Total Time to Complete: 44.5 hours
So… it’s been almost three years since the last review in this Final Fantasy Challenge. Obviously my grand plans of 12 games in 12 months did not come to fruition. But! I am not going to give up on at least getting through the whole series. And since I’m not limited by time constraints at this point, I’ve decided to include some more games in the series beyond the main numbered titles, namely direct sequels like Final Fantasy IV: Interlude and Final Fantasy IV: The After Years.
Why exactly has it been so long since the last review? Two main reasons. One, right after the Final Fantasy IV review, I had to move houses which took up a lot of my free time. Two, and more importantly, I just couldn’t get into Final Fantasy V, which I started right after finishing the last one. Spoilers for that review, which is still forthcoming, but my opinion on it hasn’t changed much since I dropped it to work on these games instead.
That being said, it also took me a really long time to finish The After Years. The Interlude chapter was quite quick, it was about 3 hours and didn’t really do much, but once I got to The After Years, it just kept going, and going, and going. It would be safe to say that I’m not a fan of these sequels, so let’s dive into exactly why.
As a quick note, this review is pretty much entirely about The After Years since it is actually worth talking about. The Interlude is too short and too similar to the original to have anything to say other than, it was a thing that happened. So let’s dig in.
Exploration
It is difficult to decide where to go with this section because, for the most part, the game world is identical to the one we already played in the original FF4. So for this section, and all the other sections as well, I will be focusing on the key differences.
The first key difference is that, since the game is played out in short episodes featuring different characters, the world in Interlude and The After Years never fully opens up. Each episode is isolated to a small section that the main characters need to navigate, and in some cases they will go through this same area multiple times. You also go back to the same areas in multiple episodes where nothing is different about it. Even near the end of the game where you are given a little more freedom, you are not rewarded for it, the world has nothing interesting to find. They essentially took a decently large world and shrunk it down into a bunch of repetition with nothing fun to do.
The second key difference is that there are a few new areas, namely the craters and the second moon. The craters add very little as they are short and, like everything else, are visited multiple times with no variation. The second moon serves as the new final dungeon like the moon did for the original game, and it plays out similarly, albeit even longer and more frustrating. I already didn’t like the final dungeon in FF4, and this final dungeon is just twice that, so it really was just a grind to get to the end.
I don’t know if there’s anything the game really could have done to make the exploration more interesting. Going back through old familiar areas is not inherently bad, but there is way too much of it, and they didn’t even bother to change up the enemies or items you get in those areas. I suspect it is a symptom of a larger problem, which I will get to shortly, but even just a little more effort into putting some variation in the old areas would’ve done a lot to make it better.
Battle System and Leveling
What is irks me with the battle system is that they could’ve just left it alone and it would still be one of the best the series has to offer. It is still snappy, crisp, and requires a lot of experimentation to figure out the best way to tackle enemies and bosses. The wrinkle they decided to add with this game (specifically The After Years, Interlude has no changes) is that there are moon phases that impact how powerful abilities are.
There are four types of abilities that are affected by the moon phases: basic attacks, black magic, white magic, and special abilities (which can be magic depending on the character). During every phase, one type will be enhanced while another is hindered. So for example, during a phase physical attacks will be 25% higher but special abilities will be 25% lower. The phase also affects which enemies spawn during random encounters.
The idea of phases is a decent one in theory. It encourages you to have a well balanced team that can handle any phase, and also pushes you to use more magic or special abilities when you otherwise wouldn’t. But in practice, you rarely have the option to create a balanced team, and once you do have the option to choose your team, you’re going to choose the characters you want to have and manipulate the phases to take advantage of your party. So in the end, the phases end up being more of an annoyance and you just blow tents at save points to cycle the phases to what you want.
The other major addition to the game are bands. A band is a combo move that can be performed by two or three characters that deals massive damage to enemies. Essentially the same idea as combo techniques in Chrono Trigger. The problem with bands though are that, unlike Chrono Trigger where you automatically get them based on the party and their levels, with bands you have to figure out which attacks/spells combine together by guessing. With this added hassle, I spent zero time trying to figure out what the bands, though some of them you get through story cutscenes. Another problem they have is that I generally found them to be less effective than just having the characters do their own thing. So yeah, the bands are pretty useless and I honestly forgot they were even in the game until I saw it while looking up other info. I have no doubt that when given the right attention, the bands are fun and break the game in various ways, but it was just never convenient to use. If you’re going to rip off Chrono Trigger like this, you might as well make it just as easy to use too.
Characters and Abilities
Speaking of characters, there are too damn many in this game. I think above all else, this is where The After Years really fails for me. When you have up to 21 characters that you can choose from by the end of the game, you don’t have time to invest in them all, so what is the point? You just end up in a situation where you are forced to use underleveled characters because the game says you have to, and when you get to the end game you choose the 5 or so you care about and the rest are thrown to the side. And by the time you get to the end of the game, the difficulty ramps up a lot so you have to stick with whoever you have at the highest levels anyway. So of course when I played through the game I just chose the characters I liked from the original game and threw the new characters away because they are garbage and pointless.
The main problem with the new characters is that in any other game they would be NPCs because that is how much effort was put into making them interesting characters. The only new character with any depth at all is Ceodore, and even then his only arc is that he feels he needs to prove himself to his dad, Cecil (who himself goes through a far more interesting arc of getting possessed, becoming the bad guy, and fighting to restore himself and fixing what he broke). And when you think about it, literally every other new character is going through the same arc, they are all trying to prove that they are worthy to one or more of the original characters. That’s it, they have no other purpose, they have no other goals or stances on what is going on in the game. The only difference with Ceodore is that he’s simply there for more of it, so you see a little more growth for him in that area. Most of the other characters already seem competent enough at the beginning so they have nowhere to go from there, they just suffer from low self-esteem.
Honestly, it’s fine that they wanted to introduce these new characters because they show that the original characters have grown since the original game and have other people involved with their lives now. But there was no reason to make them all playable too. What would’ve made the game way more interesting would’ve been if none of the old characters were playable, or maybe just temporarily, so that the new characters were forced to become the new heroes. You already have history with the old characters, so why would you want to play as someone else?
Difficulty Curve
Much like the original FF4, the difficulty curve of these games was very good. This makes sense since almost all of the enemies are from the original, with some new ones for flavor. The only real complaint I have about it is that, again because of the episodic nature of the game, you go through the initial curve so many times. Since each episode starts with a fresh character, you have to grind from nothing up to the low-mid tier over and over again. Only when you get to the last chapter and everyone is available do you see the curve go up from there.
And again like the original game, I never felt that the game was being cheap until the final dungeon when the regular enemies can take so much out of you. You get to a point where every fight is pretty easy to get through, but you have to fully heal every time in order to not get blown up randomly. It becomes just resource management of white magic through the whole dungeon, popping up to the surface if you happen to run out of tents/cottages. This is a totally valid way of doing things, the dungeon itself is the boss, I just got tired of it by the end because I was checked out from the game in every other way too.
Story Integration
Since the integration of story is identical to that of FF4 from a gameplay perspective, let’s talk about the thing that’s been talked about this whole time, the idea of having episodic content in a game like this. When the game originally came out on the Wii, the episodes did come out as episodes, so you would get the new one, play through it, and wait a little while for the next one and play it. Neat idea in theory, but I think what really hampered them was the choice to have so many different characters that are given their own focus, so each episode is overly isolated. You have a bunch of characters doing things in parallel and you don’t get a sense for what is actually happening until you’ve played for 20 hours or so. Fewer, longer episodes with multiple characters in focus would’ve worked better.
I suspect that Square Enix figured this out too since the last two episodes are drastically different. While the first 8 episodes are very short, around 2-4 hours each depending on how quick you are, the ninth episode took me around 6 hours and the last episode clocked out to almost 15 hours. This implies to me that they realized the episodic thing wasn’t really working and they just dumped the rest of the game into one last episode to get it over with. I don’t know if that is actually the case or not, but it would answer why there was such a change in episode length.
In this case, I do not think that the episodic nature of the content helped the game. Again, I think it forced too much focus on too many characters without giving a strong sense as to what was actually happening until much later. The reason why so many other FF games get the story right is that they are focused on one character and the other characters get their time to shine as well as they support the main focus. The original story of Cecil works because he spends the whole game trying to make up for the terrible things he’s done, and the other characters both support and work against him at different times based on their needs. This game shows that splitting your attention between so many characters leaves all of them feeling hollow with little to no growth.
What could be done to make it better? One option, as I said, would be to just throw the old characters aside and just be NPCs to a new set of characters focused around Ceodore, who basically represents the next generation. Another option, fewer episodes with much longer arcs, and have them be a little more sequential instead of purely in parallel. That way, even with a mix of new and old characters, you can build up a full party in each episode and get somewhere satisfying with them.
Conclusion
Let’s face it, these sequels to FF4 are terrible, and I’m not going to pretend that they are worth anyone’s time. Among the rankings I have for the first four games in the series, this is down at the bottom. Yes, I would rather go back and play FF2 again before touching this again. When it comes right down to it, The After Years is just a boring game. FF2, for all of its flaws, has enough merit to keep it interesting and engaging, even when it’s frustrating like few games are. The After Years takes what is already an excellent game and ruins pretty much everything about it in order to create something insufferably mediocre. It’s a shame really. But on the plus side, the original FF4 is still there and still excellent.
Current Ranking
Final Fantasy IV
Final Fantasy I
Final Fantasy III
Final Fantasy II
Final Fantasy IV: The After Years