Final Fantasy PlayStation 1 Trilogy Retrospective

Final Fantasy PlayStation 1 Trilogy Retrospective

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Playing through Final Fantasy VII, Final Fantasy VIII, and Final Fantasy IX back-to-back really drives home just how much of a turning point the PlayStation era was for the series. The series moved on from being so iterative and really started getting experimental in big, albeit sometimes messy ways. I’m not sure if there were too many cooks in the kitchen, but one thing for sure is that kitchen got a lot bigger. These 3 games feel like they come from larger teams with bigger ambitions, each one trying to push the franchise in a new direction, rather than just refine or tweak what came before.

Final Fantasy VII is the obvious line in the sand. Moving from the SNES’s 2D plane into fully 3D character models layered over pre-rendered backgrounds is such a generational leap that it’s almost hard to recognize how dramatic the shift was back in 1997. And then you add in the shift to a disc-based system, which suddenly gave the developers room to tell a much grander, more cinematic story. That dramatic generation shift carries forward into Final Fantasy VIII, where the character models lean toward the more realistic proportions. And the way it blends those gameplay models into the full-motion prerendered cutscenes goes from “pretty neat” in VII to really technically impressive in VIII and IX. In fact, by the time you get to IX, it often feels so seamless that I don’t realize that I’m in a cutscene until it slowly takes my control away from the character. That’s to say nothing about the cinematic CG cutscenes in IX. You can certainly tell Square was getting really good at making CG movies at this point. And pair all that with the music which, never once falters across the whole series, and the whole presentation just rockets these games so far beyond what the NES and SNES entries accomplished visually and emotionally. Those earlier games still told great stories and built strong character connections, but this is where the series starts flexing in a completely different way.

What stands out just as much, though, is how willing these games are to tear up their own series conventions. The battle system changed in Final Fantasy IV to the ATB, and that ATB persists into Final Fantasy IX, but the magic system in this trilogy of games gets broken down to bits and rebuilt twice. For the past 6 games you needed to have a mage class in your party if you wanted to cast spells (Except in Final Fantasy II, but we don’t talk about that one much). But the materia system in VII suddenly enables anyone in your party to run a black mage build. Or heck, your strongest melee fighter can have a couple spells to fall back on when the situation calls for it. Then the magic gets reworked entirely again in VIII with the junction system which while I have my criticisms, I can see why some people love that system. It’s as they say, reasonable people can come to different conclusions. Perhaps that’s one of the trade-offs with this era: you can’t just slip back into the old familiar rhythms anymore. Every new Final Fantasy asks you to relearn how it works, and while that keeps the series from going stale, it also makes each entry a bit divisive. If you gel with the system, it becomes a new favourite. If you chafe against it, you call the game garbage.

Something I didn’t fully appreciate before playing through these games is just how influential the Final Fantasy series was on the JRPGs that came after. You can see ideas, themes, and even mechanical DNA from VII, VIII, and IX echoing into other franchises that I already know I love, like the Tales Of series. It’s easy to look back now and poke at the jank or criticize the systems that NOW feel dated, especially when later games iterate on and improve those ideas. But it’s important to remember that when these games originally came out, they were trailblazers. While other franchises were content to slightly iterate on their previous games to be consistent and familiar, Final Fantasy was out there challenging what it even means to be called a JRPG anymore.

And yet, for all that, I keep circling back my personal ranking of these games. I still prefer the SNES trilogy of games. IV, V, and VI have aged much more gracefully, at least for me. Part of that is probably timing, as they came out at the end of the SNES lifecycle and really pushed that hardware to its limits. The people making the games at the time were already experts in pixel art and creating interesting 2D locations and set pieces. Compare that to the PlayStation games, where making games in 3D was still in its infancy, and you can feel the growing pains. The way the textures are stretched and warped on awkward 3D models, it just isn’t good to look at in this day and age. The PS1 Final Fantasy games are absolutely ambitious in ways that are commendable, but innovation doesn’t always equal timelessness. Final Fantasy VII’s overworld models are laughably simple, they look they could be made of clay or cardboard. And sometimes navigating those pre-rendered backgrounds was confusing in ways I don’t think were intentional. 4

Now, I haven’t played the Final Fantasy VII Remake, I’ve just seen screenshots and a few clips here and there, and it looks incredible. But it does make me wonder whether all three of these games need that kind of treatment. Do they all deserve to be rebuilt with modern sensibilities now that we understand 3D design so much better, or is it okay for them to exist as artifacts of their time? They may not hold up as cleanly as some other classics, but their impact is undeniable. And there’s something to be said for leaving history intact, rough edges and all.

From here, I’m heading into the last stretch of this little project: Final Fantasy X and Final Fantasy XII. X is a weird one for me, I made it all the way to the final boss when I played it on my PS2 back in 2005, but never actually managed to finish the game off. And now that it’s been so long, I struggle to remember anything other than the very main story bits (and that laughing scene). XII is even stranger; I’ve played the first half of the game at least three separate times on different systems and never committed to seeing it through. Honestly, those unfinished games was a large part of my inspiration for embarking on this journey in the first place.

After that, I honestly don’t know what comes next. Maybe I’ll keep going with the numbered entries, the XIII trilogy, the XV multimedia juggernaut, and XVI, which I know shocking little about. Or maybe I spend some time detouring into the side stories like Final Fantasy Crystal Chronicles. Or maybe I pivot to an entirely different franchise, and finally give the Tales Of series the full play through it probably deserves.

Whatever direction I end up going, I have a feeling I’ll keep writing about it. At this point, that’s kind of half the fun.

Cairn – Video Game Review

Cairn – Video Game Review

Spoilers ahead. You have been warned.

In the fall of 2019, my wife and I started climbing at our local gym. We fell in love immediately. It was a cathartic challenge—physical, yes, but also deeply mental. There’s something uniquely satisfying about staring at a wall of coloured holds, mapping out a route, failing, adjusting, and finally sticking that move that felt impossible ten minutes earlier. And because I am obsessed with maximizing my value of something, we both bought our own harnesses and shoes, paid into the monthly membership plan and started going three times a week. For months!

Then, spring of 2020 happened. The gym shut down. We moved, had a baby. The membership lapsed. We’ve never made it back, even though it’s one of those activities we both agree we genuinely loved. Fast-forward to January 2026. My five-year-old daughter has just started bouldering. We sign her up for a climbing class, and suddenly I’m spending three days a week back in that chalk-dusted environment, watching people try a problem over and over again. And just like that, the itch is back. I miss that carnal feeling of accomplishment, that feeling of strength of pushing my body past previous limits.

So imagine my surprise when I boot up my Steam Deck and saw that someone in my Steam Family has purchased Cairn. I’d heard nothing about it, but I saw it had strong reviews (I’m pretty good at dodging video game media).

A climbing game? Sure. Why not. What have I got to lose?

Cairn casts you as expert mountaineer Aava attempting to summit Mount Kami, the most dangerous mountain in the world. If you take the time to explore the posters in the tutorial area, you’ll learn that around 30 people attempt the climb each year. Few ever return. None have ever reached the summit.

Past the tutorial area, the game begins simply. You’re on the mountain, starting your ascent. Better get climbing.

The climbing system initially defaults to an automatic limb-selection mechanic. You move hands and feet individually with the left thumb stick. Up, sideways, diagonally, everywhere you’d think your limbs can go. While the game automatically suggests which limb should move next, it’s tactile, deliberate, and slow. You don’t just “hold forward to climb.” You’re supposed to think through every placement. Just planting your foot against a smooth rock and counting on your smear to hold is going to result in a bad time.

Also, Aava is absurdly flexible. At one point I had her hooking a foot somewhere near her own ear to gain leverage. As I often tell my daughter, video games are not real.

But this system is also where my first major frustration surfaced. Sometimes the “obvious” move like adjusting the bottom-left foot as I’m moving to the left, wasn’t the move the game wanted. Instead, it would shift the bottom-right foot, which then I couldn’t even see behind Aava’s back. Suddenly her leg is dragging across her body, toes reaching where her hands should be, and she’s clinging to the wall by fingertips, and I’m scrambling to fix a problem I didn’t mean to create.

More than one fall happened that way.

On most difficulty levels, you can place pitons into the rock to act as checkpoints. If you fall, you’re hauled back up to your last placed piton. They’re limited, though. If you misuse them or fall too often, you’ll need to collect scraps to forge new ones. and Falling in Cairn stings. Not just because you failed, but because of the time and resources that are lost.

Cairn is a slow game. A tricky problem can take 5–10 minutes to work through. Sometimes 20. One time, 25. And inevitably, you’ll be right at the end of a brutal stretch, one final foothold between you and a cave or hidden discovery… and then Aava’s foot slips. You scramble. You panic. You fall.

Aava’s voice actress has a couple of great screams and curses that I feel in my soul when this happens. If you haven’t placed a piton recently, then you’re falling the way down until your rag-doll body stops rolling. If you’re lucky, you’ll just die and restart from the last save. Otherwise, you now need to climb out of whatever crevice Aava’s body just fell into. And when you get back to solid ground and look up at that climb that you just failed at, you have to ask yourself if you really want to try it again. Spend another 20 minutes scampering up that wall and face the risk of falling again. And when you’re low on food, low on water, freezing, and exhausted, that lost time also means lost resources.

I don’t think Cairn intentionally wastes your time, not like other games that make you backtrack unnecessarily or have runs ruined by randomness. Cairn demands time through the slow, methodical, and purposeful gameplay. It’s the kind of game that every step is slow, but you’re always progressing. You focus on only the next hand or foot hold, and after a few minutes, you’ll pan your camera around and be a little breathless at how far you’ve gone.

That being said, when you finally conquer that tricky section? When you stick the move that previously sent you plummeting? It’s absolutely euphoric. The dopamine rush is so real. It mirrors real-world climbing in a way I did not expect from a video game.

Cairn isn’t just a game about limb placement. It’s also about survival. You’ll need to manage your hunger, thirst, warmth, and stamina. You’ll need to shake your pack to cram as many supplies as possible in, as you scavenge abandoned backpacks, derelict cable cars, and broken vending machines. The real treat is when you come cross a delicious egg in a nest during a climb. The survival mechanics and lack of a firm restocking point creates a tension that triggers my hoarding psychology.

I have “Final Fantasy Elixir Syndrome.” I never use the rare, powerful items because what if I need them later? So I end most games with a stack of elixirs and a pile of regret. Cairn pokes that exact nerve. You don’t want to use your good food. What if there’s something worse ahead? What if there’s no food beyond this point? But if you don’t use your best foods and benefit from the stat boosts they give you, you might fail the next section

And that brings me back to the fall. If you fall and have to climb again, all that food and water you consumed is just… gone. You’re no further up the mountain than when you started, but you have less resources to get you to the next checkpoint.

It’s brutal. It’s effective. It feels bad. But that bad feeling is clearly intentional design.

The HUD (heads up display) is wonderfully immersive. Your survival meters fade away unless they demand attention. Most of the time, it’s just you and the mountain. As you climb higher, you’ll discover remnants of those who came before you. Abandoned infrastructure, old campsites, backpacks from climbers who never returned, and most interestingly, artifacts and stories from the troglodytes, a group of people who once lived on Mount Kami.

Your only consistent companion is a small robot called a Climbot, a boxy robot on four spider-esque legs that skitter along the rocks, carrying your ropes and retrieving your pitons. Occasionally, Climbot will receive voicemail messages from her manager gently asking how her progress is going, or her partnerchecking in, seeing if she’s okay on her death hike. Aava’s responses to those messages can vary from indifferent to abrasive or dismissive. She resents the distraction. How dare they interrupt her focus while she attempts something this monumental?

Early on, you meet Marco, another mountaineer. He climbs for the love of climbing. He doesn’t believe he’ll reach the summit, but he’s just here for the good times. Aava tears into Marco for that mindset. Calls him defeated. Weak. It’s one of the first times she really speaks, and it’s not flattering. Aava does soften slightly over time, but so much of her characterization left a sour taste in my mouth. I understand she’s undertaking something life-threatening. I understand obsession. But her abrasiveness made it hard for me to enjoy her company.

Near the summit, you encounter another climber who has lived on the mountain for twelve years. He’s too close to the summit to turn back, but he’s unable to reach the top. He shows you dozens upon dozens of backpacks from those who tried and failed. a graveyard. Here, Marco decides he’s done. He’s going back down. Then the game asks you to choose. Do you descend with Marco? Or do you continue your ascent, despite every warning?

On my first play through, I went down. The reward for choosing that is a quiet montage of descent. Marco gives Aava a ride home in his van. The final scene shows her sitting on her bed, staring into space. Disappointed, but alive. Her partner calls out that friends are coming over. Marco is on his way.

This ending felt human. Bittersweet. Real.

On my second play through, I chose to go up. Shortly after that decision, An avalanche crashed on your head, and reduces your survival meters to a third of what they once were. You claw your way through the final ascent, which, surprisingly, isn’t dramatically harder than what came before. On the final wall, Climbot succumbs to the elements. For his mechanical failure, Aava beats it with her climbing picks, berating it for failing her. You can choose to drag it along anyway, or cut it loose. The choice here, doesn’t matter.

Then, Aava reaches her summit. She trudges through the snow cap, to the highest point of mount Kami. There is nowhere else to climb. She screams, a visceral, guttural howl. Then, she sits down in the snow, quiet. Finally, she reaches toward the stars, grabs them, and climbs into the sky.

Some players will find transcendence there. The culmination of obsession. The ultimate accomplishment. But for me, it felt unsatisfying. There is no joy in the accomplishment, no one to share your victory with. Just a tired woman sitting quietly on all she’s conquered. Maybe she dies there, and maybe she heads back down. The ending is poetically ambiguous, to me, it felt like descending with Marco was the good ending, and reaching the summit was the bad one.

Cairn will not win my Game of the Year.

But it was a cathartic, memorable experience, especially given where I am in life right now. It gave me an echo of the real-world climbing rush I’ve been missing since 2020.

The first ascent in Cairn is magical because of the discovery. Peaking your head into a cave to find an indestructible piton, or an angry bear gave me such rushes of excitement. Subsequent climbs lose some of that magic. Now, you know where the food is. You know the shortcuts. You know which caves you should explore, and which you can skip. The mystery fades.

Still, finishing Cairn felt like a real accomplishment.

I wouldn’t want every game to use this limb-by-limb climbing system. I cannot imagine playing Breath of the Wild or Assassin’s Creed, and having to individually manage my feet every time I try to scale a hill.

But for a game wholly committed to simulating mountaineering, Cairn does something special. It captured the frustration. It captured the obsession. It captured the fall.

But most importantly, It captured the feeling that climbing gives you. It reminded me why I got obsessed with it in the first place in 2019. And any game that manages to evoke strong feelings, is a special one indeed.

Theatrhythm Final Fantasy

Theatrhythm Final Fantasy

For those of you keeping track, it’s been nearly 3 months since I reviewed Final Fantasy VII. I promise, I started Final Fantasy VIII immediately after, but I’ll be really honest. I found it to be so unfun that I struggle to play it. Every time I turn the game on to keep progressing, I get into a single battle, roll my eyes and shut it down again. So instead of progressing on the main story, today’s post is another adventure into one of the spin-off games, Theatrhythm Final Fantasy. Specifically Final Bar Line, the most entry in the series.

Theatrhythm is a rhythm game set to the music of the Final Fantasy universe. When you first launch the game, you’re given a key, and a carousel of the main line titles, along with a choice selection of some of the more popular spin-off games. Your key will unlock one game, along with a few chibi representations of party members from that specific title.

You’re tasked with building a party to take into each one of these rhythm game missions, and the characters are largely separated into different types. Attack type, defense type, support, summoner, and so on. As they go on missions, they level up and unlock new skills.

But wait, you might be asking. Why are you getting levels and skills in a rhythm game? That’s a great question, and one that is never really answered. Each game presents you with a linier path of songs, starting from the beginning of the game, and progressing through the major plot beats. Each level has various dots scrolling from left to right, and all you need to do when the dot hits the right side of the screen is press a button. Literally, any button will suffice. You can choose to use the shoulder buttons, the face buttons, d-pad, anything. If two buttons hit the right side bar at one time, you’ll need to hit two buttons. There’s also green lines, when make you hold a button for a while, and if that green line slants up or down, you’ll need to hold the joystick in that direction to satisfy the note. There’s also arrows mixed in with the buttons, asking you to press one of the joysticks in that direction.

And that’s the entirety of the gameplay. But literally behind the rhythm game aspect, your party of characters is walking in the background from right to left, letting the scenery scroll by, and occasionally encountering monsters. Your party will automatically battle the baddies they encounter, and should they defeat them, they’ll just keep on walking to the left until the song ends. After a couple songs, you’re rewarded with another key, so you can unlock another game’s music, and if you manage to complete all the songs for a game, you’ll be able to add that games antagonist to your party, just for kicks.

To encourage you to build your party out a little bit, each song has a mission for you to accomplish, and most of them have to do with the party defeating a certain number of baddies, or using certain types of skills. It can be quite difficult to nearly impossible to defeat enough enemies when you first start the game, meaning you’ll likely need to return once your party has levelled up enough to lay the smack down on the enemies. That said, some characters synergize with each other incredibly well to really ratchet up the damage they’re able to output, making previously impossible challenges an utter breeze.

I find the RPG elements of Theatrhythm to be banal and superfluous. It literally does not matter how you build out your party, or if they fail to accomplish whatever the goal of the song is. The only thing that matters is that you hit enough notes to complete the song. I will concede that some of the characters trade defense for attack, and if you stack too many of those characters together, then missing just a handful of notes is enough to make you fail the song.

The rhythm game itself is simple and generally relaxing. The music of the Final Fantasy franchise is beautiful, and it’s actually been really lovely to revisit the past 7 games I’ve played in this way. The musical themes stirring up the memories of my adventures was more nostalgic that I originally expected. Some of the songs really ratchet up the difficulty, putting this game into the “easy to play, difficult to master” territory. Thankfully, each song has several difficulty levels, letting you push yourself on the easier songs, and pull back on the more devilish ones.

I use the term ‘master’, loosely. Theatrhythm is very forgiving, with generally wide range for accepting a button input, to the directional arrows just needing to be within the correct 90 degree arc. Add this to the dual stick and any button approach, and sometimes just spamming things at the right general direction is enough to get you through a difficult spot.

I was surprised at just how many songs were packed into this game. Every main title has at least 10 songs to deliver, and Final Fantasy XI shows up with a whopping 44 songs. With the DLC added, there’s over 400 songs to play through, although some of the most popular songs end up repeated and remixed several times (looking at you, Battle on the Big Bridge).

Theatrhythm ends up being a wonderful and charming celebration of Final Fantasy music, and one that I thoroughly enjoyed. Although the RPG elements are pointless, they do provide a fun little background for my daughter to watch while I focus on the dots flying across the screen.

If you’re being picky, you’ll start to notice that not all note tracks are particularly well-matched to each song. Some dots will fly by and ask for button presses off-beat, but it’s hard to really complain too much when all of the music is just so good. As a celebration of Final Fantasy’s 35th anniversary, Theatrhythm absolutely succeeds in being a big package of fan service to long-time fans. I don’t think the gameplay is engaging enough to make you want to sink hundreds of hours into it, nor will you be organizing multiplayer Theatrhythm parties any time soon, like you used to do with your favourite rhythm games. But if you’re a Final Fantasy fan, I think you’ll find yourself surprisingly touched when the themes of your favourite games come on, and the caricatures of the heroes you’ve spent dozens of hours with bob across the screen. Just don’t show up expecting deep, satisfying RPG gameplay, you won’t find it here.

Final Fantasy V

Final Fantasy V

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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.

Final Fantasy I

Final Fantasy I

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Introduction

Long before I knew what “grinding XP” meant or knew what a Phoenix Down was, I was already deep into the world of JRPGs. Back then, I didn’t have a massive library of games available to me, so anything promising dozens of hours of gameplay instantly drew my attention. One of my earliest forays into the JRPG genre was Final Fantasy II on the SNES (It’s actually called Final Fantasy IV, but that’s a rabbit hole for another day). That game kicked off a lifelong fondness for the Final Fantasy series, even if I haven’t actually finished most of the mainline entries.

Well, that changes now.

Armed with my trusty Retroid Pocket 4 Pro, I’ve embarked on a mission: to play through every mainline Final Fantasy game it can handle. And I’m starting right where it all began, albeit with the 2004 Game Boy Advance remake, Final Fantasy I, from the Dawn of Souls anthology.

First Impressions from a Nearly Blank Slate

Aside from a vague memory of beating Garland once years ago, this was essentially my first real experience with Final Fantasy I. And right off the bat, I made full use of modern conveniences: 2x speed and auto-mapping the A button to the trigger so I could turbo through the many, long, repetitive battles. Let’s be honest, those random encounters feel relentless, so anything to streamline them is a blessing.

Final Fantasy I has you playing as a customizable party, and sets your party as the four Warriors of Light, each carrying a darkened crystal, and you’re tasked with restoring balance to the world. Or something to that effect. Like many NES-era games, the real story is half-buried in the game manual and whispered through snippets of NPC dialogue scattered across towns. Don’t expect cutscenes or lore dumps, this is old-school storytelling where you’re expected to connect the dots yourself and let your imigination fill in the gaps.

Lost Without a Guide. And That’s Kind of the Point

I made it about a third of the way through the game before caving and pulling up both a walkthrough and a world map. Final Fantasy I offers little in the way of direction. Instead, it leans on cryptic clues from villagers and a whole lot of trial and error. It reminded me of being on the playground, swapping secrets with friends about how to wake the elven prince or where to find that random witch who needs a magic eye.

It’s charming in a way. When you stumble upon the specific place you need to me is exciting. But it also means a lot of wandering interrupted by constant random battles. Exploration is a chore when every five steps you get warped into another pointless encounter. I know the newest remakes (Pixel Remaster) has an option that lets you turn off the random encounters altogether, but that wasn’t an option here. If you’re not following a guide and don’t know where to go, you MIGHT eventually find the right place to go. And you’ll be massively over levelled when you get there.

Dungeon Design Done Right

That said, I really enjoyed the dungeon design. They’re sprawling, treasure-packed mazes that feel rewarding to explore. Unlike later entries in the series where dungeons sometimes devolve into glorified hallways, these had nooks and cranies to explore. Finding new, powerful loot and immediately smacking a boss with it? Always satisfying.

Thanks to my turbo-boosted gameplay, I ended up over leveled without even trying. I didn’t grind on purpose, I just got lost a lot. By the time I reached each of the four elemental Fiends, they went down in 3 or 4 rounds. The real challenge came from resource management: making it through a dungeon with enough HP and MP left to survive the trip back to the nearest town. More than once at the start of the game, I limped out of a dungeon with my party barely clinging to life. Eventually, even that tension faded as my levels climbed.

Final Boss, Final Thoughts

The only minor roadblock was the final boss, Chaos, whose brutal AoE spells finally gave my White Mage something to panic about. Even then, I managed to beat him on the first try. When the credits rolled, my in-game clock showed 13 hours, and my party was hovering around level 61.

So… how does Final Fantasy I hold up today?

It’s tricky. Evaluating a nearly 40-year-old game with modern eyes is unfair, but inevitable. The magic system feels thin, the stats often feel meaningless, and gear is mostly just a numbers game. Most of the spells go unused, equipment lacks flair, and your Black Mage is either useless or a glass cannon depending on how full their MP bar is.

And yet, Final Fantasy was a revelation in its time. It pioneered mechanics and tropes that became the foundation for the genre. Games I’ve loved over the decades owe their existence to this one.

Should You Play It?

If you’re looking for a polished, modern RPG experience, this isn’t it. But if you want to pay homage to where it all began, to the roots of a genre that shaped generations of gamers, then it’s worth your time. Especially with some emulator tweaks to make the ride a little smoother.

I’m glad I finally checked this one off my list. Even with its rough edges, Final Fantasy still manages to shine. It’s a monument to what came before, a stepping stone in the evolution of RPGs. I may not recommend it to everyone, but I absolutely respect the ground it broke.

Now, onward to Final Fantasy II (The real Final Fantasy II, not the US version which is actually Final Fantasy IV).