2550/09/14

Game Review :: Final Fantasy III (DS)

Somehow amid a confusion of roman numerals, Square-Enix overlooked the fact that this Final Fantasy III (being different to the Final Fantasy III that was released in the West which was actually Final Fantasy VI), and, where were we, oh yes, this Final Fantasy III was never released in English before the year 2006. I can’t fathom why they would release Final Fantasy (the first one which doesn’t have a roman numeral) on roughly seven different platforms and counting and not put the third installment on at least two. Happily, they have now rectified this oversight by releasing a full remake on the DS.

JRPG 101

Final Fantasy III falls squarely (and enixly too) into the camp of old-school Japanese Role Playing Games. Whether this is because Final Fantasy defined the genre or was simply following the formula established in Dragon Quest is debatable, but Final Fantasy III is about as by-the-book as they come. The first main character of your adventuring party is Luneth, an orphan who is apparently around 18 or so. After discovering a crystal which informs him of his chosenness as a “Warrior of the Light,” he sets out to find the other three Warriors (who are naturally also teenaged and also orphans) who must help him to find the other three crystals and use them to restore balance to the world. When venturing out of a town into the beautiful overland map, your party will encounter many beasts of all description bent on destroying you, at which point the game swaps to a battle view where you command each character in your party in a turn-based system. Depending on the character (and their current job), they will be able to use melee weapons, ranged weapons, spells, summons and a variety of other attacks to overcome the foe. Once you’ve commanded all the characters the attacks are carried out. At the end of a battle your party is awarded experience points and these will allow them to become more powerful over time.

Jobs for all to do

If the plot is merely a skeleton to hang the meat of the game on, then the meat of this game is most certainly the job system. It feels like it’s been designed for fans who are not satisfied to just grind their characters to ridiculous levels of hit points, but must also make them the best ninja there is, or the best dragoon or white mage, or all three. The job idea is simple – characters in the game don’t have a set class, instead they can be assigned a job at any time, complete with a cute change of wardrobe. The different jobs allow them to perform different actions during a battle (such as cast a spell or summon), to wear different armor and to wield different weapons. As the characters fight their experience goes up and so do their job levels. All of this helps game play by allowing a variety of configurations for your party so that you don’t get too bored killing your 10000th goblin because you can do it with different animations.


As you gain the other crystals more jobs become available, and this is where the job system is not all that perfect – earlier jobs are simply not up to the task of defeating enemies because the better equipment is only usable by certain jobs. So, unless you grind, your options are more limited than they appear. (Note: grinding is the act of fighting hundreds of unnecessary battles to improve your stats.) Another problem with the jobs is that if I have, by simply playing and fighting many battles, got a character’s job to level 50 or so it becomes quite difficult for him to swap to another job without becoming severely weaker (unless the new job has superior equipment), so I found myself mostly sticking to certain jobs. Nevertheless, the job system adds some sorely-needed variety to the battles.
Thankfully Square-Enix has allowed us to save at any time on the overworld map, and have also made traveling that map not-so-tedious by supplying various forms of transport. Although it is not possible to save inside the dungeons and continue playing, you can save and quit which means you don’t have to fight your way out of a dungeon to be able to stop playing without losing your progress. Add to that the suspend ability of the DS and the “on-the-go” capabilities of the game are solid. I mean, what better way to spend those few minutes waiting for the kettle to boil than grinding?

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