If you haven’t already, check out my posts on Final Fantasy I and Final Fantasy II
Final Fantasy III didn’t make it over to the US the same way the other Famicom Final Fantasy games did. It didn’t get a Wonderswan remake, which means there was no basis for a PSP or GBA port. It wasn’t until 2006 that a 3D remake was released stateside on the Nintendo DS. I’ve never had access to this game before, so I was actually kind of excited to play it. I’ve at least tried almost every other mainline Final Fantasy game, even if I’ve dropped them after only a handful of hours. Embarking on a wholly new story was an exciting prospect for me.

I made it half-way through Final Fantasy III, about 15 hours in total. Then I suffered a total party KO against the Fire Dragon boss, and apparently the last time I saved my game was when I was barely 2 hours into the game. I’m sorry, Final Fantasy III, I’m not replaying 12 hours of a game I didn’t like to catch back up to my progress.
But let’s back up. I’m still playing on my Retroid Pocket 4, which is not an ideal Nintendo DS emulator, on the account of only having 1 screen, but it was serviceable. Final Fantasy III doesn’t really use the second screen very much anyway, so having one of the two screens much larger, and a button to swap screens is totally serviceable. The 3D models are laughably ugly, but I was able to smooth that out by upscaling the game 4X, which was a wonderful improvement.
Final Fantasy III brings back the class system from the first game, allowing you to specialize your partys abilities to suit the challenge of the moment. Unlike Final Fantasy II, where everyone was a jack of all trades, now if you want to use a sword, you’ll need to be a warrior. If you need magic, someone is going to need to change classes into a black, white, or red mage. As the game progresses, you unlock more classes, apparently 22 in all, but when my adventure ended 15 hours in, apparently I was on the cusp of unlocking the next set.

Unlike the 2D games, the number of enemies you can encounter has been reduced from 9, to 3. To offset this, the power of each enemy you face has been scaled up, including bosses, who also get to attack you twice per round. Should you fail and experience a total party KO, you’re kicked back to your last save file, whenever that was.
The games story begins with the main character, Luneth, as they plummet into a cave from above. You walk him out, then pick up your friend Arc from the nearby town. The next town over, you encounter Refia, who was hiding from her father because she didn’t want to be a blacksmith, but in doing so, narrowly avoided a curse that rendered the whole town as a ghost. A little further on, you pick up the knight Ingus, and thus, the party is formed. Each of these characters are orphans, who have been choses to be the 4 heroes of light. Throughout your adventure, you’ll pick up some guests who will follow behind you and aid you in battle every few rounds, which is delightful. Each guest also has 2 or 3 lines of dialogue that you can view to give their characters a little more flesh.
While bringing back the class system, Final Fantasy III, the magic system has also been changed from a pool of MP, to a spell charge system. Spells are broken into tiers, and each character can cast a certain number of spells per tier. I actually like this system a lot. Usually with MP systems, I reserve all of my MP until I get to a boss so I can unleash my wrath upon it, meaning for the majority of the encounters in a game, my black mages are just spinning their thumbs and bonking baddies with their staff for minimal damage. This spell charge system encouraged me to use the tier one spells throughout the dungeon, taking advantage of the mobs elemental weaknesses, while saving the tier 3 and 4 spells for the dungeon’s final encounter.
Final Fantasy III wants you to swap the classes on your party. Some dungeons have gimmicks, like requiring you to cast Mini on your party, rendering physical attacks nearly useless. The game is pushing you to have a party of mages at this point. From what I’ve read, a few other bosses later in the game also encourage you to build out your party in a specific way. One downside of this class system, however, is that all of your classes start at level 1. So swapping into a class that your character hasn’t touched yet, means grinding up the job level so they can be used effectively. It’s an ambitious system with fun ideas, and having different party combinations make each dungeon feel quite a bit different, but the penalties for switching made it more frustrating than freeing.

While I’m glad the characters have names, and little snippets of dialogue, the interactions between them are still fairly flat. Arc’s only character trait is that they’re a little cowardly. In the first 15 hours, none of the characters really grew beyond what you learn when you first encounter them. Even with names and small bits of dialogue, Luneth and friends never really grow or interact in meaningful ways, Which kind of leads me into the retrospective part of this journey.
Final Fantasy I, II, and III were all released on the NES between 1987 and 1990. The first game had a staff size of 5, the second had 8 people working on it, and III had 18 professional credits listed. For a small team to pump out 3 games in 4 years is a feat in itself, but each one of these games feels unique and distinct. Each one an adventure with turn based battles, but each game features wholly district systems and features that wildly shake up the experience. It’s fascinating seeing the lessons they took from each game and how they applied it onto the next one, making each one feel unique, and not just the same game with a new coat of paint.
While Final Fantasy is an epic tale, telling a grand story of a world about to fall into ruin and the heroes who save it, I’m left disappointed by the story in each of these games. The main characters are all nameless, faceless protagonists, save for a few lines of dialogue each. None of these characters experience growth or are fleshed out in any meaningful way. The villains, are much more interesting, from Garland being thrown back in time to become Chaos, who sends the four fiends forward in time, creating a time loop paradox, to The Emperor, who when defeated by the heroes, conquers hell itself and comes back with a vengeance.
I recognize and realize that I’ve been playing remasters and ports, and not the original games. I know there were significant limitations on these games that aren’t apparent when playing a remake, and that I have the benefit of 35 years of hindsight here. But if I were talking to a new JRPG or Final Fantasy fan in 2025, I wouldn’t suggest anyone start their Final Fantasy journey at the beginning. These are games I’m glad to have played, not ones I’d readily recommend, and that difference has defined this early part of the Final Fantasy journey.
Young’uns might not inherently know this, but back in the day, video games came with instruction manuals. These manuals included a ton of information that are not found on the cartridge themselves, as well as including concept art. It’s fascinating to see the inspirational artwork for a video game, compared to the pixels it gets translated into. This goes doubly so for Final Fantasy, as the concept art is beautiful, high fantasy art, evoking feelings of melancholy and terrifying battles against monsters of epic scale. But when you encounter the situation in the video game itself, it’s just another little beast for you to smack your sword against.

I wonder if I’m playing these games wrong. I wonder if the real charm of Final Fantasy I and II come from the imagination, and sitting with a game for longer than a week at a time. Again, back in the day, there were much fewer video games, so when you managed to get your hands on a game, it ended up being the only game you played for months. Then you’d swap cartridges with your friends, and talk about the adventures you both experienced. When you sit with a game for a long period of time, you start to impart weight and importance on specific moments of the game. Like walking across the bridge to challenge Timat. As a kid, that moment would have had my heart in my throat, after the weeks of working towards the battle, the set-backs of more than one total party KOs forcing me to reset to my last save to try again and again. On my modern device, I have save states and 2x speed to smooth out and rough edge, as my time is more valuable than replaying a dungeon just because I forgot to save before getting jumped by a mob of cockatrices and my whole party succumbed to stone.
Another aspect I’m left wondering if I’m missing out on, is the imagination. Like going to a dungeon and seeing the grey tiles, and imagining metal walls. Seeing the black background with blue specks and the NPCs talk about seeing stars or the earth below, and really imagining the situation. I’m reminded of playing Pokemon on by Game Boy when I was 10, and drawing some of the most exciting battles as they happened in my head during class, talking with my friends on the playground about the secrets we found, and piecing together where to go next from all of our collective knowledge. Having that time and space between play sessions for my imagination to fill in the gaps of the story are important, and something that is really missing from my life right now, which makes me think that my Final Fantasy experience isn’t as magical as it should have been. Just something to keep in mind while playing old games with a modern mindset.
I will continue on my quest to play all the mainline Final Fantasy games, they are entertaining at the very least. The next entry, Final Fantasy IV, I’ve long held in my heart as my favourite Final Fantasy game. It’s the first game that was developed for the more powerful SNES, and by this point in Square’s life, Final Fantasy had become a crown jewel franchise, meaning more and more resources were poured into each game. I’m quite excited to see how well this entry holds up.
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