Showing posts with label crystals. Show all posts
Showing posts with label crystals. Show all posts

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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