Final Fantasy: Dimensions review
by, 16th March 2013 at 02:13 PM (1156 Views)
Do you miss the days of old? Where you waited for a gauge to fill, then selected a command, which, after a while, was executed? Ye olde 16-bit graphicks? What about interchangeable classes, or those little green orbs that swirled around you when you summoned a powerful, magical being? If you do, then go to the iOS App Store and get Final Fantasy Dimensions nao.
Final Fantasy Dimensions, is, simply, a homage to the Final Fantasies of old. It has crystals which the world revolves around, job classes that aren't Dresspheres or Paradigms, and the Auto Time Battle system.
It's about two groups of four youths each, who, by chance (read: fate) met at the Crystal of Lux. From there, half of each group went to the other, and were dubbed the Warriors of Light (hey, didn't I tell you this was a homage to the old Final Fantasies?) and the Warriors of Darkness (remember that one group from Final Fantasy III? ...anybody?).
The base game is free. However, it only consists of the Prologue, where you only meet four of the Warriors. To get the rest of the game, you have to spend 20 bucks.
For a game the length of a standard Final Fantasy.
Anyway, let's move on, shall we? To be specific, to the Auto Time Battle system. It acts like it does in Final Fantasy IV PSP: gauge fills up, you input a command, and there's an auto mode that quickens the battle flow and repeats what you did last if you have Memory on, and has your units attack if not. Charge time is also displayed in green, which is useful. The maximum amount of units you can have in a battle is five, also like Final Fantasy IV, but you don't need to do it 3 front/2 back or 2 front/3 back like it. Targeting is handled good: you can either tap who you'd like to target or use a list. Pretty good, if I do say so myself.
Okay, you've probably had enough of that. If you can truly appreciate Final Fantasy Dimensions, you know what the ATB system is. The question you want answered is "What did they do with jobs?" And I'll give you the answer.
At its base, the Job System is like it is in Final Fantasy V: you choose a job. You get any passive abilities the job has, and you have to wear what the job allows you to. You get AP after battles, and getting enough of it allows the job you currently have to level up.
Simple? Not for long. See, instead of only being able to equip one extra ability, you have ability slots. You get ability slots as your job levels up. You start with two.
"Cool!" you might say. "So I can equip Red Magic and Summon at the same time while I'm a [job that isn't Red Mage or Summoner]?" ...well, yes, but it's a bit more complicated then that. See, each ability takes up one or two slots. It varies upon the ability. From what I've seen so far, it appears the 'main' command of the job (i.e. why you're probably using the job in the first place, like !Black Magic and !Steal) requires two slots, while most (if not all) passive and other command abilities (like Counter and !Jump ((which is probably why you're using Dragoon))) require one.
In addition, each Job has only 3 levels initially. "Pfff," you may say. "Final Fantasy V had jobs that did that and it worked!" You're missing the point. Most physical-type jobs learn commands as they level up. In addition, you can't learn Black Magic Lv. 7 with only three job levels!
"So why is there only three job levels?" You may ask. There's not. You can increase the max JLV of a job by using JP. While used ala AP in FFT, it now takes one JP to increase the job you desire's max JLV by one.
"Ha, easy," you may say. "I can grind away all I want and get the JP and AP needed to get (insert ability you want here)!" Except not really. See, JP is mainly earned via story events, and only in groups of 4 or 5 per party member. So it'll be a while before you can use level 7 black magic in any job you want.
In addition, besides the base eight jobs (Warrior, Monk, Thief, Black Mage, White Mage, Red Mage, Summoner), the warriors have different jobs to choose from. For example, the Warriors of Light get Paladin, while the Warriors of Darkness get Dark Knight. Ironically, this means that the Bartz expy (of course there's a Bartz expy!) can't use Dual Wield+Spellblade+Rapid Fire (if you can at all...I vaguely remember there being a Ninja character, and the Warriors of Darkness get access to the Ranger job...) So, yeah, that's it.
Sound complicated? Well, it does in words. In the game itself, it's easier. So.
Anyway! This is a review, and you expect me to give this game a score, do you not? Very well! Ygro, drumroll please!
The score is...
According to the Game Informer scale, that is.
This game is not for everyone. Or rather, it is not for everyone who plays roleplaying games. One does not play Final Fantasy Dimensions. One must ingest it, revel in the nostalgia that is FFD. Gamers who have played only Xbox and PlayStation would probably throw the game away in disgust, for faulty reasons such as "the graphics are RPGMaker-like/shitty/awful" or "there's not enough action" and such. True gamers, the ones that have played the original Final Fantasies, know that this game achieves in what it was sent out to do.
Or something like that anyway.
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