high. It's far higher that FFI from what I can tell, or at least it feels significantly higher. The constant battles make the game feel like a chore to get through, draining you of your resources in game and patience out.
Another flaw with this system is that to be able to increase your maximum HP or MP then you have to take damage or use MP in battle and finish the fight. This leads to a problem with the way the game calculates the damage taken. If one of your characters takes damage in battle but you heal it up during the fight, it'll negate the damage taken and not count for the trigger to increase maximum HP. The way this is all calculated means that a common 'power levelling' tactic is to fight the weakest enemies in the game, beat the ever loving crap out of yourselves for as long as you can, then finish the fight, resulting in massive stat increases. This easy work around means that the game can become trivialised pretty easily. It also makes the game in general very unsatisfying to play as the game is either way too hard or way too easy due to a lack of balancing and huge difficulty spikes for the unprepared. Instead the gameplay is an exercise in tedium rather than being enjoyable like the first game due to level ups not feeling as good as they did in FFI nor the exploration aspect of the game being very enjoyable either.
The exploration aspect of the game is the same as the first game: world map, towns, dungeons. The world map aspect is pretty standard and follows in the same vein as the first with the same sort of transportation options open to the player. I only have a couple of issues with it to be honest, both of which are relatively minor. Firstly it's deceptively small, which means that the game requires you to back track through a lot of it with quests sending you back and forth across the same parts of the world and getting you back to a home base of sorts. Not a massive issue as it is not a bad thing, thematically, to return to the base of the resistance between missions. This does slow the pacing of the game right down though. Secondly, the map has an issue with signposting difficult enemies. For example in the last game, as the map was significantly larger, harder enemies were gated in to zones you could only get to with the use of a vehicle or tool locked behind a dungeon or boss. Not the case here. It's very easy early on in the game to wander just a little bit to too far to the West and get one-shot by enemies meant to be fought a lot later in the game. It does give the world a more hostile feeling but it's not exactly fair either. The towns that litter the world map are fine, nothing too interesting of note as they all are pretty similar, although I do like how they change throughout the game at times, such as Fynn being re-occupied by normal citizens when you liberate it from the empire and Altair showing signs of damage after it's attacked. Helping exploration a bit is the key word system which lets you learn and ask key words to certain NPCs. It is somewhat limited in scope however and isn't utilised as well as it could have, but this was a NES game after all so I wouldn't have expected anything too amazing. The fact it is in this game at all and utilised how it is is impressive in itself, honestly.
The dungeons are a different story though, and is part of the major failing of this game. You'll spend the vast majority of the play time crawling through these dungeons which take a few different shapes but are mostly caves and stone fortresses. The tile sets look fine but the way that the dungeons themselves are designed is among the worst I've ever played. They're so tedious. Not only are they complex to a fault, having many twisting paths and dead ends that provide little to no reward, but they seem to be designed to create as much ire in the player as possible. Throughout all the dungeons there are doors, either in corners or at the end of a corridor with a few of them in a row, but unfortunately these doors more than often lead to empty rooms which drop you in to the middle of them. Not only is it annoying that there's nothing in the rooms (especially when you choose the wrong door out of several next to each other, only one of which progresses the dungeon), the encounter rate in these rooms is tweaked incredibly high. This means that it is more than possible to encounter enemies with every step you take back to the door which can be lethal if you're in the wrong situation or get a bad mix of enemies. Not helping the dungeons is the boring music, which certainly doesn't negate the tedium.
The music in general is rather lackluster to be honest. The only music pieces I can think of that are good are the normal battle theme, the over world theme, and the rebel theme that plays when you're in the rebel base. Everything else is really boring, or repetitive, or just bizarre like the boss theme. Seriously, what is up with that boss theme?(https://www.youtube.com/watch?v=fprhlzyl30s) The one used for later game bosses is better but still not incredible or very memorable. Honestly that's a word that can sum up the majority of the soundtrack despite how repetitive it is: forgettable. This is where the Chocobos are introduced for the first time, but they somehow ruin that through the music which is literally just one bar long and is repeated ad nauseam, and I don't think I need to explain why that is so terrible...
The story of the game ranges from boring to 'okay'. Characters are more than mere cardboard cut-outs like in FFI but they still aren't amazingly fleshed out. There isn't much in the way of character development for the main characters, despite them being distinct characters this time around. You never really learn much about Firion, Guy, or Maria during the whole game other than they're orphans and really don't like the empire because they destroyed their home. This is a shame as they are obviously with the party the whole game and just get nothing to say really. The supporting characters aren't too much better either. Through the game you get extra party members that take up the fourth slot in your party, however you'll quickly learn that this is sometimes just a death sentence for them, or you'll learn just to simply not care about them at all. Often times the party member will come in weak and underpowered, meaning you have to baby sit them as they gain levels, only for them to leave the party forever (taking all equipment with them) or they die to save the three protagonists in a dramatic moment. While it does provide a context for the fight and shows how desperate the war on the empire is, but it's also dramatically repetitive. Of course this is a really good story for a NES game and has far more complexities than anything else at the time. But now the story is mostly just not engaging. The story is mostly predictable, characters are mostly one note, the big bad, the Emperor, is pretty flat and starts the trend of Final Fantasy antagonists either being only one part of a bigger unseen picture, or coming back from the dead because 'evil magic'. Honestly I don't think there's a single memorable character here, and there isn't much I could tell you about the ones I do remember, aside from Minwu looks cool and unique? The story starts surprisingly strong though, with an unwinnable fight to wipe the party in order to set the tone and the pace of the story is pretty snappy too, setting you off in to the world and making decent progress with exposing or routing the empire from towns and even destroying their Dreadnought ship. Unfortunately the story's pace just nose dives after that, padding the story out with a world spanning fetch quest where the story just treads water until the end with boring long dungeons and an ending which is rather flat.
In conclusion, Final Fantasy II isn't very good. It's boring, frustrating, repetitive, tedious, but also has a couple of bright spots in the premise and the idea of the levelling up system. I played through this game on the PSP/ mobile version which is far less frustrating than the original or PS1 version. In the original game on NES, the frustrating stat increase system was even more annoying with a stat degradation that would take away points from skills or stats that weren't used for a while. I think that would have made me quit the game pretty early on to be quite honest. The original also only ever let you save your game outside, and with the length of some of these dungeons combined with the high encounter rate would also lead to an ungodly amount of stress and frustration.
So how does this game compare to the rest of the series so far? Well comparing the game to FFI alone, this is a night and day difference. You can tell this game was made quickly as the developers seemed to have forgot to make the gameplay fun before they focused on telling a more complex tale within a video game. Not only is this a bad Final Fantasy, it's a bad RPG, and is the black sheep of the series for a reason. Obviously this is going to the bottom of the list, where I predict it will stay for the rest of this series.
And that's it for Final Fantasy II! I won't lie, I'm glad to see the back of it. It's part of why I took so long getting this done, I lost a lot of motivation to get through the game due to some of the rubbish the game threw my way. It's only up from here though! Just for the record too, I plan to do all direct sequels in this series too, which means I'll be reviewing and rating Final Fantasies IV: The After Years, X-2, XIII-2, and XIII: Lightning Returns. The only one I probably won't touch is XII: Revenant Wings due to me mostly just being uninterested in it. Anyway, thank you for reading, and please look forward to when I review and rate Final Fantasy III!
Current Rankings:
Final Fantasy
Final Fantasy II
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danbevanwriting · 7 years ago
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The Ranking of Final Fantasy: Final Fantasy I
Well, this is it. This is where this whole thing started. 1987, Final Fantasy was released on the NES in Japan, followed a few years later in USA. It was revolutionary; the graphics were more impressive than anything else out on the NES at the time, provided a ton of customisation in party composition and magic options... and it's definitely not the version you want to play these days. It had bugs that meant that a few spells were useless (as in literally did nothing), and the limited screen space meant that names of things needed a bit of mental gymnastics to figure out what they meant (such as HRM for 'Harm' which deals damage to zombies, what?). The best versions of the game are basically any version other than the NES one; the Playstation 1 version of the game is closer to the original in terms of gameplay but adds an easy mode if you so wish, and the PSP/ mobile ports scrap the magic charge system for the more familiar MP system seen in most Final Fantasy games.
Luckily, the gameplay itself has aged a fair bit better than it's graphics and technical hiccups. If you've played pretty much any JRPG then this is where a lot of their inspiration came from. While not completely original, the game was originally designed to rival Dragon Quest at the time after all, the gameplay will be familiar to people who have even played the titles as late as Final Fantasy 10 and other turn based JRPGs. It's biggest technically impressive visual achievement was having both the enemy and the party characters on the screen at the same time during battles, even including fancy animations for spells and attacks! This was a big step up from other games in the genre at the time such as Dragon Quest and Phantasy Star. Influenced by RPG conventions of the time, the game is turn based; choosing an action for each character at the start of your turn, which then get executed in an order that is determined by speed stats (similar to how initiative works in tabletop RPGs). As such, higher levelled or faster characters will act first, such as a monk attacking before a warrior.
One of the key differences that made Final Fantasy stick out was that you could fully customise your 4 characters before you started. You choose their class from Warrior, Monk, Black Mage, White Mage, Thief, and Red Mage. The Red Mage is a class that is rather unique to the Final Fantasy series and one that is sadly not often seen either. Their gimmick is that they can use a broad selection of damaging black magic and curative/ deliberating white magic while also being decently armoured and able to use swords. They're often favoured by players of the original game over traditional casters due to an issue I'll touch on later in the review. In my playthrough I went with Warrior, Monk, Red Mage, and White Mage.
Battles most often happen in the random encounters on the world map or during dungeons, and they happen often. Most of the time, they're fine. You'll need to get through a lot of them to level up enough to take on the later dungeons of the game or to pad up your stats to make life a bit easier. Luckily levelling up in this game is rather significant in terms of stat gains and how much more powerful each level makes you feel. Not only do your characters do more damage, they sometimes will hit multiple times too when they get a high enough level leading to massive bursts of damage from faster characters.
Levels also increase the amount of magic charges that mages have. This is an interesting mechanic which is only found in the very early FF games, the last being the original version of FF3, but we'll get there eventually. What makes this system interesting is that each caster can only learn 3 spells from each level of spell. So, for example, I have a Red Mage character who can use both white and black magic. He can take one level 1 white magic spell (cure) and two level 1 black magic spells (fire and bolt). This leads to tactical decisions on what spells to bring on each character. There is an issue with this system though: the spell charge system. This means that you can only cast a limited number of each level of spell. So for example level 1 spells can be cast six times, level 2 four times, and so on. This is a double edged sword for the game because there's a fascinating system of being considerate of which spells you bring and buy, but also that you never want to use the spells apart from on bosses, otherwise they're just wasted on random enemies. Plus, you can't recharge the spells unless you rest in a cottage (an expensive healing item only usable on the world map) or if you rest at an inn. This also means that cure spells become terrible as it is way more efficient to just stack up loads of potion items and use them instead. These faults with the magic system make the classes of Black Mage and White Mage, two of the most iconic Final Fantasy classes, near useless due to their extremely low physical damage as the best way to get through the game is to rely on physical attacks (basically just spam the confirm button to use the 'attack' option) for every battle except bosses. This is what makes Red Mage so much more valuable due to their armour and use of swords. Granted, they don't get to make use of the highest possible tier white or black magic, but ultimately this isn't as big of as a loss as it sounds.
The music of the game is definitely a highlight of the experience, as it's mostly excellent all the way through. The battle theme is great, although you will hear it way too many times. Boss battle themes are great, and the town music is appropriately relaxing and serene. The main theme is excellent, it's so good in fact that they remix it in some way in to pretty much every Final Fantasy since, even in FFXV. In fact, I don't think there's a single bad track on this soundtrack. Nobuo Uematsu started his career with FF music very strongly and the music is even better in the remastered versions where the music is transformed from the midi sounds to something much more epic.
The story of the game is... hit and miss. When put in context for the time, it's very impressive in terms of its scope and the actual tale it tells. Taken out of that context, however, it leaves a lot to be desired. The actual plot is pretty bare bones in its broad strokes: restore the light to the crystals, go defeat the bad guy. The details obviously enhance this but the only really decent stuff doesn't reveal itself until the end, when the story takes a bit of a twist on the traditional fantasy story and even introduces some light sci-fi elements that become more prominent in later titles. The game does start with a bit of a twist on the traditional fantasy story where the main goal is to save the princess (for the NES era, this was often the whole plot and motivation of a game's story), however in Final Fantasy this is the first thing you do; you start the game, talk to the king who says his daughter has been kidnapped by Golbez, you go to the shrine, defeat him, and save the princess. Where most games of the time would end there, this one just begins, going so far as to give you a title card and introduction text scrawl. From there though, it's all boiler plate stuff which involves item exchanging and fetch quests for characters that can hardly be called that at all. None of the characters are memorable apart from Golbez, simply because he has an insane evil plan to take over the world by creating a time paradox in which he lives forever. Yeah, the story gets really crazy at the end. It's a rather fun reveal though and definitely unique enough to mostly forgive the eye-roll of a 'story' that makes up the bulk of the game.
Overall, this game has aged surprisingly well but is certainly not without its faults. Playing the remakes alleviate a fair few of these issues, such as the PSP/mobile version replacing magic charges with MP, but other faults I have with the game still persist. I don't think the series could have had a stronger start.
As this series goes on, this final paragraph will be a bit more in-depth as I discuss how I feel each game compares to the previous in the series, and why I chose the position I did. Until then, thanks for reading, I hope you enjoyed it and please look forward to my next review where I'll be commenting on my experience from the battlefields of Final Fantasy II!
Current Rankings
Final Fantasy I
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