
Final Fantasy IV / Final Fantasy II - SNES / Playstation / Wonderswan Color / Gameboy Advance / Nintendo DS (1991)
Japanese PSOne Cover |
American GBA Cover |
Japanese DS Cover |
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(Except where noted, screenshots taken from fan translation) 1991. The Super Famicon/SNES drops, ushering in what many gaming enthusiasts and nerds consider the high-water mark of console video games: the 16-bit era. The hardware was powerful enough to enable bigger, better-looking, and more complex games than what the NES allowed, but still came with enough limitations that developers had to be clever in designing their games. It's for this reason that a fairly wide margin of JRPG enthusiasts consider the 16-bit years the Golden Age of SquareSoft, if not the best time for the console RPG genre as a whole. The early 90's were also the most divisive in gaming. Enter the SNES/Genesis console wars. My experience was that unless you were one of those rich little snots whose parents bought you both systems, you picked a side, stuck with it, and spent entire lunch periods shouting at your friends across the table about why you were right and they were wrong. Enticed by Sonic the Hedgehog, Streets of Rage and Shining Force early on, I cast my lot with the Genesis camp. I didn't play Final Fantasy IV until after having played through most of VI, and as a result, IV felt like a step backwards to me. This time was different. The only games I've been playing lately aside from 2D fighters have been the 8-bit Final Fantasy games. After a month or two of playing virtually nothing but RPGs that could only display up to 25 colors and play only four different bleeping sounds at once, it was hard not to be impressed when starting a new game and watching those 16-bit airships fly over a height-distorted world map as the "Red Wings" theme rose to a crescendo. It seems fairly obvious why Final Fantasy IV blew so many minds when it came out in '91. Final Fantasy IV is interesting in particular because it is such a step forward for the series and for the genre. The beefier hardware -- and undoubtedly beefier budget -- allowed Square to try out a plethora of new things with IV. The trademarked Active Time Battle system made its debut. Battles now required more complex stratagems than "do a lot of damage to bad guy." Perhaps most importantly, the improved graphics and sound allowed for a far more convincing execution of a story with a wide cast of characters and an involved plotline than Square's first attempt in Final Fantasy II. But even though SquareSoft was interested in breaking new ground, it was also obliged to take the same approach with Final Fantasy IV as any sequel: determine what people liked in previous installments and pack the new one with more of it. In this case, Square gave the fans more airships, more Chocobos, more character classes, more abilities, more maps, more spells, a new set of Elemental Fiends, more Crystal MacGuffins, etc. When I was about 25% through the game, I was talking to a friend -- someone who hasn't played any Final Fantasy games predating the seventh installment -- and was trying to explain to him why IV would be worth his time. "It's so cool," I told him. "You get these two little wizard kids who can team up and cast gigantic spells and you gotta climb this mountain covered with zombies so you can Class Change and there's this demon you gotta kill at the top and then he comes at you from behind, and..." The first question he asked was "how's the story?" Then it occurred to me that console RPG genre is sixteen years older now, and people expect totally different things from it than when it was still taking shape in the SNES/Genesis era. I realized something else, too: as groundbreaking and incredible as Final Fantasy IV was in '91, it simply wouldn't fly if it were released on today's consoles. There are a few reasons for this. The first is that people seem to pick up console RPGs these days almost primarily for their stories. The actual gameplay, in many cases, is accepted as a necessary means of forcing the story to progress. (Cases in point: Kingdom Hearts II and .hack.) In 1991, the opposite was true: people played console RPGs to fight random battles, level up, and kick the crap out of massive bosses with their hard-earned abilities and expensive equipment because it was fun, dammit. The story was garnish -- something to give a sense of higher purpose to all the level grinding and dungeon crawling. Though Final Fantasy IV's story is much more sophisticated than that of virtually every console RPG that came before it and marked the start of a shift towards a greater emphasis on characters and plot in console RPGs, it's still evident that more effort went into designing the rest of the game. (More on that later.) Another aspect of Final Fantasy IV that wouldn't go over well with today's audience is its revolving-door party roster. As of right now, the last time a Final Fantasy installment killed off a character and made them permanently unusable for the remainder of the game was in VII, and even then players tirelessly scoured every nook and cranny of the Planet to find a way to bring Aeris back to life. In Final Fantasy IV, party members are constantly blown up, turned to stone, thrown overboard during sea serpent attacks, and sacrificing their lives to cast that sealed spell that just might be powerful enough to defeat the villain once and for all (but isn't). You never have a say in who joins your party, and there's no way of stopping somebody from leaving (or getting themselves killed) when the time comes. Today's audience probably wouldn't appreciate having their having their favorite character -- whom they spent all that time leveling up and all that money equipping -- suddenly and unexpectedly become unusable for the rest of the game. Square Enix in fact anticipated this, tweaking Final Fantasy IV Advance to allow the player to handpick his or her party for the final dungeons, and adding the Decant system to the DS version. The other factor that might alienate today's JRPG audience is that Final Fantasy IV doesn't have enough of a certain something that contemporary games are overbrimming with. That something is zazz. Final Fantasy IV's zazz factor is decidedly low. It has a quasi-medieval setting (devoid of steam or cyberpunk influence) populated by knights, wizards, and dwarves (no bunny-eared amazons, Geohounds, cyborgs, or evil parodies of Christ). Cecil wears a suit of armor (without even one decorative zipper, pouch, or patch of fashionably exposed skin) and fights with a sword (instead of a gunblade, keyblade, chainsaw-sword, etc). BORING. DIGRESSION JRPGs -- and many other Japanese games, and anime too -- are in serious danger of fatal zazz saturation.
Some zazz is good to have. Think of it like putting sugar in coffee. A cube or two makes coffee less bitter; some zazz adds flavor to a game and its characters. But just like pouring too much sugar into a cup of coffee ruins it, over-zazzing a video game turns it from bland to obnoxious. Remember back when anthromorphs with 'tude were in vogue? Sonic's 'tude levels were within acceptable parameters, and it's still hard to deny the appeal of his Sega Genesis incarnations. But then you also have Bubsy the Bobcat, who was pumped full of more focus-group tested 'tude than any single piece of intellectual property should ever be asked to contain. If anyone actually remembers the Bubsy games, I'm sure the memories are not pleasant.
![]() Terry and Ryo look like two guys out of a martial arts flick. Iori and K' look like they're from an anime. Alba and Luise look like they're from a Japanese fashion magazine. I understand that with so many other products on the market, designers have to make their franchise and its components stand out, but it's honestly starting to get ridiculous. Other examples include the gulf between the characters and aesthetics of Mobile Suit Gundam and Gundam SEED, Sonic the Hedgehog (1991) and Shadow the Hedgehog (2001), and to cite a stateside example, the differences between the 2D Prince of Persia titles and The Two Thrones. Substance is being eschewed for style. And it's not like Square didn't try! Over fifteen years after the original release, they went ahead and redid the game in 3D, updating it for a more modern audience yet somehow managing to keep it from falling into trappings of modern nonsense. But we'll get to that later.
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![]() Final Fantasy IV (SNES)
Final Fantasy IV (SNES)
Final Fantasy IV (SNES)
Final Fantasy IV (SNES)
Final Fantasy IV (SNES)
Final Fantasy IV (SNES)
Final Fantasy IV (SNES)
Final Fantasy IV (SNES)
Final Fantasy IV (SNES)
Final Fantasy IV (SNES)
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CHARACTERS Final Fantasy IV boasted some of the most interesting and memorable characters of its era. That being said, most of them would be laughed off the casts of today's JRPG's. Heroes
Villains
THE ANTLION
I wonder if Edward ever gets tired of being wrong and sucking at life all the time? Why it worked in '91: Final Fantasy IV was the first JRPG to use the ATB system, and the Antlion was the first boss to take advantage of this by constantly countering physical attacks. Why it wouldn't work today: Oh, why not. Every JRPG needs a few throwaway bosses before the ominous metrosexuals in black coats start showing up. THE DARK ELF
Astos lives! ...But he seems to have abandoned the cunning machinator shtick in favor of a role as a mentally deficient goblin. He inconveniences both sides in the battle over the Crystals by snatching the Earth crystal from Tororia and taking it back to his cave. Then, to make things tricky, he sets up a magnetic forcefield that make metal weapons and equipment impossible to wield. Why he worked in '91: Magnetic field was a damn cool idea. Why he wouldn't work today: It was also damn annoying. Today's audience is more concerned with story progression than challenge and wouldn't appreciate a speed bump like this. THE MAGUS SISTERS
Cindy, Sandy and Mindy are the faithful minions of Barbariccia the Wind Fiend. Their signature move is the infamous DELTA ATTACK, though in its first appearance here it really just consists of Mandy bouncing second-level elemental spells off the Wall'd Sandy. Why they worked in '91: What part of DELTA ATTACK aren't you understanding? Why they wouldn't work today: Needs more -- you guessed it -- more zazz. I'm thinking, I dunno...bug costumes. DOCTOR LUGAE
After Cid refuses to develop any more technology for Golbez, he is tosse in the dungeon and replaced by this nutjob. Dr. Lugae is responsible for the modified Red Wings and the giant cannon in the Tower of Babil, but prefers working with biologics instead of hardware... Why he worked in '91: Yeesh. This guy still creeps me out -- especially after what he does to Edge's parents. Why he wouldn't work today: Everyone would accuse him of being a Hojo rip-off. SCARMIGLION
The Four Fiends of the Elements get makeovers and new monikers from Dante's Inferno, and make their first (and only) 16-bit appearance in Final Fantasy IV. Scarmiglion is Lich version 2.0: the undead fiend of Earth with vast necromantic powers and legions of shambling undead at his command. Golbez orders him to intercept Cecil on Mount Ordeals and prevent him from becoming a Paladin, knowing that Cecil's dark sword will be next to useless against him. Why he worked in '91: Oh my god he isn't dead and he's coming at me from behind! Thrilling! Awesome! Why he wouldn't work today: Oh my god he isn't dead and he's coming at me from behind! I didn't think to save! WTF HAX CAGNAZZO
The Fiend of Water, who I guess is supposed to be some kind of evil turtle thing. In addition to being able to summon tidal waves, he's as tenacious as Scarmiglion and knows a thing or two about disguise. Why he worked in '91: Well, he forces Palom and Porom to off themselves to save the rest of the party. That's pretty high up there on the villainy scale. Why he wouldn't work today: Just look at him. Severe zazz deficiency. BARBARICCIA
Probably better known to older fans as Valvalis. At any rate, Barbariccia of the Wind lives in the floating mechanical tower of Zot and doesn't wear a lot of clothes. It also looks like she has a thing for Kain. Why she worked in '91: "Must stop her spin!!" "Kain...JUMP!!" Why she wouldn't work today: She might, though I suspect she'd be one of those insufferable OHOHOHOHOHO chicks. RUBICANTE
The Fiend of Fire is the most powerful of the four, and probably the coolest as well. (I will be honest: my AOL name in sixth grade was definitely RUBICANT8.) He's still on the bad guys' team, but exercises much more chivalry than his underhanded, sucker-punching cohorts. He even makes a point of healing your party before throwing down so you can fight him at your strongest. Why he worked in '91: Was it Flame? LET ME SHOW YOU HOW IT'S DONE Why he wouldn't work today: He might -- his Cloak of Flames is already pretty zazzy. But knowing Square Enix today, they'd also make him beautiful and in love with Cecil. GOLBEZ
It's whispered that the mysterious cloaked figure placed in command of the Red Wings after Cecil's demotion and defection is the one calling the shots in Baron these days. (Insert Cheney joke here.) Golbez is demoniacally cunning, harder to kill than a cockroach, and commands incredible magical powers. Morever, he's got both the most powerful nation in the world and the Four Fiends of the Elements directly under his thumb. Whether or not he's even human is questionable. Why he worked in '91: Golbez is arguably the most competent villain in all of Final Fantasy. The guy never loses. Though he does occasionally get caught off guard when a powerful magic user shows up and blasts him without warning, Golbez always manages to turn the circumstances of his defeat into an advantage. And unlike even Kefka, the heroes never have a definitive victory over Golbez: the guy just decides to stop fighting Cecil and go after Zemus instead. Why he wouldn't work today: No flowing white locks. Doesn't show enough skin. ZEMUS
A powerful Lunarian who didn't want to wait for the inhabitants of the Blue Planet to evolve, Zemus thought it would make a lot more sense to simply exterminate humanity and seize the planet by force. The rest of the Lunarians disagreed, and forced him into stasis against his will. Over the centuries, the dreaming Zemus has telepathically manipulated events on the Blue Planet, patiently and gradually engineering a cataclysm that will eradicate all terrestrial life. Why he worked in '91: He's such an evil bastard that even Golbez wants him dead. He must be bad. Why he wouldn't work today: Necron Syndrome. Not that it would stop most JRPG developers anyway, but nowadays it really should. ZEROMUS
Death only increases Zemus's hatred towards all life. Zeromus is the product of this hatred. No, I don't understand it either. Regardless, I hope you're up for some power-leveling before facing this guy. Why he worked in '91: Seeing all your teammates and friends appear to revive and cheer you on before the final showdown began was pretty awesome before a.) virtually every other JRPG afterwards started doing it b.) you had to sit through it 5,000 times because Zeromus kept Big Banging you to death. Why he wouldn't work today: Phantasy Star called; it wants its critter back. He needs more angel wings, too. |
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