|
|
|

|
Final Fantasy Tactics Advance
|
Official
Website
Platform: GameBoy Advance
Genre: RPG
Number of Players: 1 - 2
Peripherals: Link Cable
It's been quite a few years now since Square-Enix, formerly Squaresoft,
turned it's back on Nintendo to head for greener pastures. It wasn't
necessarily a problem with the company so much as it was with their
choice of media. For those that don't know what happened, Square once
was the might RPG cash cow for Nintendo, but when the company decided
to forgo a CD format for the N64 and instead when with cartridges,
Square saw the PlayStation as a more viable means to produce their
games. It's been a while, but Square is finally back with Nintendo,
although in a much smaller form, with Final Fantasy Tactics Advance.
FFTA
places you in the role of Marche, a young boy who has recently moved
to the rural town of Ivalice, and seems to be having a slightly difficult
time really fitting in. But, when one of his few friends, Mewt, comes
to visit with a rare book, things are about to change. Mewt reads
aloud a magical script, and when Marche awakens the next morning,
he finds his modern world replaced by one of monsters and magic. It
seems though that this world is designed by Mewt's dreams, and while
Marche has discovered that destroying the worlds various crystals
may bring him home, Mewt has no desire to return, and is doing everything
in his power to stop him.
There are really only two schools of thought when it comes to the
original Final Fantasy Tactics, and it has always been one of love or
hate. Some didn't care for the heavily detailed, and lengthy, turn
based battles that allow the players to control each and every
character individually through the course of battle. Others however
loved the change as well as some of the games many varied aspects.
FFTA returns back to that original design in grand form.
In case you've never played the original, battles take place on a
grid-like playing field. At the start of each battle, you can choose
which character you'd like to participate and place them within the
allowed area. From there, as each characters turn comes up, you can
move them within their given range, attack, or perform a whole host of
different abilities. Each character has a specific job, just like with
the original, but there are some vast differences.
FFTA
introduces new races, and each race has jobs that are specific to
them. Humans for instance can start as a solider, thief, archer, or
white or black mage. Battle will award you with job points, and as
you master your class, new jobs will become available to you. Other
races in the world of FFTA include the Nu Mou, a race of floppy eared
rabbit type creatures that excel in using magic, the Viera, an all
female race that also happen to have the appearance of rabbits, but
with upright ears, the reptilian Bangaa, and of course, Moogles. Your
group is called a clan and will consist of each of these types of
creatures, but through the course of your journey more will come to
you clan offering their skills, but it's your decision as to if they
will be allowed to join or not.
Some jobs are very familiar, having appeared in the previous game, but
others are all new.
Paladins have the ability to not only fight, but also to heal as well,
and with plenty of abilities drawn from holy spheres, they are
excellent on the battlefield.
The Illusionist is very much like another class that appeared in the
original FFT, the dancer, but with some improvements. The illusionist
works a lot with elemental forces, but the major drawback is their
incredibly vulnerability.
Warriors are exclusive to the Bangaa, but are very much like the human
version of a solider. The real difference is the Banga's fighting
power. The same is true to the Defender, the Bangaa equivalent of the
Paladin as well as the Gladiator, the White Monk, the Bishop, a class
that is the Bangaa's only source of magic use, and the Templar.
The blue mage, a class that appeared originally back in FF5, has the
power to learn the skills of the worlds various monsters, but only
after having been attacked by them. However, becoming a blue mage is
far from an easy task. The sage on the other hand is a Nu Mou only
class with some devastating magical abilities.
The Beastmaster is much like Rydia's control ability from FF6, and is
an excellent class to have if you want to teach your blue mage more
skills.
Hunters are more evolved archers with the unique skill to capture
monsters. Once captured, you will transfer them to the Monster Bank,
and is needed if you have a Morpher, a class that can shapeshift into
other monsters.
The elementalist has the ability to inflict not only elemental damage
on foes, but also combines it with status effects.
And this is just the start as FFTA has over 30 different classes that
are available. Just like with the first game, you can also take
abilities learned from one class and attribute it to your new job,
making a very unique character each and every time. The new twist
however is that its items that are equipped that hold the news skills,
and while you'll earn AP, or ability points, during battles, it still
is a challenge on what to learn and what to ignore.
Your
clan is much like the standard FF group, but clans take missions found
at the worlds various pubs. Some involve hunting down or defeating
monsters or even rival clans; others however require you to dispatch
clan members. Sometime it will be for a few days, other times a mission
will take a member away for a certain number of battles, and still
others require them to defeat a certain amount of enemies. However,
before sending characters out on a dispatch mission, there are a few
things to pay attention to. Some quests will require a certain job
class to perform them while others need items, and you'll pick those
up on various other missions. Assuming that you have those, the next
thing to pay attention to is each clan member's reaction. Kneeling
clan members will fail the mission, walking means they might pass,
and the ones that are jumping will almost certainly succeed.
Completion of a mission will give you anything from AP for your characters,
gold, weapons, and even some key items that will be used later in
the game. In fact, there are some missions that do require items in
order to undertake them, others a certain level must be met either
within your clan skills or for the character themselves. However,
the game does have 300 different missions, and not all of them are
going to be accessible the first time around, giving you a fairly
good reason to play through Final Fantasy Tactics a second, or even
third time.
Just like its predecessor, FFTA has skills that are distinctive to
each class, all learned by equipping weapons, swords, and other items.
Once you've selected your gear, you'll have access to the skills so
long as the items remain a part of your equipment. Once you've gained
enough AP during battle or missions, you will know these skills
permanently. Each class has a set of skill that are used in combat, a
combo, reaction skills, and others. So, you can have a fighter that
casts black magic spells, a thief that can heal, and just about any
other combination that you can think of. Of course, setting the skills
up properly can result in some very dangerous characters, capable to
killing foes in but a single hit.
The
combat structure is the same as well. This is not the Final Fantasy
that most are used to, so please keep this in mind. FFTA is set up
in a turn based strategy format, meaning that each character will
have a separate turn that consists of being able to move within their
allotted space, attack, cast spells, or use whatever skills they have
available to them. There won't be treasure chests that will appear
like the original, but there is one slight change. This world is set
up with laws, and each battle has a judge that oversees the combat.
Laws can be anything from having a certain weapon type disallowed
to having magic banned. Breaking a law will result in a penalty, either
a yellow or red card. Yellow cards will get you a fine at the end
of combat whereas red cards send the offender straight to jail, and
if Marche is the guilty party, it's game over. However, there are
a few zones you will find where the laws don't apply, something which
is both a help as well as a curse.
FFTA is also set up with an overhead map, just like the first Tactics
was, but there are some differences though. You can see enemy clans
moving around and also check who, or what, might be in various
locations, thus allowing you to choose if you want to fight or not.
You also will get different icons to place on the map, and depending
on where these are placed, you will gain different items that can be
used. Missions will also let you free different areas, making it part
of your clans turf, but be warned, enemy clans will try and muscle in
on your territory, meaning that you'll have to defend it from time to
time.
One new feature though is that with the GBA, you can link together
with a friend, assuming you both own copies of the game. This will let
you trade units or trade items, once you have that option open in the
game of course, with no real limitations at all. You also will have a
few bonus missions that you can participate in, both players choosing
simply two characters, and these will give you some other rewards.
With trades however, once you trade an item or unit away, it's gone
for good, but there also may be a way to cheat and bypass this.
Graphically
the game isn't too bad. It has the same look and feel of the original,
but with a younger audience in mind, but that really isn't a bad thing
at all. The game looks great either on the GBA or on the GameBoy Player,
so there's no problem there at all. There does tend to be a bit of
repetitiveness with the monsters, but that's really been the same
with many of the Final Fantasy titles, are here we're talking about
a cartridge instead of a CD or DVD, so it's a little more understandable.
There are a few things that I don't like about the game however. The
soundtrack is very lacking, bringing back memories of the glory days
of the Super Nintendo, and there also isn't quite the variety of music
that you would expect, nor is it as memorable as the first Tactics
was. The combat screens definitely could use an option to rotate,
especially when a character is located behind a higher plain of sight
where you can't quite see them properly.
It still is a little strange seeing Final Fantasy Tactics taken down
to such a small scale, and while it may not be quite as impressive as
the original, but it still is a very good game, and just as addictive
as the first one, if not more so in a few different ways. Fans of the
original will take to the game play immediately while there is enough
explained to those that have never even touched the game that it makes
sense and is very easy to play. This is probably one of the best
strategy games out for the GBA and ranks up there with other games of
the same nature, such as Ogre Battle. This is one that's going to keep
you busy, not for hours, but more like days, and for any RPG fan,
that's the magic words they like to hear.
-mike-
|
|