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    1. Bionic Commando Retrospective

      Hello retro gamers of the world! Welcome to the Nostalgia Train, the monthly installment that takes a look at older video games and really basks in how amazing or horrible the past truly was. This month’s installment is none other than the puzzle-platformer Bionic Commando. Originally release as ‘Hitler’s Revival: Top Secret’ or Hittorā no Fukkatsu: Toppu Shīkuretto in 1988 for the Famicom, Bionic Commando for the

      Ladd Spencer is a futuristic solider for the FF Battalion equipped with a gun and crippled by his inability to jump. No worries about jumping though; Spencer has an awesome bionic arm with a grappling gun. He can swing himself across the screen, grab items, and stun enemies with his handy robotic appendage – so who needs jumping?

      The Dossier: Finding Super Joe

      on his journey to save the Commando Super Joe from a thinly veiled futuristic Nazi-like regime. (Yay, censorship!) It’s the Federation pitted against the “Badds” Empire. The Federation gains the upper hand after discovering an unfinished Imperial project by the name of “Albatross.” The Empire’s lead general, Generalissimo Killt, is planning to finish the project. Super Joe (named for the 1985 Commando title from Capcom) is sent on a secret mission, but he ultimately fails. It is up to Spencer to rescue Super Joe and uncover the secrets behind project Albatross.  Bionic Commando’s story is relatively simple, like most games back in the NES era. It’s a basic war scenario; our hero is against some steep odds, but eventually comes out victorious.
      Censored!  Nintendo Says No
      [caption id=attachment_3033" align="alignleft" width="469] Gasp! How dare they![/caption]
       
      This daring mission pits gamers against a recognizable pure evil. However, pure evil wasn’t exactly something Nintendo wanted to sell to audiences back in the day. All Nintendo games were heavily censored for violence, sexual connotations, religious implications, profanity, or a number of other nonsense reasons.  Despite all the censoring, it’s painfully obvious that the Empire is based off Hitler’s Nazi regime. The “Badds” are original called the “Nazz,” the Swastika insignia are replaced with eagles, and the end boss Master-D was originally named Hitler.
       
      [caption id=attachment_3031" align="alignright" width="128] But we can't call him Hitler![/caption]
       
      Also, I guess it was okay that the villain shouts a single profanity and meets a gory end.  It seems random that these aspects would be left in the game after considering all the work done to alter all of the other references and plot points.  The plot itself is nothing spectacular, but that is de-emphasized by game play.




      Game Play with "The Claw"
      Bionic Commando is unique for an action-platformer. As the game opens, players must navigate a numbered map by helicopter, avoiding enemy trucks, and descending to each section.  The game has two different perspectives: overhead encounters, and 2D platforming. When Spencer’s chopper encounters an enemy truck, he must battle his way through enemy territory. These mini sections are done in overhead perspective; players can shoot down enemies in order to obtain eagle-shaped markers for extra continues.
       
      [caption id=attachment_3041" align="alignleft" width="360] I came in like a wwreckinngg baalll![/caption]
       
      The 2D platforming begins when a chopper stops on a numbered space.  The game contains two different areas: combat areas and neutral zones. When entering combat levels, players can select Spencer’s weapon, ‘armor,’ a specialty weapon, and a communication device.  Once he descends, Spencer must navigate enemy grounds,
      through with his bionic arm and mowing down enemies with his gun in the process. As gamers forge on, they must find communication rooms to reach members of the Federation for assistance or to ‘wire-tap’ for enemy intel. It is imperative to reach every communication room in order to progress with the game.  At the end of each combat zone, there are final “bosses” protecting a mechanical core. Once the core is defeated, Spencer will receive an item – whether it is a gun, a communicator, or piece of armor. 
      [caption id=attachment_3042" align="alignright" width="421] Words cut deep, too![/caption]
       
      Neutral zones are levels where gamers can collect information or items. Since these zones are ‘combat free,’ if Spencer fires a couple rounds, he will be attacked immediately. Of course, if an Imperial solider attacks you, none of that will happen. So…I guess they are ‘selectively’ neutral. It’s important to explore every area in the game to find Super Joe, gather all of the items, and to really master Spencer’s bionic arm.


      Overview: The Best and The Worst
      Bionic Commando’s game play is incredibly fun. While there are moments that are ‘Nintendo Hard,’ it isn’t impossible to beat. There are some fairly challenging levels and the bionic arm mechanic adds a certain level of puzzle solving to the scheme. The bionic arm can go one of three angles: overhead, directly across, or 45 degrees. This provides a bit of a challenge when navigating the levels.  Re-spawning enemies is also a thing; some levels have enemies continuously dropping from the sky. Regardless, the game has a nice amount of challenge.  On a side note, the NES release was ‘re-balanced,’ and some of the areas were re-worked on a lower difficultly level.  So, if this game was ‘too easy’ try the Famicom version!
       
      [caption id=attachment_3039" align="alignright" width="1600] I'm sure it's fine.[/caption]

      The Sounds of War
      One of Bionic Commando’s best features is the music. It really adds layers to the game, providing an upbeat and memorable soundtrack.
       helps set the tone for the game. It adds layers of tension and desperation that perfectly suit a war-themed narrative.
      Final Thoughts
      Bionic Commando is considered one of the best NES titles of all time. While it has a few remakes and an indirect sequel, it will never match the nostalgia of the good ol’ NES version. It’s one of those classic games that players remember fondly and wish to pick up again and again. Seriously, pick up this blast from the past and kill some Nazi---I mean, Badds. You’ll be happy you did.

        • Post Type: Editorial
    2. Child of Light Review

      Fairy tales are the magic in our lives. We are told stories like Cinderella and Little Red Riding Hood as we grow, and we discover more through theatrical story-telling from industry giants like Disney.  Fairy tales, like Child of Light, transport us to distant lands, teach us lessons, and allow us to escape where there are ‘happily-ever-afters.’ Well, that is, of course, if you’ve never heard the original stories. Sure, they all wrap up in a neat little bow on screen, but more often than not; these old stories contain a gruesome twist that you may not remember.  The happily-ever-after party may or may not even occur.

       
      Regardless of which version you’ve come across, chances are that nearly everyone has heard these fairy tales in one form or another. It is in the nature of fairy tales to be told again and again, in different ways, by different mediums – but the outcomes they share are almost always the same. It is a rare and beautiful thing to find a new and original story that can hold its own against the veterans. Child of Light does just that.
       
      Born from an idea rooted in real-life events, Child of Light is a magical tale that is not only engaging, but incredibly fun to play. With wonderful animation-inspired artwork and a fun battle system, this game is definitely worth the time investment.

      Here’s the Plot; Trust me, There’s a lot!
      Our story begins in the year 1895 Austria, which is ruled by a Duke. His wife dies unexpectedly, leaving him to raise his daughter, Aurora, alone. He marries again, like most dukes do in fairy-tales, but on the Friday before Easter, Aurora goes to sleep and her skin becomes icy. The kingdom believes her to be dead and the Duke falls ill.
       
      However, Aurora awakens upon an altar in the fantastical land of Lemuria. She frees the Lady of the Forest, who explains that the land of Lemuria was once ruled by the Queen of Light, but she abruptly vanished. With the light gone, darkness gradually took over, and the Queen of Dark, Umbra. sent her daughters to steal the rest of Lemuria’s light: the sun, the stars and the moon.  Umbra also took it upon herself to steal a mirror that leads into Aurora’s world with plans of destroying the light there as well.
       
      For helping her, the Lady of the Forest creates a firefly by the name of Igniculus. He acts as her guiding light and companion through the darkness Umbra has spread. Together, Aurora and Igniculus must journey to restore the light and reunite Aurora with her father.

       


      Heroes Rarely Go Alone; For Others Have Troubles They Bemoan
      The plot is simply wonderful. It truly takes inspiration from the Grimm’s brothers, Hans Christian Anderson, and the more modern stories from Studio Ghibli. It is not a light-hearted tale, though the dialogue would have you believe it. There are many twists and turns in the plot that are unexpected, and the characters are just as engaging. The cast of characters is very diverse, and unlike some role-playing games, the story is simple to follow.
       
       Like many fairy tales before it, Child of Light tackles some very common themes: the evil step-mother, child abandonment, fear, rejection, and betrayal. Though theses motifs are used often, the game takes a different approach by developing the plot in a unique way.
       
      Aurora’s origin story begins with her mother’s passing and a doting father, not unlike Cinderella. When a step-mother enters the scene, she suddenly falls ill. This is a typical development in most fairy tales and it often leads to one of the greatest fears a child may have: being abandoned or forgotten. With the introduction of a new mother, children are often worrisome that they will be left behind.
       
      When Aurora falls ill and she is transported to the Alter of Light, she vanishes from her world completely. Her father falls ill as a result, and she has a longing to let him know she lives. However, she is given the task of a chosen one.  This particular motif helps connect Aurora with gamers; though we may feel abandoned or without hope, we all have a chance to forge our own path and destiny. We all have the chance to pick up the reigns.

      Common Themes and Intricate Dreams
      The other themes are present in each of the characters Aurora encounters on her journey. While some cowardly characters must find their bravery, several others face the issue of abandonment – being left behind, losing a parent, a love interest, or even his or her entire clan.  Each character has personal motivation, but they find the light in Aurora.  The intertwining story-lines knit an intricate tapestry connecting us with the adventurers on a personal level.
       
      They are given purpose, but never compromise who they are regardless if they are a coward, a sad clown, or a loyal solider. This is all done simply and it will truly draw gamers into the story. Pair this with Child of Light’s easy-to-follow game mechanics, and this title truly engrosses gamers wholly in an enriching experience complete with fantastic visuals and a moving soundtrack.
       


      Here’s How The Game is Played; Learn it fast, Don’t Delay!
      Child of Light is an exciting side-scroller with a role-play twist. The side scrolling elements have players controlling Aurora as they navigate Lemuria. In an exciting scene, Aurora is granted the ability to fly and players must traverse each area searching for treasure, gemstones, and fighting enemies. The world isn’t without its obstacles. It is very possible for gamers to fall victim to the hazards of each stage. The worlds connect rather seamlessly, but each section is riddled with puzzles that players must crack as they explore. In addition to the physical hazards, players can encounter enemies. When approaching an enemy, there are several different outcomes. Aurora and an enemy can collide and the fight will go on with no advantage for either side, players can be “ambushed” by an enemy, or they can launch a “surprise attack” by catching their foe unaware.
       
      The battle itself is much like an active-time battle system. Players can control up to two characters during a battle and could freely swap them out. The bottom gauge is affected by character stats and magical boosts. Each character has particular skills – and they are all very useful. As characters prep for an attack, they can interrupt, or be interrupted during battle. If a character is set to attack, but is hit before they perform an action, their commands are lost. This requires a bit more strategy, especially when it comes to fighting bigger groups of enemies.
       


      Igniculus, Oculi, Overview; That’s a lot of Hullabaloo!
      Though the character slots are limited to two, Igniculus is actually useful during battle. Gamers can move Igniculus about, shining his light to delay enemies or heal his allies. His abilities are quite useful outside of battle as he can be used to open special chests, unlock doors, and solve puzzles.  After winning a battle, all characters receive experience points which level up stats and bestow new abilities.
       
      In addition to leveling stats, characters can be equipped with stat-boosting gemstones called Oculi. Each character can equip up to three stones at one time as an attack modifier, a defense modifier, and stat modifier. Gamers can collect Oculi throughout the game and upgrade the gemstones by combining them. The better quality of the gem, the better the stats.
       
      While fun and easy to play, the game mechanics aren’t completely revolutionary – but that is okay. It allows enough for a fun gaming experience. Each character provides a useful contribution depending on the type of enemy players face, and the buffs actually prove to be very useful.
       


      The Odds and Ends Come Together; They Definitely Make This Game Better!
      Though the story and game mechanics are a reminder of days gone by, this is by far one of the more visually stunning games I’ve ever played. Make no mistake, when it comes to games, graphics aren’t normally a huge selling point for me, (I grew up in the pixel era for goodness sake) but I’d be lying if I said the visuals of this game didn't add to the experience. Truly, Child of Light is a storybook come to life.
       
      Aligned with the breath-taking graphics is the elegantly composed soundtrack. The simple and beautiful piano and accompaniment adds brightness to the world threatened by the dark.  Composed by the amazing Coeur de pirate, aka Beatrice Martin, the soundtrack lends a finishing touch to an entrancing game.

      Not all is Well That Ends; But We Shall Make Amends
      Child of Light is not without its flaws. For one, the rhyming dialogue, while charming at times, seems forced at points and takes away from the message. I understand why the creators decided to do the dialogue in that way, but some of the rhyming doesn’t fit.   Considering the fact that the entire game is rhyme, that is to be expected.
       
      In addition, the secondary character development comes to a halt for some of the party members when they join. The game is ultimately about Aurora, and the game tries to keep the characters involved by showing conversations within the party; it needed a little more though.
       
      Also, more could have been done with Oculi. This was a missed opportunity – there were only so many combinations I could do with the gemstones, and once I reached a peak – there was really nothing more I could do with them. I would have liked to see more exploration with this system. Overall, these are minor details and didn't distract from an exciting adventure.

      Final Thoughts
      Child of Light is a visually-stunning RPG with interesting game mechanics and lovely world. Though it has some minor flaws, it is definitely worth picking up.
       

       
       

        • Post Type: Review
    3. Chrono Cross Retrospective: A Serge of Destruction

      If it’s not the first I’ve ever seen, it was one of the first I’ve ever beaten. One of the most underestimated and unknown RPGs is a proud bearer of the Squaresoft label. Yes, before Square Enix was a thing.No, it is not the Final Fantasy series. I'm talking about the "Chrono" series, more in particular, Chrono Cross. 
       
      Chrono Cross is a fantastic RPG that is not only beautiful to look at, but it is fun to play. With awe-inspiring screen shots, spectacular imagery, and enchanting music, this game is easily one of the best I've ever played. I’m not saying it’s the best, but it holds a special place in my heart.

      Don't Go Breakin' My Heart
      But, that stuff isn't the half of why Chrono Cross is important. This is first game I ever beat by myself, on my own, no help, no guide, and no brother-- in fact, I beat it before he did!(Now that I think about it, I’m not sure he ever did.)
       

       
      Granted, I did beat other games about the same time, but here's a little scenario of what my gaming life was all about during the 90's:
       
      When growing on games, I used to watch my oldest brother, Dennis, play everything. He would work his way through Final Fantasy 1, 2(IV), 3(VI) , and Mystic Quest on the Super Nintendo. He displayed his air skills with Mario's jump, Dixie Kong's funky hair, and Ryu/ Ken's Hurricane Kick. He punched out lights in Final Fight, Mortal Kombat, and Killer Instinct. Finally, when the Playstation came around, he put his skills to use with NHL EA Games and the famous Final Fantasy 7.
       
      Yes, Dennis was a gaming master. For fourteen years, I would watch him, open-mouthed, saliva frothing as he battled
      , King Koopa, and conquered his foes with Dhalsim and Glacius. 
      However, whenever he approached the ending of a game, he would pause the game, turn to me and say, "Get out. You have to beat it for yourself if you want to see the ending."

      Crushed Hopes and Dreams
      My heart would be crushed. I would curl up into a ball and sob for hours upon hours, not knowing if Cecil, Rosa, Kain, Edge, and Rydia defeated the evil Xemus, not understanding what happened after Chun-Li faced off with M. Bison, and dying to know what horrors awaited Diddy and Dixie Kong. After all, he let me watch the end of Super Mario World. Why did he stop now?
       
      [caption id=attachment_2194" align="alignright" width="340]
      Mwhahahaaa...[/caption] 
      Honestly, it was kind of
      What better way to keep your little sibling busy without missing game time? Just simply convince the little one that watching a video game is just as awesome as playing. 
      Still, this all raised a question in my mind as I mopped up my tears and broken dreams; why didn't I try to play a game? I'll admit, it enhances the gaming experience to beat something on your own, but really, was I worthy of such a task?
       
      After Dennis banned me from watching him beat games, I tried to play the games I wanted to see the endings for, but everything was much too hard. I was so YOUNG and FOOLISH! I didn't know to grind in RPGs like Dragon Warrior, I would mash on the buttons in a sad attempt to form combos, and I was slain by the simplest of goombas.

      Placing the Blame
      [caption id=attachment_2195" align="alignleft" width="300]
      Okay. This wasn't me...but I was used to seeing this.[/caption] 
      I blame him, mostly. He always hogged whichever system we had, letting me watch him play. After a short time, I realized I was trying to pull off tricks my brother would on his best days. I was enthralled by the story, not the game play. He was far more skilled at these games- I mean, he had some practice. I decided if I wanted to beat a game, it would have to be one I never watched him play. Then I could go back and beat them the way I liked to play.
       
      I had to develop my own style. I had to pick my own fighter, choose my own adventure. In essence, in order to become a gamer I had to discover and play a game on my own.
       
      I don't know why I picked up Chrono Cross. I'd never played Chrono Trigger. Quite frankly, I was afraid of RPGs. But when I first turned it on, a whole new world was opened up to me, and I fell in.
       
      One of longest games of my life(up to that point), I played night and day in order to defeat this game as completely as possible. Only after I purchased the guide, years later, did I find that there were multiple things I didn't know about and all of my efforts were fruitless, rotten, and smashed with a hammer.
       


      Getting in the Game
      Chrono Cross is an RPG sequel of the Square company's Chrono Trigger. It follows the journey of a young man named Serge, who becomes trapped in an alternate universe where he has 'died'.
       

       It is masterfully put together with a wonderful soundtrack that takes on a character itself. 

       
      Serge ends up helping a girl called Kidd search for something called the 'Frozen Flame' hoping to find a way back to his own world. As the game continues on, he encounters a number of playable characters who can join the party. There are so many, it is impossible to get them all the first time one plays the game through.
       
      In fact, it is impossible. Certain choices a gamer makes can determine which characters they get as the game progresses. When a player reaches the end of the game, they can save it, and start a new game, carrying over everything the player found in the previous adventure, but the player pretty much begins at a lower level.
       
      When the player reaches a certain point of the game, it is possible to transfer all of the characters from the first game. That is the only way a true gamer can get them all!

      Get All The Characters!
      I continued to work my way through this RPG, taking in the story, discovering and exploring all parts of the map, and pressing on toward the end. Beating a game on my own proved to be one of the most thrilling experiences in my lame young life. (Don't judge.)
       
      I discovered the art of leveling up, magic allocation, and upgrading weapons. The game system was different than most I'd watched Dennis play. The characters equip armor, weapons, and accessories like most rpgs.
       
      The magic system required elements, and each character has his or her own 'elemental' specialty. Serge's element is white, which is weak again black elements. His use of white elements is stronger than any other character without the 'white' element specialty.Also, when a character starts off, he or she can only equip a few elements. Element usage reflects in battle; if a player can't hit the enemy, the element gauge doesn't go up. The more a character hits, the higher the level of spell can be cast.

      Moving Right Along

       
      Plus, Serge and his buddies get to travel around the map getting all kinds of vehicles, party members, and different shenanigans. Serge's main concern is Kidd and her nemesis, Lynx.
       
      The story takes some interesting twists, and much of it is shocking as well as enthralling. I found myself rushing through the game to see what would happen next in the story; this wasn't a good thing necessarily. In my haste, I missed crucial moments in the game and forged through a bit under leveled. Of course, the thought of missing things in the game made me want to replay it in the New Game + mode. Also, after beating Chrono Trigger, I played through the game again and freaked out about the connections.
       
      Nothing is better than seeing something in a game, movie, or anything that you can recognize as a reference. You can take that to the bank. Really, think about it. But you have to have someone who appreciates it, otherwise, it's only you freaking out about it; which is still fun in my book. Perhaps I would have appreciated the references in the first play through had I beaten Chrono Trigger first, but alas -- it was at a time Super Nintendo games were getting harder to find.

      Hiccups in the System
      I digress. 
       
      As I made my way to the final few battles, my PlayStation fell prey to one of the many designing flaws most new technology has; it stopped working properly. It is easy to see where this story is going.
       
      Honestly, I should have prepared for such a problem, but at the time, I just wanted to beat the game. In lieu of revealing key plot points, I approached the final battle with knowledge, with satisfaction, and with earnest.
       
      Truth be told, I was more excited by the fact that no one had helped me with this game. I was hyped with the knowledge that I would be the first in the family to defeat Chrono Cross and bring Serge back to his own time.
       
      If you haven't played the game, I guess the things ahead are semi-spoilers that are vague enough that they shouldn't matter. Then again, the game was released in 1999. This game is almost old enough to vote in the US. But, you have been warned.
       


      Spoiler Alert!
      [caption id=attachment_2199" align="alignleft" width="249] We had been through so MUCH!![/caption]
       
      Anyway, after everything Serge and I had been through, I wanted to save Kidd from her torment, release Lynx from his bounds, and end the horror of this twisted world. By using the obtained 'Chrono Cross' I completed the game with the 'perfect' ending. In order to use the device, my characters had to cast spells in accordance with the sounds of the Chrono Cross. When a player casts an element, a sound goes off and the meter is filled with that color. When the succession of the element casting is complete it is a rainbow of magical power, which surges through the enemy and ends the game.
       
      I had done it. After six different attempts, I had achieved my goal. As the end credits played, my next goal was to save the game and all of its glory in order to start a new campaign...to get everything I possibly could.
       
      And that is when the game began to skip and glitch.

      Chrono Cross: The System Glitch
      I recognized the signs. My brother was playing NHL and was on the verge of defeating the Nashville Predators when the game could no longer recognize the disk. It skipped through a slap-shot and shut off. He wasn't happy.
       
      I wasn't happy either. It took me almost a half hour to cast the stupid Chrono Cross in succession and I wasn't about to lose all of my progress.
       
      Then it dawned on me; I had read on the internet somewhere about PlayStations going buggy, or maybe it was Game Informer? I can't remember where now, but it was worth a shot.
       
      [caption id=attachment_2200" align="alignright" width="420]
      This was me too...only with a more positive outcome.[/caption] 
      I stretched my fingers out to the PlayStation, and slowly inched the tips beneath it. Gingerly twisting the device, I managed flip the console upside-down. The credits finished.
       
      As I'm writing this, I feel the urge to play through it again, because...for the life of me...I don't remember the ending. I was too busy trying to save my progress. It makes me sad, actually, to think I was more concerned with saving all of the cool stuff I managed to get, but then I realized that it was something more than just 'stuff'. Everything I managed to pick up in the game was a small victory, and finding it was more difficult than slaying any boss monster. Granted, those battles were tough, and each was greeted with a challenge that made the victory that much sweeter, but all of that hard work makes the ending seem far too simple.

      Think about it.
      All of the energy put into RPGs, do the endings really satisfy? In most cases, I'd like to say no. The endings are anti-climatic, and often a let down. I want to know what happens next. Like in the movies, when the hero does what we all think he or she is going to do, and the day is won; we are all brought back to earth when the credits roll and a big THE END appears. But it's not the 'real' end. Who cleans up that mess?
       


      Games are about the play, about the win.

        
      The end of Chrono Cross was bittersweet in many ways. I didn't want to leave the characters, I couldn't enjoy the ending, but I pressed the power button with one comforting thought; There are at least eight different ways to beat this game and each has a different ending.
       
      What do you guys and gals think?  What was the first game you ever beat? Any mishaps happen to you when playing? Let me know in the comments below!

        • Post Type: Editorial
    4. Chrono Trigger Retrospective

      Our next trip on the Nostalgia Train brings us to a true SNES treasure. While this beloved system had many memorable games, it’s truly an experience to play this classic. Chrono Trigger is regarded as one of the best RPGs of all time. With a rich story, easy-to-grasp gameplay, and an outstanding soundtrack, it’s no wonder this title always seems to end up at the top of any “Greatest Games of All Time” list. What else would you expect from the creators of Dragon Quest, Final Fantasy and the Dragon Ball series? Seriously, all of the stars aligned on this project - complete with the musical genius of Yansunori Mitsuda and Nobuo Uematsu.
       
      While not overly complicated, Chrono Trigger is a masterpiece with outstanding graphics, multiple endings, and a New Game+ option that will keep you playing time and again. Originally released on the SNES in 1995, this JRPG favorite has been re-released on the Playstation, Nintendo DS, and it’s available for mobile download. If you’ve never gotten the chance to play, you are in for a treat.

      Hopping into the Epoch

       
      In 1000 AD, it's time for the Millennial Fair, and our hero, Chrono is enjoying the festival. Lucca, his best friend, shows off her latest invention when things suddenly go awry. Something strange happens to Lucca’s volunteer, Marle, and the three are thrown through time on an epic adventure. What starts as a search and rescue mission turns in something much more as Chrono and friends stumble across a shocking discovery. With the future in imminent peril, Chrono, Marle and Lucca must come up with a plan to save the world!

      Finding the Chrono Trigger

       
      Like most RPGs, Chrono Trigger is a sprawling adventure, but this journey takes us through time. Players guide a three-person party through various dungeons, trials and towns in search of information or treasure. What’s unique about this game is the use of time travel.  The main objective is to ultimately stop the apocalypse, but there are so many intricate plot details that create a wonderfully lighthearted, yet poignant narrative. Most of the mechanics are the same as other RPGS, but with unique designs. You encounter enemies directly in the field, and with minimal transition time, the fight begins. Player position actually effects the battle. Enemies move around and characters can be tossed across the screen. It makes for some interesting strategy changes, especially when trying to hit multiple enemies with one attack.
       
      There’s a total of six playable characters and one secret character. Like most RPGs, you have complete control of your party’s equipment. The party’s stats and abilities increase as they fight battles, which increase in difficulty over time. As characters level, they gain access to new abilities called Techs. While Techs and magic spells are character specific, Chrono Trigger adds a new twist.
       
      Characters can combine their turns to form Dual Techs and Triple Techs. It's important to try out different party combinations in order to discover all of these unique abilities. These special techs pull the efforts of two or more party members to create devastating attacks. It's debatable whether or not the Dual or Triple Techs are worth the cost, but that really depends on how you want to use your party.
       


      Multiple Endings and New Game+

       
      Besides battling bosses, there are plenty of side quests, secret missions and puzzles players can tackle across the different time periods. While these objectives are like many other great RPGs, Chrono Trigger created concepts still used in games today.
       
      After playing through the game once, the New Game + option appears. This allows you to retain most of your items, (provided that they are not directly involved with the storyline) levels, and techs to use at the start of a new game. The New Game+ option is pretty incredible, especially if you are a completionist gamer. Of course, this option is very helpful for anyone who wants to experience every single hidden ending that Chrono Trigger has to offer! There are thirteen in total and each is unique to how you defeat the game. The DS version expands upon the New Game+ idea by adding an additional dungeon and an optional final boss.  With so many side quests and secrets, Chrono Trigger keeps giving players  reason to pick up the controller again.

      Chrono Trigger: A Journey Through Time

       
      Chrono Trigger is an innovative RPG that paved the way for future genre classics, but it's very hard to capture the same magic. A truly remarkable tale of friendship, love, and sacrifice, this game has a solid plot that leaves a mark in my heart. It found a way to marry literary genres together into one epic story with heart-pumping action, touching and silly moments, and many surprise endings. Supported by an enchanting soundtrack and amazing graphics, considering the designer and the time period, it is a privilege to play this game.  With so many positive elements, Chrono Trigger certainly does earn a spot on every "Greatest Games of All Time" list.
       
      So what do you think? Have you played Chrono Trigger? What's taking you so long!!! How about Chrono Cross? Or perhaps Final Fantasy? Let us know in the comments below!
       

       
       

        • Post Type: Editorial
    5. Contra Retrospective

      Welcome back to the Nostalgia Train! Today’s trip back in time leads us back to the by-gone era of the NES. This game was an essential for any Nintendo owner at the time – and hell, it’s what we had for multi-player back in the day. I am, of course, talking about
       
      Originally an arcade game, this gem was ported to the NES on February of 1988. Players take control of two
      as they battle their way through several intense levels in order to take down the big alien boss bent on world destruction.  It’s a simple concept with a basic plot, and it is crazy fun -- but it is not easy.
       Your Mission Should You Choose to Accept It
      It’s the year 1987 and the evil Red Falcon Organization is planning to conquer the world.  Commandos Bill Lizer(Mad Dog) and Lance Bean(
      ) of the Contra unit must lay the smack down on the enemy and uncover the true nature of their malicious alien leader. 
      There really isn’t much else to the story than that; then again, what are you really looking for in a game like this? In single player or two player mode, (for that time, an uncommon feature we take for granted today) players control the commandos and navigate through eight dangerous levels.  Each “stages” is comprised of two parts: the full platform section, and the final showdown. The platform section consists of basic side-scrolling dangers such as pit falls, respawning enemies and other treacherous traps. The second section includes a narrow hall full of obstacles like trip wire, rolling traps and armed guards that leads to the level boss.
       
      Players must blast their way through each stage equipped with only their rippling biceps and their guns – that is, of course, if they don’t find power-ups. Players can find power-ups in level by shooting letter-based falcon symbols. These packages contain machine guns, rapid fire bullets, laser guns, and barrier protection.  Even with the power-ups, this game is extremely difficult.
       
      [caption id=attachment_3585" align="aligncenter" width="476] So harsh, but true.[/caption]



       


      Glutton for Punishment
      The game starts off easy enough, but by the time you manage to make your way through the first level, it’s not an unusual thing to find yourself down a few lives. The problem is you only have a few to begin with. And by a few I mean– you can only die three times before you are forced to restart the level.
       
      Contra can become quite difficult when the enemies constantly respawn – they pop out nowhere. There is no shortage of things trying to murder you. Of course, you can gain another life bar by defeating enough enemies. Depending on how good you are at the game, it is possible to make it through all the levels with the original life bar.
       
      If a player gets hit three times, (without gaining any extra life) he or she is sent to a game over screen.  This wouldn’t be so bad if players were given unlimited continues, but they are given a very small amount. If there are no more continues, players have to start back up at the very beginning.
       
      [caption id=attachment_3575" align="aligncenter" width="1916]
      The key to everything!![/caption]
      The Konami Code: What’s The Password?
      How was it possible to even beat this game back in the day? Well, if players managed multiple attempts, eventually they could master a game like this. On the other hand, anyone could just use the legendary Konami Code. Yes – Contra is one of the first games ever to feature this hidden treasure. If a player enters the code as the starting screen scrolled across, instead of starting with three lives, players would have 30. In addition to extra lives, if gamers still found the stages too difficult, they could retry the stage rather than starting over from the beginning.

      Contra: A Game Worth Dying For
      No matter how simple the design or the plot is for Contra, it is still one the most enjoyable games to pick up again and again. There have been re-releases and sequels, but this one is still the best. While not revolutionary in any way, Contra reminds us that games don’t need fancy graphics or a deep plot to be a whole lot of fun.
       

       
       
       
      Oh yah! Click
      to watch some kids have fun and fail at Contra.

        • Post Type: Editorial
    6. Did You Have The (Nintendo) Power?

      On my journey through the world of nostalgia, the flood of memories usually involves my family. Today, video games are more or less about system quality, graphics, achievements, or
      and less about people gathering around a system to enjoy the experience. Nintendo still does it – the experience with the Wii and Wii U follows the ideals that video games should be fun for the whole family. I’m not against being a hardcore gamer – I mean, sometimes I feel like ripping a still beating heart from my opponent’s chest, but regardless there is something to be said for the special time games of old. It doesn’t have to go back as far as mine, but consider when you first fell in love with games. 
      [caption id=attachment_2154" align="alignleft" width="240] At least she has a hobby...[/caption]
       
      Let me take you back, and share a memory when I first fell in love with games.

      GET THE POWER!!
      In an issue of Nintendo Power magazine, my brother, Dennis, claims there is an ad asking for photographic evidence of the completion of Super Mario World. I'm not too sure of this accusation, since there have been plenty of
       issues since then (at least until they stopped printing them) and I'm not about to go scrounging around for the answers. While a stray copy might exist in some nerdatorium-like Bat Cave, or perhaps in the archives of the Nintendo Company, the bass line of truth remains. I do not care that much to prove him wrong. Be that as it may, in the possession of our family photo album is the evidence that we did, in fact, defeat the evil Bowser and release all of the imprisoned Yoshi...or Yoshis back in 1991. 
      [caption id=attachment_2155" align="alignright" width="223] Get the POWER![/caption]
       
      The hype, of course, was the final battle scene. Bowser would enter the stage riding inside his floating white and green transporter, painted with an orange, clown-like smiley face. Mario would have just made it to the top of the tower after battling various Mecha-Koopas and spitting fireballs. He'd be more than just a little singed, but he might have a feather stowed away- just in case he needs his cape.
       
      To be frank, though, whatever form of 'power-up' he came into the final dungeon with, fire flower or feather; it was long gone by this showdown. The killer part was getting to Bowser with at least some strength, at least a mushroom. Super Mario was better than little Mario any day.
       
      The final dungeon is usually much more difficult than Bowser. Final levels from Mario games past consisted of one continuous level; this new final dungeon had two parts. The problem with Super Mario World’s final dungeon was a matter of personal choice. The dangers span between falling buzz saws to chattering skulls that carry Mario over lava. Every door takes Mario to a separate part of the dungeon. Of course, after we played through the game in years to come, we found a consistent pattern of easiest doors to enter. But, at this particular moment in history, we had never beaten the game.

      Facing Bowser

       
      Dennis, my eldest brother, sat on the edge of his heavy wooden chair, analog controller in hand, eyes squinting at the screen. Beside me, my other brother Philip stood, leaning forward like he was about to catch a fish with his hands. I wouldn't recommend catching the bone fish with razor sharp fangs that swam in Bowser's moat. My second oldest brother, Donald, paced, twiddling his fingers before his lips as he observed the final stretch from behind the couch. My mother wasn't watching at all. She was sewing a pair of jeans, but occasionally, she smirked in our direction with a shaking head.
       
      She had seen this all before; the anticipation, the licking of the lips, the hunched shoulders, the leaning so far in that it left one vulnerable to a shove. Whenever Dennis would get close to defeating Bowser, the opportunity would slip from his grasp by way of misstep or miscalculation. Bowser's flying clown car would crush him with its spinning turbines and he would cry out. "That was FFFu--cheap. That was cheap." Lucky to remember my mom was sitting right behind him, he would usually catch himself.
      This time was different. Dennis was in the zone. He licked his lips and kept a careful eye on Bowser. He had the algorithm memorized. Bowser would float around and throw giant bowling balls out of his clown chariot. Then he would swoop down on Mario. If the plucky plumber managed to dodge those obstacles, the King Koopa would chuck Mecha-Koops at him. Those Mecha's were oh-so-helpful for striking Bowser, once they'd become immobilized with a single jump.
       
      Dennis was on a roll. One hit would send that over-grown lizard flying.

      Bowser Strikes Back
      [caption id=attachment_2159" align="alignleft" width="259] This is totally not terrifying.[/caption]
       
      Mom had stopped sewing the jeans and watched the action on the screen. The four of us hardly noticed.
       
      Bowser was ticked. His eyes swirled and he waved his arms in the air. Struck by a Mecha-Koopa, his clown cart capsized. But the giant turtle, lizard, reptile-king managed to control himself and fly off screen. Suddenly, the sky rained fire. Easy enough to dodge, the little spits had two evil eye slits. After the barrage of flame, Bowser's chariot returned. This time, Princess Toadstool rose like a charmed snake and cried, "Mario!" She tossed a helpful mushroom. As the battle continued, Donald's pace quickened. The shelves shook as his feet thudded of the ground. Phil bit his nails, and with his free hand, he clutched the table that held the television.
       
      [caption id=attachment_2161" align="alignright" width="300] Maybe something dramatic will happen![/caption]
       
      "Don't touch that!" I grabbed his hand and forced it off the table. "You want the game to restart?" The good ol' Super Nintendo had sensitivity. One good shake and not only would the game be lost, but the save spot too.
       
      "You're not the boss of me," Phil said.
       
      "Quiet!" Mom was leaning forward now and watching the battle as if it were the World Series. We silenced. Dennis had made it passed the second round and Bowser was fed up. He slammed into the ground with his clown hover, turbines spinning like a windmill in a tornado. Occasionally, he tossed a Mecha-Koopa, bowling balls, or slammed into a section of the rocky castle brick.
       
      We stopped breathing. Dennis was hit by a spinning turbine. Super Mario shrank. It was all over. Little Mario sped out of the way as Bowser crashed along, accidentally smashing one of his own Mecha's.

      Mario Out Of Luck
      Dennis saw his opportunity. Donald stopped pacing. Phil had no more nails to chew, so he bit his fingers. I clasped my hands together, while my mother covered her mouth.Mario darted beneath the massive King Koopa, grasped the fallen Mecha and threw it high into the lightning cracked sky. Bowser saw stars. He spun out of control and flipped. Princess Toadstool floated safely down and we cheered. This was the moment we had been waiting for.
       
      Dennis jumped into the air...and landed hard. The table and game jarred and the screen went black.

      PWNED

       

      A collective scream shattered the room and chaos erupted. Donald ran out of the room and paced in the hall way, yelling at Dennis from a safe distance. Philip began to argue with him over whose fault it was. I was close to tears. My first real video game ending and I couldn't even watch it. 
      "Why don't you beat it again?" The voice of reason. Mom smiled from her chair. We stared at her and she shrugged. "You did it once, right?" Dennis took in a deep breath and hit the reset button. The Super Mario World coin appeared and it was game on--Part Two.
       
      [caption id=attachment_2164" align="alignleft" width="225] Epic SHOWDOWN...at least that's how we saw it.[/caption]
       
      The second round of Dennis vs. King Koopa was successful. My mother had the camera ready and Dennis kept his feet on the ground. I'll never be sure if he did send a copy to Nintendo Power. I do know that we have a copy to keep this memory; my first game ending ever.
       
      [caption id=attachment_2157" align="alignright" width="256] Worth all the time![/caption]
       
      Since then, there have been many beaten games, many entirely on my own and it was never as epic it seemed. Then again, everything seems so much cooler when you are five. It seems such a small accomplishment now since we can pretty much beat the game blind-folded after playing it so many times.
       
      Of course, there are so many wonderful games out there that I have yet to play, so time will tell. Perhaps my nephews or my own future children will have the same feeling one day.
       
       
       
      How about you readers? What was your first epic game experience? When did you fall in love with games? =) Be sure to comment! Now, go play games.
       
      [caption id=attachment_2212" align="aligncenter" width="1920]
      Click here so you too can see the credits!![/caption] 
       
       
       

        • Post Type: Editorial
    7. Fallout Shelter Review

      For fans of the outstanding Fallout video game series, there’s a nifty app out there that you may not have heard about. First released on the iOS platform in June 2015, Fallout Shelter is also available on Android and MS Windows. The latter has been available since July of this year.

      Fallout Shelter is a different kind of gaming experience; you won't find a vast, open world with seemingly no boundaries here. The game is essentially one-dimensional (although when zoomed in the graphics have a satisfyingly rich, 3D quality .) The horizontal game orientation gives the vault an ant colony quality. At first glance, the layout might pretty simplistic may appear mildly unappealing.

      From the teasing glimpse of the world outside the front entrance to the fluorescent glow of the inner chambers, Fallout Shelter looks like an arcade game at first. While it might look simplistic, however, there is a lot going on inside each one of those cells. Fallout Shelter offers depth where a lot of other app-oriented games fall short.
      Various Levels of Character Happiness

      Players can zoom in close to their vault inhabitants to see and hear what's going on. Playing the role of “overseer,” the game player watches as various characters go about their duties expressing either joy or sadness. A percentage meter indicates not only overall vault morale, but individual employee happiness as well. This is one of the first organizational details of the game. As in the other Fallout games, each character has a series of attributes identified as S.P.E.C.I.A.L. These letters stand for Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck. Much like role-playing abilities, these attributes help the character succeed in endeavors related to the ability.

      Each ability fits the function of a room. When the paired to a room where they have aptitude in that ability, characters improve happiness and morale.


      Morale drops for those dwellers at work where their aptitude is low. They no longer smile, and make negative comments in hopes the overseer will hear them.

      As with any overseer game, it’s important to keep the people happy. To keep the dwellers satisfied, the overseer must assure that the proper resources exist for the health and well being of everyone. There is still more to the vault than running the day-to-day. Occasionally an emergency occurs inside the vault; Fires break out, production falls below minimums and people get sick, or one of the chambers fills with creatures. Proper layout is important for successfully overcoming these breakouts. A monster invasion of rad rats, or a fire, can quickly spread to other rooms, overtaking the vault and killing the inhabitants. In addition to the internal emergencies, dwellers must also fight raiders and monsters during periodic attacks on the vault.

      [arve url=https://youtu.be/XJ2pHe2U260" align="center" description="Raider Attack, Fallout Shelter]
      Infinite Development in a Finite Structure

      There is a limit to how much development your vault can undergo. It takes a while to achieve, but there is a cap on the number of vault dwellers allowed inside the vault. While making babies and inviting in the occasional wanderer helps expand the fledgling vault, after a time the population maxes out, and the overseer must deny newcomers or release existing members of the vault community into the wild. In addition, there are only so many rooms that can be built.

      Weapons development takes a long time, and isn’t entirely necessary at the higher levels. Outfit design becomes useless as explorers return with countless uniforms. As the explorers continue to fill the vault to capacity, there’s little beyond the uniqueness of the various missions to keep the game interesting. Eventually everything devolves into a series of daily repetitions with little reward for the gamer.


      Additional Humbugs in Fallout Shelter

      Another challenge in the design of the game is the hold-and-drag feature. When moving a character from one room to another, players must press on the figure, then drag them across the vault to the new location. Moving characters to a full room will cause the lowest skill character in that room to switch places with the new character. Movement around the vault requires a swipe action on the screen. In the act of this swiping motion, it’s too easy to accidentally grab a character in one room and swipe them to another location. This causes havoc as characters run through the vault, switching locations and disrupting the assignment structure the player has put in place.

      A feature that would be nice to have is an ability to see the full stock of equipment being used in a given room. Currently the player must look at every character individually to determine the type of weapon they carry. For some missions, it is necessary to equip the explorers with a specific weapon; with 200 vault dwellers to look at, the one-by-one method of searching is frustrating.

      All of this action goes on inside the vault, but there is more to do beyond home for the successful overseer.
      Exploration: The Not so Great Outdoors

      One of the first things the overseer can do beyond the vault is to send dwellers on exploration missions. Sending well-armed and provisioned dwellers out into the wasteland generates the opportunity for external encounters. Explorers can also discover useful items and money(bottle caps) to help the vault thrive. Characters sent into the wasteland explore until the overseer either recalls them, or they die.


      Once outside of the vault, the character will radio in if they come across another site to explore (truck stops, markets, and other vaults.) The overseer can then decide whether he or she should enter. The overseer can also tap on the outside landscape and see how the explorer is doing. While exploring the wastelands, the explorer keeps a journal of his or her discoveries.
      Quests: Don't Lose Your Head

      Dwellers also go out into the world via a series of quests found in the overseer’s control center. Up to three dwellers can form a party to travel and complete various missions for items, caps, lunch boxes, pet crates, and Mr. Handy bots. Some of the more interactive missions include a questions/answer game called “Lose Your Head.” The team is able to avoid a fight by correctly answering a number of difficult questions.



      All the Charm of the Original

      Fallout Shelter maintains the spirit of the original series with the same quirky, 1950s oriented post-apocalyptic kitsch. The music sets the mood and the figures' cartoon charisma blends with an edgy violence to create the unique blend of sweet and savory that is the Fallout world. While the setting is nowhere as detailed as the console games, there is a very convincing sense that you are operating in the same world. The nostalgia of the parent games carries forward through various encounters in a way that is satisfying for fans of the franchise. The action is substantial and the challenges are consistent enough to offer many hours of entertainment even to players who have never tried the console games.
       Parting Thoughts

      Fallout Shelter is a fun game to play and is especially rewarding as an interlude between releases of the major console games. The shortcomings aren’t insurmountable, and for those who enjoy being an overseer, the reward is perpetual. Building a successful vault is an enjoyable challenge, and there are a lot of discoveries throughout the game-play experience. While the repetition becomes a bit of a drag, for a free app, it’s worth the time invested. After that, it's a matter interest.


       

        • Post Type: Review
    8. Final Fantasy 1 Retrospective

      Let me take you back to 1987, when Square was facing bankruptcy and needed a small miracle to dig itself out of a hole. Enter the first installment of a grand franchise known as Final Fantasy. I first picked this game up several years after its release, since I was only two at the time and I was more interested in my toes and running around screaming, and it didn’t reach the US until 1990. It has been re-released on several platforms since its debut on the NES. As we examine the first in the series, I feel the need to mention this overlook will contain spoilers – but since the game is 29 years old that shouldn’t be a problem. Then again, there are people out there who have never seen Star Wars: Episode IV, so I guess I shouldn’t be shocked. 

      The Plot

      : a kingdom in need, and a princess to save. Yes, the Kingdom of Coneria was crying out for their princess Sara to be saved from the evil knight, Garland.  Enter our four heroes, the legendary “Light Warriors.” As foretold by the wise sage, Lukahn, these fine young warriors were destined to save the world from darkness! 
      [caption id=attachment_2733" align="alignright" width="300] Now what do I do after I beat up that pirate and stole his ship...[/caption]
       
      It is a basic plot, but that’s how games were back then and we LIKED it. The glory of Final Fantasy 1 was in the simplicity of the story. Players had one main quest; the object of the game was to defeat the four fiends that have caused the Elemental Orbs to darken; the Lich, the Kary, the Kraken, and the Tiamat. The adventure was far greater. This quest lead the warriors through the Earth Cave, Gurgu Volcano, the Ice Cave, and the Castle of Ordeal. On their journey, they must battle dark elves, team with
      and mermaids, and prove their courage to the King of Dragons, Bahamut. The warriors must then go fathoms below to the Sunken Shrine, learn Lefeinish in order to reach the Floating Castle and finally, defeat Chaos – who turns out to be the very knight they vanquished on their first quest, Garland! 
      Who wouldn’t want an adventure like that?

      The Good, the Bad, and the Unsightly
      [caption id=attachment_2734" align="alignleft" width="256] So, you aren't Bahamut? Dammit![/caption]
       
      As far as plots go, this was the one to start them all. It was unique for the time and didn’t require much explanation – until, of course, the end. It turns out that the elemental fiends sent Garland back in time, and Garland sent them forward to do so in order to create a time loop so he could live eternally, but the mission is clear – restore the crystals and
      There were no questions about mission, but the game made it very easy to get lost. (Of course, that’s not the plot’s fault.) This game was about exploration, and the simple guidelines gave the player goals to follow and a few main characters. 
      The quest itself was made more difficult by the little puzzles and side missions that really filled out the game play.  This game was also limited by the strength of the NES; it was limited as far as NPC or character development is concerned. There are a handful of characters: Matoya, Princess Sara, the King, The Pirate, Nerrick, the Elf Prince, and Bahamut.  Unfortunately, interaction and growth of these characters isn’t really extensive.  The villains are established, but the only one that really shows any growth is Garland.
       
      As for the main characters, they are silent protagonists. They have no backstory; players can choose their own characters. It’s a generic cookie-cutter storyline for the four Light Warriors so each party can fit the mold.
       
      Still, the game was very engaging and the plot takes a player to very different settings and ends with the now classic, far-out twist that we have come to love from Final Fantasy games.

      GAME PLAY
      [caption id=attachment_2735" align="alignright" width="512] Um...maybe we shouldn't have stolen that ship.[/caption]
       
      Final Fantasy I is a basic RPG. The player is given four character slots and six possible job classes to pick from: Fighter, Thief, Black Belt, Red Mage, White Mage and Black Mage. Each option has its advantages and disadvantages, but a player must choose only four.  After meeting with Bahamut during the game, these characters will receive an upgrade that will give these characters new abilities. The characters are allowed to equip items specific to their class; overtime, players can find better weapons with stronger properties, but it is important to keep upgrading armor.  Magic can also be purchased with the choice being either Black or White. The spell levels players can purchase rises with the difficulty of the game, but only certain party members can learn these spells.
       
      It’s important to choose a party wisely – otherwise, a player may not make it far.
       
      The game takes place on an over world map, where the party will travel across the continents, through dungeons and towns, battling monsters on the way. The monsters are random encounters on the map when traveled by any way other than airship.
       
      The player must visit
      to get information and supplies, while they must explore dungeons, caves, forests, and other places in order to find rare items and fulfill quest objectives. 
      In order to get stronger, a player must “gain experience” by getting into battles.  Each of the four characters gets to try his hand using a weapon, an item, or magic to win the battle. Players also have an option to flee.  The game essentially centers on exploring the world – discovering which areas are too difficult, grinding for levels, and uncovering all of the secrets on a quest to save the world.

      Pros & Cons:
      There are a lot of positives about the game play. There is a giant open world for players to explore, and they can do so at their own pace.  The ability for a player to make his or her own party is also fun for multiple adventures – so the replay value is there. A player can customize how the party learns, levels, and each experience can be new and different.
       
      [caption id=attachment_2738" align="alignleft" width="606] Nooo![/caption]
       
      Just be aware of NES syndrome; there are situations that can completely level a party if a player isn’t prepared.
       
      However, if someone is new to the RPG world (and this was the first so…like almost everyone who didn’t play
      at the time) it may take some trial and error. This could also be good for someone who likes a challenge. No one would try to beat the game with four white mages the first play through…right? 
      The battle system is pretty archaic – it was limited by the system capability back in the day. A player would have to choose the enemy she planned to fight with one character (a warrior perhaps?), but if that enemy was killed by another character first, then the warrior would just attack the empty space. Still, each battle requires a bit of strategy depending on your party and the enemies you encounter; for example, some enemies are weak to magic and strong against physical attacks, while others, like zombies, can have a weakness to particular spells, like cure or fire.
       
      Also, customizable characters are great – but that limits character development. The story for each of the characters is the same every single time. The journey may different, but the adventure is just the same. Another issue comes in the form of grinding, or spending hours leveling characters just to get on to the next part. The random battles aspect makes it impossible to avoid battles completely.
       
      It’s a very simple game – with complex puzzles and difficult boss battles.



      How it Compares
      This game was the first; there really is no comparison. This game laid the groundwork of what has grown into the franchise we know today. It is a classic hero’s journey story: four youths setting out on a journey they may not have wanted or asked for, but they must go on to save the world. The only thing missing is having a solid character to take the journey – but that is part of the game. Creating your own heroes and traveling each time with a different group gives it a personal touch.
       
      Oh, and have I mentioned the music? Iconic? Classic? Amazing - but at times repetitive. Hey, it was NES. Overall, though it is the first of the series, it's not necessarily the best of the series. There were some issues with the battle system, the character development needed some improvement, and it did get a little dull grinding for levels endlessly. Still, it was the beginning, and it is worth a play-through for all fans of the series.
       
      It’s amazing to see where this game has started and where it will go. The rough graphics, the glitches, and the crazy plot twists aren’t just old favorites; it’s a foundation for the future.
       Want to read about Final Fantasy II? 


        • Post Type: Editorial
    9. Final Fantasy II Retrospective

      For the second part of this series, we shall be taking a look at Final Fantasy II – and I mean the real Final Fantasy II. It’s not hard to get bewildered in the US, with the release of Final Fantasy Legend, Final Fantasy Legend 2, and Final Fantasy II (which was actually IV) for the SNES.  The FF2 for the SNES was renamed so as not to confuse American gamers…now it’s just a mess. Yes, we are focusing on Final Fantasy II, the game most American gamers didn’t actually get to see until it was released on the PlayStation in the Final Fantasy Origins pack and then re-released on a ton of other platforms again and again.
       
      This entry holds no connection to the previous one; it takes on a new life and stands on its own. Final Fantasy II makes improvements on the previous formula and tries some new things to set itself apart from its predecessor.  While it’s not in the running to be the best entry in the series, it was received favorably by fans. Though the basic formula of the four youths on an adventure is the same, Final Fantasy II sets its sights on new horizons in game play, and in storytelling. Let’s dive in.

      CH-CH-CH-Changes and Introductions
      [caption id=attachment_2826" align="alignright" width="439] World in peril? Time to capitalize![/caption]
       
      Final Fantasy II is the first series to introduce several things into Final Fantasy mythology.  The cute and lovable Chocobo makes its first appearance as well as the reoccurring series character,
      , and the Dragoon fighter class.  This is also the first entry in the series to kill off characters permanently – no surprise come-backs, just straight up murdering characters left and right. 
      Final Fantasy II is also the first game of the series to swap characters out of the original party. While three of the main characters remain constant, the fourth party member changes periodically.  In addition to the change in characters, the battle system takes a complete left turn. It stays true to turn-based combat, but alters the way characters level. In future entries, a few of these ideas become cannon, but none more-so than the constant tinkering with battle mechanics and how a Final Fantasy is played. No two entries will be the same in story or game play – but the series will contain recognizable tropes to connect gamers on a different wavelength.  Each entry tries to improve on the previous – but it doesn’t always work.
       


      Basic Plot
      [caption id=attachment_2817" align="alignright" width="480] This never ends well...[/caption]
       
      Like the previous Final Fantasy, this adventure focuses on four main characters, but this time they are not cookie-cutter characters. In the very start, we are introduced to Firion, Maria, Guy(or Gus), and Leon as they flee from the invading Empire. Before our new heroes can even throw a punch, they are struck down by powerful black knights and left for dead.
       
      Lucky for them, they are rescued by Princess Hilda and the resistance. Upon awaking, only Firion, Maria and Guy remain, but their resolve is strong as they yearn to join the rebellion and take down the evil Emperor of Palamecian (Or Paramekia. I don’t know. There are a lot of different translations!) Though initially the three warriors are denied, they manage to join with Princess Hilda to take down the Empire. Firion and friends must go on numerous fetch quests to retrieve the powerful metal, Mythril,  find the mighty Sunfire to destroy the dreaded warship, and obtain Ultima – the bugged spell!  They are joined by a prince, a pirate, a villager, and a mighty dragoon in their quest, losing many friends along the way. Together, Firion, Maria and Guy must search for their long lost friend Leon and finally bring an end to the devilish Emperor.

      On Closer Inspection
      Final Fantasy II's story is slightly darker than the previous entry; it is a time of war and rebellion resulting in many NPC and character deaths. While this story was way more intricate than most other games at the time, the story line still left something to be desired.
       
      Yes, there were now characters with names and faces, but they were underdeveloped and didn’t necessarily have a voice of their own. They were more fleshed out than the choose-your-own characters of Final Fantasy 1, and it was an improvement overall.  The constantly changing fourth character had a bit more intrigue; each had their own reason for joining and though sometimes their involvement seemed forced, I had much more interest in their background. Paul, the thief, was also a pretty cool character - thought he never officially joined the party.
       
      [caption id=attachment_2818" align="alignleft" width="300] So...is this a prerequisite of becoming emperor?[/caption]
       
      SPOILER! This game also had a habit of killing off the fourth character. It was very clear that Firion, Maria, and Guy were main-stays, but the fourth character was never safe. In fact, most of the main NPCs, including Cid, managed to get killed off. Granted, this did solidify a kingdom-at-war feel, but the problem was caring. I didn’t feel like I got to know the characters well enough, but this was never done before. END SPOILER!
       
      Regardless, the story was leaps and bounds from the first entry, and it was much more involved. Character interest drove the plot forward as these warriors searched for their lost comrade and eventually ended up walking straight through hell (literally) to face off with a demon.  It was exciting and new for games to have a little character background and a story that was more involved.

      Game Play
      Final Fantasy II had a number of different innovations when it comes to game play.  Players are still able to freely roam the world and explore towns, castles, and dungeons. Spells are still purchased, items are disposable, and characters can upgrade equipment through purchase or exploration.
       
      One feature new to the series was the concept of ‘word memory’ or password memorization. Key words pop up during important conversations and players can “memorize" them. In turn, players could use these words to unlock information about destinations and unlock new actions.
       
      Another feature new to the series was the use of key items. Like key words, the key items were used to unlock pathways, discover new information, or to push the plot forward.
       
      Focusing more on battle, one of the biggest criticisms came with the new battle system. Final Fantasy II took a radical turn away from experience stat growth and went for a more, ‘practiced’ approach. Much like the Elder Scrolls games, Final Fantasy II had players build their stats by using commands in battle. The idea:  characters would have to practice spells, weapons, and wear armor to boost their stat growth over time.  While good in theory, this new battle system was easy to exploit, and players could maximize their stat growth by attacking their own characters.  The final new addition to the battle system was the ‘back’ row; characters in the back row were immune to most physical attacks, but not long range attacks from bows and magic.

      Final Thoughts
      The second of the series provided many firsts and the start of story telling for the franchise. While not without its annoyances in regards to numerous fetch quests, some resulting in a useless spell or item, and the broken system, Final Fantasy II was a step in the right direction following the first entry. The story had more depth and daring, the battle system was something new, and the world was introduced to Chocobos.
       
      While not without its flaws, Final Fantasy II was a decent follow-up, though not as iconic, entry to the franchise. The replay value is not nearly as high as the original, though I suppose a player could have fun building up different abilities. Again, with the system being so easy to exploit, the game might not be as fun on a second play through.
       
      As the series grows and improves, change is something that will never be final in Final Fantasy.
       
      What do you all think? Were you a fan of Final Fantasy II? Where does it rank in your all time favorite Final Fantasy games? Please comment below! Want to read about FF1, well...click here!
       


        • Post Type: Editorial
    10. Final Fantasy III Retrospective

      Hold on! This is the third in the series - If you are going in order, check out Final Fantasy II first.
      Ah yes, the third installment of Final Fantasy – the one that didn’t officially make it to the US until 2006. There is a little confusion with the real Final Fantasy III and the one we got for the SNES – which was actually Final Fantasy VI. (Soon…soon, I will write about you.) With the release of the real Final Fantasy III on DS,  everything made sense. Just to make things clear, when the SNES Final Fantasies were released in the USA, the number system went as follows: 2, 3 and the 7 for the PSone. If your head is spinning, it’s okay. The real Final Fantasy III has since been released on several different platforms, and there are numerous fan translations of the original.
       
      Like the previous entry, this game holds no connection to the previous two save a few series archetypes. Again, the game continues on with a familiar formula in plot, but has completely different battle mechanics to learn all over again. However, one big issue lies within the plot; depending on which copy you pick up, this game could go very differently.  Regardless of any differences between the remakes and translations, one thing is for sure – our journey starts with four orphans on a journey to save the world...again  Let’s dive in!

      Firsts and Redos
      Final Fantasy III gives us three firsts for the Final Fantasy series: The Job Class System, Summoners, and Moogles. We'll focus more on the job system in the game play section, but this installment introduces us to two franchise staples. Summoners are a playable job class, but they are not necessarily a main focus of the story as they tend to be later. Moogles, on the other hand, have brief and cute introduction. They, too, play a small roll, but like the summoner, they become essential in later entries.
       
      While the first two Final Fantasies have been re-released with minor changes that add depth to the game play, fix system glitches, and clarify translation. Final Fantasy III's remake changes the plot.  The original translation has four orphan boys exploring a cave after a recent earthquake, while the Nintendo DS gives each of the characters a name and a background: Luneth, Arc, Refia and Ingus. I'll speak briefly on both, but let’s stick with the original for now.
       


      PLOT: The Original
      Like the first entry of the series, Final Fantasy III begins with a prophecy prediction that tells the story of four elemental light crystals on a floating continent. It tells of how a past civilization tried to control their power unsuccessfully as it disrupted the balance of the world. The disturbance called forth the warriors of the four dark crystals to save the civilization; though they were successful, they were too late to save the people. So their story is retold, for history has a tendency to repeat itself.
       
      This is where the events that follow change depending on which copy of the game you have. Either way, the four heroes accidentally happen upon a buried light crystal, and they are told they have to save the world. Nefarious beings have begun to stir and the threat of impending doom is hovering over them as the prophecy predicted.  The four heroes discover that there is a whole world outside their own and must go on numerous quests to find the crystals, gain their power, and defeat the Cloud of Darkness.
       
      The game explores all different regions, castles, and dungeons. Periodically, your party gains a fifth member who tags along for a short time for story line purposes, but doesn’t actually participate in battle. At the very end, these 'fifth' party members have a small part to help bring about the downfall of the villain, and balance is ultimately restored to the world.

      Remaking a Classic
      There are several changes in the beginning of the DS version of Final Fantasy III. Players start off with Luneth only, and he continues through the early events of the game finding each additional party member as he goes. Also, a female character is added to the heroes, while the original uses four boys. When Luneth gathers his crew, they are warped away to the light crystal, which in turn lends them its power.  In this version, there is added depth to the characters by giving them much needed backstory.  After the crystal gifts the new light warriors with job classes,  the game continues past character introductions and on like the original.

      Crossing The Streams
      As far as the original game, the plot is very basic and the main party characters are incredibly wooden. However, the remake takes steps to remedy that situation by engaging the audience and creating individual characters rather than the four cut-and-paste heroes from the original.  The remake doesn't expand on the plot all that much and we are left with one of the simplest stories in the franchise; however, considering this was the last entry on the Famicom system, there is a lot to be said about the size of this plot.
       
      This quest took our heroes all over the place: a floating continent, under the sea, the desert, across mountains, through swamps, and more. While there really wasn't more to the story other than 'Oh, you're a light warrior - you can do the thing!' there were many more tasks to overcome. Clearly, the story wasn't the focus as it reuses ideas and cliche tropes from the previous entries, but it did have charm. Final Fantasy III's story was a lighthearted turn from the war-torn story of its predecessor, and is one of the easier in the series to play.

      Game Play
      Like the previous franchise entries, Final Fantasy III uses a turn-base combat system with some rather exciting upgrades. First and foremost, this game has an auto-targeting ability for all melee attacks, so your characters won't simple hit the air after targeting an enemy that is already dead. Also, there is an indicator that lets players see which enemies they have targeted.
       
      [caption id=attachment_2899" align="alignleft" width="480] Hmm...am I going to be the Ninja and Sage, or the Ninja and Sage...[/caption]
       
      The experience system also makes a return - but there is also a new and improved feature: the job class system. This system allows players to customize their party by choosing from available 'job classes' like Onion Knight, Thief, Dragoon, Black Mage, Summoner, Scholar and more. A player gains 'capacity' points in battle, which allows them to switch between job classes in order to increase levels and stats. Each class has its own special features and skills, such as the Thief, who can steal and unlock magic doors. The classes have their own specific commands, weapons, armor, accessories and magic spells. The longer a character is a job class, the more powerful they become.
       
      While the system works very well, it isn't without some flaws. While there are many different classes to choose from, there are some job classes that are downright useless. Black Mages, White Mages, and Knights are much better to use than the Viking, Scholar, or Summoner classes. While there are many job classes to choose from, it is clear that some are just way better than others and it lowers the replay value.

      Final Thoughts
      Final Fantasy III signifies the end of the Famicom Era. While we didn't get this installment until much later, it is still a fun game that fixes the errors of its predecessors and makes a brand new experience.  Also, I'll have to say this is the entry that Nobuo Uematsu really understood the capabilities of the Famicom. His music only gets better from this point on. Finally, it introduces the Final Fantasy series to the job class system. (Without it, there would never be a Final Fantasy Tactics! That's a world I just don't want to live in.) The plot itself wasn't ground breaking, but the game is still fun and worth the time. While the NES/Famicom era comes to a close, so comes the SNES era of Final Fantasy games -some noted, arguably, as the best in the series.
       


        • Post Type: Editorial
    11. Final Fantasy IV Retrospective

      Following along with the series? Check out The Evolution of Final Fantasy: Final Fantasy I, II, and III!
       
      We have finally come to the Super Nintendo Era of Final Fantasy games. This particular era holds a great deal of nostalgia for me as they really are the entries that pulled me into the franchise. With this entry, the Final Fantasy series grows into a rich tapestry of lore and story telling that really stands out from its predecessors.  While Final Fantasy IV takes some of the tropes from the previous games, this one blows all of the other entries up to this point out of the water.
       
      A story of adventure, excitement, betrayal and revenge,
      (# II in the US) has the first dramatic plot in the franchise and is the first to use the active time battle system.  Players control a diverse and extraordinary cast of characters as they once again band together to save the world from utter destruction. 


      Incredible Cast of Characters and Job Classes
      [caption id=attachment_2928" align="alignright" width="1280] Wow...insulting![/caption]
       
      Final Fantasy’s NES era is stuck with the same common problems:  a lack of individualized characters and a deep plot. The system was held back by software limitations and the SNES was a good opportunity for Square to take the series to the next level.  Final Fantasy IV is the first game in the series to feature complex characters and a dramatic story line.  This entry is a grandiose tale using a few familiar story points, but in a refreshing new way.
       
      Final Fantasy III’s individual job class system is re-purposed to fit each individual party member that comes and goes. Each character has a specific job class that he or she will master as a player continues through the game.  This provides a strategic challenge as a player is forced to fight with different character combinations adding a new twist to the game design.
       
      Unlike previous series titles, Final Fantasy IV breaks the “four” character formula and throughout the game, players can control anywhere between 1-5 characters at a time. Like Final Fantasy II and III, characters will join and leave the party. While the other entries had NPCs with crucial plot involvement, there wasn’t enough of a connection to really cause an emotional response. Final Fantasy IV, easily, has one of the most interesting and engaging plots of any Final Fantasy, though understandably it does get a bit elaborate.

       The Crystal Sheds Its Light Silently: Plot Points
      Our story begins with Cecil Harvey, Captain of the Red Wings, as he returns from his latest mission.  As his crew reflects on the recent events, the story flashes back to the moment when Cecil and the Red Wings attack a peaceful town in order to obtain their water crystal for the Kingdom Baron. Right off the bat, the tone of Final Fantasy IV is established like no other Final Fantasy had before. We control a dark knight from tyrannic kingdom scrambling to collect the world’s crystals.  As the story continues, Cecil is cast out of his role after he questions the King of Baron, the man who took him in. Cecil is forced to examine his own motivations and perspective on the situation. Together, with his friend and rival, Kain of the Dragoons, he must deliver a package to the village Mist in order to regain his position as Captain.
       
      After a fiery development, Cecil is in a race for the crystals and in an attempt to stop Baron from destroying more lives. His quest takes him through many kingdoms fighting the man who replaced him, Golbez.  Final Fantasy IV takes players on a journey across the face of the Blue Planet, up mountains, underground, through caves and even into outer space. The cast of characters is strong: a cowardly prince, a vengeful sage, twin magicians, the last summoner, a wise and strong monk, a smart-mouthed ninja, and a few more. Cid even joins the party as a clever airship engineer.  These characters unite with Cecil in order to defeat the evil Golbez and Zemus in order to save the world.

      Plot Overview
      Of course, there are plenty of twists and turns in this plot; it is emotionally driven and it is easy for players to get invested in these characters. Each character has motivation, growth, and it really provides a wonderful experience. It is definitely worth picking up and playing just for that alone. The plot of Final Fantasy IV really establishes the formula for all the entries that follow, providing a rich narrative and lovable characters.  That being said, the only real complaint for the plot is that it does get overly complicated and outstretched. Granted, considering the previous entries, that tends to be a staple in Final Fantasy. There is a point where the plot goes a bit overboard, but it can be forgiven just because the rest of the game is so well put together.
       
      What this game also does well is it establishes a motivation for all of its characters and it creates a solid villain in Golbez. From the moment he is introduced, Golbez is a force to be reckoned with. With previous entries, we are barely given a glimpse of the main villain, but Final Fantasy IV establishes its main antagonist pretty well. The final defining feature of Final Fantasy IV is the musical score. Nobuo Uematsu took video game music to the next level with this game. The "Theme of Love" is hailed as one of his best musical movements, but the game has many more memorable tunes. The score perfectly fits the tone of the story, successfully establishing each scene.
       
      Overall, this was the game that set the standard in story-telling for the series.
       


      Game Play
      Final Fantasy IV’s game play focuses on the diverse cast of characters in the game. Players traverse the world map, towns, and dungeons like the previous entries.  Random battles function the same way, but different characters have specific 'job' abilities. The new battle system contains the active time battle (ATB) system, which has players working in real time rather than waiting for everyone to have a turn.
       
      Each character class has its strengths and weaknesses; magic users tend to have less hit points, while melee fighters tend to have low agility. Characters gain abilities and stats as they gain levels, but unlike the previous entries, players can no longer purchase magic spells. Magic users learn their spells as they gain levels or as the plot progresses.
       
      As stated earlier, the game is set up in a way that forces players to change their strategy according to the characters they have in the party. At one point in the game, the party has several wizards and one fighter, while at another point, melee warriors are in the majority. During these points in the game, the enemies the player will face may be tailored to test his or her skills in battle.
       
      Final Fantasy IV’s battle system’s difficulty varies depending on the version. The version for the SNES for the United States has the difficulty scaled down, while the Nintendo DS version has veterans of the series scratching their heads.  It makes for an interesting amount of challenge, but only depending on the version.

      Final Thoughts
      Final Fantasy IV is the game that changed the way players viewed the series. It truly started the SNES era off right with balanced battle mechanics, memorable characters, and an incredible story. It only gets better from here,



        • Post Type: Editorial
    12. Final Fantasy IX Retrospective

      We’ve come to the final franchise entry for the PS1 era. The series developed from the 8-bit medieval fantasy into a more realistic and futuristic game, each with a twist on game mechanics and story-telling. Though the past three main Final Fantasy games ascended into a more ‘technological era,’ this last entry was a nod back to the originals that started the epic journey.  Set against a medieval background with a cast of quirky and unforgettable characters, it would be easy to believe that Final Fantasy IX is a light-hearted adventure; but don’t be fooled. While the look is more cartoon-ish, the story-line is incredibly dark as well as charming.  There are many pros and cons to this fantastic entry, and it is definitely a fitting swan song for the PS1 era.
       Back to the Classics and New Additions
      Final Fantasy IX is quite the turn after Final Fantasy VII and VIII.  Seeped in past lore,  we leave the materia and GF-Junction systems behind as we return to the single class character design and buying upgrades. The game has several nods to past franchise entries including character inspirations, musical throw-backs, and collectible items. This lends a lovely touch of nostalgia without completely relying on the past. Of course, since this is a Final Fantasy game, the music is master piece by the wonderful Nobuo Uematsu in one of his greatest scores ever. All of these cherished aspects combine into one of the most well-balanced and visually stunning games in the series.
       
      While the game returned to its roots, it’s not without innovations. One in particular is the addition of ‘Active Time Events.’ These cut-away scenes were added to provide additional insight and character development for a richer narrative. Other new developments involve a new way to learn abilities, an option to forge new weapons and armor, and a series of mini-games to form a truly enjoyable game.  Regardless of the changes or throw-backs, the greatest part of Final Fantasy IX lies within its story.
       

      Welcome to Gaia
      Our story begins in the world of Gaia on the onset of war between two of the great nations. Players join Zidane Tribal, a plucky thief in a traveling band of misfits called
      . He and his crew are attempting to capture the princess of Alexandria, Garnet Til Alexandros XVII. What begins as a high-stakes kidnapping turns into a game of cat and mouse. It catches not only the princess and her protector, Adelbert Steiner, in a daring escape, but also poor Vivi, a
       and innocent bystander. As our plot thickens and the cast of characters grow, tension between the nations of Alexandria, Lindblum, Cleyra, and Burmecia rises. War rages against the power hungry Queen of Alexandria and Garnet's mother, Queen Brahne.
       
      While Zidane and the others face the threat of Alexandria, a third player is pulling the strings. With the mysterious introduction of Kuja, a mysterious arms dealer, our heroes soon discover that not everything as it seems. It is a twisted story of war, self-discovery, and other-worldly surprises.
       

      A Fine Line between Comedy and Tragedy
      Final Fantasy IX has one of the most intricate stories of the series. On the surface it begins as a war story, but the narrative sinks into a dark allegory concerning our own existence. Unlike previous heroes who jump into the fray because they are 'the chosen ones,' we have characters who press on out of obligation, love, or self-discovery. While the powerful arc pushes each character to his or her limit, they exponentially grow by the conclusion. The lines of good and evil are so blurred that it's hard not to show sympathy for characters on both sides. Even the all-powerful villains seem to have some redeeming qualities that can alter our perception.
       
      The world of Gaia is covered in shades of grey - while some moments are clearly black and white, the narrative touches on the aspects that make us all human, while using both human and non-human characters. Filled with silly moments and downright bone-chilling scenes, Final Fantasy IX tells a powerful story that players will want to revisit. It is incredibly well-balanced; the heavy moments are complemented by charming comedic scenes that allow for a rounded narrative.
      Change isn't Always Good
      That being said, there are some issues. The main story becomes a little muddy and difficult to follow. While all of the characters are very interesting, some of their development doesn't reach full potential, including the main villain. At points, the pacing is a little slow, but the worst error is a mandatory section that requires players to play Tetra Master. Rather than having a mini-game add extra fun, this card game is forced on the players and it does not play as well as it's predecessor, Triple Triad. There is no worthy reward for playing the game, and it really doesn't fit in.  That being said, these aspects are not overwhelming enough to destroy the game experience. The game mechanics and the wonderful characters are enough to keep gamers wanting more.
       

      Getting Ready for Battle
      Final Fantasy IX has game-play very similar to its predecessors. Players have access to a main party that consists of eight playable characters: Zidane, Dagger, Vivi, Steiner, Freya, Quina, Eiko, and Amarant. There are other NPC characters that gamers can control for a determined amount of time. Players can explore the world map, towns, and dungeons like previous entries; however, rather than using a save point, Final Fantasy IX utilizes moogles for that function. When players encounter a moogle, they can talk with it, buy basic items, and take part in the mini-game ‘Mognet’ which is an on-going letter exchange between all the moogles in the game.
       
      In addition to the save point change, Final Fantasy IX includes a field icon to assist in finding exits and treasure on screen – which is a huge help considering the intricate graphics. There is also a new approach to puzzle solving and story-telling through the ATE – or active time events. These events can allow for slight differentiation in game play, character development, and navigating dungeons – almost like Final Fantasy VI.
       
      Also, like previous entries, players navigate the world map by foot, chocobo, boat or airship and can run into random battles.
       

      Customization and Equipment
      Final Fantasy IX returns to a single character system; each character has a specific skill set and equipment they can equip, and that never changes. On the other hand, players get to choose which abilities their characters learn by equipping them with the proper equipment. Of course, a thief (Zidane) can’t learn Cure – that’s a skill outside his class. However, gamers can acquire many different items with learn-able abilities. These abilities depend on the equipment characters wear and use.  After gaining enough ability points, characters can use the skill without the item.  As characters level, so do their stats, attributes, and skill points. The higher level, the more skills your characters can equip.
       
      Another fun customization for characters comes from forging new items. Players can collect equipment and use it to form stronger weapons and accessories with rare skills. It becomes imperative to horde equipment in order to make new items because there are so many options. Of course, it's easy to find a guide in the age of the internet - but it's important to hold on to at least one of everything.
       

      You Used TRANCE! It's not very effective…
      Final Fantasy IX uses a similar battle system to its predecessors, and returns to the original four character battle formation. Each encounter runs on the Active Time Battle system (ATB) that has players waiting for the gauge to fill in order to perform an action. Each character has special abilities based on their class, such as steal, black magic, or casting summons/eidolons.  However, unlike previous entries, the battle speed is incredibly slow.  While the animation of the enemies and characters is quite incredible, the action drops to a crawl which makes battles last much too long.
       
      Another change comes in the addition of the ‘Trance’ mode limit break. As characters take damage, a secondary gauge fills, much like Final Fantasy VII’s limit breaks. When the gauge is full, characters go into ‘Trance’ mode and unleash powerful attacks for a short period of time. Though it sounds great, the biggest flaw with the Trance model was the inability to store or save it. Whenever a character’s gauge is full, he or she will automatically go into Trance mode – like after an enemy has died or a battle has concluded.  The game will even pause to allow a character to enter Trance mode before the victory music plays. Also, the Trance abilities aren't always the greatest.
       
      Regardless, Final Fantasy IX’s battles are still fun and with fair amount of challenge.
       

      Mini Games and More
      By this point, Final Fantasy fans know that each new entry is going to have some interesting mini-games. Final Fantasy IX is no exception. There are plenty of side missions: the Mognet quest,  a chocobo item-hunting game, and the terrible Tetra Master.  After the success of Final Fantasy VIII’s card game, Triple Triad, the developers included something 'similar' and made it part of the story.  Unfortunately, Tetra Master is not as easy to follow, and could be down-right frustrating. After a brief explanation and a few test runs, the card game is still confusing. Gamers must manage to get through it.
       
      Another point of contention involved Final Fantasy IX’s strategy guide. While this didn’t affect the game directly, instead of doing its job, the guide was full of links asking players to log into the PlayOnline website. Most of these links no longer work, but thankfully, the internet has plenty of noteworthy guides for anyone looking for a helping hand. Understandably, if someone shelled out the cash for the guide, it would hardly be worth it.
       

       
       
      Final Thoughts
      Final Fantasy IX does a wonderful job of capturing the heart of the Final Fantasy series. The game is truly an example of a wonderful narrative and it captures spirit of the beginnings of the franchise. It marries some of the greatest aspects of the series into one beautiful game with an incredible story and soundtrack. This final entry for the PS1 era says good-bye to the designs of the past and forges on into a future of innovation.
       

       
       
       
       

        • Post Type: Editorial
    13. Final Fantasy Tactics Retrospective

      Sandwiched between the release of FFVII and FFVIII was one of the most addicting and wonderful spin-offs of the Final Fantasy series. Final Fantasy Tactics is a hidden gem, taking on a look unlike any other series entry.  A 3D chess-inspired game, series fans were introduced to this strategic masterpiece. Since its conception, there has been a spin-off (and a sequel to that) and an enhanced port of the original for a whole new generation of gamers. Combined with an intriguing new battle design, a dark story, and classic RPG elements, this cult classic is definitely worth the time.
       


      Plot:  Getting to know Ivalice
      Ivalice is in a state of unrest after the end of the
      . The world is struggling economically and the politics are in shambles. The recent death of the reigning king causes more unrest, as the only heir to succeed him is an infant.  From here, the kingdom splits into two different factions: Prince Goltana’s Black Lion, and Prince Larg’s White Lion. Both lay claim to presumed ‘heirs’ of the throne and are fighting to control the entire kingdom. This is the beginning of the Lion War. While this is the backdrop, the game is told by the historian Alazlam J. Durai as he recounts the story of an unknown fellow by the name of Ramza and how he shaped the kingdom. 
      The story follows Ramza and his childhood friend, Delita. While they grow up together, time, certain events, and social class pry the two apart; they adopt two very different ideologies. While Delita, born a commoner, seeks to use and manipulate the upper class, Ramza – born into a prominent family – claims that justice and honor are the proper way of life, regardless of social class. The story follows Ramza as he is swept up in the events of the war, but amidst the espionage, assassinations, and social upheaval, our hero discovers a third player in the game after the discovery of a mysterious holy relic. There is a far more heinous plot afoot and as the senseless war rages on, it is unclear if Ivalice will survive.
       


      Choosing a Side
      The basic plot of Final Fantasy Tactics is definitely on the darker side. Taking advantage of creative freedom, Square really took this story line to a deeper level.  While it is an intriguing story of political unrest, class struggle, and the darker side of human nature, it tends to get a little muddy. Also, at a certain point, particular important characters are almost completely dropped after they are permanently recruited (with one exception). Also, the translation is quite terrible – something that was fixed in the PSP update version.  On a whole, the characters are well thought out, but some are abandoned too quickly – but the plot is decent enough.
       
      An interesting side note about Ivalice is the fact that this will not be the last time this world is used by Square; in fact, Ivalice has been used for Final Fantasy XI, XII, and for Vagrant Story, another Square game.
       


      Game Play: Setting Up the Board
      Unlike other Final Fantasy games, players can’t explore the world map freely. Instead, there are specific map points that players navigate across. While some of these points are towns, others are wild landscapes where the party can encounter random battles. The map grows as the game progresses and players can revisit areas in order to build levels or discover treasure.
       
      While navigating the map screen, players can browse their inventory, arrange their party, check out statistics and read story or character lore.  At each town/city, there is an option to check out the bar to hear rumors, shop for equipment, or head to the soldier office. Specific towns also contain “Fur Shops” later in the game where players can collect items from ‘poached’ monsters. What players find or buy changes per town/city. Players can also visit the Solider Office to pick up new recruits.
       




      Parties: Job Classes and Recruitment
      Players control Ramza to start and several other party members. From the main menu, players can choose the job class for each character which allows for ultimate party customization. While players have access to basic classes, like Chemist and Squire, as party members level up, more classes become available. Some classes have particular requirements before they are unlocked. For instance, in order to unlock the Thief Job Class, a character must be at least a level 3 Archer.  There are 20 available classes for basic party members. The objective is to learn many different skills by switching classes, master each class, and use the skills to create the ultimate character. Of course, this is done by fighting battles for experience, job points, and gold.
       
      When customizing your party, it's important to take a good look at the stats.  A character’s Faith and Brave scores can have an effect on his or her spell power or physical attack. Also, his or her Zodiac Sign is an additional factor. There are many factors behind creating an unbeatable party, but that is part of the fun.
       
      In addition to Ramza and his party, players will encounter unique “guests” that will accompany the group for plot purposes.  These characters are computer controlled in battle and will not join the party outside scripted battles. Guests often have a unique sprite and job class, and some can be recruited later in the game. Once they are recruited, they can be controlled like the other members in your party.
       

       
      Equipping: Jobs, Skills, and Items
       
      When setting up a character, it’s important to start with the Job Class first; the class determines a character’s main ability and equipment. For example, Black Mages have the innate ability to cast Black magic spells (if they’ve been learned), but they can only equip mage equipment like staffs and robes. In addition to equipping a character with a class, players can also set up their characters with a secondary ability, a reaction, a support skill, and a movement skill.  Again, in order to equip these skills, a character must master them.
       
      Once the character skills are set, players can choose to optimize equipment, or add it manually. Each party member can equip a helmet, weapon, armor, boot and accessory. Some characters have the ability to equip a shield or use two-handed weapons. Equipment is dependent on character class, though some learned abilities can allow characters to equip items outside their class. For instance, a certain skill can allow magic users to equip a sword.  Equipping items can affect your party’s stats. While equipping armor can increase health, it may decrease magic. Equipment can also contain particular properties and stat boosts. It’s important to be careful with equipment; optimization may not be the ideal set-up.
       

       
       Time to Battle
       
      When it comes time to actually
      , there are several possible objectives. The most common objective for plot battles/random battles is the defeat all possible enemies. Other objectives include activating switches, killing a specific enemy, or protecting an ally. Regardless of the objectives, once the goal is reached, the battle ends. 
      At the onset of battle, players are allowed to choose the members they wish to take into battle and where to put them in the start. It is important to be tactical with character placement because certain formations may lead to total party elimination. Players can then choose to place 1-5 characters on the map, depending battle limitations. After the party is set, it is finally time to battle.Players take turns in a turn-based system, moving across a 3D map to meet their foes. Each character has a counter indicating his or her turn in battle. Once the counter reaches 100, that unit can move a certain number of spaces and perform an action.
       
      Character set-up comes into play during battles. The set-up a player chooses directly affects how each character will participate. While players control each character, the strengths and weaknesses of the party will be a factor in winning. In other words, the party set-up and level will determine how difficult a battle can be.  While enemies in plot battles have a fixed level, random encounters match Ramza’s level. Players can view the stats of their enemies and predict actions, but if a party member falls, that could lead to trouble. If players do not revive a character after three consecutive turns, that unit is permanently lost.  If that party member is Ramza, then it is game over.
       

       
      Something Extra – Side Quests and Hidden Gems
       
      Like most Final Fantasy games, Final Fantasy Tactics has hidden side quests. Players can find unique characters, especially one of a certain ‘spikey haired’ variety, and there are many fun references back to previous series entries and folklore.  Players can tackle hidden dungeons for rare items; poach animals for specialty equipment, and attempt propositions for extra gold, experience, lost artifacts or hidden areas.
       

       
      Getting a Handle on the Game
       
      There is a lot to grasp in Final Fantasy Tactics. There are many algorithms, set-ups, and trial and error aspects that can make anyone’s head spin. But once you get a handle on everything, it’s so much fun. There are so many ways to set up a party, different ways to approach each battle, and every play-through can be different.  If it is troublesome, the game has a tutorial, so no worries there. What’s great about this game is that it doesn’t hold your hand for very long; it throws players right into the action.
       
      Also, the lore is so in-depth and it is done in the proper way. There are many indexes players can read in order to get the full grasp of the story, but there is no real need to read it. The story, though muddy at points, explains itself fairly well. The index holds extra tidbits, fun to know, but not need to know. Top this game off with a catchy soundtrack and challenging battles, and it is one of the best in the franchise.
       
      While it doesn’t follow the basic formula, it is a spin-off. If you are a fan of Final Fantasy and would like a more tactical game, this is the one to pick up.  The enhanced version, Final Fantasy Tactics: The War of the Lions, fixes the translation issues, contains animated cut scenes, and few extra goodies to make it worthwhile. If you haven’t given it a shot, this game is a must for any collection.
       


        • Post Type: Editorial
    14. Final Fantasy V Retrospective

      Following along with the series?  Check out Final Fantasy I, II, III and IV!
       

      is the last of the “missing” games of the series, though it came to the US before the others – only 7 years after it was originally released (unless you had a fan translation, of course.) Since then, the game has been re-released on many different platforms and we were given the gift of this light-hearted, yet challenging JRPG. 
      With this game, we return to the four character formula and the job class system from Final Fantasy III, but this time it works brilliantly together. Also, the graphics take a step up; this is one of the more brightly colored games in the series. The character sprites show a greater range with added emotes in order to really connect with a scene. However, as some aspects of the game improve, there are a few setbacks.  What Final Fantasy V delivers, though, is a fun game with touching moments and excellent game mechanics.

      Haven’t I Heard This One Before?
      The plot of Final Fantasy V is not exactly the best. Most of the game is a rehash of the first four into a cohesive narrative that has poor pacing. That’s not to say it doesn’t have its charm.The back story is very similar to its predecessors. A powerful mage named Enuo summons an evil entity called the “Void” to destroy everything.  The people fought back using the twelve legendary weapons, but though they defeated Enuo, they could not destroy the Void. In order to contain this evil and save the world, the people split the world in two and the Void was sealed between them.

      700 Years Later
      Our main story begins as the wind abruptly stops blowing and the King of Tycoon must travel to see the Wind Crystal in order to get to the bottom of the problem. As the King arrives at the Wind Shrine, the crystal shatters before his eyes and the chaos is about to begin.
       
      Meanwhile, a young traveler named
      (Or Butz…Yes, Butz. You are allowed to snicker), witnesses a meteor fall to the planet’s surface. As he investigates, he comes across Lenna, the Princess of Tycoon, and a partial-amnesiac named Galuf, who were both on their way to the Wind Shrine.  The trio is eventually joined by the mysterious pirate captain, Faris. As they discover the shards of the Wind crystal, they become Crystal Warriors. 
      As our heroes try to protect the remaining three, they learn that the crystals are acting as a seal over a Dark Mage named Exdeath. (You can snicker here too.) Once released,
      plans to unleash the Void, devouring all life forms in the process.  On their quest, the heroes must discover where King Tycoon has gone, help Galuf regain his memory, heal the dying Hiryuu, and discover the mysteries behind the pirate captain, Faris. In the end, the heroes must battle again Exdeath and his henchman, Gilgamesh, and stop the Void from consuming both worlds.
      Wait…hold on.
      Yes, this is a very similar plot to Final Fantasy III. There are also two separate worlds and the use of job classes. But there is a little more substance this time around. Players are given a bit of backstory about each of their characters, but they each have the same motivation; quite honestly, one character has a strong background: Galuf.
       
      The story does have original twists, turns and differences from the earlier games, but it does borrow a lot.  It also has some scenes that are groan-worthy bad and there are some pacing issues. Sometimes it feels like the story comes to abrupt halt, but these reasons aren’t enough to really destroy the experience.
       
      The game does offer some truly heartfelt scenes and memorable moments.  Some scenes may even get you choked up. Also, the music for this game is incredible. Nobuo Uematsu does an excellent job capturing each scene, while providing us with a wonderfully unique soundtrack. While the narrative isn’t as powerful as the Final Fantasy IV, it is a light-hearted and noteworthy addition to the franchise.

      Game Play
      Where story line fails in this game, the battle system excels.  Final Fantasy V has an excellent job class system that is an extraordinary improvement over its predecessor.  The game still has a similar exploration mechanic. Gamers have an over world map where they can navigate through towns, dungeons, and explore terrain with different vehicles.
      In the battles, Final Fantasy V makes use of the active time battle (ATB) system, but with a slight upgrade. Players can actually see their battle gauge fill and prepare for their next turn. This game also makes use of an upgraded job class system. Gone is the point system of Final Fantasy III.  The characters can make use of various job classes at will, while their base character (“Freelancer”) gains the stats. Players can ‘master’ job classes by gaining ability points in battle. AP and levels do not cross between job classes, but characters can learn different abilities that can be transferred. For example, players can equip a white mage character with black magic.  These enhancements really open up character customization.
       
      The only criticism with the battle mechanics in this game is based on the number of random encounters. The encounter rate on this game is staggering. Also, this particular entry is associated with hours of grinding. While players don't have to grind, it is imperative if they want to get the best out of the job classes.

      Final Thoughts
      Final Fantasy V is a fun entry in the series that is worth playing just for the battle system alone. If you can make it past the grinding and somewhat goofy moments in the plot, this is definitely an enjoyable entry. If you pick up this game, you are promised some great emoting graphics, a catchy soundtrack, and some awesome game play.
       


        • Post Type: Editorial
    15. Final Fantasy VI Retrospective

      We have come to the end of the SNES era of the Final Fantasy franchise, and what an ending it is! Final Fantasy VI is arguably one of the greatest entries in the series.  From the epic opera-inspired story line, to unforgettable villains, this is simply one of the greatest
      . Final Fantasy VI is the first entry to pull away from the classic tropes involving crystals and faceless mega-antagonists to conquers new narrative horizons. With the largest character cast in the franchise, Final Fantasy VI has an appealing backstory woven. I can’t say enough about this game without going into spoiler territory, but it contains one of the biggest twists in gaming history. It is worth picking up.
      Bringing the New: Background
      Final Fantasy VI is the
      to take place in an “Industrial” era. The game still keeps the fantasy feel by using medieval weapons and creatures, but puts a new spin on things. 
      Our story opens with a scrolling narrative about Great War of the Magi 1000 years before the game takes place. The Warring Triad, three gods, initiated the war and the catastrophic consequences. Their release of magical energy created magical warriors called espers.  In the horrid aftermath, the Triad gave free will to the espers. Their only request was that the gods be sealed in stone and locked away. The espers obliged, hiding away the stone gods and faded away to myth and legend. But the world has changed – and now technological advancements and a cruel Empire have led to the discovery of the esper’s safe haven.

      The Thick of the Plot
      The game picks up with the mysterious magic wielding Terra accompanied by two soldiers (Vicks and Wedge) on a mission for the Empire.   They have been sent to investigate a frozen esper in the town of Narshe.  When they reach the icy creature, it reacts with Terra and she breaks free of the Empire's control. Unfortunately, she wakes with amnesia and an angry mob crying for her capture.
       
      With the help of Locke, a treasure hunter, Terra is protected from the Evil Empire and brought before the leader of a resistance group called ‘The Returners.’ Both the Empire and the Returns are interested in Terra’s natural ability to use magic; she is the key to victory and understanding the power of the legendary espers.
       
      The Returners must convince Terra to join with them in order to topple the evil Empire – ruled by Emperor Gestahl and his three deadly generals.  But not everything is as it seems. Will our heroes succeed, or will this feud cause the gods to awaken for another War of the Magi?

      A Bigger Picture and Avoiding Spoilers
      A simple synopsis doesn’t do this game justice. It is difficult to go into the winding details of Final Fantasy VI without spoiling the wonderful discoveries in the plot.  The story is simple enough: an evil empire is taking over the world, and the Returners are trying to stop it. It is a very familiar story, but what makes it extraordinary is the character development.  With fourteen different characters, it would seem that the story would get murky with unnecessary backstory, but it does not.
       
      Up to this point, the Final Fantasy series had one or two entries with well-developed characters, more notably Final Fantasy IV and V. Final Fantasy VI took character development to a whole new level.  Gamers would be hard-pressed to pick out the main protagonist because each of the fourteen characters is a main protagonist. Each character has his or her backstory, clear motivation, and an amazing character theme.  A mysterious woman, a heart-broken treasure hunter, a loyal knight, and a wild boy are just a handful of the wonderful cast, and their stories weave an incredible
      tale.
       
      Final Fantasy IV and V each took turns expanding video game narratives, but Final Fantasy VI really lets these characters grow.  Their stories intertwine and their growth delivers a rich experience. While the characters are some of my favorite in the series, this game also contains one of the franchise’s greatest antagonists.
       
      Final Fantasy toys with Joker-esque style chaos in its main villain,
      .  Previous series villains had players fighting devils, sorcerers, and larger-than-life bosses. Kefka is portrayed as an eccentric, physically weak, and unstable mage general under Emperor Gestahl. While his origin is largely unknown, what’s understood is that he is the product of the earliest attempts at infusing warriors with magical power. What gamers receive is a maniac without restraint or empathy in a position of unspeakable power.  This provides an excellent balance in a way that is fresh for series veterans.
      The Last Laugh
      There is very little to complain about with a story this massive. The game moves along at a steady pace and has some unpredictable twists. However, at one point in the game, the main narrative drops off and while Kefka remains a looming threat, it is with less urgency. That’s not to say that the second half of the game lacks a narrative – it depends on how many side-quests a player wants to complete.  This open exploration really changes the pace of the game, and slows things down. Also, depending on which version you decide to pick up, a little theatrical emphasis is lost in translation.
       


      Music: Dancing Mad
      One of Final Fantasy VI’s defining features is its impressive soundtrack. While the previous entries were amazing in their own right, this particular symphony takes the cake.  Nobuo Uematsu enriched the narrative of this RPG, elevating it to a whole new level. From the opening scene to the epic end, the music itself tells a story through carefully crafted themes and memorable movements. One of Final Fantasy VI’s most captivating scenes involves a
      and the final boss’s “Dancing Mad” is arguably one of the greatest final battle themes.  The music helps carve out these iconic moments and really sets this entry apart.
      Game Play: Active Time Battle
       Final Fantasy VI’s play style is very similar to the previous entries. Players must traverse a world map, towns, and dungeons in an effort to gain levels, learn new information, and discover hidden treasures. An interesting addition is the option of the Colosseum. Players have the option to bet items in their inventory for some rare and powerful weapons, provided their character can defeat the appointed enemy.
       
      Final Fantasy VI is also the first game in the series to split parties up. The players are given enough characters to actually take on sprawling dungeons with two to three separate parties.  This particular addition received mixed reviews – especially if players didn’t like swapping equipment between the parties. While both of these additions pull away from the original series formula, they were not a complete departure and gave new life to the series.
       
      It’s also worth mentioning that this is the first game in the franchise that doesn’t require a specific party lead. For example: Final Fantasy IV required players to have specific members in the party at all times. With Final Fantasy VI, there are a few instances where certain characters are forced into your party, but for most of the game players can customize their party.

      Combat: Limit breaks and ATB
      Final Fantasy VI’s combat system is formulated after the ATB system from the previous two entries. Like Final Fantasy V, players can see the ATB bar fill up and anticipate their next move.  This game also embraces Final Fantasy IV’s job class system; each character is given a specific job class with special abilities that cannot be transferred.  The special abilities are unique interpretations of the job classes veterans have come to know, but with a new twist.
       
      Also new to the series is the ‘Limit Break’ or the desperation attack. If characters are low on hit points, it is more likely that they will deliver a ‘critical’ hit. This concept has since been expanded upon, but Final Fantasy VI is the first to do it.

      Relics and Espers
      While previous entries had characters suiting up in full armor, Final Fantasy VI simplified the process slightly. In this entry, it is possible to equip each character with a weapon, a shield, armor, and a helmet. These items raise a character’s stats and some have party member limitations. Players can also equip two relics that bestow special immunities, stat boosts, or various other helpful abilities.
       
      In addition to basic equipment, players can equip characters with espers in order to learn magic. Each esper, or ‘magicite’ contains a specific number of spells, stat growth, and spell learn rate.  For example:  The esper ‘Phantom’ contains the spells berserk, vanish, and gravity. Two spells are learned x3 rate, while one is x5. At level up, the character gains an added MP growth of 10%. In battle, players receive magic points which are then applied to the spell rate. After the spell percentage reaches 100%, that character learns the spell.
       
      Any character can equip espers; this leads to endless character customization. Depending on which espers a player decides to equip, each play through will contain very different characters.

      The Downside

      While endless customization of magic seems like a wonderful idea, it can throw off the balance of the party. Players can grind to teach all of their characters magic, which takes away the fun. Magic power, however depends on your characters stats. That means a character like Shadow (a ninja) will cast weaker spells than a character with higher a magic stat, like Terra. This helps a bit, but the esper stat bonuses can easily override that.
       
      Also, the run system in this game is horrible. Characters run away one at a time – and it takes them a long time to do so. This game has an extremely high encounter rate and running from battles can often result an entire party death. I guess the solution is to not run from battles or find a Safety Bit.
       
      Another criticism revolves around the character Gau and his abilities. Gau’s skills are based on learning monsters’ abilities, which he gains by leaping on them. He can only do this in an area called ‘The Veldt.’ The Veldt contains all the monsters a player has encountered during a run-through, and it runs on a particular algorithm. It is difficult to gather every single ‘rage’ in the game without a ton of grinding.

      Final Thoughts
      Final Fantasy VI is an amazing final bow for the SNES era of the franchise.  With wonderful characters, an enchanting soundtrack, and excellent game play, this is simply one of the best games in the series.
       


        • Post Type: Editorial
    16. Final Fantasy VII (PS1) Retrospective

      With the SNES era come and gone, we head into the next generation of both consoles and the Final Fantasy series.  In 1994, development for Final Fantasy 7 began, but it wasn’t smooth sailing. The hardware for the Nintendo 64 cartridge lacked the storage and capacity for the movie footage; Square decided to split from the gaming giant in favor of a CD-ROM drive. Thus, Square(Soft or Enix) began its partnership with Sony and Final Fantasy 7 was underway for the new PlayStation.
       
      While each entry thus far is remarkable, Final Fantasy 7 brought the series to the mainstream. The seventh entry is often the first for many Final Fantasy fans, and it has gathered such a following that Square Enix has not only produced several spin-offs and short films, but the company announced a complete remake of the original.
       
      [caption id=attachment_3138" align="aligncenter" width="1618] Here's a mash up of some of our favorite characters.[/caption]
      The Legendary Legacy
      As Final Fantasy 7’s opening
      , gamers knew they were in for something they had never before experienced in a Final Fantasy. As the camera zoomed out on the industrial city of Midgar, the fast-paced start gave players a small taste of the epic adventure to come.  Even veterans of the series didn’t know what to expect; the game throws players right into the action with a covert mission to blow up a core reactor.
       
      Gamers are appointed a duty they may not feel comfortable performing, but from there they are taken on a whirlwind journey with an unreliable lead character. Final Fantasy 7 is undeniably one of the most ambitious games, taking place over three discs. Up to this point, the series was confined to cartridge limitations; the PS1 really allowed creators to really run with the project.  As a result, Final Fantasy 7 created the new standard for the series and brought a new look to the franchise. While the innovations and graphics date the game now, it truly was revolutionary for the period.  As groundbreaking as the game design was, the story and musical score provided the perfect finishing touches for a unforgettable gaming experience.
       
      [caption id=attachment_3134" align="aligncenter" width="1280] Spikey #&*%*^%[/caption]
       Soldier First Class: The Mission of Final Fantasy 7
      [caption id=attachment_3425" align="alignright" width="1024]
      It's okay. I'm just going to kill everyone.[/caption]
       
      Unlike previous Final Fantasy games, there is no looking into the past at a war, or hidden prophecy. Players take control of Cloud, a former First Class SOLDIER of Shinra’s military, during a mission to blow up one of Midgar’s Mako reactors. Hired by the radical environmentalist group, AVALANCHE, Cloud and the crew are aiming to bring down the evil Shinra Corporation whose Mako-energy reactors are slowly killing the planet.
       
      What starts as environmental terrorism becomes a man-hunt; President Shinra is more than aware that his Mako reactors are destroying the planet and soon it will run out of energy. Shinra is on the lookout for the last surviving “Centra,” a near-extinct race with a close connection with the planet. He believes that the Centra are the key to entering ‘The Promised Land’ where there is boundless energy. Cloud unwittingly meets with the target, Aeris(or Aerith) and becomes her bodyguard. However, neither party realizes someone else is looking for the Promised Land. Sephiroth, a legendary former SOLDIER who is thought to be dead, appears to have reclaimed the body of Jenvoa – a calamity that nearly destroyed the earth when she fell from the sky – and wishes to finish her work by summoning meteor.
       
      Cloud and his friends must band together to battle both the likes of Sephiroth and Shinra, but there is something off about our main protagonist. In a tale of intrigue, betrayal, murder and destruction, Final Fantasy 7 definitely keeps players on their toes.
       
      Don’t Look Away: You May Get Lost
       Final Fantasy 7’s plot is a little tough to grasp in a simple synopsis. There are many twists and turns in the story, and it really does require an in-depth explanation. What it does provide is decent character development, a complex narrative, and more than a few tears. Nobuo Uematsu out does himself once again with an amazing soundtrack, including one of the most intense boss battles of all time in “One-Winged Angel.” The music adds the perfect touch with wonderful melodies and captures every moment. Final Fantasy 7 marries sci-fi and fantasy in this entry, allowing for medieval inspirations with a more modern twist. Each area is carefully constructed and, for the most part, the story moves along quickly.
       
      [caption id=attachment_3142" align="aligncenter" width="1280] He really are.[/caption]
       
      That being said, there are a few spots where the pacing slows to a crawl. The narrative itself becomes increasingly complex and character development is allowed into territories that were previously untouchable. Without the strict censorship, Final Fantasy 7 was allowed to tackle some darker subject matter (though Celes attempting suicide in FF6 is pretty dark).
       
      On the other side of the coin, some have found the story to be overly complex and dramatic. Also, the translation is thought to be a terrible short-coming – there are a significant amount of simple errors in the English translation. Regardless, FF7 is viewed as one of the best in the series and perhaps one of the best games of all time.
      Breakthrough to Blocks: FF7  Graphics Then and Now
      Final Fantasy 7’s graphics are one of the game’s major pain points. When the game first released, the look and feel was something that had never been done before. The realistic backgrounds and in-battle character models were outstanding to say the least. However, the over world character models were blocky and deformed. Another point of contention centered on spell and summon animation. While both were graphically outstanding, one of the biggest complaints is the time sucked up by long spell animation. There is no skip option, so when it comes to long summons, players are left re-watching the same spell over and over again.
       
      There is no quick fix for the spell animation, but the future has brought gamers MODS. Players who’d rather look at cleaner looking character sprites have the option of upgrading their graphics with some downloadable player mods. Of course, you’d have to re-purchase the game.
      Final Fantasy Basics
       Final Fantasy 7 is much like its predecessors; players use a main party to travel across an over world map, through dungeons, towns, and other areas in search of plot points and hidden treasures. While the scaling has improved, the character models were still blocky and awkward. As with the previous series, players have access to a number of different vehicles that aide in exploration, so there are no surprises here. Players can also run into random battles in order to build up experience and find gold.
      Battle System: Set Up
      The battle system in this game is incredibly simplified when compared to previous entries. For character set-up, each character can equip a character specific weapon, plus an interchangeable piece of armor and accessory. While accessories boosts stats or provide protection from magic or status ailments, the armor and weapon contain different slots for materia.
       
      Materia is the central skill system of the game as well as a major plot point. Depending on the equipment slots, players could junction several types of materia in order to cast spells, perform actions like ‘Steal,’ or add effects to a character’s equipment. There are several equitable materia types: green for magic, yellow for skill, red for summon, purple for support, and blue for junction materia.  While the characters don’t have any innate unique abilities, players could customize the stats based on materia set-up.
       
      [caption id=attachment_3136" align="aligncenter" width="1920] He said you needed a chocobo![/caption]
       
      Materia and Limit Breaks
      During battles, unlike previous franchise entries, FF7 allows only three characters per battle. The game uses the traditional ATB system, but has made improvements on Final Fantasy VI’s ‘desperation attack’ with a new Limit Break system. Instead of a random critical attack, each character has a visible bar that fills each time he or she takes damage. Once the bar is completely filled, players can unleash that character’s Limit Break. Depending on the character, the Limit Break could be a devastating attack or something that could help your entire party.  Savvy players can even avoid using these Limit Breaks immediately and store them up for an upcoming boss battle.
       
      As usual, when a battle is won, characters will gain experience, but so will the materia they have equipped. As materia levels, it will gain stronger spells or stat boosts, and it can be equipped on any character. When a piece of materia is leveled up completely, it reaches ‘master’ status – retaining all of the possible abilities – and a new materia is born on level 1. It’s important to be careful when equipping materia – it’s not a very good idea to load up your characters and send them off to fight. Equipping material has a direct effect on your characters’ stats – magic materia tends to lower physical attributes. Certain characters also have better stats for casting spells or physical attacks – so be aware of your materia set-up.
       
      While this system allows for ultimate customizing, it takes away from individual character skills. The game plot does its best to provide enough differences with equipment and personality development in order to make characters more unique.
      Mini Games Galore
      While side missions have always been a thing in Final Fantasy, FF7 really adds content with its extended side-quests and mini games. Players are on either side of the fence when it comes to extended content, but Final Fantasy 7 provides unique additions. Players can fight optional super bosses and explore hidden areas, or they can try their hand at Chocobo breeding and racing. FF7 improves upon the Colosseum concept of Final Fantasy VI with an exciting battle arena. Also, there are a few plot based mini games that mix up tradition.
       
      Again, gamers are split on these concepts; some enjoy the challenge of the battle arena, while others groan at the idea of trying to breed the rarest chocobo. Regardless, this (mostly) optional extra content began a new tradition for all future franchise entries.
       

       FF7: The Overview and Remake of the Future
      One of the most outstanding RPGs of all time, Final Fantasy 7 truly changed the direction of the franchise. With a new found freedom and boundless opportunity, this was the one entry that all future installments had to top. Of course, fans couldn’t get enough of it and the creators returned to the series with a number of
      . However, nothing was greater than that outcry for a remake of the game. For years, the fans pleaded for a
      , and for a while it was very unlikely. However, during
      conference, the teaser trailer had every fan boy/girl screaming at his or her television.
       
      While this remake is happening, it appears that it is not without some big changes. For one, Square Enix appears to be turning away from the traditional ATB system in favor of a real-time battle system more similar to the Kingdom Hearts series or Final Fantasy XV. The game is also set to be released in a series rather than one full game. Unfortunately, there really isn’t much else to go on except for cryptic interviews and gossip. Of course, all of the talk has the fan-base split on the direction Square-Enix is taking with the game. One side has purists who basically want a graphic upgrade to the original with all the bugs fixed and some new content, while others are excited about the new upgrades and possible changes. Either way, the original Final Fantasy VII is truly one of the franchise’s most beloved entries. Only time will tell if the remake will hold a candle to it.
       

       
       

        • Post Type: Editorial
    17. Final Fantasy VIII Retrospective

      In the wake of Final Fantasy 7, fans were hungry for the next main entry in the series. In 1999, Square Enix delivered with Final Fantasy VIII.  The second 3D installment in the series, this entry took huge steps in creating a more realistic character design and a new world for players to explore. The creators took a more ‘realistic-fantasy’ approach, pulling from sci-fi influences, and they created a very different game with some daring new elements.
       


      Out with the Old; In With the New
      Like many of the previous entries, Final Fantasy VIII didn’t stick to any particular formula.  With new technology, the visuals allowed for seamless transitions from game play into cut scenes. The old battle and leveling system was swapped for the newer Junction system, while summon monsters took on a more central role. Players could try their luck at the new card mini-game, Triple Triad, and drive new vehicles that were unavailable in previous titles.  The focus was definitely on a more ‘modern’ look at the definition of fantasy.
       
      Of course, there were still the lovable series icons: chocobos, a character named Cid, access to airships, a traversal world map, the ATB-System, and Nobuo Uematsu’s wonderful score. The game wasn’t such a complete departure from the series that it was unrecognizable.  Many of the familiar elements were included with a fresh and brighter design, and Uematsu captures the emotional aspect with his master pieces
      and Liberi Fatali. However, with all of the changes, this is an entry that many fans have come to argue about over time, especially when regarding the battle mechanics and story-line. 

       
      Joining SeeD:  Planting the Garden
       
      Final Fantasy VIII puts a unique twist on storytelling. While there are six primary protagonists, gamers will find themselves shifting gears between two very different playable groups. Up until this point, Final Fantasy games usually involve a particular set of characters throughout the story, rarely shifting from their point of view. Gamers get to enjoy a shift in tone and explore different places while piecing together the story-line puzzle.
       
      It takes place on an unnamed fantasy world with one moon, with a mixed design of modern and futuristic elements.  The world is split into five major sections: Esthar, Galbadia, Trabia, Balamb, and a rocky-inhabitable section.  While the overall look is fresh, don’t let that fool you. Here – there be wizards and monsters.
       
      The story focuses primarily on the kingdom ‘Gardens’ or military academies that churn out recruits to defend their cities.  Cadets in the academies train to eventually to become ‘SeeDs,’a special military taskforce. While the world has three primary Gardens, our story begins in Balamb.
       


      Recruitment – Welcome to Balamb

      s with a stunning cut scene as our main protagonist, Squall Lionheart, is locked in a duel with his school rival, Seifer.  While the two end up ultimately scaring each other’s faces, the player takes control of Squall in the aftermath of his brawl. A promising SeeD cadet, he’s a sullen loner with the intent of focusing on his missions alone.  Despite his attempt to polarize others, his instructor, Quistis Trepe, has taken a shine to him and accompanies him on a pre-requisite mission before his final SeeD exam. In order to pass, Squall must fight and obtain a Guardian Force, or GF.  Following his mission, there is a growing issue with the sudden imperialistic movements of a neighboring Garden, Galbadia. 
      Enter Rinoa Heartilly, a fiery and passionate woman, who pleads with the leaders of Balamb to assist her in taking out the fearsome Sorceress Edea, the leader of the Galbadian movement.  Players follow Squall as things spiral out of control into fearsome battles, Garden warfare, and a budding romance that all circle around the mysteries of the past and the future.
       


      Digging Up The Garden
      The plot is a major area that divides the fan base. We follow a romantic story centering on the relationship between Squall and Rinoa, while the world around them crumbs into chaos. While the concept is basic, critics found an issue in the main protagonist Squall; he is a polarizing character that is hard to connect with. He was cold to point where he almost seemed robotic; however, there are many who loved him as an “anti-hero” persona.  There is also some skepticism for his romance with Rinoa, which seemed to just click for his character at a pivotal plot moment. While theirs is truly the focus, there are certainly better romances within the game.
       
      Another criticism of the plot plays out in several awkward scenes and reveals that didn’t really hold substance. While the story can be incredibly engaging, some of the developments felt forced, and the characters lacked significant growth.  While the characters were charming, they were flat personalities without any real backstory – with the exceptions being Laguna, Kiros, and Ward’s story. This includes the main villain, Ultimecia.
       
      Regardless of the missteps, Final Fantasy VIII’s story ends up being pretty exciting when overlooking the flaws.  When considering the previous entries, more than a handful of the Final Fantasy games had problems with significant character development and exciting, over-the-top stories.  Again, there is a mixed bag of opinions on this particular entry. It’s really a personal preference and it really is worth diving into.
       




      Playing the Game: Junction the GFs
      Final Fantasy VIII's game-play is another area that tends to divide fans of the series. While it has a lot of potential customization, it leaves much room for improvement. The out of battle game play is very similar to the previous entries. The three main modes are the same: world map, field map, and battle screens. Players control Squall as they navigate the towns, landscapes, and explore the map via car, chocobo, train, airship, or by foot. Parts of the game have a few button-pushing sequences, and players encounter random battles on the world map. From this point, Final Fantasy VIII 's battle mechanics are much different than any other entry.

      Guardian Forces and Weapons
      Final Fantasy VIII's central plot focuses on SeeD members obtaining and using Guardian Forces during battle. The concept of fighting a summon to obtain it is not new; however, this entry makes summons crucial to party set up. With Final Fantasy VIII's new junction system, each character must equip a GF in order to have access to abilities other then attack and item. When equipped, GF's bestow other abilities to the characters such as the ability to draw and cast magic spells. Drawing spells from enemies is an essential part of the game; not only can players cast spells, but they also need to equip them to characters in order to boost stats like strength and vitality. This junction system is set in the place of armor and accessories.  Players can equip spells in a number of different combinations and that allows for ultimate customization.
       
      Weapons are also handled differently. Instead of purchasing weapon upgrades throughout the game, characters keep their weapon and refine it. Players must search for magazines and proper components in order to change a weapon's appearance, power, or to upgrade limit breaks. This option gives player complete control of party customization.
       


      Experience and Junction Bonuses
      Like previous entries, players will receive experience points after winning a battle, but the leveling system is much different. Rather than a character receiving abilities or stat boosts at interval levels, characters gain a level at 1000 points. As the characters' levels increase, so do the enemies. The level of enemies in the game is dependent on the party's average level, save for a few small exceptions. Bosses do not give experience, but they do give AP, which is used to upgrade the abilities of the party's GFs.

      Limit Breaks
      Limit breaks are still around in this entry, but they are much different from FF7. They depend mostly on the character's health, and act the same as Final Fantasy VI's desperation attacks. When a character is in critical condition, they may have a change to use a limit break - and the damage depends on how well the player performs the timed inputs. The spell Aura can raise the can raise the chance of characters getting a limit breaks, while status ailments can stop them from using it. These limit breaks are animated and exciting to watch - but's hard to marvel when players are pressing buttons in sequence.

      Tripal Triad and Refining
      While Final Fantasy VIII has a number of mini games, the one that is highly debated is the card game Triple Triad. Gamers can obtain specialty cards that they can use to play this interesting mini-game in order to achieve rare cards to complete a collection. The rules often change in this game with regional rules or player's choice, and it's quite easy to get frustrated. The ultimate goal is to acquire the rarest cards because they can be refined. Most items in the game can be refined into magic spells, which can be used for junctioning. This system can really break the game early on. For instance, refining a tent gives you 10 Curagas and a huge stat boost. Of course, players can choose not to use this - but the option is there.
       




      Final Thoughts
      While the new battle system was ambitious, it left much to be desired. Sure, players could customize their characters, but drawing spells requires some grueling grinding. The draw system also made it difficult to cast spells - of course you could, but in order to get the best out of stat boosts, the spell cache must be at 100. Players could always refine goods in order to get the spells they need, but the combination of the level system and the junction system was unbalances. Players could run from every battle and keep the enemies at a relatively low level, refine curagas to boost characters' health, and cruise through the game. Consequently, if players leveled too frequently, the enemies could easily end up crushing a party.
       
      There are many good and bad things about this particular entry, but those who do enjoy it truly love it. While not the best in the series, it is a game worth playing.
       

       
       
       
       

        • Post Type: Editorial
    18. Final Fantasy X Retrospective

      The launch of the PlayStation 2 ushered in a new era for the Final Fantasy series. Though the developers tinkered with the layout of this series several times before, each entry kept key components so they still felt connected. As Final Fantasy X developed, fans of the series were about to see quite a few changes.  2001 gave us a new and innovative twist on this beloved franchise, leaving much of the foundation in the past.
       


      Out with the Old, In with the New
      Final Fantasy X has a lot of firsts for the franchise. It is the first game in the series to utilize voice acting, pre-rended backdrops and full three-dimensional areas. In addition to the technological advances, X is also the first entry to get a direct sequel in Final Fantasy X-2. Finally, the game's soundtrack is the first that Nobuo Uematsu was not the sole composer. Along with Uematsu,  Masahi Hamauzu and Junya Nakano had a hand in developing the music.
       
      With the new technological capabilities,  X gets an intense boost in graphics. The visuals are stunning and are even better in the HD remake. The world seems so vast and clear, and graphics only get better from here on out. Playing FFX is almost like watching a movie at times- because with better graphics comes more cut scenes. The developers did learn from previous entries and added an option to skip particular cut scenes (ie. long summons.) The capability only goes so far as the cut scene graphics are still far better than the in-game.
       
      Aside from auditory and visual alterations, there are few big changes as far as how the game is played. Final Fantasy X abandons the ATB style of the past in favorite of a new battle system, and instead of leveling stats, players are introduced to the Sphere Grid. Everything seems new, even down to the way players explore the world map. With all of the changes, it may be hard to believe that this game still plays like other franchise entries. While there are many changes, Final Fantasy X still does what it does best - creates a memorable story.
       


      Welcome to Spira
      Our journey begins with the young star of the Zanarkand Abes blitzball team, Tidus. He is participating in a blitzball tournament being held in honor of his late father, Jecht, a former star player. However, chaos ensues as the city is beset by a giant monster. Tidus can only wonder what is happening as his care-taker, Auron, grabs hold of him and the world around him is destroyed by the creature dubbed 'Sin.' When Tidus wakes, he discovers that he is not only alone, but in a time and place far removed from his home. Upon his rescue by Al-Bhed salvagers, he discovers his Zanarkand was destroyed 1000 years ago by Sin.
       
      Lost and confused, Tidus eventually finds himself in the company of the determined Yuna. She is a newly trained summoner on a pilgrimage to defeat Sin, along with her guardians Wakka, Lulu and Kimahri.  Tidus joins with Yuna in the hopes of finding Sin and using the creature to return home. However, he soon discovers a deeper connection with this new world and a possibility that he may find his estranged father. Not everything is as it seems in Spira in a tale of death, deceit, and false hope. Tidus and Yuna must band together to uncover the dark secrets of Spira and defeat Sin.
       

       


      I Write Sins not Tragedies
      Final Fantasy X's main plot is dark. Hidden behind all of the bright and cheery color palates is a very disturbing tale revolving around death, sacrifice and betrayal. Each of the characters settles into the story and has their own stand-out moment. It has some very interesting twists and a refreshing main protagonist in Tidus. He is a cocky young man who wants nothing to do with the adventure that is placed before him. He's also an outsider to this new world, not exactly a hero of destiny.  In fact, he barely knows how to handle a blade. It is interesting to see how his appearance in Spira has such a huge effect on the course of the world.
       
      The fan base tends to be a bit split on Tidus in general. He can go from being very heroic to incredibly annoying in minutes. Part of this could be the choice in voice acting, but I think most of it has to do with this dreaded
      . Regardless, most of the characters have some little quirk that could make them hard to relate to. If players get past those minor issues, Final Fantasy X has some pretty great characters and interesting villains. 
      When it comes to character development, at first each party member seems to be very one dimensional. However, as the story continues, each one opens up and grows with the narrative. As the journey unfolds, the layers peel back and players are privy to the dark secrets the characters and the world of Spira are hiding.
       


      Final Fantasy X: Game-Play
      The time of the top view overworld map has passed. All of the destinations in Final Fantasy X link together and are mere points on a map. Once the airship is acquired, players can either walk from place to place or hop on the airship to revisit areas covered in the story. Instead of exploring the world map and entering dungeons, players control Tidus in third-person perspective as he journeys through parts of Spira on a more realistic scale.
       
      At first, Tidus and company must walk (or ride a boat) to all of their destinations. While en route,  players can discover treasure, talk to NPCs, and run into random battles as they aide Yuna on her pilgrimage. Towns and villages transition easily to the 'open terrain' where gamers can explore and encounter monsters. While some players like this idea, others are unhappy with the game's linearity. Also, players don't actually get to control the airship. Still, there is some freedom when roaming Spira as all the parts connect, so the option to navigate the world map is still there.
       
      As players circumnavigate Spira, Tidus and friends must head into towns and claim summons to move along with the story. In order to get these 'Aeons,' Tidus must go through the Cloister of Trials - a sort of puzzle section that involves moving spheres around until the group reaches the final chamber. While the main goal is to reach the Aeon, there is also a secret treasure hidden in each trial. In addition to these tasks, a big part of the game involves fighting battles - as usual.
       





      Encountering Monsters and Combat
      While exploring open terrain, gamers can encounter random and fixed battles, like all the previous franchise entries. However, FFX abandons the Active Time Battle system in favor of something completely new: The Conditional Turn-Based Battle System. This new system takes out hasty decision making in favor of a more tactical approach. During an encounter, a new menu appears that displays the turn-order of the battle. Faster characters/enemies appear more often then those with slower stats. Also, certain attacks or battle options can have an effect on the turn-sequence as well.
       
      Players control up to seven different characters, but only three can partake in battle at one time. What's interesting is the option to swap out characters mid-battle. Characters also have strengths and weaknesses against particular enemies, for example; Tidus is adept at fighting fast enemies, but has trouble with monsters that are heavily armored. These battles require a bit more strategy; gamers need to swap characters in order to win and gain experience. Weapons and armor are unique to every character,  each has a specialty and the customization truly allows players to develop a different experience during each play-through.
       
      A fun addition to battles is the back-and-forth commentary from the characters. Since this is the first Final Fantasy with voice acting, it was fun to see the characters calling each other out and complaining about battles. It was a little touch, but it was fun.
       


      Weapons and Armor
      Taking a page from previous franchise entries, Final Fantasy X allows players to customize equipment. While each character can only equip particular pieces, it's possible to add abilities and stat boosts to everything. Characters can equip a weapon and a piece of armor. While some of the items come with pre-equipped abilities, players get the option to customize their equipment using items found in the game. Once the amount required is reached, it's possible to use a number of items, such as potions, to add abilities. While it isn't necessary, it's an exciting addition to game-play.
       


       Overdrives: The New Limit Break
      In addition to a battle system change, Limit Breaks have also been overhauled. Final Fantasy X developers took what worked best in the previous games and made a solid limit break system called 'Overdrives.' At first, these gauges are filled the old-fashioned way -- by a character taking hits from enemies. As the game progresses, more options become available, and characters can fill their gauges by killing enemies, healing party members, or a number of other ways. Overdrives require a bit of work from the player; based on the character, you might have to hit a sequence of buttons, mix two items together, or play slot reels. Overdrives can also be saved - they do not have to be used immediately. They can also be changed by completing specific tasks, for instance; Tidus can gain a new overdrive by killing a certain number of enemies.
       


      Summoning Monsters
      Final Fantasy X developers completely changed how summoned monsters work. In other entries, summoning a monster usually took up one action with a devastating attack. In this entry, Summoner Yuna calls upon these 'Aeons' to fight in battle. After Yuna calls a monster, he or she takes the place of the party to defeat the summoner's enemies. Players actually control the actions of their summons. What's more exciting is building a summon's overdrive. Like the character limit breaks, summoned monsters can unleash a furious attack after their gauge is filled.
       
      While there are a particular number Aeons players can access through the story-line, there are a few that can be obtained through side-quests. Players can also customize the stats and abilities for their Aeons, making each play-through unique.
       

       

       


      Sphere Grid: A New Way to Level
      Combat isn't the only thing that developers decided to shake up. Once again, the creators decided to change how players customize and level up their characters. Gamers still get experience points from battles, but the way that experience is used is much different. Each character's stat growth is based on a Sphere Grid system. Through battles, players accumulate special spheres and sphere points. These can be used to upgrade a character's stats and abilities.
       
      At first, when players begin, each character is set on a path. It's important to collect spheres; they are required in order to learn abilities. While battles provide the most basic ones, there are specialty spheres that can allow characters to learn abilities outside their projected paths. As the game continues, it's possible to explore other paths and develop the characters in unique ways. No play-through has to be the same. In the international version and the new HD version, there is an option of expert mode. In this mode, all characters start in the middle of the sphere grid and can be developed in whatever way the player chooses. However, to completely explore the sphere grid, gamers have to be open to attempting some of the more difficult parts of the game in order to obtain the spheres needed.
       


      Mini-Games: The Fun, the Unfair and the Frustrating
      One of the most frustrating parts of Final Fantasy X involves the mini-games.  Not all of the mini-games are terrible, but a great number of them are required in order to get some of the best equipment in the game. A little challenge is fine, but most of them are so insane that they take the fun right out of the game.
       
      One of the mini-games done right is the monster hunting. It's an interesting side quest that requires players to hunt down 10 of every monster in a region in order to forge an ultimate monster. Players can then challenge these beasts and gain some rare materials. While these battles are challenging, they are not impossible.  Another fun side mission is discovering the hidden Aeons. Again, this side mission isn't required and it has a fair amount of challenge.
       
      Blitzball is another mini-game that players are forced into, much like the card game in Final Fantasy IX. The big difference here is that Blitzball is more fun to play, and you don't have to win in order to continue on with the story. Playing Blitz and recruiting players can be enjoyable, and it's possible to get some specialty items out of the deal. However, this is where the games stop being fun.
       
      Catching butterflies, dodging lighting, chocobo racing and other mini-games can be downright grueling. These mini-games are incredibly frustrating, but completionists will have to get past that. If gamers want to get the ultimate weapons and armor for every character, they must complete these mini-games to do so. While I agree that mini-games should be challenging, there is something to be said about mundane and repetitive tasks.
       


      Final Thoughts
       Final Fantasy X was a huge departure from the series as we know it, but it still has the look and feel to be worthy of the franchise. With incredible musical tracks, a daring new battle system, a unique story and multiple customization options, this is a definitely an entry every fan should play at least once. As the series continues to evolve, FFX is an excellent example of how something new can still feel familiar and an exciting display of what to expect for the future.
       

       
       
       
       

        • Post Type: Editorial
    19. Final Fantasy XI Retrospective

      After the success of Final Fantasy X, the series was about to take a completely different direction. So far, Final Fantasy was pretty much a single player game - if you don't count the few you can somehow split into a 2-player experience, of course. With advancement in technology and such an expansive world, it seemed to be the right direction for Square when they developed Final Fantasy XI into an MMORPG. What it became was a culmination of everything the developers had wanted for previous franchise entries but lacked the technology to do. Final Fantasy XI stepped away from the mold and became the first cross-platform MMORPG.

      Stepping Away From The Formula
      Before Final Fantasy XI, barring a few non-cannon entries, the franchise focused on a sprawling story where a single player controlled several party members throughout the game. With this new design, players could make their own hero by browsing the character creation, which had its limits. However, players could now take on the role of hero and decide how to develop that character throughout the game.
       
      Also, with online cross-platform capability, gamers could reach out across the world to connect with others and form their own party. With automatic language translation, it was quite possible to connect with just about anyone via PC, Xbox 360 or on the PlayStation network.
       
      Of course, with innovation comes a host of issues. This was a huge left turn for the series as the fans knew it. It required a paid subscription to play and there were plenty of problems in both game play and servers. However, those who really enjoyed the game do look on it as a labor of love, from beginning to the very last expansion pack.



       


      Does Our Story Ever Really Begin?
      Our story is set in the mythical land of Vana'diel, once a 'playground' for the gods and their children, all spawned from the mystical Crystal. After the Gods' children became headstrong and wished to become gods themselves, they were destroyed. After seeing this, the Goddess Altana wept - giving life to the main races of the world. The God of Twilight, Promathia, called Altana's actions weak, and poisoned the race with dark attributes. Promathia also created the race of beastmen, which serve as the main antagonists of the game, - and so the spiral of war plagued Vana'diel for all eternity!
       
      Sounds fun, right?
       
      After creating a character, based off of one of these races, the story begins in one of three main countries: San d'Oria, Bastock, or Windurst. These countries are banding together to defeat the evil Shadow Lord.
       
      And that's the long and short of it.
       


      Plot Overview
      The plot of Final Fantasy XI is very basic. Like many other stories in the series, it starts off with one main antagonist and then escalates into something far more crazy. Like most MMORPGs, the story takes a back seat to game play. It establishes the setting, the central focus for the game, and lets players run wild from there.
       
      The game contains several 'quest' and story objectives, and background is really dependant on character development. Through character creation, avatars are given strengths and weaknesses and placed in a particular starting area. Players essentially have to work their way up the ladder of their nation in order to go through the game.
       
      Additional story can be added via expansion packs, but these essentially provide more missions and end game content. Overall, the story is pretty vanilla.
       

       


      Game Play: The Very Basics
      FFXI is your typical MMORPG in a number of ways, but there are many things the set it apart from other games in the genre. Players create and control one character throughout the game, focusing on leveling up stats and completing quests. This can be done by exploring the world, speaking with NPCs, visiting towns and dungeons, and fighting battles. Of course, this isn't meant to be a solo venture. It's a better experience when players team up and tackle missions together, but there is something to be said about solo exploration.
       
      While there is a lot to this game, much of the enjoyment is found in actual game play; I'm merely providing these simple explanations - so let's tackle them piece by piece.

      Character Creation
      While other Final Fantasy titles have the characters pre-created, this game allows players to create, within limits, their own.  Players could choose from five different races: Humes, Tarutaru, Elvaan, Galka, and Mithra. They could also choose the gender (for most races) and alter the appearance of the character, but not by too much.
       
      From there, players choose a class and an allegiance. The 'class' or jobs were modeled after Final Fantasy III. Six come standard, others are gathered by completing quests or through expansion packs. The jobs work like they have in previous games. Jobs provide your character with abilities and stat growth.
       
      Allegiances are more or less the areas where your character can flourish, gain bonuses, and ultimately grow your character. As you climb your social ladder, the bonuses get better - but if you change your 'class,' the process starts all over again. This is part of the fun in creating your characters - it's important to choose wisely.
       
      Choosing a race dictates the bonuses, allegiances and the class type gamers could settle into. While any particular race could be any class, there are better combinations available. For instance, the Tarutaru excels in magic classes, but they make terrible warriors. Regardless of what players choose, everyone has the same basic background - which leads to some of the issues. The character scope is incredibly limited as far as customization is concerned. There isn't much to choose from and it can all seem pretty bland. But once players decide on a character - it's game on.
       


      Character Development
      While your character race usually stays the same, players could mix up their classes and allegiances.  While class changes are easier to switch, swapping your allegiance could be pricey and requires in-game currency. But before doing any of that, it's important to explore each city and really take it for all it's got!
       
      Players can also take advantage of auction houses, transportation, item storage and other exciting things in the cities of Vana'diel. Depending on your character's allegiance, a player can explore different parts of Vana'diel and really benefit from climbing societal ranks. By mixing things up, players could discover specialty armor, stat boosts, better weapons and rare items available to certain allegiances.  In order to get stronger, however, players have to level.
       
      Characters level by class, rather than leveling the character itself. A player's rank can grow by completing quests, but certain quests can only be reached by being a particular level. And that leads to the endless grinding. So, joining a guild or group is a very good idea. It's better not to grind alone - misery loves company.

      Healers, Mages and Tanks: Oh my!
      There is quite a bit of fighting in Final Fantasy XI, but it's very slow. Battles take some time, and unlike other franchise entries up to this point, players can actually run around in real-time. There is no 'separate' battle screen, but instead, monsters will just up an attack would-be adventurers. At the start of encounter, enemies can be 'claimed' by a player or a party, and no other player or party can join.
       
      Of course, if things don't go quite as planned, it is possible to die in battle. This results in losing a level or experience, and puts you back at the drawing board. Sometimes it's better to find a group.
       
      During battle, a player can go solo or have a party of up to six members. A varied group is a good idea: filled with magic users, support characters, a healer, a tank, and damage dealers.  Players can choose different abilities according to their class. The idea is to build up a party with 'skill chains' to constantly beat on the enemy with mages backing everyone up. Also, making use of 'Magic Bursts' or the game's limit break can really move battles along.
       




      Lack of Murdering and Killing Time
      Two of the main complaints with Final Fantasy XI revolve around the battle concept itself. The first main issue is a lack of Player VS Player. While there is a way to do it, it's only allowed in particular events and seasons. This is an MMORPG staple nowadays, and it was an area the game didn't excel.
       
      The second issue? Grinding. Endless hours of grinding. While many mention this as a 'labor of love,'  it took hours to do. While the game itself could be fun, it also sucked up a lot of time doing unnecessary things. At the time of its release it wasn't so bad, but as the years went on...it lost its luster.
       

       


      Final Fantasy XI: Final Thoughts
      It's hard to really consider Final Fantasy XI as part of the main series, but this is a franchise that defines itself by changing the formula. Borrowing from elements of the past, and crossing the console boundaries, this game established itself as worthy of the legacy. Though it lacked a decent story and it was an unforgiving grindfest, there is something to love about this MMORPG - otherwise it wouldn't have been the most profitable game of the series.
       
      There are so many things to explore: crafting, mini-games, different job classes, end-game content, and it's doesn't just end when you defeat the big boss. The game goes on. While it can feel like a job at times, it really does have some fun to it. But...good luck playing it on PS2 or XBOX 360 because those servers shut down in 2016. But this would not be the last MMORPG Square Enix attempted...no...there was a much darker, more sinister game planned...
       
      But before that, there were a couple other franchise entries to enjoy!
       
      So, what do you all think? Still playing Final Fantasy XI for PC? Or are you glad that chapter of your life is done? Let us know in the comments below!
       


        • Post Type: Editorial
    20. Final Fantasy XII Retrospective

      We have reached the final chapter of the PS2 era and not a moment too soon. On the eve of its remastered release, the time seems right to reminisce about the next title in the Evolution Series: Final Fantasy XII. Published just shy of 10 years ago, and with Final Fantasy XII: The Zodiac Age coming out on July 11th, this entry took a page from its predecessors and broke the traditional mold of what “Final Fantasy” was.
       
      Praised for its state-of-the-art graphics (for the time), seamless transitions, and exciting new battle system, it was considered a huge step forward for the series for many. A breath of fresh air! On the other hand, following the huge departure from the previous mainstream title, Final Fantasy X, this is also the game that alienated some die-hard fans. With a series this versatile, it’s best to test it out.

      Time to Make a Few Changes

       
      Before we dive into the game itself, let’s see what’s changed!  Unlike the last entry, Final Fantasy XII has an open world experience. There are far fewer ‘narrow hallways’ here, but that is the least complicated of the changes. First and foremost, Gil is no longer a thing – but players can pick up loot to sell at local shops. You must farm materials in order upgrade equipment, purchase new items, or lower the cost of available merchandise -- and you do that by fighting monsters with a fancy new battle system!
       
      Speaking of enemies, this entry does away with any random encounters.  Instead, players are gifted to a Chrono Trigger-esque style of confronting enemies in the field.  Players can also go on “hunts” to kill special monsters for big rewards, which is pretty fun. As for battling, most of the characters are controlled via A.I. using the “Gambit System” where players set up abilities and let their characters charge into battle.  Of course, things or more intricate than that, but we’ll get into the details later.
       
      The final thing that’s really switched up is the growth system. Players gain experience through battles that buffs up their stats, but that’s your everyday RPG. The new addition is the License Board that allows characters to perform actions as the “licenses” are acquired.  This functions a lot like the sphere grid, so it’s not a far cry. While all of these changes seem minor, they do have a major effect on how the game is played.
       

       


      Endless War in Ivalice

       
      Following the wedding of Dalmasca’s Princess Ashe to Prince Rasler of Nabradia, the Archandian Empire invades both countries. With Rasler and the King of Dalmasca murdered, the chief suspect is the Dalmascan Captain, Basch. In the aftermath of Princess Ashe’s suicide, the traitorous Basch is sentenced to death. However, political intrigue is not always as it seems.
       
      Years later, a street rat, Vaan, gets himself and his friend, Penelo, drawn into the underbelly of the Dalmascan resistance as they try to take down the Archadian Empire. A story of blood, royalty, war and sky pirates paints a picture that not all conflicts are black and white.

      War, Pirates and a Little Bland

       
      Though the plot seems like it would be rolling with twists, turns and unexpected surprises, for a war story, it’s a little on the dull side. While the intrigue is there, the story seems to fit more in a MMORPG than an epic JRPG. There is so much going on; however, there is something to be said about a few weak characters.
       
      While I found several characters very well developed, (I loved Balthier and Basch!) some I felt lacked significant draw – mainly, Vaan. I understand that his character was meant to be vanilla in order for players to emulate with him, but I still didn’t feel the connection. It’s not so good when there are other more interesting characters overshadowing your main protagonists.
       
      In addition to the character problems, the soundtrack was a bit lacking. While it was a beautiful soundtrack, it's hard to compare to previous franchise entries. The title track, "Kiss Me Goodbye" stands out, but the rest is a little forgettable. It's really hard to follow Nobuo Uematsu.
       
      The story itself seems to seep in the lore, war, and turmoil of Ivalice itself. Of course, it could be argued that is the nature of this particular story. Stories of war are less focused on particular individuals as the situation surrounding them is far more threatening. It’s understandable why the plot and development play out as they does, but it’s also expected that not everyone would enjoy a less character-focused narrative. Either way, Final Fantasy XII does have a lot of love from its fans, and it’s all a matter of taste.
       


      Setting Up The Gambits and Licensing

       
      Final Fantasy XII's game-play starts off like any other entry in the series. Players control their party while navigating the world map, dungeons and towns, but this time it's possible to rotate the camera for a 360° view. In the field, the party of three is spread out, but while searching towns, players can only control Vaan. The world is mostly navigated on foot, by chocobo or airship - and they can also teleport between gate crystals. Players can explore Ivalice while battling monsters, covering plot points, or searching for treasure. The treasure, however, can be an irritating thing. It's always a gamble opening chests. For instance, you could explore a dungeon hoping to open a chest that could possibly contain a powerful weapon only to open it and discover a potion. It's a matter of chance, which is a little frustrating.
       
      While traveling from place to place, unlike previous franchise entries, players can actually see the monsters they could encounter. Monsters can range in difficulty - but slaying the beasts can earn the party EXP and loot. It could also fill in the game's bestiary, which can prove useful for farming materials. One criticism of Final Fantasy XII that the game requires excessive grinding to get items, level characters, and unlock all potential bazaar items. While some fans are pleased with this, others looking to enjoy the story may find themselves disappointed.

      Battle System

       
      One of the biggest changes in Final Fantasy XII is the battle system. While this isn't the first game in the franchise to change how the game is played, it is one of the first to incorporate a combo of the Active Time System and A.I. You can initiate commands through a battle menu, like usual, but you are given the option to set up actions. The new gambit system allows characters to take care of fights on their own.
       
      Overtime characters acquire gambits that work as one of the following actions: Target, an action, or priority. Targets specify the main focus of a party member at the onset of battle. For example: Vaan can either heal an ally with below 70% health, or attack the weakest target first. After the target is set, the action is carried out. Finally, the priority indicates which gambit should performed first. For many, this was a refreshing take on the battle system. Setting up gambits for battle requires a bit of finesse and it depends on how you develop your characters.
       
      In addition to the gambit system, players can also summon creatures called 'Espers' into combat and use limit breaks. Espers actually act as another party member until the time runs out or the summoner has been KOed.  In order to get them, players must defeat them battle. Limit breaks, or "quickenings" are unique to a character, can be advanced by the licensing system, and can be strung together for an ultimate chain attack.

      Licensing and Building Weapons

       
      Final Fantasy XII's level up system relies on two things: experience points and license points. As with most RPGs, fighting battles earns EXP. Earning EXP leads to stat boosts, but characters cannot grow through strength, magic, and health improvements alone. In order for characters to gain abilities, characters must obtain license points in order to improve on their skills.
       
      License Boards are split up into two sections: upper and lower. The Upper part focuses on Magic, techniques, accessories and augments, while the bottom takes care of weapons and armor. Players can use license points to upgrade available abilities. In order to activate the items ON the licence board, you have to actually have them. This could make the process a little bit daunting. Also - Espers and 'Quickenings' can only be assigned to one character. While all characters can obtain any license on the board, the Espers and Quickenings are character specific. While this does allow for a lot of freedom, it could also be tedious building points, finding the loot, purchasing the item, and then activating on the board. It's a game that requires time and patience.
       


      Final Fantasy XII: Final Thoughts

       
      A fresh step in a new direction, Final Fantasy XII is a cherished fan favorite. While it is one of the more difficult games in the franchise, it dared to shake things up for a new take on the JRPG. Though there were a few character and plot issues, the story is pretty solid. The music, though not as strong, suits the game, and the battle system is an exciting twist on the old franchise. Final Fantasy XII may have caused some controversy, but it is an excellent addition to the legacy and a fitting end to the PS2 era. July 11th can't come soon enough!
       
      So where does Final Fantasy XII sit on your list? Want to learn about Final Fantasy's first MMORPG? Let us know in the comments below - We'll see you on the PS3!
       

       
       

        • Post Type: Editorial
    21. Gaming For The Nerd at Heart

      Well, first off, this is my glorious ode to my life-long love affair with games. Included in these posts will be stories of games gone by, reviews, and "deadicated" insight on the games of now.

       

      For the most part, I am a big nerd trapped in a smaller nerd's body; but I say embrace that inner nerd. It is for the best. What else could we be if we were not true to ourselves?

      These posts will range from personal tales that connect me to the video games of old to comparisons and reviews in modern times.

      Honestly, anything is "game"... 

      HAHAHAA. Okay, enough.

      Anywho, I plan to wade into an ocean of board, PC, and console games alike! 

       

      I hope that you'll enjoy and look back at your own gaming lifetime and smile. I grew up on games - and I hope those of you, out there enjoy a nostalgia trip as much as I do. 

      Thanks for reading!

       

      -Sera

        • Post Type: Editorial


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