Tag Archives: final fantasy v

Octopath Traveler [Switch] – Review

Octopath Traveler - Switch - North American Box Art

One of the first games announced for the Nintendo Switch, Octopath Traveler had me intrigued from the moment I heard its ludicrous name. Developed by Square Enix and Acquire, it was published by Nintendo on July 13, 2018. As indicated by its name, the game highlights the journeys of eight disparate individuals. They travel throughout the continent of Orsterra in separate adventures inspired by golden-age JRPGs. Unique turn-based combat and addictive character development kept me entertained for the hundred hours I spent playing the game, even when the game’s storytelling underwhelmed me. Continue reading Octopath Traveler [Switch] – Review

Advertisements

Final Fantasy VI [PlayStation] – Review

Final Fantasy Anthology

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

Final Fantasy V – Game Notes

Looks familiar, no?
Looks familiar, no?

Some games practically require you to take notes to progress. Older RPGs are a great example of this. They can be vague when guiding the player and the NPCs generally aren’t any better. I’ve found it helpful to write down the directions I receive when playing them. That way, should I take a break from the game, I won’t be completely lost upon returning – forced to consult a FAQ or simply restart.

When I played through Final Fantasy V I went a step further. With my handy tablet nearb, I noted the directions and helpful suggestions, as well as the general narrative. This resulted in a lengthy set of notes that I thought I’d publish here. Enjoy.

Continue reading Final Fantasy V – Game Notes

The Box Art of Final Fantasy V

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.

Looks familiar, no?
Looks familiar, no?

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.

Of the covers Final Fantasy V has been released with over the years, this is my favorite.
Of the covers Final Fantasy V has been released with over the years, this is my favorite.

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.

This is the version I have. It also includes Final Fantasy VI, which I will dive into soon.
This is the version I have. It also includes Final Fantasy VI, which I will dive into soon.

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.

The European version includes Final Fantasy IV instead of Final Fantasy VI.
The European version includes Final Fantasy IV instead of Final Fantasy VI.

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.

The Japanese release of the GBA version.
The Japanese release of the GBA version.

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 3 which never saw an Advance release). The Japanese release included a lot of negative space, yet still left room for Amano’s character designs.

This cover was used for the American and European releases.
This cover was used for the American and European releases.

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.

Final Fantasy V [PlayStation] – Review

Warning: the black label version of FFV has minor glitches when played on the PS2 and is nigh unplayable on the PS3.
Warning: the black label version of FFV has minor glitches when played on the PS2 and is nigh unplayable on the PS3.

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.

The sky is dropping transporters.
The sky is dropping transporters.

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.

The battles got more interesting with more job classes to choose from.
The battles got more interesting with more job classes to choose from.

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.

Mode 7!!!
Mode 7!!!

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.