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The starting options for classes are fairly scanty, but as characters become proficient in those initial fields, the choices broaden enormously. The Job system of Final Fantasy Tactics is an extremely addictive character development system that will suck in the attention of anyone who starts experimenting with it. Spending enough time with the game alleviates this issue, but circumstances will still arise in which the player thought a character could do something from a location that isn’t possible. This makes it necessary to constantly count movement tiles, but unless the player has a great memory, keeping the height requirements of every move on hand is a significant burden. This title forbids that, and its height emphasis makes the inability to go back to the starting point quite penalizing if a character is actually prevented from accomplishing something that looked to be within range. In most tactical games, a character’s movement can be canceled after analyzing the possibilities from a location. One unpleasant aspect of the combat interface is the game’s unusual movement methodology. There are plenty of factors to think about in Tactics‘ fights, and doing so is usually a rewarding pastime. The presence of a visible turn order removes any mystery about the opportunities for action, which is a very good thing. The concept of death is also unique, with characters that have fallen lingering for several turns before disappearing forever with no means of recovery possible. Arguably the most important is height, which dictates whether physical and magical attacks can land.
#Final fantasy tactics series#
Fighting resembles Shining Force and Fire Emblem a bit, but far more variables have been included than those series ever introduced. Sentences are written in ways ill-at-ease with the usual rules of the English language, grammar is routinely ignored, typos make even the spelling of character names problematic, and ‘punctuation’ is routinely ‘flouted.’ Square’s localization team dropped the ball in a sizable way for this game, and the mixed reception War of the Lions‘ new translation garnered suggests that Matsuno’s intricate storyline has yet to see the English rendering it deserves.įinal Fantasy Tactics‘ combat system lives up to its name, in what was a definite break from the rest of the series. The localization of Tactics certainly does it no favors, and became renowned for its poor quality. The multilayer tapestry Yasumi Matsuno weaves with this narrative would have been better suited to some other form of media because of how difficult it can be to keep the various personalities and their motivations straight without a means of going back to refresh one’s memory, but an overly ambitious effort is always preferable to something that didn’t bother to try. An effort is made to flesh out the politics and culture of Ivalice to a surprising extent while the people who fill the narrative are rendered in shades of gray instead of stark black and white. With the exception of the Zodiac Stone portion, Tactics eschews the usual plot elements of Japanese RPGs in favor of something more akin to an intricate novel.
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As he antagonizes the various ruling clans of Ivalice, Ramza begins to encounter foes who can transform into monstrous opponents using the power of ancient talismans called Zodiac Stones. Ramza’s refusal to countenance cheapening his principles in order to play by the standard rules of politicking leads to his first being ostracized, and then the rest of the Beoulve clan assenting to his death by the groups he offended. Tactics‘ plot concerns young Ramza, a scion of the important Beoulve family.
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Very few of the titles Square would spin off from the main Final Fantasy series attained the acclaim that Tactics garnered, and this game’s flawed but immensely rewarding nature helps explain why. Tactics changed all of that by spinning off from the main series into something that successfully enticed the audience for most of Square’s products, and this tactic would one day become employed on a regular basis. Spinoffs of the Final Fantasy series that started that way in Japan were represented primarily by Final Fantasy: Mystic Quest, and thus hadn’t attracted much interest from serious RPGamers. At the time of its release, Final Fantasy Tactics was a member of a rare breed.