Showing posts with label Super Nintendo. Show all posts
Showing posts with label Super Nintendo. Show all posts

Friday, December 24, 2021

Final Fantasy VI.

Original Release: Super Nintendo, 1994. Version Reviewed: Sony Playstation, 1999.


THE PLOT:

It's been a thousand years since the world was devastated by the War of the Magi. Magic has faded from the world, and most believe such powers to be the stuff of legend.

The Gestahl Empire knows better, however. Kefka, the villainous court mage, has found a way to fuse magic with technology. With control over a mysterious "witch" named Terra, these Magitek forces invade the peaceful town of Narshe, where a magical being known as an Esper has been uncovered. When they find the Esper, the unexpected happens: The creature frees Terra and destroys the Imperial forces.

This is only the beginning, however. Terra finds herself in the company of Locke, a leader in the rebel Returners. As her past memories slowly return, she realizes how critical it is that Kefka be stopped before he seizes control of the remaining Espers. But even as she and Locke gather together a group of unlikely allies, Kefka draws ever nearer to his goal: Unlimited power!

Celes finds herself playing the lead in an opera.

CHARACTERS:

Final Fantasy VI has the largest cast of playable characters in the entire series, and it manages to serve most of its cast surprisingly well. The first half of the game sees Terra gradually regaining her past; the second half brings out her maternal nature as she bonds with a group of orphans. Locke, who is haunted by a loss in his past, forms a halting attachment to Celes, a former Imperial general; their tentative romance is memorably paralleled by the opera Celes finds herself performing in one of the game's best set pieces. Cyan is a warrior consumed by guilt after losing his family to Kefka's treachery. His loss is explored by two sequences - the first aboard a Phantom Train ferrying the departed to the next world; the second within his nightmare, from which the other characters have to rescue him.  Other characters don't get quite as much attention, but all members of the cast get at least one or two moments to show their own personalities.

Kefka's insanity, on full display.

KEFKA: THE JESTER AS SUPERVILLAIN:

"Life... dreams... hope... Such meaningless things... I'll destroy them all!"
-the wit and wisdom of Kefka

For quite a long time, I found myself rolling my eyes at the game's main villain. Kefka is entirely one-dimensional, so over-the-top "Eeeviill" that he almost makes Final Fantasy V's Exdeath seem layered by comparison. He initially seems like a coward and a weakling - a buffoon who spends the entire first half fleeing from every encounter with the heroes.

And then... something happens. He never gains any depth as a character. Kefka is evil for the sake of evil. Instead, it becomes clear that he really is everything he appears to be: a clown and a buffoon. A physical weakling, who pursues ultimate power so that he can destroy in order to feel strong.  That gradually goes from irritating to comical... right before it becomes terrifying.  When he revels in destruction, celebrating loss of life as "fun?" ...He means it.

At one point, Celes interferes with his plans, inflicting physical pain in the process. Kefka throws himself on the ground, thrashing about like a child throwing a tantrum, and then lets out a wail:

"I hate hate hate hate hate hate... hate hate hate hate hate hate hate hate hate hate HATE YOU!

The line is comical in its ridiculousness... but at the same time, it's chilling. It's at this moment, which occurs more or less exactly halfway through the game, that we see just how deranged and twisted he is. Kefka cannot be reasoned with, because there is no reason in him. He's a jester, throwing himself a one-man party in hell, presiding over ghastly horrors while hearing music in the screams of his victims.

Battling monsters on a flimsy river raft.

GAMEPLAY:

Is very much the same as in previous Nintendo Final Fantasy titles, with exploration broken up by (too frequent) random encounters.  Characters have a combination of physical and magic attacks, and more magic attacks are made available once they equip Espers later in the game.

Each character is also given a special attack. Some are highly effective: Sabin's "blitzes," for example, do devastating damage on higher levels; his brother Edgar's "Tools" can also inflict solid damage. Others are fun for a while as novelties; Setzer the Gambler has a slot machine that can perform a variety of attacks... or do nothing useful at all, depending on the result. Still others are more trouble than they're worth: Tarzan-like Gau goes into Rages that can inflict decent damage, but that also make him impossible to control; Cyan's "Swordtech" ("Bushido" in other translations) takes so long to charge up for his best attacks that powerful enemies might easily kill him before he's ready to go.

The game's first half is very linear, with the story itself forcing which character groupings you use. This is occasionally frustrating, but it has the advantage of making you play as all the characters, allowing you to experiment with them and decide which units you prefer to use. The second half opens up entirely, allowing you freedom to explore the full world map, letting you pick where to go and who to play as - and by that time, you'll probably have decided on your default group. Be sure to level all your characters. You will use almost all of them in the final dungeon; if any of them are underleveled, you will regret it!
Terra escapes from the Steampunk-inspired town of Narshe.

ALREADY OUTGROWING NINTENDO:

Final Fantasy VI marks the end of the series' first era.  This was the last of the numbered series to debut on a Nintendo system. Starting with Final Fantasy VII, the series' main range moved to the Sony Playstation.  This created a rift between Square and Nintendo that lasted for years, but it's not difficult to see why it happened.  The Nintendo systems have a lot of charm, but they have always tended to be more technically limited than those of Microsoft or Sony... and even in this final Nintendo game, it's clear that the series was pushing hard against those limitations.

Final Fantasy VI is a remarkably ambitious game. In addition to the large cast, each distinguished by unique character art, it's a title that takes players through a variety of settings. You start in a town that's just mechanized enough to evoke a steampunk feel. From there, you will cross over and under deserts, run river rapids, and explore a continent that flies through the air.

Then there are the set pieces! The opera scene is a particular high point, with the game designers painstakingly using the limited technology at their disposal to create something that's entirely convincing as an opera.  The music score is breathtaking throughout, even better than the excellent compositions in the preceding titles.

In short, it's clear even in this final Nintendo-era game that the series' technical ambitions had outgrown Nintendo's capabilities. In retrospect, it's no surprise that series moved to a more powerful system for their next title.

Kefka attacks an allied kingdom.

BRLLIANT BUT FRUSTRATING:

I genuinely admire the accomplishment of Final Fantasy VI.   I would actually consider this nearly 30-year-old video game to be a genuine work of art.  I respect it greatly.  I want to love it. But for all its achievements, it is also a game loaded with irritations, some large and some small.  Every time I got sucked into the story or the set pieces, something would happen to push me away again.  At times, it actively felt as if the game was trying to punish me for playing it.

The game is downright miserly with in-dungeon Save Points.  In other versions, this is less of a problem, with a "Quick Save" option letting you create a temporary file to reload.  I could not figure out any way to "Quick Save" in the PS1 version, however... meaning that I pretty much had to have at least an hour's free time before entering a dungeon.  This was probably one of the largest contributors to how long it took me to get through the game; unlike previous series entries I didn't even bother picking this one up unless I had plenty of time to devote to it.

The random encounter rate is high. Not as high as in the first two games, true... but it's more aggravating here, in part because of the meager save points and in part because the encounters disrupt the flow and pace of the story. I found the first half to be awkwardly paced in general, and I felt at a distance from the story for a good third of its running time. My interest picked up considerably in the run up to the midpoint, and I found the second half to be a lot more enjoyable. That said, it took much longer for me to become invested here than in any of the first five games.


OVERALL:

In many respects, Final Fantasy VI is the best of the Nintendo Final Fantasy series. It's the most technically ambitious. It has the most completely developed story, with the events that occur at the game's midpoint almost jaw-droppingly audacious. It has the strongest characters. It has the most effective villain. It even has the best soundtrack.

I commend it as a work of art.  There's just one problem: I didn't particularly enjoy playing it.  It's an accomplished work, and I feel duty-bound to award a good score.  But taken as a game?  I'm glad to have experienced it; but at the same time, this is one Final Fantasy that I cannot see myself revisiting.


Overall Rating: 7/10.

Previous Title: Final Fantasy - Legend of the Crystals

Previous Main Series Game: Final Fantasy V
Next Main Series Game: Final Fantasy VII

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Tuesday, July 14, 2020

Final Fantasy V.

Original Release: Super Nintendo, 1992. Version Reviewed: Gameboy Advance, 2006.


THE PLOT:

Bartz is a very ordinary young man, traveling with his pet Chocobo, when a meteor suddenly falls to Earth nearby. He investigates, and finds two people near the site: Galuf, an old man who can remember nothing other than his name; and Lenna, a young woman who insists she must reach the Wind Shrine. Joining forces with a pirate named Faris, they reach the Shrine - only to find that the Wind Crystal has shattered, and that they have been tasked with protecting the three crystals that still remain.

Saving the crystals is easier said than done, however. The crystals are controlled by separate kingdoms, each of which is using machines to amplify their powers - a process that is gradually destroying them. The four travelers soon learn that the crystals are all that is sealing away the evil Exdeath. When the final crystal is destroyed, Exdeath will be free to reclaim his power, even if he must destroy the world to do so!

The king delivers some Royal Exposition.

CHARACTERS:

A backward step from the multilayered characters that populated Final Fantasy IV. Bartz and his friends are perfectly fine, as Super Nintendo video game protagonists go; they certainly have more depth than the characters of the first three games. Still, while they're a likable and energetic bunch, only a few scenes attempt to characterize them as anything more than that.

Mind you, they come across as literary achievements next to the villainous Exdeath. In addition to his name being... well, Exdeath, his grand plan appears to be to destroy the world simply to be able to say he has ultimate power, and it is not uncommon for his dialogue to be punctuated with a "Mwahaha." No, really.

I actually think the most interesting character in the game ends up being the boastful recurring villain Gilgamesh. Though his appearances are fleeting, he gets some of the best dialogue in the game. He also undergoes an arc with regard to his relationship with the heroes - which is more than any of the other characters can claim.

The game's villain: Exdeath, Master of Subtlety.

GAMEPLAY:

A bit of a cross between Final Fantasy III and Final Fantasy IV. It retains the ATB gauge system of IV, which will leave players regularly reaching for "Haste" and "Slow" spells to create an edge in boss battles. It also refines the job system of III. As in that game, you can switch your characters between jobs - white and black mages, rangers, knights, and ninjas, among others. As an added wrinkle, when you learn skills, you get to keep them when you switch to a new job. Thus, you can have a sword-wielding black mage, or a spellcasting ninja, or a thief with the ability to summon Eidolons. This adds some depth to the gameplay, encouraging the player to experiment with different combinations and develop strategies around those.


THOUGHTS:

The Nintendo-era Final Fantasy titles seem to be falling into an Even/Odd pattern. Even numbered entries (II, IV, and reputedly VI) tend to be ambitious, pushing more complex narratives that often have a darker tone. Meanwhile, the odd numbered entries (I, III, V) seem to be more along the lines of light-hearted romps that almost feel like refinements of each other. It's notable that all three games have the same base narrative: Four Warriors of Light, on a mission to save Crystals from a Very Bad Guy.

That isn't to say Final Fantasy V isn't fun. The characters are likable, and there's a general sense of good humor throughout. Even as the stakes rise to genuinely Apocalyptic levels, the story remains sprightly and enjoyable. Some of the bits of humor fall flat (a mystic's Fourth Wall-breaking quip about "sitting around eating pizza" is particularly unfortunate), but there is something to be said for a fantasy epic that doesn't take itself too seriously. Plus, at just over thirty hours with three major shifts in setting, the game never wears out its welcome.

Well, almost never. If this is the third go-around for the "Warriors of Light" storyline, it is at least the best version of it. But there is one aspect of Final Fantasy V that I'm not a fan of...

Gimmick dungeons.

Ye who are about to play this game... Beware! This game is absolutely in love with gimmick dungeons. Dungeons with switch puzzles. Dungeons with floor traps. Dungeons that deliberately obscure your view of the surrounding area. Dungeons with enemies who will instantly banish one or two of your characters from a fight, leaving you at half-strength. A little of this can help to refresh the formula of "plow through the dungeon to fight the Boss." As the game wears on, however, it starts to feel like almost every dungeon has a gimmick, which becomes rather wearisome after a while.

Gimmicks aside, this is the easiest mainline Final Fantasy title I've played. Healing and replenishment materials drop frequently, and by the late game your characters should have more than enough potions, ethers, and elixirs to steamroll the Final Dungeon with no fear of using your full force. The Final Boss has a gimmick of his own (of course) - but once you figure that out, it's a startlingly easy final encounter. Oh, and save points regularly appear in front of boss battles, so players are unlikely to ever be in the position of having to replay a large chunk of dungeon crawling just to get to a challenging boss fight. All of this results in a very casual-friendly game... Though that may actually frustrate players who prefer genuine challenge.

Finally, a quick note for the soundtrack, which may be the one and only way in which this entry actually surpasses its predecessor.  Final Fantasy V boasts more than 50 tracks that alternate between comical and epic, mournful and exciting. Even at this early date, it's apparent that this is a series whose music is well worth paying attention to.

An early battle in the Wind Shrine.

OVERALL:

It's not hard to see why Final Fantasy V is one of the series' least-discussed entries. In character and storytelling terms, it is a massive backward step from Final Fantasy IV. Whereas that title seemed to be pushing the limitations of the Super Nintendo, this one is very much of a piece with the more simplistic early entries. Still, the game has its charms, with a likable cast, an engaging job system, and a genuinely impressive soundtrack. Those who enjoy retro gaming are likely to find themselves caught up in it.

That said, I hope this is the last rendition of "Four Warriors of Light Protect the Crystals," at least for a while. Three versions of the same story is at least one version too many.


Overall Rating: 7/10.

Sequel: Final Fantasy - Legend of the Crystals (anime)

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

Previous Release: Final Fantasy - Mystic Quest
Next Release: Final Fantasy - Legend of the Crystals

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Final Fantasy: Mystic Quest.

Original Release: Super Nintendo, 1992. Version Reviewed: WiiWare, 2010.


THE PLOT:

After his village is destroyed in an earthquake, young Benjamin is charged with saving the world by recovering and restoring the four crystals of Earth, Wind, Water, and Fire. This sends him on a quest that will take him first to the villages for each element, then into perilous caverns, towers, and volcanoes filled with all sorts of monsters. But restoring the crystals is only the beginning. To put an end to the evil plaguing the world, Benjamin will have to travel to Doom Castle, to face the dreaded Dark King!


CHARACTERS:

Characterization is the weakest the series has seen since the original Final Fantasy. Benjamin (or whatever you choose to name him) is young, wants adventure... and except for turning to the screen to give a bemused shrug, has no other characteristics. He has several companions on his journey, each of whom has a name... but outside of that, they are largely interchangeable, with no discernible personality.

Benjamin and a companion battle two Basilisks!
...Which is a lot less exciting than it sounds.

GAMEPLAY:

Designed specifically to make RPGs accessible to children, Final Fantasy: Mystic Quest offers a deliberately stripped-down interface. Players aren't required to equip weapons and armor; that's done for you, the moment you pick it up. The battle menu is basic and colorful, and the interface defaults to companions battling automatically - though I highly recommend changing this to Manual combat in the Customization menu. Though there are opportunities for some strategy to be employed, particularly in boss battles, it's overall basic enough that most players will be able to just power through regardless.

Exploring a forest.

THOUGHTS:

Square had tasted success in the U. S. market with the releases of Final Fantasy, Final Fantasy IV (retitled "Final Fantasy II"), and the Game Boy spinoffs, but RPGs remained a niche genre, with many considering them too difficult or complex. Final Fantasy: Mystic Quest was meant to remedy that by presenting a simpler, more user-friendly experience, one that would be entirely accessible to children.

Every effort has been taken to make sure the game isn't difficult or frustrating. Money is so plentiful that it effectively has no meaning after the first couple hours of play, and health items are sprinked like dust throughout every dungeon. If you lose a battle, you have an option to restart from the beginning of the fight rather than being reset to your next save. In short, this is a game that's absolutely tailored to avoid rage-quitting.

Unfortunately, it is also very boring.

I don't actually mind the stripped-down combat, though it gets mind-numbingly repetitive. But the game flattens the entire genre out to combat and very basic exploration. The world is featureless and uninteresting, and the characters are so two-dimensional that it's impossible to get attached to any of them. Surely interesting worlds and engaging characters are at least as much a part of an RPG's appeal as fighting beasties? Surely the best way to hook young players on the genre would be to pair that stripped-down gameplay with engaging, colorful storytelling?

Mystic Quest does have a few good elements. In battles, as your foes get injured, the enemy graphic changes to show their deterioration - sometimes somewhat comically. The combat is fun in short bursts, and the dungeons are well-designed to reward exploration while at the same time allowing you to reach your goal quickly.

Finally, I'll admit to liking much of the jaunty music score. It's not on par with the scores to Final Fantasy IV or V, but it's still an enjoyable and varied soundtrack, one that effectively trades earlier games' atmospheric music for a bouncy and fun tone. The music that plays in Doom Castle, the final dungeon, is particularly good.

However, all this amounts to nice presentation of an otherwise bland product. They may make it less objectionable to play through, but they don't actually stop the game from being a tedious overall experience.

Aquaria, the village located near the Water Crystal.

OVERALL:

Final Fantasy: Mystic Quest failed in its goal of bringing RPGs into the U. S. mainstream. The goal was commendable, and it might have worked had it paired its very basic gameplay with some engaging storytelling. But by failing to offer anything to actually engage players, it failed to show the full appeal of the genre to newbies, while at the same time annoying franchise fans who had come to expect more from a Final Fantasy title.

With the closure of the Wii store, I don't know if there's any current way to purchase this title for a modern console. I could grouse about that, as the increasing inaccessibility of vintage game titles is a pet peeve of mine. However, Mystic Quest is one vintage title that's not much worth picking up, save as a curiostiy piece.

The most damning condemnation I can give? This game is less than half the length of Final Fantasy V, yet it took me roughly as long to play it - and at that, I had to really push myself to actually finish.


Overall Rating: 2/10.



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