Final Fantasy X

Posted in by on Jan 7th, 2002 12:00 PM
Title  : Final Fantasy X
Platforms  : Sony PlayStation 2
Publisher  : Square Electronic Arts L.L.C.
ESRB Rating  : Teen
Game Rating  : 9.0
Review by  : Ken Gagne

A year can no longer pass without a new Final Fantasy game. Square's tenth installment in this role-playing game (RPG) series is the first for the PlayStation 2, and is a remarkable maiden voyage on this new platform. 

The story is as plain as good versus evil, with only a few surprises tossed in. The cast of heroes is comprised mostly of sexually repressed, yet likable, teenagers with such nonsense names as Wakka and Lulu. The main character, Tidus, is a stranger in a strange land who's kept mainly in the dark, as is the audience. What we do know is that there's a destructive force of nature called Sin that's just asking to be vanquished, so pick up your sword and do your daring duty! 

In many ways, FFX is unlike any of its predecessors. For one, it's the first Final Fantasy to feature spoken dialogue. The cast has no recognizable voice actors, but they perform admirably — a solid first effort from Square, one that helps put FFX on a cinematic level comparable with the Final Fantasy Movie. 

Even more impressive, and what FFX will be best remembered for, is the game's graphics. Square has seemingly mastered the 128-bit platform in their first attempt. The game switches seamlessly between real-time animation and pre-rendered video sequences. Both are of higher quality than anything any previous Final Fantasy has offered, presenting more detail, more lifelike characters, and smoother animation than ever before seen. Even the battles' automatic camera work increases the dramatic feel of the game. 

Graphical expositions are popular for advancing the game's plot, in which the player has no control. Such storytelling results in a strictly linear gameplay experience. There is little opportunity for exploration, and no "world map" from which to choose a destination; such choices are not a part of FFX. Tidus and his party are railroaded from one battlefield to the next, with gamers going along for the ride. 

Unlike Dragon Warrior, which adheres rigidly to a traditional RPG formula, the Final Fantasy series has become a proving ground for new gameplay elements. For example, in most RPGs, combatants earn experience points for battles won; with enough points, they go up in level, which increases their various statistics. 

In FFX, there are no levels. Instead, characters are moved along paths on a game board known as the Sphere Grid, with each path offering different enhancements. It's an innovative system that gives the player some say in his characters' development. The grid requires constant attention after almost every battle, but attend to this chore and most conflicts will be resolved positively. The grid is also an obtuse measurement of a character's strength; it's more useful to answer "What level am I?" than it is "Where on the Sphere Grid am I?" 

In a further perversion of the RPG formula, FFX's weapons and armor are all equal in their offensive and defensive stats. A character's strength remains unchanged whether he's wearing a loincloth or chain mail, or wielding a baseball bat or a bazooka. If that doesn't make a gamer's blood run cold, I don't know what will. FFX's equipment instead has unique attributes which make them effective in different scenarios or against various foes. Players will need to mix, match, and create the proper gear for any situation. 

All Final Fantasy games feature a diversionary mini-game; in FFX it's Blitzball, a sporting event that boils down to a number comparison between players, reminiscent of a text-based soccer simulation on an old Apple II computer. This simplicity serves to make more apparent how frustratingly difficult it is to win a game of Blitzball. Time spent blitzing is better spent hunting Sin. 

When the first Final Fantasy came out for PlayStation, everyone was too impressed with the technical accomplishments to acknowledge the gameplay flaws. The same is likely to occur here. FFX is a refreshing entry in a familiar series, with much innovation and an amazing presentation. Whether it stands the test of time remains to be seen, but for now, it's a game worth a first impression.


This article is copyright (c) 2002, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Sentinel & Enterprise, 07-Jan-02

Final Fantasy Chronicles

Posted in by on Jul 9th, 2001 12:00 PM
Title  : Final Fantasy Chronicles
Platforms  : Sony PlayStation
Publisher  : Square Electronic Arts L.L.C.
ESRB Rating  : Teen
Game Rating  : 9.0
Review by  : Ken Gagne

The role-playing game (RPG) genre, for all its style and sales, has declined in substance in the eyes of many role-playing veterans. Gamers new to the pastime don't know what they're missing, but with the release of Final Fantasy Chronicles for the PlayStation, Square uncovers the past for new and old gamers alike to enjoy. 

Chronicles consists of two classic Super Nintendo games: Final Fantasy II and Chrono Trigger. In Final Fantasy, the dark knight Cecil rebels against his kingdom's new-found militarism which threatens the very fabric of life. Chrono Trigger is a time-travelling story in which players explore the world across various millennia to prevent a future apocalypse. 

Both games have undergone slight changes for this rerelease. 

The Final Fantasy II that America received ten years ago was based on an easy version of the Japanese game, Final Fantasy IV. This PlayStation adaptation has the more difficult version of FFIV as its source. New dungeons, story arcs, items, and character abilities are present in this edition. The game has been retranslated from the original to provide a more faithful and mature story. Players may now hold down a dash button to move more quickly, and share control of the battle with a second player — both features formerly present only in Final Fantasy III. 

Chrono Trigger now includes a gallery to view art, music, and other extras unlocked within the game. 

Both games now feature beginning and ending sequences of full-motion video, showcasing familiar characters in a way never before possible. In Final Fantasy's case, the opening sequence is pathetically short, but still more than the Super Nintendo could ever handle. 

Also new to these versions, especially Chrono Trigger, is a trait specific to the PlayStation hardware: loading times. The delay when entering a building or opening a menu can seem interminable to gamers weaned on the cartridge-based originals and their instant access. The fast disc access of the PlayStation 2 does nothing to ameliorate this condition. 

The only other disappointment is the lack of further additions. In Final Fantasy II, Square could have improved the shopping system to make apparent the relative strengths of weapons and armor prior to purchase. Many other items lack description, leaving the player to explore the manual for details; and nowhere are the effects of magic spells specified. Such minor mechanical details could easily have been updated without detriment to the overall game. 

Neither game has been fitted for use with the PlayStation analog control sticks. 

Despite the loading times and opportunities missed, Final Fantasy II and Chrono Trigger are no less the masterpieces than they were at their release. As progenitors of the RPG genre, these games' gameplay and plots rival today's RPGs, reflecting the genius of developers not that long ago. 

Final Fantasy II was the first RPG to feature Square's ATB (Active Time Battle) system, in which individual character and enemy turns are constantly occurring. When the battle's engaged, the screen changes from the standard overhead to side view in which good and evil face off. The background music changes to accompany standard skirmishes, decisive battles, or surprising encounters. The graphics display the world with the Mode 7 techniques that were new with the release of the Super Nintendo. It's not much by today's standards, but the graphics and sounds were landmarks back then. 

Chrono Trigger also has a unique battle system in which encounters occur on the standard exploration screen. Character positions play an important role, as most attacks are area-based: if an enemy lies beyond the realm of attack, the player must reposition the heroes or wait for the attackers to make a move. Each character learns unique battle techniques, or "techs," which can be combined with other fighters' techs with more damaging (and colorful) effects. 

Experienced gamers will relish the opportunity to replay these classics without dusting off their Super Nintendo systems. Other players accustomed to the showiness of PlayStation games may be deterred by the antiquated graphics and sound, but would be depriving themselves of the quintessential role-playing experience if they let that stop them.


This article is copyright (c) 2001, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Sentinel & Enterprise, 09-Jul-01

Final Fantasy IX

Posted in by on Nov 27th, 2000 12:00 PM
Title  : Final Fantasy IX
Platforms  : Sony PlayStation
Publisher  : Square Electronic Arts L.L.C.
ESRB Rating  : Teen
Game Rating  : 8.5
Review by  : Ken Gagne

Why would anyone use a sword to take down a gun-toting maniac? Questions like this have plagued me as Final Fantasy, a role-playing game (RPG) series from SquareSoft, has adopted a more "steampunk" setting, blending magic and technology. Such infusions have contributed to Final Fantasy's darker stories and flawed characters, a far cry from the series' brighter, pre-PlayStation days. 

Final Fantasy IX takes a step back, and returns to the series' fairy tale origin, putting the focus back where it belongs: on the Fantasy. 

Fans of the earlier Final Fantasy's will be familiar with much of this game's setting. This world is no more advanced than the steam engine, leaving the world populated by magic and airships, not televisions and motorcycles. Previously-forgotten characters will be quickly identified, including black, white, and red mages of old, and characters undisguised as thieves and fighters. Moogles, chocobos, and other figures of Final Fantasy lore round out the fantastical cast in a story that isn't as gloomy as previous tales. 

The story opens with the thief Zidane kidnapping the Princess Garnet, with a clumsy knight and insecure wizard getting caught in the conspiracy. It is soon revealed that the Queen is amassing magical weaponry, but is being manipulated by an even greater power. The slow-building plot, likable, sometimes comical, characters, and more clear-cut conflicts are a change from the deeply-troubled people and world of previous Final Fantasy's. 

The battle system abandons many past problems. There's no complicated Guardian Force or Junctioning, spell drawing, or indiscriminate magic use. Accoutered equipment teaches new abilities unique to the character wearing them. By taking multiple hits, heroes can fall into a temporary Trance that puts powerful commands at their disposal. Some bosses present a surprising challenge, but not to the point that repetitive level-building is necessary. 

Except for the literally brighter atmosphere, the graphics haven't evolved much. Zidane and company explore colorful towns and dungeons from a variety of perspectives. When these scenes shift, a small amount of pixelation can sometimes be seen. But the most cinematic moments are saved for full-motion video (FMV) sequences, which include dramatic escapes and high-speed airship chases. It is clear to see from the people in these movies that FFIX is not trying to be realistic. Unlike the tall, lifelike figures of FFVIII, these people are completely disproportionate, with short bodies and big heads. 

The music, as always, is an integral part of the Final Fantasy atmosphere, and in FFIX, it's as symphonic as it's always been: at one moment quirky, the next mysterious, and then stirring. Sound effects employ stereo effectively, with Zidane's footfalls echoing from the appropriate speaker as he nears stage left or right. 

Final Fantasy IX is a step in the right direction. Square has taken the focus off visual glamour and put it back on content and style. Not everyone will find FFIX to be a stunning RPG, and let's face it, it's hardly innovative — but it is the first Final Fantasy in awhile that I've enjoyed playing, and that's saying a lot. 


This article is copyright (c) 2000, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Sentinel & Enterprise, 27-Nov-00

Final Fantasy Tactics

Posted in by on Feb 2nd, 1998 12:00 PM
Title  : Final Fantasy Tactics
Platforms  : Sony PlayStation
Publisher  : SCEA
Game Rating  : 7.0
Review by  : Ken Gagne

Each year, several games are released in Japan that never make it to America. Sony has taken two overseas hits and amalgamated them into Squaresoft's Final Fantasy Tactics, for the Sony PlayStation. 

This title is based on Ogre Tactics, the sequel to the American game Ogre Battle, and Final Fantasy V. Neither has made it to our shores, so not many of either's elements will seem familiar. 

Gamers are thrust into a world at war: The Fifty-Year War, the War of the Lions, the Hotuken knights and the Death Corps, and other names are quickly thrown about. It starts as a flashback, but doesn't go back far enough for us to understand the history of the major characters. The text during story scenes crawls at a painful rate. 

The gameplay is close to Konami's strategy title, Vandal Hearts. The game's focus is on battles, which occur on a square grid. Characters move about like chess pieces to perform attacks, cast spells, and other tactics. If a character is dead at the end of battle, he or she is gone forever, and a new soldier must be hired to fill the shoes. Consequently, these characters play no role in the story and have no personality, often reduced to mere cannon fodder. 

Usually, even the most complex role-playing game can be learned by diving in head first, but not so with Tactics. Though the manual is sparse, an in-game tutorial provides an overview of all its functions. It may take as long as an hour to review everything, which may discourage less patient players. It's generous to offer this opportunity, but it foreshadows a game that is much too complex. 

One of the more confusing, yet intriguing, game aspects is the "job system," by which characters learn abilities and increase strength. There are nearly two dozen jobs, and each has a few dozen powers exclusive to the job. A character may become a chemist to learn about curative spells, then switch completely to become a knight. Or those chemist skills may allow her to take on the higher jobs of priest or wizard. Growth through these areas is slow and can be troublesome, but rewarding. 

Tactics opens with a wonderful full-motion video sequence, similar to Final Fantasy VII. The rest of the game is a bit more than average. The various people look very plain in closeups. Proper battle angles are hard to come by, but the various effects added during these skirmishes, such as falling rain and other weathers, are good. 

The sound is perfectly on par with other Final Fantasy titles (a high standard indeed). The use of drums and pipes set the wartime atmosphere with a "Braveheart" feel. The rounds of attacks often last a long time, so music tracks will be played repeatedly, but they do not become bothersome as other games' tunes would. 

Control can be problematic. With all the skills, jobs, spells, and item menus to scroll through, it's easy to get lost. Each button has a unique function and remembering which is which is a chore. At least the turn-based battle is not being waged while this confusion occurs, so it is an annoyance which can be overcome. 

Ultimately, this game suffers from its own complexity. There is often too much to consider in each battle, including even the astrological signs of friend and foe. The job system is a powerful method for customizing one's party, but difficult to use effectively. The early battles are best fought with the computer allowed control of all characters, as the player watches and learn. Otherwise, you may play an hour or two into the game and discover the miserable results so far warrant a fresh start from the beginning. 

Final Fantasy Tactics is a game for players with patience. Those who think hard and plan well will be rewarded accordingly. Most gamers will want to spend their time looking for greener pastures.


This article is copyright (c) 1998, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Sentinel & Enterprise, 02-Feb-98

Final Fantasy VII

Posted in by on Sep 15th, 1997 12:00 PM
Title  : Final Fantasy VII
Platforms  : Sony PlayStation, Windows
Publisher  : SCEA
Game Rating  : 8.8
Review by  : Ken Gagne

It's been a long time in coming, but it's finally here. Sony has released Square's best role-playing game, Final Fantasy VII, in the States. This highly-anticipated title sold over 330,000 copies its first weekend alone. Don't bother looking for Final Fantasy IV, V, or VI, though; only a handful of this series, which originates in Japan, have been translated to English. 

The game begins in the midst of a plot to destroy Shinra, a corporation which is sucking the Mako energy from the planet for its own uses, killing the Earth in the process. The story becomes more complex as the main character, Cloud, meets new people, experiences flashbacks, and has new and old enemies alike surface. It's a bit confusing at first, but all is explained in time. The world is more technologically-oriented than previous games, mixing swords and sorcery with guns and cel phones. Final Fantasy's size is enormous, the first role-playing game to encompass three discs. The first six hours or so takes place within the limits of one city, before the outside world can even be glimpsed. Even experienced role-players can expect a 40-hour game. The game includes profanity and adult themes, however, rating it for teens and older. 

The Final Fantasy series has always had a tradition of excellent graphics and sound, but this latest installment blows it all away. The graphics are fully rendered, presenting a world similar to King's Quest. No two areas have the same perspective; some are overhead, some over-the-shoulder, others 3/4ths. The controls change slightly due to this, which can be somewhat grating. It's easy to get lost, but there is an option that enables arrows pointing at all major characters and exit points. Minor items lying on the ground may be easy to overlook, though, and people often appear too small to be detailed, or too close and thus hard-edged. The battles invoke amazing spell effects; indeed, the "summon" magics are some of the most impressive sequences in the game. The camera jerks wildly around to find the best points of view, but rarely finds them, unlike Wild Arms. Plot interludes of computer-generated, full-motion video are simply incomparable to anything else. Never before has this level of graphical showiness appeared in a role-playing game. 

Nobuo Uematsu, the man responsible for all previous Final Fantasy music, continues to work his art. Familiar themes take on a new twist, to the delight of Final Fantasy fans. The music here is powerful and dark, but several layers of orchestration are often not apparent. More digitized sound effects could've been used, but what's there is used well. 

The ease of control varies, as there are so many buttons to remember. Once it's figured out, the ability to quickly switch between various functions becomes appreciated, but some items could've been more streamlined. Much of the game is spent with the Run button held, for example; a simple toggle between Walk and Run would've been better. 

On difficulty, Final Fantasy has some, but not too much. With a wide variety of abilities, Cloud and company will quickly dispatch most obstacles. The maximum party size is three, although other characters can be waiting to switch in at any time, as in Chrono Trigger. The majority of the challenge lies in puzzles and figuring out what to do next. Some puzzles are confusing and tedious, but some are actually quite fun. 

Innovations refresh the Final Fantasy series every time, and FFVII is no exception. Various components of previous titles have been taken, improved, and implemented. Magic use, for example, is done through Materia, which is similar to the Espers in Final Fantasy III. No character permanently learns spells, though, so their magic is limited to whichever Materia is currently equipped. Different Materia can be combined to produce several effects, but always with a cost. The amount of Materia that can be equipped at any time, and how well it performs, relates to the characteristics of the armor and weaponry to which it is attached, adding an element similar to the special attacks in the Lufia games. Familiar to Street Fighter fans will be the Limit Breaks, special attacks which become available after different levels of damage have been received. Also found in the game are many side attractions, like those found in Chrono Trigger, only more so. Included are snow-boarding, chocobo (ostrich-like birds) racing, arm-wrestling, and more. These are fun to find and revisit. 

Final Fantasy VII had so much hype, it's hard for it to live up to it all, but comes close. An unusual, and occasionally problematic, graphical interface may discourage some diehards, but not many. This could be the first mass-market role-playing game, attracting new members from other audiences to experience the genre. It takes awhile to get into, but eventually this game pulls the player in. Final Fantasy VII may be the final word in role-playing.


This article is copyright (c) 1997, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Sentinel & Enterprise, 15-Sep-97

Stop censorship