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Final Fantasy I. The one
that started it all. The one that was supposed to be the Final Fantasy
for creator Hironobu Sakaguchi as he planned to retire from video
game development, but instead it became a huge hit and he turned the
game into a spectacular series. Why? Well, back
in 1987, once you knew that you could take the warp pipe to world 4,
then the warp pipe to world 8, and with enough practice you could beat Mario
in fifteen minutes, you start looking for a game you can play for
hours and repeatedly. What I'm getting at is that Final Fantasy I is
not a wonderful game today, but in the early 90s? It's unbeatable.
Don't let the rating for this review or my negative comments deter
you. I'm comparing this game to the games that are out today, which
is totally unfair.
First off: the story... And that was that!
Whew. Good discussion, guys. But seriously, the plot is very basic.
To the point that you really don't know what you're doing or where
you should be. You just have to see what you can reach on the map
and go there. And talk to everybody in town, just in case. I
strongly recommend using a walkthrough for this game, even if you
don't normally use them or whatever. The people tell you like
"Go Light Warriors!" and from that you're supposed to just
know that they want you to go to the city to the south and
talk to that guy in the upper left corner that looks like every
other guy in the whole town. It's pretty bad, but whatever. With a
walkthrough it's tolerable.
Onto the characters. To start the game you
simply pick four characters and use one of six classes for each one.
There are good choices like the fighter, and bad choices like the
thief. You can use more than one of each, and for a good team
balance, it is fairly beneficial to have more than one fighter. My
team this first time through was two fighters, a red mage, and a
white mage. It was pretty dang effective. A word to the wise though:
the teams do not come with set names, so you must name them all (in
four letters or less). It's best if you don't name them all Butt,
Butt, Butt, and BUTT. It's really hard to tell them apart. Trust
me. Games should never allow four letter names. Too many good words
are four letters long. Like butt.
The ability system in this game is pretty
crummy, but it gets better as you go. For the first few dungeons,
it's pretty useless to have any mages. You only have a few spells
you're able to cast and the only thing left for them to do is
attack. The one thing white mages, black mages, and thieves suck at
is attacking. However, later in the game you start getting some more
spells, which makes them more helpful. In addition, you start
getting equipment that you can use in battle infinitely many times.
It's hard to explain, but here's the gist of it:
To start, the game has a unique system for
carrying equipment. Each character can carry four weapons and four
armors. This is a nice system for weapons because each person
carries their own weapon and three others, which adds a neat sense
of realism to the game, despite the 99 potions in the invisible sack
they carry. With the armors, however, you can equip: body armor,
helmet/hat, gloves, and a shield. For most of the game your fighters
are the only ones that have all four types of armor even available,
so the remaining characters become your pack mules for extra
equipment. The problem with this system is that if all four
of your guys have all their equipment on and you find or try to buy
new armor, you can't carry it! You have to ditch something old to
pick it up, which is really hard because if you find new armor you
just get a message saying "You can't carry anymore" so you
don't even know what/if you should drop something. It's a neat
system to carry your own equipment, but there needs to be a bit of
stock equipment still.
Onto that battle equipment I mentioned
earlier. In battle, you have five commands: fight, magic, drink,
item, and run. Fight, magic, and run should all be familiar to any
Final Fantasy player. Item should too, but it's different here. The drink
command is the command we all know as item. With it you can use
potions and antidotes on your teammates or yourself. The item command
brings up a list of the four weapons you're carrying and the four
armors. For a long time, I had no idea why we needed a battle
command to see our equipment, but it's because certain items hold
awesome powers. Some items can cast a certain spell when used, such
as the Zeus Gauntlets cast Bolt 2 on all enemies and the Healing
Staff casts a spell the slightly heals the whole party. With magic
so limited in this game, these magical items are very useful.
So it's pretty helpful for your white mage to carry some items for
healing or magic attacking so you don't need to actually tell your
white mage to attack and do the 1 damage they always helpfully
provide.
Let's talk battles now. The magical
equipment I mentioned? It doesn't come into play until over halfway
through the game. It's a short game, so it's not horribly long, but
the first half of the game you'll be either sitting in a forest
leveling up or just... dying. The random encounters in the game can
be very painful. The game reuses old, weak enemies as you go
through, but they like to use them in bulk. Sometimes you'll fight
up to nine enemies. Oftentimes the number of enemies is randomized,
even with the tough guys. For example, you'll fight a specific fight
to open a treasure box, and that fight will have powerful sorcerers.
The number you'll fight, is random. If you're lucky: one or
two. If you're unlucky: six. Luck is huge in this game. The thing
that really makes battles difficult is that for the first couple
Final Fantasy games, you don't change targets if your target dies.
So if three people are set to attack one monster, and the first guy
kills it, the other two guys attack air. Take that, air! So
getting into fights of six to nine enemies can be really annoying.
Will my one fighter kill this guy alone? Should I have two people
attack it? I might need my other guys to hit other ones, but if he
doesn't kill it, I need it dead. It's... annoying.
As you go through the dungeons you'll fight
some really tough random encounters. To the point that you're trying
to find whatever you're in the dungeon for and get the hell out.
Problem is: you still have a boss to fight first. The random
encounters wear you down, so then you get to the boss at 1/4 your
normal health with no more magic spells. Wonderful. Then the boss
uses some powerful spell and wipes out the entire team and you're
back at the last inn you saved at. Even if you do manage to
kill the boss, the exit spell is really late in the game, so
now you have to go back through the killer random encounters,
and your mages? Probably dead. Fighters for the win! By the way, the
exit spell? You get it at about the point where the game gives you
teleporters at the end of the dungeons to warp out of the dungeon...
I'm still looking for the logic in this too.
So unless you work up a lot, you'll find
yourself struggling through dungeons. Some of the weaker enemies love
to poison you, and lemme tell you, poison sucks. It
doesn't hurt that much, but it's really annoying. You don't get an
antidote spell for your white mage until about halfway through, and
even when you do you have to level up enough to have more than one
use of that spell. So you have to buy the expensive antidotes from
the store. Oh, and sleeping at an inn doesn't cure poison. Knowing
this, can you see why a fight with nine really easy enemies that can
poison when they attack can be annoying? Nine poisonous snakes
attack you enough and soon you're reaching for four 75 gold
antidotes (for the mathematically impaired, that's 300 gold total).
For that you can get some good equipment early in the game. In
addition, when you are hit with a status effect like poison or
petrify, at the end of the battle your group is rearranged for you
to put the affected party member at the back of the party. Aww, how
nice. But it's not! In this game, your order is important
because the first person gets attacked the most, while the last gets
attacked the least. So moving a poisoned member down is helpful to
keep them out of harm's way, but if one of your damage absorbing
fighters is poisoned, they'll swap him with your white mage. White
mage + physical damage = very ouch. Don't let your mages lead the
party. Just... don't. If a fighter gets poisoned, go to your menu,
cure the poison, and move him back to his original position.
There are more things to mention, but
they're all just stylistic things. Like when somebody dies, until
you get life (waaaay late in the game), you have to go to a magic
store that's not even in all the towns to revive party
members. The music is NES and nothing worth mentioning. I don't
think I would've made it through this game without an emulator's
speedup button because things like battles are so slow. It's a very
basic game and it's fun to see how Final Fantasy started, but if
you're that curious, just read 8-bit
Theater. It's more entertaining.
Final Fantasy I gets my lowest rating of
the series, but basically if I were suddenly warped back to 1990,
I'd end up playing it a lot, that's for sure. But here in the
present, there are many better choices. Only play this if you're
hardcore FF masta. Goatbob's Rating:
2.5/10 Lamps
         
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