Konsep Dasar Multimedia


Dari kata 'Multimedia' sendiri sebenarnya memiliki dua arti, yaitu kata 'multi' dan 'media'. 'Multi' berarti banyak atau sejumlah. Secara singkat, multimedia adalah sejumlah media yang digunakan untuk mengkomunikasikan sesuatu dengan lebih terstruktur dan konkrit. Secara definisi, multimedia merupakan gabungan antara teks, grafis, animasi, audio dan video. Komputer yang dapat menggunakan dan atau menampilkan kelima gabungan itu disebut sebagai komputer multimedia. Namun jika multimedia tersebut memiliki interaksi dengan pengguna, maka disebut sebagai multimedia interaktif.
Dengan kata lain, multimedia tidak harus bersifat interaktif untuk disebut sebagai multimedia. Contohnya seperti televisi. Pengguna dapat menyaksikan multimedia yang disalurkan melalui media televisi dan itu disebut sebagai multimedia meskipun alur komunikasi hanya satu arah.
Multimedia sudah menjadi bagian yang terpenting dalam dunia digital. Pada tahun 1960, 1970, dan 1980 komputer hanya dapat digunakan untuk teks dan angka. Tetapi semenjak itu, multimedia mulai berkembang secara cepat dan menjadi bagian yang sangat menentukan efektivitas penyampaian sesuatu. Hingga saat ini multimedia dapat ditemukan di mana saja. Dapat ditemukan di bidang edukasi, periklanan, pefilman, fashion, dan masih banyak lagi.
Video dibawah ini diambil dari Youtube yang memberi gambaran mengenai berbagai jenis multimedia yang ada.
Itu adalah sebagian penjelasan mengenai multimedia beserta dengan konsep dasarnya. Terima Kasih.
Sumber :
http://www.nos.org/htm/it3.htm
http://chievan.blogspot.com/2010/04/konsep-dasar-multimedia.html

Multimedia Principle Class

These are some works I have done during Multimedia Principle class. Enjoy.



Those are some pics by me. I used both Adobe Illustrator and Adobe Photoshop in order to design. Adobe Illustrator used particularly for the logo and also texts. Photos are pixels, therefore I used Adobe Photoshop to edit it. Then finally I combine them.

I also learned how to transform a picture which is pixels based into a vector based. To do this, I had a picture and then I open it in Adobe Illustrator (which is a professional software use for vector image editing), then I use one of the feature called 'Live Trace'. There are some options available such as RGB, Black and White, Grayscale, and etc. It depends on what you choose. After that, the pixel based image will be automatically transformed into a vector based image with quite clear difference in visual. Below I provide a picture as an example of a transformed pixel based picture.


That is all I can say for now, thanks for visiting!
Regards, Jacky

Final Fantasy IX Once upon a time...Square relives Final Fantasies past, and it's certainly a trip worth the taking.


Final Fantasy IX is here, and all that is old is new again. Square's developers have once again outdone themselves as far as technical execution and visual artistry, building a fantasy world that I could be content to simply stare at, remembering years past when all these things struck an internal chord for the first time and wondering how a game console could hold images this beautiful.

This installment of the series has perhaps been the most anticipated among die-hard fans of the series, signalling as it does a brief return to some of the visual designs, gameplay elements and overall spirit of the FFs we grew up on, and they won't be disappointed in the slightest. In that regard, this game combines the finest of the past and present, the fantastic themes of the classic games brought to life by the technology of the PlayStation. In terms of its gameplay and structure, Final Fantasy may be showing its age, or perhaps more precisely a lack of evolution to suit that age, but the series' trademark formula has hooked fans on three generations of consoles now, and it looks prepped and ready to conquer a fourth in short order.
Is there RPG life beyond this, though? Perhaps it's a consequence of how quickly it's followed on the heels of Final Fantasy VIII (just over a year passed between installments), but while the nostalgic appeal of Final Fantasy IX is undeniable, it's mirrored by a less pleasant sort of d¿j¿ vu. How much of this is truly new, and how much of it is merely time-tested, as it were? A question to while away the hours with, I suppose. New or old, there's still only a small selection of RPGs, past and present, that can compare.
Graphics
To begin with, credit must be given where credit is due, even if I can't imagine how to properly describe the look of Final Fantasy IX. The graphics in this game defy hyperbole. Remember when you were trudging through the third disc of Final Fantasy VIII, things were going a little slow, and then all of a sudden you were in Esthar? If you were me, your jaw hit the floor. The visuals suddenly took a flying leap into an entirely new level of creativity.

In Final Fantasy IX, that same thing happens every time you come to a new area. Every single time, you're presented with something entirely new and beautifully rendered, to the point where you almost develop a tolerance to it. "Oh, dear, not another extraordinarily well-realized fantasy realm. That's the fifth one this disc..." Each time you think you've seen it all, though, Square tops themselves once more. The cusps of plot that accompany each change in disc present cinematic sequences that will leave you either picking your jaw up off the floor or trying to remember where it was your soul disappeared to, and eventually, by the end of the third disc, you'll probably just quit bothering to pick your jaw up, regardless of whether or not it'll leave a stain on the rug.
Square has done about as much as they can with the PlayStation here. The realtime battle scenes are remarkably faithful 3D recreations of the corresponding pre-rendered areas, and as far as smoothness and refinement are concerned, the spell effects are as awesome as we've come to expect, and the character animation in and out of battle easily compares to the current crop of Dreamcast RPGs. Your superdeformed party has its own wide array of charming motions, and every monster, from the tiniest Cactrot to hulking Behemoths and Iron Men, is superbly designed and animated.
The pre-rendered backgrounds, meanwhile, are so exquisitely drawn as to push the limits of the system's resolution, forests and cities and otherworldly realms filled to the corners with beautiful artwork, interactive elements, little bits of animation and huge swaths of movement laid over the backgrounds, and on and on. Most of the areas have to be seen to be believed - there is not much more detail that can be stuffed into a TV screen at this rate. But put those rendered scenes in motion and there seems to be no upper limit to what their 3D artists can do with the nearly-unlimited resources of their workstation systems (aided by some very fine compression algorithms, which result in superb video quality). The cutscenes in FFIX have a marvelously exciting immediate impact, and they're another massive step forward in the quality of facial animation and character behavior, conveying emotion even more effectively than VIII's already expressive CG.
In part, though, that's thanks to the character designs, which physically express a broader range of emotion to begin with. Yoshitaka Amano, as you no doubt know, provided the fundamental visual designs for FFIX, bringing his refined, ornate sense of the fantastic, and that in turn was deliberately strained through the superdeformed style that the earlier Final Fantasies embraced as a matter of both choice and necessity. The ramshackle Brothers-Grimm quality of some of the town sequences perhaps result from this change in style, but the characters are where you'll notice the real change, a motley crew of designs that range from the fanciful to the utterly bizarre.
Character 

Perhaps the best thing going for Final Fantasy IX as far as character is concerned is the presence of a proper villain, especially in the later movements of the story. Kefka, from my point of view, was the last FF bad guy to really sink his teeth into the role. Sephiroth was certainly a good-looking fellow, but his motivations were about as clear as mud, and Final Fantasy VIII hardly had a villain at all. There was that sorceress everyone was going on about, but she spent the balance of the game merely being talked about behind her back. Kuja, on the other hand, who represents the forces of evil in FFIX, does his thing quite impeccably, blending a little of Kefka's cackling villainy (always a reliable shtick) and plenty of the bishonenosity that made Sephiroth such a hit with the ladies. There are some interesting reasons behind why he's such a miserable bastard, and in his peculiar way he's one of my favorite visual designs of the series - the realtime model may look a little funny, but check him out in the pre-rendered cutscenes, particularly in his second appearance.
All the rest of the characters are a treat - visually, if nothing else. Their basic traits and arcs of development aren't necessarily anything you wouldn't encounter in earlier FFs (or any kind of literature in general, for that matter), but they're engaging and sympathetic nonetheless. The charming thief Zidane Tribal breaks the streak of reluctant Final Fantasy heroes, injecting a touch of redder blood back into the series. Princess Garnet, the female lead, teeters on the edge of falling into chick-who-gets-saved hell, but she manages to crawl back from the brink with a few strong moments, and she looks great with short hair. Her guardian knight Steiner does "lovable dumb lug" to a tee, and watching him clank when he walks always inspires a smile. Quina Quen deserves a mention simply for being the most original RPG character...ever? Well, what else do you say about a towering clone of Puyo Puyo's Parara, with a gigantic tongue and a puffy chef's hat? Speaking of which, the returning Moogles deserve a mention as well, serving as your save points and a source of welcome comic relief. Vivi, meanwhile, is Vivi. The Black Mage design is classic, and discovering a charming personality underneath the big floppy hat is a welcome change after all those years of inscrutability. His evolution may be a bit predictable, but I still love the little guy. Just in my nature to root for the underdog.
That I can develop that kind of a feeling for the characters is a testament to how good Squaresoft's localization staff has become. This is arguably as good as an English script has gotten in an RPG, just in terms of flow, readability, and coherent voice - yes, I realize we've said the same thing about Chrono Cross, Legend of Mana, and Vagrant Story already, but it is done that well. To finally see such consistently professional, polished translations puts to rest one of the nagging problems RPG fans grew accustomed to over the years. Finally, we don't have to settle for second-rate text in our games.
Gameplay 

Ah, yes, this is a game, isn't it? One can forget that at times, after a long while working one's way through Plot, but you'll be called upon to test your brain and your reflexes through Final Fantasy IX's dungeons and battle sequences. The past revival that characterizes the visual style of the game carries over somewhat into its combat and development systems - if you've played anything earlier than Final Fantasy VII, you'll probably be able to place a few gameplay elements from back in the day.
The party size, for example, is up to four, just like the first game (if memory serves, Final Fantasy IV was the first installment with a five-character party), and the five equipment slots signify a return to the more complex equipment system in the earlier games as well. The handling of Summon monsters, here called Eidolons, bears a strong resemblance to the Espers from Final Fantasy VI, and the loose class-based structure is a little like Final Fantasy IV - the characters are people first and foremost, but you can still pick out archetypes like the Summoner, the Black Mage, the Dragon Knight/Lancer, the Knight, and so forth, although Quina fairly defies categorization.
The system of ability development follows the same line of descent from FFVI as the other PlayStation FFs. In this case, you acquire abilities from the items you equip, attaching those abilities to your character by way of a set of Blue Crystal slots, which you gain as you increase in level, and eventually getting to keep those abilities independently of the associated equipment, once you've acquired the requisite amount of Ability Points. Abilities run the gamut from spells to special attacks to passive defenses and immunities, and different abilities can be learned by different characters from the same item of equipment, so one of the more interesting aspects of development is shuffling around your characters' equipment not just according to its immediate effect on your statistics, but also what skills the characters can learn. It's a good system, especially taking into account the more traditional item acquisition that the series has returned to. Once again, the treasure chests have cool stuff like Genji Gloves and Ultima Swords and Aegis Armor, instead of just Bolts and Fur. In a simplified holdover from FFVIII, though, you can make new items from old at synthesis shops located in several towns.
This is, then, another Final Fantasy, with some fun new evolutions added to the traditional gameplay model for a little variety. Actually, let's look back at all the different ways Final Fantasy has evolved over the years, changing this and that between each new game. Please keep in mind, of course, that most of this is coming off the top of my head, so do cut me a little slack if I miss things by an installment or two. The point will carry through anyway. So let's see. The series moved from turn-based to Active Time battles in Final Fantasy IV, I believe. Summon monsters were added in III. The AP-based skill evolution system was added in VI, and mutated into the various skill systems in its three successors - before that, there was the brief flirtation with the complex Job system in V. The battle system fiddled around with various twitchy elements in VI and VIII. The series developed serious plot and character (as opposed to "nameless heroes go kill Garland") around III or so. Of course, there was the evolutionary leap in graphical style from VI to VII, and the addition of the pre-rendered cutscenes that have become a series trademark. In IX, there's another new ability development system, and the addition of the Active Time Event system is a neat way to make cinematic sequences a little more interesting.
So what hasn't changed, over this illustrious history? I'll answer that with another question. What happens in a dungeon every twenty seconds or so?
Random battles. Since the series' inception, Final Fantasy has never strayed from the basic, Dungeons & Dragons-inspired device of completely random monster encounters, springing enemies on you with regular frequency in areas that are deemed hazardous. This needs to change - if I hear that classic "whoosh" coming out of nowhere, followed by swirly colors and the traditional battle theme, on PlayStation 2, there will be a flood of curses laid down upon the demons of lazy game design. Chrono Cross, Chrono Trigger, Valkyrie Profile, Lunar, and many more games have all shown, to varying degrees, how to implement a more intelligent and less frustrating encounter system, gradually eroding the excuse of "that's how Final Fantasy is." FFIX is particularly aggravating in this regard because the encounter rate occasionally spikes up to Tales of Destiny levels, which is a ridiculous obstacle to have to deal with when you're trying to clear your head and calmly work through one of its intricate puzzle-box dungeons. The slow pace of combat is aggravating as well - one of the IGN PC editors stopped by for a moment during an FFIX battle and observed "You do a lot of waiting in this game, don't you?" I would not necessarily mind fighting a great deal, since I have in fact played RPGs with enjoyable combat systems (Chrono Cross and Valkyrie Profile spring to mind), if only it were a little better-handled. As it is, fighting so many lengthy battles against the same enemies over and over hampers the enjoyment of many dungeon sequences.
It strikes me that, as the divider between the "Gameplay" and "Cinematic" sections of Final Fantasy becomes ever more sharp, some serious effort ought to be made to make the former more than just the barrier that stands between you and more of the latter. The combat sequences are beautiful to look at, but so many areas possess so little variation in terms of opposition that the novelty wears off well before you run out of encounters to fight through, and so what's left is essentially just a chore to be completed.
Sound
Musically...hm. After the kind of soundtracks that Square has produced in the past three years or so, it takes something pretty special to establish a new high-water mark, and Final Fantasy IX, while at times inspiring, relies on one or two melodies for its best notes, and it features a few tracks in key moments that I flat-out did not like. The final battle music is the prime offender in that regard, but I didn't find the world theme or the flight theme particularly suitable either, and the new battle theme goes off in more uncertain directions after a very strong beginning. The general character of the music is unpleasantly light and bodiless - for an epic adventure, the soundtrack takes an awfully ambient tack much of the time. "Melodies of Life" is a suitable one for plucking on the heartstrings, though, and it supplies the base for many of the better BGM tracks (you can pick out its melody in at least three different ones). I'd also be remiss if I didn't mention the presence of the famous Crystal theme, both the original version and a beautifully dark minor-key adaptation, which I could listen to for hours.
CLOSING COMMENTS
What's a little unnerving about FFIX is that, after several Final Fantasies in succession, you can start picking out the Tinkertoys. What I mean is, you can see the plot and character elements being recycled from previous games. This is obviously something I can't talk about in detail, but there are elements obviously drawn from VI, VII, and VIII all through the plot of IX, and if it hadn't been eight years since I played IV, I could probably pick out a few common threads there as well. No, wait, I take that back, nailed at least one lift from IV. It's not on the scale of something like the anime references in Xenogears, where you could fill a book-length concordance with all the familiar moments, but it's enough to make me wonder whether Square couldn't be better served siphoning off a little of the CG budget and beefing up the scenario design staff.
FFIX is uncomfortably familiar in terms of narrative structure as well as narrative content. Like the previous PlayStation FFs, and to a lesser extent the series in general, events progress in a particular way - up until the wide-open rose-smelling sections on the third disc, you move predictably from chapter to chapter of the tale and don't deviate particularly far from your path. Lengthy sections of the game up through that point are thoroughly noninteractive, too, as you tap the X button through scenes of dialogue or wander about towns looking for the particular characters and items that will push the plot forward. On a larger scale, you battle your way through part of the plot, get the ship, sail to the other continent, explore more of the plot, get the airship, encounter the pre-climactic bits, get the run of the world to build up your levels and equipment in preparation for the final battle, and then proceed to the endgame. The previous sentence could describe VII, VIII, or IX with equal precision.
Final Fantasy could go on forever re-creating its particular spin on the traditional heroic quest, and it would be a success every single time, but I can't help feeling as if something that features this kind of majestic visual craftsmanship ought to host a story built with equal care. I recognize the value which these conventions hold for both Square and the series' legions of fans, but in the words of a great philosopher, overspecialization leads to death. There's going to be a point one of these days where the formula won't necessarily work anymore. There will come a day that beauty will finally prove to go only skin deep. This is the last Final Fantasy on the PlayStation, and a brave new world of next-generation consoles awaits, in which the destination of Square's flagship series remains uncertain. What is Final Fantasy X going to be - a leap ahead like Final Fantasy VII was, or more of what we've seen on the PlayStation? What on earth will Final Fantasy XI be - if it follows its current trend, it may very well be the most amazing game that no power in the world will be able to make me play.
Eh, probably just me getting old again. The fact of the matter is that there has never been a Final Fantasy that delivered less than your money's worth of adventure - not now, and probably not ever - and I can't see any Final Fantasy fan experiencing any disappointment at the end of their experience with Final Fantasy IX. Its conclusion may not be the most original you could conceive of, but it's no less satisfying for that. Perhaps I just need to sit back, relax, and remember how I used to feel when I played these games. It was a long time ago, and I was a rather different person then, but reliving the good old days is more than half the point of FFIX.

Final Fantasy VIII Square-EA slams the PS with one of the biggest, most lush RPGs ever. But is it the best RPG ever?


It's fair to say that when it comes to RPGs, there's everyone else, and then there's Square. Nothing has ever approached the Final Fantasy series as the benchmark against which all RPGs are ultimately judged. Final Fantasy VII sold more than a million copies in the US, more than any other RPG ever to hit PlayStation, and deserved every bit of its success, bringing the series into 3D with style and ambition to spare.

Final Fantasy VIII pushes that envelope even further, and it would be wrong to say it's not the game that everyone expected. And for a lot of reasons that's a great blessing. It's also starting to become something of a curse, because if FFVIII shows anything, it's that RPGs have a little further to go.
Graphics
It's probably best to start here, because of all FFVIII's good points, the graphics are easily the strongest. The low-polygon characters of FFVII are gone, replaced with sometimes surprisingly realistic high-polygon models that only look better the closer they get. If you're one of those who thought the angled boxes that Cloud used for hands in FFVII -- not to mention the positively lethal spikes that stuck off his head to represent hair -- were a silly distraction, then FFVIII's cast of Squall, Rinoa, Quistis, Zell and the rest will be a sheer delight.
This is due in a large part to the character animation, which is beyond great. Whether it's the in-game sequences or the pre-rendered cut scenes, just squint a little and you could almost swear you're watching real, live actors. There are scenes in FFVIII (the witch Edea's parade; a certain scene with Rinoa gasping for breath) that rival anything you've ever seen in a feature film for scope, detail, and emotional impact. You will be amazed.
In fact, the overall production design is often jaw dropping. FFVIII follows FFVII in using realtime 3D characters over pre-rendered backgrounds, and every new scene is more impressive than the last. Also like FFVII, FFVIII mixes fantasy elements with a high-tech, sci-fi look, a world at once unique and instantly recognizable, familiar but full of surprises.
Simply put, nobody, absolutely nobody does graphics better than Square, and it's never done a better job than FFVIII.
Sound 
Along with the graphics, it's well worth a brief mention that the Final Fantasy series nearly always has been graced by some of the best music found in games, and FFVIII is no exception. Much of the impact of the cut scenes and in-game events is owed to the game's musical score, which is, in a word, terrific, with nary an out-of-place note (although it could have done without yet another variation on the FF battle theme -- tradition is one thing, but enough is enough).
Gameplay 
Here, unfortunately, is where things start to slip. In many ways, FFVIII makes a break with Final Fantasy games of the past -- the trouble is, it doesn't do it quite enough.
First off, the entire magic system is completely different from what you're used to, and mostly this is to the good. Instead of characters gaining spells as they increase in experience, they can simply "draw" spells from enemies, so any character can cast just about any spell. In fact, spells can be collected and shared among characters, and there's no such thing as magic points -- you just run out of a given spell and have to find the right creature to draw more from.

Also, each character can be "joined" to a category, known as the Guardian Forces, elemental creatures of great power who confer all kinds of abilities on the character they're joined to, from esoteric things like preventing random encounters to more fundamental abilities, like being able to use items or even attack in combat. Each Guardian has his or her own set of abilities to give, which are earned as the Guardian gains experience. However, each character can use only a limited number of abilities, so carefully doling them out to each party member becomes a serious strategic puzzle.
If this sounds intensely complicated, it is, but the system also works very well, enabling you to customize your combat strategy in any number of different ways. It's exactly the kind of stat keeping that RPG fanatics love to obsess over. If there's a flaw in the system itself, it's that most of the Guardian Forces aren't simply given, they have to be found. Although the locations of many are obvious, it's easy to miss a couple of important ones. However, that's a relatively minor complaint.

But it does lead to the major complaint. The most powerful spells in the game are cast by summoning the Guardian Forces directly -- calling down these powerful beings to attack your enemies with devastating elemental spells. Which is all well and good. In fact, by now it's pretty standard RPG fare. The problem is that the artists and designers at Square seem to have fallen overly in love with their work. The Guardian Force attacks are incredibly cinematic sequences that can go on for nearly a minute, which is amazing the first, oh, 10 or 12 times. But by the hundredth time you've had to sit through Ifrit slamming his big lava bomb into the ground, or Shiva throwing out that wave of ice, you really, REALLY begin to wish you could skip the whole process and just get to the part where you find out how much damage it did. Even small battles against common creatures can drag on for minutes, and when you add in that you're usually getting attacked at random, sometimes after moving only a step or two, it becomes a real exercise in tedium. Granted, this is the same as it ever was for RPGs since the first Dragon Quest, but never before have spell sequences been so complex, involved, and, well, just plain LONG. It's really become time to either change the way we play RPGs, or simply stick to simpler battle animations -- at the very least, make shorter sequences an option, y'know?
Story
In many ways, the story has always been the core of the series' appeal, with sprawling, melodramatic plotlines, but once again, FFVIII departs from the norm. True, the current storyline has its apocalyptic side, but this time it's pretty firmly grounded in a much more intimate, character driven work. Frankly this is a welcome change -- the world-shattering events of previous games occasionally overshadowed the more human side of things.
And FFVIII comes really, really close to pulling it off too. It follows a group of young cadets, recently graduated members of SeeD, an elite, freelance mercenary force. Three of them -- ex-instructor Quistis, hot-headed Zell, and their moody leader, the game's main character, Squall -- are assigned to help a rebel faction in a nearby kingdom, headed by a young princess, Rinoa.

From there it naturally gets complicated, but there's no reason to go into it here and spoil things. Suffice to say there's a lot to like about the story, and a number of surprises to keep you guessing. The problem is that the character at the heart of everything, Squall, is basically a pouty jerk. He's grumpy, abrasive, and doesn't really seem to give much of a damn about anyone but himself for a pretty significant portion of the game. Roughly halfway through you find out why (without going into detail, he had a tough childhood and doesn't want to risk being close to anyone), but almost every other character had nearly identical experiences as kids, and none of them grew up to be cold fish.
Further, the blossoming love between Squall and Rinoa -- which, theoretically, thaws him and eventually redeems him -- seems entirely one-sided, and you have to wonder what she sees in him. Though Squall performs some heroic feats to save or protect her, he otherwise seems only marginally more responsive to Rinoa than he was to Quistis, who's attraction to him. Squall just blows her off without a thought before you're even through the first disc. In fact, there's never really a moment you can point to and think, "Ah, he's changed." And, considering that the love story is so integral to everything that happens -- not to mention forming the central image of the box art -- it's incomprehensible why no one says "I love you" to anyone, ever.

Fortunately, there's plenty of drama to go around, and enough other, more likable (or at least understandable) characters to root for that things keep moving and you're pretty unlikely to get bored. However, it's tough to overlook the fact that FFVIII does break one cardinal rule: when your story is character centered, you'd better center it on a character the audience can care about. Squall, unfortunately, just doesn't fit the bill.
CLOSING COMMENTS
At the end of the day, given that so much of the game is so outstanding, it just makes the game's faults stand out in sharp relief. For every moment of breathtaking delight, there are a dozen predictable, endless battle sequences. For every scene that genuinely moves you to laughter or tears, there's at least one where you want to grab Squall by the short hairs and slap some sense into him.
On the other hand, there's no denying that in many ways Final Fantasy VIII is another high water mark for console RPGs. Certainly, no other game (on PlayStation at least) has ever looked this beautiful, or contained such a sheer volume of places to explore and secrets to ferret out. It also boasts about the trippiest ending sequence ever in the history of videogames, and that alone pretty much makes it worthwhile. It may not exactly convert anyone who's never played an RPG before, but there's enough magic here to make any true believer's toes tingle.

Final Fantasy VII The RPG by which all others are to be measured, FFVII is a cinematic wonder


When videogames are delayed for any significant amount of time, they are usually, for some reason, far below expectations. Games like Battlecruiser 3000AD, Ultima VIII, and Stonekeep were all pushed back repeatedly, only to be either incomplete (Battlecruiser) or simply bad (Ultima, Stonekeep). But occasionally, a game comes along that bucks that trend. And in the case of Final Fantasy VII, the latest output from RPG kingSquare, the end result justifies the delays without question. FF7 is, without a doubt, the new benchmark for console titles.

To begin with, FF7 is longer than every console RPG to date. The game takes place across 3 CDs. It took Next Generation Online, no stranger to RPGs, a total of 49 hours to complete the game (approximately 25 hours for disc one, 15 for disc two, and 9 for disc three - the majority of which was spent breeding and racing chocobos [q.v.]), twice the length of Final Fantasy VI (known as III in the U.S.) and Wild Arms. While it is possible for the game to be completed in less time, rushing to complete it is definitely not recommended.

Since their last Japanese-translated RPG (Chrono Trigger for Super Nintendo), Square has been known for adding "easter eggs" to their games - opportunities for players to learn more about the game's characters, bonus games, and the like. Well, Square has outdone themselves this time. At least three hours are spent uncovering the main character's past, with an additional hour each for several other characters. One of the game's "secret" characters has her own hour of backstory, complete with her own town that is not even necessary to visit during the game's normal progression.
What is necessary during the game's normal progression is the capacity for awe. FF7's graphics are light years beyond anything ever seen on the PlayStation, making Wild Arms look like a Yarouze demo (we have nothing against Wild Arms, but FF7 is that good). The game begins in an enormous industrial complex housed in a futuristic city, and remains there for the first seven or eight hours of play. Just when it appears that the entire game will take place in the city, the venue changes to a fully 3D, fully rotatable engine, and players will find that the city is a mere dot on the enormous world map.
When not travelling in the world, players will navigate through static, hand-drawn locales. And in another huge leap forward for RPGs, the corridor is no more. Players can walk in, around, on top of, and through submarines, glaciers, amusement parks, reactors, farms, and dozens of other places. Since the backgrounds are static, the developers were able to put all their attention into animating the iconic representation of the party leader, which is represented in super-deformed polygons, looking remarkably like the Wild Arms characters look in battle.
It is unknown who came up with the idea for the polygonal battles first, Sony or Square, but Square has been in the business longer, and it shows in FF7's combat engine. While only three members can be in the party at one time, the effects more than make up for the game's only shortcoming. The graphics are as "realistic" as possible, considering the genre, with each character having a distinct look. And since each character uses a different style of weapon, the animation is different for each character. But it doesn't stop there - each character also has several other attack animations, based on their equipment. The equipping of characters is perhaps the most important part of the game; the game itself devotes several pages of text just to explain it.
The special attacks and spells, however, are the game's strongest points. All nine characters have "limit breaks", which can only be used after the character takes a certain amount of damage. When the limit is reached, the character attacks and does extra damage to the target. Each character has at least four, with one having nine.
The spells are the most graphically impressive part of the game (the game's CG sequences run a close second). There are 70 in all, 16 of which are FF3-style summon monster spells. One of these (Leviathan) was in the FF7 demo disc, which may be why the demand for the game has been so huge.
The game's plot is deep and typical of Square's prior efforts quite epic. Square takes great pride in its storytelling abilities and uses a number of flashback sequences, and loads of rendered sequences and prerendered FMV to add greatly to the mood and emotion of the story.
Adult themes and even some uncensored language (Goddamn, Crap, Shit, etc.) were all left in place as per Sony's promise not to alter the work. The teen rating for the game is well deserved due to such mature sexual and violent themes.
All in all, it is impossible to not recommend Final Fanatsy VII to anyone who is even vaguely interested in RPGs.
Jay Boor

Final Fantasy VI Advance Review Square Enix says goodbye to GBA in the best way possible.


I've always had an internal debate regarding which game is my single favorite of all time. Chrono Trigger, Symphony of the Night, Super Mario World and a few others are typically "up there", but at the end of the day, my ultimate pick always boils down to two: Final Fantasy IV and Final Fantasy VI. For me, picking between the two is almost impossible -- do I choose the game that forever sold me on the RPG genre or the one that set a standard for which all future role-playing games are judged? It's a tough call, and Square Enix's GBA reissue, appropriately called Final Fantasy VI Advance, reminds me why.

There's no doubt that FF6 (originally released in the US as Final Fantasy III in 1994) is the most polished Super Nintendo game in the franchise. In its day, the game's visuals were among the best on the system and its sheer size and scope dwarfed just about everything else on the market. Hell, even when compared to today's technologically-superior 3D adventures, Final Fantasy VI is still incredibly sophisticated with its deep well of playable characters, highly-customizable battle system and enormous list of sidequests. Of course, it's FF6's storyline that gives players the means to explore its wealth of options to begin with, and what a story it has...
Now, for old vets like me, there's really no plot explanation necessary -- just say "Kefka" in a room full of fans and the memories come flooding back. But for players who missed Final Fantasy VI the first time let's review: The Gestahlian Empire is taking over. Led by a trio of powerful generals, the Nazi-like regime headed by its Imperial namesake, Emperor Gestahl, is gaining power by the day. Having fused the properties of both magic and technology into one powerful combination (known as Magitek), the Empire continues its campaign to take over the world one kingdom at a time. Luckily for the rest of the planet, a rebellious group of insurgents known as "The Returners" have begun to fight back, and things only get more fascinating from there.

To say that the story is epic and emotional would be an understatement. FF6's cast of characters is huge and varied, and though several of them do draw from traditional RPG archetypes, this was the game that helped define those archetypes in the first place. Whether it's the brotherly treasure hunter Locke, the womanizing king Edgar, or the untamed child-primitive Gau, there's a vast pool of personality here and more than a dozen playable alter egos in all. That said, it's the game's maniacal nihilist Kefka that really stands out. The most evil and destructive villain in the entire Final Fantasy franchise, Kefka's brutality and ruthlessness is unmatched and he has to be seen to be believed.

Fortunately, watching the struggle between the Empire and the Returners has been made much clearer by the game's all-new translation. Supervised by the port-masters at Tose Software, Final Fantasy VI's revised script definitely adds a few more tidbits to the dialogue, but the main changes come in other areas. Item, spell, monster, and ability names have been heavily modified, and it makes the game's connection with more recent PlayStation titles (and the original Japanese version) a great deal closer. To be honest, most of Ted Woolsey's initial US changes from 1994 are still present (Tina and Mash remain "Terra" and "Sabin," the majority of Kefka and Ultros' discourse is intact, etc), but let's be honest -- as much flak as fans gave Woolsey for his videogame translations, his FF6 work was probably his best; reusing most of his interpretations isn't exactly devastating.


Review taken from http://gameboy.ign.com/articles/764/764961p1.html

Final Fantasy V Advance Review It's time to save the world... again.


Don't ask me why Final Fantasy V never came out in North America, because whatever the reason for holding it back may have been, the excuse isn't good enough (especially since we were stuck playing the not-so-giggly Mystic Quest instead). Nevertheless, the guys in charge have recognized the error of their ways twice -- First with the game's release some seven years ago in the must-own PlayStation set, Final Fantasy Anthology, and now for the GBA with Final Fantasy V Advance. Oh, and in case you were wondering: this newer, more portable version of the classic RPG is a must-own too. In fact, it's the best edition yet.

But before we get into why FFV Advance stands above its counterparts, let's first take a moment to recognize what it's always been: An entertaining and surprisingly deep role-playing game.
Expanding on the limited job system first introduced in the original Final Fantasy III on NES, Final Fantasy V took the class-changing feature to another level with separate experience paths for both abilities and overall stats. More importantly, though, are the 20+ selectable professions themselves. These vocations include everything from the traditional Knight, White Mage, Monk, and Thief categories to the more exotic Time Mage, Dancer, Chemist, and Beastmaster classes. Additionally, players can swap their careers at any time and each class brings its own unique skill set and list of advantages/ disadvantages as well.

This kind of character customization makes entering combat much more interesting -- especially since some monsters will kick the bejesus out of your party if you're packing the wrong abilities. Running into beasties that can decimate your entire team in a matter of turns provides plenty of incentive to diversify your job portfolio... and given the high rate of random encounters throughout your adventure, that's an important point to remember.

At the same time, Square recognized that some classes have abilities that can prove invaluable regardless of which costume you're wearing. With that in mind, players can also switch to the freelance profession and import two different skills to mix and match talents without job-specific restrictions (via attribute bites or equipment constraints). This kind of freedom means that users can combine the "Learning" ability of the Blue Mage (which teaches your character monster attacks) with the Ninja's "Image" skill (which creates illusions of yourself to limit physical damage). But that's just one example of what you can do with the various abilities and the possibilities go on and on and on. It's a great system with an addictive edge and level grinders should love it.

Now given that the strength of this gameplay is what made Final Fantasy V such a hit with Japanese Super Famicom fans to begin with, Square Enix has gone the extra mile and added four new classes for the new GBA version. Gladiators are essentially the ultimate warriors, with the ability to equip the most powerful weapons while also using their special skills to seek out enemy weak points or take out entire groups at once. The Necromancer is an undead master of the dark arts that can be healed by death magic and can learn new spells from defeating enemies similar to the Blue Mage. The Cannoneer is a ranged fighter that uses ammunition created from combined items, while the Oracle is the most interesting new class as she's able to predict the future in battle, while also avoiding random enemy encounters. Out of the four, the dead guy and the fortune-tellers are certainly the most unique.

On the dungeon front, Final Fantasy V never did have the most creative of locations in terms of puzzles, Granted, there are a couple of areas that have hidden paths or time-sensitive challenges, but for the most part, FFV is all about getting from point A to point B in a rather straightforward fashion. The good news is that these locations are still fun to traverse and exceptionally varied in visual presentation. Castles, mountain tops, libraries, caves, deserts, and ancient ruins are just a few of the various places you'll explore. There's even a brand new dungeon known as "The Sealed Temple" that holds the key to unlocking the game's extra classes and it has some new enemies running its hall to boot. So fear not travelers, you'll have plenty of opportunities to pile up those experience points.


Review taken from http://gameboy.ign.com/articles/753/753521p1.html

Final Fantasy IV: The Complete Collection Review The ultimate Final Fantasy IV package has arrived in handheld form.


Final Fantasy IV held a certain mystique with me as a child. My older brother, having acquired Final Fantasy IV (or Final Fantasy II as it was known on the SNES), would sneak me into his room when everyone else went to bed so that I could watch him play through it. I was only 7 or 8 years old at the time, but I sat there completely enthralled. I couldn't wait to finally play it for myself, and not too long thereafter, I did just that.

And then I played through it again. And again. I played Final Fantasy IV via the Final Fantasy Collection, the re-release on Game Boy Advance, and the re-make on Nintendo DS. Clearly, I love Final Fantasy IV. It's the second best Final Fantasy game in the entire series (with only Final Fantasy VI besting it). Furthermore, Final Fantasy IV's focus on solid story-telling and characters helps make the more recent Final Fantasy titles -- X, XII and XIII -- look subpar, with their focus on all of the wrong things.



So when I heard that Final Fantasy IV was getting yet another release, this time on the PSP, I was excited. Yet, I suspected that perhaps this would be one too many iterations for the classic Square RPG. But any reservations I had were quickly erased when I delved into it. Final Fantasy IV: The Complete Collection isn't only a re-release of Final Fantasy IV as we already know it. It also includes all of the Wii-centric episodic releases of Final Fantasy IV: The After Years, as well as an all new game known as Final Fantasy IV: Interlude that ties the events of Final Fantasy IV and The After Years together.

If you're unfamiliar with Final Fantasy IV, let me catch you up. First released on the SNES back in 1991, Final Fantasy IV is a traditional console JRPG. It tells the story of a Black Knight named Cecil who, after committing heinous crimes on behalf of his king, attempts to right past wrongs. Along his journey, he meets a cast of characters that are amongst the most interesting characters in the entire Final Fantasy series. From the deceitful Dragoon Kain and the summoner Rydia to the ninja king Edge and the twin mages Porom and Palom, Final Fantasy IV's cast is among the strongest in RPG history. The fact that these characters end up on an unavoidable path to save the world simply makes them all the more likeable, even if each of them has flaws that are, at times, significant.

Praying in Mysidia.
Final Fantasy IV plays much like many traditional RPGs of the time. Gamers will control a party of up to five characters. By visiting a variety of locales, from castles and dungeons to towns and cities, you'll be able to progress through the primary story of Final Fantasy IV, while occasionally branching off to complete some random side quests and other peripheral tasks. Many locations are associated to an overarching world map that players will often travel over. And combat in the game is triggered by random encounters. Once a random encounter has trapped your party, you'll have to fight through enemies using Final Fantasy IV's turn-based-but-not-quite system known as Active Time Battle. This system puts an impetus on actively paying attention to each fight, as opposed to a more straight forward turn-based affair ala the Dragon Quest series.

While traditional and decidedly old-school, the fact that Final Fantasy IV still has an extreme draw on legions of players 20 years after its initial release is a testament to how good the game actually is. Unlike the more recent Final Fantasy titles that have run the franchise off of a cliff, Final Fantasy IV wasn't created in a time where developers could rely on things like graphics to intrigue the player. Gamers were listening to MIDIs and staring at primitive 16-bit graphics. It was the story, characters and gameplay that drew people in, and that's still very much true today, even if Final Fantasy IV: The Complete Collection totes upgraded (but still very dated) graphics and sound.



What makes this re-release of Final Fantasy IV all the stronger is the extra content that's included in the overall package. The After Years takes place nearly two decades after the events of Final Fantasy IV, and deals with Ceodore, the son of Cecil and the white mage Rosa. Its episodic approach means that you'll be playing scattered events using many characters from Final Fantasy IV, as well as a slew of new playable characters, both familiar and unknown. Final Fantasy IV: Interlude, on the other hand, takes place almost directly after Final Fantasy IV, and deals with the events leading up to Ceodore's birth. Both The After Years and Interlude otherwise play identically to Final Fantasy IV itself, using familiar locations and graphical and audio assets, though The After Years throws a few curveballs at gamers, including a combat system called Band and a strength and weakness system based on the phases of the moon. Interlude is short -- a mere three hours -- but The After Years will take you a much more significant amount of time to work through.

By playing through Final Fantasy IV, Interlude and The After Years, gamers can unlock plenty of extra content, mostly in terms of a robust bestiary, musical tracks and a slew of art. But these are mere asides. You don't need an excuse to play Final Fantasy IV. Your only excuse should be that you want to play one of the best RPGs of all-time.

Read more about how this game was reviewed.
CLOSING COMMENTS
Clearly, Final Fantasy IV: The Complete Collection is the ultimate purchase for Final Fantasy IV fans. Even if you’re already experienced with the core Final Fantasy IV experience, there’s still so much to see and do here that it’ll be hard not jump back in. The After Years and Interlude certainly aren’t as strong as the primary game, but fans like me will enjoy getting to know more about the characters we love in locales we’re already familiar with, putting a little bow on the entire saga.
But there’s just as much here for gamers who are unfamiliar with Final Fantasy IV. The main game is enough of a draw, but having all of this extra content will simply give you more bang for your buck. Just be sure to play sequentially if you’re new to Final Fantasy IV, or you’ll be completely lost. If you haven’t played Final Fantasy IV, are a fan of RPGs, and don’t find yourself utterly impressed with the game, I will be surprised.

Final Fantasy III Review The Virtual Console offers another incredible reminder of Nintendo's role-playing past.


It's a bit of brilliant timing that brings Final Fantasy III to Wii this week. Nintendo's current home console and its lack of new role-playing games has been under fire now for seven days straight, asthe Operation Rainfall fan campaign has tried its best to get the Big N to bring fresh RPGs to the aging system. The companyresponded negatively, no doubt adding fuel to the fire of an already heated debate and ensuring those same fans will keep shouting from the rooftops about XenobladeThe Last Storyand Pandora's Tower for days, weeks and months to come.

Then, very quietly, Nintendo slipped this game into the Wii Shop yesterday. It's almost too perfect of an illustration of the company's current woes – fans are starved for epic adventures and crying out for them today, and here's perhaps the one game that best reminds us of the days long past when Nintendo systems were actually the place where such RPGs would arrive.

The Big N is whispering, "See? Remember the SNES? We had lots of great RPGs back then, please play them again." And the fans are screaming, "Why are you just looking backward? Why can't you be that company again? Why can't we revisit these great older games and have all-new experiences too?"

Final Fantasy III then, separate from the circumstances surrounding its re-release, is itself sitting quietly and once again telling its incredible story for anyone willing to listen.
Take that, Kefka!

Final Fantasy III (also known as VI in the true lineage) is an SNES masterpiece and the best game in the Final Fantasy series. That point's been debated elsewhere, so I won't spend the rest of our time here trying to convince naysayers again. But even those who argue for other series installments taking first place always concede that this game is among the greatest Squaresoft has ever created.

Its story is incredibly compelling, as a tale of a band of rebels uniting to oppose an oppressive empire in a world where magic is long thought lost. You begin playing as Terra, a "witch" who somehow still wields magic spells in enslaved service to the Emperor, and the plot follows her liberation from that slavery, her encounters with new allies who've never seen real magic before and her quest to join up with the rebel group plotting how to undermine her former captors – and that's all just in the first couple of hours.

Final Fantasy III is ultimately a 60-hour journey or more, during which time a wide array of heroes and villains step into and out of the spotlight, you work to uncover the truth behind the disappearance of magic in the world and more. I'd say more, but for fear of spoilers for those who've never played it before I want to keep things vague – this is an adventure I wouldn't want to ruin any part of for those setting out on it for the first time.

This Wii edition is an excellent version to choose for your first FF3 experience, too. As with all Virtual Console releases, it's a direct emulation of the SNES title we first saw released back in 1994. That means it's still got the old "III" name instead of the modern "VI" one and it doesn't have any of the newer additions made to subsequent re-releases – the FMV cutscenes from 1999's Final Fantasy Anthology or the new dungeon, revised script and extra Espers from 2007's Final Fantasy VI Advance.

What it does have, though, is a couple of simple additions that make this otherwise-untouched emulation my favorite version of the game so far. The Virtual Console's standard Suspend Point feature is a highlight in lengthy dungeon sequences here, as you no longer have to worry about getting to one of the sparse in-game save points to take a break from your quest – just hitting the Home button makes the emulation do the work for you and adds extra accessibility to this classic.

Battling aboard the Phantom Train.

The new controllers are unexpectedly beneficial too. This is the first time this game's been playable with an analog stick on a Nintendo system, using either a GameCube or Classic Controller. It seems like a minor thing, until you recruit martial arts master Sabin in the storyline – he's a character whose special battle techniques were uniquely influenced by the fighting game craze of the early '90s, so you have to enter in Street Fighter-like button commands to trigger his most brutal assaults. These analog sticks make some of his moves feel easier to perform than the old, D-Pad-only SNES pad, as it's a lot more fluid to spin the stick around in circles and make quarter-circle rolls than it was trying to execute the same motions on a piece of cross-shaped plastic.

Re-experiencing Sabin's Blitz techniques is just one of the joys of playing through Final Fantasy III again on Wii. Getting drawn into random battles, then outrunning enemies' chance to strike in the Active Time Battle system is great all over again. All the other characters' unique techniques, like Edgar's arsenal of tools, Cyan's chivalrous sword strikes and Gau's wild-boy enemy copying are fun once more. Equipping Espers, teaching magic spells to these men who freak out so greatly in the early-going of the story and watching them launch their own mystical bolts of lightning and blasts of fire – and then seeing them further achieve such mastery so as to summon forth huge, intimidating, screen-filling beasts in battle feels just as exciting today as it first did 17 years ago.

Wait, was that giving too much of the story away for newcomers? Dang. Just go play it already, it's wonderful!
CLOSING COMMENTS
I don't yet know if the fans' Operation Rainfall campaign will achieve its goals or not. The Wii has not been known for its original RPGs, and it may very well never get another truly notable one before the next console comes along to replace it on store shelves. But even if Nintendo's systems have long since lost their reputation as the go-to place for role-playing, it is a reputation they did hold in the past – and the Wii, at least, has been a console that's helped preserve that history.
Final Fantasy III, newly provided through the Wii's Virtual Console service, is an incredible version of a true masterpiece. Support the efforts of campaigning fans by spending eight dollars to download it and help send the message that Wii owners do want and will buy RPGs. Or just buy it to play and enjoy as a gamer, separate from the whirlwind of current events. It's excellent either way, approached either with a shout or a whisper.

Final Fantasy II Review You spoony bard!


Upfront confession: I've never played Final Fantasy II before. For almost all of these Virtual Console re-releases, I've got at least some nostalgic play experience with the games from my childhood days. Final Fantasy II, though, I never got around to -- the RPG era on the SNES began for me with Final Fantasy III, and then Chrono TriggerSecret of ManaSecret of Evermoreand even a bit of Final Fantasy: Mystic Quest made it into my 16-bit system's cartridge slot before that era ended. But, again, never II. Until today.

I've spent the last week playing through Final Fantasy II for the first time through the Wii's Virtual Console, and it's been a lot of fun to experience it, totally fresh, in an emulation of its original American release. I can easily see how this installment in Square's long-running series became such a fan favorite, as it transitioned the wildly popular role-playing franchise from Nintendo's 8-bit hardware to a machine with a lot more power to take advantage of. Even just the opening scene -- employing Mode 7 scaling techniques to present a pseudo-3D view of the world while airships soar through the sky -- I can still appreciate for its artistry and technical achievement here, nearly 20 years later. It still looks great.

But I wasn't really ready for this game to have so many little quirks.
Yes, the numbering in the game's name is weird again. This one is more commonly called Final Fantasy IV today.
Take the translation, for starters. It's been pretty well documented that this first stab at bringing the game's script into English was pretty rough, but I always thought that just meant a few chuckle-worthy lines like the famous "You spoony bard!" got through into the final product. I didn't realize that the whole game was filled with grammatical errors and weird dialogue exchanges. It's a bit of a turn-off.

Then there's a ton of character turn-over. I'm used to some switching around in the ranks of your core adventuring party from those other SNES RPGs I listed up above, but Final Fantasy II feels like the most inconsistent of them all -- characters come and go with ridiculous speed, sometimes only joining you for the length of a single dungeon crawl before the plot carries them away from playability. It feels almost worthless to spend time investing in leveling anyone up, because it's like you're always only five minutes away from them leaving you anyway.

And then there's the total lack of challenge. Again, I knew enough about this edition going in to remember it was an "Easy Type," a toned-down, less-difficult edition of the Japanese original created as a concession to RPG-inexperienced American players in the early '90s. Every town in the game even has a "training room" to tutorialize the uninitiated. But I didn't realize just how easy this Easy Type would be -- it's almost comically simple at times. There was one major boss in the middle of the adventure that I killed in one hit. No joke.

So my first experience with Final Fantasy II has been eye-opening, to say the least -- but that doesn't mean I haven't had fun. Even with its many quirks in place, this has still been a compelling adventure to experience. Its characters have made an impression on me, from the redemption-seeking main hero Cecil to the childish mage twins Palom and Porom. I could identify with Tellah's quest for revenge, as an aging father maddeningly seeking justice for the loss of his daughter. I even enjoyed the depth given to Edward, the bard, whom I'd always just assumed was a joke character thanks to the old "spoony" line -- he's anything but.

And it's in that that I think Final Fantasy II still succeeds. That even through a terrible translation, a challenge factor that was way too watered down and a plot progression that keeps key players spinning in and out of the spotlight seemingly too quickly, this game still manages to get you invested in its characters, and its world. Again, it's easy to see how this installment became such a fan favorite, and why it was selected by Square Enix for both the remake and sequel treatment over the past few years -- it came to the GBA as Final Fantasy IV Advance in 2005, then again to the DS as Final Fantasy IV in 2008. Its storyline was expanded withFinal Fantasy IV: The After Years on WiiWare, which launched last year.
CLOSING COMMENTS
The final question, then, is which version to get. This Virtual Console re-release wins the argument on price, as at just eight bucks to download it's an incredible value -- tracking down the GBA or DS editions would certainly cost you much more than that. But that may be the only key advantage this VC version holds, in the end. The remakes have been much more in-line with the story and gameplay experience that Square's artisans originally intended, and are certainly a better way to go for players, like me, who've just somehow managed to miss this adventure altogether over the past 20 years.
So I'd recommend investing the extra time and cash to find one of those two portable packages, unless, unlike me, you're a gamer who first played this one in this original SNES form back in the '90s. Then the nostalgia you'll get from its many quirks, its goofy translation and its far-too-easy difficulty level will only serve to reinforce your love for Cecil's quest -- a love that I can understand and appreciate, even though this way my first time meeting the spoony bard.

Final Fantasy Review It seems we stood and talked like this before.


The saying is older than dirt, but perhaps there truly is merit to the old adage, "can one desire too much of a good thing?" Mind you, I'd never really given that phrase too much thought before, but after playing through the original Final Fantasy for what has to be the 643rd time, I'm starting to think that Shakespeare was not only a genius, but a seer.

It's not that there's anything fundamentally wrong with Square Enix's latest homage to Coneria and its neighbors... it's just that we've played it so many times before that it lacks that special magic. Important as this game may be in the annals of videogame history, it has been re-released and remade so many times (and in better ways at cheaper costs) that much of the original's spirit seems to have left the project.

Is the paper-thin storyline, unpopulated world and simplistic battle mechanics still forgivable after we've already experienced them on the NES, PlayStation, and GBA? Well, yes... but not nearly as much.
Tiamat is a pain for physical characters, but mages mess him up.
That's especially true for veterans of the GBA remake, Dawn of Souls. This 20th anniversary edition may benefit from new visuals, redone music and a bonus dungeon, but other than that the content is exactly the same -- right down to the easier difficulty level and additional areas. Okay, so it's almost the same... Final Fantasy II isn't included in the UMD as it was in Souls, but will be released as a separate PSP release next month.

That's not to say that there are people who haven't played Final Fantasy. I'm still amazed at how many folks out there have never tried Pac-Man or Kung Fu or even Sonic the Hedgehog -- but weirdoes like that are out there and it's the audience that FF1 should appeal to. Basic as it may be, there's still some fun to be had in it -- particularly when fighting the spiffier-looking bosses or viewing the always-cool bestiary. Moreover, if you want to feel like a virtual demigod, the combat will definitely make you feel as such with the sheer number of random enemies you'll obliterate with your spell and sword attacks. In other words, the 12-15 hour quest lends itself well to the "pick up and play" philosophy.

Oh, and it also has to be said that, despite its familiarity, the aforementioned visual and audio upgrades are really quite pleasant. The new art style and 16x9 perspective takes real advantage of the PSP's crystal-clear screen and the remixed music is pretty catchy. I can't say that the boring and occasional FMV sequences are as compelling, but at least they're there, right?
CLOSING COMMENTS
If this is somehow your first time ever playing the original Final Fantasy, then you may find its basic premise and gameplay a nice distraction between bus trips. But make no mistake -- the game can't compete with more modern PSP RPGs like Valkyrie Profile or Dungeon Siege, and its decision to use only half of Dawn of Souls' content three years later with a price tag that isn't low, leaves Final Fantasy vets like myself feeling disappointed with the déjà vu.