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Final
Fantasy IV, VI & VII
Developer:
Square
Publisher:
SquareSoft (1991, SNES / 1994, SNES) & SCEA (1997, PlayStation)
If
it seems like it's cheating to bunch a handful of games together in
one entry... well, it kind of is. There are a number of other Final
Fantasy games on this list, but each of them was chosen for some
very specific aspect. Final Fantasy IV, VI, and VII
are probably the least radical of the modern entries -- and
therefore, the least unique -- yet they're considered to be the most
beloved entries in the series.
Final
Fantasy has always walked the very thin line between "casual"
and "hardcore" gaming styles. The idea is that casual
gamers will be attracted to the narrative and characters, while the
hardcore will find some crazy customization or battle aspect to
figure out.
Some of them tilt in one direction more than the others
-- Final Fantasy V, VIII and XII offer hardcore
gameplay systems, while Final Fantasy X emphasizes story.
These three entries -- IV, VI, and VII are the
most balanced between the two aspects, which is probably why they're
so widely pleasing.
Final
Fantasy IV is the epitome of cheesy, melodramatic 16-bit RPGs --
the dialogue is brief, the characters are likable but
one-dimensional, nearly half of the game's cast nobly sacrifices
themselves, and all but one of them turns up alive and well later in
the plot.
The story of the conflicted Cecil and his equally
conflicted best friend Kain has all of the basic workings of a
Shakespeare drama, even if they're carried out with silly little
sprites, whose only methods of emotional expression include spinning,
bouncing, and looking at the floor.
Some
of the 8-bit RPGs began to emphasize narrative, like Final Fantasy
II's war-torn plot or Dragon Quest IV's party of memorable
warriors, but Final Fantasy IV weaved everything together
brilliantly and set the stage for all future genre entries.
As such,
the advent of the SNES signified not only enhanced graphics and
stunning music -- Final Fantasy IV still has one of composer
Nobuo Uematsu's best scores -- but the next generation of
storytelling as well. The fact that that the DS remake -- released
fifteen years after the original -- still stands up to most other
portable RPGs is a testament to its lasting power.
Final
Fantasy VI was released four years later, with significantly
improved graphics. Characters were now twice as big, and potentially
twice as expressive. The themes are common, especially throughout the
Final Fantasy series -- a rebellion against an evil empire, an
outsider with mysterious magical powers, and a sadistic villain that
seems to be evil for the vaguest of reasons.
Final Fantasy VI's
strengths lie in both its scenario and its characters. It has the
largest group of playable characters in a Final Fantasy game,
with a total of fourteen party members, including two hidden ones.
Their abilities are static, like FFIV and unlike FFV.
They're still marginally customizable, through the use of relics and
equippable summon monsters called Espers, which modify their stat
growth a bit and teach them magic.
Each
character's inherent skills are important from a storytelling
standpoint, as each of their personalities are reflected in their
abilities. Cyan's "Bushido" requires waiting several
seconds to charge up attacks, which reflects his persona as patient
and stoic warrior. Sabin, while not having a particularly strong
personality, is occasionally represented as a bit of a meathead.
As
such, his attacks are incredibly powerful, as denoted by his muscular
stature -- but they're unpredictable, seeing as how you can't target
individual foes, and the success of a move is determined by command
motions, the fighting game equivalent of brute force, rather than
strategy. Setzer doesn't require much of an explanation -- when you
convince him to join your party, his response is basically "Why
the hell not?" He's a man on the edge, just like his Slot
machine ability, which, if luck isn't on your side, can potentially
harm your own party.
This idea of portraying a character through
gameplay has been around for ages -- strong characters use physical
attacks, frail characters use magic and have low HP, etc. It was also
used in the same manner in Final Fantasy IV -- Cecil's
life-draining attack as a Dark Knight, which are replaced with
healing powers once he becomes a Paladin; Edward's Hide attack
showing his cowardice -- but they're much more expanded here, and a
quite bit more interesting.
Like
Chrono Trigger, Final Fantasy VI's other strength shows
through in its remarkably powerful scenario design. Once the game
really gets into gear within the first hour or two, the game tosses
out a number of memorable events -- the spooky Phantom Train, the
introduction of Kefka and his malicious poisoning of Doma Castle, the
silly but ultimately impressive opera scene, the assault on the
Magitech Factory, Celes' attempted suicide.
It's also one of the
first RPGs where the bad guy actually wins, enslaving the world and
reducing it to a total wasteland. It's also worth pointing to the
second half of the game -- where the narrative steps aside and
eventually lets you explore the open world. Though disliked by some
series fans, it also shines, as a huge number of subquests open up,
allowing those suffocated by the linearity of the first half to get a
little more breathing room.
And
then there's Final Fantasy VII, beloved for its interesting
characters and cool cutscenes, hated mostly for being a huge success
-- and thus the effect it had on JRPG design. And yet, FFVII
rides heavily on the coattails of its predecessor -- a group of
rebels banding together to face an oppressive evil, another young
girl with ancient, mysterious powers -- but goes so over-the-top that
it stands out from the crowd.
The biggest difference is that FFVI
was an ensemble cast, with the viewpoint switching around between a
handful of major characters. Instead, FFVII focused on the
development of Cloud, whose huge, spiky blond hair and exaggerated
sword has since became an icon of Japanese excess in the same way
that hulking, bald space marine has become stereotypical Western
gaming.
Cloud is neither hero nor anti-hero -- as we learn, Cloud is
somewhat of a weakling with delusions of grandeur, believing himself
to be a world-saving bad guy when he's actually just a dude with some
psychological issues. This is one of the first instances of an
unreliable narrator in JRPGs, adding something new to the usual "boy
meets girl then saves world" formula.
At
the time, its impressive cinematics were Final Fantasy VII's
selling point. The character development system isn't quite as cool
this time around -- the Materia is similar to the Espers from FFVI,
except it allows characters to swap skills amongst each other.
By
removing most of the specialized character skills, it loses some of
the narrative appeal of its predecessor, and thus the player tends to
pick party members based off who looks the coolest, rather than what
they can do. Outside of a few famous scenes -- particular Aeris'
murder -- the game is muddled with a subpar localization, another
step down from FFVI.
However,
the game world has been fleshed out favorably. FFVI's world
drew elements from steampunk, but was really just a darker, more
detailed variation on the previous games. FFVII's field may
just appear to be a 3D rendering the same world map we're used to,
but the locations are hugely varied, ranging from the creepy European
village of Nibelheim, the Disney World-esque amusement park Golden
Saucer, and the traditional Japanese town of Wutai. At the core of
this is Midgar, a technological dystopia that borrows heavily from
Blade Runner and other classics of science fiction.
It's
easy to point fingers at Square Enix for abusing the Final Fantasy
VII series with its multiple spin-offs, like the lousy shooter
Dirge of Cerberus or the vapid action flick Advent Children.
But the world is so rich and interesting that it actually feels like
it has enough depth to explore and expand. The best spinoff -- Crisis
Core for the PSP -- draws heavily on the player's nostalgia for
Final Fantasy VII, so wandering through Midgar feels like
revisiting an old friend. Despite its overbaked tendencies, it still
remains compelling, even after the twists have long worn out their
appeal.
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What about Star Ocean? Tales of Phantasia? The hentai RPGs? the horror RPGs? The intro talks big about "studying" the japanese rpg primers but the content seem more like one person's list of favorite rpg instead of a comprehensive overview.
There's a reason it's called an "opinion" piece... it's this guy's "opinion" of the top 20 JRPGs. And he did define the requirements to be included in the list early on.
To the Author,
Thank for this illumination. Sadly, I don't play as many RPGs as I would like, and Gamasutra continues to inform me about games that I never knew existed. This is no different. I agree and disagree about a few choices, but all-in-all it's a good read. Thanks!
Also, this list needs some Disgaea on it, or just any sort of recognition towards Nippon Ichi Software.
i would agree that the most obvious series not covered (as he did specifically define JRPG for the article) is something from the Tales series.
It really highlights the benefit of the genre, which is an almost absurd level of depth when it comes to atmosphere and a sense of a larger world.
The main frustration of this article is that the games I was not already familiar with are by in large titles that I can't purchase legitimately without throwing down a large amount of cash.
That said, I love ToP. I play both versions of Sakuraba's Solo on the piano :D
I haven't played a JRPG for quite some time (Dragon Quest VIII was my last), the reason being that I find the genre may have already past its best, recent titles just don't seem to have the edge that made many of the games on your list so memorable - though I suppose it could just be a bout of nostalgia kicking in.
Still, one thing's for sure: The article's made me fall in love with Skies of Arcadia again...oh and I had my weekend all planned out. Curse you and your eloquent words!
By the way, isn't Pokémon a JRPG? And I would have mentioned Lufia instead of Final Fantasy VIII. The game starts in the final tower, with your characters at level 70. Back in 1993, that was revolutionary.
Could have dropped FF all but Final Fantasy VI and replaced them with the above.
Final Fantasy V is far from essential.
Really the only one listed here that I don't agree with is Shadow Hearts: Covenant. Didn't care for the ring system much. It makes every action a gamble when things like using items and doing basic attacks shouldn't be.
I'm a huge SMT fan for many reasons and Nocturne had many small but key elements that made it by far my favourite game. One of which having a demon that can cast estoma and riberama for exploration and levelling up. Took a lot of the frustration from random encounters right out but kept a huge level of tension due to the brilliant difficulty level because you always had to be on the ball, and if you were even flicking on 'Auto' was a great feature.
The plot(s) also grabbed me more because not only was it complex, it was dark and sometimes optional. For me a guide is essential for this game because its absolutely huge.
Devil Summoner was also great as it had a fantastic and distinct atmosphere that almost felt tangible at times.
Anyway a fantastic list, some of which I havn't played. You can use this list as a must play quality RPG list.
AND Vagrant Story!?!? OMG and Secret of Mana and oh i'm sure everyone above me said something too that you didn't have. You really shouldn't have combined 4, 6 and 7 into one. And 5, 8, and 12 are HARDLY worth playing. Sorry Kurt, but your list fails.
The author seems heavily biased in favor of Square Enix games. I saw multiple Final Fantasies and such.
Still more into Computer RPGs myself, though.
PS you left one thing out -- its a bigger mystery than not releasing FF V, another Chrono, etc etc combined that Earthbound II(Mother 3 if you prefer) was indefinitely delayed, then pissed away on a Japanese Cell Phone.
Shame on you, NIntendo!!
Other than that I don't have much of a problem with the list at all. I would have grouped all the final fantasies together to make room for some others (yes I know a lot of FF games are very diffrent from each other, so sue me it's still the same name they should be together) but it's a minor gripe.