I don't know how they constantly do it, but thatgamecompany has done it again. No game has managed to make me feel a gamut of emotions in two hours as easily as Journey since their last game, Flower. If you have a PS3, do yourself and everyone you know a favor and buy all their games: flOw, Flower and Journey. You won't be disappointed.
Now onto the start of one of my favorite franchises:
I've always loved how simple Final Fantasy's logos tend to be. |
Final Fantasy is definitely a unique beast. It's a franchise that invokes a slew of emotions to a great many people, ranging from fond memories coated in rose-tinted nostalgia to livid fits of blind fury at all it stands for. While I absolutely adore this series, I'm not fanatical enough to claim they're all amazing games and that you're stupid for not agreeing with my opinion; rather, I will defend each title's merits and, despite what I may say and how I bash certain aspects of these titles, I do enjoy them all for various reasons.
Assuming you're new to gaming and/or never learned about the Final Fantasy series, lemme give you a quick crash course, simply to get certain expositionary aspects out of the way.
Final Fantasy started as a latch-ditch effort for Hironobu Sakaguchi, president of developer Square after they hit on hard times finding a hit with their first titles. His intent was to retire from the industry after creating a final fantasy role-playing game. Obviously, the game was a success, spawning a diverse and extremely successful brand that became the second most popular RPG series in Japan to then-rival Enix's Dragon Warrior/Quest series.
When it comes to sequels, the series is known for constantly changing and innovating upon itself based on what vision a particular title is aiming for. Numbered installments in the main series always take place in different worlds and settings, each with new characters and histories and mechanics. While similar themes and aspects frequently recur throughout the franchise (Gil as currency, having Chocobos and Moogles as the series' most famous mascots, crystals, etc.), each main game is a stand alone product and is not dependant on the other games in the series aside from the rare direct sequel.
Gotta love early grinding on worthless pushover baddies. |
Now, onto the original Final Fantasy! For the record, I own and have experienced the GBA remake and compilation Dawn of Souls the most. As mush as I can appreciate how archaic the original NES version is, I prefer the Game Boy Advance remake and beyond. I enjoy the modern translations simply for series continuity and I frankly prefer the additions the newer remakes have made over the original. So nyeh!
The boss fight that started it all. |
Classic Jobs: Red Mage, Warrior, Black Mage and White Mage. |
While the plot may seem simple by today's RPG standards, it was quite a revelation back in '87. Compared to other RPGs of the time, Final Fantasy boasted high production values and a defined plot to give purpose to the required grinding. The series is known for raising the bar on presentation in terms of graphics and musical scores, something the series continues to champion to this day. One can't really argue the main installments are showcases for the systems they grace. The NES version definitely looked nice by 8-bit standards and introduced the now-standard battle screen with both opposing forces staring each other down on two sides of the screen instead of a first-person angle. Small detail, but big impact.
Dawn of Souls is the version I own, SNES graphics and all. |
The original's graphics hold up pretty well for an '87 RPG, with its classic chibi characters on the overworld screens and slightly more detailed foes in battle scenes. They're obviously spruced up in later remakes comparable to the next generation's Super NES main games, Final Fantasy IV-VI. The music is classic Nobuo Uematsu, otherwise known as the Japanese John Williams. His score is just as iconic and memorable as it was twenty five years ago, a testament to the man's undeniable skill. Presentation is, as always, sublime in any Final Fantasy title.
Mechanically, the battle and experience systems are basic and work fine for what they are. You battle enemies, defeat them to gain experience, you level up after certain thresholds and your stats get boosted. Combat is turn-based (something I don't mind and was a technological necessity back in '87) and is serviceable. What I don't care for -and this is true for practically every RPG before the mid-90's- is that you're basically forced to grind to keep up with enemies, particularly bosses.
The plot will continuously tell you to go to Point A when Point A's monsters will beat you within an inch of your life unless you grind for a bit at Point C where the baddies aren't nearly as deadly. An hour later and you'll finally be able to enter Point A, which will lead you to Point B where the Boss still has a significant chance of ripping your party's faces off if you're not careful. It's a very archaic design that I'm typically not a big fan of, and I am not one here. Make grinding addicting via the combat system, a sense of significant progress, whatever you can, and I won't mind grinding as long as I'm having fun. Pokémon is a good example of an RPG that I can grind for hours and not notice until Hour 10.
The first fight that started it all: now in HD! |
Other small details are of much smaller significance. Most modern editions past the WonderSwan contain a version of the game that is considered "EZ Mode", though I personally still find it difficult in the end- and post-game battles. Each edition has upgraded the 8-bit graphics to more 16- and 32-bit styles graphics, with the PSP and iOS editions sporting HD remasters. The addition of visible Hit Point changes, standard MP, loss of 'ineffective hits' and the redirecting of attacks (fans of the first two cult-favorite Golden Sun games know the frustration of a wasted hit, since they too did not auto-direct attacks aimed at foes defeated early enough in the turn) and a more fleshed out narrative to more accurately point the player in the right direction (old games were vague back in the day, guys) make Final Fantasy a much more approachable game for our modern sensibilities. All versions past Dawn of Souls even provide fan service in the form of extra post-game boss fights, also made popular by the series, by transversing four newly added dungeons based around the four elements, each containing bosses from Final Fantasy III-VI. The 20th Anniversary editions even include a fifth dungeon with the game's toughest Superboss in a dungeon that cannot be saved in. I can only imagine.
A memorable beginning for an ever-evolving series. |
Main Series
1. Final Fantasy
---
While my Dawn of Souls includes Final Fantasy II, I'll cover that in around a month. Gotta cool myself off from the experience that is FFII.
Until then, ciao!
No comments:
Post a Comment