Part 1: Why Does Square-Enix Make It Impossible To Enjoy Their Old Games?
Many months ago, my fellow Final Fantasy compatriot, Gino, concocted an insidious plan. He decreed we play Final Fantasy I, and discover more about how this gangster shit started. There was but one problem: Square-Enix doesn't want you to play any of their 8 or 16-bit era games. At least, not in their original form. This conundrum posed a problem for this series because, as we will get into later, the original version of Final Fantasy I employed a relatively novel magic system.
I cannot preface enough how limited my options were for this series. Initially, I played an emulated version of the NES game but quickly found it untenable. My issue with the NES version is its speed. In its rawest form, Final Fantasy I is undeniably sluggish. The simple act of selecting commands, or waiting for enemies to finish their turns adds literal HOURS to any playthrough. My most significant annoyance was planning party-wide commands eons before the game was able to transition to my next turn.
Likewise, there's an atrocious iOS/Android port of the WonderSwan version. SURPRISE, it's a trash port job. To this day, I cannot fathom how a company as venerated as Square-Enix continues to fuck up the mobile ports of their back-catalog. Seriously, how did they allow the Chrono Trigger mobile port to happen? How is that even possible? The PlayStation One version is regarded as the "best" version of Final Fantasy I, but I wasn't about to buy a PS1 for the sake of this blog. Before you ask, PlayStation One emulation isn't where it needs to be, and most likely never will. These compounding issues left me with one last viable option.
I know this is a tangent, but can someone justify Square's dubious position? They must know people would happily buy their classic games legally, and for a markup. Why is it virtually impossible to play games like Final Fantasy VI or Chrono Trigger in their original forms? Things are even worse when it comes to Final Fantasy I. There's no legal mechanism to play Final Fantasy I, with its Vancian magic system mind you, on a modern platform. What is the justification for Square-Enix's gross incompetence? The only explanation I can concoct is they have no idea what the fuck they are doing.
Part 2: The Combat Is Zero Fun Regardless Of The Version You Play
I'm going to make something abundantly clear before we deep dive into Final Fantasy I's mechanics. I hate this game. It's a poorly programmed nightmare with few redeeming qualities. Additionally, the game lacks a compelling narrative. It's a fucking miracle Square converted Final Fantasy into one of the most important video game franchises. Every distinguishing feature of the series either doesn't exist or is entirely irrelevant.
It is painfully apparent a team of novices developed Final Fantasy I. Despite being a "role-playing game," it lacks every hallmark of the genre. Your characters assume arbitrary classes that never factor into the story. What does it mean to be a "Thief" or "Warrior" besides having different initial statistics? Weapons feel dispensable rather than opportunities for character building. But more troublingly, Final Fantasy I obfuscates entire mechanics.
There are a myriad of stats in this game, but I'll be damned if I could tell you what any of them meant. Sure, "Strength" directly relates to the amount of damage characters output. But the ranges of your attacks is so vast I never felt that was the case. Furthermore, figuring out how to make efficient use of any of the character classes requires a soul-crushing amount of trial and error. Whoever decided there needed to be separate merchants for items, weapons, AND armor is a motherfucker. The process of locating sets of armor or weapons best suited for an upcoming dungeon wastes literal hours.
More importantly, I have fundamental issues with how this game plays. Something as simple as your party's turn order is a complete mystery. More often than not, my magic casters would be the first to queue up an attack and would be the last to execute said attack. Periodically the inverse would happen. To the best of my knowledge, the levels of my characters have no impact on their turn order. If there is a stat that determines it, I have no idea how to improve that stat. So goes the story of every mechanic in Final Fantasy I.
In the world of board games, there's a sub-genre of games derisively called "point salads." In these games, it becomes difficult to take any action without receiving points as compensation. A common pitfall of these games is the point system feels arbitrary, and there are too many viable ways to win. Final Fantasy I is a "point salad" in the worst way possible. Everything provides experience, but you have no idea why you should care. Worse yet, you level your characters with such relative ease; it loses much of its intrinsic value. Watching the stats of my party members go up should mean something, but because I don't know what they correlate to, it doesn't.
Part 3: The Magic System Fucking BLOWS!
The "original" version of Final Fantasy I employs a "Vancian Magic" system. Players can only use a finite number of spells on any given day, and the magic "tiers." In essence, you had an MP pool (one for each level), and each spell costs 1MP from that pool. As you might expect, high-level magic has fewer possible uses than low-level magic. In the Dawn of Souls version, this is replaced with a more traditional "Magic Point" system. Regardless, both systems are incredibly flawed.
The "Vancian Magic" in the original version is interesting conceptually. Getting more uses of low or mid-tier magic spells sounds useful on paper, but it's rarely helpful in execution. A substantial reason is the "range" of your spells does not change based on your character's level. For example, "Cure" has the same range for a level 15 White Mage as it does for a level 85 White Mage. This problem also applies to Dark Magic. Static damage ranges confine high-level magic spells like "Flare" or "Ultima," but physical attacks grow exponentially because they are linked to the "Strength" attribute. Simply put, getting more uses of a magic command doesn't scale as you play the game.
There's another flaw with this system that is more related to Vancian Magic in general. To make practical use of your mages, players need to know which spells will be useful in the next environment. This problem is rectified when the environments communicate the elemental affinities of your enemies. Caves filled with lava or ice are easy to gauge, but this isn't always the case. When I found myself up against mummies, ogres, or cockatrices, I was flummoxed as to what type of magic would best dispatch them. Furthermore, there are too many fucking magic merchants! SERIOUSLY, WHY THE FUCK DOES ELFLAND HAVE FOUR GODDAMNED MAGIC MERCHANTS?
In Dawn of Souls "Magic Points" are used, but they eliminate one of the only consistent sources of difficulty. Not needing to strategize your use of magic, especially when Ethers are in ample supply, makes the game feel sterile. Plus, this system doesn't address the most significant problem plaguing the magic classes: their physically focused counterparts far outpace them in combat. Even in Dawn of Souls, where the caster's level determines magic stats, spells are rarely an efficient use of one's time. They do an excellent job of dispatching trash mobs early in the game, but nothing more.
Likewise, other additions in Dawn of Souls neuters the necessity of magic. The inclusion of Phoenix Downs reduces the need for specific white magic spells. Another "helpful" addition to the Dawn of Souls version is enemies randomly drop restorative items. Furthermore, it does not help the in-game economy is easily exploited. By the time I reached the second crystal, I had no issues with Gil, and thus, had potions on tap.
Part 3: The Random Encounters Suck All Joy Out Of The Gameplay
As I am apt to say, there's an "elephant in the room." We have yet to address the most pressing issue beleaguering Final Fantasy I. The random encounters are oppressive. In some environments, players take three steps in between confrontations. With a nonexistent story and harebrained gameplay, the fights feel like a "padding technique." The snaking nature of the dungeons, which I will address shortly, seem to maximize the number of fights in any level.
Virtually every random encounter can kill the player's party. It is especially the case during the game's initial hours. During this timeframe, random encounters against groupings of nine to eight enemies are far riskier than any of the in-game bosses. An army of ghouls or ghasts struck more fear into my soul than any of the Four Fiends. I'm not joking... this is the scariest enemy combination you will ever face in the game:
There are several reasons why the random encounters overpower the bosses. First, as I mentioned earlier, the turn order system is FUCKED. Just because you selected magic or restorative spells early, does not mean they will be the first to take effect. Time and time again I desperately needed a party-wide healing spell that never queued up. Second, your physically focused character classes have no AOE options. So, while you wait for black or white magic spells, your fighters are left to noodle away on trash mobs. Speaking of which, THERE A LOT OF TRASH MOBS!
Being wiped by an army of baddies in the middle of a dungeon isn't just demoralizing. Because you cannot save in dungeons, dying can erase hours of hard work. Worse yet, you feel throttled during the early phases of the game. Even if you decide to turn around midway in a dungeon, you still have to ferry your party outside and hope you have enough potions or white magic to survive the journey. Once out, players have to go through the same dungeon as if it was their first time entering it.
I know what a lot of you will argue is the solution to this problem. If a player grinds in earlier locations, players can traverse through the dungeons with more ease. I want you to think about what you are saying. You are forcefully arguing for players to avoid wasting their time, by wasting their time a different way. FUCK THAT! I have a finite amount of time on this planet, and I'm sorry if I do not believe grinding in games is a wise use of that time. Also, what about when shit like this happens:
Final Fantasy I is a bad game. pic.twitter.com/3Y0ldCB6ZU
— Gino Grieco (@ThatPinguino) January 19, 2018
Part 4: HOLY SHIT! This Game Is Unbalanced!
Paralysis is the worst status effect I have seen in a video game. Straight up, it prevents an afflicted party member from participating in a battle. Additionally, paralysis drops your character's evasion rate to zero, and the attacker's damage increases by 25%. Once it afflicts one of your party members, you have to wait until it wears off. Unfortunately, you only have a 25% chance of paralysis dissipating. WHO THINKS THAT IS A GOOD IDEA?
Paralysis can also be used as a passive debuff for random enemies' attacks. Packs of eight or nine ghouls become the hardest enemies in the game because they attack in quick succession before you're able to connect with a single move. Lord have mercy on your soul if even half of them succeed in landing paralysis. Unlike "Stone," if every member of a party has paralysis, the player has to watch their game slowly end. Simply put, a mob of ghouls is more ferocious than any of the story bosses.
Other status effects are as debilitating as paralysis. Poison has the distinction of carrying over after a battle ends, and afflicted party members take massive damage every step until it is remedied. The remaining status effects are different renditions of pre-existing ones. There's no discernible difference between Stone and Paralysis other than Stone carriers over after the end of a battle. To add insult to injury, Sleep is a multi-character hitting version of both! I feel safe in saying assholes designed this game!
None of these issues would be such a problem if the game didn't lock away revival and debuff magic spells as late as it does. The White Mage SHOULD be able to protect the party from crippling ailments like paralysis. Sadly they CAN'T until the halfway point of the story! Even if the player manages to acquire the Gil necessary to purchase these spells, there's no guarantee you'll be able to utilize them when needed. Often, ghasts and wights cast paralysis before your mage queues up their command. IT'S AN UTTERLY FUCKED SCENARIO!
Even when the enemies don't have horrible status effects, large trash mobs are a pain. During the early stages of the game, there aren't a ton of crowd control options. Dia is a help, and the Black Mage has a few tools in their toolbox, but parties that rely on the fighting classes are shit out of luck. What's funny is this is only a problem until the player gets the second tier of elemental spells or even sleep. From that point forward, using spells is temporarily a necessity to avoid further heartbreak. Furthermore, after fighting classes reach the level twenty range, they become unstoppable.
So, let's review why death is a big deal in Final Fantasy I. The player's revival options are limited. During the initial phases of the game, paying a fee at a church is the only viable solution to a character's death. Additionally, exiting a dungeon to revive one of your characters is ZERO FUN! When down one or two party members, even the most benign random encounters become a possible game-ending risk. Furthermore, successfully reaching a church means the player has to re-do all of their progress in the previous dungeon.
Part 5: Story? Who Said A Final Fantasy Game Needed A "Story?"
I have ranted about Final Fantasy I's gameplay for as long as I have for a reason. There's little to pick apart regarding Final Fantasy I's narrative. After selecting a party, players are transported to "Cornelia Castle." It is here a king presents the game's premise. Four elemental monsters plague the world, and the only way to stop them is by collecting four crystals. Conveniently, four "Warriors of Light" are prophesies to bring an end to this chaos.
That's all you have for what feels like four hours. There are punctuated attempts at lore whenever you enter a new town or city, but these are superficial at best. Everyone is cowering over an army of unseen monsters whose motivations are unknown. Our heroes fare no better. Players never understand where they came from, or how they converged together as a team. Likewise, it's never clear how the characters came across the "empty" crystals.
It doesn't help Final Fantasy I drops players into the fray with little pomp or circumstance. The Four Warriors of Light are whisked away to save the kidnapped princess of Cornelia. It's only after talking to the city's random denizens the player learns they must go north to find her. The game's only tutorial is tucked away in Cornelia's inn, but it doesn't review the game's deeper machinations. When you have your first battle, there's no guidance on what you are looking at, or how to input commands. It's the worst possible example of "trial by fire" game design.
I find the game's lack of a compelling story a massive problem. Because the mechanics do not enthuse me, the sterile narrative feels like salt in a wound. I have forgiven previous Final Fantasy games' mechanical missteps because of the strengths of their characters or events. Final Fantasy IX may well have one of the worst renditions of the ATB system, but who cares when that game has Vivi! Final Fantasy I does not get a pass in this regard. I mean, shit son, it doesn't even try!
Part of this problem descends from Square's development team not having experience in designing a role-playing game. As a result, they prioritized their development time on the mechanics rather than the story. For pity's sake, they gave so few fucks about their art design they plagiarized Dungeons and Dragons! It's a miracle Square didn't get their asses sued when they released Final Fantasy I in the United States.
D&D First Edition "Mind Flayer" | Final Fantasy I "Mindflayer" |
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Part 6: The First Three Hours Are A Glorified Fetch Quest
After the Warriors of Light rescue Princess Sarah, the king of Cornelia orders the construction of a bridge. This bridge opens a portion of the overworld to the player. Once again, the game provides an empty world with no guidance on where to go. A story interlude informs the player, "And so their journey began. As warriors of light, the four youths faced a staggering mission and a stormy destiny." What this even means, I have no idea.
Luckily the possible visitable locations are limited. Players can either explore "Matoya's Cave" or "Pravoka," with the latter being the location relevant to progressing the story. Once in Pravoka, the Warriors of Light discover the town is plagued NOT by the Four Fiends, but a group of drunken pirates. Bikke's band of pirates are dispatched with relative ease, but how this has ANYTHING to do with the main quest, is beyond my comprehension. The good news is Bikke provides the Warriors of Light with a boat.
The irreverent nature of Pravoka highlights a persistent structural weakness inherent to Final Fantasy I. Several one-time use locations feel isolated from the rest of the world. Don't think for a minute I was impressed by any of the game's "errands." When players enter Elfheim, they discover its prince has been cursed by Astos, king of the Dark Elves. Does Astos have any connection to the Four Fiends? NOPE! Even worse, the game thinks it's an appropriate time for a fetch quest!
Waking up a prince from his nap sounds easy enough to solve, but it isn't. Oh God, how it isn't! First, the Warriors of Light need to travel to the bottom of the Marsh Cave to retrieve a crown for the Elf King in the Western Keep. I would like to preface the crown must be returned to a separate, single-use location you will never visit once this quest is complete. Additionally, the Marsh Cave sucks. Poisonous monsters and dead-ends populate it, meaning it requires hours of planning and hard work to complete.
Upon returning the crown to the Western Keep, the king reveals himself to be none other than Astos. Why the game decides to employ a boss with the "Death" command, this early in the game mind you, is one of life's greatest mysteries. It's also a DICK MOVE! With Astos eventually out of the picture, one might expect this questline to be over, but that assumption is wrong. The crown from the Marsh Cave needs to be converted into a "Crystal Lens." This item is given to Matoya in "Matoya's Cave," which is ANOTHER one-time use location that no longer has any utility once this quest is over! Then, and only then, will the player find a tonic they can use to wake up the elven prince!
When the prince wakes up, he provides the Warriors of Light with a "Mystic Key." The key allows players to unlock a trove of treasure in several previously explored locations. The only required chests the player must unlock are the chests in the Castle of Corneria. There the Warriors of Light find TNT which they exchange to a dwarf at Mt. Duergar. When an engineer uses the TNT to explode a mountain, a canal opens, and most of the overworld is readily available via boat. WHO DESIGNED THIS QUEST?!
Look, I get it. This game is over thirty years old, and early game design relied on fetch quests. I'm not frustrated the game uses fetch quests as a fundamental lynchpin. What I find unforgivable is how needless these fetch quests feel. The majority of our time in Elfheim is only tangentially related to stopping the Four Fiends. When the Elf prince awakens, the party isn't provided a crystal. Shit, the elf prince doesn't even have the common courtesy to inform the Warriors of Light where they need to go next. If anything, the first three hours of the game feels like filler.
Part 7: Whoever Designed The Levels And Dungeons Needs To Get Punched
Fire every level designer who made Final Fantasy I! There's not a single straight path, and it's incredibly easy to lose your bearings in the city. My grousing applies to virtually every location. Furthermore, not knowing where to go is a constant frustration in Final Fantasy I. Quest givers provide vague hints as to where the player should go, but at best, they'll use generic cardinal coordinates in their descriptions. The overworld is mostly empty, and the story essential locations are painfully spread apart.
The scattered nature of the cities once again underscores my problems with Final Fantasy I's magic and combat system. Often I would enter a cave and immediately identify its elemental affinity. I would then ferry my party to previous towns that had the proper spells and equipment to address the dungeon. However, the process of finding your boat, sailing to another city, walking into the town, and locating the appropriate merchants straight up sucks. It sucks a lot! It subjects the player to dozens of trash mobs and pointless encounters, and it slows the game to a crawl.
The last major complaint I'll issue relates to Final Fantasy I's dungeon design. Players spend most of their time in dungeons. However, the design of the subterranean levels is migraine inducing. When examined literally, most of the game's dungeons are small and compact. The brutal frequency of the random encounters is one reason they drag for hours upon end. In some environments, players can count the number of steps they take in between battles on one hand.
The more pressing annoyance is the layout of the dungeons. I've pissed straighter lines than most of the levels in Final Fantasy I. Most underground levels have objects or pillars blocking the immediate path of the player, causing them to snake around in the environment. Frequently, the game places the player next to a set of stairs they know will progress them to the next level. Unfortunately, the player navigates a gauntlet of bullshit before they can use those stairs.
What further frustrates me are the number of dead-ends in any given dungeon. The designers already programmed these environments to have a deluge of random encounters. They knowingly made it impossible for players to save or use tents in dungeons. They knew most players would have to make multiple goes at the first couple of caves. In spite of this, they STILL put in dead-ends that all but guarantee players find themselves in frustrating circumstances. This game is downright cruel! Which leads me to my final question:
Part 8: Why Do People Like This Game?
Before we continue, I want to make it clear I am not in the business of telling people what they can and cannot enjoy. When I pose the question above, it is me being genuinely curious what others see in this game. How does Final Fantasy I earn your nostalgia? What were the circumstances surrounding your time with Final Fantasy I? These are questions I ask in the hope of receiving actual answers. And again, I am receptive to whatever you have to share.
As a CRPG and tabletop gamer, all I can do is share a perspective. I know sometimes my opinions rile people up, but I wish that weren't the case. To me, Final Fantasy I is emblematic of the PC vs. console split in the gaming community. When I look at Final Fantasy I's novel attempts at gameplay, I cannot help but call them rudimentary or sterile. When I watch Final Fantasy I's attempted story pivots; I cannot help but view them as childish. Call me jaded, but most computer role-playing games had already figured out solutions to the shittiness plaguing Final Fantasy I.
Just as a thought experiment I decided to look up some CRPGs that published before Final Fantasy I, and I was AMAZED at some of the games. Final Fantasy I released in 1987 and Wizardry III, Ultima IV, Might and Magic Book One, and The Bard's Tale all pre-date its release. Each of these games has two things in common I want to highlight. First, they all have deep and immersive narratives that attempt at world building. Additionally, each game features a combat system that does not boil down to you watching numbers grow.
Let's take Wizardry III: Legacy of Llylgamyn as an example. Wizardry III is a six-level dungeon crawler, but HOT DAMN did it make great use of those six dungeons! As a whole, the Wizardry franchise is focused on party management, so finding an even balance between the game's classes is a necessity. The classes in the game mean something because they are the key to you being able to finish the game. Your characters also had alignments. Levels in the game were only accessible if your party comprised of "evil" or "good" characters, and the two opposed alignments refused to party up. The result was the player put a lot of thought into how they developed their teams as they played.
Regarding storytelling, Wizardry III did something many games later would embrace. If you love the Fire Emblem games, you owe a lot to Wizardry III. To play Wizardry III you NEEDED to have a save file from one of the previous Wizardry games. Characters in Wizardry III were descendants of characters from Wizardry I and II. Players kept the same name and class for their party members depending on their parentage but could adopt new alignments. I want to preface Wizardry III came out FOUR YEARS BEFORE Final Fantasy I!
Finally, let's talk about the role-playing game Final Fantasy I parrots the most: Ultima. I don't know how anyone can look at Ultima IV: Quest of the Avatar and say it doesn't eat Final Fantasy I's lunch. Ultima IV blows everything accomplished in Final Fantasy I through III out of the water. Narratively speaking, Ultima IV is one of the few role-playing games that doesn't have a story that devolves into you chasing after some world-ending evil. It involves the player trying to earn the right to become a unifying representation of virtue. It was audacious then and is audacious to this day.
All of my mechanical praise of Wizardry III applies to Ultima IV, though there is one gigantic difference. There are no fetch quests in Ultima IV. Side quests exist to allow the player to align themselves with virtues, and while the virtue system is wonky, it is also liberating. The world of Ultima IV has a utility to the player beyond picking up items or furthering quest chains. While Final Fantasy I tries to pay homage to games like Wizardry or Ultima, it doesn't seem to have learned the most critical lessons from either: the "R" in "RPG" is an essential part to that acronym.
Most of you played this game in a vacuum. It was a gateway to bigger and better things. Final Fantasy I is a perfect entry-level game for a console-focused audience that may not have had a ton of exposure to role-playing games. But, and I know this sounds harsh, cyclists aren't indebted to the training wheels of their childhood. The same logic applies to gamers. Just because this game was a stepping stone, doesn't excuse its many missteps. And it is on that note; I end this episode. Next time we meet, I'll review acquiring the first two crystals.
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