Years after completing the previous entry in the series, and following its release for the Nintendo Switch and renewed hype for the upcoming PlayStation 4 remake, I’ve finally completed Final Fantasy VII. It’s hard to dispute the game’s status as the most popular Final Fantasy, and now that I’ve experienced it in full, it’s easy to see why. The game’s modern/sci-fi setting and appealing characters make for a more relatable experience than previous entries. The fundamental RPG gameplay is rock solid, and the Materia customization is addictively satisfying. Also, it didn’t hurt that this was the first entry to release with 3D visuals, or that the soundtrack was phenomenal. More than twenty years on from its debut, the game remains a standout entry in the series, and an enjoyable RPG in general. Continue reading Final Fantasy VII [Switch] – Review→
Up until playing it, I’ve only ever had two associations when thinking about Shadow Hearts. One related to the game’s Judgment Ring, an appealing mechanic that added an element of action to otherwise typical turn-based battles. The other, more prominent association was the proximity of its release to Final Fantasy X, one of the most anticipated games at the time. At first blush, this seems like unfortunate timing, but in actuality it was opportunistic: a hope that those awaiting Final Fantasy X would purchase Shadow Hearts to bide their time with a similar role-playing game, albeit one with a much smaller development budget. With this in mind, I long ago established modest expectations. Now that I’ve completed it, I’ve found that these expectations were spot-on, which isn’t to say I didn’t enjoy playing Shadow Hearts, but it was somewhat unimpressive. Continue reading Shadow Hearts [PlayStation 2] – Review→
I don’t want this review to sound too acrimonious, but I had a lousy experience with Final Fantasy VI. It’s a game I started a couple of times over the past few years, only to burn out early on. By the time I began playing this game, soon after completing the two prior entries, I suffered from a Final Fantasy fatigue. With a few years between my last attempts, I finally restarted this summer and managed to beat it. While I enjoyed much of my playthrough this go-around, my impressions were still negatively colored by those initial burnouts, especially after listening to years of praise for this entry, often cited as the greatest in the series. Opinions are malleable, and mine will undoubtedly grow rosy with the passing of time, but as of this writing I feel this is the weakest Final Fantasy on the Super Nintendo. Continue reading Final Fantasy VI [PlayStation] – Review→
When you have a video game collection like mine, it can be hard to play all of the games. This is especially true when additions are made on an almost weekly basis. Still, I appreciate nearly every game I’ve accumulated for this reason or that. In the hopes of improving my writing through continuous effort and promoting ongoing learning of these games, I’m going to compose brief, descriptive articles.
As far as Final Fantasy branded items go, Final Fantasy Chronicles is somewhat unique. It was only released in North America, sort of. This is a compilation of two games previously released in North America: Final Fantasy IV and Chrono Trigger. Both games feature additional content compared to their original SNES releases. Most of the additions are minor, but each game now includes an opening cinematic and Final Fantasy IV’s script has been revised. I haven’t played these versions, but I have played these games and without question, they’re highlights of the role-playing genre; specifically harkening back to of the most popular eras of the Japanese RPG.
Each game was originally developed by Square and these versions were ported by TOSE. Final Fantasy Chronicles was released for the PlayStation on June 29, 2001 courtesy of Squaresoft.
Okay, Final Fantasy V hasn’t been released as much as its predecessor. In fact, the first time it was officially released outside of Japan was with the American release of Final Fantasy Anthology for the PlayStation. That was in late 1999 – basically seven years after it was originally released on the Super Famicom in late 1992. It took another two and a half years for the game to eventually be released in Europe. Since then, it has been released on the Game Boy Advance and on iOS and Android platforms.
As they did for the Super Famicom release of Final Fantasy IV, Square opted for a cutesy cover over the traditional usage of Yoshitaka Amano’s artwork. Again, he was relegated to the logo design. This cover hones in on the wanderer Bartz, and easily conveys this fact. The logo chosen for this game includes a dragon intertwined with the font. This is also apt as dragons play a significant role in the narrative.
The game was subsequently released on the PlayStation in 1996. This is my favorite cover that’s been used for one of the game’s releases. The cutesy character design again reigns supreme and this time it’s highlighting the many job classes. With the exception of two as there were twenty-two job classes in the original.
So this is the version of the game that I possess. I really dig the box art, but it pertains to Final Fantasy VI, so it’s not really comparable in this article. I will mention that I had difficulty playing the disc on the PlayStation 3. There is a save screen glitch that the game freezes at. The glitch is still a factor when playing the disc on the PlayStation 2, but on that system, it’s only a graphical glitch. The menu can still be navigated and the game doesn’t freeze.
For the European release of Final Fantasy Anthology, this game received the honor of selling the game. If it’s successor was included in this package, I’m sure that wouldn’t have been the case. Still, this is prime Amano displaying the cast on one of the many ships.
For the Game Boy Advance release, a slew of extra content was added including extra job classes and an extra dungeon or two. I’d like to play these versions of the NES and SNES titles (excluding 3which never saw an Advance release). The Japanese release included a lot of negative space, yet still left room for Amano’s character designs.
The cover used for the American and European releases however did away with that negative space and really zoomed in on the characters. Plus the large GBA banner on the left-hand side takes up much space.
Just as the case was with Broken Sword: The Shadow of the Templars, this game has been released on many digital platforms that don’t really have box art. As I mentioned above, I prefer the box art for the Japanese PlayStation release. It’s different enough from the rest to stand out, and the cutesy design works well when displaying the many job classes.
When I began playing Final Fantasy V, the first ten or so hours got me down. Coming off of my completion of Final Fantasy IV, this game felt like a pause in progression for Square. The characters, protagonists and antagonists alike, felt one-dimensional. The narrative didn’t allow for a rotating party as the previous game did, and this kept the experience stale. During this early period, the combat system felt wholly similar to its predecessor too. It wasn’t until the job system was unlocked and given a few hours to come into its own, that I really began to enjoy the game.
With a traditional narrative revolving around elemental crystals and a maniacal evildoer, I didn’t get drawn into the story. After all, with a name like X-Death, there’s no questioning his motives. The protagonists were, slightly, more fleshed out though. Bartz was a wanderer who encountered the princess Reina and a stranger from another planet, Galuf, while investigating a meteorite. They joined together and set about to protect the four crystals after they witnessed one of them shattering and learned that collectively, the crystals protected a seal on X-Death.
Soon enough, the group bumped into the pirate Faris. Get this, Faris suffers from amnesia and is actually Reina’s long lost sister, Salsa. The group initially fails to protect the four crystals and X-Death is freed. With his freedom, X-Death returns to his original planet to begin conquering those who sealed him away. As the story plays out, the group learns that the two worlds were once one and in their quest to defeat X-Death, they reunite them. Galuf’s granddaughter Krile joins the fray eventually as the party composition changes partway through the game.
This game adapts the Active Time Battle system of its predecessor so battles played out nearly identically. This meant time continued to flow as I navigated the battle menus, etc. The differentiator for this game was the job system. Although Final Fantasy III had a job system, the one implemented here is structured differently – I found it more fun.
Each character had a personal level and a job level. Gaining a personal level improved stats while gaining a job level unlocked related abilities. An unlocked ability could be equipped regardless of what job any given character was at the time. This meant a white mage could also use black and time magic or a samurai could heal in the clutch. The abilities and benefits were plentiful and I had many favorite combinations at different points in the game. This gameplay system kept the game interesting when the narrative failed to do so. In my mind, that’s how I’ll remember the game.
Final Fantasy V was a slow starter. It was hard for me to get excited about the game when the story and characters weren’t doing it for me. This was concerning as I felt Square genuinely moved the genre forward with Final Fantasy IV. Eventually, the gameplay became the focal point of interest for me as the job system grew more robust and my party was earning the experience to unlock abilities. Mixing and matching the traits of different jobs and overcoming tough enemies were definitely the stars of the game.