Total Time to Complete: 23 hours
As I mentioned in a challenge update, this is the first time I’ve ever played Final Fantasy IV. Or really any SNES Final Fantasy game outside of Mystic Quest (which I will probably revisit again as a bonus round). One of the main reasons I wanted to do this challenge in the first place was to finally force myself to play these games I’ve been meaning to get to but just haven’t. The SNES era of Final Fantasy (and RPGs in general) is often regarded as the best, so I have been excited to dive into them.
And Final Fantasy IV did not disappoint. It is easy to see why people continue to love it today and why Square Enix has re-released the game so many times (as I mentioned in a previous post, I’ve owned 4 different versions of the game myself!) and has even gone so far as to make sequel content. This game is where, in my opinion, the idea of what Final Fantasy is today began.
But how well does it actually hold up compared to the works of today? Surprisingly well in a lot of areas, though it certainly does have its limitations. We shall dig into those in depth here, but on the whole, I think Final Fantasy IV could come out today and still do well for itself.
Exploration
Where FF1 and FF2 had excellent dungeons with poor overworld exploration and FF3 had the exact opposite, FF4 finds a nice middle ground between the two that makes dungeon exploring satisfying while also providing things to do outside of dungeons. Unfortunately it doesn’t go quite far enough in either aspect to match the previous games’ highs, but it does create an overall package that I like more than the others.
From a dungeon diving perspective, FF4 pulls mostly from FF2 in how the dungeons themselves are laid out with lengthy, branching paths that often reward those who venture down every fork. But it also pulls the good bits of FF3 with tons of hidden paths that always lead to good treasures. The reason it works so well in FF4 is that you can often see the hidden treasures on the screen, but no obvious way to get to them. So you are encouraged to look for obvious and not-so-obvious holes in the walls that provide access to those treasures. Overall I really like the dungeons of this game, it just doesn’t quite match the feelings I got from FF1 and FF2, but is certainly a huge improvement over FF3.
World exploration is where FF4 falls a bit short of the bar set by FF3. And this is despite the fact that FF4 has three worlds to explore versus FF3’s two. The problem is that all three of the worlds in FF4 are smaller than any world of the previous games. It creates this feeling where, once you get full access to that world via airship, you get excited to go see what you haven’t seen yet, only to realize that there just isn’t that much to see. On the main world, by the time you get an airship, you’ve already seen 80% of that world and what remains is just towns, no dungeons. The underworld does a little better with two optional dungeons (though one could argue they aren’t that optional), but then the lunar world finishes up with just one optional dungeon. That just doesn’t feel like much after FF3, which encouraged a lot more going back and forth between the two world screens you had access to. It also doesn’t help that, unlike FF3, the world map in FF4 shows you where everything is from the start. You do have to enter a town or dungeon to find out what it is, but it still feels like a step back.
At this point, if I had no other influences, I think I would actually take FF4’s dungeon design over the others (despite my nitpicks), just increase the scope to be closer to FF2, and then keep FF3’s world design.
Battle System and Leveling
FF4 is where the great departure happens in terms of battle system. Unlike the previous three games where you selected your team’s actions at once and hoped they resolved in the intended order, FF4 introduced the now-famous Active Time Battle system. Most people are familiar with it, but the idea is that each character and enemy has their own action gage that fills up at a rate corresponding to their speed stat. Once the gage is filled, that character can take an action. One of the ways this opens up choice for the player is that you don’t have to make characters take actions, you can just leave them with a full gage and switch to another character you would rather use instead. Depending on the fight, this can be very useful. Having this system also requires the player to be a lot more engaged in the fight since the enemies do not stop attacking while you select commands for your own party, which was not an issue with the previous turn-based combat.
Outside of that new mechanic, FF4 takes mostly from FF2. The front and back rows return once again, but with a small wrinkle. Unlike FF2 and FF3 where you can assign any row to a character at will, FF4 requires that characters alternate between rows. With five characters in battle at maximum, this means that 3 have to be in front and 2 in back or vice versa. While this seems like a weird restriction at first, you realize that there’s never really a situation where it hurts your party. You will only ever have 3 attackers or 3 mages at most at any given time (unless you decide to do so at the end of the game). So even though it is a bit weird, it’s not a real negative.
Also coming back from FF2 is the generic MP pool. No tiered spell pools this time around. Each spell just has a flat casting cost and each character can cast it as long as they have the overall MP for it. But FF4 doesn’t go so far as to bring back levels for spells, it still has tiers for spell strengths. Most spells can also be cast on individuals or all characters/enemies at will, though some are restricted to individuals, which adds a bit of tactical decision as to how to best employ them in battle.
Not coming back from FF2 is the leveling system though, that goes back to FF1, but with another wrinkle. Like that game, there is just one stat for leveling, which is EXP. You get enough EXP, your character gains a level which means a set increase in all stats. So it’s even less interesting than FF3 with its jobs. However, this game does introduce the idea that character abilities are tied to their levels. Where in the previous three games you could buy and assign magic to any character you wanted (as long as they had the right class/job), in this game abilities are tied to character (more on that later) and you only get access to spells once a character reaches the right level. So that does add a little bit more value onto the leveling system as it also opens up your options as the game goes on. This way of gaining abilities hasn’t been used much in the rest of the Final Fantasy series, but it has become common among RPGs as a whole.
On the whole, I liked the combat in this game. It was really quick and required more tactical play than the other games in the series thus far. But there aren’t any aspects that stand out as unique anymore. In a large way, FF4 is the game that most RPGs have stolen from when it comes to battle mechanics. So it’s hard to say what I would take from this system since every RPG already is this system. I think that in any game I would make, I would start with the same base as FF4, but then add some twists to give it some flavor.
Characters and Abilities
This is perhaps where FF4 deviates the most from the previous entries in the series thus far. Unlike those games where you have a consistent party (though FF2 does have the rotating fourth character), characters are constantly joining and leaving your party in FF4 as the narrative weaves around them. This game is also the first to introduce the idea of being able to customize your party with the characters you want to use (though from what I understand this ability was added in later versions, it’s not in the original). And this makes for some interesting gameplay as FF4 also introduces the idea that characters are “born” with a set of abilities that cannot be modified or switched in any way. With the party structure changing all the time, this forces you to adapt and make tactical changes depending on the characters you have.
The game is careful to never screw you on this aspect though. Outside of the very beginning of the game, you always have at least one mage in the party (not counting Cecil, who is the only character you have the entire game, and has some white magic) and at least one person who can deal out physical damage. So you never encounter an area where you simply don’t have the characters to make progress without frustration.
As far as abilities go, the game scales it back quite a bit from FF3. While that game had over 20 different jobs, this game has effectively 10: Knight, Dark Knight, Dragoon, White Mage, Black Mage, Summoner (who can also use black magic), Magus (both white and black magic), Thief/Ninja, Monk, and Bard. And of these classes, only the magic users see any real progress in their abilities. As mentioned earlier, characters gain access to higher level magic as they level up, you do not purchase magic in this game as you do in the first three. The exception to this is Rydia, who gains summons by defeating them and gaining their powers (for some of them, the rest she just already knows). The other non-magic classes simply have a set of extra commands that do not change over time, which is more akin to previous games.
I would be remiss to completely skip over the characters themselves, as I’ve done so in every other review so far. In character development, FF4 is leaps and bounds ahead of its predecessors. The characters not only have personalities, they are fully explored and put to the test as the story goes along. When bad things happen to the characters, you feel bad, and that’s about as much as you can ask for. It is easy to see why FF4 is one of the few games in the series to have gotten a sequel many years after the original (FF7 is really the only other one), since players have shown over the years that they really do love these characters.
I think the best aspect of FF4 in this area is the fact that each character is locked into a class and you have to adapt to different combinations of classes as the game goes along. So many of the other FF games allow for characters to be whatever they want, and I feel like this system is more in line with how people actually are in real life. The abilities themselves aren’t anything to write home about though, they are common enough now that they just make sense, so not having them would be weird. And while I do think that having characters gain abilities with levels is good, it generally works better with a skill tree of some kind where you have choices.
Difficulty Curve
This is going to be a short section because, honestly, the difficulty curve in FF4 is damn near perfect. The game was never too easy, but also never frustrating. If I had to call out one area where the game is a little cheap, it would be at the very end, where the final boss is a good 30 minutes past the last save point. I say this because that’s a long time to spend getting back to the final boss if you end up dying there multiple times, which is quite possible. Zeromus is pretty hard to beat, and I got a little annoyed the first time I died against him, but it only happened that one time. If I had died multiple times against him, I probably would’ve ending up hating that last part, so it is worth pointing out.
But outside of that one area, the progression is really smooth. No spikes or huge steps. Each area you go into introduces new enemies that are tough to start with, but you get a good handle on them by the end of the dungeon. The bosses on the whole might be a little on the easy side compared to the regular enemies in the dungeons, but the gap was never huge, the bosses still felt like bosses. What this game does so well compared to the previous ones is that a lot of the time, the difficulty isn’t in just making the enemies stronger, it’s in adding restrictions or new behaviors that you have to identify and then figure out how to get around. It adds a puzzle element that I wish more games had.
I definitely liked the enemy design and progression in this game, and I want to see more games nail it just as well as FF4 does.
Story Integration
So far we have seen that FF4 has improved on the previous games in almost every way, and the integration of story may be the biggest improvement of them all. Outside of having a pretty good story, at least for the time before most of its elements became cliché, the story drives a lot of gameplay as well. As mentioned already, your party of characters changes a lot during the game, and it is all driven by the story (or maybe the other way around, in any case, they are tightly connected). This pattern will be repeated in most of the rest of the series going forward.
One of the other elements that this game brings that was toyed with in FF2 and FF3, but never fully realized, is the integration of story into the battles themselves. There are several story moments that occur during battles where you don’t have control, you just watch as battles play out as needed. There are also other battles where you have active control, but things either get interrupted or you have to do certain things to make it advance to the next stage. It’s a great way of shifting expectations during battle scenes that has been in every FF game since.
Sadly, outside of those two aspects, the game doesn’t give you a whole lot of agency. Sure, there are side quests that provide some more content, but they don’t have any real effect on the outcome of the narrative. The story is still quite linear with few opportunities to explore the world outside of the major plot points. So from that perspective, it hasn’t improved at all over the last three games.
But on the whole, this game set a great foundation for the rest of the series to build upon narratively, so it should be commended for that.
Conclusion
It isn’t hard to guess that Final Fantasy IV has blasted to the top of my game rankings for this challenge. As I said in the intro, I really do feel like this is where the series as we know it began, and it still holds up today as a classic worth playing. If you were to take all of the mechanics of this game and make a new game today out of them, you would probably have a solid experience.
At the same time I can’t help but wish that the game experimented a little more, or perhaps even failed in some aspect. It definitely takes more from the highly experimental FF2 than the others games before it, but because the game was so successful, it has been copied to death and lacks uniqueness as a result. If there had been an area where the game failed, it would stand out, and would potentially be more interesting. The reason why I respect FF2 so much is that even though it failed horribly at what it tried to do, it at least gave you ideas that are still unique and also showed you how to not implement them. Obviously I cannot fault FF4 for this, it did exactly what it set out to do. It just makes it difficult to pick out specific things that would be cool to have in games today.
Current Ranking
Final Fantasy IV
Final Fantasy I
Final Fantasy III
Final Fantasy II