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- Final Fantasy XIV: Heavensward – PS4 Review
Final Fantasy XIV has weathered its fair share of storms, rising from the ashes like a phoenix with the spectacular revival of A Realm Reborn. Now, Square Enix takes us on a breathtaking journey to the heavens in Heavensward, the game's first major expansion pack. This expansion not only expands the game's horizons but also raises the bar for what an MMORPG can offer. A Fresh Breath of Air Heavensward catapults players into a realm of grandeur, introducing the majestic land of Ishgard and its enthralling tale of a thousand-year war against dragons. The narrative unfurls in a compelling manner, revealing a gray area where the line between good and evil blurs, making for a story that keeps you engaged throughout its substantial runtime of approximately seventy hours. The campaign takes you through eight new areas, each teeming with lore and wonder, providing an immersive experience that RPG enthusiasts crave. New Horizons Beckon Heavensward introduces the captivating Au Ra race, adding a fresh aesthetic to character creation. While their presence in the main story feels lacking, their unique design and intriguing backstory make them a welcome addition. The expansion also introduces three new jobs – the Machinist, Astrologian, and Dark Knight – each seamlessly integrated into the game's diverse job system. These additions inject new life into gameplay, ensuring that players have a plethora of options to suit their playstyle. A Symphony of Challenges Dungeons and Trials, the bread and butter of any MMORPG, shine brilliantly in Heavensward. The eight new dungeons are meticulously crafted, offering diverse environments and challenging bosses that demand strategic finesse. Trials, especially the mesmerizing encounter with 'The Limitless Blue,' provide exhilarating battles that test your skills and teamwork. Additionally, the expansion's flying mounts transform traversal, adding depth to exploration and making the vast world of Eorzea feel more alive than ever before. A Few Missteps in Paradise Despite its numerous strengths, Heavensward isn't without its flaws. Some side quests succumb to the mundane routine of fetch quests, and certain job-specific missions lack the depth one might expect. While these minor setbacks exist, they pale in comparison to the sheer magnitude of the content Heavensward delivers. Soaring to New Heights Final Fantasy XIV: Heavensward sets a new standard for MMORPG expansions. Its captivating storyline, diverse gameplay additions, and innovative flying mounts make it a triumph in the genre. With a wealth of content that surpasses expectations, Heavensward is a testament to the passion and dedication of the developers. Strap in, adventurers, for this expansion will take you on a journey beyond the clouds, leaving you breathless and hungry for more. Final Score:
- Metal Gear Solid V: The Phantom Pain Walkthrough – Mission 16: Traitors Caravan
Bring your best heavy combat gear for this mission, ideally a rocket launcher. Infiltrate the outpost to gather intel on the convoy's route. Once you begin your pursuit, stay alert. Keep in mind that the truck must not be destroyed for the mission to succeed. The trucks travel along the designated path but will stop at the airport for an extended period, making it an excellent location to engage the convoy. The transport truck can be found at Nova Braga Airport in the northwestern section. Drive or gallop over there and jump over the walls to locate the vehicle (be sure to use your binoculars to identify it first). Once you've identified the truck, have Quiet scout the airport and wait for the convoy escort to stop near the vehicle. You can attempt to stop the truck either before or after it reaches the airport by immobilizing the driver. However, be aware that the Skulls will appear as soon as you approach the truck, even if you’re being stealthy. You can choose to flee from the Skulls, but if you're feeling bold, you can stand and fight. The most challenging aspect of the Skulls is that they bring a mist that prevents Fulton usage, so you won't be able to access the truck without confronting them. Now that you've defeated the Skulls, you can Fulton both the truck and the Zero Risk guards. Once you've completed that, exfiltrate via chopper or by leaving the Hot Zone.
- Final Fantasy Retrospective – Part 4: Animating Emotion in Pixels
How can a character just 26 pixels tall express emotion? It seems like an impossible challenge, yet the early Final Fantasy games managed to do just that—breathing life into tiny sprites with limited movement and color. From the earliest entries in the series, Final Fantasy evolved its character animations, overcoming technical limitations to create deeply emotional and visually engaging experiences. This article explores how these sprite-based characters grew from simple, blocky figures to dynamic and expressive actors on the gaming stage, particularly focusing on Final Fantasy VI , the crowning achievement of the 16-bit era. Early Limitations and Innovations In the first Final Fantasy games, characters were animated using just a handful of pixels and limited color palettes. On the original Famicom, the battle sprites were a mere 26 pixels tall, restricted to only four colors, and had six frames of animation. Despite these constraints, Square's designers managed to give these characters a sense of personality. Movements were simple, and facial expressions were practically non-existent, but subtle details like blinking or moving arms created a sense of life. The jump to the Super Famicom (SNES) in later games allowed for a bit more freedom. While some of the character sprites actually became smaller, the number of colors used increased significantly, allowing for more detailed costumes and animations. By the time Final Fantasy VI rolled around, each character could display up to 40 different frames of animation, allowing for a wider range of expressions—sadness, anger, joy, and more. Evolving Character Interaction In the first Final Fantasy , non-playable characters (NPCs) were mostly static. They stood in place, waiting for players to interact with them. As the series progressed, so did the NPCs’ behavior. In Final Fantasy II , NPCs began moving along pre-scripted paths, and more complex interactions emerged. A notable example is a scene in Final Fantasy II where the character Paul rescues the player’s party, marking one of the earliest examples of scripted sprite choreography in the series. By the time of Final Fantasy VI , character movements had evolved into elaborate mini-performances. When the blocky pixel faces couldn't convey a character’s excitement or frustration, characters would jump, spin, or throw themselves across the screen. These animations added a level of physical comedy and expressiveness that helped players connect emotionally with the tiny pixelated figures. The Pinnacle: Final Fantasy VI With Final Fantasy VI , Square reached new heights of storytelling and animation. Unlike earlier games, where there were separate sprites for battle and overworld exploration, Final Fantasy VI used the same detailed sprites across both contexts. This continuity allowed for smoother transitions between gameplay and story scenes, enhancing the overall experience. Each character in the game had around 10 unique animations, from winking to wagging a finger, adding subtle emotional depth to even the smallest interactions. The increased attention to animation wasn’t limited to the main characters. NPCs, too, became more animated and expressive, further enriching the world of Final Fantasy VI . This shift marked a departure from the previous generation of games, where NPCs often felt like static, one-dimensional figures. A Ground-breaking Story The narrative of Final Fantasy VI was also more complex than its predecessors. For the first time in the series, the game opened with a female protagonist—Terra, a young woman with mysterious magical powers. She joins a group of rebels known as the Returners, who are fighting against a tyrannical empire. The story, set against the backdrop of a world recovering from an ancient war between humans and magical beings called Espers, explores themes of power, sacrifice, and humanity’s destructive tendencies. The magic system in Final Fantasy VI was another innovation, with Espers taking on a central role. When these mystical creatures died, they left behind Magicite crystals, which could be used to teach characters powerful spells. This system allowed players to customize their characters’ abilities, and it tied the game’s story directly to its gameplay mechanics, a hallmark of the Final Fantasy series. A Large, Customizable Cast Final Fantasy VI introduced a huge cast of 14 playable characters, each with their own unique abilities and backstory. The player could swap out party members at will, allowing for a high degree of customization. Relics—special items that granted various bonuses—added even more depth to party building. Each character had a signature ability: Edgar used tools, Sabin performed “Blitz” attacks with Street Fighter-style button inputs, and Setzer attacked with a slot machine mechanic, to name a few. The game also experimented with multi-party mechanics, splitting the cast into separate groups for certain dungeons and even requiring players to control multiple parties simultaneously in specific battles. A Memorable Villain and an Unforgettable Opera A key reason Final Fantasy VI is remembered so fondly is its villain, Kefka. Unlike other antagonists in the series, Kefka was neither a god-like being nor a puppet controlled by some higher evil. He was simply an irredeemable maniac who sought nothing but destruction. His chaotic personality and dark sense of humor made him a standout antagonist, culminating in one of the most memorable climaxes in the series. One of the game’s most iconic scenes is the opera sequence, where players actively participate by selecting lines and actions for the characters. This level of interactivity was unprecedented at the time and showcased how far Square had come in blending storytelling with gameplay. From 2D to 3D: The Legacy of Final Fantasy VI Final Fantasy VI was the series’ swan song in 2D, a masterclass in storytelling, animation, and design. Its artful use of the Super Nintendo’s capabilities pushed the boundaries of what was possible in a 16-bit RPG. The game’s 20-minute ending remains one of the longest and most emotionally charged in the platform’s history, providing a fitting conclusion to the 2D era of Final Fantasy . By the mid-1990s, Square was ready to transition the series into 3D, and Final Fantasy VI served as a perfect bridge between the old and the new. With its detailed sprite animations, deep character interactions, and a storyline that captivated players, it set the stage for the monumental success of Final Fantasy VII and beyond. As Final Fantasy VI bowed out, it left a legacy that would be difficult to surpass, cementing its place as one of the greatest RPGs of all time.
- The Legend of Zelda: Tears of the Kingdom – Kikakin Shrine Guide
The Kikakin Shrine is located northwest of the Great Hyrule Forest , perched atop a mountain range to the northeast of Mount Drena . This shrine offers a unique and thematic challenge related to light and darkness, fitting for its remote, elevated location. Shrine Challenge: Shining in Darkness The challenge inside Kikakin Shrine is titled Shining in Darkness , and it involves navigating through dark areas using light sources or luminous materials. Here’s what to expect: Navigating Darkness : The shrine is likely shrouded in darkness, requiring you to use items like Brightbloom Seeds , torches, or other glowing materials to illuminate your path. Strategic Use of Light : You’ll need to place light sources carefully or make use of objects in the environment that can glow or reflect light to guide your way through puzzles or avoid obstacles. Hidden Elements : Certain parts of the shrine or its puzzles may only be revealed once illuminated, so you’ll need to stay observant and make the most of your light sources. Shrine Rewards: Completing the Shining in Darkness challenge rewards you with: Opal : A valuable gem that can be sold for Rupees or used in crafting. Luminous Stone : A glowing material useful for upgrading armor or selling for a decent price. Amber : Another gemstone that can be used for crafting, upgrading gear, or sold for Rupees. Zonaite Bow : A powerful bow crafted with Zonai technology, offering enhanced durability and effectiveness in ranged combat. The Kikakin Shrine offers a visually striking and engaging challenge focused on using light to navigate darkness, and rewards you with valuable resources and a Zonaite Bow to aid in future battles.
- Metal Gear Solid V: The Phantom Pain Walkthrough – Mission 15: Footprints of Phantoms
Footprints of Phantoms tasks you with either extracting or destroying a group of Walker Gears located at a remote base camp. The camp is laid out along a hillside in a roughly linear formation, making it susceptible to a flanking infiltration. Select one end of the village and start moving slowly along the line with your suppressed dart pistol. Take down enemies one by one. It's fine to leave sleeping enemies behind, but make sure not to leave any stunned foes, as they may wake up before you finish. If you get spotted, back away quickly until the Walker Gears are unmanned. Clear out the camp while using supply drops to resupply yourself. Once the entire area is immobilized, start extracting the Walkers and troopers.
- Reminiscing Mario Kart Throughout the Years
Mario Kart has been a beloved part of gaming culture since its debut in 1992 on the Super Nintendo Entertainment System (SNES). Initially combining familiar faces from the Mario universe with intense, competitive racing, the series quickly became iconic for its use of items like banana peels and Koopa shells to spice up the gameplay. The series has seen incredible evolution through various Nintendo consoles. The original Super Mario Kart introduced split-screen multiplayer and challenging courses, earning widespread praise as one of the Super Nintendo’s most popular titles. As the franchise grew, Mario Kart 64 brought 3D graphics, an analog control stick, and four-player races, setting new standards for multiplayer fun on the Nintendo 64. Nintendo’s innovation continued with the Game Boy Advance’s Mario Kart: Super Circuit , which, despite being portable, boasted impressive graphics and included classic tracks from previous games. Then, in 2001, the GameCube welcomed Mario Kart: Double Dash!! , a major update where two players could share one kart—one driving while the other used weapons, adding a new level of strategy. With the release of the Nintendo DS, Mario Kart DS allowed players to race wirelessly via the Nintendo Wi-Fi connection, further solidifying the franchise’s place in the gaming world. Each new entry in the series built on its predecessors, offering new courses, improved controls, and additional gameplay modes that kept both longtime fans and newcomers engaged. The Mario Kart series is more than just a racing game; it’s a cultural phenomenon that appeals to a wide range of players. Whether competing against friends or striving for personal bests in single-player mode, the games deliver fun, strategy, and high-energy action that have made them essential titles on every Nintendo console. Through its vibrant graphics, memorable characters, and iconic gameplay, Mario Kart has left an indelible mark on the world of video games.
- 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.
- Metal Gear Solid V: The Phantom Pain Walkthrough – Mission 14: Lingua Franca
This is a simple extraction mission. Carefully scout the village with stun weapons at the ready. Get close and use your binoculars to examine the faces of your enemies. Follow the outlying prisoner into the village to find the Viscount. You will find the Viscount inside this building. You can take out the guards protecting him with a dart pistol through this window. Once you've extracted him, make your escape.
- How to Change Your Name in Final Fantasy XIV
To get started, visit the official Square Enix web page—no surprises there. But instead of grappling with the overwhelming front page of the FF14 website, which is jam-packed with text and imagery regardless of your region, head straight to mogstation.com and log in to your Final Fantasy 14 account. Once logged in, navigate to 'Games & Additional Services' and seek out the 'Character Renaming Service', easily identified by the charming moogle picture. Clicking on this will prompt you to accept a user agreement—it's standard protocol, but it's always wise to skim through it to understand the terms. After accepting the agreement, Mogstation will display all your Final Fantasy 14 characters, whether you have just one or a whole legion of them. Simply select the character you wish to rename and click 'Next'. You'll then be directed to the payment screen, where each character name change carries a $10 USD fee. Payment options include Crysta, major credit cards, or Amazon Pay. If you happen to have a slew of characters awaiting new names—though it may be a bit out of the ordinary—just repeat the process for each character until all desired changes are made.
- Final Fantasy Retrospective – Part 2: A New Era of Role-Playing Games
After the surprise success of Final Fantasy , Square quickly moved forward with a sequel, and Final Fantasy II arrived on Japanese store shelves just 364 days later, on December 17, 1988. Since the original Final Fantasy wasn’t designed with a sequel in mind, Square took the opportunity to explore new directions in gameplay and story, resulting in a game that felt fresh and innovative compared to its predecessor. A New Direction for Final Fantasy II Final Fantasy II brought back key figures from the original development team, including Hironobu Sakaguchi, artist Yoshitaka Amano, and composer Nobuo Uematsu. The game’s story opened with four young survivors fleeing their hometown of Finn, which had been attacked by the Emperor of Palamecia. Unlike the original, there was no prophecy about saving the world. The heroes of this tale evolved into specific archetypes: a humble warrior, a cautious mage, a monk, and a morally conflicted dark knight. Importantly, the characters’ classes were now tied directly to their identities, offering no opportunity to upgrade or change classes as in the first game. A major departure from the original Final Fantasy was the removal of the traditional leveling system. Instead, Final Fantasy II introduced a more dynamic progression system. Characters leveled up individual attributes—such as hit points, strength, magic power, agility, and evasion—based on how frequently those abilities were used. This system allowed players to customize their characters’ growth more directly. For example, focusing on magic power could weaken a character’s melee abilities, forcing players to balance their strategies. However, this opened up possibilities to exploit the system by having party members attack each other to artificially boost stats in battle. Final Fantasy II also experimented with a new questing system. Players had to memorize key terms from NPC dialogues, which would later be referenced in conversations to unlock further story progression. Though the system could be time-consuming and prone to trial and error, it added a sense of interactivity and immersion to the gameplay. Memorable Additions to the Franchise While many of the new mechanics introduced in Final Fantasy II didn’t carry over into future games, some iconic elements first appeared here. For the first time, players could control less than four party members, with characters like the white wizard Minwu and the pirate Leila coming and going throughout the story. Several characters even died throughout the game, raising the emotional stakes in a way that was new to the series. The game also introduced the now-famous Chocobo, a bird-like companion that helped players travel across the map without enemy encounters. Cid, a character who would become a recurring name and face in the Final Fantasy series, made his debut here as an airship pilot. These additions—Chocobos, Cid, and airships—would become staples of the franchise moving forward. The Rise of Final Fantasy III After the release of Final Fantasy II , fans had to wait 16 months for the next installment, Final Fantasy III , which debuted on April 27, 1990. Once again developed by the original team, the game built on the innovations of its predecessors while introducing new systems that would continue to influence the series. Final Fantasy III opened with four orphans from a floating island discovering the Wind Crystal, which bestowed upon them the ability to choose different job classes. Unlike previous games, where players were locked into specific classes, Final Fantasy III introduced a flexible job system. This allowed players to switch between various professions, including newcomers like the Archer, Geomancer, Viking, and Bard. Each job came with unique abilities, adding a deeper layer of customization. One of the most notable additions was the introduction of Summoner jobs, allowing players to summon powerful creatures such as Odin, Shiva, and Ifrit. These summons would go on to become a core feature of the series. Additionally, Final Fantasy III introduced the Moogle, another iconic creature that would appear in future games. Moogles helped players manage items and played a role in the game’s story. The story of Final Fantasy III centered around a balance between light and darkness, with the four orphaned heroes tasked with restoring equilibrium to the world. They faced a malevolent mage named Xande and a sentient entity known as the Cloud of Darkness, which threatened to consume the world. Final Fantasy’s Growing Legacy Although Final Fantasy III was overshadowed in North America by the release of Final Fantasy VI (renamed Final Fantasy III in the U.S.), it introduced several key elements that helped cement the series’ reputation as a leading RPG franchise. With a rich job system, summoning mechanics, and expansive world, Final Fantasy III represented the most ambitious RPG Square had made to that point. Both Final Fantasy II and Final Fantasy III pushed the boundaries of what was possible in RPGs, with innovative gameplay systems, character development, and world-building. These early installments solidified Final Fantasy as a franchise capable of both reinvention and consistency, laying the groundwork for its future success as one of the most beloved and enduring RPG series in video game history. As of July 12, 1990, the original Final Fantasy was finally released in North America, giving English-speaking gamers their first taste of the adventure that had captivated Japan. Little did they know, the franchise was only just beginning to take flight.
- Final Fantasy Retrospective – Part 1: The Game That Defied Its Name
In the late 1980s, long before the infamous in-game currency system of “gil” was ever a concern, a small Japanese game developer named Square was facing a more pressing problem—financial collapse. By 1987, Square had been struggling after a series of unsuccessful titles, including Cruise Chaser Blassty , Alpha , and King's Knight , alongside a failed side-scrolling shooter. Even North American releases like Rad Racer and 3D World Runner barely kept the company afloat. With their future hanging by a thread, Square's director of planning and development, Hironobu Sakaguchi, was tasked with creating one last game to save the company. When asked what type of game he wanted to develop, Sakaguchi responded, "I don't think I have what it takes to make a good action game. I think I'm better at telling a story." Drawing inspiration from popular RPGs of the time, such as Dragon Quest, The Legend of Zelda, and the Ultima series, Sakaguchi envisioned a video game with an expansive world and a rich narrative. Believing it might be his final project, he named it Final Fantasy. On December 18, 1987, Final Fantasy was released for the Famicom, just two days before Sega's Phantasy Star . Sakaguchi himself directed the game, while character designs were handled by rising manga artist Yoshitaka Amano. The soundtrack was composed by veteran video game composer Nobuo Uematsu, who brought his signature flair to the project, marking his 16th video game score. The plot centered around the four Warriors of Light, bearers of ancient elemental artifacts, who set out to save the land from darkness. The narrative's focus was on retrieving four orbs rather than the later series' iconic crystals. The game saw players battling four fiends—Lich, Kary, Kraken, and Tiamat—who had plunged the world into chaos. In a twist, these fiends were part of a time loop orchestrated by Chaos, a demonic entity born from Garland, the first boss the players encountered. Once the Warriors defeated Chaos, the world was restored to peace, and the heroes returned home. While the story of Final Fantasy was compelling for its time, the game truly shined in its deep, customizable RPG mechanics. Players could name their characters and choose from six different classes: White Mage, Black Mage, Red Mage, Thief, Fighter (later known as Warrior), and Black Belt (later known as Monk). This created 30 possible group combinations, allowing for various playstyles. As characters leveled up, players could unlock class upgrades—White Wizard, Black Wizard, Red Wizard, Ninja, Knight, and Master—each with enhanced abilities. The game also introduced innovations to the RPG genre. Unlike the one-on-one battles found in many RPGs at the time, Final Fantasy allowed players to face off against up to nine enemies at once in random encounters. These battles played out in a new side-view format, where players could see their heroes on the right side of the screen and enemies on the left. The battle animations were ground-breaking for the time, featuring advanced graphical effects. The magic system in Final Fantasy was also unique. Players could learn spells from eight levels of either black or white magic, but with only three spell slots per level, careful choices had to be made. Instead of the now-familiar magic point (MP) system, spells had charges, which could only be restored by visiting inns or using rare items like "houses." Exploration was another key feature, with players traversing a massive overworld map divided into three large continents. Along the way, they could enter dungeons, caves, and towns, stopping to rest or shop for items. The introduction of vehicles, such as a boat, canoe, and airship, greatly expanded the world. The airship, in particular, allowed players to explore the map without facing random enemy encounters, provided they could find suitable landing terrain. Final Fantasy also boasted an extensive musical score for its time, featuring almost 20 different tracks. Some of these compositions became iconic, such as the title screen arpeggio, the victory fanfare after battles, and the main theme that would evolve into an anthem for the entire franchise. The game wasn’t without its challenges. Saving could only be done at inns or with specific items, and it didn't cure status effects like poison. Fallen allies could only be revived with the Life spell or at clinics. Furthermore, enemies didn’t drop items, and certain spells were prohibitively expensive. Additionally, if one character killed an enemy before another got a chance to act, their attacks or spells would be wasted. The game's difficulty level could also spike unexpectedly, making for a punishing experience. However, players embraced these challenges, and Final Fantasy became one of the most popular RPGs of the 1980s. By the end of the decade, Final Fantasy had established itself as one of the most successful titles on the Famicom and Nintendo Entertainment System. It spawned a franchise that, as of last year, had sold over 180 million units worldwide. Since its original release, the game has been re-released on various platforms, including the MSX, WonderSwan Color, PlayStation, Game Boy Advance, mobile phones, and more recently, the PlayStation Portable. Despite its name, Final Fantasy was far from the end for Square, marking the beginning of one of the most beloved and enduring RPG franchises in gaming history.
- Metal Gear Solid V: The Phantom Pain Walkthrough – Mission 13: Pitch Dark
Pitch Dark is an extensive stealth mission divided into two stages. You can bypass the initial village, but taking a moment to familiarize yourself with the colors and terrain variations of Africa can be beneficial and rewarding. If you decide to clear the village, remember that the Child Soldiers cannot be attacked with lethal force, nor can they be captured and interrogated. If you take out the adult taskmasters without triggering an alarm, the Child Soldiers will escape from their captors. Once you move past the village and reach the refinery, you'll need to be particularly cautious. Your two objectives are a large tank located in the west wing of the compound and a pump control situated high up in the east wing. You can access the fortress through this passage on the southern face. Climb carefully to the pumping deck on the left to reach the tank. Once there, place plenty of C4. This area is teeming with guards, and they're positioned close enough to detect most Fulton extractions, so proceed with caution. After planting the C4, move across the back end of the facility and climb the structure to reach the top tier. Inside, you'll find the switch controls. Place your C4 explosives, then retrace your steps. You can escape through the undercroft or navigate the catwalk maze to the east. If you get spotted, dive indoors or take cover under pipes or pillars. Once you're a safe distance from the facility, detonate the C4 and make your extraction.