Showing posts with label Cid. Show all posts
Showing posts with label Cid. Show all posts

Friday, October 25, 2024

Final Fantasy IX.


Original Release: Sony Playstation, 2000. Version Reviewed: Sony Playstation, 2000.


THE PLOT:

Zidane is a thief working with the Tantalus theater troupe, which is actually a cover for a group of bandits. The group plans to use its upcoming performance in the Kingdom of Alexandria to kidnap the beautiful Princess Garnet. To Zidane's surprise, Garnet is eager to be kidnapped, which should make this easy.

It proves to be anything but easy. Bumbling guard Steiner follows the princess onto the airship, and they somehow pick up a clumsy young black mage named Vivi at the same time. While escaping, their airship is shot down on the orders of Garnet's mother, the hideous Queen Brahne. It falls to Zidane to lead the princess to the neighboring kingdom of Lindblum to complete his assignment, with Steiner threatening him and bickering with him every step of the way.

In the course of their journey, they discover more black mages that look like larger versions of Vivi. They don't speak or respond when spoken to, and they appear to have been manufactured. This worries Vivi, and he becomes even more anxious when people in other villages respond to him as if he is a threat.

Garnet fears that her mother is plotting something terrible. Vivi wonders what role the black mages play in this. And when their paths intersect with a mysterious and powerful wizard named Kuja, Zidane starts to suspect that the stakes are bigger than they've imagined...

Zidane meets, and is smitten by, Princess Garnet.
Zidane meets, and is smitten by, Princess Garnet.

CHARACTERS:

Zidane: He's instantly attracted to Garnet, and he spends the length of the game flirting (somewhat awkwardly) with her. Despite being a criminal, his basic decency constantly shines through, notably in his protectiveness toward both Garnet and Vivi. Additional dimensions are revealed in the story's second half, and he does get pushed past the "rogue with a heart of gold" archetype. Really, though, after two games of brooding loners, it's something of a relief to have a protagonist who's able to laugh at himself and others and who isn't afraid to make an idiot of himself.

Princess Garnet ("Dagger"): Her mother's behavior has grown increasingly erratic, which has prompted her desire to escape the castle. She hopes that if she talks to her "Uncle Cid," ruler of Lindblum, that he'll be able to do something, though she doesn't really have much of a plan beyond that. She initially enjoys the adventure, and an early cutscene shows her grinning ecstatically as she swings from a castle parapet to the theatre ship. That joy does not last. When her mother's actions start resulting in deaths, she berates herself for leaving, wondering if she might have influenced the queen's behavior had she stayed. Her guilt keeps growing throughout the story, with her only truly throwing it off near the end.

Vivi: When the first hour of gameplay focused on a childlike figure who kept falling over, I groaned. It felt like I was being forced to endure the misadventures of an unwanted comedy sidekick. It quickly becomes apparent that there's more to him than that, and I don't think it's an overstatement to say that he's the heart and soul of the game. Once he meets the black mages, he begins questioning first his origins and then the nature of his existence. By the second disc, it's the moments with Vivi that emerge as the most memorable and emotional in the game. Huge credit to the artists, by the way. Even in cutscenes, Vivi's face is no more than a black circle with two gold eyes - and yet somehow, his body language and posture are able to convey a tremendous range of feeling.

Steiner: The bumbling palace guard does qualify as a comedy sidekick. He's pompous and often dim, with both Zidane and Garnet seeming to put up with him as they go from place to place, and his reactions are regularly over-the-top. His main interaction with Zidane in the first half is to threaten him, and he seems to think it magnanimous to advocate for life imprisonment instead of execution for the thief. Even at the start, however, he treats Vivi with absolute respect, and it's clear that he defines himself through his sense of duty, which slowly infuses a certain dignity into him. He's also easily the best combat unit in the game. By the end, if you're equipping him well and keeping up on his abilities, he should be regularly inflicting max damage per turn.

Other Companions: Other party members join as the story unfolds. Freya is a knight from the Kingdom of Burmecia who has had previous dealings with Zidane and who seems to generally trust him. Quina is a creature whose only purpose in life is to discover new foods; its combat gimmick is that it gains abilities by eating monsters. Amarant is an assassin who joins Zidane after losing a fight to him. Eiko is a young girl who is the sole survivor of a village of summoners; at base, she's the best healer in the game, though Garnet can be made her equal (while also doing more damage in combat). All are firmly supporting characters, but they all get a couple of strong moments.

An ongoing true/false quiz is one of many, many mini games.
An ongoing true/false quiz is one of many, many mini games.

GAMEPLAY:

The basic gameplay is largely the same as previous entries. You explore areas to discover items, secrets, and mini games. When the character you're controlling finds a certain spot or interacts with a certain NPC, then the story advances.

There are a lot of mini-games and side quests, more than in previous entries. I will freely admit to not completing all of them. I delivered the Mognet letters, found the Stellazzio coins, fought all the monsters in the Treno shop/arena, and finished the talking mouse's quiz. I did not dig up Chocographs, however, nor did I hunt down every "friendly monster" in the game, nor did I jump rope or run races with the kid in Alexandria. My total play time clocked in about 60 hours. A player barreling through only the main plot could probably finish in half that time; someone wanting to complete absolutely everything would probably spend close to 100 hours.

Suffice it to say, there's plenty to do in Final Fantasy IX. And if one or more of the mini games doesn't strike you as fun, then at least most of them are optional.


COMBAT:

I played the PS1 version, which means I did not gain the benefit of any of the rereleases' Quality-of-Life improvements. Unfortunately, without those improvements, Final Fantasy IX has the most annoying combat in the series thus far.

The encounter rate isn't any worse than in other games, and it's actually lower than most of the Nintendo-era ones. But, at least in its original PS1 form, the combat is slow. Each battle has the camera swirl around for about 12 seconds before the fight starts. Over hundreds of encounters, that 12 seconds adds up to a teeth-grinding irritation. Early in the game, there is also a lag between ordering a character to do something and them doing it, though this becomes less of an issue as you unlock skills such as "Auto-Haste."

Skills such as that make the late game battles far more enjoyable than the early game ones. Also, if you keep up on your skills, Final Fantasy IX is relatively easy. But those 12 seconds per battle are enough in themselves to make me wish I had purchased a rerelease with a speed up option instead of the "PSOne Classic."

Princess Garnet feels guilt over her mother's actions.
Princess Garnet feels guilt over her mother's actions.

SOUNDTRACK:

Another Final Fantasy, another gorgeous soundtrack. This 24-year-old game's music score is more varied and has more depth than most movie soundtracks. As per usual for the series, there are different themes for each character, each major area, and even for different battles. The world map music is an instrumental version of Melodies of Life, the end credits song, with other variations in varying tempos occurring in cutscenes and story moments throughout the game. The song itself is a lovely piece, its lyrics perfectly suited to the story and themes. Oh, and the music all fits nicely with the storybook presentation.

At this point, I think it would actually surprise me if a mainline Final Fantasy game didn't have a wonderful soundtrack.

An enemy watches the group's escape to Lindblum.
An enemy watches the group's escape to Lindblum.

OTHER MUSINGS:

"Living in the village with everyone fills me with joy. The joy of living with them far outweighs the fear of death. Isn't it the same with you? Traveling with your friends gives your life meaning."
-Black Mage no. 288, with a lesson for Vivi.

At first glance, Final Fantasy IX resembles nothing so much as a fairy tale. In contrast with the more realistic style of Final Fantasy VIII, this game's art is patterned after storybook illustrations. It's bright and colorful; many characters have exaggerated features and expressions; the main character has a tail, while another main character has a black circle for a face with two gold eyes. It's as if after two entries that were predominately sci-fi, this game wanted to make no mistake in cementing the "Fantasy" part of the "Final Fantasy" title.

The characters' personalities seem to reinforce this as a whimsical tale, even a silly one. The main character is sarcastic. Vivi falls over for comedy effect quite often; Steiner is over-the-top in pretty much every way. Even the evil queen seems mainly to be a comedy caricature, complete with jester sidekicks who invert each other's sentences.

The first major break in this tone happens midway through Disc One, when a minor early boss takes a drastic action during a cutscene as the heroes look on in horror. This, and a follow-up moment involving Vivi, are a tipoff that this isn't going to end up being so simple or lightweight. That gets buried for a bit in some comedy antics in Lindblum - but once the characters leave Lindblum, the tale starts to darken. And why not? When you get down to it, fairy tales are pretty dark.

Structurally, the story somewhat resembles Final Fantasy VI in one respect: As with that game, you could subdivide this it into two stories. Disc Two largely closes out the story that began with kidnapping of Princess Garnet, while Disc Three represents a new start as Kuja - who mostly keeps to the shadows in the first half - emerges as a full villain.

The endgame takes place against a surreal landscape.
The endgame takes place against a surreal landscape.

Settings are varied. Alexandria is the typical medieval fantasy kingdom. Lindblum is an industrial center, with airships connecting various districts to each other. Cleyra is a city that exists atop a giant tree. There's also a village of black mages who gained individual awareness and who now live in seclusion, surrounded by a forest. Toward the end, the game takes players to ever more fantastical areas, with the endgame occurring in a surreal world that is created from fragments of the characters' own memories.

The plot is well put-together and extremely well-told. Even more impressive are the themes. Characters grapple with questions about consciousness and memory, life and death. The black mages are artificial, and yet some of them become aware and form their own community - only to have to come to terms with a finite existence when some of them begin "stopping."

"Black Mage no. 288" never gets a name, but his ruminations are memorable. At one point, he tries to explain to a newcomer the purpose of a cemetery - that it's not for the dead, but rather for the living to remember them:

"We'll never forget you. We'll remember you every time we stand at your grave. And we won't let the fear of death, which each of knows, stop us from living our lives."

These are weighty ideas usually more explored in literature than in video games. It's startling to see such a direct confrontation of them in a bright, colorful fantasy that at first blush looks like it should be filled with Disney characters.

The story is well told. But long after I've forgotten about the machinations of Queen Brahne or Kuja, it's the themes that will resonate. That, and the simple sight of Vivi, staring up and absorbing a horrifying sight in that mid Disc One cutscene - an image that, in the simplicity of its design and the complexity of its context, could about stand in for the game as a whole.

Vivi witnesses a horrible sight.
Vivi witnesses a horrible sight, and the
previously light tone changes sharply.

OVERALL:

Final Fantasy IX was a commercial success, but its sales on release were far behind those of VII and VIII.  Time has been kind to it, however, with it emerging as a favorite within the franchise. I've seen many people refer to it as a masterpiece, and... I'm going to agree with that sentiment.

It's a bit of a slow burn. I was anything but gripped by the initial stages. It only really grabbed me after that cutscene with Vivi midway through Disc One. After that, I started to connect with it, and that connection grew throughout.

I'm going to distinguish this from saying that the game gets better as it goes. A replay of the first part of the game reveals that it's setting up its tonal variations and themes right from the start. It doesn't so much improve as reveal itself. Characters who seem silly are shown to be either monstrous or tragic. One apparent comedy relief character shows dignity and strength; another becomes the heart and soul of the story. And throughout, the themes gain in depth in a way that's impressive and ultimately quite moving.

Final Fantasy IX is an excellent game and an even better story. I'd also rate it as a genuine artistic achievement.


Overall Rating: 10/10.

Previous Game: Final Fantasy VIII
Next Game: Final Fantasy X

Next Release: Final Fantasy - The Spirits Within

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Saturday, January 22, 2022

Final Fantasy VII.

Original Release: Sony Playstation, 1997. Version Reviewed: PS4, 2016.


THE PLOT:

Five years ago, Cloud Strife was a member of SOLDIER, the Shinra Corporation's elite military team. Then... something happened. Shinra turned to mining Mako, an extremely efficient but environmentally disastrous energy source, and abandoned all other projects.

Now, Cloud is working for AVALANCHE, an eco-terrorist group dedicated to the corporation's downfall. Not because he cares about the group's goals - Cloud doesn't seem to care about much of anything. He once made a promise to his childhood friend Tifa, and he intends to keep it... and as far as he's concerned, that is the only reason he's even there.

Things change after a raid on a Mako reactor turns out to be a trap set by Shinra. Cloud survives only because of the help of Aeris, a mysterious girl growing flowers in the middle of the slums. Cloud finds himself acting as her protector when Shinra operatives try to kidnap her, referring to her as "the ancient."

Someone else is also targeting Aeris. Someone from Cloud's past, whom he believed was gone forever. The man he once idolized and now despises.

Sephiroth...

Cloud has unfinished business with Sephiroth.

CHARACTERS:

One noticeable change from the Nintendo Final Fantasy entries to this, the first Playstation one, is in the dialogue. Namely, there's a lot more of it. This isn't all good, as it makes certain parts of the story drag a bit. But it does allow for a strong focus on characterization, with long scenes devoted to filling in the details, personalities, and backstories of Cloud, Tifa, Aeris, and others.

Cloud... Well, this game was released in 1997, and Cloud very much belongs to the "brooding loner" template that was so popular during that time. He's emotionally distant and abrupt to those around him, which by that decade's rules means that he is a sensitive soul with hidden depths (as opposed to just being an ass). Fortunately for modern gamers, his character eventually develops past the template. As the story progresses, his barriers lower until he eventually becomes likable and even heroic - with a few interesting twists along the way.

Tifa and Aeris are the most prominent of the supporting characters, both acting as potential love interests and also as Cloud's conscience at different points. Barret, the leader of AVALANCHE, starts the game as a vaguely embarrassing cliché before emerging as a full character in his own right. Other team members include what I suspect will stand as the all-time least likable Final Fantasy Cid (again, it's the '90s, so treating everyone like crap apparently means he has depth), thief Yuffie, Vincent the vampire (I'm only slightly kidding), stuffed animal Cait Sith (no, really), and experimental lab subject Red XIII. None of them get the same development as the principals, but they all receive a couple of decent moments.

Sephiroth adds to the series' growing gallery of interesting villains. He's very much a reflection of Cloud, mysterious in both his past and his true nature. Eventually, a flashback reveals much of the backstory for both him and Cloud - but in both cases, we're left with plenty of questions that are only gradually filled in. Though Sephiroth is a monstrous figure, his personal story is a tragic one in its own right, leaving the player able to see what led him to his evil deeds.

A boss fight in the Temple of the Ancients.

GAMEPLAY:

At its core, Final Fantasy VII's gameplay is similar to the Nintendo entries. Your characters travel around maps, both a larger world map and a variety of more specific and detailed environments, exploring and discovering new areas while unlocking the next story scene. Combat comes mostly through random encounters, with major story points punctuated by boss battles. The animations are different, but most of the attacks and spells remain the same, though this game does add "Limit Breaks" to your characters' arsenal - special attacks that power up as you take damage, and that inflict massive damage when you are finally able to unleash them.

The shift from 2D sprites to 3D models has an unfortunate impact on reviving or healing members of your party. It's the same process as ever; select the item or spell, then select the party member to apply it to. Unfortunately, the perspective can make it confusing which character you are selecting, leading to wasted turns reviving characters who were still standing or healing ones who are at full health.

The developers have also stuffed Final Fantasy VII with minigames. A few of these are fun - I rather enjoyed an arcade style chase sequence in which I had to ram enemy vehicles off the road. Most of them are annoying, however, and most of them are also required for the plot. If you want Cloud's final Limit Break, you have no choice to but to play mini-games and race Chocobos in the theme park, "The Golden Saucer." When you acquire a submarine, the plot won't advance unless you first play another mini-game.

More science fiction than fantasy, final or otherwise...

FINAL FANTASY... NOW WITH 80% LESS FANTASY

Final Fantasy VII is the first game in the series to... well, to mostly forget the "fantasy" part. The series has long employed light science fiction elements: airships; time travel; space travel; steampunk trappings. In previous games, however, they were dressing, enhancing fantasy worlds and stories centering around kings, queens, warriors, wizards, and kingdoms.

Final Fantasy VII reverses the emphasis. This is a light sci-fi story, set in a futuristic society ruled over by a corporation. Cloud may have a sword, but Shinra's troops and guards are armed with guns. Machines are everywhere. Though your party uses magic, it is specifically justified by the story as a type of science, with Cid even noting at one point that he prefers the idea of science to that of magic. There are still fantasy trappings - spells and monsters. But this time, the fantasy is the dressing enhancing a sci-fi story, rather than the other way around.

The game looks surprisingly good for its age.

THOUGHTS:

Final Fantasy VII was the first Final Fantasy game I ever played, back in the late 1990s. I did not finish it at that time; the version I played was a particularly bug-ridden PC port, and I gave up out of frustration at the regular crashes roughly a quarter of the way in. I did remember, however, being intrigued by the story and its world, leaving me approaching this playthrough (of the 2016 PS4 port) with both anticipation and wariness.

Thankfully, I did not experience a single bug during my playthrough. The game also looks surprisingly good for its age. The art style has dated, particularly the blocky almost LEGO-style characters, but the backgrounds are often breathtaking.

Most importantly, the game remains a lot of fun to play, offering (mostly) intuitive gameplay and an intriguing story. The first half is particularly well-paced. The opening sucks you immediately into the narrative, using just the right mix of tension and humor to engage you in the story. Cloud may be a very '90s protagonist, but Tifa and Aeris are likable enough to carry the story until its main character starts mellowing, and the narrative smartly delivers regular information while at the same time opening up new mysteries.

The final boss battle with Sephiroth is a combination of brilliance and aggravation. Not because of difficulty; I'd rank him as one of the series' easiest final bosses to date. No, it's aggravating because of the long, unskippable special attacks. Sephiroth's big attack is "Super Nova," which comes complete with a 2-minute animation in which he seems to focus the entire power of the solar system into attacking you. It's awesome the first time he casts it... but by the third time he cranks up his unskippable 2-minute attack, you'll be tempted to nip out to the fridge while he ever so slowly gets on with it. That's not even mentioning the (also unskippable) animations for your own special attacks, Limit Breaks, and summons.

Like a devil in hell: Sephiroth.

OVERALL:

Final Fantasy VII became the series' breakthrough game in the West, and it remains the most iconic entry. Say "Final Fantasy" to even the most casual (or in some cases non-) gamer, and they will likely instantly visualize the image of a spiky-haired blonde guy with a giant sword. 

While certain aspects have dated, from the art style to Cloud's characterization, the game has overall aged well and remains a benchmark against which other RPGs are judged. The backgrounds hold up surprisingly well, and the story retains its energy. It isn't quite a modern game... but it feels closer to modern than the Nintendo entries do, and it's no accident that it took me only a single month to play through it.

If pressed, I would still rank Final Fantasy IV as my favorite of the numbered series. But at the moment, I'd rate this as a pretty close second - and it's probably a better choice to try to hook newcomers.


Overall Rating: 8/10.

Alternate Version: Final Fantasy VII Remake

Prequel: Crisis Core - Final Fantasy VII
Sequel: Final Fantasy VII - Advent Children

Previous Main Series Game: Final Fantasy VI
Next Main Series Game: Final Fantasy VIII

Previous Release: Final Fantasy VI
Next Release: Final Fantasy Tactics (not yet reviewed)

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Friday, March 26, 2021

Final Fantasy: Legend of the Crystals.

4 episodes: The Wind Chapter, The Fire Chapter, The Dragon Chapter, The Star Chapter. Approx. 113 minutes. Written by: Satoru Akahori. Directed by: Rin Taro, Naoto Kanda, Tamohiko Ohkuda. Produced by: Tetsuo Daitoku, Yūji Takae, Yojirō Shirakawa.  Release Date: Mar. 21 - July 21, 1994.


THE PLOT:

Two hundred years after Bartz and his companions saved the world from Exdeath, the planet and its elemental crystals are again in danger. The evil Deathgyunos and his killer robots are using the disembodied brain of scientist Cid to locate and steal the crystals. They have already taken the crystals of Water, Earth, and Fire, and the Avatar has vanished... Um, sorry, wrong cartoon.

Linaly, a young summoner who is a direct descendant of Bartz, travels to the Wind Temple to protect the crystal, with her would-be boyfriend Prettz in tow. They reach the crystal - which proceeds to embed itself in Linaly's body. Now they find themselves on the run from the evil robots, and in an uneasy alliance with the soldier Valkus, the beautiful pirate Rouge, and Mid - the ghost of Cid's grandson, who cannot rest until he recovers his grandpa's brain. To save the world, they will need to confront Deathgyunos on his home turf: The black moon!

Because of course there's a black moon. Why not?

Our heroes: an imbecile, a ghost, and an anime girl.

CHARACTERS:

The characters are two-dimensional anime tropes. Prettz is headstrong but amazingly capable in combat for someone never presented as having any actual combat training. Linaly is constantly sincere and wide-eyed. Valkus all but drools over Rouge, who all but drools over the prospect of treasure. Mid actually emerges as the standout character, if only because he seems to regard most of the other characters with thinly-veiled disdain. For an early 1990s anime, they aren't actively disastrous characters - but they are too thinly-drawn to make up for the story's weaknesses.

Mid confronts the evil being who stole his grandpa's brain!

THOUGHTS:

The first of Final Fantasy's forays into anime, 1994's Legend of the Crystals is a genuinely bizarre product. Though ostensibly a sequel to Final Fantasy V (and, ironically, released in the West long before the game itself was), it has none of the feel of its source, or of the series in general. It plays out mainly like a generic sci-fi anime, with useless robots that can easily be chopped apart by swords and guns, and swarms of spaceships... that can also easily be chopped apart by swords and guns.

While watching, I continually pondered one question: Exactly who was the intended audience for this? The tone and story feel like something that was made for children. But then you have Linaly, flashing her panties multiple times per episode; Rouge, who dresses like a dominatrix preparing to go for a swim; Rouge's lair, with alarms planted in the breasts of statues; and the villain's downright masturbatory noises when the power of the crystals flows into him. So you've got a story that feels too childish for adults, or even most teens, but with substantial amounts of content unsuitable for children. If Peppa Pig got adopted by the love child of Heavy Metal and Robotech, the results... would likely still be less inexplicable than this.

The final episode is particularly bad, as the already shaky story descends into a confused mess. The showdown between heroes and villain is so incoherently presented, it makes a Michael Bay action climax look well-ordered by comparison. The villain is ultimately defeated by a light shining into another light that makes another bunch of lights zap into a Thing. Followed by a few minutes so that we can have a "comedy tag" wrapping up the fates of the main characters. Even though very few viewers will care a fig about any of those characters.

Linally and Prettz explore the Wind Temple.
No jokes about passing wind, please.

OVERALL:

Final Fantasy: Legend of the Crystals is a mess. It is poorly plotted, with a frenetic and borderline incoherent climax. It's too childish for adult audiences, but it also has too much adult content for children. Finally, it has none of the feel of the series that supposedly inspired it.

It has curiosity value, I suppose, and I've honestly seen worse. But unless you're an absolute Final Fantasy completist, this is really not worth your time.


Overall Rating: 2/10.

Preceded by: Final Fantasy V
Previous Release: Final Fantasy V

Next Release: Final Fantasy VI


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Monday, July 13, 2020

Final Fantasy IV.


Original Release: Super Nintendo, 1991. Version Reviewed: PSP Complete Collection, 2011.


THE PLOT:

The dark knight Cecil, leader of Baron's Red Wings, is troubled. He has just returned from his latest mission, an attack on the peaceful city of Mysidia. He followed his orders and seized the Mysidians' crystal for his king, but he cannot help but ask why such an order was given. In response, Baron's king strips him of his rank and sends him to deliver a ring to a nearby village. The mission is a ruse, the ring enchanted to release monsters that lay waste to the village, leaving one young girl as the only survivor.

Appalled by his role in this destruction, Cecil vows to stop his former liege. It's evident that the king plans to claim all the crystals from the assorted kingdoms, so Cecil and his allies attempt to defend those that remain. In the process, they discover that Baron's king is actually a demon in disguise - and that their true enemy has a plan that could mean the end of the world!


CHARACTERS:

As can likely be gathered from the plot description, characterization is much stronger in this game than in previous entries. Cecil is a particularly well-drawn character. As the game opens, he's a dutiful soldier following orders even when he doesn't agree with them. There is no serious indication that the Cecil of the game's opening would have defied his king's orders had more attacks been demanded. It is only after he is deliberately deceived and betrayed that he finally rebels against Baron's leadership.

Of the supporting characters, the strongest impression is made by Kain, Cecil's friend and fellow soldier. Kain feels like Cecil's equal and opposite in many ways. Like Cecil, he is portrayed as dutiful but decent, and early on voices support for turning against Baron, disgusted at seeing his troops used for evil ends. He is later brainwashed by the villains, with it strongly hinted (practically stated outright) that envy over Cecil's relationship with the white mage Rosa made him vulnerable to temptation. Kain's character moments end up providing the most memorable dramatic points in the game - in my opinion, he easily eclipses Cecil as the most interesting character.

Other roles are more two-dimensional, from warrior monk Yang to indestructible coot/inventor Cid to a pair of bickering twin child mages. Still, even if these characters lack much depth, they do have distinct personalities. No one is reduced to just being a name filling a role in the plot.


The Red Wings of Baron


GAMEPLAY:

Final Fantasy IV puts a few spins on the strictly turn-based combat of earlier entries. The most obvious of these changes is the way in which characters take turns. An "ATB gauge" fills up, determining when each party member will get to act. Some characters' gauges fill faster than others, and some actions (i. e., casting spells) take additional time to execute - and enemies can attack during that gap. This adds an additional layer to battle strategy, as finding ways to move those gauges faster against tough enemies (such as through "haste" spells and items) can turn the tide at least as much as upgrading weapons and armor can.

In addition to the gauge, there are different ways in which an encounter can take place. The default encounter will proceed based purely on whose gauge fills up fastest. However, you can also get a "pre-emptive strike," in which your characters start with a full gauge, allowing you to attack enemies before they can react. You can also either be attacked from behind or ambushed - either of which gives the enemy the first strike. The results can at times be frustrating - but it unquestionably adds more immediacy to the combat.

(The version I played - the PSP Complete Collection - allows for "auto battles," which can help reduce the tedium of frequent random encounters against weak enemies... Just be sure to turn the auto battle option off if you end up with a strong enemy!)

A mid-game boss battle.

THOUGHTS:


It's difficult to overstate the significance of Final Fantasy IV. I mentioned in my review of Final Fantasy II how that game had pushed forward a degree of narrative complexity far beyond that of the original game. IV takes what that game did for plot and applies it to the characters. Cecil and Kain are conflicted characters who, at the game's start, have rank, relationships, and backstory - some of which is directly spelled out, some of which (i. e., a love triangle with Rosa) is merely indicated. Roughly a fifth of the way through the game, Cecil finds himself in the very city he had just attacked when the story began - and the locals remember him and curse him for his actions. Even when he proves himself in a later quest, some of the inhabitants still bluntly say that they still can't forgive him. It's an added layer of sophistication in a series that can be seen advancing in various ways with each new entry.

There have been various reissues of Final Fantasy IV. I was torn between the PSP version and the Nintendo DS remake. The PSP won, after I looked up the opening minutes of each version on YouTube. I found the 2-dimensional sprites clean and visually appealing, whereas the 3-D character models in the DS version just looked ugly to my eyes. In the end, I think the preferred version is a matter of individual taste. I like well-drawn sprite animation; but the DS remake does feature roughly an hour of fully-voiced cutscenes, and reportedly offers more challenging combat, so many would likely prefer that variant.

Music has emerged as a consistent strength of this series, and Final Fantasy IV offers the richest score yet. From the militaristic theme for Baron's Red Wings, to the lyrical love theme, to the lively score that plays for twins Palom and Porom, the music sets atmosphere and character with extraordinary effectiveness.


NOT QUITE FULL MARKS...

This is an important game, and a very good one even today. But I did encounter some nitpicks. First, the version I played had an often ridiculous random encounter rate. In some maps, enemies would pop up every time I so much as took a step! Since most of these encounters qualified as little more than nuisances, it quickly became tiresome, even with "Auto Battle" activated. A minor annoyance, the kind of thing one simply accepts from JRPGs of a certain age, but it still bears mention.

The storytelling is good, particularly for an archive game, but there is one area in which it falls short of Final Fantasy II: Character deaths. The makers of this game seem to have an aversion to letting sympathetic characters die and stay dead! On at least three occasions, party members we had seen sacrifice themselves for the greater good end up popping up again, no worse for their ordeals. I found it diminished my investment in the dramatic scenes, knowing that there were unlikely to be lasting consequences.

Oh, and the final dungeon's too long. But it's not nearly as overlong as the final dungeon for Final Fantasy III was, and the last save point is located reasonably close (about 20 minutes' playtime) to the final boss, so those at least represent some noticeable improvements over the previous main series title.


OVERALL:

Those complaints do largely amount to nitpicks. Nearly thirty years after its initial release, Final Fantasy IV remains highly engrossing and enjoyable to play. Easily recommended.


Overall Rating: 9/10.

Sequel: Final Fantasy IV - Interlude

Previous Main Series Game: Final Fantasy III
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Thursday, July 9, 2020

Final Fantasy III.


Original Release: Nintendo Entertainment System, 1990. Version Reviewed: Nintendo DS edition, 2006.


THE PLOT:

After a sudden earthquake sends young Luneth falling into a cavern, the young man finds the Wind Crystal - which speaks to him, telling him that he is one of four Warriors of Light tasked with restoring balance to the world. The crystal teleports Luneth back to his home village, where he reunites with his friend Arc. They befriend two more young adventurers: Refia, the adopted daughter of a smith; and Ingus, a soldier hopelessly in love with his kingdom's princess.

The four youths embark on a series of quests, first to save the floating continent that is their home, then to the surface below - where the sorcerer Xande has frozen time itself in a bid for eternal life, threatening the balance of light and dark for the first time in thousands of years...


CHARACTERS:

The DS remake expands the dialogue, allowing the four heroes some individual personality: Arc, a victim of bullying, is the most openly compassionate of the group, befriending a young prince during a late game subquest; Refia is impatient with the flirtatious nature of Desch, one of several temporary companions the group gains and loses along the way; Ingus is very serious; Luneth isn't above needling the others when they become too earnest. The temporary companions, a carryover from Final Fantasy II, are also an enjoyable mix of personality types, some amusing and some earnest. The DS version has a cartoonish artstyle, which is a good match for the overall tone, which is substantially lighter than its often grim predecessor.


Luneth and friends go shopping.

GAMEPLAY:

At first glance, the gameplay is almost identical to that of the original game: You explore, fight frequent random battles (all turn-based), and trigger brief bits of dialogue that lead you from one quest and setting to the next. However, there is a lot more depth. The game introduces a "job" system, wherein you can change your characters from one specialization to another, each with their own strengths and weaknesses. Characters level up, but so do jobs - And higher job levels do additional damage in battle (among other benefits), which makes it important to find a good job balance for your party long enough before the endgame to get your party ready for the really tough battles.

The game also features some significant difficulty spikes, particularly in the game's later stages, making regular upgrades to armor and weaponry critical to success. Random encounters are far less frequent than in the earlier games... But that's a double-edged sword; this became the first Final Fantasy where I had to grind for a few hours to raise job levels in order to tackle the final dungeon successfully.


The Warriors of Light engage in battle.

THOUGHTS:

Final Fantasy III has many similarities to the first game. Once again, the story revolves around four Warriors of Light, who are tasked once again with saving the world. This world has noticeably more detail to it than in the original game, however - from the continent that floats above the larger world, to the entire concept of a balance between light and dark (in this game's backstory, Warriors of Dark had to battle long ago when an overabundance of Light threatened the world). It may sometimes amount to a more ambitious remount of the first game... But the ambition pays off in it feeling less expendable.

The music deserves special mention. The main theme is sprightly, reflecting a sense of fun that is well-suited to the experience of playing it. More intense themes are used for some of the harder dungeons, and a particularly strong one for the extended final dungeon... But at all points, the themes avoid being potentially dark or frightening. The focus is definitely on capturing a spirit of adventure - Usually upbeat, always trying to generate excitement. The opening cinematic created for this edition is also quite splendid; when booting the game up, I often found myself rewatching it rather than skipping straight to the menu.

The game has two major strikes against it.  First, it is simply too long for the thin story. I enjoyed playing every time I picked it up; but I never found myself feeling particularly compelled by it, and ended up taking a couple of extended breaks from it.

The second strike is the final dungeon, which is actually two dungeons. Both beautifully-designed and visually eye-catching, with some wonderful music in the background. Separated by a dramatic scene in which several previous companions are revisited to strong effect, before leading into a series of boss battles that are all enjoyably challenging.

So if everything about the final dungeons(s) is good, then what's the complaint?

NO SAVE POINTS! AT ALL! 

Once you enter Xande's Crystal Palace, you are approximately 3 hours from the end of the game. 3 hours that you will lose completely if you run into one bit of bad luck along the way. Given that this stretch really encompasses two dungeons, I have no idea why the developers didn't allow a save point between the two. As noted, all the elements are well-done, and the series of boss battles is actually enjoyable... But it's hard to fully enjoy it when you're worried that you're one rain of fire or particle beam sweep away from losing all your progress.

Overall, I didn't enjoy this as much as the Gameboy Advance version of Final Fantasy II, but I still liked it overall. The simplistic storytelling may not have engaged me as much as the story of II did, but the characters and art design were effortlessly likable, I loved the music, and the combat/job system was startlingly absorbing.


Overall Rating: 6/10.

Previous Main Series Game: Final Fantasy II

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Saturday, July 4, 2020

Final Fantasy II.


Original Release: Nintendo Entertainment System, 1988. Version Reviewed: Dawn of Souls edition, Gameboy Advance, 2004.


THE PLOT:

The Empire of Palamecia is determined to conquer the world! Firion, Maria, and Guy are three youths, orphaned when Imperial soldiers attack their village. They are rescued by Princess Hilda, who leads a resistance movement against the Empire, but their friend Leon has vanished.

Though the princess is initially reluctant to let these inexperienced youths join her army, Firion and his friends prove their worth when they discover that one of her allies has sold out to the Empire. After that, they spearhead a series of missions for the rebellion, gaining the rebels access to resources while freeing villagers the Empire is using as slave labor.

Palamecia is far from finished, however. With the construction of its new Dreadnought, the Empire has a powerful weapon to bring to bear against all who oppose it!


CHARACTERS:

Final Fantasy II's major forward steps from its predecessor are the presence of a much stronger storyline and a hint of characterization. Unlike the first game, in which the heroes are hailed as saviors from the very start, this game opens with the characters seen as largely helpless, and having to prove themselves to even be officially assigned quests. I'm not going to claim that there's layers and depths here - This is a late 1980s NES game, after all - but the people you encounter tend to have at least a hint of individual personality.



Infiltrating a mine for precious resources...

GAMEPLAY:

Final Fantasy II tends to be regarded as the worst entry in the series, and that's almost exclusively because of its leveling system. The basic idea is sound - you level up skills based on what you use.  If you cast a lot of spells, you gain more magic points; if you kill enemies with a sword, you become more skilled at swordplay; if you get hit a lot, you toughen up and are able to take more hits.

Unfortunately for the game's reputation, this system in the original NES release was apparently... Well, broken. Reportedly, players of the original version had to beat themselves up in order to gain enough hit points to be able to survive even initial random encounters, let alone to grow tough enough for later enemies.

The Dawn of Souls version (and, reportedly, other re-releases as well) fixed the leveling system, which now much more accurately reflects the production team's intent. My characters engaged in no self-mutilation, and nevertheless were able to level their skills quite nicely; if anything, by the end of the game they were too strong, sweeping aside the game's last two bosses without even breaking a sweat... Which means that it's now off-balance in the opposite direction. Still, I admit to finding it enjoyable, at least as a novelty.

I'd also like to note a particularly nice touch: The battle at the start of the game cannot be won - It's part of the story that you lose, in fact - but the game still makes you play through it, which connects you that much more to the characters.


And still more random encounters...

THOUGHTS:

With the gameplay issues largely fixed for the Gameboy Advance re-release, the infamous Final Fantasy II emerges as... actually, really quite good! In most respects, this game represents a leap forward in terms of the series' sophistication. Instead of being an afterthought, the story is actually very well crafted. Yes, the story has some remarkable similarities to Star Wars (Dreadnought = Death Star; Dark Knight = Darth Vader; there's even a princess leading a rebellion against an Empire). Still, the storyline is structured with more care than would normally be expected from an NES game, and the narrative takes some surprisingly dark turns along the way.

As with the first Final Fantasy, the Gameboy Advance version features additional content. Reflecting the more story-based nature of the second game, that additional content has some actual substance to it. A bonus storyline titled Soul of Rebirth puts you in the role of characters who have died across the length of the story, battling through an underworld to assist the game's heroes one last time. It's expendable enough, but it is enjoyable - and fits well with the main game's story, making a decent addition to the whole.

Final Fantasy II is noteworthy for introducing some recurring series elements. It is the first game to feature Chocobos, the giant birds who appear throughout the series. It is the first game to feature Cid, a character who pops up in different roles in subsequent games.

Ultimately, though, I think its most important contribution to the series is in its storytelling, which is such a leap above its predecessor's that I can scarce credit that only one year separated the two games. I enjoyed Final Fantasy as an undemanding bit of retro gaming; but I actually found myself involved in the world and story of Final Fantasy II.


Overall Rating: 7/10.

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