As anyone who
knows me can attest, I've been a huge fan of Final Fantasy since
before the first game came out. I first saw it at the Nintendo World
Championships, Philadelphia division, in 1989. I got it for my
birthday, which was about two weeks after its official release. And
the rest, as they say, is history.
So, as you'd
imagine, I eagerly awaited Final Fantasy Origins, not only for the
first appearance of Final Fantasy 2 on these shores, but also to
once again play Square's take on Dungeons and Dragons, which started
a paradigm shift in my gaming habits. Instead, what I have is a
memorial to my childhood.
Final Fantasy
As always you have
to start at the beginning. This game, originally planned as the
producer's last project for Square (and thus why the word "Final" is
in the series), it revolves around four faceless heroes, who are out
to restore balance to the world after four Fiends have taken control
of the powers of Earth, Fire, Water, and Wind. And, of course, the
evil that ties them together.
Most people make
the mistake that this plot is as simplistic as the other
role-playing games of the day, such as Ultima: Exodus or the first
several Dragon Warrior games. Admittedly, for most of the game, that
appears so, as you are the only ones brave enough to stand against
the decay of the world. But once the Fiends are defeated, and the
game still hasn't ended, you get to deal with betrayal upon
betrayal, and the potential collapse of the universe in perhaps one
of the hardest endings to understand.
But yet, that's
what makes it one of the greatest endings ever. It doesn't come
easy, and it's not easy to understand, but once you hash it out, it
makes a beautifully sad amount of sense. In the past, the game play
was only part of the reason I'd run through the game repeatedly. I
played it to see that ending again, because I understood it, and
maybe identified with it a bit.
One problem the
game does have, though, is that there is no character development
among the heroes. You start off by picking their classes, which are
improved halfway through the game, and you have to assign names,
they have no dialogue whatsoever, nothing. I guess I'm used to it,
having started off on games like this, but at the same time, I must
recognize that the lack of personalities is a drawback for the game.
The battle system,
though, is where I find the most drawbacks. Basically, it has been
radically altered. It used to be that it was turn based, and you had
to select your target in battle carefully - you would always perform
an action on that target, even if they had already been killed. You
did have to have some strategy to it - otherwise, your characters
would waste turns attacking dead air, and you'd end up slaughtered.
And heaven help you if you did - you couldn't revive a fallen member
in battle.
This has all
changed now.
Battle
commands now default to not being sticky - if you’re old target has
perished, then you automatically shift to a new target. Not only
that, but revivification is possible in battles. While it is a
saving grace that you can turn off both options (and you can
pinpoint the old-school Final Fantasy players because they do turn
off both options), that the game has to be dumbed down for new
players frustrates me.
Along similar
lines, the reorganization of equipment drives me batty. I know that
assigning four weapons and four pieces of armor to a character, and
not allowing them access to a shared bag beyond curing potions and
antidotes, is behind the times. If you want to revisit past times,
you should stick with what they had then. Now that anyone can access
the collective bag, anyone could use an item with a secondary
effect, like the Light Axe, at any time. This is especially absurd
with the Knight Gloves, formerly the Power Gauntlets. They have the
special ability to boost your attack in battle. Before, only one
person could get away with doing this in battle. Now, in the matter
of four turns, your entire party can beef up their attack with no
magic expenditure. This game seriously did not need to be made
easier.
Perhaps that is to
compensate for the fact that the bosses are much more beefy. Most
enemies in the game have not really been touched. A couple, like the
Ogre Mages and the Werewolves, have some small regeneration now. But
for the most part, the normal enemies are as they were originally.
But the Fiends and the final boss, Chaos, have all gotten more hit
points - as much as twice as much as before. In addition, the
scourge of the Sky Palace, and the nightmare of 8-bit gamers
everywhere, the WarMech, has not only gotten double the old hit
points, but now regenerates 100 hit points a round. I really wish
that, if they wanted to beef everything up, they had just presented
a hard mode. I mean, yeah, I would have played it, of course.
They did, however,
include an Easy Mode. This mode, in which you level up quickly and
get more magic, is a good intro to the game for new players. Of
course, I wish they had left the new features, which I complained
about above, in this version only. Normal Mode should be what we all
had to go through normally in the past. It really should be called
Update Mode.
Also, just one
last side note for newcomers. As I said, this game was just an
adaptation of Dungeons and Dragons. Thus, instead of magic points as
you are used to, spells fall under division by levels, and you can
only use so many of each level per day. Yes, this does lead to goofy
things such as running out of Level 1 spells and still being able to
cast Level 5 spells (my White Wizard has pulled that feat off
multiple times). While I'm glad that they kept that constant, there
is a good reason that every single other installment, except the
third, abandoned this idea.
Of course, given
that we can't just have 8 bit graphics on a Playstation game, the
whole game has gotten a makeover. This is perhaps where the update
fares the best. To begin, everything is recognizable from its old
incarnation. The difference is, though, that the level of detail
makes you see exactly what the characters were supposed to be. I
always wondered what the Creeps of the first game were. But when I
saw the Abyss Worms of this game, I finally understood what they
were supposed to be. Easily the best retouch job I've ever seen on a
re-release.
The sound has also
improved, although not quite as much as the graphics. Nobuo Uematsu
did his best updating the sound, but some of it just seems slightly
off. Not that I'm not going to buy the soundtrack, but I really
think that they could have done better. One nice touch, though, is
that the game finally has boss music. Before, there was only one
type of battle music, but now bosses get their own theme. A nice and
classy touch.
Oh, are you still
wondering about the Abyss Worms I mentioned before? Well, as you can
guess, they've seriously overhauled the translation. The monster
names received the most improvement. Abyss Worm sounds much better
than Creep, Piscodemon makes much more sense than Wizard since they
don't use spells, and since Square doesn't fear TSR's copyright
lawyers anymore, Marilith doesn't have to pretend she's Kary, the
Fiend of Fire anymore. (But yeah, I'm still always going to call her
Kary.)
However, outside
of battle, the names just sound stupid. Sarda actually sounds like a
sage. Sadda, as he is now, sounds like someone's kid brother.
Coneria sounds like a magnificent country. Cornelia sounds like a
backwater farming town. I won't even get into my thoughts on Lukahn
versus Lukin. Or Onrac versus Onlak. Or Nerrick versus Nelic.
Basically, I think that, for outside of the battle, the translator
should have compared his notes to the old notes. His just weren't as
good.
Perhaps the most
indicative sign that this game isn't quite what it once was appears
in the optional minigame, the sliding tiles. You know those sliding
tile games, where you have the tiles numbered 1-15 in a 4 by 4 grid,
and you have to put them in order? It's there in the game, and you
used to get a small prize of 100 gold for it. Now, you can
potentially earn 10,100 gil, in addition to one of each type of
potion. Why did this suddenly have to become a get-rich-quick
scheme? It worked best as a simple game with a small reward, but now
it's simply a mockery of what I used to fiddle around with when I
wanted to distract myself for a minute or two.
Finally, I have to
mention what I enjoyed the most - the galleries. It's neat that the
game has in-game galleries of treasure and monsters fought - the
original came with charts you could follow for the same reason.
Having it in-game was a nice touch. But the better touch was having
a gallery of Amano's concept art for everything. Easily one of
Japan's best artists in recent years, the galleries of his original
really make me appreciate everything that they tried to do with this
game way back in the day.
Final Fantasy 2
Not, not the SNES
game released under that name - that was the fourth in the series,
and if you didn't pick it up when it came out as Final Fantasy
Chronicles, then you must buy me a t-shirt from Gameskins.com as
penance. OK, so I just want a t-shirt, but off that tangent, this is
the second game of the series, appearing here for the first time
without requiring a mod chip and a knowledge of fantasy anime
Japanese.
First, I have to
note that this game begins in my favorite fashion. It starts with
your characters being cornered by some incredibly powerful enemies
and getting slaughtered, absolutely pasted. It sounds perverse that
I like it so much, but I feel that it throws you into the plot right
away - no getting comfortable; you are hunted and need to be
destroyed. Paranoid yet? You will be.
The plot of this
game starts out much more strongly. The Emperor of Palamecia has
opened a gate to the dark realms, using its power to take over the
world. You start by guiding four orphans from Fynn, which the
Emperor's men have just sacked. Three, Firion, Maria, and Gus,
manage to be brought to Altair, where the remnants of Fynn gather
for rebellion against the empire. But meanwhile, Maria's brother
Leon
is still missing, and the Emperor's plans are not yet complete.
Firion and his friends gather together to help stand against the
Emperor.
In terms of plot,
this game is much more straightforward than the previous game,
although the game does have some minor surprises and questions of
loyalty through it all. What is more interesting, though, is the
character development between the various personages. Perhaps it
comes to no astonishment that this, Square's first attempt at
character development, has a weaker plot, but that is made up by
watching Firion mature into a leader, Maria's search for her
brother, and Gus' attempts to keep innocent in the midst of a global
war. In addition, the side characters are worth watching as well.
Square would later be able to develop both in Final Fantasy 3, and
finally perfect the process in Final Fantasy 4, so it's interesting
to watch this game as they come along.
Of course, doing
that presumes you don't get frustrated by the battle system first.
Final Fantasy 2 is often cited by people who have played all of them
as the worst in the series (though I'm still stubborn and stick by
my belief that the seventh was the worst). This game does not run on
experience points in any way, eschewing the advancement system used
by nearly every other role-playing game ever made. It was Square's
grand experiment, and by its absence in every other game, it
backfired.
To put it
basically, what you do in battle determines how your stats go up.
Use weapons enough, your skill with weapons and strength go up. Use
magic, and your skill with that spell and magic in general will go
up. Take enough damage, and your hit points will go up, and so
forth. You basically have experience values for everything, but
unfortunately, only the values showing weapon skill and skill in
individual spells are shown. You can guess, by what you do in
battle, what will increase next, but it still is nigh-impossible to
divine how your character will level. The only other role-playing
game even remotely similar to this leveling system is, oddly enough,
the Pokemon games, and even they couple this system with a standard
experience system.
One nice thing,
though, is that they took out the "instant power" cheat. I won't
detail it, but it used to be possible to strengthen your characters
to absurd levels of skill right off the bat, which is thankfully now
impossible. Yes, it was even possible without cheat devices. You'll
just have to bang your head in frustration along with the rest of us
honest folks.
Another problem
with the game is the battle system itself. When you deal with more
than two ranks of enemies, you can only attack the front two ranks,
except by spell usage. If you decide to go with the classic setup,
where again you cannot switch your target if it died, then you will
spend quite a few battles attacking air as you can't attack certain
rows. The only saving grace of this setup is that, with the
exception of a couple of abilities, the enemies also cannot attack
you. I'd still take the potential lumps for the right to do more in
battle.
In this whole
collection, though, nothing drives me as nuts as the fact that you
actually have to unlock Normal Mode for Final Fantasy 2. Yes, you
are stuck in Easy Mode until you can prove yourself. Given how many
other cases there are of manufacturers dumbing games down for the
American market, I'm just upset that they've done it again, that we
have to prove we deserve the way it was originally made.
The graphics are,
as before, a very nice revision. Now, I don't know how many people
can compare the two, but I can, and I must say that they've done
just as strong a job here as they did with the first game. This
game's graphics are a touch better, which should come as no surprise
since the second game would have improved graphics over the first.
Most notable is the backgrounds, which are more lush than Final
Fantasy's strong visuals.
The sound, though,
is not quite as good. While also updated from the original, the
simple fact is that Final Fantasy 2 did not have as great of a
soundtrack as its predecessor. The only music that is an actual
improvement is the battle music. What might be most tragic for fans
is that while this game is the first appearance of a Chocobo in the
series, the full Chocobo theme (in its classic form, called Chocobo
Chocobo) is not present. The game does have the first couple of
measures of the theme, but it doesn't come into its own until Final
Fantasy 3. Similarly, nor does the rest of the music.
Similar to the
previous game, this one also has a mini-game that has been given way
too much importance. Basically a game of Memory, you match pictures
that are hidden. And just as before, the potential rewards have gone
from a pittance to breaking the bank. I suppose this update is
partly because they wanted to reward those of us who remember the
old days. Though, to me, a more faithful update would have been a
better way to remember it.
Finally, as
before, Final Fantasy 2 has the same gallery setup, but with
naturally different works. I actually like this gallery better,
because it has more pictures of characters, like the traitorous
Borghen. You can see a greater range of Amano's artwork in this
collection, and I regularly check back to it to see if I've earned
any additional pieces.
Final Fantasy 3
To my eternal
anguish, this game isn't present on this collection, and I want it
badly. Yes, I've played it, and it is easily the best of the 8 bit
Final Fantasy releases. It introduced many things furthered in later
games - the Job system, regeneration, being able to scan your foes
for weaknesses in battle, summon spells, Time Magic, character
development parallel to plot - as well as the culmination of what it
means to be Light Warriors (as you are dubbed in the first three
games). Now, as the last Final Fantasy, we can only hope that the
update for it is underway as we speak.
Honestly, I know
that I've done little but complain about this entire package. I've
found fault at nearly every aspect of the two games. Thus, that I'm
going to give a high rating may astound some. But here is why I'm
doing this.
You have to
understand, I grew up with the first game. And I thirsted for a
sequel for the longest time, and now I have it. Call me whatever
crude terms you want, but these games, in each their own way, are
part of my childhood. When they were re-released, I wanted them
because I wanted a part of my childhood, bittersweet and terribly
short, back. In the end, that's what nostalgia is after all - the
desire to relive your past.
And deep down, I
knew that it was a fool's dream. Nostalgia is an illusion, where we
paint our youth in halcyon colors and even the hurt gets whitewashed
and remembered fondly. I'm guilty of that here. Thus, seeing Ogre
Mages regenerate hit points was shattering my own illusions. Walking
from Cornelia to the Temple of Chaos, instead of Coneria and the
Temple of Fiends, was walking over my own facade. It laid bare the
life I led, and not the life I wanted to remember. And I became
bitter and sarcastic because of that.
The end result is
the critic before you. That I found so many flaws with the game does
show it isn't perfect. But it's as much an indictment of myself as
of Square's current update team. I can't relive the past, and I've
come to realize that I don't want to even if I can't disassociate my
feelings for this game from that reality. So here are my thoughts.
Play this to understand where Final Fantasy, which has done so much
for gaming in general, has come from. Play this to appreciate how
good things were even back then, even if they aren't really the
same. But if you want what you had before, save your cash. Time and
gaming has moved on - even if I haven't fully.