The best, worst and sharpest games in the Final Fantasy series

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The best, worst and sharpest games in the Final Fantasy series

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Best, Worst, WorstThe Best, Worst, Weirdest focuses on the three installments of the long-running video series to assess its strengths, failures, and where they are missing.

The last thought it is the spirit. Not to take a picture of your mirror next to the top garnish plated eggs, then hashtagging it & # 39; s kind of way. (Although we were able to see the full range of people walking around) Final concept XV to do exactly that.) A 30-year-old Square-Enix animated series series and using its latest installment this week, in the form of a major franchise return The final concept of VII-You are united not by continuous narrative, nor by consistent beauty. Weapons, enemies, flying birds with big cartoon eyes, musical motifs – all of this is repeated The last thought pantheon. But the games themselves tend to be completely different things, from their superheroes to the technical level of how they play. What they share, which explains the multifaceted crystalline heart of all The last thought title (15 in the main series, 60-plus when counting spin-offs), feeling.

Hironobu Sakaguchi, the person who created the original The last thought In 1987 – expecting it to be the swan song of his acting career – he became famous. The word “Sabishii,” a Japanese word for “loneliness,” was the way he described the game he wanted to play. And he was successful.

From that broken, mixed, but dangerous mountain trip, to the history of the last days where you made it Pacific Sunwear Types Call and drag the demon gods to kill the incomparable fish in times of tranquility a sci-fi polo nightmare, everything The last thought games combine a sense of wonder and humility. They pull you through beautiful worlds and high melodrama. They place the burden on you for a real future. But still they leave you feeling young. The last thought lets you get the glamorous mix of swords, warriors, sasquatches, The messiah fashionistas are waging war on their clothes, and cats are robotic riding robots, while they all fight angst and gain strength in unity. However, to the best of their ability, these characters, and you, through your representative, feel like people who are going to bed worrying about the dumb little things. The last thought you are lonely; all other details. And yet the series is on and on: Every consecutive game that follows the first one is built at least half way around trying to solve the problems that exist in the actual work.

“Descriptive The last thought? Not a word or a phrase, ”Yoshinori Kitase, a guide to a loved one The Last Tradition VI, and the current Square-Enix Vice President, you tell me years ago. “One of the first creators The last thought you mentioned something cool that stuck in my mind: To build an The last thought, you take the talent you have in your team (at the same time) and use their skills while developing the game's developer skills. That's it The last thought . ”

Also, the name "The last thought ” it's not really a problem that it might be. Each entry in the series is made up of a very different group of artists taking their big shots, and each is their own best interpretation of the signature scene of the series. But despite those excellent efforts, The last thought there has never been a firm increase in quality. Passing? Usually. But it's also awful and rare in equal measure, the stream is divided into creative compensation, some full time to go witches blowing piss out of amnesiac youth, and others A cup with Cup Noodle layers. Measuring what is good, bad, and bizarre is never a matter of deciding what is an endless error – it's about finding which entries feel completely, completely, or incompatible with the lonely desires of this far-flung art road.

Better: Final thought XII: The Zodiac Age

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Picture: Square-Enix

With that metric, Final thought XII: The Zodiac Age it remains a game in which its creators' desires and abilities are finally perfectly aligned. In the end, the pieces were all there: A deep strategy was created in the form of customization. Toxicological setting. Unchanging orchestral songs from composer Hitoshi Sakamoto. The vocal dialogue and lively voice uplifting the sharp script from Alexander O. Smith, all in service of the flawed and unconditional love of man, delivered graciously and clearly by Akihiko Yoshida. It's all there – and it only took 14 years of renewals and tweaks to make it its final, most successful form.

But despite a sad development cycle – which resulted, in the first flawed release of PlayStation 2 in 2006 – things did Final concept XII so the inclination was actually all there was from the beginning. The famous Japanese painter Yoshitaka Amano, the art of his gauzy ephemeral concept they have always been a part and associated with it The last thought from the beginning, he was less involved XII more than any other game in the series. And yet it captured its vbe ethereal vibe better than any previous entry, cleverly and mentally in a way that served as a reflection of its positive themes. The story of the imperialist removed from Ashe, his disgraceful Basch, the street rats Vaan and Penelo, and the sky-climbers Balthier and Fran- a.k.a. Steampunk Han Solo and Chewbacca -taken with a convincing personality in art, writing and comedy. And while it misses the impressive output of its pixel ancestors from the & # 39; 80s and 90s, Final concept XIIThe drama is also a very well-received series (Not that it's a little cleverly done, remember; this is a game where a court-martial is dressed in a ghost-hunter shooting a triangle-shaped ghost until it explodes.) But this is a game where The last thoughtThe dazzling splendor transcends the unseen boundaries of classic games, and is more interactive, appealing, and shorter than the games that have followed them in the years to come.

This is it is game, or, too Final concept XII it couldn't have been more good The last thought if it plays like shit. Certainly there are no exclusionary items that you do not believe are completely out of play. You always hope to clean up the franchise formula, FFXIIThe creators have tried to correct the feeling that previous games are always falling for them, that they are constantly involved in a busy job that has no purpose in a series of sign-supporting battles. Up to Final concept XII, fighting in The last thought the game usually works like this: Outside the villages, you wander around until the battles of the invisible monsters are fought, at which point you are brought to a different screen to change them with respect. In all the years of being different in that process, you are the root of what you are you did it in The last thought it remained locked in place: you strongly affect the command of the attack, watch the monsters attack back, and use the healing ability when you need it. Often over the course of hours, the only variety that comes with great battles with monstrous chemical monsters or great battles, is the hit-and-miss storylines.

XIIThe novel solution to this action was Gambits, e.g., a complex set of behaviors for the characters in your group to accept, without having to go through all of the single commands. That way, when you leave big cats of Cthuhlu in the forest, your team will automatically do what you would do anyway, depending on the conditions you set. Want to cure when your health is over 60%? Set up Gambit. Need to use some medicine if the dull squid blinds you? Go ahead and edit it. It is a system designed to cut down on the lonely person. And when you step in right – as you should, many times, get in Final concept XIIThe hottest times – sounds important, each choice carries more weight than "Attack or healing?" paradise

In the right of haters, that flexible, forward-thinking approach to combat doesn't work well with the actual version of the game. While the six indicators all differed in personality, they were not as distinctive as the combat equipment, they were all done the same thing throughout the war. That changed in 2007, with the game Global Zodiac Operations Program edition (finally refined and released Stateside as The Zodiac Age), which allows players to send each character down a different career path to cover different team roles, giving the game an interesting flair created by previous titles, such as Final Fantasy III and V., Mandatory, multiple playbacks. You can now create a dynamic group that feels unique. And unlike the previous one The last thought In retrospect, the game actually had a great story to go with the trick and customization, weddings of a large series of airplanes & # 39; storytelling in its most successful mechanical submission. It has taken a decade and a half to crumble, but now it is held back in all its glory: Best The last thought a game.


Even worse: Final Fantasy IV: Years After Years

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For the first part of The last thought& # 39; You were there, all the install was on your own. The passion, and profitability, of those games, cannot be ignored after a certain point. In 2003, Square broke the mark in practice Final concept X-2 (as in “the second Final concept X game ”) –a game that asked a question: “What if we have taken something very offensive The last thought and turned Charlie's Angels, as conceived by Alejandro Jodorowsky and creators of Laugh? ”After that, all bets are off.

Next up were many sequel collections, with a focus on still-popular The final concept of VII. (Or Final concept XIII received its share of the fastest follow-up, last, Lightning Returns, it can fill all three cracks with the best / Worst Reservations.) But while financial consolidation thinking has led to this trend of The last thought, generally, the results have been good. The appalling amount of these integrated systems has had a lot of good, and there's a solid reason for it. Final Fantasy IV: Years After Years he does not. It's the only line The last thought it's so shocking that it ruins the good work of the actual game that goes along with it.

You can sympathize with the desire to make designer Takashi Tokita After Years, or. Final concept IV it was a bold move to move forward in storytelling when it arrived at Super Nintendo in 1991, with a stunning stage, stunning stage, and precise, precise structure, which developed its emotional intensity far beyond its original predecessors. Equally and surprisingly — the androgynous knight Cecil has to fight against the evil in his soul, become a paladin, and fly to the moon within the giant space whale — which is also twice the floor that makes their team feel special and unique. There are 12 character characters to play, all of which have different abilities. While there is nowhere near as different or moving as follows The Last Tradition VI (a close second to the race in the best game in the series), it was about balancing a loved one. That Tokita wanted to re-visit her world once she had the option to do so makes sense. What he did is a sad, tired slogan.

It happened seventeen years later Final concept IV, After YearsThe story & # 39; s being able to be unnecessarily complicated and cause awkward sleep, re-reading the archetypal characters' beat and adding new characters that can't do or say. Leading up to this is Ceodore, the son of the first heroes Cecil and Rosa, fighting monsters and trying to solve the mystery of why there is a second moon in the sky causing all kinds of evil continuity. All is well and good, but his way of doing this is to wander through the narrow streets, invisible caves and prisons, to find random random battles with the pep that make the old mutant wars impossible.

Final concept IVThe launch of the equipment in the series was a working principle of "Active War Time": Instead of turning an order to fight it is tightly defined by the characters, the meter is filled in the screen to let you know who your next fighter will be. It was simple, straightforward, and involved. After Years gilds glow this lily by doing the opposite of fighting actions and depending on the current phase of the game. So when you get around a party of attackers who specialize in physical attacks, you can hope that the moon does not announce by deciding that only magic works, or that every single encounter will take three times to fight. Combined with the drab, the standard settings that have been redesigned as you play in the same locations with different characters in different parts of the story, make it playable.

After Years it doesn't change, or it's beautiful, or it's just as fun as a cat. Banned and full of, very bad things The last thought can be.


Strange: Final thought II

Clear: The last thought it is and so on it doesn't bother me. Lightning Returns it takes a soldier's lead of Final concept XIII, puts him in a thong, and transforms him into a 500-year-old Christ who saves crippled souls from a broken and immortal truth. Everyone you love, The final concept of VII? There's a part in that game where you have to make a guy wearing a Shaq-size brush remove the dolphin's face so he can climb the industrial waste. Deciding which one The last thought is the weirdest based only on content is like trying to decide which molecule in front of you is the worst. With the right tools and patience, you can make a difference, but why not spend time in hell?

Final thought IIThe narrative is pure in comparison when it comes to the beat of the anonymous game story that followed. It was released just one year after the original, brutally removing it star Wars, complete with a chewing youth group led by a grass-tied sword with a golden heart destroying an evil empire. Firion, who is a sword, must find mysterious mysterious heroes, all eliminated. Our rebels are desperate to try and destroy an unfinished mobile weapon called Dreadnought. It's all good for the nose. Sure, the emperor becomes a demon after being thrown into hell at the end of the game, but really, that's just too old The last thought the taste goes out.

What does Final thought II it's really amazing — and what's keeping you at the edge of the series' legacy, in addition to the occasional attack on diehard fans is how it works. Instead of sinking a critical fight from the first game — in which your heroes and monsters trade strikes, the characters step up as they gain accumulated experience points at the end of each battle—Final thought II Designer Akitoshi Kawazu completely discarded it and replaced it with a unique style of character development that is dignified, if inappropriate, logical. For any character trait to develop internally Final thought II, should be used. Repeatedly. Or it is worldly sense why you did it.

So, when you say, if you want rebel leader and archer Maria to strengthen her defensive skills, she should be attacked more often. If you want this guy who loves an animal to come up with his own fighting ability, get him attacked repeatedly. Winning a race doesn't do things for your benefit – you use the same skill over and over again using the skills you need. In a sense, it makes sense, a well-made video game genre is perfect. The problem is that maximizing each skill in a direct struggle is so great that it increases your savings self party, nauseum. Watching your four heroes stand in front of an army of harmless goblin's, beating the dung itself to withstand the punishment of fierce enemies, is amazing, even after 32 years.

None of this does Final thought II a bad game – at least, not as bad as their reputation leads you to believe. Attractive quality, far from itand As Ga The role-playing games Kazuazu will continue to do after that, which further expands these programs – distinguishing them among its peers. Many beauty tips going on throughout the series started here as well. Chocobos, those chicken-y luggage that can't be separated from The last thought brand, first displayed internally II. (Unlike the cheerful, false heart of the eyes they become, however, they are shown official art as a powerful drought looks like they'll wrap your face right in.) Moogles, other plush joints that also appear in the series, and left over from the gameAlthough they were cut in the final game and replaced with rotten paint. It's all lovely, but it's hard to feel so lost in a hostile countryside when you take the time to be sure to shoot a black Leon knight with 50 missiles all over the battlefield, so he's pretty good at hurting arrows – but neither can Maria. find out it's really good for shooting those arrows, too. There is nothing so lonely as punishing yourself with benefits, either. No one can take that away Final thought II.

That is noteworthy Final concept XV, featured in the most recent count in the series, shares its soul Final thought II. Self-deception is not a fundamental part of character development in it, no. But there remains a determination to avoid the spirit and marry the ideas of exploring the great, strange world with the beating hearts. There is a gaudy magic fight galore in the middle Final concept XV, but at its finest moments he has given the head of a band of boys his clubs in the open spaces of the world, sitting under the stars, and preparing a delicious detailed gourmet meal in a quiet setting. One of your last actions in the game is to lead Noctis, the prince who was removed from his home, away from his friends, but to choose a picture from their adventure to remember them. Sabishii is quite right. With Square's focus on giving back The final concept of VII like the rest of the game series that will control its collection for the foreseeable future, it's starting to sound like it Final concept XV will be the last of its line. If not, however, the next generation of creators only need to benefit from that wild feeling to lead them back.

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