Dragon Quest VII: Fragments of the Forgotten Past

Dragon Quest VII: Fragments of the Forgotten Past

The only island in the world…or is it?

One of the final RPGs I played for the Sony PlayStation was Enix’s Dragon Warrior VII, titled Dragon Quest VII: Warriors of Eden in Japan, which was the first entry of the series I played on a console since the original Dragon Warrior on the Nintendo Entertainment System. Throughout the 2000s, the franchise would undergo a translational renaissance in the West, culminating in retaining the Dragon Quest name outside Japan. However, success in the Anglophone world would vary drastically. Thus, the seventh Dragon Quest remake for the Nintendo 3DS seemed doomed to remain in Japan when released in the next decade. Mercifully, it would be rescued and localized as Dragon Quest VII: Fragments of the Forgotten Past.

The rerelease opens on Estard, the only island in the world, with the protagonist, the son of a fisherman and his wife, working with Prince Kiefer, the kingdom’s reluctant heir, to delve into the world’s mysteries, which may lead to clues as to why their isle is all alone in the first place. The town mayor’s daughter, Maribel, joins them, with the party getting the help of individuals like the scholar Dermot the Hermit to investigate the Shrine of Mysteries, populated with pedestals that can contain the subtitular fragments scattered across Estard, which hold the key to their world’s “forgotten past.”

The scenarios the hero and his allies encounter throughout the game are endearing, developed well, have backstories, and explain why Estard seems all alone. Some texts from bookshelves add background and philosophy, with many relatable themes abounding, like unsupportive parents, rewriting history, burying inconvenient historical facts, etc. While the periods and connections between past and present scenarios aren’t always explicit, they are still intriguing. Drawbacks include glacial pacing, methodical story structure, predictable and derivative plot points, and vague narrative direction. Regardless, the narrative is an excellent draw to the game.

Prince Kiefer prevents his father from Making Estard Great Again

The localization, characteristic of previous series entries translated into English, breathes life into the dialogue, with the PlayStation version’s script having amounted to more than ten thousand pages, which could have explained the long translation period. Regional dialects return in full force, representing linguistic groups like the English (Renaissance and contemporary), Scottish, British, Cockney, French, Germans, Russians, and more. Clever naming conventions also abound, like renaming Prince Kiefer’s father King Donald in honor of the Sutherlands, numerous pun-based identities for individuals and enemies that include Cardinal Sin, Dermot the Hermit, the forky pig, the tongue fu fighter, etc.

However, the translation retains countless irritating conventions of Japanese RPG dialogue, including a chronic overuse of exclamation points and ellipses, spelled-out laughter (like “ha, ha, ha,” which today only sounds natural if done sarcastically), other onomatopoeia rendered in English (like sleepers saying “Ah-phew! Ah-phew!”), and so forth. Occasional awkward dialogue abounds as well, which encompasses the franchise’s staple encounter quote “But the enemies are too stunned to move!”, and a few punctuation marks are misplaced. There’s also maybe one inconsistent spelling of a character’s name (Autonymous instead of Autonymus), but the localization overall shines.

As a testament to the glacial pacing, players don’t encounter their first enemies until over an hour into the narrative. However, the tempo of the game mechanics beats in the opposite direction. At first, they seem like standard Dragon Quest: the player inputs commands among up to four characters, like attacks with equipped weapons, defense to reduce damage, MP-consuming magic, or various skills that may or may not require MP. The standard rules of traditional turn-based Japanese RPG combat exist, with characters and the enemy, after the players input their party’s orders, exchanging commands in an order allegedly depending upon agility, but this can be random and lead to occasional incidents of things like healing allies low on HP coming too late.

The player can attempt escape from combat, but as with 99.99% of JRPGs (except maybe Chrono Cross), this doesn’t work all the time. Other features include AI options for all characters except the protagonist (alongside a manual selection of orders), which players can set for individual allies or the entire party. These include not using MP when selecting commands, going medieval against enemies, focusing on keeping HP high, and emphasizing stat-boosting abilities and defense. While AI, of course, can often be artificially incompetent, I found this handy (especially “Don’t Use Magic,” since dozens of excellent free skills come later in the game), and methinks it shaved a few hours off my total playtime than if I had always selected skills myself.

Victory results in all characters still alive acquiring experience for occasional leveling, money, and occasional items. I should add that the remake ditches random encounters (except in one late-game dungeon, the Multipleximus Maximus) in favor of visible enemies, who charge the player’s party when their levels are lower than or equal to theirs and run away otherwise. One spell, Holy Protection, can temporarily make enemies on fields and in dungeons other than those higher in level disappear, nullifying the possibility of accidentally bumping into weaker foes. The difficulty for the first part of the game was fair for me, and I often needed to use consumable healing items in a few tough boss battles.

As is the class system if you play your cards right

When the player unlocks Alltrades Abbey (after Kiefer leaves your party permanently, so don’t waste stat-increasing seeds on him or worry about constantly upgrading his equipment), the fun truly begins. Then, players access an engrossing class system, with their party able to select from many base vocations; mastery of these unlocks those of higher tiers. Every class increases and decreases all a character’s stats by a certain amount. Fortunately, players need not keep tons of spare equipment available for job changes like Final Fantasy V. As in Dragon Warrior VII, characters acquire experience for their vocation after triumphing in an enemy encounter, but only if the foes’ levels are on par with or higher than theirs.

One improvement over the PlayStation version is that class levels rise quicker, but at the same time, characters can now only access abilities in intermediate and advanced classes if in the former or the latter if the middle-tier classes are prerequisites for those upper-tier. Monster classes from the original return (their respective hearts acquired from treasure chests or battle) and allow them to transform into these adversarial vocations to learn their skills. Unlike Dragon Warrior VII, enemy vocations are no longer divided into a hierarchy, with all skills learned from them remaining with the allies who learn them regardless of their current job.

Returning to the matter of free skills, which characters will learn frequently, many can be incredibly useful, like Hatchet Man, which has a 50/50 chance of dealing unblockable critical damage to enemies and can be handy at making mincemeat (or mincegoo) of metallic slime foes that run away quickly but reward ludicrous experience when killed. However, this can be a double-edged sword since it can consequentially level characters to the point where they don’t advance in their classes (but in most late-game areas, enemies will reward class experience regardless of strength or weakness).

To sum up, the game mechanics work surprisingly well, especially with the pacing of combat contradicting that of the narrative. I could end most standard battles on the highest speed setting within a round or two without half a minute passing. Furthermore, with character class paths planned carefully, I blazed through the final boss fight without dying. However, many issues from prior series entries recur, like the inability to target specific enemies in groups, the randomization, no telling of when beneficial spells (except Oomph) expire, and the AI not being foolproof. Late-game, furthermore, when the player has five party members, the extra can’t come along, which is a step down from previous installments where one could have everyone and switch them in and out of battle on the fly from reserve.

Everybody was tongue fu fighting

Control has rarely been a strong suit in the Dragon Quest series, and the seventh entry’s remake continues that trend. Endless dialogue and confirmations when performing simple tasks like shopping and saving your game? Check. Frequent vague direction on advancing the main storyline, even when talking to everyone? Check. Needing constantly to reference the internet regarding said poor direction and other things like hidden secrets and puzzles? Check. However, conveniences like instant teleportation among visited towns and exiting dungeons return, though these have issues, with the former only working in the present and the latter not always readily available. Furthermore, when acquiring the second nautical ship late-game, I couldn’t figure out how to get off the thing without using Zoom to a town, and the in-game clock was slow.

Even so, the fragment finder, which indicates whenever the subtitular fragments are nearby, is the best improvement over the PlayStation version. The fairy at the Shrine of Mysteries also often clues players about the location of the next one necessary to access a new area in the past. However, this did fail me at one point later in the game since I had to talk to a nonplayer character to get the detector to work in a respective area. Other improvements include maps for towns and dungeons (but in their case, players can’t swap among maps within and without floors to see how they’re connected) and an always-convenient suspend save in case reality calls. Overall, the interaction aspect doesn’t fail miserably but could have been far better.

The late Koichi Sugiyama’s soundtrack, gloriously orchestrated in the remake, excels as always, with the return of the standard series overture, staple franchise tracks such as the save menu theme, and others that fit the various moods and settings. However, many moments are without music, and the franchise’s dated sound effects return in full force.

Gives meaning to the phrase “a wolf in sheep’s clothing”

The remake’s visuals are far better than those in Dragon Warrior VII, fully rendered in three dimensions and taking advantage of the Nintendo 3DS’s glasses-free 3-D capabilities. The environments have vibrant hues (but frequent blurry and pixilated textures, characteristic of most three-dimensional graphics), and the illumination effects are superb. The character models fit the late Akira Toriyama’s character designs, including lip animations (but facial expressions mostly remain happy), and different vocations yield alternate costumes for the player’s party. However, Toriyama’s standard enemy reskins commonly recur, horrible collision detection abounds, and environmental elements frequently, abruptly, and unnaturally appear during overworld navigation. Regardless, the 3DS version’s graphics are a sight to behold.

Finally, finishing the main quest can take players as little as sixty hours (my final playtime clocked somewhere over eighty), with sidequests galore like countless subplots, completing the monster compendium, and two postgame dungeons, which can pad playtime further. However, the game excessively overstays its welcome, with other detriments to lasting appeal like fixed difficulty, minimal narrative variations, no New Game+, and the constant need to reference the internet to complete anything and everything.

With tight and enjoyable game mechanics, an intriguing narrative, and solid audiovisual presentation, Dragon Quest VII on the Nintendo 3DS is both an excellent remake and one of the far better entries of a series whose quality has ranged from okay to decent. However, issues like the need for foresight in character class path planning, retained dated series traditions, and glacial and vague narrative direction detain it from masterpiece status. Regardless, I enjoyed the time I spent with the game and wish others the same positive experience. Lamentably, events like the Nintendo 3DS eShop’s closure and the worldwide gaming industry’s apathy towards the preservation of video game history (enforced by American groups like the Entertainment Software Association) have made herculean the capacity to play it affordably and legally, but if it ever receives an enhanced port or secondary remake (provided they don’t screw things up), pick it up.

This review is based on a playthrough of a digital copy purchased and downloaded to the reviewer’s Nintendo 3DS to the standard ending, with none of the postgame content experienced.


Score Breakdown
The GoodThe Bad
One of the best, if not the best, JRPG class systems.
Engaging substories, with endearing localization.
Excellent soundtrack.
Visuals are a million times better than the PlayStation version’s.
Character class planning requires some foresight.
Retains franchise’s dated traditions.
Incredibly glacial narrative pacing and vague direction.
Good luck finding it at a reasonable price.
The Bottom Line
An excellent remake, but terrible narrative direction and overstaying its welcome prevent it from masterpiece status.
PlatformNintendo 3DS
Game Mechanics9.0/10
Control6.5/10
Story9.0/10
Localization9.0/10
Aurals9.5/10
Visuals8.5/10
Lasting Appeal6.0/10
DifficultyEasy to Moderate
Playtime60-120 Hours
Overall: 8.5/10

Chrono Trigger

Chrono Trigger

The Temporal Epiphany

Before Square and Enix merged, Final Fantasy creator Hironobu Sakaguchi, along with Yuji Horii and Akira Toriyama, the respective architect and character designer of the Dragon Quest series, banded to develop an RPG under the former company’s banner heavily utilizing content excised from the planned debut of Secret of Mana on the Super NES’s aborted CD add-on when Nintendo sought partnership with Sony when their negotiations fell through. The final product was titled Chrono Trigger, seeing original release on the Big N’s 16-bit console and future ports to platforms that include the PlayStation, Nintendo DS, iOS, and most recently, Steam. Does it still hold up today?

The game opens in 1000 AD when the protagonist Crono’s mother awakens him on the day the Millennial Fair, which celebrates the founding of the kingdom Guardia, begins. At the festival, he bumps into a mysterious maiden named Marle, whom he takes to test his friend Lucca’s teleportation device, which strangely resonates with her pendant and mistakenly sends her four centuries into the past. Thus, Crono gives chase, discovering various temporal events and conspiracies culminating in the destruction of the world in 1999 AD by an entity called Lavos and recruiting others to secure the timeline.

Even in the original’s time, Chrono Trigger was not the first Japanese RPG to emphasize time travel, with that honor going to SaGa 3, which received the phony moniker Final Fantasy Legend III from Square’s North American branch when it was translated years before. However, the game weaves its story effectively, with the characters being endearing and often having intricate backstories, the various substories being interesting, events in historical periods impacting the future, a few plot differences dependent upon the player’s party composition, and different endings that depend upon actions taken throughout the quest.

Obviously must be important
The first of the Magi

However, many negative plot beats abound. Among them are Guardia’s soldiers leaving Crono with his weapon and armor on when incarcerated early in the narrative, the tale of a “legendary hero,” and elements derived from literature like the repair of a broken ancestral blade, a plot point from The Lord of the Rings. Other unoriginal elements include a dystopian future and an evil queen; other tropes from previous RPGs, like a character having to relearn all powers from scratch when joining your party and a doomed floating continent also appear. Additional “why” moments like cavemen in hiding emerging to glimpse an approaching tidal wave before returning to safety are also present. Fortunately, these don’t heavily dent an otherwise enjoyable plot.

The original translation by Ted Woolsey was one of the better ones in its era, receiving much of the polish it had when ported to the Nintendo DS. As is expected of any RPG released today, the dialogue is legible, and very few spelling and grammar errors exist. Most Japanese-to-English name changes were also for the better, like the names of the Gurus of Zeal, renamed after the Magi that visited the infant Jesus after his birth, with their original names being far more comical. Magus’ generals, furthermore, had the names of condiments in the Japanese dialogue, although Woolsey changed their names to Ozzie, Slash, and Flea after musicians well known to Anglophone gamers.

While Chrono Trigger features an overworld, it relegates enemy encounters to dungeons, with foes visible to fight in most of them. Contacting enemies or coming near them triggers combat, but many cases come where they’re hidden and emerge to engage Crono and his party. Battles bequeath the active time system of the Final Fantasy franchise, with the three frontline characters having gauges that, when filled, allow them to perform commands. As in Hironobu Sakaguchi’s flagship Square franchise, players can choose between active mode, where the battle action continues while they peruse Tech and item menus, or wait mode, where the action stops during navigation of said inventories.

However, the wait mode doesn’t work universally, for example, not while targeting monsters to attack or execute Techs against or anytime outside the Tech and item menus, even when all three characters’ active time gauges fill, which would have been welcome. Attacking using equipped weapons, using MP-consuming Techs, and consuming items are the primary battle commands, but a typical RPG staple, defending to reduce damage, is oddly absent. Players can escape by holding the L and R buttons on whatever input device they use, which usually works except during mandatory battles or standard boss fights.

Suck exploding spikes, human race!
Lavos parties like it’s 1999

Winning battles nets all participating characters experience for occasional leveling, money, TP to unlock more powerful Techs, and maybe an item or two. Depending upon the player’s party composition, characters can learn Double and Triple Techs that allow combination skills targeting all allies, one enemy, or all enemies, which can help hasten even the most daunting battles. Many bosses require a specific strategy to defeat them, whether exploiting an elemental weakness or offing boss units in the correct order (critical to the absolute final battle, hint, hint). Other issues aside from those mentioned include the existence of Techs whose range depends on a character’s current location but the lack of any means to move them across the battlefield. Regardless, the game mechanics form a satisfying whole.

In contrast, control is a mixed bag. However, the Steam port has numerous quality-of-life additions, like autosaving, a suspend save, and autodashing. Other positive usability features from previous versions remain, including diagonal character movement, an in-game clock the player can view at any time and not just while saving (which oddly seems endemic to many contemporary Japanese RPGs for some reason), the ability to walk around while minor NPCs are talking, sortable item inventory categories, being able to see how weapons and armor increase or decrease stats before purchasing them, item and magic descriptions, and overall polished menus.

However, those in charge of the Steam port could have addressed issues that include a potential glitch when booting the game that can prevent it from even going to the title screen, the absence of an auto-equip feature for the player’s party, the lack of dungeon maps, no pausing outside of battle, no fast travel in the early portion of the game, the inability to speed up increasing item quantity when purchasing consumables from shops, the pause feature in combat not muting the volume (and heaven knows I hate having to fiddle with my television remote), many secrets being tedious to discover without the internet, and a late-game missable sidequest dependent upon interacting with a minor NPC earlier in the storyline. Even so, the controls aren’t absolute dealbreakers when pondering a purchase.

Chrono Trigger marked the musical debut of composer Yasunori Mitsuda, who, with help from resident Square composer Nobuo Uematsu, provided an endearing soundtrack. The titular main musical piece has several remixes throughout the game, with each character also having a musical motif, including Marle’s lullaby, Lucca’s triumphant anthem, Frog’s whistle-along refrain (which somewhat resembles “When Johnny Comes Marching Home”), and Robo’s techno tune, whose resemblance to Rick Astley’s “Never Gonna Give You Up,” as Mitsuda noted when informed of it, was coincidental.

They do resolve it later, thankfully
It all started with a pendant and a teleportation device

Other notable tracks include the Fiendlord’s battle theme, which has an orchestral flamenco feel (as does that during the penultimate final boss fight), and “Corridors of Time,” the theme for the floating continent during the Ice Age, which utilizes digitized Indian instrumentation. The minor jingles have pleasant melodies, like the sleeping theme, with the sound team adding quirks like Frog’s croaking and Robo’s beeping and buzzing. However, the musical variety, especially regarding the standard battle theme, can often be minimal, many areas lack unique themes, and a few “why” tracks like Gato’s jingle and the prehistoric “Burn! Bobonga!” abound. Regardless, the aural aspect is a boon to the game.

Its original version having been of the final Japanese RPGs released on the Super NES, Chrono Trigger featured polished visuals with vibrant colors, beautiful environments, character sprites having reasonable proportions and emotional spectra, fluid animation by the player’s party and enemies, stunning battle effects, and the anime cutscenes introduced in the PlayStation port and onward, mostly readjusted for contemporary television screens. Akira Toriyama provided the character and monster designs, most being well-designed, even if most human characters have similar faces typical of the artist’s work, alongside many reskins among the latter.

Other graphical issues include countless recycled nonplayer character sprites, a few that have odd appearances such as those for the old green-haired women, hints of pixilation even with upscaling and smoothing enabled, character sprites not facing diagonally, many NPCs absurdly walking in place, and Mode 7 graininess especially evident during the ending credits. The porting team further left maybe a few anime cutscenes from the PlayStation and Nintendo DS ports out (but mercifully, the one appearing after the ending credits, which adds to the game’s story and slightly connects to sequel Chrono Cross, remains). Otherwise, the graphics serve the game well.

'Ayla strip for you!'
Ayla entertains a trio of pterodactyls

Finally, playtime will vary, depending upon the player’s skill, with 24 hours being an average time for an initial playthrough, even with most sidequests partaken in. Chrono Trigger was the first RPG to term and popularize the New Game Plus, even if a handful of Japanese games before featured similar modes. Combined with significant extra content, like potential plot differences, around a dozen different endings, and discovering every secret, the time-travel RPG is the epitome of replayability. 

Overall, Chrono Trigger, pun intended, does indeed stand the test of time, given its enjoyable aspects that include its solid game mechanics enhanced by contemporary features such as a turbo mode, the intricate narrative with potential variations and around a dozen different endings, the beautiful soundtrack, and the upscaled visuals. However, while inarguably a classic, “masterpiece” is an overstatement since there are numerous issues bequeathed from prior releases, like the slight inaccessibility to those experiencing it for the first time, given the difficulty of discovering helpful elements without referencing the internet and coasting through the game in general.

Furthermore, while contemporary quality-of-life features such as auto-saving and a suspend save exist, the game could have used more polish in the usability department. The localization quality is also inconsistent, musical variety can be lacking, and some aspects of the visuals haven’t aged well, even with the upscaling and smoothing. Regardless, it was in many respects a turning point for Japanese RPGs after its original release, especially with the significant lasting appeal that its various endings and New Game Plus feature contributed to the realm of roleplaying games, and, while imperfect, is easily a bucket-list title necessitating at least one playthrough from those with a passing interest in Eastern video gaming.

This review is based on a single playthrough of a digital Steam copy purchased and downloaded to the reviewer’s Steam Deck, played on a television through the Docking Station.


Score Breakdown
The GoodThe Bad
Great gameplay with new features like turbo mode.
Excellent story with variations on plot and different endings.
Enjoyable soundtrack.
Good graphics with choice of higher resolution.
Plenty lasting appeal.
Can be difficult to cheese through in initial playthrough.
Some usability issues.
Inconsistent translation quality.
Musical variety can be lacking at points.
Some aspects of the visuals haven’t aged well.
The Bottom Line
Not perfect, but definitely a bucket list JRPG.
PlatformSteam
Game Mechanics9.0/10
Control6.0/10
Story9.0/10
Localization6.5/10
Aurals8.5/10
Visuals7.5/10
Lasting Appeal9.5/10
DifficultyModerate
Playtime24+ Hours
Overall: 8.0/10

Gaming Update, 2/12/2024

Dragon Quest VII: Fragments of the Forgotten Past

Did the present quests of the island where L’Arca is, and Ruff can now speak. 

Grandia HD Remaster

In Act Two now, after the Pirate Island.

Still working on my Chrono Trigger review.

Gaming Update, 2/11/2024

Chrono Trigger

Finished! Wasted an hour on the absolute final battle since I forgot key bits of how to win (I initially went medieval against the right bit before finding that I had to defeat its companions to lower its defense and expedite the process), but I won in the end. Review to follow eventually.

Dragon Quest VII: Fragments of the Forgotten Past

Revived the island with L’Arca, got Ruff in my party, did the animal festival in the present and got the fragment there, and am now heading to the present of the nearby dungeon to see what awaits me there after I upgrade my equipment.

Grandia HD Remaster

Sue finally left (glad I didn’t piss away any Mana Eggs except the extra one I got on her), I bested Gadwin in the duel, and now it’s off to set sail from Dight Village.

Fantasian

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Sakaguchi Shrugged

Sometime after purchasing my latest computer, a Mac, I discovered that I could receive a few months of Apple Arcade for free, which I used to play the one title on the gaming service that appealed to me, Fantasian, a production of Mistwalker, a studio founded by Hironobu Sakaguchi, creator of Square, now Square-Enix’s, fabled Final Fantasy franchise. Mistwalker published the ambitious title in two parts in April and August 2021. What could go amiss, given Sakaguchi’s repertoire and a soundtrack from Nobuo Uematsu, with whom he worked on most Final Fantasies?

The story focuses on Leo, a young man who becomes amnesiac upon entering an alternate universe called the Machine Realm. Cue anyone who has played many other Japanese RPGs to roll their eyes and lose interest, with characters like Kina also unable to remember their past. The game tracks the story as players advance, with intricate backstories of the various characters revealed through colorful scenes. The atmosphere of Fantasian is fascinating as well, and occasional humor abounds. However, the amnesia cliché plagues the game, some terrible plot direction and weird moments abound, and common JRPG illogic comes at a few points, for instance, with a dragon that gradually pushes your party back to a cliff until they fall off and get a Game Over, despite how the party could have just rushed back forward when said boss didn’t move at all. Other banal aspects, like the repeated need to jump through a single wormhole, envenom the narrative, accounting for a lackluster plot experience.

The translation is legible, with no spelling or grammar errors; however, there are a few niggling points like some Japanese left in, using “their” for a man, unoriginal terms like “the Big Bang,” terrible character names such as Ez, and so forth.

Fantasian features randomly encountered turn-based battles where the player’s party of up to three active characters faces several enemies. Each character can attack with their equipped weapon, with players able to touch whatever Apple device they’re using to guide the path of their attack to the enemy and release it to execute. They can also use MP-consuming magic that can affect a range of foes, a single enemy, or piece multiple enemies in a straight line or curve. In an oddity for a Japanese RPG, no traditional option to defend to reduce damage exists; however, a few characters can do so for some MP. Seriously, Mistwalker?

Other options include using consumable items, with the game’s limit being far more generous than most RPGs prior, capping out at 999 for each type. The player’s party can also escape, which for me worked all the time except once. A turn order meter at the bottom of the screen shows when the player’s characters and the enemies take turns, which is always welcome in any turn-based RPG. When the player acquires more than three playable characters, they can swap frontline party members with anyone in reserve without wasting turns, another welcome feature.

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Leo’s party is apparently alien to the idea of moving back forward when pushed to a cliff.

Many foes have elemental strengths and weaknesses, with analyze magic revealing them, mercifully and permanently remaining in effect once used on a specific enemy type. However, players won’t have access to many elements throughout the first part of the game, and standard elemental attack consumables barely scratch even foes weak versus them. A later accessed feature is the Tension gauge, filled through dealing and receiving damage, which, when filled, allows characters to use ultrapowerful limit break-esque skills that can massively damage all foes or fully restore all who are on the frontline. Unfortunately, the Tension gauge oddly doesn’t remain full between encounters should players wish to save it for boss fights.

A notable feature accessed early is the Dimengeon, which, when activated, “absorbs” enemy encounters consisting of foes the player has already defeated (skirmishes containing adversaries players haven’t battled yet they encounter standardly). Once the Dimengeon overflows, the player faces all enemies contained within, though luckily, not all at one time, with backup foes replacing those which they off. Appearing alongside adversaries are nodes representing bonuses like increased attack or defense for the party that they can slice through with standard attacks or special skills to activate. Victory in these battles, like regular encounters, net all on the frontline and in the vanguard still alive experience for occasional leveling, plus money and items, with these rewards multiplied in the Dimengeon.

Defeat results in the option to restart the lost battle from the beginning (pointless since it doesn’t decrease difficulty, with encounters like boss fights being incredibly lengthy as well) or reload the last saved file. Around the middle of the game, characters receive skill trees into which they can invest points obtained through leveling for stat increases, new skills, and empowerments to current abilities; unlocking those for specific allies requires the completion of certain sidequests. Some passive effects can be nifty, like counterattacking and stealing items while standardly attacking. However, unlocking paths to many nodes requires special grimoires whose discovery may necessitate using a guide.

Bosses are another ballpark. Long cutscenes often precede them, and while the player can fast-forward through them, it’s a lazy substitute for an option to skip the scenes directly to the following fights. Many bosses have multiple appendages that the player can lop off to prevent attacks that can easily slaughter their party. Skills can boost character attack and defense, not to mention create barriers that can absorb damage until they break. The player can also decrease enemy attack and defense, but skills to reduce agility often fail against most bosses. One character, Ez, can mix items to increase the frontline characters’ attack, defense, and speed.

Some boss battles are enjoyable yet overshadowed by countless unfair conflicts. For instance, a dragon can push the player’s characters to a cliff until they fall off and get a Game Over. Another, when getting low on health, creates a field that consistently curses the party, nullifying healing. A later one, which made me rage-quit the game, has the boss enemy constantly summoning wolves that can slaughter your characters and get multiple turns before them. Many of these battles also mandate a story character be on the frontline, with no chance to swap them out.

Despite grinding for hours to increase levels and obtain new abilities and bonuses from the skill trees (a process that quickly became herculean), that barely dented said boss, despite my party having the best weapons and armor available then. Other mechanics contribute to the surefire failure of these conflicts, like the difficulty of getting deceased characters back on their feet if they die; if all frontline members perish, it’s Game Over, with no chance to use backup allies at all. Given the minimal margin for error against bosses and the sheer length necessary to take them down, they seemed like walls preventing me from advancing the plot, and fighting them felt like a chore to the point where I had enough.

Control has many positive aspects, such as in-game maps (although a mini-map on the main gameplay screen would have been welcome, given the need to slide open the menus to view them), a fair save system, easy menus, some functional touchscreen features (though my Apple Pencil didn’t always work at its best), sensible pathfinding when moving Leo through towns and dungeons, and the eventual ability to fast-travel among visited points in cities and dungeons. However, many blemishes exist, like the mentioned inability to skip cutscenes straight to bosses, no suspend saving, the vague direction at many times (especially in sidequests), the unusual difficulty of getting onto the overworld, some puzzles necessitating external references to get past, and even rare crashing. Ultimately, Fantasian often feels like a quality-of-life nightmare.

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Good luck getting past this without taking a screenshot and sticky tabs, unless you have an eidetic memory.

Nobuo Uematsu provided the soundtrack, which is all-around solid, with its diverse melodies worth listening to on Apple Music, but where exactly was the music in the game? Too many places either have no musical accompaniment whatsoever or over-rely upon ambiance. The sound effects are fitting, and there’s no voice acting to worsen the aural aspect, but players won’t miss much if they listen to other music while playing.

Visually, Fantasian utilizes handcrafted dioramas for its scenery, with the various environs looking beautiful and colorful, with nifty effects such as the camera panning whenever the player traverses beyond the edge of paths. Furthermore, the character models, CG cutscenes, enemy designs, battle effects, animation, framerate, and weather effects are smooth. However, some blurriness and pixilation abound in the standard graphics, along with lazy telekinetic attack animations by the player’s character and enemies, many reskinned foes, and some occasional recycling of scenery. There also comes a speedbump where you must remember the order of springs erupting from a vast top-down view; however, when choosing the correct order, you deal with the constant camera changes that can throw off your orientation.

Visually, Fantasian utilizes handcrafted dioramas for its scenery, with the various environs looking beautiful and colorful, with nifty effects such as the camera panning whenever the player traverses beyond the edge of paths. Furthermore, the character models, CG cutscenes, enemy designs, battle effects, animation, framerate, and weather effects are smooth. However, some blurriness and pixilation abound in the standard graphics, along with lazy telekinetic attack animations by the player’s character and enemies, many reskinned foes, and some occasional recycling of scenery. There also comes a speedbump where you must remember the order of springs erupting from a vast top-down view; however, when choosing the correct order, you deal with the constant camera changes that can throw off your orientation.

Finally, I can’t accurately calculate total playtime since I couldn’t complete the game yet logged 56 hours before I rage-quit, which was more given all the time I wasted on losing boss battles. Referencing the internet, I discovered I still had a way to go before reaching the official end. While features such as Apple Arcade achievements theoretically add lasting appeal, I didn’t enjoy the game enough to want to continue.

Overall, Fantasian is another RPG that shows tremendous promise, given the great ideas in many aspects, like the game mechanics, its aural and visual presentations also showing much polish. However, the experience sours as the game drags on, given the countless difficulty spikes, boss battles that feel like walls preventing players from advancing, the usability issues, the unengaging narrative, and the lackluster musical presentation, which is inexcusable since the soundtrack as I heard it on Apple Music is superb. Considering Hironobu Sakaguchi’s track record with the Final Fantasy series, Fantasian should have turned out far better (but to be honest, I don’t think the various series entries he worked on became accessible, let alone playable, to mainstream audiences until rereleases such as the Pixel Remasters, which he didn’t seem to be involved with), yet exemplifies what is still wrong with most Japanese RPGs. Thus, I will happily avoid anything Mistwalker produces in the future and am not looking back.

This review is based on 56 hours of gameplay without completion of the game on an iPad, up to the boss fight with Rudy.


RECOMMENDED?
NO

Final Fantasy Pixel Remaster Collection

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Not Pixel Perfect, but Still Fun

Although Square, now Square-Enix’s, Final Fantasy series, has been around since 1987 (at least in Japan), it wouldn’t occur to them until the turn of the millennium to develop upgraded rereleases of earlier series entries like rival Enix’s Dragon Quest franchise had since it entered the 16-bit gaming era. When Square did get into the remake game, they initially did so for the doomed portable WonderSwan system before wising up and focusing on more mainstream systems such as the PlayStation. After merging with Enix, they found a cash cow in countless ports and upgrades of older Final Fantasies, a trend that continues today. In 2021, Square-Enix announced another series of upgraded rereleases, the Final Fantasy Pixel Remaster collection, whose release was initially limited to Windows, iOS, and Android; however, they expanded it to the PlayStation 4 and Nintendo Switch. Does this latest round of remakes warrant a playthrough for modern gaming audiences?

As the anthology’s moniker suggests, the primary selling point is its “remastered” visuals, which aim to be more faithful to the graphical styles of the original iterations of the first six Final Fantasies, chiefly regarding the character sprites, while avoiding appearing too dated graphically, and the results are inconsistent. While the sprites, colors, and environments are beautiful, the eponymous pixelation evokes the expression “Beauty is the eye of the beholder” since visual smoothness is rare; however, those who term old-school graphics infallible will appreciate the aesthetics. Regardless, many lazy graphical decisions from the first six games remain, like the player’s characters making no contact with the enemy when using standard attacks, the inanimate foes, and the reskins that recur throughout the collection.

Original series composer Nobuo Uematsu returned to remaster the soundtracks, a consistent high point of the collection, gloriously reorchestrated with contemporary video game instrumentation. Players can switch to the original digitized versions of the music for a more authentic old-school aural experience.

The Pixel Remasters sport numerous quality-of-life improvements that make the first six games more accessible to series newcomers. Among these are autosaving during transitions between areas, diagonal movement, and helpful in-game maps for towns and dungeons, in addition to those for the overworlds, which even indicate how many treasures remain in each visited area. Features from previous versions of the games, like suspend saving, also return.

While all six games have notable differences in their core gameplay, the collection improves them with features across all. Among them is the ability to toggle random encounters on or off outside combat and auto-battling that can speed up battles, soften the temporal burden of grinding, and shave superfluous playtime. New to the PlayStation 4 and Nintendo Switch ports are Boosts that can modify the games’ base difficulties to be lower or higher, chiefly through experience and money acquired from combat victory.

The central narratives of the collection’s entries remain unchanged (although the third game’s Pixel Remaster reverts to the plot of the original 8-bit version instead of retaining the DS remake’s), and their translations contain plenty of polish.

The collection features appeal in the form of PlayStation Trophies and whatever sidequests are within each game.

Overall, the Final Fantasy Pixel Remaster collection does warrant a playthrough from modern gaming audiences, especially the PlayStation 4 and Nintendo Switch versions, given the added options to modify the difficulty to accommodate their skill level. Granted, those who deem previous iterations of the game to be infallible or have exhausted themselves on said prior versions won’t find much to celebrate by reexperiencing the titles. The remastered soundtracks are inarguably the highlight of the anthology, but depending on how one looks at them, the visual remastery doesn’t always excel, given the lazy graphical aspects retained from the original versions of the games. Even so, the Pixel Remasters are the definitive versions of the first six Final Fantasies, making them far more accessible to mainstream gamers than ever.

This deep look is based on playthroughs of digital copies of all six remasters purchased and downloaded to the reviewer’s PlayStation 4 to their standard endings.


RECOMMENDED?
YES

Final Fantasy VI Pixel Remaster

Final Fantasy VI Pixel Remaster

The Gift of the War of the Magi

Though Squaresoft’s (now Square-Enix’s) fabled Final Fantasy franchise began in the 8-bit era of video games, I had no exposure to it until the release of Final Fantasy III on the Super NES, which I happily enjoyed and replayed endlessly to the point of exhausting all its secrets. I would discover it was the sixth entry of the series due to Squaresoft’s American branch renumbering the games because of the absence of many earlier entries in English. The company would eventually rectify the numbering, and especially after merging with Enix, milk most of the earlier games financially. The Pixel Remaster collection would be among the latest iterations of the first six entries, with the sixth, Final Fantasy VI Pixel Remaster, taking the most time to release due to some fine-tuning, but was it worth it?

The game occurs a millennium after the War of the Magi when rival entities known as the Warring Triad enslaved humans and transformed them into magical beings called espers before realizing their errors and emancipating them, the Triad petrifying themselves as well. Afterward, the espers exiled themselves to another realm, magic becoming a myth and humans advancing their society through science and technology, creating a steampunk world featuring opera and the fine arts. In the decades preceding the main action, the Gestahlian Empire, headed by its namesake Emperor Gestahl, has dominated the world with a few exceptions.

The ”present” begins with three imperial officers piloting Magitek Armor: Biggs, Wedge, and the enigmatic ?????? (which I pronounce like a Tim Allen grunt), eventually identified as Terra Branford, a magically gifted maiden with a mysterious past, traveling to the city of Narshe to investigate a frozen esper. Several events follow that result in her alliance with the Returners, an insurgent organization opposed to the empire. Imperial Court Mage Kefka Palazzo plots with the emperor to hunt for espers, unseal their realm, and bring magic into the world to tighten their clutch on humanity.

From the beginning, the narrative’s Star Wars inspirations are apparent, given the adversarial empire and rebellion against it. A few plot holes and video game illogic also abound, which include three characters sharing one diving helmet to traverse an underwater trench and cranes from the imperial palace rising to grab the player’s airship when it could have just flown higher. Other tropes like amnesia exist, and the developers excised a scene that had surprisingly remained in the Super NES version’s English localization where imperial soldiers repeatedly punch turncoat general Celes Chere, as it had been from the Game Boy Advance and original mobile versions.

However, the plot has endless harmonious beats, such as the intricate backstory for most playable characters, with each receiving a notable blurb when introduced into the narrative. In the original game’s time, the greater emphasis on the steampunk genre was also a welcome break from the largely fantastical atmospheres of previous series entries. Most luminaries and their interactions are nothing short of endearing, such as the womanizing King Edgar and his martial artist brother Sabin, the mysterious Shadow with connections to Strago and his granddaughter Relm, and the clownish but maniacal Kefka as an antagonist. Despite its derivative aspects, the sixth Final Fantasy’s plot was and remains a pinnacle of Japanese RPG storytelling.

Barbecue sounds good right now
Make the villain a clown, expect a circus

The latest localization, with the original Super NES version’s script a hallmark of translator Ted Woolsey, breathes life into the narrative. The naming conventions are sound, starting with the initial homage to Biggs and Wedge from the Star Wars series (with Woolsey originally mistranslating the former as “Vicks”) and continuing with other reasonable choices such as changing Tina to Terra (since the former sounds exotic only in Japan), Lock to Locke (like philosopher John Locke), magic-based armor to Magitek armor, phantom beast to esper, and so on. Corrections of Woolsey’s other errors like “Merton” to “Meltdown” and Setzer’s opinion of the empire regarding his finances (due to misinterpreting a Japanese idiom) remain from the Game Boy Advance and prior mobile versions.

However, the latest translation isn’t entirely untouchable. For instance, many nonplayer characters have the same dialogue; some lines also come across as awkward, like those during Kefka’s initial scenes when approaching Figaro Castle, along with others by the villain such as “Son of a sandworm!” (where “Son of a…” would sound better) and where he enjoys the sound of voices “screaming in unison” (when “in agony” wouldn’t have been as ridiculous). Lines also abound that Ted Woolsey wrote better like Edgar saying that Shadow would “slit his momma’s throat for a nickel,” retranslated as “He’d kill his own best friend for the right price.” Another is Locke chastising as rude a merchant who calls him a thief instead of a treasure hunter, which was faithful to the Japanese script, but Woolsey rewriting it as threatening to rip said salesman’s lungs out sounded cooler.

Even so, the script lacks spelling, grammar, and name consistency errors, and many iconic quotes flourish. Among them is the running gag of Locke terming himself a treasure hunter instead of a thief, and some of Kefka’s lines like inviting Edgar to “enjoy the barbecue” when incinerating his castle, noting to his troops why oppose rhymes with dispose, and saying the playable cast “sound like pages from a self-help book.” Many characters also sport dialects like Cyan’s Renaissance-era usage of “thou” and “thy” (which leads to Gau, who speaks in pidgin, calling Sabin “Mr. Thou” when the former word comes up) and Setzer’s utilization of gambling terminology. Ultimately, despite its issues, the localization is well-executed and doesn’t impede the plot.

Mechanically, the sixth Pixel Remaster is like its predecessors, but many differences exist. Initially, players control Terra and her two guardians from a galaxy far, far away as they pilot Magitek armor through Narshe, encountering several enemies that hopelessly try to off them. The active time system, with players still able to select between Active and Wait modes, the former letting the action continue as they navigate menus and the latter pausing it as they do so, returns and follows the same rules as previous games. Users of Magitek armor can use several laser and missile-based abilities to slaughter the enemy, with Terra initially able to cast MP-consuming magic.

There are about two other times throughout the game where the playable characters pilot Magitek armor, but the player’s active party of up to four characters will mostly fight on foot in random encounters that the Pixel Remaster mercifully allows them to toggle on and off at a whim outside combat. Battle commands in this mode include attacking with equipped weapons, with damage depending upon what row a character is in (although flails and boomerangs deal equivalent damage regardless of position); using an ability inherent to specific characters, like Locke stealing items from enemies or Edgar utilizing various Tools; casting different types of MP-consuming magic, with espers eventually allowing everyone to learn and use it; or consuming an item.

Characters can also defend to reduce damage, retaining their stances until they execute a different ability once their active time gauges refill, change their row, or attempt to escape simultaneously, which usually works except against bosses; however, evacuation time may be higher versus more powerful adversaries. Victory rewards all characters still alive or not zombified experience for occasional leveling, money to purchase goods, and later, Ability Points to acquire magic from espers. Death necessitates reloading a prior save file; luckily, autosaving occurs frequently, alongside standard save points where players can use Sleeping Bags and Tents to restore their party, reducing wasted playtime.

Apparently the empire didn't make him rich, after all
Ya ba dibba dibba dibba dibba dibba dibba dum

Another combat mode aside from pedestrian encounters and those in Magitek armor is strategy battles, which occur twice early in the game, where the player controls up to three parties with a maximum of four characters each, first with Locke and numerous Moogles, among them being Mog whom the player later recruits officially, and second with all mainline allies acquired up to that point, albeit lesser in number. In these skirmishes, the player can switch between parties and move them around the battlefield, able to contact advancing enemy sprites to trigger combat, which works as it does in standard random encounters. An adversarial sprite reaching the target the player must defend results in needing to reload the last save while defeating one representing a boss yields victory.

A plot point comes where the player’s characters split, and they must choose one of the parties to advance the storyline until they reunite. Other moments come, including the final dungeon, where the player must divide their party into teams and make it to the end, with party swapping working as it does in the strategy battles. Other dungeons sport quirks like the Cultists’ Tower, where players can only use magic and items. The final boss battle sequence features a structure where players must choose a base party and backup characters from the rest of the accumulated cast that replace them should one be dead when a tier ends.

Returning to unique character skills, improvements from the original mobile ports remain with further refinement. Unlike the Super NES and Game Boy Advance versions, the player no longer needs to sit and do nothing as Cyan’s Bushido skills charge and can control other characters until he ultimately executes them. In the Pixel Remaster, selecting one of Sabin’s Blitzes opens a box with the button combination necessary to use it; if they err in input, they can restart until they get it right and let him unleash his fury. Turbo auto-battling from the previous collection remakes returns, with some quirks like not needing to repeat said Blitz inputs for Sabin to reuse them.

Characters can eventually equip espers that grant stat bonuses whenever they level while allowing them to learn various magic through acquiring Ability Points after combat, with each spell having a multiplier that dictates the learning rate. Depending on how one plays their cards, this system can grant them an advantage later in the game. Boosts from the previous PlayStation 4 and Switch ports of the Pixel Remasters return that can modify rewards from combat and reduce the old-school grind and brutality that the original Final Fantasy VI could often feature, making the latest iteration more accessible than ever to modern audiences.

The mechanics work pleasantly, given the agile pace of combat, diverse ways to slaughter the enemy, fun tricks like using Phoenix Down and Holy Water to off undead enemies instantly, and the mentioned Boosts to accommodate players of different abilities; however, there are a few issues. For instance, some innate character abilities can backfire, like Celes’ Runic ability that absorbs the next cast magic (even healing cast by other characters); Gau’s use of specific Rage abilities is also random and uncancellable until he dies. Other nitpicks include the inability to view enemy status benefits and detriments and some unskippable cutscenes before critical boss fights, including the last.

The final Pixel Remaster inherits most quality-of-life improvements from its predecessors, which include autosaving during transitions between areas, a suspend save, and helpful in-game maps for the overworld (which shows unvisited locations as gray dots and how many treasures remain in each location) and the myriad dungeons. Positive usability features from the previous versions, including a sortable inventory, unlimited space for different item types, optimizing equipment for each character, and an in-game clock viewable any time outside battle, also return. However, issues abound in the lack of fast travel before acquiring an airship, the difficulty for newcomers in finding many secrets without a guide, and (with rare exceptions) the unskippable cutscenes.

And Cyan definitely didn't quote it
Bushido in the Bedroom probably wouldn’t be said literature

Nobuo Uematsu’s soundtrack for Final Fantasy VI was one of the highlights of his musical career, gloriously reorchestrated in the Pixel Remaster, with some surprises. Beginning with a title screen theme inspired by “Thus Spake Zarathustra” and sporting tracks indigenous to the series, like the prelude and overture, the soundtrack features endless variety, with every playable character having a musical motif and sundry remixes, like Terra’s theme, one of which doubles as the first overworld music. Other notable tunes include the “Spinach Rag,” of which Scott Joplin would be proud, most noticeable at the Opera House, which has a surprise as actual English vocals for the game’s iconic opera scene, consequentially sounding better than before. The sound effects are never out of place, with Kefka’s iconic digitized laugh returning. Aside from frequent silence and the slight derivation of a few pieces, the sixth entry’s sound is near-note perfect.

That the original version featured taller character sprites without battles as within could explain its lengthier remastery compared to the previous collection entries. Plenty of pluses are present, like the superb art direction, with character sprites reflecting their respective designs, the characters showing vast emotional spectra, the environments having harmonious color schemes and occasional weather effects, and so forth. The Super NES iteration utilized Mode-7 visual effects, which its respective remaster still does mostly on the overworld, but even more so in scenes like the opera performance. However, the heavy pixilation from the previous remasters returns, and the buildings on the said overworld appear flat, reversing the 3-D effects of the the last mobile version. Laziness further abounds in the battle visuals, with most issues from prior entries returning; despite flashy ability effects, the telekinetic attacking by the player’s characters persists, along with inanimate foes (many being reskins) that merely flash when executing their commands. Ultimately, the graphics don’t detriment the experience yet fall significantly short of perfection.

The sixth is the longest of the Pixel Remasters, taking beyond twenty-four hours to complete, with nods to lasting appeal as PlayStation Trophies, sidequests, mastering every obtainable spell from espers, and constantly attempting to beat the step record the game tracks. However, most unversed in prior versions may need to reference the internet to find everything, and a New Game+ is absent.

In summation, Final Fantasy VI Pixel Remaster is inarguably amazing, given its harmonious gameplay mechanics, the quality-of-life improvements over prior incarnations, the rich narrative with endearing characters, the above-average translation, the beautifully remastered soundtrack, and the solid visual direction. However, it has issues that make labels like “one of the greatest games of all time” and “masterpiece” aberrations, given the handful of scrappy game mechanics, some unfriendliness to those who have never touched previous versions, some unoriginal narrative elements, a few oddities in the localization, and many lazy visual choices bequeathed from past iterations. Regardless, it is the best way to experience the classic and ends the Pixel Remaster collection on a high note.

This review is based on a playthrough of a digital copy downloaded to the reviewer’s PlayStation 4, played to the standard ending.


Score Breakdown
The GoodThe Bad
Engrossing game mechanics with adjustable difficulty.
Some quality-of-life improvements.
Rich narrative with endearing characters.
Great localization.Superb remastered soundtrack.
Good remastered visuals.
A few scrappy mechanics.
Some direction can be vague for newcomers.
Story on derivative side.
Translation has occasional oddities.
Many graphical aspects are lazy.
The Bottom Line
The definitive version of the classic.
PlatformPlayStation 4
Game Mechanics9.0/10
Control8.0/10
Story9.0/10
Localization8.5/10
Aurals9.5/10
Visuals7.5/10
Lasting Appeal8.0/10
DifficultyAdjustable
Playtime24+ Hours
Overall: 8.5/10