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Much like Final Fantasy III, Final Fantasy V has been an entry that I have somehow evaded entirely. Going into this title, I knew less than nothing about it. Nothing about the battle system, the characters, anything that makes this entry uniqiue, nothing. And I don’t think I’m alone in that. In fact, the first time I really noticed Final Fantasy V being mentioned was when I was looking up tips for Final Fantasy III, to which most comments said “skip FF3, play FF5. The Job system is much better in that game”
Narrative Recap
Final Fantasy V starts with the nomadic Bartz, riding his steed Chocobo named Boko. A meteor crashes into the Earth, and upon inspecting the damage, he encounters a young noble girl, Lenna, and an amnesic old man named Galuf. The wind has stopped, and Lenna is on her way to the Wind Crystal shrine to investigate. Galuf knows he should accompany her, as he doesn’t remember anything, but he feels in his heart of heart that he should go to the Wind Crystal as well. Bartz, being the hero that he is, says “Good Luck!” and peaces out. Or at least he tries to, when Boko pecks him for abandoning people in obvious need and sends him back to help.
The party tries to commandeer a nearby pirate ship, but quickly get thrown in the brig. Faris, the captain, notices Lenna is wearing a pendant that is the twin to the one they are wearing, and chooses to join them. When the party arrives at the shrine where the crystal of wind sit, it shatters, fragments spraying everywhere. Bartz, Lenna, Galuf, and Faris are deemed the 4 warriors of light, and the shards of the crystal imbue them with a series of jobs to augment their abilities.

From there on, the party goes on an adventure, seeking out the other 3 crystals, all of which shatter and bestow more jobs upon the party. Faris is revealed to be Lenna’s long-lost sister, but spurns the role of princess, more meteors crash into the Earth, and Galuf is revealed to be from another world, transported by the meteors. He came back to Bartz’s world check the seal on the Villain, Exdeath, which has been weakening, perhaps because Cid has invented a machine to utilize the power of the crystal to make the lives of everyone more comfortable and convenient. When the last crystal shatters, Exdeath is released from his seal, defeats the party, and returns to his homeworld.
Galuf’s granddaughter, Krile, arrives via meteor, and Galuf’s memory is completely restored. He and Krile return to their own world to continue chasing down Exdeath, and with little hesitation, the rest of the party follow to Galuf’s world. They are tricked in defeating the guardians of the crystal in Galuf’s world, and Galuf sacrifices himself to defeat Exdeath and save his friends and granddaughter. Krile inherited Galuf’s abilities, and the party chases down Exdeath, defeating him and merging the two worlds. Exdeath, however, returns, and takes control of the Void, destroying whole towns with his new power.
The party finds four tablets, which unlock the 12 legendary weapons. Armed with the weapons of lore, they travel into the Void, defeat all of Exdeath’s minions, then slay Exdeath at the end, once and for all.
Story and Gameplay
Final Fantasy V’s story is full of twists and turns. The game moves from set-piece to set-piece, using cutscenes to deliver the narrative. There is a current of light-hearted humor running through this game, and the sprites are dynamic and excitied, creating a fairly funny game. That said, some of the scenes are heavy, like when Faris’s hydra, Syldra, dies. Faris tries to follow her into the ocean, but Lenna pulls her back, or a flashback revealing that Lenna almost cut out the tongue out of a wind drake to save her mother from illness, but doing so would have doomed the entire species. Final Fantasy V excels at delivering both heavy, emotional moments, and light-hearted laughs.

While the playable party is set almost right from the beginning, Square Enix obviously took a lot of lessons from the past few games in developing this tale. Each of the main characters have their own motivations, their own flaws, their own priorities. Unlike in Final Fantasy IV where a large cast of characters filtered in and out of your party at almost a break neck pace, Final Fantasy V sits you with the same characters almost from start to finish (with the exception of Galuf getting swapped out for Krile). Where FF4′s characters were pre-established in their skills and equipment, FF5 returns the freedom to the player to kit out their party with whatever jobs, skills, and gear they want to use. With over 20 jobs to choose from, You’re given wide options almost right away.
One of my frustrations with Final Fantasy III was the fact that you didn’t unlock a second set of jobs until almost 12 hours into your adventure. Final Fantasy V wastes no time in giving you the first 6 jobs. Then, just when you’ve had a chance to test each one out, more jobs get heaped upon you. The Job system is very remincient of Final Fantasy Tactics Advance (which I’m sure I’ll touch on at some point on my Final Fantasy journey), whereas you gain ability points in specific jobs, you ‘learn’ skills. Once skills are learned, you can mix and match them with other jobs. It’s quite nice to see the system that inspired one of my favourite video games of all time.

The skills are separated into innate abilites, and actions. While a character is equipped with a job, all the innate abilities for that job will be active. They have one job action that is preset, and one open slot where they can enter in any skill they’ve learned so far, should it be an innate ability from a different job, or another action ability. I had one character designated as the mage for the party, swapping back and forth from white to black mages, making basically a red mage, but with access to the top tier magic of both types. Another character was a time mage/summoner. Perhaps more interestingly, one character was a knight, who can use the ability two-handed to hold a single sword in both hands for more power. He brought that Knight ability to the Mystic Knight class, who can imbue swords with magics for even more power. This character didn’t hit often, but when he did, and there was a elemental weakness to exploit, he did some massive damage.
This freedom was exciting, as was discovering which jobs worked really well together. In kind of the opposite example from the mystic knight, one character specialized as a ranger, earning the ability Multi-hit, which delivers a blow at 50% the characters normal power, but does so 4 times. Then they swapped into a Ninja, who had double hand. While welding a sword in both hands, that multi-hit was doing 50% damage, 8 times. There were a few bosses that fell after only two rounds of my heavy damage dealers really unleashing upon then.

The job system culminates with the Freelancer position, which is the basic class you have at the start of the game. This job can equip any weapon or gear, and has 2 open ability slots, but what really makes the freelancer the end-game job, is that they inherit all the passive abilities from every job you’ve mastered, plus some associated stat buffs, leaving those two slots available for any two action abilities. There’s also the Mime job, which is similar, but has 3 actions slots, and a lot more restrictions on what they can equip. In general, I found that magic-forward characters benefit from the Mime, while physical characters go freelancer.
It took a long time for anyone to master a job, as for the first 75% of the game, battles only give you one or two AP each. In the final dungeons, however, the AP is boosted to 5 per battle, and in the Phoenix Tower, you encounter a magic jar enemy that you can throw elixirs at, and receive 100 AP from, massively assisting you in mastering any job. Before getting to the Phoenix tower at the very end of the game, however, each character had mastered naught but a single job. The progress felt slow during the game, I wondered how the heck I would ever make a freelancer work, but by the time I had my final encounter with Exdeath, I was quite satisfied with how my party had come together.

Conclusion
While Final Fantasy IV has long been firm in my heart as my favourite Final Fantasy game, with its focus on Cecil’s redemption story and half a dozen well crafted characters that drove a serious narrative, Final Fantasy V captivated me in a completely different way. Through experimentation, customization, and the joy of mechanical discovery. The story, while more playful and looser than its predecessor, still managed to land its emotional beats when it really counted. The real star of Final Fantasy V is the Job system. It’s the kind of game that invites you to poke at its edges, get intreagues, then dive in deep and watch in delight as some ridiculous combo absolutely demolishes a boss just two rounds. I went into this experience knowing absolutely nothing, and came out with a feeling that Final Fantasy V deserves a spot at the table, when discussing the best that Final Fantasy has to offer.
In many ways, Final Fantasy V feels like a celebration of freedom. It takes the ideas crafted in III and hands you the tools right at the start. That spirit of freedom and personalization so prevelent in the first 3 games, mixed with some now experienced story-tellers, makes FInal Fantasy V the most purely fun entrie I’ve played so far.
As I close the book on Final Fantasy V, I’m struck by how well all of these early games are holding up. Not just as historical artifacts, but as compelling, thoughtful experiences in their own right. With Final Fantasy VI next on the horizon, a game that is constantly at the very tip top of “Best Final Fantasy Games” and “Best JRPGs Ever” lists, I’m feeling trepadacious. I’m excited to re-experience FInal Fantasy 6 with the context of all the games that came before it. And it’s been at least a decade since I played it for the first time, anyways. I’m very curious to see what twists they introduce to really differentiate it from FF4 and FF5.







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