perjantai 8. lokakuuta 2010

REVIEW - Final Fantasy VI Advance (2006)

Genre(s): RPG
Released: 2006
Available on: GBA
Developer(s): Square Enix, TOSE
Publisher(s): Nintendo
Players: 1


The foundation of the Final Fantasy Advance series was the consideration of a Final Fantasy VI remake, first made public in 2001. However, Nintendo still held a grudge against Square for unceremoniously quitting making games for their systems in 1996. The Japanese WonderSwan Color, which already had had its share of Final Fantasy remakes, was not powerful enough to run a port of Final Fantasy VI, so the idea of a remake was scrapped. In 2004, Nintendo and the company now known as Square Enix came to terms and the Final Fantasy Advance series began with the release of Final Fantasy I & II: Dawn of Souls. In 2006, this series of handheld classics came full circle with the releases of Final Fantasy V Advance and the long anticipated Final Fantasy VI Advance. With its minimal and mostly artificial changes, Final Fantasy VI Advance is all but a port instead of a remake, but nearly as loveable as ever.

The empire strikes back

A thousand years ago, three gods descended down to Earth and created the Espers, humanoid beasts with great magical power, to fight for them in a battle for world tyranny known in the present as the War of the Magi. Realizing their war was a petty mistake, the three gods known as the Warring Triad retreated and confined themselves to stone, and told the Espers to separate themselves from the human world, to prevent their great power ever to be harnessed and abused by the human race. Both humans and Espers continued their lives in peace, apart from each other in two different dimensions. In present time, technology has all but erased common knowledge of magic. The Gestahlian Empire rules the world in a constantly evolving dictatorship. It won't stop at nothing to enforce its rule by studying Espers, searching for their remains all over the human world, and attempting to resurrect the power of magic to make its technologically advanced army simply unstoppable. Whole towns are destroyed and innocent people are killed due to Emperor Gestahl's merciless hunger for more power. A small resistance group called the Returners stands against the Empire, and gets a chance at a true breakthrough when Terra, an amnesiac young girl brainwashed to fight for the Empire, and the last human capable of using magic naturally, takes their side.

The first task Final Fantasy VI Advance takes care of is Ted Woolsey's original translation, in the fashion of wiping a few asses on the script, burning it and flushing it down the toilet. The whole new script is very close to that of the original Japanese version; some of Woolsey's most famous lines are left in and the content of the dialogue's pretty much the same, but for the most part, it's completely different. And better. The original game's level of graphical censorship is also toned down a bit, however still not even close to the Japanese version.

So it begins.
As you have seen this far, I've played every game in the Final Fantasy Advance series and they've been very good, but since Final Fantasy IV, they've hardly managed to bring something truly new into the game. It took me 42 hours to beat Final Fantasy VI the last time, so I decided to play the Advance version just as long as it would take me to pick up the pointers I needed for the review of a port; as awesome as the game is, I wouldn't have had the energy for another 42 hours with the exact same game. Make that a few hours more, since there are a couple of new sidequests, complete with a whole new dungeon, of course. My information on these sidequests is based solely on what I've read on the Internet. I believe in their good quality without the need to hack through the game, after all I've tried the rocking extra stuff Square Enix squeezed in all of the previous games.

The graphics are OK, but I would've expected a little bit more out of them. There's no extra opening scene, since the original already had one, and it appears in the same vein as the scenes in the previous Advance games. The colour palette is changed radically; the game is not nearly as dark as the original. At their worst, varying graphical elements look very foggy and out of place. The font used in menus and battles simply sucks, there's no way around it. When I heard the music was heavily remixed, I shit my pants in terror. It's not as bad as the remixed soundtrack for Final Fantasy IV, but it still sounds wrong and kind of chaotic. Where's an in-game sound mixer when you need one? 

There's no actual need to go over this stuff for the umpteenth time, especially since the original Final Fantasy VI didn't leave anything to hope for unlike its predecessors, but I'll still do it. The menu design is slightly better, almost all enemy names have been relocalized as well as skills (SwdTech is changed to Bushido to correspond to the Samurai skill in Final Fantasy X), items, and magic. There's a Quicksave feature, as well as a bestiary. Perhaps the most notable aesthetic addition to the game is that each character now has a pre-defined class, but just a few of these classes are of the traditional Warrior, Mage, Thief etc. fare. Locke is an Adventurer, Edgar is a Machinist, Setzer is a Gambler, Terra and Celes are both Magitek Elites, and so on. To further exclamate the possibility of character customization in Final Fantasy VI, Strago is the only playable character strictly classified as a Mage, and by far the only character to have notably better magical talent than physical prowess.

Moogle army on the march.
The Advance version comes complete with the inclusion of a new teamwork-based dungeon named Dragon's Den and its boss Kaiser Dragon, who raises the total number of the Legendary Dragons from eight to nine. Also, new equipment is available for each character. There's a new battle arena and a couple of additional sidequests. These, as well as the new dungeon, affect the total number of different Espers in the game; there are now 31 of them. Leviathan, Gilgamesh, Cactuar and Diablos join the cast, and judging by the appearance of the last one, and the method to acquire Cactuar, these characters are influenced by their portrayals in Final Fantasy VIII.

Some of its audiovisual qualities in comparison to the original game aren't to my liking, and Final Fantasy VI is a bit too large and remarkable to fully enjoy as a gaming experience on a handheld console, but it's still very close to being the original article - and the translation rocks - as well as being the most essential game you could possibly imagine to try on the Game Boy Advance.

Graphics : 8.7
Sound : 8.7
Playability : 9.4
Challenge : 9.4
Overall : 9.4


Trivia

GameRankings: 90.65%

REVIEW - Final Fantasy VI (1994)

SNES VERSION - Don't believe the lies: Take 2.
Genre(s): RPG
Released: 1994
Available on: PS1, SNES
Developer(s): Square, TOSE
Publisher(s): Square, Sony Computer Entertainment
Players: 1-2 [cond. multiplayer]

The development of Final Fantasy VI began soon after the ill-fated Final Fantasy V was released in Japan. To add to the confusion, the game was released in the U.S. as Final Fantasy III, which kind of obscured its remarkable standing as yet another great turning point in the series. Final Fantasy's creator Hironobu Sakaguchi passed on duties of lead designer and director on the behalf of Final Fantasy V's field planner Yoshinori Kitase and ATB designer Hiroyuki Ito. Under Sakaguchi's tight surveillance, the duo created one of the greatest stories and at the same time, essential games in the whole series, in other words a well-balanced masterpiece created from the best qualities of the games that came before it - a whole new standard for the series, but also the very last 2D Final Fantasy adventure. Final Fantasy VI is not the best game in the series - but it is STILL easily one of the best games ever created.

The pros and cons of power and greed

The new world map, complete with a proper
minimap to keep track of your surroundings.
A thousand years ago, three gods descended down to Earth and created the Espers, humanoid beasts with great magical power, to fight for them in a battle for world tyranny known in the present as the War of the Magi. Realizing their war was a petty mistake, the three gods known as the Warring Triad retreated and confined themselves to stone, and told the Espers to separate themselves from the human world, to prevent their great power ever to be harnessed and abused by the human race. Both humans and Espers continued their lives in peace, apart from each other in two different dimensions. In present time, technology has all but erased common knowledge of magic. The Gestahlian Empire rules the world in a constantly evolving dictatorship. It won't stop at nothing to enforce its rule by studying Espers, searching for their remains all over the human world, and attempting to resurrect the power of magic to make its technologically advanced army simply unstoppable. Whole towns are destroyed and innocent people are killed due to Emperor Gestahl's merciless hunger for more power. A small resistance group called the Returners stands against the Empire, and gets a chance at a true breakthrough when Terra, an amnesiac young girl brainwashed to fight for the Empire, and the last human capable of using magic naturally, takes their side.

Either way, he rules.
This is just one side of the story, a red herring if you will. Unlike its predecessors, Final Fantasy VI isn't a journey of a host of characters for some singular agenda, nor is it the story of one character fulfilling his or her destiny. Final Fantasy VI has 14 playable characters. That's 14, as in 7+7. If you really wanna nitpick, there are actually a few more characters you control for short periods of time, but these 14 characters form your actual group and may or may not remain in it 'til the very end. Three characters are completely optional throughout the game, and there are characters whose fates you can actually decide for yourself. First it seems like Terra's the absolute lead character of the game, but actually she isn't. She has a very important role in the game across the first half of it, but then it becomes clear that there really isn't a lead character at all; the game is all about a group of different people (and things) coming together, sharing their stories, sharing each other's mental pains of everything happening around them, sharing each other's grief. Each one of these guys and gals has a story of their own, and there's some sort of a sidequest or extra scene for almost everyone to overcome their personal problems. All of them have the same ultimate goal for the benefit of the world, but most of them have personal issues that they need to resolve before crossing the point of no return. In one word, the game's collection of stories is fascinating.

Details. Details.
Ted Woolsey, who previously worked on Final Fantasy: Mystic Quest - a simplified Final Fantasy spin-off released in the U.S. to compensate for the rejection of Final Fantasy V - came along as the translator. People keep asking me why I despise Woolsey's work, since it lacks grammatical errors, and it's very innovative. I agree on both, and I'm glad the grammar's great. The "innovative" side is Ted's downfall. I like people with creativity and the audacity to break the rules, so to say, instead of creating a word-by-word translation, but I don't comprehend or tolerate actual changes to an original game's storyline made by a mere translator, especially inconsistent ones. The inconsistency also reflects on the characters' personalities and the way the characters speak - they seem to change all the time. Even though an American translator was hired to avoid mistakes made in the English version of Final Fantasy IV, the characters still aren't quite as fleshed out in personality as they're supposed to be, and most of the several death scenes in the North American game still suck. Ted followed the North American policies like a dog; death is very rarely mentioned, which means characters that clearly die are not explicitly referred to as being dead, rather gone or out of commission, or severely wounded. Also, even if Final Fantasy VI was never _quite_ as brutal or full of more or less obvious sexual references as Final Fantasy IV, the North American version is still heavily censored. This time, "Son of a bitch!" translates to what might be Ted Woolsey's most famous/infamous line of all time: "Son of a submariner!", instead of "You spoony xxxx!". It's stupid, but admittedly funny. So Ted accomplished something good... and like I said, at least the grammar works.

They have the POT from Final Fantasy IV
hidden somewhere.
Thematically, Final Fantasy VI differs from its predecessors by a great deal and it also gave way to the smooth, futuristic settings of Final Fantasy VII and VIII. In our time, the world of Final Fantasy VI looks like the 19th century, shot full of fantasy elements and some certain technological advances that could've not been accomplished by any means in that time. There are no dwarves, elves, or anything of the sort. Final Fantasy VI has a fantasy world completely of its own, which some Final Fantasy stalwarts like moogles and chocobos inhabit, among everyone else. The crystals are still a part of the game... sort of. Phantom Beasts, summon monsters, or whatever you personally liked to call them before, return as Espers. In death, an Esper's essence is transferred into a piece of crystal known as Magicite, and these crystals allow humans to control Espers' powers. The Empire is after the Espers, so technically, they're after Magicite, and it's your group's job to protect the crystals and benefit from them. The Espers are a huge, perhaps the most important part of the storyline during the first half of the game, and they do a fine job in replacing the crystals as the main thread of the story, although they are presented as crystals themselves. Cid appears as a gentle scientist, who has worked with the Empire for all his adult life and is in charge of Esper research. This version of Cid is one of the dearest to me, on a personal level, and the last elderly version of him before the next game's well known reboot. Speaking of an evil Empire and a small, but notable resistance group, it's clear that the game's story is at least influenced by, if not totally written according to, Final Fantasy II. The character of Locke even looks like an updated version of Frioniel.

A prehistoric peacock?
I have mentioned the first and second half of the game many times, and I feel the need to explain these clearly divided halves of the game without spoiling it all too much, 'cause this is one game you definitely NEED to experience for yourselves, as a story as well as a game. I'll go into specific gameplay methods later in the same fashion - and rest assured, I will not spoil this game in the reviews of the two other versions either, just to encourage you to go and play the freakin' thing... and enjoy the hell out of it. So, the first half of the game introduces Terra as a sort of a lead character, but a surprisingly small portion of the game is played with her as a member of your party. Your main job is to find out Terra's secret and uncover the human mystery which is the Esper race, and the connection between these two, then do your best to take on the greedy Empire with what you've got. About 20 hours into the game, depending once again on your personal playing style, you are taken to another world in a whole different fashion than in the two previous games. During this half, your mission is to hook up with as many of your old acquaintances as you want, as well as a few optional new ones, and find the means to put an end to the prime evil of the game... who's there from the beginning (yay), and makes himself known as a severely disturbed, evil individual you simply HATE. And love. Terra, who you thought to be the main character, doesn't even have to be part of this second half of the game as another character takes her place as the "lead". I can't emphasize it enough: almost everyone's sort of a main character in the game. None of them lack face. And I love half of them.

You got mofos on this side, and mofos on that
side... so whatcha gonna do?
This game spawned so many of my favourite characters in the Final Fantasy universe - despite certain shortcomings in the translatory department - I can't even count them. Locke, the royal twins Edgar and Sabin, Terra, Celes, Cyan, Setzer, even the feral child Gau to some extent, and especially the mysterious Shadow, who created the trend for soft-spoken, dark characters in Final Fantasy games, are some of my absolute favourite characters, not only in the history of Final Fantasy, but the history of video games in general. The villainous Kefka is one of the most ingenious designs when it comes to bad guys in Final Fantasy games. He's a standard, and a clear influence on another great villain - Sephiroth. Unlike previous - and future - Final Fantasy villains, these guys are not exactly mischeavous, or greedy, or just evil without a cause, they're simply violently insane, and both believe themselves to be some sort of gods with the purpose of cleansing the world. Of course, both villains were also "created" genetically. Of course, you could also mention the critically acclaimed Kuja from Final Fantasy IX in this same context, but in my opinion, he's no Kefka or Sephiroth.

I believe I could fly.
Sorry... am I writing a novel here or something? Well, Final Fantasy VI is the kind of game you just can't explain in short. The next game is even worse in that sense. Anyway, I think the time is ripe to go into the game. I'll talk some more about the characters soon enough, but in a different way, how they play out, I mean.

The graphics of the game are great. I really don't understand why people keep dissing the graphical display as "bland". Yeah, well, let's take that into consideration for a moment. It's true that the less remarkable towns in the game look exactly the same, only the infrastructure is different. There are not too many different sprites among the NPC's, and the world map - finally in a constantly active minimap form - lacks landmarks besides the places you can enter. Look at all the different enemies, though. Look at the level of details. Look at the seamless Mode 7 graphics, applied to airship and chocobo rides, and to some extent, simply walking on the world map. There's one Mode 7-powered cart ride sequence that looks just horrible, but everything else done in 7 is awesome. After all this, look at the sheer size of the game. Its dozens of sidequests, its huge unique cast of playable characters, and the 40 hours it will take you at the absolute minimum to beat the game... if you're not some sort of boring and self-buff loving speedrunner. The game might not look like the polished-to-the-hilt Chrono Trigger, but keep in mind that Final Fantasy VI came out earlier, and features a huge world map, and a huge load of impressive Mode 7 effects, replaced in Chrono Trigger with several small world maps, and special effects which were made possible by the cartridge's larger capacity.

The Twilight Zone. Na-na-na-na...
The musical score of Final Fantasy VI is kind of a mixed bag. The music is excellent, there's no doubt about it, but there are admittedly a lot of songs which I don't personally like, and they're repeated a little too much. The main theme of the game, not the Final Fantasy theme which has been there from the beginning, but the (first) overworld theme that is clearly sold as the lead track of this specific game, is magnificent. The battle theme works, and the boss theme is probably the best there is in the whole series. What I like about the music is that there are no ambient filler tracks - each song is well refined, even simple background tunes for the lesser dungeons are composed to be interesting, at least. Like I said, I just simply don't like it all. "Aria di Mezzo Carattere" is one of the most popular Final Fantasy songs of all time, but I personally think its popularity has more to do with the fact that it was so astounding to hear "vocals" in a 16-bit game in 1994, even though if they're just synthesized, than its musical quality. It's kind of like a precursor to Final Fantasy VIII's "Eyes on Me", another really, really overrated song.

Yeah. Or maybe you're just a nice guy after all.
So, finally we get to how Final Fantasy VI plays out. I guess I'll start by telling you how they effectively eliminated classes, as well as Final Fantasy V's Job system. This might sound a little terrifying, I know. How could an RPG possibly be an RPG without some sort of strict classes or Jobs? Well, classes do exist, but they're not strict. Characters can use abilities based on their standard classes, or combinations of two different classes; for example, Terra is as effective in physical battle as she is in using magic; same goes for Celes. I guess they're kind of Red Mages or Mystic Knights, if you want to place them in some sort of allegory of the past. Locke is a Thief, Sabin is a Monk, Cyan is a Samurai, and so on, but the bottom line is, that everyone in the game, with the exception of two optional characters, can use magic - or more specifically, is given the ability to use magic in an early stage of the game. Some choice characters can also wield several types of weapons; Setzer can either use his own unique gambling-related weaponry or longswords, and Relm can use either her paintbrush or maces. Everyone has the same advantages and given certain equipment, everyone can deal the same amount of damage as the next guy. It might sound all too easy and boring, but it's actually quite interesting, 'cause for the most part of the game, you're given complete freedom to manage your party as you wish; for the first time it's up to you who you play with, and it's up to you what you equip these guys with. You can build some sort of 99-level supergroup and just kick all sorts of ass if you want to, or travel the world with the purpose of honing the unique skills of characters you don't normally use - except when you have to use several different parties according to script - but you're hell bent on going for the 100% completion mark.

A suicide attempt translated as a "leap of faith"
in the North American version. Fluffy, but
admittedly quite clever. Way to go, Ted.
Each character indeed has a special ability becoming of his/her traditionally assigned class. Locke has Steal, which can be upgraded to Capture with a certain Relic. Relics are accessories which can be used as before, to buff your characters in different ways, like rendering them immune to different negative status effects, but also, give them abilities carried over from class-specific ability lists of the previous games. For example, Sprint Shoes enable you to dash like a traditional Thief, and Dragoon Boots upgrade one character's Attack command to a traditional Dragoon's Jump ability. Two Relics can be equipped on one character at a time, and two different ones can actually be used to buff each other's advantages. Returning to the characters' natural abilities, they are really quite unique, and just to simply level some of them up, you need to do some sidequests. Gau has the special ability to "leap" towards enemies, which effectively ends the battle; then, the player needs to enter another random battle and wait for Gau to return. When he does, he'll have learned the abilities of the enemies he "leapt" and the enemies that the party was fighting before he returned. These abilities go to Gau's command list entitled Rage, which replaces Attack as his personal primary command. Rage can only be "leveled up" on a certain monster-ridden piece of land named the Veldt, which Gau calls his home. Some special abilities, like Sabin's Blitz, demand more than just simple commands. Blitz commands are executed by entering button combinations that could be straight out of any beat 'em up game. This Blitz ability specifically is also a fine example of an ability that usually levels up according to Sabin's personal EXP level, but the ultimate attack is gained by taking part in a small sidequest. Yeah. There's a lot of hidden stuff.

Hmmm.
Speaking of hidden stuff... let's talk more about the Espers and how important they are to your progress. I can tell you right now: very. A few hours into the game, you'll have met a lot of characters and you're probably thinking to yourself that you've gotten all there is to the game, all the new stuff like different scenarios for different characters, and aesthetic changes for the better from menu design to customization options, but you're dead wrong - that's when the Espers come into play. There are 27 different Espers, including some series stalwarts as Ramuh, Ifrit, Shiva, Carbuncle (localized Carbunkl, to fit the 8-letter limit), Golem, Phoenix, and of course, Odin. Some of them are well hidden, some you'll acquire as you advance in the storyline - and a lot of them come in numbers, like six at once, to ensure you have one equipped on each character at all times. Why is it important? Well, you learn spells from Espers, for one. Some Esper crystals teach the same spells, but with a different Magic Point multiplier. You gain Magic Points (not to be confused with MP) in the same fashion you gained AP in Final Fantasy V, in battles along with EXP. Boss fights and some other scripted fights yield only money and usually a great number of Magic Points, yet no EXP. So, for example, Ramuh, being a Lightning-based Esper, teaches the Magicite's bearer Bolt, Bolt2, and as a bonus spell, Poison. However, Bolt2 can be learned quicker from Maduin along with Fire2 and Ice2, 'cause the spell has a larger Magic Point multiplier on Maduin's spell list. In case of most of the Espers, having them on you even if you've learned all the spells isn't all in vain; you'll get a specific, permanent bonus to your stats on each time you level up with the Magicite equipped - HP +10%, MP +10%, and such. Most of the Espers themselves are relatively weak in battle; I've personally found more use for the spells they teach instead of their attacks.

There's not one perfectly stable old guy in this
game.
The sidequests are there from the beginning and when you gain control of your first airship, you can start doing them at once without even the slightest fear of wandering off somewhere you definitely shouldn't go to... the second half of the game is a little different, but at that point, you'll pretty much know where you shouldn't tread without caution. There are indeed dozens of sidequests in this game, especially on the second half as you are given the choice of trying to take on the final dungeon the moment you have the chance, or opting to assemble more friends to rejoin your cause. A few of the sidequests are not quests in the traditional sense, more like extra scenes just waiting to be discovered, but you will usually gain something neat from these as well. The sidequests range from supereasy (the wounded soldier) to superhard (The Fanatics' Tower).

Doom Gaze - the most difficult secret boss to
find, one of the easiest to kill.
The list of different equipment and items in the game is huge. Remember, you have your basic weapons, body armor, helmets, and gloves, as well as about a million different Relics. The battles are very dynamic, and generous with money drops. Since looting from enemies is quite lucrative this time around, and since you'll find a lot of equipment in the field if you're enough of an explorer, money should never prove to be an issue for you in Final Fantasy VI. The once again improved menus and charts make buying, selling and simply browsing through your equipment easy and comfortable. We have come a looooooong way from the original Final Fantasy.

How about ATB? Word to word, what I said just before: the battles are very dynamic. In easy battles, you can get by just by pressing and holding the A button throughout the battle. The guys are quick to take commands, and the complex scheme of Sabin's Blitz works like magic even if a particular move requires you to rotate the digital pad, which would seem extremely hard at first. You can target all enemies with applicable spells simply by pressing L or R instead of awkwardly toggling your way to the furthest enemy and beyond. In addition to back attacks, there's the pincer attack, in which enemies attack from both sides, and a pre-emptive side attack, which is the same, but you're the one who's attacking. Payback time, bitches - for all those annoying back attacks over the years. One last thing, and to me, it's the most important tweak to the Final Fantasy series' battle scheme, not just the ones in which ATB is applied; you can FINALLY change the active character at any time as long as that character's time bar's full, without having to sacrifice a valuable turn by defending or doing something equally useless.

Some of the last dungeons are large-scale
puzzles based on the benefits of teamwork. You
can even use two controllers.
Final Fantasy VI introduced the concept of Desperation Attacks, nowadays better known as Limit Breaks. A character in critical condition randomly executes a unique, devastating, unblockable attack; if you're lucky, this attack might just be enough to dispose of your offender.

Regardless of your playing style and/or speed, you're guaranteed a fun, lengthy game... what am I saying, one of the most distinguished masterpieces of a video game the world has ever seen. Not too easy, not too hard, but the longest 16-bit game in existence. Final Fantasy VI is all about the will to explore. You're prompted and tempted to go out of your way to do those sidequests and increase your probability to succeed; leveling up is easy, comfortable and fun, and absolutely everything you do in the game takes you deeper into the brilliant story the two equally brilliant stand-in directors produced us.

We'd like a word with the lord of this wasteland.
It's hard to believe Square did one better with Final Fantasy VII; Final Fantasy VI is such a magnificent game it doesn't leave much ground for improvement, but it's just the 16-bit environment that limits it in comparison to the next game, the first 3D chapter in the Final Fantasy saga. It's like all the best qualities of the five previous games merged into one, arguably the best game on my favourite video game console of all time, and simply put, one of the best games ever... topped in its genre only by its sequel.

Graphics : 9.1
Sound : 9.0
Playability : 9.8
Challenge : 9.2
Overall : 9.7

----------

PS1 VERSION
The Sony PlayStation port of Final Fantasy VI was released internationally in 2002, three years after it was originally published in Japan. It was shipped to Europe more or less only to capitalize on the series' success, to promote the release of Final Fantasy X - of which a playable demo is included on a second disc - and to wish the first PlayStation a safe trip to nothingness. Be that as it may, finally getting an official European version of Final Fantasy VI was huge news to every Final Fantasy fan out there, regardless whether they had played the original game or not.

Surprisingly, for the most part, the game is near 100% identical to the original game. The default button scheme has been changed to correspond to that which has been used since Final Fantasy VIII, and you can run without having to equip Sprint Shoes, but that's about it. Everyone knows of the opening cutscene that was added in to take advantage of the console's properties and for the developers to have some 3D fun with familiar, 2D characters. It looks very nice by the late 90's standard, but kind of makes you feel you would've liked a full-scale remake of the game instead of some three-minute teaser of one. Besides - Gau, Cyan, Strago and Relm are missing from what's supposed to be a definitive cavalcade of non-optional characters.

Paul Phoenix got lost.
Despite being released on Sony's platform, in a less strict time for censorship, Ted Woolsey's original translation, as well as graphical changes to the original Japanese version of the game remain the same. Some minor mistranslations have been fixed - as a well-known example, Vicks' name is corrected to Biggs - and the grammar is polished a bit further throughout the game, but, dialogue content is exactly the same. You won't necessarily even notice the difference. I did, but it's because I had just finished the original game when I took on the PlayStation port.

The CD format of the game brings in a couple of unwanted glitches. I haven't played on a physical PS1 in almost a decade, so I don't remember if it was ever an issue on that apparatus, but on the PS3, scripted scenes, including the opening credits of the game, skip forward, or simply break in midway. The loading times of random encounters - presented as screen fade ins/fade outs - spawn awkward pauses to the smooth, dynamic flow of the game, both in the beginning and end of battles. This I remember to be a problem all the way from the days of the PS1.

The great escape from Figaro... just one of the
things I would've liked to witness in 3D.
Since it utilizes a whole different memory system, and since the game just had to be decorated with some bonus features besides that one cutscene, a bestiary, as well as an artwork gallery, are added in. New entries to both features are unlocked in the game's start menu as the player progresses, and they can be accessed and viewed by simply loading the wanted partition of the save file from the memory card. There's also a memo save, which allows the player to create a temporary RAM file at any time; upon annihilation, the player can continue the game from that spot, but the file is lost if the console is shut down or reset.

Final Fantasy VI for the PS1 sports the game's correct title and cool bonus features, but in the big picture it's just a near-identical dose of one masterpiece of a game, yet less fluid and dynamic than the SNES original. Those who haven't yet experienced the game's greatness are strongly advised to seek this version out - Game Boy Advance owners, on the other hand, should turn to the next one.

Graphics : 9.2
Sound : 9.0
Playability : 9.3
Challenge : 9.2
Overall : 9.2


Trivia

GameRankings: 93.68% (SNES)

Nintendo Power ranks Final Fantasy VI #14 on their list of the Top 200 Nintendo Games of All Time.

The last Final Fantasy game to be released on a Nintendo system for the next 11 years.

The first Final Fantasy installment to feature voice samples, although they're fully synthesized - namely main antagonist Kefka's maniacal laughter and the "vocals" in "Aria di Mezzo Carattere".

For the first of many times, several character names were localized in North America, for varying reasons. Five main characters were renamed: Tina -> Terra, Lock -> Locke, Macias -> Sabin, Cayenne -> Cyan, and Stragus -> Strago.

The characters of Biggs and Wedge make their first of many appearances in a Squaresoft game, as Imperial soldiers from Vector, hired to escort Terra to Narshe. However, Biggs is a victim of mistranslation and is called Vicks in the original North American version of the game; the same mistake was repeated in Chrono Trigger (1995), which was also translated by Ted Woolsey. This mistranslation later became an inside joke and used on purpose in the Dissidia manual. Biggs and Wedge are named after Biggs Darklighter and Wedge Antilles, minor characters in the original Star Wars trilogy. In Chrono Trigger they're accompanied by Piette, another minor character in Star Wars.

Character designer Yoshitaka Amano considers the character of Terra Branford his best work.

Kaori Tanaka, who worked on the game as a co-writer and artist, later took part in the development of Xenogears. The game features royal siblings Rene and Roni - which are also the middle names of Edgar and Sabin Figaro. Rene and Roni's castle is a mobile desert fortress, just like Figaro Castle.

Whenever Edgar uses the Chain Saw tool, missing his target or instantly killing it, he sports Jason Voorhees' mask from the Friday the 13th movie series.

Sabin's Aura Bolt Blitz is executed the same way as the Hadouken fireball in Street Fighter II, and it's also a projectile attack.

Strago Magus shares the honour of being the oldest playable character in a Final Fantasy game with Cid Pollendina in Final Fantasy IV: The After Years. Both men are 71 years old by the game's end...

...Umaro, on the other hand, is the youngest playable character in a Final Fantasy game with only 4 years of age. Of course, they're yeti years.

Gogo is rumoured to be the boss character Famed Mimic Gogo from Final Fantasy V, who enters a dimensional warp, never to be seen again. However, as fans of the series know, there hardly are this kind of strong links between any of the games, except maybe for the character of Gilgamesh, who also made his first appearance in Final Fantasy V, and is also known to travel between dimensions. There are many other rumours swirling around as well, about Gogo being a character whose fate is rendered unclear during the course of the game.

The thief Siegfried is named after the hero in the German poem Song of Nibelungs. During development of Final Fantasy VIII, parts of Siegfried's personality were applied to the character of Seifer Almasy; the name Seifer itself is a relocalization of Siegfried.

The final battle is heavily influenced by Dante Alighieri's Divine Comedy. This final battle, on the other hand, influenced Sephiroth's ultimate form in the next game.

The original script of the game differed a great deal from the final product, and it was even less centered on one character. Here are some original drafts (SPOILER WARNING!).

- Terra was to be a 25-year old male, and supposed to vanish and die in the end with the rest of the Espers.
- Locke was to be an older man, sort of mentor and rival of Terra's. He had the Runic skill.
- Cyan and his backstory remained the same throughout development, however originally he had a female rival named Angela, who was supposed to be a playable character in the game. It is possible that some of this Angela's design was passed on to Celes.
- Gau was to be a totally secondary character, who would leave the party once reunited with his now sensible father after the Sabin scenario in the World of Balance. However, he was apparently perceived such a funny character the designers decided to leave him in the game. Still, he's the only non-optional member of the party who doesn't have the ability to use the regular Fight command, an extensive sidequest or some other true place in the game's main story, which makes some people refer to him as the game's most useless main character.
- Celes was to be just as mentally unstable as Kefka, and indeed the double agent she's constantly suspected to be by Cyan. Her character would have become more loyal to the party due to their acceptance towards her despite her past, and comprehensive of what it's like to be "one of the good guys". This concept was later used for designing Cait Sith in Final Fantasy VII.
- Mog was re-recruited into the party differently, through a moogle chasing minigame.
- Strago had a wife named Lara, and their constant bickering was a humoristic focus in the character's backstory.
- Gogo was recruited differently, through another minigame based on his mimicry.
- Umaro was recruited differently, through a random encounter on the world map, during which the player had to bait him in. This was partly rewritten and made a part of Gau's recruitment process.

Terra, Locke and Shadow, along with a Stone Golem, were later used to test the battle system in a 3D environment, when Square was first planning to release Final Fantasy VII on Nintendo 64 (back then, known as the Ultra 64), before moving on to the Sony PlayStation and choosing CD format over cartridges. There were even rumours of a quick 3D port/remake of Final Fantasy VI. This famous technical demo was shown in several gaming conventions during 1995, and stills from it can be found all over the Internet.

Terra, Locke, Mog, Strago, Relm and Umaro can be seen in the crowd in Secret of Evermore.

Four bosses from the game (Phantom Train, Ultros, Atma/Ultima Weapon and Doom Gaze) made a return in Final Fantasy IV: The After Years, as crystal guardians of the New Moon.

Terra is also the name of the planet of Genomes in Final Fantasy IX, as well as a little girl at Giza Plains in Final Fantasy XII.

Locke is also the name of one of the playable characters in Final Fantasy: Mystic Quest and an NPC in Final Fantasy IX. A namesake character can also be communicated with in Secret of Evermore. Locke's Desperation Attack, Mirage Dive, is a name of a Band ability in Final Fantasy IV: The After Years.

Setzer makes a cameo appearance in Kingdom Hearts II, as the alternate Twilight Town's reigning Struggle champion. He is voiced by Crispin Freeman. Setzer's name and allusions to him are mentioned in Final Fantasy Tactics, and in Final Fantasy Crystal Chronicles: Echoes of Time, pieces of equipment named Gambler's Gear and Gambler's Hat make the character look like Setzer.

Mog can be associated with almost any later Final Fantasy game, but it would seem the playable character named "Mog" in Chocobo Racing is designed after the one in this game.

Gogo is mentioned in Final Fantasy IX, in a few gift item descriptions.

Kefka "appears" as a chance card in Itadaki Street Special, and his infamous laughter makes a return at Gold Saucer's Ghost House in Final Fantasy VII. In Bethesda Softworks' Elder Scrolls III: Morrowind, there's a dungeon called Kefka's Burial.

TNA professional wrestler Joshua Harter uses "Chris Sabin" as his ringname, and it is indeed derived from the game.

Terra Branford (voiced by Natalie Lander) and Kefka Palazzo (voiced by Dave Wittenberg) are rivals in Square Enix's all-star anniversary game Dissidia - Final Fantasy, released on the PSP in 2008. Locke was originally planned to take the lead, but the designers figured that Terra had a stronger emotional link to Kefka than Locke. The treasure hunter does appear in the game's instruction manual, though, as a tutor, alongside some other characters. Siegfried also "appears" in the game, as a Ghost Card.

keskiviikko 29. syyskuuta 2010

REVIEW - Final Fantasy V Advance (2006)

Genre(s): RPG
Released: 2006
Available on: GBA
Developer(s): Square Enix, TOSE
Publisher(s): Nintendo
Players: 1

Final Fantasy V is second only to Final Fantasy III when it comes to the most obscure titles in one of the biggest video game franchises in the world. It is a great game, however; it's incredibly fun to play, even if the story doesn't meet the standard set by Final Fantasy IV. Seven years after its original Japanese release, the game was finally released in the U.S. on the Sony PlayStation in 1999. Us Europeans had to wait to get our hands on this innovative title for three more years. In 2006, the game was released internationally for the second time on the Game Boy Advance, as an essential part of the Final Fantasy Advance series. That's where I stepped in, to take my first trip with Final Fantasy V since a fan translation of the Japanese version on the ROM circuit, introduced in 1997 - and I must say, that I've never enjoyed the game this much. Final Fantasy V Advance might just be the most essential Final Fantasy Advance release due to the original game's obscurity and the fine quality of the port.

Godspeed and all that whatnot!

Galuf still rules...
The elemental crystals of the world have begun failing and shattering, one by one, for reasons unknown. Princess Lenna of Tycoon attempts to track down her missing father who's sworn an oath to protect the crystals at all costs, only to be ambushed in a forest by a group of wild monsters. She's saved by a young traveller named Bartz, who's come to investigate a fallen meteor. They meet an amnesiac old man named Galuf and a while later, a pirate captain named Faris. Despite of this foursome's initial reluctance to work together, they soon find themselves to be the chosen ones to take on the evil the crystals protect the world against.

...Cid still doesn't. His portrait's way cooler
than his sprite, though.
I have already pointed out the generic plot of the game more times than it's really necessary, and also briefly noted its exceptional surreality. However, the official translation of the game makes the story a little bit more interesting to follow. The story itself remains the same, but the characters are fleshed out a little more. I liked the the fan translation, and this official game proves the fans were definitely on the right track; some lines are even identical to those of the fan translation, but at the same time, it smooths out many mistakes. Context is delivered better, and the actual meaning of some of the most riddling dialogue comes to light with the addition of just two or three keywords. Galuf's sarcastic jokes, which found their target in even the fan translation, are even better, and since Nintendo's policies have become more rational over the decades, not much from the original game is censored - the game is pretty much identical to the game Sakaguchi & Co. originally created, translated to English and the handheld environment marvellously. If you never thought to read a line like "If you're not gonna dress up like a girl - you should, though, no need to hide such assets..." in a Nintendo game, get familiar with Final Fantasy V Advance. And yeah, you'll still get a lap dance if you know where to go.

Hah. The rewritten dialogue is funny and
compensates for the lack of a good storyline.
As opposed to the previous games in the Advance series, Final Fantasy V is more of a re-release or a port than an actual remake. It makes perfect sense, 'cause some people are experiencing the game for the first time, not expecting radical graphical changes or whatnot. The traditional opening cutscene has been added, but besides that, as well as some newly rendered backgrounds and general clean-up, the graphics are pretty much identical to the Super Famicom version. Same goes for the sound. The marvellous soundtrack is just slightly remixed, very faithful to the original drive, as opposed to the reworked and rearranged Final Fantasy IV soundtrack which sounded awful.

Well, sir, it's been a long journey and it'll
probably be my last anyway, so a blowjob
would suffice.
When it comes to the gameplay, the changes are also quite artificial. Enemies, items, weapons and equipment have been renamed, some minor re-localizations are found in other areas as well. Some people have criticized Faris' piratey accent which wasn't part of the original script, but I personally think it works for the character. After all, she was raised by pirates and has lived with them for all her life - why wouldn't she speak like one? Everything crucial to the gameplay was in place in the original game, so Square Enix and TOSE didn't have much to go on here when they began to think about ways to enhance Final Fantasy V. Well, besides the very minor graphical tweaks and the obviously important new translation, there are the bestiary and Quicksave function made familiar by the previous Advance games, a music player, and of course, a new extra hard dungeon, the Sealed Temple.

Yet another subliminal reference to marijuana.
The most important addition to this version of the game is the inclusion of four new Jobs: Necromancer, Cannoneer, Gladiator and Oracle. Some of the original game's Jobs have been tweaked as well, firstly in name: for quick examples, Caller has been renamed Summoner, and Monster Trainer is now known as Beastmaster. Some abilities have new names as well, Mystic Knight's MagicSwd is now Spellblade. On my account, a very important tweak has been made to Thief's Steal / Capture ability; in the original game, you were lucky to be able to steal something other than regular Potions from enemies. Being able to steal essential items didn't really come along until Final Fantasy VI came out. This version is a looter's heaven; you can steal powerful weapons and equipment from many standard enemies, which makes Thief an essential Job to have. For example, in the Tower of Walse in the first world, you can steal a Mythril Sword from an Ice Soldier, virtually no problem at all, and at that point in the game, a Mythril Sword is about +10 in Strength in relation to any weapon your Knight might carry at that point.

Gilgamesh made his debut in Final Fantasy V,
and has appeared in some capacity in four
main series games released since.
As always, I've intentionally saved a little pros and cons up until now, this time mostly cons. Besides the benefits of the official translation and an user interface that is easier to read, use and comprehend, Final Fantasy V Advance isn't really a different experience from the original game in practice. Jobs take forever to level up, as will your party's experience from level 30 onwards. Since it takes so long to really see the results of lengthy periods of just walking around and fighting hordes and hordes of impressive monsters, there are a few two- or three-hour gaps throughout the game during which you'd just want it all to end. Of course you could just change everyone's Job all the time and keep on hoarding the lesser abilities they grant you, but I don't think the game was meant to be played that way. Besides, I personally find some of the Jobs utterly useless, such as Beastmaster - and on an equally personal note, I'll never feel comfortable playing as a Bard. I had enough of that particular class in Final Fantasy IV. What's great is that the game doesn't have any points in which you would absolutely NEED someone to manage and level up a specific Job - except for maybe White Mage, but I doubt anyone'll leave home without one; the possibilities for customization are very impressive.

Ghido's arrogant sarcasm is so funny I simply
cannot hate the guy, even if he's just a damn
turtle.
Another thing that really bothers me about the game, as a person rather than a player, is that the game is really illogical. I'm not talking about the plot or its threads involving possessed books or non-sensical ancient technology, I'm talking about the dungeons. I've never cared too much for mazes that have a random encounter coming your way every two seconds, but in this game, dimensional design and architecture, and some consequences are totally whacked. Even if you clearly see a route leading you somewhere, it isn't absolutely certain it's the right way to go to get to that particular destination. These are puzzling hallways of trial and error instead of real mazes. Speaking of the consequence part, I still don't get the fire-powered ship dungeon in the first third of the game. First of all, why would an ancient crystal shrine be connected to a state-of-the-art ship? Isn't it a little awkward to haul around? And how in the hell does the party suddenly just end up in the Karnak castle prison after falling through the floor of this particular shrine?

Tell me why I have to be a powerslave...
Here's something that I just forgot to mention before, but something that is quite a notable nuisance. You can't upgrade Job Commands; for example, you can't replace Steal with Capture (or Mug), you need to assign Mug as a special ability even for a Thief, and you have room for just one of those abilities. Steal becomes totally irrelevant and painful to use once you gain Mug, and you just can't get rid of it if you're playing as a Thief, attempting to master the Job. On top of all, there's probably a host of abilities from other Jobs you would like to replace the old Steal with, but you can only replace Mug with something else. Square took note of this, among other similar peeves, when they made the next two games. I think they should've fixed this version of the game just a little, by letting the player assign two special abilities instead of just one; one command ability and one auto-ability or perk. I reckon it wouldn't have eased up the game too much; some experts in self-buffing might disagree.

Sing lali-ho, the dwarves are back!
Second to last, let's talk about money. At first, it seems you're getting more loads of it than you could possibly carry. However, in the later stages of the game, all prices soar, and rewards for battles well done largely consist of just EXP and/or AP. You will have to resort to selling your excessive equipment if you want to purchase every spell, weapon, piece of armor and accessory available. What's difficult about it is that you have to be extra careful; some equipment might be obsolete to one Job, but essential to the next. For example, I made the mistake (in the original game) of selling all my old stuff when I began the quest for the legendary weapons. As luck would have it, I was also nearing a Master class for each Job I had assigned at that time. I changed Jobs, and soon found myself in the middle of a dungeon with no equipment at all. It's not utterly impossible to still survive, and you can easily get out of dungeons by assigning one of your guys as a Time Mage and using the Teleport spell, and from there, enter any town you've lately visited and stock up on equipment, but I just thought to point this out.

Gogo, one of the Final Fantasy universe's
greatest mysteries - still studied by hardcore
fans of the franchise.
Finally, let's return to the plot and what I personally find the lowest and highest point in it. This is a series of spoilers, so just skip ahead if you feel the need to. What I consider to be the lowest point in the plot is the whole character of Krile. Right after she's properly introduced, it's obvious what the character's true purpose in the endgame is. She's constantly saving your ass, and with the Dawn Warriors dying or otherwise getting incapacitated one by one, it's perfectly clear that as sad as it is, Galuf's gonna leave the party for good at some point, and get replaced by the 14-year old wondergirl. Overall, the game's a little short on true surprises - like Faris is Lenna's missing sister Sarisa, "SHOCKING!" - but the whole thing with Krile is perhaps the most lame "surprise". You're just waiting for it to happen, and when it finally does, you're both frustrated, at how long it took to happen after seeing the obvious for the last dozen of hours, and angry, due to losing the best character in the game and getting an annoying brat in return. The highest point of the plot in my view is the character of Exdeath. Finally, a Final Fantasy villain who's there from the start (well, almost) and right up until the end as the sole, most evil motherfucker on the planet. He has powerful henchmen, some of which are more powerful than the man himself, but they're just that - henchmen - and not some make-believe main villains like Golbez in the previous game. Exdeath's well developed and deserves the hate we feel for him. Definitely one of the most underrated villains in the series - and he alone gives the otherwise thin storyline a fine boost. The script teases the introduction of a new villain before bringing Exdeath back into the fray during the final third of the game - in a rather corny way, I might add - but luckily, he remains the prime evil. Ghido the sage is another excellent character that should've been introduced a bit earlier on in the game.

No matter how much I criticize the plot, I still simply can't find anything horribly wrong with the gameplay itself. Of course I could go on and on about missing tweaks and features that were introduced in the later games, but that's just bad journalism. Final Fantasy V Advance is still a fun and challenging game, even moreso than its source title thanks to the clean-up, standard to the Advance series, and the inclusion of the Sealed Temple dungeon. Final Fantasy VI Advance is the best game in the Advance series since the game is just such a glorious masterpiece in any form you could imagine it in, but this one is most likely the most important title in the series, due to the original game's obscurity and its vast Job system, which has to be experienced in practice by every Final Fantasy fan at least once.

Graphics : 8.7
Sound : 9.1
Playability : 8.4
Challenge : 9.0
Overall : 8.6


Trivia

GameRankings: 82.45%

maanantai 27. syyskuuta 2010

REVIEW - Final Fantasy V (1992)

Genre(s): RPG
Released: 1992
Available on: SNES
Developer(s): Square
Publisher(s): Square
Players: 1

Final Fantasy IV unleashed a J-RPG phenomenon - under the false moniker Final Fantasy II - in North America in 1991. In December 1992, Final Fantasy V was released in Japan. Plans were, of course, to release the anticipated sequel to the most critically acclaimed RPG title at that time as Final Fantasy III in North America. However, North American testers found the game too hard to comprehend for casual gamers, and it was rejected from the U.S. market. Some time after the release of Final Fantasy VI (as Final Fantasy III), a new possibility to ship the game as Final Fantasy Extreme came to light, but it never happened. After one more failed attempt to release the game, for the PC, a group of furious fans came together as RPGe and translated the game to English themselves, publishing their work on the ROM circuit. Final Fantasy V is indeed one of the most complex games of its time, but perfectly accessible to devoted role-playing fans. The storyline is one of the weakest in the series, but the game itself is quite underrated in terms of gameplay, and in my view, solely due to its obscurity to non-Japanese consumers.

So much fuss over some jewelry... again

The elemental crystals of the world have begun failing and shattering, one by one, for reasons unknown. Princess Lenna of Tycoon attempts to track down her missing father who's sworn an oath to protect the crystals at all costs, only to be ambushed in a forest by a group of wild monsters. She's saved by a young traveller named Butz, who's come to investigate a fallen meteor. They meet an amnesiac old man named Galuf and a while later, a pirate captain named Faris. Despite of this foursome's initial reluctance to work together, they soon find themselves to be the chosen ones to take on the evil the crystals protect the world against.

I'm the king of the woooooorld!!
In script, the developers once again take a step back to the days when crystals and Warriors of Light were the two primary storyboard elements that defined Final Fantasy. Final Fantasy V was the last game in the series to utilize this age-old story for many years to come, and it can easily be seen why. It was clear that Final Fantasy was going to be a long, long series of games; it would stay alive as long as fans were interested in it. How many story-based games can you create using the very same formula of crystals and warriors sworn to protect the world for one reason or another, just changing the setting radically? Not many, if you want to create a good story each time. Final Fantasy IV was phenomenally scripted. Not only does Final Fantasy V have a generic plot, but the writers tried too hard to create an in-depth story to it within a margin of a few months - it leaves us with a mess that looks like it's going to take off on a few occasions, but it never doesn't. Despite a couple of interesting characters, Final Fantasy V is a rare kind of post-IV Final Fantasy game; one that you'll just most likely run through, without stopping to reflect on the storyline on too many occasions. Well, that can be fun as well, and I'm bound to tell you why sooner or later.

Later, since first I have to take a moment to reflect on what's been my favourite subject so far in my Final Fantasy marathon, and will be, right up until Final Fantasy VII: the translation. I'm not sure if this is the "official" translation made by RPGe in 1997. Probably not, since this work's far from completion, lower than beta; very glitchy. Dialogue during battles is still in Kanji, as well as the names of enemy attacks, and Yes / No boxes. Conversation in general overflows the given space in the dialogue boxes, obscuring whole words. Some random NPC dialogue is missing completely, even some crucial to your progress. As far as the translatory quality itself is concerned, I must say that RPGe (or whoever did it) did a great job, better than Square's own guys with the previous game - although that isn't much of a compliment. The game is not exactly explicit like the original version of Final Fantasy IV was, but there are some suggestive elements in it. The translators have cleverly made it so that the dialogue tells adults quite clearly what's going on, but in a way younger players wouldn't understand it, or would understand it differently. This, Nintendo, THIS is how you manage things, not by botching everything, including the story itself. I seriously would've loved to see what Nintendo would've done to the lap dancers. Or the "huge, shocking scene" - on Nintendo's account, I reckon - that reveals Faris to be a woman. A North American localization would've had her smuggling puppies in her shirt or something, and kept her as a man - but referred to her as a woman in a traditionally inconsistent way.

Whitesnake? AWESOME!
Graphically Final Fantasy's fifth take is a huge improvement over the last game. The 16-bit colour palette is fully utilized. The animated backgrounds are developed a little further, the shading rocks and the sprites look a little more lively. There's a certain rough edge to the game, and the dungeons are a little bland in look, but all in all, the game is a reasonable treat to look at. We're clearly on the way towards the epic proportions and all-around genius graphical design of Final Fantasy VI.

The music, oh how I'd love to bash it after the near-perfect soundtrack of Final Fantasy IV. However, Final Fantasy V sounds awesome; the music's underrated, for the same reasons as the whole game - it just isn't known that well. First of all, the battle theme in the game is better than the one in IV. In general, the music's a bit more folk-oriented than ever before, and I simply love folk music. The towns are a little bigger and more complex than before and you'll be hearing some songs play for lengthy periods of time, that's a bit of a drag, but there's nothing too annoying, and there's even stuff that has directly influenced material from the first 3D generation of the Final Fantasy series. Very sufficient.

There are only five playable characters in the game as opposed to the large cast of 12 in the previous game, and you'll be controlling four of them during most of the game. The main character, traveller Butz Klauser was wisely renamed Bartz for obvious reasons (to me, at least) when they finally shipped this game out of Japan years later. Let's just leave the fact that "Butts" turned to something that rhymes with "Farts". He's sort of a faceless main character - his backstory does unfold during the first ten hours, depending on the player's personal will to explore, but it really doesn't evoke any special emotions. Lenna is more of a standout main character, since as a member of the royal family of Tycoon, she handles most of the talking to representatives of foreign nations. Galuf and Faris are my two favourite characters in the whole game. Galuf is responsible for the best jokes, he's that sort of an old man, and Faris is just cool. A hot pirate. How much more can you ask for? I'll not spill the beans on the fifth playable character, instead I'll turn to the Final Fantasy stalwart Cid, who makes an appearance as an elderly engineer. It's interesting to note that up until Final Fantasy VI, Cid was portrayed consistently as an older version of his previous self, until his character was completely rebooted in Final Fantasy VII as the airship captain in his thirties we all love. I always expect a lot from the different incarnations of Cid because of that very same guy, and I must say this game's Cid is not one of my favourites. He sulks in self-pity and his nerdy nature a bit too much to be true to his name. Kind of like headmaster Cid in Final Fantasy VIII, but in a different way.

Feel like having three lap dances... at once?
The Job system introduced in Final Fantasy III is implemented and radically reworked on in Final Fantasy V, and it serves as the sole basis for the gameplay. There's a whopping amount of 22 Jobs the player can learn and master. These include the traditional Jobs, or classes: Knight, Red Mage, Black Mage, White Mage, Thief and Monk. New traditionals are introduced in the form of Blue Mage (a mage that can learn enemies' attacks) and Samurai (a master swordsman), there are numerous Jobs carried over from the classes of the few previous games such as Caller and Bard, and finally there are many one-offs such as Monster Trainer and Berserker. All of the most important special abilities granted by these Jobs were carried over in one form or another to future games. The widely popular Job system itself was implemented later in Final Fantasy XI, Final Fantasy X-2, Final Fantasy XIII, Final Fantasy XIV Online, as well as many non-canonical titles or spin-offs, and on my account, it's one of the greatest gameplay innovations in RPG history - AND, easy to comprehend. I don't know what the hell was going on in the testers' minds, if anything, when they declared this game to be too hard to understand for anyone except the Japanese. Maybe getting testers whose IQ is bigger than the size of their shoes would help.

So, how does the Job system work, exactly? You start off with a group of "freelancers", who can wield any type of weapons and armour. About an hour and a couple of dungeons into the game, you are granted certain elemental power that creates the first six Jobs: Knight, Monk, Thief, Black Mage, White Mage and Blue Mage. You can classify your characters in any way you wish; I initially chose Knight for Butz, White Mage for Lenna, Black Mage for Galuf and of course, Thief for Faris. Now as you go fighting around the world, you'll not just garner in experience points, but also ability points, also known as AP. Gather a certain amount of AP, and you'll get yourself a new ability which is determined by your Job. For example, Thief has Steal / Capture, all the mages have several skill levels to their own type of magic, and Knight has Protect. Once you hit the master level, which varies between Jobs, but is clearly indicated, you'll probably want to switch Jobs for that character. You'll probably be thinking why in the hell should you just ditch a White Mage from the fray, especially as the going gets tougher. Not to worry. For example, if Lenna is assigned as your White Mage and you want to appoint her as your Caller, but are worried about not having a healer, you can simply change her Job, and then choose one special ability from ALL abilities you have managed to teach that character so far. So just change her Job to Caller, then choose White from the ability list to make it her special ability and enable her to use white magic. Master the white magic, first, though, it pays off. It's all that simple, and neat! Each time you change Jobs or your special ability, your weapons and armour are automatically optimized. So point me the guy who said this game was too hard and tedious for the non-Japanese to play! Personally, as far as gameplay goes, I think the game plays out better than Final Fantasy IV, the Job system is just so darn excellent. It's just too bad that the story and characters have nothing on the drama and epic feel of the previous game. Frankly, it feels like mockery of the whole franchise at its worst. It takes its toll on the playability.

Even the smallest threads of storyline are not
that logical... like this library full of books
possessed by demons.
Outside the confines of the Job system, the game continues to impress in terms of gameplay. The minimap is finally here; you need to find the world map, but after you do, you're free to use the map any time you wish by just pressing Y. You will need no more cryptic codes, or white magic to see the world. You will have many different methods of transportation, and actually, during the first third of the game, your main device for transportation will change after almost every quest. Dragons can't fly over mountains - for some very odd reason - and ships have a weird tendency to get devoured by whirlpools. Like in Final Fantasy IV, there are three different worlds to explore, accessible as the storyline progresses. So much juice, so thin story. Go figure, but it still raises gameplay value by quite a bit... as well as the amount of essential playing hours as opposed to just constant EXP mayhem or backtracking. This time, there are many sidequests, most of which are there to bless you with a rare item, weapon, piece of equipment, or even a new summonable creature for your troubles. Not to forget rare magic! The magic shops return, but this time, you need to buy or find a mana item just once, and everyone who meets the criteria to learn it, learns it immediately. Some really crucial spells can't be bought anywhere. That's why I suggest that you take your time to explore the game, but be careful.

Final Fantasy V is a very non-linear game for its time, and that's why you absolutely CAN make mistakes and wander off to places you really should avoid from a 10-mile radius. Running from battles that seem hopeless from the start is very advisable, and nearly mandatory. Fleeing is still hard, but this time, the Ninja has an ability that speeds up the party's escape. There are actually many Job-based abilities that fix a lot of the mistakes or "bugs" in the previous games, or bring in features that should've been there from the start, such as the ability to dash (Thief). Getting back to the non-linearity of the game, it also has many, many locations more than any of the Final Fantasy games that came before it. Villages, towns, castles, deserts, all around and over the map. There's still a lot of empty space, but this time you're very likely to find at least something at the end of long cavities, besides endless random encounters.

The Active Time Battle system is tweaked and for the first time, you can keep track of whose turn is coming up with the addition of each character's time bar. At the same time, it makes a very practical difference to the use of time-based magic. Previously, a spell like Haste didn't make much hell of a difference, since every member of the party had his or her turn, consistently and in fair order. In this game, a character spellbound by Haste can have two or even three turns in a row, depending on the speed and agility of the rest of the party. Cure spells or items are no longer used at all if the target is already K.O.'ed, the caster just loses a turn, which is a remarkable fix in my opinion.

This was the last game in the series to use generic names for weapons and equipment, for example Mythril Sword -> Mithril, with a sword icon on the left. The menu, however, is designed better than ever, and it shows specific stats for each piece of equipment, and you can clearly see the comparisons between two similar pieces of equipment. On top of all, the equipment has a neat hierarchy system. Everything's "organized" randomly in the inventory until you manually sort it out, but in the Equipment menu, the all-around best weapons and armour are always at the top, easily accessible. There's also a group of icons next to each Job, indicating which weapons and pieces of equipment a person of that class can use. Once again: if North Americans understood everything there was to Final Fantasy IV, how in the HELL couldn't they understand a game that makes things this simple and comfortable? Also, keep in mind, that the fan translation aside, this is indeed the Japanese version of the game; it's supposed to be the hardest version around.

For some reason, I feel like killing.
Well, even disregarding the possibility of wandering off and getting your ass kicked before you can utter the word "cat", Final Fantasy V is a long and challenging game. It starts off all nice and easy, and continues to be nice and easy as long as you keep on following the main path, but at some point, you WILL feel the need to sidestep, and/or level up. You shouldn't trust Final Fantasy V any more than any other Final Fantasy game. They trick you into believing you're absolutely ready for what's to come, even in the end of the game. The same thing happens in this game. I personally suggest you concentrate on gathering EXP and AP, leveling up your characters as well as their Jobs, and get familiar with the sidequests and what they have to offer. You're in for many, many, many hours of bad storytelling, but essential gameplay.

The ultimate question is which feat motivates YOU to play a Final Fantasy game: storytelling, or gameplay? In my personal opinion, to create an ultimate Final Fantasy game you need both to support each other, a perfect symbiosis. Storytelling affects gameplay, and gameplay affects storytelling in turn. It's perfectly clear that making this game a treat to play was what the developers worked on, but it took them a while to realize that they needed a story like that of Final Fantasy IV to support that basic playability and keep a number of players motivated. So, even if the overall rating given according to this point of view doesn't quite spell out a marvellous, must-have game, Final Fantasy V is at least a must-PLAY game. It made a difference of its own; its influence on the series' future is undeniable.

Graphics : 8.5
Sound : 9.1
Playability : 8.2
Challenge : 9.0
Overall : 8.4


Trivia

GameRankings: 66.25%

The game was re-released for the Sony PlayStation as a stand-alone title in 1998, this time also in the U.S.. In 2002, the game was finally released in Europe, as part of the Final Fantasy Anthology. The game was re-released for the Game Boy Advance in 2006.

Moogles make their first appearance since Final Fantasy III. They have appeared in some capacity in every Final Fantasy game since.

Bosses Atomos, Gilgamesh, Shinryu and Omega appear in Final Fantasy I & II: Dawn of Souls, as bosses in the exclusive Lifespring Grotto dungeon, as well as guardians of the Crystals of the True Moon in Final Fantasy IV: The After Years.

Butz Klauser (localized Bartz Klauser, voiced by Jason Spisak) and Exdeath (voiced by Gerald C. Rivers) are rivals in Square Enix's all-star anniversary game Dissidia - Final Fantasy, released on the PSP in 2008.