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Final Fantasy
(ファイナルファンタジー, Fainaru Fantajī?) is a media franchise created by Hironobu Sakaguchi and owned by Square Enix that includes video games, motion pictures, and other merchandise. The series began in 1987 as an eponymous console role-playing game developed by Square, spawning a video game series that became the central focus of the franchise. The franchise has since branched out into other genres and platforms, such as tactical RPGs,portable games, MMORPGs, and games for
mobile phones
. As of March 2007, there are twenty-eight games in the franchise. The serieshas spurred the release of three animated productions, two full-length CGI films, and several literary adaptations.

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Final Fantasy Tactics A2:Grimoire of the Rift


Final Fantasy Tactics A2:Grimoire of the Rift
Final Fantasy Tactics A2: Grimoire of the Rift is the Nintendo DS sequel to the Game Boy Advance's Final Fantasy Tactics Advance. Grimoire is a strategy role-playing game that has inherited many of the franchise's characteristics, including the classic grid-based movement system and a bevy of new jobs, but it also boasts full stylus controls and a dual-screen presentation. However, some may feel bogged down by its frustrating law system and steep learning curve.
Grimoire weaves the tale of Luso Clemens, a young boy who opens an ancient text that magically transports him to the world of Ivalice, where he immediately joins a clan that is determined to help him find a way home. The generic plot is advanced by completing quests, of which there are a formidable 400, ranging from simple fetch quests to missions that unlock classes or advance the story. All quests are picked up at the local pub for a small finder's fee and most culminate in a battle, and there are no random battles to beef up your team's experience coffer, although there is the occasional mugging or treasure opportunity presented on the world map.

Battles in Grimoire use a colorful 2D map with varied terrain that affects your unit's grid-based movement area. The game retains the franchise's turn-based battle system and displays the turn order and character-status effects on the top screen while target information is aligned at the bottom. You win the battle by completing the quest's objective, which is usually to eliminate a target. Although the 2D map understandably limits you from spinning the battlefield for closer inspection, this restriction gets frustrating because characters who are bunched up together often block other tiles from view, which makes it likelier that you'll select the wrong tile if you're using the cumbersome stylus controls. It's just easier to navigate through menus or traverse the battlefield via standard directional buttons. The lack of a zoom option is another irritation.
To put a spin on the standard battling, Square Enix once again included judges, those imposing figures from Tactics Advance who pulled you from battle and threw you in jail each time you broke a law, or battle rule. Grimoire's judges are less harsh and now reward you for following the law with a clan privilege, like a slight stat increase, that lasts the rest of the battle. Many of these rules are simple and ban the use of a specific ability, but some, like rules against distance attacks, can cost you a quest when you absolutely must follow the law to complete it. For example, accidentally knocking back an opponent while operating under a "no distance attacking" rule qualifies as breaking the law because somehow this maneuver counts as a distance attack, yet you have no control over this action. However, in most cases breaking the law results in imprisonment for your fallen allies, preventing you from raising them, and also costs you any bonus goods you might receive for completing the quest while following the law.
Team members who participate in battles are awarded experience points, but even benched members gain ability points needed to master abilities that are imbued in equipment. This feature keeps the game playable because you're no longer forced to constantly cycle through team members to teach everyone basic skills for starting-level classes--a tedious process. Grimoire features an impressive 56 jobs with numerous abilities available for each, although jobs are still restricted by race. For example, only humes can become soldiers, and only viera can assume the elementalist class. Regrettably, there is some job redundancy despite the race limitation.
Teaching your units skills, which is ordinarily a slow but rewarding process, hinges upon your ability to exchange miscellaneous loot collected from battles for better gear at a bazaar. Mastering new skills therefore depends on you scoring the appropriate gear for the classes that you want to play, and considering that the quality of your gear depends on the quality of your randomly distributed loot, just obtaining the right equipment is an arduous process. The system forces you to play classes that you have the equipment for rather than the classes that you want to play, which can make Grimoire a laborious adventure if you catch yourself drudging through trivial, time-costly quests for nothing but cheap loot and ability points.
Another carryover from Tactics Advance is the clan system, which has you managing your clan mates, their classes/abilities, and the acquisition of new clan members. The system is supported by real-time auction houses that let you control areas of the world map; seizing and holding areas awards you certain boons such as items and quest-price reductions, as does raising your clan's skills (negotiation, teamwork, and so on) via clan trials to access new quests.
One of Grimoire's setbacks is the amount of time that it takes to accomplish even the simplest of tasks, with most quests lasting 45 minutes to an hour, although there is a handy quicksave feature. Grimoire also sports a steep learning curve for both its combat and micromanagement elements, and is a bit slow to pick up because you spend the first 10 to 20 hours mastering basic abilities, unlocking classes, and gathering equipment to play the jobs that you want. This constant push for quests significantly cheapens plot progression because you're focused on satisfying various objectives instead of shipping Luso home.
Presentation is similar to that in previous games, down to the detailed 2D sprites and Middle English dialogue as seen in War of the Lions. The musical score perfectly captures the feel of the Ivalice Alliance universe, which isn't surprising considering that composer Hitoshi Sakimoto also worked on other games in the series and recycled several themes from previous Ivalice games.
Square Enix included a few pleasant surprises to round out the Ivalice Alliance experience. These include three unlockable characters from Final Fantasy XII, a bonus clan privilege that you're awarded for loading Grimoire with Tactics Advance inserted, the ability to trade items with other players, and even a hard difficulty setting for the really daring--though you can easily spend more than 75 hours completing all 400 quests in normal mode.
Final Fantasy Tactics A2: Grimoire of the Rift offers a surprising amount of depth, as highlighted by its impressive number of quests and skills, real-time area auctions, clan management, and unlockables, but many a Tactics fan might be put off by its cheapened quest-based plot progression and battle rules. Nevertheless, those enamored with Tactics Advance will likely enjoy it.

Final Fantasy Fables: Chocobo's Dungeon

Final Fantasy Fables: Chocobo's Dungeon

Final Fantasy Fables: Chocobo's Dungeon marks the third time Square Enix has paired dungeon-crawling with the world's most adorable yellow bird, capitalizing on the public's seemingly insatiable appetite for anything with a cutesy Final Fantasy theme. The game is an aesthetically pleasing continuation of its PlayStation predecessors, boasting charming visuals and soft melodies. It also introduces a job-changing system as popularized by Final Fantasy Tactics. But don't let its endearing, child-friendly exterior fool you: Chocobo's Dungeon is an intense, often grueling challenge for even experienced dungeon crawlers.

Chocobo's Dungeon opens with treasure hunter Cid and his feathery sidekick, Chocobo, searching for an ancient trinket known as Timeless Power. A familiar foe beats them to it, however, and then uses the bobble to send our heroes to the town of Lostime in an alternate world. The citizens of Lostime harbor a dark secret that has been sealed inside their lost memories, and only Chocobo, with the aid of a boy who fell from the sky, can unlock them by braving the dungeons of their minds.
The bulk of the gameplay occurs in randomly generated, grid-based dungeons that you explore in a turn-based manner. Moving a single panel, or performing any action qualifies as a move, which prompts every monster on the floor to receive a turn. The beauty of Chocobo's Dungeon is that some strategy is required to keep Chocobo in tip-top shape, because it's far better to ambush enemies in hallways or lure foes to you than to go on a rampage and find that you're quickly surrounded and overwhelmed. You'll also have to keep an eye on the constantly draining food gauge because starvation saps Chocobo's health points. If you run out of health points, your bruised, broken chocobo is immediately kicked from the dungeon. A welcome addition that'll help tip the scale in your favor, however, is the ability to upgrade your weapons and armor at the local blacksmith's forge. There, you can even transfer seals that imbue equipment with special effects, which enable you to customize your gear for the trials ahead.
Differentiating Chocobo's Dungeon from the slew of other dungeon crawlers is the inclusion of the job-changing system made famous in Final Fantasy Tactics and recent games in the series. Chocobo can now embrace the ways of the black mage, dragoon, or ninja at will and use numerous spells or abilities that are faithful to the franchise, as well as don adorable class-specific gear. You're free to level your favorite jobs by defeating enemies for the occasional job point, though there are times when playing a particular job has its benefits; curing yourself as a white mage is a definite boon during boss fights and casting elemental spells as a black mage is an effective strategy against a monster with a specific weakness. The addition of popular monsters from the franchise--from tonberries and cactuars to powerful summons like Ifrit and Leviathan--is another treat that successfully blends Final Fantasy with dungeon-crawling gameplay.
Despite the game's cutesy Final Fantasy theme and its simple gameplay mechanics, surviving Chocobo's Dungeon can be an arduous journey involving a lot of luck, which cheapens the experience. In some instances, the game will seem too easy, like when you enter a dungeon right next to a staircase that moves you on to the next floor or when the majority of your enemies can die with a single attack. At other times, the game's heavy reliance on random, invisible traps can ruin a dungeon run from the onset because it's hardly feasible for you to walk around kicking empty air to check it for traps before each move. This makes it much more likely that you'll be pummeled by washtubs, flare spells, and rock falls. You're also more likely to summon monster traps that'll finish you off before you've even begun exploring, and each dungeon loss costs you all of the gil, as well as unequipped items, you have on hand.
The special dungeons, which are optional exercises that reward you with new jobs and other abilities, can feature very restrictive, annoying rules. In one, you and all monsters are limited to one health point, so just a single hit or unlucky trap can send you reeling back to the start. To worsen matters, you're not allowed to bring any items or gear into special dungeons. And to add to the frustration, it becomes increasingly difficult to level each job because you're unable to earn experience or job points from special dungeons, which is a pity because you'll be attempting those a lot. This means that you're forced to reexplore shrines, where the guardian beasts rest, to level up your weaker jobs if you're getting bested by a primary dungeon, which is a dull and tedious process.
What's even more boring is the game's lack of variety, with most dungeons relying on the same generic design shrouded in a different color. Shrine dungeons, however, are highly varied and well-detailed. These have vivid colors and unique aesthetic elements that add to their atmosphere, like the intricate coral reef that serves as Leviathan's shrine. You'll encounter some visually impressive sequences at key moments and when summoning guardians and, on the whole, exploring the quaint little town of Lostime is a pleasant treat complemented by a strong Final Fantasy flair and familiar, soothing music. The cutscenes are less pleasing since they're plagued by poor dialogue and are highly melodramatic, with ridiculously exaggerated voice acting and no Japanese voice-over option to replace it.

Completing all of the primary dungeons should take about 40 hours, though you can easily spend almost twice as long playing through special dungeons, planting flowers, catching fish, leveling jobs, or visiting the local arcade for minigames. The cute pop-up card game from Chocobo Tales makes a triumphant return and allows you to summon monsters to fight for you in a manner reminiscent of Pokemon. Creating the perfect deck can be a fun task, and even more enjoyable is the option to play online via the Nintendo Wi-Fi Connection.
Final Fantasy Fables: Chocobo's Dungeon offers challenging dungeon-crawling gameplay mixed with attractive Final Fantasy lore, but its high difficulty level may prove a little intimidating for some.




FFCC: My Life as King

FFCC: My Life as King

As the boy-king of a burgeoning young kingdom, you've got your hands full. Your beloved papa is missing and presumed dead, the cackling dark lord is on the loose, and a penguin keeps following you around while tossing barbed insults in your general direction. There is an upside, though. For one, you can use a magic power called Architek to summon buildings (and their residents) onto your town's empty lots, which helps increase your sparse population. For another, you don't need to personally bother with the local monster population; instead, you just hire adventurers to do the dirty deeds for you. This sounds like a solid setup for Square Enix's sunny strategy romp, Final Fantasy Crystal Chronicles: My Life as a King. But while its title might be imposing, the gameplay is shallow, repetitive, and fundamentally unbalanced. Furthermore, if you want to get the most out of this $15 WiiWare download, you need to spend even more money. Want a new outfit for the king? It'll cost you $1. Want a new house to supplement the paltry selection of abodes included with the standard download? It's another $3. Getting the most out of this thin game requires spending twice the asking amount, and that's a bona fide rip-off. Of course, even the player-named king knows that nothing in life is truly free. To build homes and produce a population, you need crystal, and to get it, you have to hire adventurers and send them into the local dungeons, where deposits of the stuff are guarded by ferocious monsters. At least, the game tells us they're ferocious; you'll never see one for yourself. In any case, you start off each day by posting a couple of behests to the town bulletin boards, and the adventurers you've hired all gather there. You can then send them off on assignment, ask them to go gain some experience, or even appoint them to a new job, such as a black mage or a thief. Once they've got their mission, your hirelings gather supplies from the local shop and traipse toward their destination.
While your adventurers are out, you can gallivant about the town using your kingly avatar. Assuming you have enough crystal and haven't surpassed the building limit, you can create additional structures. To do so, you run to an empty plot and wave the Wii Remote, which summons Chime, your perky and pretty adviser. Then you choose a building from the menu, and poof! Your glowing vacant lot is now a house, or a bakery, or an emporium. As with most city-building games, it's enjoyable to watch your unoccupied land turn into a bustling village, and you'll look forward to unlocking new possibilities. When you aren't building, you can visit each shop you've built to purchase upgrades so your adventurers can buy new equipment, abilities, or items; you can hire new adventurers; or, most commonly, you can run around looking for citizens so you can increase their morale. Once morale is high enough, you use it to upgrade your town's official status (from city to kingdom, for example), temporarily boost your explorers' stats, or boost household relationships, which helps your hired hands recover from battle faster.
All of this makes it seem like there's a lot to do, but playing My Life as a King quickly boils down to the same rote tasks every day: Review the prior day's activities, choose your behests, visit the bulletin boards and send off your adventurers, and then run around town to click on citizens for morale boosts and to purchase an upgrade or two. When your adventurers return, you grab as much morale from them as you can before Chime pops up and sends you to bed. While there is a seeming wealth of information to peruse in the downtime, it's all window dressing, and any sense of depth you might discern from it is a complete masquerade. The kingdom's limited lots lock you in virtual handcuffs, so while there is some freedom in how you develop your travelers, My Life as a King isn't strategic at all.
The limitations pile on, one after another. Fans of city builders will deplore the lack of real options: There are very few structures at your disposal, and you can have only a limited number of each. You can't tell your adventurers how to spend their money. You can't fire them in favor of new candidates. You can't even adjust your tax rates. Furthermore, these limitations lead to severe imbalances. When an adventurer completes a behest, you can assign a medal that increases his or her stats. However, this creates an odd catch-22, because your more powerful adventurers are the ones to successfully complete your behests. As a result, you'll assign medals to the same fighters over and over, while the ones most in need of a boost return defeated. You can work around this by benching the most powerful adventurers in favor of the ones needing a helping hand, but doing so increases the amount of time you spend dealing with the tedium of everyday city-meandering. In addition, when there are multiple behests available to your adventurers, you can't choose which adventurer takes which behest, so you may end up wasting high-level helpers on low-level tasks.
The missing depth and breadth would be easier to stomach if the gameplay itself were more engaging. Admittedly, the upcoming increase to your house-building cap can push you to finish off another boss, but it's the same four houses anyway, unless you decide to purchase downloadable content. And there's the rub: If you want a diverse population that includes every race from the Crystal Chronicles universe, you have to pony up the dough. $15 doesn't seem like a lot for a game that could take you 9 or 10 hours to finish, but much of that time is useless padding spent clicking on random townspeople for morale (and to give you something to do). To charge $3 just to add a different house to the tiny existing selection is outrageous, especially if you buy the content after you've played the game for a few hours. If you've already reached your adventurer cap, the Yukes you produce by building Yuke shacks can't be sent to dungeons in the current game, which means you'll need to start another city from scratch to get the most out of them. If you want a little variety, something the basic package doesn't offer on its own, expect to spend twice the asking price. Even then, don't expect a lot of bang for your buck--unless you consider a new outfit for Chime to be worth that buck.
The Crystal Chronicles visual charm flourishes in every corner of My Life as a King, from its simple but sweet character designs to the way adventurers will occasionally trip and fall as they run. Building a structure results in a beautiful flurry of particles and other clever effects, though it unfortunately causes a bit of slowdown as well. Characters, including your own, move with speed and grace, and the buildings themselves shimmer with color and vibrancy. The chirpy soundtrack is cute, but it gets annoying after a short while, since the same jaunty tune repeats ad nauseam. If you hit the mute button, you won't miss much, since the rest of the sound design is pleasant but unimportant.
My Life as a King is a disappointing use of two name brands associated with quality games. It's shallow, limiting, and padded with unrewarding gameplay. It's also a blatant grab at our wallets--not because downloadable content is available at launch, but because that content is essentially required if you want any variety in a shallow game that begs for it. This cheery game is a nice length and has some superficial appeal, but your valuable money is better spent elsewhere.

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