Author Archive for geozeldadude

04
Nov
09

metroid prime hunters: last hunt

this is gonna be a short ‘un. for the most part i try to play games in a series in order, but it don’t always work out that way. case in point: i played through metroid prime hunters even though i hadn’t played the demo of the game that preceded it by more than a year. but i got my mitts on the demo soon after that, so i thought i would take it for a spin even though i was going about it all backwards.

needless to say there wasn’t much that the demo experience offered me, having played the actual game. playing through the three single-player modes was entertaining enough, and it was interesting to me that the modes were focused on getting score multipliers through continuous enemy kills. since you need two copies of the demo to play the three multiplayer stages (alas, there’s no vs computer mode like in the main release) i didn’t get to try them out, but one of these days i will. the game includes a control option where you tap the screen to shoot (apparently the original control scheme), but nothing else much worth noting. by this point hand cramps were definitely not a problem, though: either my hand muscles have strengthened from playing through metroid prime hunters or i’ve just adjusted the way i hold my DS when playing. either way it was fun to have to have this little closer to my metroid prime hunters experience. i doubt the big N’s planning a sequel to that game anytime soon, but i’d definitely be up for one. one can only hope and keep the flame alive. :P

roundin’ up the last of the first hunt links:
- thorough description of the demo at eurogamer.net
- entry at metroid.wikia.com
- PDF of the manual at replacementdocs.com
- a FAQ at IGN

28
Oct
09

goin’ down the alleyway

i rather enjoy game boy games in all their greeny grayscale glory, but since i never had one growing up there are so many that i’ve never played. i took a step back to the white plastic brick’s earliest days with alleyway which was actually one of the launch titles, way back in 1989. (that reminds me, a lot of places commemorated the game boy’s 20th anniversary with retrospectives. you can find gamespite’s series of articles here.)

alleyway seems to get universally panned and dismissed as a decidedly inferior clone of arkanoid which came out in the arcades in 1986 and on the NES a year later. in many ways this game seems like a huge step back as it doesn’t feature any powerups whatsoever, or even much level variety: each level repeats 3 times (with variations due to moving blocks). there are eight of these trios of levels, and each group is followed by a bonus board featuring a mario character, ending in a showdown against the king of the koopas, bowser himself. the game does get somewhat harder since the ball travels noticeably faster in later stages, but for the most part there’s not a whole lot to keep your attention. the sprites are small and undistinguished (much like its fellow launch title super mario land which i reviewed last year). even the physics seem a little stiff: according to wikipedia “the ball will only travel at 15°, 30° or 45° angles”. this leads to some extremely repetitive patterns, although “the ball cannot be locked in an infinite loop of ricochets. … the ball will travel at a slightly raised or lowered angle depending on its current trajectory, and will break out of the loop.” the game also includes different speeds for your paddle (faster if you hold the A button and slower if you hold the B button).

despite all of these shortcomings (i seem to say that phrase a lot), eventually i rewound my mind to the game boy’s early days and began to enjoy the game for what it is instead of what it isn’t. as a launch title it definitely had major limitations, but it provides enough entertainment and challenge to make it worth playing, and the mario cameos and variations within each set of levels provide just enough personality to distinguish it from similar games. i found it interesting to compare this not to arkanoid, but to atari’s arcade classic breakout from 1976 (which in turn was directly influenced by that granddaddy of them all pong from 1972). this video of the atari 2600 version of breakout made me think of alleyway as coming before arkanoid instead of after, which it didn’t, but given the technical limitations of games for the game boy at launch the comparison to breakout seems a bit fairer. in any case i’m looking forward to trying out more old-skool game boy games sooner than later.

psst. want some cheap alleyway links?
- gamefaqs has GIFs of all the levels
- text of the manual at world-of-nintendo.com
- this fan review at retrogamer.net will make you want to play the game. this review at meanmachinesmag.co.uk will do just the opposite.
- video of the less-than-thrilling ending
- yup, this is another one from nintendo R&D1
- the game had a cursory mention in nintendo’s game boy player’s guide, receiving scores of: graphics and sound: 3.3, play control: 3.9, challenge: 3.3, and theme and fun: 3.2. i’ve archived the scan here.
- the game also got a brief mention in nintendo power #9. scan archived here.
- the official nintendo page (in japanese) doesn’t have much info, but here’s the google translation if you’re interested.
- bit of trivia, also according to wikipedia: “Years later, the game’s designer Gunpei Yokoi would reuse much of Alleyway’s source code (such as paddle behavior and adapted physics engine) for the Game Boy game Kirby’s Block Ball while working with Shigeru Miyamoto’s team.”

18
Oct
09

hunting down the metroid prime hunters

oftentimes when i finish a game if i have the next in the series lying around i’ll try it out just to get a taster for how the series progresses. so even though i’d just finished playing metroid prime: echoes, i tried out the next in line, metroid prime: hunters for DS … and found myself totally hooked.

the first thing you notice is how great the game looks; it’s impossible not to be amazed at how much of the gamecube metroid prime games’ design they managed to fit onto the DS. the game includes movie cut-scenes that also look pretty good. the game does a pretty good job of making the most of the hardware and masking its limitations, except for a fair amount of enemy reuse (including the bosses, of which there are only two main ones that are repeated four times each, with variations) and too many places where rooms are overly symmetric or the room designs are reused too closely. the latter becomes apparent even from the first section of the game where there are three rooms in a row that are pretty much identical, making it too easy to get confused which room you’re in and which door you’re heading towards.

i definitely enjoyed the single-player “adventure” mode, although as people have noted the game is fairly linear. it’s divided into nine sections, two on each of 4 worlds and a final stage, although after all the backtracking of MP2 i found the rigid pacing (and warp portals) to be for the most part refreshing. there’s a clear emphasis on action over exploration, and the game highlights one-on-one battles with 6 spankin’-new rival “hunters”. the rival bounty hunters are pretty well designed and their unique abilities make the multiplayer mode entertaining (although i couldn’t really get into it; just not into FPS games enough i guess). the one drawback to the “formula” is that each of the 8 main sections of the game require you to “escape the planet” in a race against the clock, and having to deal with forced timed battles is just annoying. luckily, automatic temporary save points are fairly numerous. all these differences give the game quite a different feel from the usual metroid game, which is why i found that i wanted to continue playing (and ultimately finish) the game even though i’d just finished MP2.

another thing that people complain about often is the control scheme. the stylus mode is really the only viable option since the buttons-only mode doesn’t give nearly enough fine control, but the problem with that mode is that your hand gets cramped easily. however, i did find that after i’d played for a while i got used to it and my hand didn’t feel cramped so much. i’m really curious about trying the game out with a “thumb stylus”, which you can read about here and also here. the latter link is from a post at IGN about the original DS which came with an early demo version of MP:H, which i’m also curious about trying out.

among my other, more-minor complaints, are that the morph ball mechanics are less forgiving than the other prime games and that there are rather too many insta-death situations, both of which cause some really tedious sections of the game. the story is yet another rehash of the first prime story, and i beat the game without realizing that there’s something you’re supposed to do to get the actual ending which was also quite annoying.

at first as i played hunters i kept feeling like i really understood how mario fans must have felt when they first got to play super mario land: that having a portable mario game made up for any shortcomings. but in the end overall i found this game to be quite enjoyable, so much so that i’d actually give it the edge over MP2, which for me just dragged on. as i mentioned, i didn’t spend that much time with the multiplayer modes which was enjoyable enough against the computer but felt fairly repetitive, but i’ll come back to them at some point. meanwhile, i’m seriously itching to try out metroid prime 3. let’s see if i get sucked into that one as well …

huntin’ for bounty-ful links:
- the official site has a lot of video clips and wallpapers for each of the hunters
- if anyone’s interested, nintendo power’s coverage of the game included a preview of the multiplayer mode (march 2006, v. 201), a cover feature and a poster of the hunters (april 2006, v. 202), a review (may 2006, v. 203), and a guide to beating the final boss (june 2006, v. 204).
- great game site at metroid.retropixel.net
- the entry at strategywiki.org includes a lot of info on multiplayer strategy
- entry at metroid.wikia.com, which includes screenshots of the brawl trophies for all the hunters
- video of the ending
- a good FAQ at gamefaqs
- guide at IGN
- entry at wikipedia.org
- entry at metacritic.com

09
Oct
09

goin’ for wii gold

i must be the only video game blogger who hasn’t yet reviewed the original wii sports. there are a few reasons i’ve put it off for so long. the main reason is that i wanted to delve into at least one area in some depth. but since i’m not into sports games that much in general, even though i’ve played the five games off and on since i first got it, it took me a while to get motivated to actually spend more concentrated amounts of time with it. similarly, even when i did think about playing it, when i get home from work i’m oftentimes just too lazy to be waving my arms around like a mad man, no matter how much fun it may be.

i finally got my 3rd gold in wii tennis recently, so i feel like now is a good time to reflect. without a doubt wii sports is a historical game that will long be remembered for revolutionizing the way video games are viewed (and played) all over the world. by now everyone’s heard hundreds of stories about how the wii has brought people into gaming for the first time, as well as bringing people back into gaming who hadn’t played since the NES days. as someone who’s experienced this phenomenon directly himself with his own family, it’s a great, amazing, fantastic thing that would be hard to overstate.

has it really already been 3 years since the wii was released? i remember the buzz that had been building about it, and, as a nintendo fanboy, being really worried about how people would react to it. that anticipation will be forever linked in my mind with wii sports, and more specifically wii sports as depicted in the first set of “wii experience” videos (put online before the wii was actually released). i found myself watching some of these videos over and over again, amazed at not only how magical playing wii looked, but also how real the reactions were. the videos feature an international cast including both genders and a range of ages, and oftentimes the immediate smiles of the players’ first reactions are soon followed by the furrowed brows of concentration.

so it was, and so it has continued in scores of wii games that have followed. but getting back to the point at hand, i ended up spending most of my time playing the tennis game. that game, as well as the whole package, runs a fine line between simplicity plus accessibility and a true, “hardcore” challenge, something that nintendo has and continues to openly struggle with. tennis seems to balance the two admirably well, perhaps the best balanced in those terms of the games in this collection, based on what i’ve played so far. getting gold medals in the tennis training mode was reasonably challenging, although i’m somewhat disheartened at even attempting to get the platinum medals. and although i became a wii tennis “pro” without too much trouble, maintaining my ranking and even improving it has definitely required more effort. also, as for how much the games mimic real life i can definitely say that with both tennis and bowling when i started off playing, real-life tendencies were accurately reflected in the games. now that i’ve improved i can’t help but wonder if my real-world game has improved as well, although i haven’t tested that yet.

despite not having much interest in sports games in general, i certainly enjoyed this collection. i’m definitely going to come back to tennis, and although i spent some time with baseball i became too bored with the pitching. so i may turn my attention to boxing next, although being the most physically demanding of all the wii sports games it’ll probably take even more motivation for me to get to it. either way i’m deeply grateful to nintendo for coming up with such a great console with a perfect pack-in.

gold-medal links:
- review at videogamecritic.net
- the entry at strategywiki.org includes the training mode medal requirements
- FAQ at gamefaqs. this one also includes info on the easter eggs.
- iwata asks feature. part 4 is particularly entertaining.
- according to one user, nintendo added some slight updates to the game when they added the update to show the wii remote jacket

03
Oct
09

metroid (metroid) echoes (echoes echoes echoes)

finally beat metroid prime 2: echoes this week. (here’s a good run-down of the game for anyone who hasn’t played it.) the game seems to be universally praised for being an expansion of the original metroid prime, but the consensus is that it doesn’t offer a whole lot that is new. some people feel that the game does everything that was in the original, but “better”. i was blown away by the original when i played it a few years ago, but much as i love the metroid series i found this entry to be somewhat tedious. the game not only lacks the freshness of the original, it just feels too similar, and its storyline of a threatened alien race feels incredibly stale.

among my complaints are that the game seems twice as long as the first one, and it seems to have a lot more backtracking in general. i’m always skeptical of games that create an “alternate world” in order to reuse much of their design, and like my opinion of final fantasy 3 (a.k.a. 6) the majority of the alternate world in MP2 feels like unnecessary padding. also, when first encountering the “dark” world of MP2 the environments are fittingly drab and somewhat difficult to navigate due to the monochromatic purple color palette. i did appreciate the different feel of the pacing in the dark world, which requires you to hop between the various safe havens of light that are spread out in each room, but by the game’s end the dark world’s galaxy of purple oppressiveness is just boring and dull, dull, dull.

people often mention the boss fights, and they are fun because they require you to actually strategize to determine each boss’s weakpoint; but they’re also somewhat annoying because each boss fight has multiple sections, all of which require some trial and error to master. this definitely gives the boss fights a very same-y feeling, which is unfortunate because for the most part they’re very well designed. the final boss fights are the most annoying of the game, and the game’s ending is pretty lame. i also had mixed feelings about the fact that the game only has three alternate endings: one for if you finish with less than 75% of the items, one for finishing with more than 75%, and one for finishing with 100%. lastly, i didn’t have anyone to try out the multiplayer with, but i checked out all the stages and it looked like it could be pretty fun. not sure why it gets dissed so much, but i’m guessing that’s probably just in comparison to other multiplayer FPS games.

despite all my complaints this was definitely a worthwhile entry in the series and i have a feeling it’s one of those games that’s much more fun the second time through. i’ve already dipped into the next game in the series, metroid prime hunters on DS, and have been quite enjoying the new interface. and i’m really looking forward to playing through metroid prime 3 on wii. and who knows? i may even finish those just in time for the new metroid: other M, due out sometime next year.

metroid (metroid) links (links links links):
- great site on the game at metroid recon, including screenshots, item guides, and a walkthrough
- as with the original metroid prime game, metroid2002.com has tons of information on sequence-breaking and glitches for the sequel
- video of the 100% ending. for all that effort you’ll be rewarded with a few seconds of extra video, yippee!
- guide at IGN

01
Oct
09

an introductory course to hardcore gaming

i’m a bit behind on posts so i thought i’d throw a shout out to hardcore gaming 101. i’ve mentioned the site several times in passing already when reviewing games (in fact, including my last post, which was on altered beast), but i thought i’d spotlight it because even better than their interesting overviews of individual games they have great surveys of a fair number of series. i’m really not quite sure what qualifies as “hardcore” gaming, but their articles on series make for particularly great time wastage because they’re extensive with a great level of detail: comparisons of the various versions of the same game accompanied by screenshots, chronological descriptions of all of the games in the series so you can see how the series has evolved (including obscure japanese releases), and a look at spinoff games and media, including anime. their focus is on retro, lesser-known titles with an emphasis on action-oriented games, and even the articles on really obscure games make for great reading. any of their articles are well-worth reading, but this one on the fire emblem series and this one on the puyo puyo series will get ya started. yeah! hardcore!

15
Sep
09

beasts altered

i finally got a dreamcast (just in time for its 10th birthday). continuing the trend, instead of starting off playing one of the classics i ended up playing something totally random, more specifically, one of the sega genesis games that appear on the sega smash pack compilation, the now-classic altered beast.

i’m pretty much a n00b when it comes to sega and its long and colorful history. the genesis version of altered beast was apparently the original pack-in game for the system in most areas outside of japan and is well known, although nowadays it seems to be among the many games that are universally panned (see poor milon’s secret castle as another example, which i recently reviewed). for a sample of modern-day reviews and people’s comments on altered beast, nintendolife.com has reviews of both the the original arcade version as well as the genesis version. both reviewers give the game the same score (3 out of 10), although the latter review seems to contain more nostalgic affection. for a run-down of the game itself, check out this page at i-mockery.com.

having no such nostalgia factor but having a much higher tolerance for old games and their flaws, i actually quite enjoyed this one. the “homoeroticism” is clearly just that peculiar brand of japanese humor that takes the form of extreme camp, which i found amusing, even more so when i contemplate the nations full of confused kids and their baffled parents that must have resulted. i was also entertained by the complete disregard for actual greek mythology (not unlike the classic kid icarus). the graphics are definitely impressive, keeping in mind this was almost exactly two years before super mario world was released for the SNES, and the character, enemy, and boss designs are all pretty well done. the enemies in particular are entertaining, with some classic japanese wackiness thrown in, e.g. the purple jump-kicking unicorns and yellow goats in the final level. i wasn’t bothered by the slowness of the gameplay, and although there’s not much variety in the main attacks they were still varied enough to make them worthwhile. the “altered beasts” and their attacks were the best part, and although i didn’t find the game to be overly repetitive, at five levels the game is definitely quite short; i would’ve definitely enjoyed another level with each of the beast forms. the ending is anticlimactic and the harder difficulties not much different than the normal mode, but the co-op was fun and the soundbites have added some classic quotes to my repertoire (the apparently much-appreciated “wise from your gwave!” as well as the baddie’s sinister “welcome to your doom!”).

i’ve settled on a few simple rubrics to help me rank games, including “would i want to play this again?” and “did i like this enough to check out some of the sequels?” for me the answer to both of those questions is actually yes. and it turns out that there are a coupla sequels, and they’ve been catalogued by the good folk at hardcore gaming 101. sweeeeet. i mean, roooooaaaaarrrrr!!!

altered links:
- cheats at gamefaqs, including how to continue and select a level and difficulty
- screenshots of the ending at vgmuseum.com
- entry at wikipedia
- random page with sprites
- FAQ at gamefaqs (although no one probably really needs it)

11
Sep
09

checking out soul blade’s caliber

completist that i am, instead of starting in on soul calibur i went back to the very first release of the series, called soul blade for the original playstation. the game was highly praised when it came out, although the series’ first success has since been eclipsed by its hugely popular sequels.

i’ve dipped into some of the soulcalibur games a bit, but for the most part i came into this game without too many preconceptions. i hadn’t played any of the tekken (also by namco) games either, and apparently the two series are similar. both series were part of the time period when fighters ramped up the difficulties of the street fighter games and also when it became customary to include practice modes and command lists in games. i’ve grown to rather enjoy fighters, and so i didn’t have any problems getting into this one. one thing i found annoying is that you have to use separate blocks for low attacks vs high/mid attacks. also, another thing that was somewhat annoying is that this was the first fighter where i felt that the button combinations require you to either hold the controller in an unnatural way or get an arcade-type controller. i’m sure many people find it absolutely normal to use an arcade-type controller for a console fighting game, but i’m not into them enough to actually go out and get one anytime soon.

anyway, i played through the normal level with all the characters and for the most part found the experience to be enjoyable. the graphics are quite good for the time and have actually aged fairly well, and the character design is also notable. i found that in general the actual movesets ended up not feeling like they had that much variety, although there are some definite exceptions, including voldo and cervantes. i was also surprised there were so many korean characters, which i think is the first for a video game that i’ve played.

the game has a weapon gauge where your weapon can break, leaving you to fight with your bare fists, but that mechanic is underused. and i don’t really see the point in the extra weapons you can accrue which for the most part have only minor differences in stats (strength, durability, etc.). the story mode’s challenges added some nice variety, even though the stories themselves weren’t particularly memorable. the only other main complaint i had about the game is that the game puts too much emphasis on knocking down your opponent and then following through with an attack. not being able to immediately recover when you’re knocked down and knowing your opponent is always going to get another hit in just feels like some sort of pointless combo and it slows the game down and makes the pacing of the matches feel jerky. after i played through this game for awhile i tried out soul calibur again and that game has eliminated this long delay after a character gets knocked down, and as a result feels much more responsive and natural. i’ll definitely be exploring that game more in the future, although i enjoyed this one enough to come back to it as well. oh, and if anyone wants to know, i focused on mitsurugi this time around, although i just chose him randomly. he’s pretty cool, but i’m probably not going to continue with him in soul calibur even though it would be interesting to compare the movesets.

soul blade links for the fighting soul:
- good FAQ on unlockables, endings, etc. at gamefaqs.com
- here’s a very thorough movelist including the type of each attack (high, middle, low) and the amount of damage
- review at videogamecritic.net
- entry at wikipedia

04
Sep
09

wario’s secret castle

finally played through pretty much all the levels in wario land II for game boy (which was also released a bit later as a colorized version for game boy color). i really wanted to like this game more than i did, because i had quite enjoyed the first two wario land games i had played (as recounted here and here). the first sequel, on the virtual boy, was extremely similar to the original wario land game, but this game offers a new twist. here wario, perhaps due to his brute strength, somehow acquires invincibility, and instead of hats his rasputin-like powers come from his ability to transcend death and other ailments. when he gets struck by a hammer, he becomes a spring; when he gets squished by a heavy weight he becomes as thin as paper; and during the course of his adventure he also survives getting burned and frozen and even eating too much cake. the powers aren’t really anything new and they’re generally underused, but the looney-tunes-cartoon-like aesthetic (carried over into the sound effects and music) is entertaining, and in his third solo outing wario is still a fun, greedy-yet-somehow-also-lovable, character.

so what was the problem? unfortunately, the game suffers from one huge design choice that i just couldn’t accept, which follows directly from the fact that wario is invincible. since nothing can hurt him, instead of losing life when wario gets hit by an enemy, most of the time he loses coins. this works out fairly well because each level includes two simple mini-games that cost coins to play and yield the game’s two types of useless collectibles. so the more money you have the easier it is to collect everything in the game. all that is fine and good, but the problem comes when, instead of losing money when you make a mistake, the game punishes you by forcing you into an area where you have to backtrack to where you just were. this particularly happens during boss fights (where in general you can’t get hit once, because otherwise you have to schlep your way back to the boss room), although it happens in other places as well where in other games there would have been a certain amount of “try and die” gameplay. this backtracking happens all too often and makes the game quite annoying and dully repetitive at times. i’m surprised the game seems to have gotten such a good reception given this huge limitation in the game design.

the other main problem is that many of the stages have “secrets”, such as the previously mentioned useless collectibles and also a handful of alternate exits and also just secret stashes of coins. some of the “secrets” are a simple matter of picking the right power to apply to the situation, but some of them are just trying wario’s various powers at every dead end in hopes of uncovering a hidden room. this reminded me far too much of the complaints people had about milon’s secret castle, and at many times finding the secrets in this game felt even more arbitrary (and tedious) than in that one.

all in all this was one of the more-disappointing first-party games i’ve played by my beloved nintendo. apparently WL3 is very similar to this one, and i’m sorely tempted to skip it. i played a bit of WL4 and it also feels pretty similar, so i may have to make an exception to my usual OCD habit of playing games sequentially and instead skip forward to other entries in the series. we’ll see.

wario’s secret links:
- good FAQ at gamefaqs.com
- nice history of wario (and waluigi) at kombo.com: part 1 and part 2.
- recent article at gamespite.net
- entry at wikipedia
- endings at vgmuseum.com
- PDF of manual at replacementdocs.com

26
Aug
09

uwao, aooh! ragin’ and dancin’ through final fantasy 3

in recent times i’ve realized that i’ve become really, really bored with turn-based RPGs, so much so that the thought of taking on another one becomes rather disheartening. i’ve cast enough fir1, lit2, and cur3 spells to last me a lifetime. but final fantasy III for the SNES (a.k.a. final fantasy VI) is another one of those games that’s so universally praised that i knew i would have to play through it at some point, so despite not having finished FF2 (i.e. FF4) i finally forced myself to sit down and start in on it.

and it actually wasn’t so bad. in fact, i’d even say that the first half kept me reasonably well engaged. having avoided reading anything about the game the climactic event that occurs at the 1/2way point was fairly surprising and pretty notable. there were also a few distinctly memorable events, such as the opera scene and celes’ “leap of faith”. the characters are entertaining, and it’s interesting that each has his/her own special abilities, although rather too many of these specialized abilities are pretty much useless.

the second half was less interesting, however. this nostalgia-avoiding reminescence at gamespite.net puts most of the blame of the second half on the game’s espers mechanic, which enables any character to learn magic:

    “[I]t’s hard to really care about the characters once you get so far into the game. Until the World of Ruin, the characters are all distinct in some manner, each with their own skills and the little bit of magic they’re able to learn. … the characters in Final Fantasy VI lack significant distinction as they all eventually become walking death-machines, each with the same magic. Their individual skills, so useful at the outset, are frankly useless in comparison. After a certain point, it’s just hard to care about making a unique team anymore; all of the characters’ original traits are soon destroyed by a broken magic system where anyone can learn anything.”

this is an interesting observation, but not my main complaint. the second half of the game has a somewhat interesting setup where your party is scattered to the winds and you have to find each person one by one and re-recruit him/her. but the bit-by-bit pacing gave the whole sequence a feeling of being just a series of sidequests rather than an actual story, especially since you’re revisiting previous locales. (although the world map’s geography changes, the towns are still pretty much the same.) the writer at gamespite likens this second half to an early version of a sandbox game, and comments that it feels “like a single-player MMORPG in a very empty world”. i’m not quite sure i agree with his assessment, although i do agree with his comment that “after a certain point in the World of Ruin, there’s really nothing left to do but grind for levels, items, rages, lores, and the errata that’s hard to find interesting as an adult.”

i also have some less-than-minor quibbles, such as how tedious it is to collect even a fraction of the rages/lores let alone all of them, and the fact that you have to use so many characters for the final dungeon that you probably never really would use otherwise (and as a result a number of them are probably significantly underlevelled). in the end this was an enjoyable game for an RPG (haha) and although it didn’t become a great favorite i have grown fond of most of the characters, particularly my main man gao as well as mog and umaro. i’m clearly never going to be a huge final fantasy fan, but after this experience i won’t mind playing through more of the main series. i’m definitely on the lookout for more-unique RPGs for the future though. hmmm … foreshadowing … … … ?

finally, final fantasy links. FF RPGs have a zillion links online, but here are a few of the more noteworthy ones:
- this is the FAQ that i found the most comprehensive and useful, although it’s rather bloated.
- pretty good game site at ffcompendium.com including a copy of the game script, lores and rages FAQs, and high-res images of the world maps
- another good game site at rpgclassics.com: has a ton of images, including enemy sprites
- entry at wikipedia
- endings at vgmuseum.com
- PDF of manual at replacementdocs.com




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