The game opens with some lovely midi arpeggios while a loose backstory is given through a wall of text. You are then taken to the party creation screen. Here you select four characters out of six possible classes (though it is possible to have multiples of the same character should you desire it), and name them. These are now the Warriors of Light, prophesied to save the world. The classes are: Fighter (high attack and defense), Black Belt (high health and accuracy), Thief (high ability to run from combat like a coward), White Mage (healing and defensive magics), Black Mage (damaging and other offensive magics), and Red Mage (limited proficiency with both schools of magic and reasonable combat ability).
It's only after defeating Garland and saving the princess that the title screen even shows up. And looking at it, I can understand why. If the A-Team had a hand in the making of this game, of course they want to jump straight into the action. It suddenly makes a lot more sense. Sadly, the same can't be said for the plot itself.
While it might have seemed like saving the princess was important from the way everyone was yelling at you to do it, your actual reward is a locked castle treasury (the key to which is who-knows-where) and a bridge to go to another town and see if they have any errands for you. Aren't you supposed to be the mighty Light Warriors? Isn't your goal supposed to be saving the entire world in some way, or at the very least felling all manner of foul and ill-tempered beasts so that your name might be passed down in legend?
- Get a boat so you can...
- Find a guy to tell you about a cave so you can...
- Clear the entire cave of monsters to get a crown so you can...
- Find Astos to give him the crown so you can...
- Defeat Astos to get a crystal so you can...
- Give the crystal to the witch to get the herb so you can...
- Give the herb to the cursed prince so you can...
- Get a key to finally get some freaking treasure.
The good news is that the battling itself isn't terrible. Battles consist of rounds, with each round providing an opportunity for every participant in the fight to take a turn. You are given a menu with the options to attack an enemy, cast a spell, drink a potion, use a magical item, or attempt to run away. The order of turns is apparently random each round, although it seems like some characters tend to take longer than others to act. With each attack you are shown who or what is attacking which target, how they are attacking it (if in an unusual way), and then the result of that attack (either the damage dealt, or that the attack missed, or possibly some other effect). After everyone has taken a turn, the next round begins until there is either a winner or you flee the battle. Upon a battle victory, you are rewarded experience points and gold. The former of these grants you better stats as you reach certain numbers of points (to "level up"), and the latter obviously lets you buy things.
But the magic is a pretty neat addition regardless. You buy the spells from shops (and these are the most expensive things in the game), and thus "teach" them to your mages. Spells are divided into schools of white and black magic, and then again into spell levels, of which there are eight. Level 8 spells are very powerful, while Level 1 spells are pretty worthless. There are four spells per level per school, though any given character can only learn three spells per level, requiring some planning and choice in the matter. While the Red Mage class can get by attacking with swords and the like, the White and Black Mages are far too weak to do anything but cast magic. By the end of the game this is great because their arsenals of spells will be exceedingly helpful, but it's a pain in the ass when you start. Especially because you are limited to a certain number of spell casts per level before you need to rest, so early on when that number is low, you will be out of magic quite often. And since their attacks are worthless, you end up just carrying dead weight on your team. No good.
There are even some fun side-quests that really help you out, such as finding Bahamut, King of Dragons. He sends you to a dungeon of sorts - appropriately called the Castle of Ordeals - to prove your courage, and then rewards you by giving each of your characters new and improved classes. The Fighter becomes a Knight, the mages all become wizards of their respective colors, the Black Belt becomes a Master, and the Thief (who as you might recall was good solely at fleeing battle) now becomes a Ninja, and that's awesome. It's like an added bonus for putting up with an otherwise worthless class for so long. With these new classes come new abilities, such as the casting of higher level spells, or drastically improved stats, or the ability to use more equipment. And with your newfound power you recharge each of the orbs, one by one, to reach your final destination.
And how sweet is it that you get a spell called Nuke? Oh sure, there's fire and ice and lightning, and sure you can heal people and blind enemies and all that...but we're talking about a guy splitting an atom and doing it like he's firing a Street Fighter-style hadouken. And directing it all into your face. Is it worth all the hours of play to get to the point at which you can begin detonating nuclear bombs on people's heads? Unequivocally, yes. Yes it is.
Final Fantasy was definitely groundbreaking in a number of ways. While it has some noticeable flaws (even some spells that outright weren't programmed correctly), and its first half is grueling and pointless, its second half is really engaging and entertaining. The plot goes from possibly interesting when you turn on the game, to cliché, to non-existent, to minimal, and then back all the way to well-thought out and surprisingly decent. It's a game with ups and downs, but it's always better to start with the down and improve than the reverse, and Final Fantasy does this. It's certainly worth a look, although you may have to be patient at first. Give it time - it grows on you.
Bottom Line: 14/20
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