Something like a phenomenon

The culprit: Final Fantasy VII (PlayStation, PlayStation Network, PC)

Reviewing Final Fantasy VII is somewhat daunting, because of the enormous hype that surrounds this monolith of videogaming culture. The first Final Fantasy game to hit the PS, introducing cinematics and 3D, it’s unquestionably the most popular episode in the series and has achieved cult status, since it was many people’s first FF. If you want an indication of the scope of the phenomenon, try browsing an RPG-related forum, and you’re likely to encounter several screenname variations on either Cloud or Sephiroth. The other measure of the game’s popularity is the number of spinoffs it has generated: an OVA (Last Order), an animated film sequel (Advent Children), two prequels (Crisis Core and Before Crisis) and a spinoff sequel featuring what was originally an optional character (Dirge of Cerberus). I’m not even sure that the naming of these spinoffs was accidental (AC, BC, CC and DC? Come on…).

Claim to fameI won’t deny that the game has its merits: the characters are memorable (whether in a good or bad way), the villain has style and flair, the story is compelling and has little in common with preceding games in the series. Where FFVI only dabbled in steampunk, this one dabbles, dips and takes a belly-flop into it, transporting the series into a completely futuristic setting, with the heroes facing a radically different set of problems than in the previous opuses. There are still super-deformed sprites–which, incidentally, look like Legos, with their blocky hands and lack of noses–, but the characters also get the luxury of normally-sized incarnations during cinematic sequences and battles, thus taking expressiveness to a new level. Summoning sequences are also one of the big graphical highlights. Granted, by modern-day standards, the quality is very dated, but you can imagine just how awesome it must have seemed back when the game first came out.

That being said, I’m one of those people that have always felt that FFVII was absurdly overrated. Yes, it’s a very good game; yes, I would gladly replay it anytime, but it’s been blown out of all proportion. Some fans would have you believe that it’s the ultimate masterpiece of videogaming: well…it isn’t. I don’t even number it among my top five games in the series. And even objectively speaking, there have since been better, more innovative and interesting games in general, whether in terms of storyline, characterisation or atmosphere (I won’t say graphics, because that’s not a fair criterion). First of all, the ending is seriously underwhelming. This may be one of the driving reasons behind the spinoffs (besides the desire to milk fans for cash capitalise on the game’s popularity), but you may be left wondering “was that really it?” Secondly, a sizeable chunk of the cast consists of characters I strongly dislike, which makes it a little difficult for me to empathise with them. Thirdly, the driving idea behind the storyline may be a good one, but the execution is somewhat…lacking in places, and the tone of the game is sometimes almost jarringly goofy. Mind you, I’m judging this by juxtaposition with the hype FFVII has generated: had we simply been talking about a ‘normal’ game, I wouldn’t be that bothered by it. And last, but not least, the translation is not up to scratch in some places. There are mistakes, inconsistencies, and let me insist how lucky you are if you’ve only played this in English. My first copy of the game was in French, and boy, was that ten times worse.

FFVII has never been remade, much to the dismay of fanboys and fangirls the world over. However, if you own a PS or a PC, the original game is freely accessible–although PS copies are probably rather expensive now–, and there are plenty of good reasons why you should give it a go if you haven’t already, even if it’s just to see what all the fuss is about. Just don’t expect a life-altering experience, that’s all I’m saying.

 Detailed review available! Read more here.

The soul collector

The culprit: Valkyrie Profile (PlayStation, PlayStation Portable)

To this day, Valkyrie Profile remains one of the most original RPGs in existence, created by tri-Ace, a developing company formed by three game industry veterans. With its mix of real-time and turn-based combat, platforming-based exploration, its gloomy, harsh atmosphere and complex combat system, it stands in stark contrast with other famous JRPG series, such as Final Fantasy or Tales. This is precisely why fans of the series love it, but it also means that it’s likely to alienate more casual players. As a result the series remains relatively obscure, which I find to be a shame. Sure, the games are not perfect (although that criticism is more applicable to VP2), but they take a creative and refreshing approach to the well-worn JRPG format, and the first opus in the series is the best example of that.

First, as you may deduce from the title, the game is heavily influenced by Norse mythology. The “Profile” part refers not only to the fact that the game–and its logo–presents the portrait, or profile, of a Valkyrie (at least, this is true for the first two games), but also to the 2D exploration perspective, in which all characters appear in profile. The Norse mythology part may not sound all that groundbreaking: many games have been there before. However, Valkyrie Profile is the only series I know which sticks so closely to the actual myths, all the while mixing them with some distinctly Asian It's a form of recyclingelements, with the decidedly unusual result of Valkyries cohabiting with Samurai and such. The game’s world is supported by the World Tree, Yggdrasil, which sustains three realms: Asgard, the realm of the gods (the Aesir and the Vanir, who are in perpetual conflict); Midgard, the war-torn, poverty-ridden world of humans; and Niflheim, the underworld, realm of demons and undead. Odin rules Asgard from his palace of Valhalla alongside Freya and a host of other deities, and commands three Valkyries (although, if you want to be entirely accurate, they’re actually more like the Norns), who are sisters. Hrist is the eldest and most obedient, Silmeria is the youngest and most rebellious, while Lenneth is the middle one and the most powerful, and also the heroine of this game. Her goal is to collect worthy souls, train them as Einherjar and send them to Valhalla, where they will fight for the Aesir. This is an urgent mission, as, by the time the game starts, Ragnarok, the final confrontation between the Aesir and the Vanir, has broken out.

This is where the complexity kicks in. Each Einherjar has their own (sometimes heart-wrenching) story and their own abilities. Who you obtain and when is determined by your difficulty setting and a randomisation factor. Once trained, these Einherjar can be sent up to Valhalla, as long as they meet requirements outlined by Freya. What’s more, there are three different endings, even though only one of them is considered canon. The problem–and this is probably the single biggest issue with the game–is that there is next to no indication as to how to obtain that particular ending. I have no idea how you’re supposed to figure it out without a guide, and even once you know how, there’s very little room for error. This also applies to exploration, which is circumscribed by a time mechanic, requiring you to plan out your course of action. And of course, there’s the combat system, which takes a little while to wrap your head around.

The second strongest criticism I have is the voice acting, which, frankly, is sometimes appalling. The translation is also a bit shoddy in patches, and the typically Asian, elliptical storytelling style, doesn’t help. Still, even accounting for all these kinks, Valkyrie Profile is a genuinely engrossing, unique game and a welcome change of pace from the tried-and-true ‘youngsters with improbable haircuts save the world’ JRPG scenario. If you’re an RPG aficionado, I’d encourage you to give it a spin, if only for the novelty of the experience.

Detailed review available! Read more here.

A hard nut to crack

The culprit: Baldur’s Gate + Tales of the Sword Coast (PC, Mac)

Under a blood-red skyIf you’re a fan of RPGs in general, and WRPGs in particular, you will have heard of Baldur’s Gate. Even more than a decade after its release, this game is still considered a milestone for the genre, despite the dated graphics, the perfunctory voice acting and the staggeringly complex combat system. There’s even an Enhanced Edition currently in the works. Baldur’s Gate was also responsible for propelling its developer, the Canadian studio BioWare, to fame, establishing it as one of the most successful WRPG creators for years to come. And while they’ve recently suffered a massive decline in quality, this game was made back in their glory days.I won’t lie: it takes some getting used to. It has quite a few flaws and kinks, some very annoying, some only mildly aggravating, and a modern-day player, used to shiny graphics, fully-voiced dialogue, speed and streamlined combat mechanics, might find it difficult to like. Still, if you can get past its shortcomings, there’s also a lot of great stuff, particularly if you consider the saga as a whole. Kind of like a nut: you have to crack the shell first to get to the good part, but that good part is what you remember afterwards. The game is vast, detailed, involved and Verbosenot afraid to take its time (sometimes excessively). It features extensive dialogue, a very large cast of characters which includes some truly memorable individuals (something BioWare is renowned for and still does well) and a compelling storyline. It’s biased towards male players, as all games used to be back in the day, but that’s hardly a shocker and doesn’t really prevent it from being enjoyable.

The main difference between JRPGs and WRPGs is the latter’s emphasis on choice, which is abundantly present here. The protagonist is essentially a blank slate for you, All hail Tolkienthe player, to customise to your heart’s content, and, for someone used to JRPGs as I was, this kind of freedom is genuinely a breath of fresh air. Baldur’s Gate is as typical as WRPGs get, being based on a pre-existing high fantasy setting (i.e. a medieval environment, abundant borrowing from Tolkien–elves, dwarves, halflings, the whole nine yards–, and a pantheon of deities who actively influence the lives of their worshippers), the Forgotten Realms, which had previously been featured in tabletop Dungeons & Dragons games and several books. While it creates some continuity issues with the latter, they are not necessary to understand the game’s premise, and you can perfectly well head into it without ever having heard of the Realms before. The one big hurdle to leap is understanding the combat system, but you don’t necessarily need to master all its intricacies to have a working grasp on things.

PC games have this advantage over their console counterparts that they are much more open to player involvement. By that, I mean modding: various and sundry additions, written and implemented by players themselves. This can range from bug fixing, to restoring cut content, tweaking the combat system, adding customised weapons and armour, or even creating entirely new quests and characters. As luck would have it, the Baldur’s Gate modding community is still very active, even after all this time, and the game is thus blessed with an extensive array of goodies to pick from to improve your experience. Some of them–specifically, the ones that fix bugs and rebalance the game–are pretty much indispensable. Others are so well-written that I couldn’t imagine playing the game without them. This isn’t to disparage the original developers’ efforts–which, after all, have resulted in a game that people still want to play after more than ten years–, but many dedicated modders have produced amazing things. In the end, this makes Baldur’s Gate an impressive collaborative venture: a game which is only further enriched by its audience. And that is an undeniable quality.

Detailed review available! Read more here.

This is why people are afraid of clowns

The culprit: Final Fantasy VI (Super Nintendo, PlayStation, GameBoy Advance)

Final Fantasy VI was the first Final Fantasy game I played, and, as such, it holds a good deal of sentimental value. To this day, it remains one of my favourite games of the series. It’s also still one of the most popular ones. The last FF of the The will to fight SNES generation, it was unleashed upon the Western world as FFIII back in the day, due to the numerical confusion caused by the non-release of FFII and the real FFIII. Epic, exciting, engrossing, full of drama, humour and emotion, this game brought a new sense of scope to the FF saga. Gone are the elemental crystals and four orphans copypasted from the first FF. The game develops a distinctly steampunk vibe and not only introduces the first–and, for a long time, only–female lead in the series, but also its first truly memorable and unique villain. Couple that with one of the largest and most lovable character casts, not to forget a wonderful soundtrack, and you’ve got yourself a recipe for success.

Graphically, in comparison to the two FFs which preceded it on the SNES, the game is a good few miles ahead. 2D it may be, but it’s beautiful 2D. The environments are quaint and detailed, just like illustrations to a fairytale. The only background that I can outright criticise is the chocobo riding screen, which just ends up hurting your brain after a while. The sprites are large and very expressive, broadening the palette of the characters’ visible emotions even further than FFV. There is also no longer any difference in size between the sprites on the world map and the sprites on the battlefield.

Just as all its predecessors, FFVI has been remade a couple of times, and now exists on the SNES, PS and GBA. Like FFV, the PS version comes with lovely introductory and concluding FMVs. But, unlike FFV, I wouldn’t really be able to give a definite recommendation as to which version to play. I’ve not tried the PS one, although I hear it has a serious issue with loading times, but between the SNES and GBA versions, it’s really a toss-up. The game remains largely identical, with only two optional dungeons and four new Espers added to the mix (and, considering the huge amount of Espers already available in the original game, they feel like overkill). The major bugs have been squished, and the script has been partially retranslated, but considering the iconic status that Ted Woolsey’s original SNES text has acquired, this wasn’t exactly necessary or expected. However, none of these changes harm the game either, so it’s just a matter of picking the easiest version to find. But, by all means, if you love RPGs and have never played this game before, do yourself a favour and remedy that ASAP.

Detailed review available! Read more here.

Fulfilling great expectations

The culprit: Riven (PC, Mac, PlayStation)

Riven had some pretty big shoes to fill, as the sequel to one of the most famous games ever made. And I’m happy to say that, not only did it successfully match its predecessor, but actually trumped it in every respect, resulting in my favourite game in the Myst series, an opinion shared by a large portion of the fanbase. And this despite the fact that it adopts a mostly linear structure which would not be reused in subsequent games, thus making it something of a standalone in the series. Be that as it may, between its release in 1997 and the release of Myst III in 2001, Riven sold over 4,5 million units. Doesn’t quite match Myst’s 6 million, but it’s close enough to indicate a successful sequel.

In terms of gameplay and presentation, Riven is very similar to its older brother, but its scope is much greater, despite mostly taking place in a single age. Sounds paradoxical, but this titular age, on its own, is four to five times as large as a single Myst age, which, in a series so heavily based on creating immersive worlds, is something I can only applaud. The graphics have greatly improved, which also helps with immersion and creates a deceptively peaceful atmosphere with a disquieting undercurrent. If you get the feeling that you’re being watched…well, that’s probably because you are. Overall, the storyline is darker than its predecessor and has greater urgency to it, but also a significantly stronger backbone, culminating in a momentous, satisfying conclusion. With Sirrus and Achenar out of commission, the Stranger now has to deal with the fact that they lured their mother away to Riven to make trapping Atrus easier. Needless to say, it has resulted in a pretty big mess. Puzzles abound, just as they did in Myst, but they are more complex, more numerous and probably the most organically integrated in the entire series. This also fits the theme of the game, conveying the feeling of a cohesive structure attempting to hold a disintegrating world together (there’s a reason it’s called Riven).

Riven has never been remade, which I find to be a distinct shame. None of its successors have been remade either, but they either have free roaming or a 360° camera, none of which Riven has. Which means that, since the release of RealMyst, it’s the only game in the series which is still restricted to its original slideshow presentation. There is, however, an ongoing, fanmade project called The Starry Expanse which intends to remedy that. I hope it comes to fruition, but even in its original form Riven a wonderful, beautiful game, and if you enjoyed Myst, you are pretty much certain to love this one too.

Detailed review available! Read more here.

Saving Neverland

The culprit: Myst (PC, Mac, PlayStation, PlayStation Portable, Nintendo DS)

Myst was a surprise to everyone when it saw the light of day in 1993: to the public, who didn’t expect such a unique experience, to the industry and critics, who were baffled at how what was essentially an “image slideshow” could garner such success, and to its developers, who certainly didn’t expect their offering to become the best-selling PC game for almost 10 years, up until 2002.

To this day, the Myst saga remains one of the most famous and iconic game series, despite having seen its last instalment in 2005. With its characteristic style and atmosphere, which has since been widely copied, its intelligent, inventive and organically integrated puzzles, its trademark gameplay feature of books literally whisking the player off to different worlds (or ages, as the game calls them)–a smart and rather poetic metaphor for imagination–, and its storyline, bolstered by three books published in parallel to the games, which uses the fate of one family as a stepping-stone to explore the history and heritage of an entire civilisation, it stands tall among other adventure games. I’ll even take it one step further: this is my favourite game series, full stop. The name of this website should be ample evidence of that. So unless you’re 120% certain that the premise will not work for you, I’d urge you to give it a try.

If there was one word to define the entire saga, it would be ‘immersive’. No other game has given me the impression of ‘being there’ quite like this, made me wonder whether it would be warm or cold, how the breeze would feel, what the texture of the stone would be or what the plants would smell like. It’s a rare occurrence when the environment is so beautifully crafted that you’d simply be happy to walk around and take in the sights for a while. Everything conspires to engage your senses, pique your curiosity, encourage you to explore every nook and cranny to try to ferret out clues, and stimulate both your intellect and imagination. Obviously, if you’re expecting action, shootouts, acrobatics…or even lots of dialogue, you will be disappointed. This is an eminently solitary, contemplative, atmospheric and slow-paced experience, designed to make you think, feel and piece things together at your own rhythm. But then, the human mind is a wonderful tool, and when that is being put to work, beautiful things can happen. This is clearly what the developers were banking on, and, in my opinion, they’ve definitely succeeded.

Still, objectively speaking, the first game is far from being perfect, especially in its original form. In comparison to its successors, the graphics are dated, the scope feels fairly limited, the puzzles are rather simple, the age names are throwaway, and the ending is comparable to a wet firecracker. This is all a first-comer’s prerogative, however, as the subsequent entries in the series clearly try to address these issues (and mostly succeed). A remake titled realMyst was released in 2000, and while it only addressed graphical and interface issues, it did so remarkably well. The updated graphics are beautiful, and if that wasn’t enough, a day-and-night cycle and free roaming have both been introduced. It was a bit of a chore for most computers to run, back in the day, and nowadays, will probably not run on newer PCs without some tweaking. Another remake called realMyst Masterpiece Edition was released in 2014, and that one does run on newer machines. It was designed as the definitive version of the game, and while it does come really close, it still has some issues. Nevertheless, it’s the most accessible and easily available version of the game, so probably the one you want to go for.

Detailed review available! Read more here.

Almost famous

The culprit: Final Fantasy V (Super Nintendo, PlayStation, GameBoy Advance)

Final Fantasy V is the last game of the series that was ‘skipped’ upon release for some reason or other, resulting in its successor being known as FFIII instead of FFVI for a while. Once again, Western audiences had to wait a few years before the game became available outside Japan, bundled with FFIV in the Final Fantasy Anthology collection. In hindsight, I can understand why the oversight occurred. Don’t get me wrong: FFV isn’t a bad game. There have been far worse entries in the series both before (FFII) and since (FFXIII). ‘Bland’ is probably the word that springs to mind most readily. There’s a story and characters, and they all seem to tie in and mesh together reasonably well, but I definitely got the feeling that something was missing. You can’t blame it on character interaction, because there’s plenty of that. You can’t blame it on lack of backstory either, because there’s a good deal of that as well. So perhaps it’s just that, by some devilish stroke of bad luck, the wondrous spirit known as Charisma has managed to bypass the entire cast, bar one.

The game does have its qualities, nevertheless. It further builds on the graphical achievements of FFIV, with larger and better-designed character sprites which now gain a modicum of expression. They can laugh, look angry or surprised, which is a pretty big improvement over what the FFIV sprites could do. It’s also the first time in the series that full-fledged characters coexist with a job system, the latter having been significantly improved by comparison with its FFIII predecessor, which probably makes it the best aspect of the game. FFV’s other perk is that it makes a point of maintaining an upbeat attitude throughout, even when the characters go through rough times, making it one of the most lighthearted games in the series, especially in comparison with its three immediate successors.

Nowadays, FFV exists on the SNES (thanks to the RPGe fan-translation), PS (with some introductory and concluding cinematics) and GBA. Having played the SNES and GBA versions, I would recommend the latter. While there haven’t been any groundbreaking changes, aside from the mandatory additional dungeons and such, the retranslation has greatly improved the game, capitalising on character interaction to compensate for their individual blandness. This, alongside the well-oiled job system, makes the game almost memorable.

Detailed review available! Read more here.

Of paladins, dragoons and spoony bards

The culprit: Final Fantasy IV (Super Nintendo, PlayStation, GameBoy Advance, Nintendo DS, PlayStation Portable)

Starting the tradition of three Final Fantasies per console, this is the first game of the series on the SNES, and, contrary to its two predecessors, this one actually did make it out of Japan in timely fashion. It also started a numbering confusion that would last for a while: since it was the second FF to be released outside of Japan at the time, it would be known as FFII. The original SNES game notably exists in two versions: what is called the ‘easytype’ or American version, and the ‘hardtype’ or Japanese one. The ‘easy’ and ‘hard’ bits should be self-explanatory. I guess the developers believed that the rest of the world wasn’t quite up to par with Japanese gaming standards. It probably didn’t sit very well with some people, as the Japanese version has since also benefited from a fan translation into English.

Despite this variation in combat difficulty, the game is the same in both versions, and it’s certainly a memorable one. For the majority of the Western audience, this was the first FF with properly characterised protagonists and a sizeable cast of them to boot, one of the largest in the series, in fact. Since every character also has a fixed class, or job, this also gives said classes a recognisable face, so to speak. Cain/Kain and Cecil, for example, have set the tone for the abilities and physical appearance of all dragoons and paladins in the FF series. Just about everything else in the game has taken a significant upgrade from previous installments as well: better (and longer) storyline, better combat mechanics, better graphics (with the notable introduction of battle backgrounds). True, the characters sprites still look somewhat squished while on the world map, but they are otherwise more detailed than the ones on the NES. Since this is still early enough in the series for first times, this game also marks the first appearance of proper save points.

FFIV also holds the title of “Most Remade Game in the Series”: as of today, it’s available to Western audiences on four different consoles. There’s the original SNES version, a PS version, with short cinematics of dubious graphical quality added at the beginning and at the end, which was released together with FFV as part of the European Final Fantasy Anthology bundle, a GBA version, a DS version and a PSP version, bundled with the game’s sequel, The After Years (which was previously only available on the Wii), as well as an exclusive episode covering the transition between the two. Each remake thus offers something new to the experience, the GBA and DS versions introducing the most significant changes. Overall, I would say this is one the best games in the FF series: solid, well-paced and fun, well worth playing or replaying.

Detailed review available! Read more here.

Lost and found

The culprit: Final Fantasy III (Nintendo Entertainment System, Nintendo DS)

Final Fantasy III was the last FF released on the NES, but for some reason (apparently, technical difficulties), has met with an even worse fate than its predecessor, despite being a better game. While FFII finally managed to make it out of Japan when Final Fantasy Origins was released, FFIII was never even scheduled for release in the West until the recent, vastly overhauled DS port, which resulted in temporary numeral confusion, as FFVI was known as FFIII to us Westerners for a good while. Shame, if you ask me, because, out of the three NES FFs, this is probably the most entertaining one, despite the mess that serves as its storyline.

There is a fan-translated ROM of the NES version by NeoDemiforce available, but since there are such significant differences between it and the DS port, and since the DS port is, after all, the official incarnation of the game on our shores, I thought it best to attempt to review both side by side.

FFs come in series of three per console, and the third one in a series is usually the best in terms of graphics, logically enough. The NES version of FFIII is no exception: the colours are softer, the outlines and sprites clearer, and the battle mechanics have greatly improved. Message and movement speed is now perfectly decent, which represents a huge upgrade in playability.

Of course, this all pales in comparison with the DS version, which upgrades the graphics to 3D, introducing beautiful, colourful environments, and even a lovely introductory cinematic (even though none of the character interaction it showcases is actually shown in the game). The most spectacular instance of this upgrade is the Forbidden Land Eureka, which, with the new graphics, looks nothing short of stunning, with its waterfalls and the starry void surrounding it. The only minus I can think of is that character sprites have been maintained, thus keeping the game’s ‘kiddy’ look. Combat has also been spruced up, with tighter and more complex battle mechanics, as well as dynamic combat screens (the camera angle changes when the characters cast spells or use abilities).

This is also the first FF ever to introduce the job system as we know it. Sure, in FFI, you could pick jobs at the beginning of the game, but you couldn’t freely change from one to the other. Here, you have the possibility to change jobs at will, and you have a much larger selection of them too. This makes the game a far cry from its predecessors in terms of strategic depth and customisation possibilities. Speaking of first times, this is also the first appearance of the moogles, who run Dorga/Doga’s household, although you’re never told where he got them from. It’s also the first appearance of Gilgamesh, or Gigameth, as he’s called here, even though he has nothing in common with his later incarnations besides the name. More importantly, this is the first appearance of summoners as well, alongside their trademark summonable creatures. Yep, Shiva, Ifrit, Ramuh, and all the others hail from here.

The DS version is the better and more accessible game of the two, but if you’re curious enough to want to delve into some archaic NES fun, the fan translation works just fine. Unlike FFI or FFII, the NES version of FFIII is much less of a chore to get through. As long as you know what to expect (ie. worse characterisation and graphics, mainly), it won’t disappoint. Overall, whichever version you pick, this is a pleasant game, which leaves a good impression in spite of its flaws.

Detailed review available! Read more here.

The road to hell is paved with good intentions

The culprit: Final Fantasy II (Nintendo Entertainment System, PlayStation, GameBoy Advance, PlayStation Portable)

This is the second installment of the Final Fantasy series, but it actually didn’t make it out of Japan until the Final Fantasy Origins remake for the PS, where it was bundled with its predecessor, FFI. This has resulted in a temporary numerical confusion for the rest of the world, where, until Origins came out, FFIV was known as FFII (since it was, for all intents and purposes, the second FF game released outside of Japan), and FFVI as FFIII. Effectively, this means that the only way to play the original NES version is to use a NES emulator, and the fan-translated ROM by NeoDemiforce. Barring that, the Origins version is the official first version of the game outside of Japan.

While all this may be a minor annoyance, the actual game itself certainly isn’t. If you ask me, this is quite possibly FF at its very worst. Yes, yes, worse than X-2. Worse than Tactics Advance 2. Worse than XIII.

To start off on a positive note though, the game does mark an evolution in a few areas. First of all, the graphics have gotten a tad better, smoother and with slightly less glaring colours. The message speed has also significantly improved, making battles faster. Now you don’t actually have to wait for hours scrolling through stat-ups when one of your characters gains a level, unlike the original FF. The storyline shows more effort, as does the characterisation. Contrary to popular belief, which is based on the delayed release of the game, this is the very first FF to have named characters with distinct personalities, even though some of the sprites, like Frioniel’s/Firion’s or Guy’s, have shamelessly been recycled from the first game. The cast is also more numerous and more varied. The very first Cid appears here, as well as the very first chocobos. The former hangs out in a bar and lets you to use his airship for a fee. The latter live in a forest near Kashuon/Kashuan, where you can catch them, allowing you a temporary respite from random fighting as you canter around the world (they’ll run away once you dismount though). In short, if you only look at it from this angle, it sounds like it should all be good…right?

Right. But this does not take into account the combat system. That one single aspect completely BREAKS the game. I mean, taken on their own the storyline and the characters aren’t all that, but you could’ve appreciated the effort and the evolution from the first FF if everything else had evolved positively as well. As it is, however, the combat system only brings out the rest of the game’s shortcomings in much starker relief, as if it tainted everything it touched. By all means, give the game a shot if you really like your videogame archaeology, or if you’re curious to see just how low FF can fall. Otherwise, I’d steer clear from this sucka. Or, at least, from the NES version. Which, admittedly, isn’t difficult, since it actually takes some effort to obtain. The Dawn of Souls GBA remake, however, is nothing short of astounding as it actually manages to make the game decent. That one, if you ever do get your hands on it, is worth a go.

Detailed review available! Read more here.