Final Fantasy III Review
Moogle dressed as lamb.
Version tested: DS
Excuse the unpleasant analogy but Final Fantasy III DS, which has never previously been released outside Japan, is your grandmother in the aftermath of a miracle TV-makeover. She's had her face sculpted back to 18-year-old porcelain perfection, skin ironed so as to wipe away the wrinkled scrawl of merciless, advancing years. Her tweed, sensible trousers have been tailored down to rude mini-skirt; granny stockings swapped for provocative fishnets and that blue rinse bob repainted blonde, flowing and coyly curled. The transformation is terribly impressive for the cameras and, y'know, you kinda fancy her for it, but still... something is definitely Not. Quite. Right.
Similarly, Final Fantasy III DS might always be pretty, but it's rarely beautiful - the potential pitfall being that, if we're honest, boys like us always have a tough time distinguishing the two at first.
Initially, you'll be wondering who upgraded your DS with the ability to display PS2-quality full motion video and perform soaring (if tinny) orchestral soundtracks. The game's astonishing introduction sequence is the sweetest of eye candy and you'll gawp as it hopskotches between the DS's top and bottom screens with showboating flair. Then, as the game plonks your character, the orphaned lead, Luneth, deep in the armpit of a cavernous maze you'll marvel at how remarkably close in quality the character models, textures and environments are to Final Fantasy VII. Indeed, the graphical overhaul of this ancient RPG is consistently arresting and, while it might not rival the slick curves of the top level PSP output, it's the prettiest and most technically impressive title we've yet played on Nintendo's handheld.

A few sub-characters join your team occasionally (usually in order to be escorted) but they are always uncontrollable and pitch in to help your team out randomly.
All of which can seduce you into thinking this is a fresher game than it really is. But play for a few hours and the make-up cracks, unable to conceal the antiquated mechanisms and functions it so thickly covers. Criticising the game for it's hackneyed storyline (four orphans, four crystals, an airship and mission to save the world) or it's clichéd mechanics (explore the world, fight monsters in random battles, find and upgrade armour and weapons and explore towns and dungeons) is obviously unfair as, when this game was first released in 1990, its storyline was fresh and its gameplay formative. But, although obviously unfair, you can't escape the fact that the plot is hackneyed and the gameplay formative. In spending all of their time updating the game's looks, Square have neglected to tweak, balance or update any of these other primitive sins.
Random battles in late eighties/early nineties RPGs were far more capricious and frequent than the genre's younger fans will be used to. In fact, the game's difficulty is a big problem even for veterans. Wander even slightly off the narrative path (something easy to do as the game's progression is remarkably poorly sign-posted) and the game will punish you mercilessly with powerful enemies far beyond your team's current capacity. This is disingenuous as it forces the player to stay within small areas to level up rather than encouraging gently curved exploration. Boss fights are generally over-tough and you will need to spend much time simply walking up and down areas fighting identikit battles to upgrade you team's core stats - something which always feels like poor or negligent pacing rather than a conscious and reasonable design decision.

Character redesigns were handled by Akihiko Yoshida before names (originally the four leads were nameless) and back stories were added to each.
Internally the battles are simple affairs - this game was created before Square's trademark Active-Battle system and so is turn-based in the most orthodox sense of the phrase. The frustration of frequent, necessary but ultimately shallow battles is exacerbated by the game's technical demands: these graphical fireworks come with a heavy loading price which, when set against the lightning quick load times of the GBA's recent Final Fantasy V seem terribly clumsy. Waiting for the game to load your team's victory pose after each fight quickly becomes a bore. Bore turns to chore outside of battles where the game demonstrates no small amount of design clumsiness - especially with regard to its menus. For example, equipping your characters with new items is a convoluted procedure requiring trawling backwards and forwards and in and out menus just to buy and equip a new sword. The swift and useful 'best equipment' option in FFV is missing - something the game could absolutely have done with on a handheld where most players want brevity and elegance on their bus-journey; not wrestling with an unintuitive and vindictive GUI.
Likewise game saving is handled atrociously - the game providing no save points anywhere leaving the player to work out that they have to save via the main menu when on the world map. By not including save points before key boss fights you'll frequently have battled your way through a long and meandering dungeon only to be finished off at the final hurdle. Losing 45 minutes of playtime to such a rudimentary design oversight was unforgivable in 1990, let alone in a gleaming update for a modern audience.

Some basic wi-fi functionality is included in the form of a simple mail system whereby you can send letters to in-game NPC characters as well as friends who own the game.
The narrative and story is predictably thin for such an old game - even if it has been padded out from the original here. However, less forgivable is the translation of the game, sixteen years in the making and a huge disappointment. Yes it's technically and grammatically correct and there are no clumsy spelling mistakes or localisation disasters. But it's relentlessly average, displaying none of the flair or artistic license that Square's Ted Woolsey used in FFVI or Alexander O. Smith in FFXII to such great effect. It reads just like you'd expect an early nineties videogame to read - without a trace of irony - and just a few sprinkles of the flavouring seen in, say, Dragon Quest VIII or Phoenix Wright would have gone a long way to modernising these less visual building blocks.
Positively, the game cradles a simple job system at its managerial heart. Although beautifully expanded upon in FFV, even in its more simple form here it works well and is generally fun to use as you assign your four team members specific roles and seek to balance their abilities in complimentary ways. On the downside you can't mix and match job abilities and when switching jobs it takes a few fights before you start to earn experience in the new one - something which discourages experimentation and causes constriction where there should have been variation.
Of course, many of these flaws and weaknesses were acknowledged by their removal or evolution at Square's own behest in subsequent FF games. So you could argue that, had they changed them here, the game would have ceased to be Final Fantasy 3. It's a reasonable argument to make but does nothing to counter the point that these emergent and superseded mechanics just aren't that much fun to wrestle with these days. Not all things that flutter wide, pretty eyes and flash impressive curves are necessarily beautiful. In a sense then, this is a game for the RPG fan willing to overlook intolerable weaknesses of character just to have a desirable looking girl on their arm. If that's you, add, say, 2 to the score but know that these looks will fade and age soon enough and then you'll see what they mask for what is really is.
6 / 10
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Comments (60) Latest comment 5 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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And that automatically makes it worth more than a 6?
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Guess not.
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And what's it with the "Barbie Horse Adventure" pic on the frontpage for this article?
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Well that's a shocker.
But I'm not going to let something trivial as me not owning a DS stop me from collecting all the Final Fantasy's.
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I just wish Square-Enix had invested their time into a DS version of FF7 instead of FF3 (seriously, who really cared about getting to play FF3).
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It's a bit of an eye-opener after how much I enjoyed the streamlining and new battle system in FFXII, but for a portable fix of FF I'd say it's a good little game.
I mean, if you've played the old FF SNES/GBA games etc., you pretty much know what you're getting here and I'd say you wouldn't be disappointed
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/takes courage to read rest of review
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Otherwise, great graphics, great intro.
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>>On the downside you can't mix and match job abilities and when switching jobs it takes a few fights before you start to earn experience in the new one - something which discourages experimentation and causes constriction where there should have been variation.
The point of doing this is so that you build up your jobs instead of being a knight, for instance, and switching to a white mage casting spells and switching back to knight.
As far as carry over abilities its part of the gameplay, also, there are parts of the story that you have use certain spells w/ certain jobs like Toad and Mini, and there are parts where certain jobs are useful to beat the boss, like Dragon Knight later, its entirely how you build a party, and the sacrifices/benefit of choosing a specific job. Doesn't make the game incredibly easy like some of the newer FF, but you have to actually think about the job instead of having every character have the ability of every job.
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*Snigger*
That's quite good, actually...
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its still the only 'real' game i own for the DS, all the others ones i own are 'party' type games or mario kart ya know.. needed a lengthy game for it
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MOST. DISTURBING. INTRO. EVER.
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The effect sounds similar to my feeling playing MGS Twin Snakes on the Cube, it should have been better, but something was eerily missing, like if someone made an android of you, and you met it, and it crushed your trachea with its powerful cyber-hands while smiling and looking at you with cold, dead eyes.
Something like that anyway.
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Well, at least this shows the DS is capable of running this type of game, and running it well. Can we have some better ones now, though - like a Chrono Trigger remake? *Enters pie-in-the-sky dreamland...*
PS - Oh, and Hughes - damn right about Twin Snakes. That seemed such a shoo-in, why wasn't it better? It's the reason why I never bothered to play the much-ballyhooed Eternal Darkness, either - I don't trust any developer who could have blown such a sure thing...
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I mean, reading the review I was expecting a lower score - I was a bit surprised by the 6 at the end...
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While MGS TS kept it to what I loved about MGS1 it felt like The Terminator going back in time to fight a superior version of himself.
FFI is the hardest of all FF's to play because the game is so dated in every area it's not even funny.
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Mario and Luigi: Partners in Time
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I imported it excitedly when it first came out, and wanted to cry with disapointment. It's a step on the evolutionary ladder of RPGs (maybe even videogames), but I don't think it's one that was worth revisiting.
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Add to that the below-par summon animations, the small restrictive towns, and lack of enough sub quests, I found the game quite disappointing which is a shame as I'm a great fan of FF games and was anticipating the release this one. I also noticed that there were similarities with Golden Sun in terms of the towns, the world map, and general gameplay.
would give it 6 or 7
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Anyways, roll on FFVI advance!
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From my time spent with it so far (~7 hours) it's going the way of a good 8 for me, possibly 9 depending how badly I get my arse whooped later on. I'm really, really enjoying it. So much so that Phoenix Wright 2 is being left out of the slot. If it wasn't for my Wii, I'd be much farther in. I love the presentation of it and it really does feel like an epic game to have on a handheld. It's almost as good as its console brethren from what I've played.
Basically, I'm trying to say: buy it if you've enjoyed FFVII onwards (that's where I started).
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Fair enough then, but please don't write this game off your want-lists because of this review :[
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Lunar: Dragon Song?
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Pssh. I had a lot more fun with it than FFXII, truth be told.
It's a simple, charming, traditional RPG. Expect nothing more than that, and it's difficult to see how you could be disappointed.
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People who don't even know what a chocobo is shouldn't be allowed to leave comments on Eurogamer.
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Well I was wrong.
/ wishes for nice adventurous 2D Golden Sun like games
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Uh, what? Lots of spelling mistakes in there. Someone ought to be spanked. Either way, good review. Saved me the bother of even trying it, as I don't particularly like JRPGs in the first place, and being forced to play a really old one might just be a little too much for me.
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Still, I'd agree it's antiquated in a rather grating way, but the point is people shouldn't buy Final Fantasy *3* if they're looking for innovation in the series. All the subsequent criticisms that stem from this just seem a bit obvious. I think the moderate facelift mislead people to think that other aspects would be modernised, but if you approach the game knowing you're basically playing a NES game it's just as charming and addictive as any other FF.
I dunno, this review rubbed me the wrong way. The underlying points have merit and people need to be alerted to the ancient gameplay (though the difficulty alleviates when you adjust to accommodate it), but the whole thing smacked of 'no shit, sherlock'. I'd agree with a 6 if it was expressed in a slightly more informed/understanding way, but really it read more like an extended whinge.
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My main gripe is the lack of Phoenix Downs - you can't buy them, and there's no 'Life' magic in the early game. That means if you use all your Downs, you need to retreat to a pool that revives dead characters.
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http://ww w.neogaf.com/forum/showthread.p...
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When you understand those concepts, play Final Fantasy III and rewrite your review.
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A prime example of such a game is Kingdom Hearts, where the lack of any real challenge was made made up for by tough side-bosses. The main narrative was simple to progress through. It left a bitter taste in my mouth; playing a game that was interesting, yet essentially had been dumbed-down for modern gamers.
There is admittedly a balance in avoiding both this trend and the extreme found in Korean MMORPGs like RF Online; where the level grind is obscene. Investing the time in developing characters to be powerful enough to fight tough bosses, that force you to think tactically, is rewarding when you eventually defeat them. Pacing leads to such bosses being mere obstacles in continuing the narrative that are unworthy of remembrance.