Tag Archives: Final Fantasy

Final Fantasy Explorers – Inspired, but Lacking

Before cutting into the newest spin-off game of the Final Fantasy franchise, let’s take a look at its obvious inspiration, Monster Hunter.

Capcom’s Monster Hunter is about hunting monsters (surprise, surprise) with different weapon types and using pieces of those monsters to make better equipment to in turn kill bigger monsters.

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The games are usually set in closed areas, connected together to make themed maps. Its biggest appeals are its brutal difficulty, precise controls with specific functions and monsters with complex animations and behaviors. It’s insanely popular in Japan and has picked up quite a fan base worldwide with its latest titles.

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Final Fantasy Explorers takes Monster Hunter formula and adds in the iconic themes and creatures of Final Fantasy. Even though it’s clearly riding on that sort of copycat design, it’s a solid idea, in theory.

In execution, Final Fantasy Explorers is a bland, forgettable experience.

Explorers sets up a fairly interesting premise: Eidolons, powerful beings who usually appear as summons in other games, are running rampant; it’s up to the Explorers to take care of them. To do this, Explorers adopt a class, assign abilities and craft gear. Each class has specific strengths and weaknesses, such as the Black Mage being able to lay out tons of damage with magic, while the Knight can soak up damage and keeping aggression away from other players. The Job System in Explorers is just as fun as it has been in previous Final Fantasy games.

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Each job’s abilities are attained through beating missions, adding plenty of skills to outfit a player. This ability system is one of the few features keeping this entry afloat. Learning rotations of spells, as well as knowing which abilities are effective for each situation is interesting, especially in multiplayer.

The controls, while clunky at times, allow players to have eight abilities equipped at once, cycling through them with the shoulder buttons. The targeting system can get confusing at times, but usually does okay with staying focused on the target.

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Throwing everything you have at a boss and dying just to replenish stamina is a game-breaking strategy. Most bosses will fall to this without any troubles. Don’t worry, most missions are set with fifty minute timers. That’s about nine or ten lives per mission.

Visually, Final Fantasy Explorers has some solid ideas behind it. The Eidolon monsters are wicked, often using unique designs to the established molds of the iconic monsters. Classic Final Fantasy monsters also look pretty cool, but overall the game lacks variety in creatures. The environment is also lacking with no discerning features to make it stand out. It’s made up of bland fields that are far too open, dotted with lame enemies that die in a single hit. Even giving the player monster buddies to recruit in the single player is worthless, as they get in the way of the camera and usually don’t get to see any action anyways.

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Even multiplayer can’t save this one. Sharing terrible experiences with friends can be memorable, like watching awful movies for the laughs. Yet, being in a group adds nothing to Explorers. It lacks challenge, good design and variety, all things that make is inspiration, Monster Hunter, great.

To really show Explorers lacks polish, players can wear outfits and wield weapons of classic Final Fantasy characters. Swing Cloud’s Buster Sword, wear Yuna’s short shorts, spend hours grinding for those parts in a sparse field, questioning your existence. I’m surprised this feature wasn’t locked behind a pay wall.

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Eleven characters that will hopefully ease the pain of “exploring”

It’s like Square Enix noticed its quickly emptying wallets, saw the popularity of Monster Hunter,  and then looked to the ridiculously expensive Final Fantasy XV and thought, “Monster Hunter is selling well, lets make that, but with Chocobos and Bahamut. Brilliant!”

Announced in 2006, still waiting. . .
Announced in 2006, still waiting. . .

Final Fantasy Explorers continues the trend of forgettable games and lost opportunity. This game could’ve been a solid multiplayer experience, but just lacks polish. After enduring this, Type-0 and XIII, Final Fantasy XV better be the best game I’ve ever played.

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Until then, I’ll keep going through Final Fantasy IX on my Vita. Wake me up when XV comes out, Giga Bytes.

Cloud Storms into Battle!

“I’d never thought I’d see the day.”

Truer words have never been said. With Street Fighter creeping into the latest Super Smash Bros, alongside the fan voting system that was finalized in October, there are some crazy things in store for the Nintendo celebratory fighting game. Sure, I’ve seen Cloud of Final Fantasy VII in just about any fan-made game ever, but to see him appear in an actual, professionally designed game leaves me in sheer awe.


This move to bring Final Fantasy back in cahoots with Nintendo after years of it being mostly a Sony franchise is huge. Of course, the franchise found its feet on the NES and made history with the SNES iterations, only to see its golden age on the PSONE. Will there be a resurgence of Final Fantasy games making it to the Nintendo marketplace? Remakes and spin-offs are abundant, but what does this mean for Square Enix and Nintendo?

Speculate in the comments below Giga Bytes! I’ll be sitting here stirring my tea with a phoenix down, while I wait for what other crazy things are coming to Super Smash Bros.
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Oh, and to add another octave to the squee of fans everywhere, think about this.

Cloud. Amiibo.

Boom.

Stunning custom amiibos by Compulsif.
Stunning custom amiibos by Compulsif.

Final Fantasy Type-0 Review

Ever fire up a new game and within the first twenty minutes feel morbidly depressed? I have. Recently.

Final Fantasy Type-0 HD is a remastering and localization of the PSP title of the same name. This release comes out of the Square Enix pattern of remastering their games; however, this one is unique because this is the first time it is playable in English. The game follows the story of a country being torn apart by a war comparable to World War II, focusing on a powerful group of young adults trying to make a difference.

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The PSP housed some experimental game design from Square Enix.

Before I go into this review, let me assure my readers that I did take the fact that this is a PSP game on the PS4 into consideration in all aspects of my criticism.

Those teens are members of the most elite group in Akademia, Class Zero. These characters each have their own style, making it fun to experiment with several characters to find one that fits. The combat engine is set in real time, but common battles take place in their own separate space most of the time. Many main quests actually stay in a battle mode, allowing players to engage in skirmishes in the overall war or avoid enemies altogether. There is even a real-time strategy inspired mechanic that appears from time to time. While it adds variety, these segments usually lack depth.

Golem is acquired by talking to someone. . .
Golem is acquired by talking to someone. . .

There are many side missions that often reward curious players with items, spells, and abilities. These missions are fairly bland, but are a nice option, since the main game is fairly short. Unfortunately, there are many rewards that are worth putting up with lame missions. Players will find themselves running back and forth for much of the game just to find cool content.

Sice is one of my favorite characters, even though she fits so many anime cliches.
Sice is one of my favorite characters, even though she fits so many anime cliches.

Visually, Type-0 has an anime inspired look and feel, with detailed character models and effects. Compared to previous Final Fantasy games, Type-0 is much darker in tone, even though it pays homage to several other games in the franchise. Violence drives much of the drama with characters dying on screen with sprays of blood. Classic Final Fantasy creatures are also given an interesting spin and feel more dangerous.

The summons of Type-0 are awesome in design and execution.
The summons of Type-0 are awesome in design and execution.

Class Zero’s warriors each have unique animations that flow well and look great. The choreography alone is worth praise as monsters are chopped up, blasted away, or lulled to sleep by pleasant flute music. Summons still hold up as some of the best moments of the action as powerful allies burst into existence. These beings are also controllable, adding to their presence on the battlefield. The way these creatures are designed are always interesting to compare to past iterations.
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One of the biggest drawbacks to the game is its graphical issues. Action is fast paced, fluid, and cinematic, but the game’s camera has a hard time keeping up. This is especially true when trying to manually pan the camera, as many assets simply disappear in an attempt to have motion blur. I also found the game to be hurtful to the eyes in long stretches, making it hard to play.

Please Square Enix, fix the frame issues.
Please Square Enix, fix the frame issues.

Adding to this is the dreadful pace to the game. The first hour or so of play is filled with gorgeous cutscenes, tons of action, and culminates in the summoning of Odin. These moments set the stage way too high for the rest of the game. Players must prepare for missions by poking around the world in search of events.

The opening segment of the game also forces me to mention another problem I have with Type-0: character development is almost non-existent. This is a game with fourteen playable characters and not a one gets any sort of development in the first three hours. The driving drama of the story is the death of a completely unknown character. Even though the scene is tragic just from its direction, there’s no reason for players to care, unless they’re a Chocobo rights activist. Even after about ten hours of play, I have no idea who any of the characters in Class Zero are, what their motives are or why they’re together. Even side quests don’t offer those key character details that could make the game great. It’s a shame too, cause many character interactions, like those between Ace and Mother or Rem and Machina, ooze possibilities.

I WANT TO KNOW THEIR STORY IN A PALATABLE WAY!
I WANT TO KNOW THEIR STORY IN A PALATABLE WAY!

Before giving my final thoughts, I’d like to take this chance to clarify that I have not finished Final Fantasy Type-0 HD.

Many of the technical complaints I have about the game could, and hopefully will, be fixed in a patch. There could also be more character development towards the end, however, the game’s awesome opening left me with a lot of expectations that have yet to be matched. I want to love this game for its style, darker tone, and fluent combat engine, but its flaws make that impossible.The only thing keeping me playing is the art style.

Well, the trailers were cool. . .
Well, the trailers were cool. . .

In fact, I had lost faith in Final Fantasy after buying Final Fantasy XIII the day it released. Type-0 was a glimmer of hope for me, but I was let down. Luckily, the demo packaged with Type-0 rekindles that hope. Final Fantasy XV looks to be one of the greatest games of all time, but I won’t know for sure until it comes out.

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Even considering its origins as a portable title, Final Fantasy Type-0 gets six dead chocobos out of ten.

Final Fantasy Summon Origins: Cú Chulainn

One of the most grotesquely fascinating monsters of Final Fantasy Tactics is Cuchulainn. He appears as the first major challenge in the game as the Scorpio Lucavi of the Zodiac. He later appeared in Final Fantasy XII as an Esper that wasn’t necessary for the game’s completion. In both games, his form is that of an obese monster with many teeth and the ability to inflict a multitude of status effects. His surname is the Impure.

This bottomless pit of a monster’s name may sound familiar. The Esper shares his name with a Celtic warrior, whose feats are told in an epic story called The Tain.

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In many mythologies and legends there’s a hero, a hero who slays monsters, wins battles, hooks up with beautiful maidens and usually has connections to the gods in some form. In Celtic Myth that hero is Cú Chulainn, which is Irish for Culain’s hound. This warrior was known for having a bit of a temper in combat and facing impossible odds by himself. He wielded a powerful spear known as the Gae Bolg, which he could cast from his feet.

Doesn’t sound a whole lot like Final Fantasy’s Cúchulainn. . .

So how does this hero of myth become a monster with a belly mouth? Before we start making connections, let’s learn the stories of both monster and warrior.

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In Final Fantasy Tactics, Cardinal Delacroix seems helpful enough to the player’s quest. He is the one who reveals the grand plot that runs alongside the political story line. In Ivalice, the world of Tactics, there are powerful beings known as the Lucavi that seek magical stones known as auracite, each of which correspond to the twelve Zodiac. These stones allow them to take their true forms for immense, otherworldly power. Delacroix is simply a conduit for Cúchulainn, allowing the Impure to exist in Ivalice.

Considering the monster as symbolic, Cúchulainn’s form highlights the fact that Delacroix betrays Ramza, the hero of that game. The ugly inner self is revealed and its hunger goes beyond greed and gluttony. The monster is slain by Ramza and company and the Scorpio stone is apprehended.

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In Final Fantasy XII, Cúchulainn plays no special role in the story. In fact, there is no dialogue exchanged at all. The monster simply exists and if the player can defeat him, then his summon is unlocked. The King of the Impure aids the party in a couple ways. First, his melee attacks are efficient, capable of doing massive amounts of damage in just a few whacks. Second, he has the ability to poison enemies. His final attack does massive damage and poisons all enemies.

On the other side of the coin, the Irish hero Cú Chulainn’s story is vastly different. Our hero is born with connections to the divine as he is the son of the god Lugh and the mortal Deichtine. He is then taken in by the Ulster men, who teach him everything from fighting to poetry. His name is Setanta during these stories, as he had yet to earn his name. In early childhood, he was known for besting a whole group of boys at Emain Macha. Setanta just wanted to play with them, but he didn’t understand the rules and was attacked. Even though the boys were older than him, he beat all of them senseless and had to be drug away. Lucky for Setanta, his Ulster mentor Conchobar clears up the misunderstanding and the boys let Setanta play.

During these games, Culann the Smith is impressed by Setanta’s skill and invites him to a feast. The wide-eyed boy agrees, but asks to finish his game before joining the smith at the table. Swept up in the meal, Culann forgets he has another guest on the way and releases his massive hound to protect the house. Setanta arrives only to find a snarling beast and is attacked. It is here that Setanta shows his godly strength, killing the beast by throwing a ball down its throat. The smith hears the commotion and finds his prized hound dead and a bloody Setanta. Ashamed of his fury, Setanta honorably offers to replace the hound and protect the house until a new hound is raised. Thus Setanta earns his name Cú Chulainn, the hound of Culann.
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As an adult Cú Chulainn performs many impressive feats. His battle frenzy was unmatched and in one instance the people of Emain feared for their lives. Cú Chulainn was only calmed by an army of naked women, who distracted him so he could be doused in vats of cold water. The first vat exploded from his rage. The second boiled. Finally, the third vat was only warmed, thus calming him.

Cú Chulainn’s story goes beyond being a berserker as he must face more complex challenges. Throughout his life he must rescue his love, face his son in battle, and ultimately meet his end at a young age. However, I believe that it’s his battle frenzy that may have inspired his Final Fantasy design.

Imagine the Celtic hero’s battle lust is never sated or if the women of Emain never came to the rescue. He would continue to seek out fights, destroying all in his path. Eventually, this could lead to gluttony, explaining the Final Fantasy version’s plumpness.

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Another important feature to note is Cúchulainn’s face in Final Fantasy XII. At first I thought the red swoops to be an elaborate headdress. However, looking closer, I realized that this is a spear. The spear has been impaled through the beast’s skull from the top, so it wasn’t done as an act of self-mutilation.

The angle of the spear is incredibly important, for in Irish Myth, Cú Chulainn is mortally wounded by a spear. After this, he ties himself to a stone so that he may face his enemies standing. Once the fight leaves him and death approaches, a raven lands on his shoulder. It is here that his enemies behead him and a great light spills from the warrior’s body.

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My last theory on Final Fantasy’s design choices follow what could have happened next. The body of Cu Chulainn could have been reanimated, becoming the grotesque King we see in Final Fantasy XII. Since his godly light is gone, he would no longer be pure, but impure.

While at first it seemed like the connection was only in name, these two beings are in fact connected. There were some creative angles put on the Impure, but the subtle design elements scream Celtic.

Makes me wonder why Bahamut is a dragon in Final Fantasy and not a whale as he is in Arabic Myth. That’s a story for another time.

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The Many Versions of Final Fantasy IV

Square Enix has made some excellent games. Some of the greatest RPGs of our time have come from this Japanese developer. Over the years, the classic Final Fantasy games have received multiple remakes. None have more variety than Final Fantasy IV.

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