Final Fantasy Anthology
With the release of Final Fantasy
VIII, all things role-playing have seemingly reached the pinnacle
in PlayStation technology. With its sweeping cinemas, detailed
character designs and a whole bucketload of options, it's hard
to recall the days when small sprite characters and 16-bit soundtracks
ruled the RPG roost. Enter Final Fantasy Anthology.
Bundled in one package, Final Fantasy Anthology boasts both Final
Fantasy VI (formerly on the Super NES and known as FF3 here in
the States) and the never before released Final Fantasy V, as
well as a music CD compilation of fan-elected music tracks from
each of the titles. But what can these two, seemingly antiquated
games possibly offer that hasn't already been done better in the
two 32-bit Final Fantasy titles? Oh, only some of the best storytelling,
characterizations, and gameplay ever to grace consoles since the
inception of console RPGs.
Still doubtful? Read on.
Graphics
Most fans of the series will remember just how revolutionary the
Final Fantasy series was back in the days of the Super NES. Most
notably, Final Fantasy VI did things, visually, that seemed to
stretch the boundaries and technical limitations of Nintendo's
16-bit machine. From the ultra-detailed backdrops in the opera
house to the incredibly expressive character designs, it was hard
to find a more beautiful role-playing game until the arrival of
the 32-bit machines.
But now with present day 3D
polygonal characters and motion-captured animations, it's hard
to not look at these games and realize just how far we've come
in terms of technology and graphics. Is it possible to bear 50-plus
hours of pixelly sprite characters scrolling across flat, primary-colored
landscapes without yearning for the lush CG environments afforded
by 32-bit?
Answer: Most definitely.
While Square has pegged on brand
new CG rendered opening cinemas for both games, the inclusion
feels little more than a token gesture to show gamers how the
games' characters MIGHT look if they were redone for some next-generation
system. They're pretty and placating for the brief time they're
on screen, neither cinema really represents either game as well
as the real in-game graphics do. And if anything, the cinemas
serve as stark contrast to the game graphics, which will be a
shock to those who've never played either FFVI or FFV.
Though beautiful and stunning
in context, both Final Fantasy V and VI were forced to rely mainly
on gameplay and storyline to immerse players. Instead of simply
using characters to visually act out their emotions (though you'd
be surprised just how expressive they can be, especially in FFVI!),
Square had to lean pretty hard on using sound, dialog and atmosphere
to draw gamers in. From the genuine relationships that develop
between the different characters in FFVI to the desperate quests
of the chosen warriors in FFV, you won't find it difficult to
get past the simplistic graphics or seemingly out-dated gameplay
conventions and become involved in each game fast. Using the Mode
7 graphics engine from the Super NES, the further you progress
into each game you'll often find yourself dazzled by rare moments
of real visual beauty during each game, which is true testament
to how well both adventures have withstood the test of time.
Sound
Just like FFVI and FFV's graphics, both games' musical scores
are still just as surprisingly catchy and moving as they were
several years ago when they were released. Sometimes strikingly
delicate and other times simply functional, there are so many
classic tracks that it's easy to look past the ones that haven't
survived the ages as well. Not to mention that many of the best
tracks have landed on the music CD packed in with the games, what
more could you ask for? Sound effects? Though sounding a little
dated in some cases (some of the effects heard in battle sound
like ripping paper, instead of a real sword slash), nothing can
beat Kefka's maniacal laugh in FFVI or Hydra's desperate yelps
in FFV. And considering the system that both games were originally
programmed for, the feat is even more astonishing.
You'll also find that there's
plenty of similarity to even the latest Final Fantasy games. Most
notably the battle music has almost remained the identical, including
the strange be-bop tune that loads up during most scenes involving
Chocobos. Just try keeping your eyes dry during the scenes that
utilize the track "Parting Sorrow" in FFV (sorry, don't
want to give any spoilers as to where it's used!) or "Epitaph"
in FFVI. With so many memorable tracks spread across FFVI and
FFV, you can almost say that the music has surpassed the graphics
in both games and still does to this day. In fact, there will
be guaranteed moments that feel as if the soundtrack is using
CD technology in order to re-create tracks that sound incredibly
orchestral.
Gameplay
The one aspect of Final Fantasy Anthology that will never seem
out of step against present-day standards is gameplay. Square's
inclusion of both FFV and FFVI was a wise choice in that each
game encompasses incredibly unique features that have been used,
mimicked and aped by other RPGs to this date. From the clever
and challenging Job System found in FFV to the Esper system used
in FFVI, if you've never played either game before, you'll be
surprised by how many later titles have used these conventions.
The Job system shows an inkling
of where FF Tactics originated, while the Esper system has made
appearances under different guises in games like Wild Arms (tweaked
and called the Force system) and Suikoden (a variant called the
Rune system). In many ways, playing through FF Anthology will
be like being introduced to the basics of role-playing all over
again, but you'll be able to glimpse how many of the precedents
for these present-day conventions were born.
Final Fantasy V
One of the three Final Fantasy games never to make it across to
US shores, Final Fantasy V has been thought of by some fans as
one of the best of the series. Though rough in some of its game
design (point-to-point quests with very little variation) and
with a seemingly over-simplified quest (bump into three warriors
and then save the world), there are so many things that make FFV
just as epic and grand an adventure as any other Final Fantasy
game.
As the game begins, you assume
the role of Bart, the traveler, who inadvertantly stumbles into
a disaster waiting to happen. Along with Reina (a princess), Faris
(the sea-faring pirate with a secret) and Galuf (a feisty old
warrior with amnesia), you discover that the world is in danger
of losing its four most basic elements: Wind, Water, Fire and
Earth. As you travel the world in order to protect each of the
crystals that represent the elements, your adventure takes on
a grander scope and spreads out to different planets and worlds.
While the quest, itself, remains very straight-forward, there
are plenty of twists and quirks in the storyline to help you to
identify with each of the characters. And the satisfying translation
maintains a good breadth of humor and whimsy, giving each warrior
a fully fleshed out personality, complete with individual histories
and heritage.
But, the most notable feature
within FFV is the Job System., which enables you to pretty much
customize your characters as you go along. With up to four characters
in your party, you'll discover Crystal Shards which grant your
characters the chance to switch "jobs" ranging from
Red, Black, White or Blue Mages to Knights and Ninjas. Much like
FF Tactics, each job contains Abilities, which are available to
the character immediately, such as the White Mage's ability to
use healing spells. As you fight, you'll earn ABP (ability points)
which count toward the job you have equipped. When you've amassed
enough ABP, you'll clear a level of that specific equipped job
and gain the skill to use certain earned Abilities even if you
switch Jobs. Therefore, if you have Ninja job equipped and you
clear the first level with your ABP, you'll earn the chance to
use the Dustb special Ability no matter which job you have equipped.
Sound confusing?
Don't worry, once you get the
hang of it, the Job system becomes incredibly engrossing and actually
adds a whole other dimension to the game. In fact, you'll need
to master certain jobs in order to battle against some of the
hidden or optional bosses in the game (just try defeating Shinryuu
in the last dungeon without the Ninja or Lancer jobs under wraps).
Add in a variable ending, some very clever secret sub-missions
and one of the best villians/anti-heroes in all of role-playing
(Gilgamesh!) and FFV is undoubtedly worth every minute of the
40-plus hours it will take to completely beat it. Taking into
account that this is the first English release for the game, FFV
alone should be enough to warrant FF Anthology's purchase - but
there's more.
Final Fantasy VI
Considered by many diehard RPG fans to be the brightest jewel
in Final Fantasy's crown, Final Fantasy VI is deserving of the
praise based on characters, storyline and the ungodly amount of
sub-quests, secrets and options that pack this 50-plus hour quest.
When the game was released back in '94 on Super NES, Final Fantasy
III (as it's known here in the States) represented everything
an RPG should be and bumped up the standards in gameplay by including
an inventive Esper system that nearly doubled the amount of options
characters had in and out of battle.
Another feature strongly tied
to FFVI is the incredibly large cast of characters available to
join the player's party, including Terra, a mysterious young girl
with unspeakable powers, and Edgar, the engineering emperor. While
each character's story comes into play at some point in the game,
it is ultimately Terra's game. Discovered deep in a mine, Terra
is the key to what is happening in the world of FFVI. A thousand
years after the War of the Magi has nearly destroyed the world,
civilization has reached a prosperous period where technology
has replaced magic. After Terra is found, her green hair and ability
to use magic (an ability lost on all humans) make her the target
of an empire seeking to revive the ancient art of spell-casting
in order to conquer the entire earth. And it is from this point
that players are basically plunged deep into a world full of romance,
intrigue, danger and adventure.
Using some elements from the
former games in the Final Fantasy series, Final Fantasy VI basically
took all of preceding RPG concepts and either came up with something
completely new or refined them enough to make them its own. There's
so much to say about FFVI that it's difficult to squeeze it into
a shared space with FFV. But it's the sheer amount of stuff within
the game that makes it truly outstanding, and this was seemingly
the first time that so much freedom was given to players in an
RPG. From the non-linear feel of much of the quest to the absolutely
staggering amount of secrets to the individual abilities that
each character has inside and outside of battle, this is one game
that never ceases giving, even until the end.
One of the more memorable systems
within FFVI is the Esper system. By using it, you can equip certain
"spirits" or Espers which can then gain levels by earning
Magic Points in battle. When your Esper gains levels, you'll then
be able to cast specific spells or magic. While this may sound
like a rehash of FFV's Job System, the challenge in finding all
the Espers is not. And once you take into consideration all of
the other specific abilities inherent in each individual character,
the game really opens up and feels almost like there's too much
stuff to collect, learn and master.
But, when all's said and done,
it's the storyline that determines the fate of an RPG; whether
it transcends its technical limitations and goes on to be remembered
for years later. FFVI is exactly this type of game, with its intricately
detailed plot, criss-crossing character relationships and involving
human (melo)drama. A game of this caliber has yet to be matched
for the ground it succeeded in breaking both in its gameplay,
real connection with players and its scope.
Comments
It's been a long time since
I loaded up either of these games. When the real opening screen
of FFV came up onto my screen, the small sprite characters and
pixellated logo almost made me break into giggles at how outdated
the whole thing seemed. But the moment I took control of Bart
and rode my Chocobo over to the meteor crash site, I knew that
the initial impression was fleeting. Since I'd only played FFVI
and not FFV, I was completely taken by surprise by how deep and
involving every aspect of the game was. From the highly addictive
Job System to figuring out how to equip my Mime, I really enjoyed
this game for the full 40-plus hours it took to beat it. Though
I was more familiar with FFVI, it had the same effect on me --
even five or so years after I played through it the first time.
The history of console RPGs
and Square's role within it is the crux of why FF Anthology is
such an important collection to be re-released on PlayStation.
While some may snub the package as a way for Square to cash in
on the recent Final Fantasy hype by sloughing off old games that
were already translated and ready-to-go, this would be missing
out on the chance gamers have with FF Anthology.
Final Fantasy V and Final Fantasy
VI both have enough of those treasured definitive gaming moments
during each quest to last through this current generation of software
and probably the next. Who could resist the charm of Shadow (FFVI)
or the genuine bond felt between Reina and Faris? Eventually I
even found myself liking these games more so than FFVIII. Though
the graphics will pale in comparison to those found in Square's
latest eye-candy fest, its gameplay and characters remain as fresh
as they were when they were released. This is the type of experience
that cannot be beat even by many of today's RPGs and for the package
and price, it shouldn't be missed out on by anyone calling themselves
a fan.