This title played more like an experiment than anything else, and it certainly didn't come up short in terms of ambition. That may have been what held it back from being great, however. It simply tried to do too much. Incorporating strategy elements as well as continuing the action-RPG gameplay trend that many Final Fantasy titles have followed, it managed to pull itself off despite being a bit convoluted in terms of both mechanics and plot.
The characters, while distinct, don't really seem to offer much to remember them by. All in all, it's a play worthy game, but nothing to write home about. Crystal Chronicles did what it was designed to do, which was to deliver a solid Final Fantasy title to the GameCube and pull off an entertaining multiplayer experience. And it managed to do both. Well, sort of. And really only arguably, at that. The multiplayer implementation was a bit cumbersome, necessitating a system link with the Game Boy Advance that, while neat and novel, was a remarkably poor and cumbersome choice when it came to gathering your friends up for a session.
As a result, it's actually incredibly difficult to play Crystal Chronicles as it was originally intended on its original hardware. But hey, points for creativity and art direction. However, in the context of Final Fantasy games, it was a bit of a mixed bag. The visuals were good, and any narrative that further explores the Final Fantasy VII is going to be welcomed with open arms. While it succeeds in telling a great story through the eyes of Zack Fair, whose point of view we were sorely lacking in the Final Fantasy VII universe, you can't help but feel how thin the actual gameplay is at points, particularly in terms of the battle system.
There's not a great deal of customization, and it begins to feel monotonous pretty quickly. That isn't to say that the plot isn't entirely worth the slog, however. I have a very special place in my heart for Final Fantasy Tactics , so I need you to understand how badly I wanted to love this one. It isn't a bad game by any means, and the essential, Ogre Battle -like gameplay is still well intact. But the simplified, real-world crossover narrative feels incredibly awkward compared to the original's politically epic story, and falls way short of the incredibly high mark that Final Fantasy Tactics had set in that regard.
It's a good game in its own right, but compared to the original it really is just a bit of a disappointing sequel. We've got to keep in mind that we didn't even see a proper stateside release for this title until It did see a few updates along the way, but the core game was pretty well dated before reaching mainstream North American audiences that had already been exposed to later titles which had done it better. All that said, this was still a very important chapter for the series. I mean, it gave us chocobos for one, and at this point you probably have a hard time thinking of the series without imagining those big, yellow horse chickens.
The action and skill-based character progression was But it wouldn't hold as a series staple, to put it lightly. Mixed reception on this particular chapter is understandable.
Dissidia was another attempt to break Final Fantasy out of the RPG box and into fresh territory, this time under the guise of a classic fighting game. The concept is sound— top notch, even. I mean, how does playing out Cloud and Sephiroth's duel in a real time brawl not sound epic? It really was cool, and fun to boot. While the plot seemed a little forced in order to account for all these fighters from different worlds and universes, I never really do expect great storytelling out of fighter.
But with all that said, the Dissidia series is definitely one of the less well known and less played games in the franchise for a reason. It's a decent fighter and an excellent diversion, but it definitely didn't push many boundaries for its genre. Yes, the old school original fantasy RPG adventure shows its age plenty well. And that's precisely why it doesn't rank any higher. But it gets bumped up a few notches on the list due to the fact that this is where it all started.
Credit where it's due, friends. And there's plenty due here. Credit does have limits, however. While it did introduce this beloved series to the world at large, even the remastered versions may be a tall order for the modern gamer, taken aback by the threadbare plot and difficulty. But for the rest of us, it's just a another stroll down memory lane. No, we're talking about the original.
Although it wouldn't hit North America until in the form of an overhauled remake for the Nintendo DS, we'll try to take it in context with the rest of the series. Final Fantasy III was the direct result of Square taking notes during the development and release of its previous two Final Fantasy titles, and it shows in a good way. The vastly improved job system went over well, and the 3D graphics along with other key improvements made in the remake helped this old title bear its age a little more gracefully than most.
Truly direct sequels were once a rarity in the Final Fantasy universe, but it's fast turned into a trend over the past several years. This follow up to Final Fantasy X was definitely one of the bigger, more well received efforts to that end, and the all female leading cast was definitely a fresh take on established convention. Theatrhythm Final Fantasy: Curtain Call inverts the relationship between music and game to great effect. The first Theatrhythm had the obvious musical choices, i.
It only partially succeeded on that front because this PSP classic, arguably the best exclusive that remains stuck on the portable, presents its tale of betrayal as obliquely as its predecessor.
As Zack, you fight monsters and mechanized soldiers with a giant sword but the real star is the magic system where you mix and match abilities to fuse new ones. Plus: a giant slot machine pops up in the middle of battle and matching character portraits gives you super attacks. It sounds dumb, but feels great in practice. Just like Final Fantasy 7. The best of these was Crystal Bearers, a semi-open world action RPG with a smug hero with a plush fur jacket and telekinetic powers. The game ends with a handwritten thank you note from the director flashing on screen.
From the start, Final Fantasy felt more adult than its inspiration Dragon Quest. The gnarly monsters, flowing character art and more ethereal prog music drifted far from the big eyed, bouncy slimes and buoyant music of Quest. Regular grade school kids find an old book actually called Final Fantasy and are sucked into its world. From there you build an army, raising up individual units and pitting them against each other in strategic confrontations on colorful, grid-based maps.
Beneath that, though, is a story about how young people confront issues like bullying, poverty, and the pressure to excel in school.
It also created a novel way to force players to change up how they played. Every battle is overseen by a judge that places different restrictions no magic, only healing items, etc.
Its devoted followers keep playing, but myriad games have surpassed its demanding, team-based questing at this point including its own successor, Final Fantasy It may not play like core Final Fantasy games, but it captures their essence. Job System is a familiar term in RPG town. The ideas that run this entry are among the best, but the execution of those ideas is sometimes less dynamic. The Junction System is one of the most creative magic systems of the franchise, but drawing magic from enemies created a constant hesitancy that short-circuited the magic side of battle junction effectiveness decreases as you use your drawn magic.
These sorts of moments transcend some of the lesser-executed design elements, and give us a narrative that is a little less fantastical, and thus a little more real, than some of its forebears. Well, until Ultimecia started time-compressing worlds, but, you know, whatever. That alone is enough to get this game on the list. Final Fantasy had tinkered with the job system before Final Fantasy III , Final Fantasy V , but here in Final Fantasy Tactics we get such a system placed into a whole different style of tactical gameplay, while backed by a complex political drama, where everyone is related, plots to kill each other, and then kills each other.
Here is the description of Tactics from Final Fantasy Fandom:. The game is set in Ivalice, a unified kingdom of seven territories, which is caught in the middle of the War of the Lions fought between two opposing factions vying for rule of the kingdom.
The story focuses on Ramza Beoulve, a member of the respected House Beoulve, who finds himself caught amid the war and later uncovers the truth behind a sinister plot behind it. Sounds like Game of Thrones to me.
The end result is a convoluted bloodbath full of overpowered characters Orlandu , old friend cameos Cloud Strife , and a highly customizable job system that makes good on its core of gridded, tactical gameplay.
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