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Writer's pictureGeorge Kashdan

Final Fantasy Retrospective – Part 3: A Journey Through the Ages

The Sega Mega Drive made its debut in Japan on October 29, 1988, just two months ahead of the release of Final Fantasy II. This marked the beginning of an era that would revolutionize the gaming landscape, particularly in the realm of role-playing games (RPGs). While most Americans remained unaware of the Final Fantasy series for another two years, the 16-bit adventures available on Sega's new system, such as Phantasy Star II and Vermilion, sparked interest and anticipation among fans of the Nintendo Entertainment System (NES).



The anticipation heightened with the impending arrival of the Super Famicom, which launched in Japan on November 11, 1990. This new console offered a remarkable leap in technology, capable of displaying thousands of colors, managing dozens of sprites on screen, and producing sound through eight channels in full stereo. The innovative Mode 7 graphics enabled dynamic backgrounds, allowing layers to be scaled and rotated, significantly enhancing the visual experience. Additionally, with the capacity for four megabytes of storage, developers could now create role-playing games featuring 40 to 50 hours of gameplay within a single cartridge. The Super Famicom’s success was bolstered by its passionate fanbase and strong relationships with third-party developers, including Square, making the release of Final Fantasy IV inevitable.



Final Fantasy IV hit the Japanese market on July 19, 1991, and later made its way to America, where it was retitled Final Fantasy II. Despite American gamers skipping over the previous entries in the series, Final Fantasy IV was celebrated as a monumental leap forward. Directed by Hironobu Sakaguchi, designed by Yoshitaka Amano, and scored by Nobuo Uematsu, the game introduced a complex narrative and characters that would set it apart from its predecessors.



At the heart of Final Fantasy IV was a compelling protagonist, Cecil, a conflicted dark knight from the kingdom of Baron. Tasked by his king to obtain powerful crystals, Cecil begins to question the morality of his mission, leading to his fall from grace and subsequent journey of redemption. Accompanied by a diverse cast of characters, including his dragoon friend Kain, his white mage lover Rosa, and the summoner Rydia, Cecil's journey weaves through themes of friendship, loyalty, and sacrifice.



One of the significant changes in Final Fantasy IV was the removal of the interchangeable job system from the previous title, placing a greater emphasis on character development and relationships. Each character possessed a specific role related to the plot, and spells and summons were now learned through experience gained in battles. This allowed for unpredictable party dynamics, enhancing the narrative depth.



The introduction of the Active Time Battle (ATB) system, crafted by Hiroyuki Ito, marked a pivotal moment in RPG gameplay. Instead of waiting for player inputs, battles unfolded in real-time, compelling players to make swift decisions to minimize damage. The battle screens became more dynamic, showcasing detailed environments that added to the immersion. The graphical enhancements made clear that Final Fantasy IV could not have been accomplished on the 8-bit Nintendo.



Exploration in Final Fantasy IV expanded beyond the surface of the planet, including the underworld and the moon, with various flying machines facilitating travel to these new realms. The lunar whale and black chocobos, capable of landing only in forests, further enriched the game's world.



Uematsu's score for Final Fantasy IV stood out for its melodic sophistication, becoming iconic within the gaming community. The themes of love and adventure resonated deeply, leading to performances by orchestras and bands worldwide. The narrative structure echoed elements from earlier titles while introducing a complex array of characters with interwoven backstories, including a romantic link between the protagonists, a recurring motif in future installments.



Despite some criticisms regarding its English translation, Final Fantasy IV left a lasting impression on players. The game's script and graphics underwent several revisions as it was ported to various platforms, including the PlayStation, Wonderswan Color, and Game Boy Advance, with a 3D remake announced for the Nintendo DS in 2007. Overall, Final Fantasy IV achieved impressive sales, approaching three million copies across all systems.



However, the success was not immediate. The next title in the series, Final Fantasy V, was released exclusively in Japan on December 6, 1992. Although American gamers were beginning to discover the RPG genre, the fifth installment wouldn’t reach U.S. shores until the late 1990s. The creative team behind the previous titles returned for Final Fantasy V, with Tetsuya Nomura joining as a character designer.



Final Fantasy V broke new ground by introducing the job system from Final Fantasy III, refined with a multi-classing mechanic that allowed characters to gain abilities from different jobs. This system provided a more customizable gameplay experience, further deepening the strategic elements of the series. The narrative revolved around crystals and their impact on the world, requiring players to uncover a deeper mystery surrounding their disappearance.



The return of Galuf, a character with a rich backstory, added emotional weight to the journey. Final Fantasy V also featured the first major character death in the franchise, a shocking moment that underscored the stakes involved in the heroes' quest. This dramatic turn led to a unique gameplay twist, where Galuf’s abilities were transferred to a new party member, Krile.



As players traversed various realms, they encountered challenges posed by the primary antagonist, Exdeath, who sought to merge worlds and unleash chaos. The introduction of multiple endings based on player choices further enhanced the game's replayability.



Initially meant to be Final Fantasy III in America, Final Fantasy V faced several localization challenges, leading to frustrated fans and the emergence of fan translations. Ultimately, it found new life on the PlayStation and Game Boy Advance, allowing a wider audience to experience the intricate job system that would influence future titles.

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