Tag Archives: 2006

Final Fantasy III – Review

 

 

The familiar design harkens back to the “good old days” of Final Fantasy.

 

Final Fantasy III is very traditional; then again, it originally came out in 1990. Within the first hour I had all of my party members and knew the ultimate goal I was aiming for. Luneth, the primary protagonist falls in a hole right away and finds out he is one of the chosen four, destined to save the world. His town elder knew this and when you return back to your hometown, they send you off with a few paragraphs. There isn’t the need for excessive exposition here. All you need to know is what the end goal is, what you’re doing in the current dungeon/town, and how to win battles.

It seems that Final Fantasy is renowned for being a series that one can turn to if they want a detailed or captivating story, and in this aspect, Final Fantasy III is very disappointing. The dearth of detail in the story turned me off; it’s a reason I play video games, and specifically, RPGs. The characters were stiff and lacked detailed personalities, the story was eventful, but nothing ever seemed impactful, a good job wasn’t done on making it seem like every action was necessary. Most of my time spent was zoning out and just battling to progress, and that’s the way I ended up playing the majority of it. I’d plug in a podcast, nothing against the soundtrack which I liked, and play it in bed before falling asleep, and I had a lot of fun playing it like this as I usually do with handheld games.

The party getting information on an early event.

The battle system is simple, lacking complexity, which works. Battles are easy to understand and with the ample amount of job classes, there is a variety of strategies available. Final Fantasy III did a good job of requiring me to try out multiple classes. Some dungeons would contain enemies that would resist physical damage, presenting the need to have your party deal nonphysical damage, via magic with mages or summoning, um… summons with, um… summoners. There were quite a lot of situations like this where you had to move out of your comfort zone; whereas I would usually keep my party full of physical attackers and a white mage for healing, I experienced many different jobs, and by the end of the game, I had a diverse party, with at least half of my party being a class I wouldn’t ordinarily pick.

One complaint I did have in regards to battling was the amount of grinding required towards the end. Throughout most of the game, I’d wager I was a level or two above where I needed to be, and it stayed like this up towards the final dungeon. After losing to the final boss a couple of times, I fought enemies within the last section of the game for at least five hours to level; this difficulty spike is not uncommon with games like this, but was nonetheless annoying when I knew the outcome of the game and only wanted to complete it at

The party battling it out against some early enemies.

this point, granted I handled the final boss ably, but still! This aspect also brought up another annoyance, the save system. The ability to save anytime on the world map is practically a requirement, however there is also a quick save option that allows you to save anywhere, but the save will be deleted when you return. Instead of implementing the ability to save anytime and keep that save, the developers have opted to keep the original spirit of the game intact, for instance, let’s say you’ve been grinding for an hour in the final dungeon and stumble upon an enemy that wipes you out, there went that progress. While this is aggravating, it’s also something that makes you adapt and from that point on, I was exceptionally cautious, and in a way, this difficulty is enjoyable and helps in keeping the game feel as it originally did.

There was no emphasis placed on totally remaking the game for today’s audience, which probably would’ve aged it in different ways as it’s been on the market for four years now, it’s the original Final Fantasy III, slightly redid. If you can appreciate a game designed in 1990, check out Final Fantasy III; it provides a lengthy quest that is sparse with detail, but a fun battle system that is easy to watch the time fly by with.

The Legend of Zelda: Twilight Princess – Review

Link as he appears in The Legend of Zelda: Twilight Princess.

Like many others, I hold The Legend of Zelda: Ocarina of Time in high regard. I didn’t play it when it was initially released; I received it when I preordered The Legend of Zelda: The Wind Waker and I bet many others’ first experience with The Legend of Zelda was through this method. It was around this time that I was beginning to get into video games, and those games were a big part of it. To say I was looking forward to The Legend of Zelda: Twilight Princess would be an understatement; I remember getting hyped about it with friends but when it came out, I couldn’t help but be disappointed. I didn’t finish it then but have come back to it and experienced it all the way through and while it is all around extremely competent and fun game, I still came away somewhat disappointed. A lot of this stems from it feeling too similar to past Zelda titles.

Early on the dungeons advance similar to Ocarina of Time; forest dungeon, fire dungeon and then water dungeon, even the towns are similar; these places are designed in new ways and remain interesting to explore but it seems lazy. After this period however, the game starts to feel different and many of the later dungeons were interesting, both aesthetically and the way they played out. The items are similar as well, but I don’t fault this aspect of the game, wanting one hundred percent different items I feel would be asking too much. Many of the previous items have been slightly altered which changes up their use, both for puzzles and attacking, and there are a few totally new items that are interesting to use, however briefly. One of the things that I like about Zelda games is their mixture of puzzle solving and action and Twilight Princess didn’t disappoint.

Like in previous games, there are plenty of things to do on the side.

Throughout the game is an equal need for brain and brawn. In later parts of the game, I got stumped quite a bit on puzzles and would nearly give up. Then through what must’ve been some sort of divine intervention, something would click and I would figure it out, and that provided a great sense of accomplishment. Adding to the sense of accomplishment was the element of exploration. While traveling throughout Hyrule, I came across many things that I didn’t know how to interact with at that time. So I’d have a notepad handy and take notes. Once I realized what I had to do, I’d return and get whatever it was; this sort of backtracking and tab keeping is very appealing to me. The sword fighting and action in general stays on par with past 3D Zelda titles, but there is little advancement. Perhaps my biggest complaint in regards to Twilight Princess feeling similar is its story.

Link as a wolf, being ridden by Midna.

For me, story is a major part of the experience, I want to follow along and see the story the developers have crafted but Twilight Princess is almost laughably similar to past games, namely Ocarina of Time. Many of the key elements I already know from playing past games, so it’s like a refresher throughout the game. There are plenty of things that separate it from past games, such as the ability to turn into a wolf when traversing the Twilight Realm, but the overarching story doesn’t seem new. That being said, the cutscenes are extremely well done and a joy to watch as they do convey a lot of information, but a lack of voice acting is a major hindrance. The characters in the game are crafted excellently, with unique personalities and an interesting look, and having voices would make them seem more fleshed out.

The Legend of Zelda: Twilight Princess is a great game and I had fun throughout the adventure, but I still can’t help but feel disappointed. Twilight Princess feels like a compilation of what the developers thought were the best parts of past Zelda games and this sense of familiarity turned me off. Much has been said of Japanese game design lagging behind that of western developers (that the Japanese are very conservative) and in many ways Twilight Princess is the perfect example of that.