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When it comes to breakthrough Final Fantasy games, Final Fantasy IV
easily makes the grade, but unfortunately this came at a time long ago
when standards were much lower. As the first Final Fantasy for the SNES,
it had monumental strides in plot and character development. While these
elements may be good, they still don't hold a candle to games later in
the series.
With Final Fantasy IV came a large emphasis on
plot and characters that had never been seen before. The three Final
Fantasy games preceding it basically just had four characters in a plot to
save the world from darkness. Final Fantasy IV instead tells the story
of one man: Cecil Harvey, and his quest to save the world. After he
notices the king he'd worked under beginning to act much more evilly
than normal, Cecil is given a task by the king that is meant to kill
Cecil, which
sends him into a series of events leading up to the inevitable saving
the world plot. The plot is very character-driven, but sadly it's done
in a poor fashion. Cecil, who is central to this story, comes up very
low on the list of interesting personalities. He begins as a dark
warrior and later
becomes all good and noble. Aside from that, he has nothing. Then as the
quest goes on, Cecil gains and loses party members like the wind. In
addition, each time a party member leaves the group, they typically
leave by sacrificing their own lives. Or do they? Too often the
characters sacrifice themselves, yet miraculously still live. It seemed
to me that their miraculous survival was a weakness in the writing and
that the creators of the game were too scared to think how people would
react to killing off characters, but that's just my opinion.
Some of the characters have really entertaining
personalities, but because they come and go so quickly, their
development is never really seen. Possibly one of the most disappointing
aspects of the game is that you encounter so many people with
interesting abilities and personalities, yet you can never swap out
party members to form your own team. This might have been a lack of
designing capabilities since Final Fantasy VI was the first one to
actual do this, but it would have been nice in Final Fantasy IV. With
such a large cast of characters, it would have been appreciated. Also,
because you couldn't change your party around, the final team given to
you is set with their abilities, so the option to customize your
team and go with original fight tactics is completely lost.
Some of the end of game's sidequests I can get
behind. They're not fun sidequests like I always enjoy, but they
have good sidequests to gain better summons or weapons and things. There
aren't a ton of sidequests, but it's nice. Along this same
thought are the final weapons/armors. They are basically all found in
the final dungeon, which is actually not a bad thing. You don't have to
search the entire world looking for a secret battle to gain the best
sword for Cecil or anything along these lines. You can see the treasure
sitting there on the screen, you try to take it, fight a difficult
villain, then the weapon is yours. It's simple, but after too many
lightning bolts to the head from Final Fantasy X, it is very welcomed to
just up and take the best equipment.
This game has a few areas that are interesting
in how you must approach them, such as one area where you must use
non-metallic equipment. It's a neat feature that makes a new area
interesting, because in early games like Final Fantasy IV where all the
dungeons look the same, it gets a bit monotonous, so adding something
like that breathes a bit of new life into it. Though because of
this, it is a very difficult dungeon.
The ability system in this game is very
straight forward, but I had a few issues with it. First off, the
magic usage is pure crap. This was the first FF to implement MP, but
despite the huge improvement over the old system of limited uses
of levels of spells, the MP was incredibly costly. A rough fight
could cost your white mage most of his/her MP to just cure your
fighters up to full life. And if that white mage is also your
black mage, then you'd better hope you have a lot of ethers (which
by the way, don't provide much MP...).
Aside from MP, the abilities are decent
enough. In general, physical warriors should only attack and mages
should only use magic or defend. Warrior abilities include things
like 'kick' that does a small amount of damage to all enemies. If
you go back and fight hordes of weak little imp guys, then it might
help, but if you proceed as normal, it'll take about a million kicks
to kill enemies.
The graphics and music are both about the
same. They're not disgusting, but nothing too special. The menu
interacts decently, though the most annoying thing in the world is
that after using a spell in the menu (i.e. Cure), it immediately
goes back to the magic selection menu, which means instead of
selecting "Cure 2" and using it once on Cecil, once on the
party, and once to cap off Rosa (for example), you use Cure 2 on
Cecil, re-select Cure 2, use it on the party, re-select Cure 2, and
use it on Rosa. It's not a huge flaw, but with all the menu
transitions and such, it's just an annoyance that would require a
tiny fix and make things much more tolerable.
The game is decent, but nothing special.
One thing, however, that I'm highly looking forward to is the remake
on the Nintendo DS. With improved graphics and some small bugs
fixed, it could amount to a pretty good game. Though the essential,
unchangeable things such as story and characters will still hinder
it. But pretty FMVs, completely re-rendered material, and reworked
systems will easily make me drop the money to own it on my DS. Goatbob's Rating:
6.5/10 Lamps
         
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