Ultima VI: The False Prophet, released in 1990, remains a timeless classic that continues to be enjoyed in 2023 (and beyond).
Though the last in a loose trilogy of Ultima games (4, 5 and 6), Ultima VI is easy to recommend as an entry point for players new to the series. Developed for the IBM PC and with the luxury of 256 colour VGA graphics, the visual jump from the earlier Apple II-developed games is drastic. Also, Ultima VI removes the first-person dungeons and two-scale maps and instead presents one coherent, consistent world, making it much more palatable to modern players.
However, as is to be expected of a game that is almost 35 years old, it can be inaccessible in some ways. This article aims to get you settled into the world of Brittania as painlessly as possible.
Tips for getting started
Some things that might be useful to know to make your first sojourn into this world more pleasant:
1. Play on Nuvie. Ultima VI ran on MS-DOS, which doesn’t exist on modern PCs, so when you download it from GOG or somewhere similar it will play in an emulator called DOSBOS.
However, there is a better solution, and that is to play Ultima VI through Nuvie, an engine for playing Ultima VI on modern systems. If you’re playing this classic CRPG in 2023, Nuvie will make your experience a lot smoother, without changing the game.
After these tips I’ll explain how to set up Nuvie, so skip to here if you’re ready to get started.
2. If you want your companions to help you in a scrape, switch to battle mode. Otherwise, they’ll just scratch their heads while you all get pelted with throwing axes. The keyboard shortcut is B. Sometimes they are shy about attacking, but you can fix that by changing their behaviour in their stats screen. Change to “Control” to manually command that character on their turns.
I put this one here because when you start the game you’re dropped straight into a battle.
3. Answer the copy protection questions. When that battle is over, your first instinct will probably be to talk to the king you just saved. That’s Lord British. But he’s not very welcoming, insisting that you take a quiz before he will say anything useful to you. This is Ultima VI’s piracy protection. The answers were contained in the manual that came with legitimate copies of the game. If you bought your copy from GOG, you can download this “Compendium” digitally, which you should do anyway because it’s a beautiful booklet and delves into the lore of the game. However, for the sake of getting past Lord British’s questions, just find the answers on Ultima Codex, the main Ultima Wiki, here: https://wiki.ultimacodex.com/wiki/Ultima_VI_copy_protection
4. Find out what to do next by talking. You get information out of people by typing in keywords while talking to them. A good place to start is with the NPCs “name” and their “job”: this will usually lead to other key subjects, which will be highlighted in a different colour of text. This game will not make things easy for you if you aren’t listening to what people say and seeking more information by interrogating other people on the same subjects. Take notes, because the game won’t do that for you either. It’s pretty hands-off, in this regard and others.
On this topic, a good place to start your enquiries would be to ask Lord British about the orb you found in the game’s introduction. You’ll want to figure out how to use it to cut down on travel time in the game, but you might want to leave that until you understand the geography of the world a bit better.
5. Controlling other characters and their inventories. The number keys switch control to other characters, also giving you access to their inventories, so you can carry more loot and keep it better organised. The avatar’s backpack will be full before you leave the castle, so knowing this immediately will save you some frustration. Press 0 to switch back to the default “party mode”.
6. Embrace the old-school interaction method.Ultima VI doesn’t have a context-sensitive button that allows you to do everything from pick up items, to talk to somebody, to open chests, to read a sign. In fact, these actions are all separate buttons (or keystrokes): get, talk, use, and look. When you choose your action, you then target something with it. It’s a bit of a habit change, but when you get used to it you see some advantages, like how you can talk to everyone in a bar without leaving your seat.
7. Learn these keyboard shortcuts. You can play this game entirely with the mouse but it’s quite a bit slower this way. I feel my clicking finger could get tired. Learning the keyboard shortcuts will make your adventure smoother. F1, F2 etc switch to the inventory of party members, and F10 brings up the full party screen with the time of day indicator. Crtl-1, Crtl-2 etc bring up stats screens.
Setting up Nuvie
Nuvie adds, among other many other things:
An in-game settings menu for audio, visual and gameplay tweaks
Enhanced and modernised controls like drag-and-drop for items
More comfortable default key bindings and the ability to customise key bindings
Overhaul of save/load system
Convenience features like automatically using keys on doors becoming
An option for a UI overhaul similar to the style of Ultima VII
Choose the official release binary for your operating system.
Step 2: Install Nuvie on your computer
Install Nuvie anywhere you will find convenient. You can install it directly into your Ultima VI game folder, but the official documentation suggests you install Nuvie somewhere else and copy your Ultima VI game files into the Nuvie folder, which we will do next.
Step 3: Move Ultima 5 game files to the Nuvie folder
3.1 By default, Nuvie looks inside the Nuvie folder for a folder called ultima6, where it expects to find your Ultima VI game files. That folder doesn’t exist yet, so make it. Your Nuvie Folder should now look like this:
3.2 Find your Ultima VI game files, wherever you installed the game. If you have installed via GOG Galaxy, you can find the game files with this option in your game library:
3.3 Copy all the game files…
3.4 …and paste them into the Nuvie ultima6 folder.
Step 4: Tweak the config file (if you want)
Some settings are changed by updating the text in nuvie.cfg, which is a file in your Nuvie installation folder. Most of the settings you will be interested in for playing Ultima are found in the <video> section (for general Nuvie display options) and in the <ultima6> section.
Even if you don’t make changes now, keep these settings in mind in case you want them later.
Everything you need to know to choose what game to start with
So, Final Fantasy has caught your interest. Who can blame you: with Final Fantasy 14, the MMORPG, outperforming World of Warcraft, and the hype for the single-player action-RPG Final Fantasy 16 at a high, it’s natural you are curious about this storied franchise.
But Final Fantasy is a weird franchise. It’s big and complex and has been around forever. In that time it has developed its own set of conventions that fans understand but aren’t always intuitive to new players.
In this article, we’re going to get you up to speed as painlessly as we can. We’re going to show you all the quirks that make this series special, then demystify them so you can pick your first Final Fantasy game and maybe fall in love with these games like we have.
If you want to skip the background info and know which game you should play first and why, click here.
Contents
Why play Final Fantasy
For over 35 years, the Final Fantasy series has been leading videogames in fully realised fantasy worlds, beautiful music and cutting-edge visuals. It has memorable characters that have become icons, and stories that deliver twists and emotions in equal amounts. And because it recreates itself with almost every instalment, it is a series that is almost impossible to get bored of.
Who plays Final Fantasy?
It is impossible to know how many fans the series has worldwide, but it is probably tens of millions. Here are a few numbers for illustration:
According to mmo-populations.com, Final Fantasy 14 has over 40 million players.
Probably the best-selling game in the franchise is Final Fantasy 7, the original PS1 and PC versions selling over 10 million copies.
For a more recent bestselling game, Final Fantasy 15 also sold over 10 million copies
The r/FinalFantasy subreddit has 400k subscribers
The Square Enix YouTube channel has 300k followers.
Reasons for Final Fantasy’s popularity
Games in the Final Fantasy series have regularly been trailblazers for more complex stories and more advanced graphical fidelity in video games. It found worldwide appeal because it helped introduce Western console players to Japanese RPGs.
The series is also known for its music and characters, which linger in people’s minds long after they have finished the game.
Moreover, as a long-running series that has released games consistently since 1987, this series has had a long time to build up a following.
What you need to know
A series of standalone games
The first thing to understand about the Final Fantasy series is that all of the major numbered [jump link] games exist in their own universe, with different characters and unconnected stories.
There are direct sequels in the franchise, such as Final Fantasy 10-2 (a sequel to Final Fantasy 10), but other than these rare cases you can play any major games in the series without having played any others. [optimse as answer tag]
Common elements of Final Fantasy
Or, How to spot Final Fantasy in the wild.
Though the games do not share stories or even worlds, there are themes, ideas, visuals and more that recur across the series and make a Final Fantasy feel like a Final Fantasy game.
Chocobos: Bird-like mounts, most commonly yellow. Introduced in Final Fantasy 2.
Moogles: A race of cute magical creatures with pom-poms on their head that say “Kupo!” They fill various roles across the series. Introduced in Final Fantasy 3.
Crystals: Large magical crystals that play a role in the story, sometimes named after the four elements.
Monsters: Bombs, tonberries, cactuars, malboros and behemoths are some of the more iconic recurring foes, though there are many more.
Summons: Powerful creatures that can be called into battle, several of which appear in almost every game, including Shiva the ice queen, Ifrit the fire demon, and Bahamut the dragon. Introduced in Final Fantasy 3.
Jobs/Classes: Combat roles like black mage, white mage, red mage, dragoon and thief have associated design elements across the series. Introduced in Final Fantasy.
Spells: Mages across the series have pulled from a common pool of spells with shared naming conventions, where suffixes like “-ara” and “-aga” indicate more powerful versions of spells (eg. Blizzard, Blizzara, Blizzaga in order of power)
Equipment: Weapons like Masamune and Ultima Weapon are found in multiple games.
Music tracks: Though the games do not generally share music, there are a few exceptions that appear in many games, such as the chocobo theme. In particular, Prelude (or Crystal Theme) and Final Fantasy (or Main Theme) are in many games in the series.
The Roman numerals
Not everyone learns Roman numerals in school, and being a Star Wars fan will only take you up to IX = 9. This method of numbering can make distinguishing the major Final Fantasy games a bit of a challenge for new fans. For clarity, in this article we’ve named the games with Arabic numbers, but here are all the titles in both formats:
Title (Roman Numerals)
Title (Arabic Numerals)
Final Fantasy
Final Fantasy 1
Final Fantasy II
Final Fantasy 2
Final Fantasy III
Final Fantasy 3
Final Fantasy IV
Final Fantasy 4
Final Fantasy V
Final Fantasy 5
Final Fantasy VI
Final Fantasy 6
Final Fantasy VII
Final Fantasy 7
Final Fantasy VIII
Final Fantasy 8
Final Fantasy IX
Final Fantasy 9
Final Fantasy X
Final Fantasy 10
Final Fantasy XI
Final Fantasy 11
Final Fantasy XII
Final Fantasy 12
Final Fantasy XIII
Final Fantasy 13
Final Fantasy XIV
Final Fantasy 14
Final Fantasy XV
Final Fantasy 15
Final Fantasy XVI
Final Fantasy 16
Start with these games
We’re going to get into the weeds on this in a minute, and when you’ve read the next few sections you should feel more confident picking a first game for yourself, if you want.
However, to give you the quick answers:
We think, for the average person, the best starting point is Final Fantasy 10. It is an extremely popular and accessible starting point, a gripping story, and hits the perfect balance of experimenting with the formula while being true to the series’ identity.
In some ways, Final Fantasy 4 is where the series “became itself”, and features all of the hallmarks seen in the rest of the series. A great place to start if you want a historical perspective but don’t want to go all the way back to Final Fantasy 1 (which you might consider archaic).
Final Fantasy 7 is the first 3D game, so a good place to start if you don’t want to play something 2D, and absolutely a historical landmark mark not only for the series, but for Japanese gaming in the West, JRPGs, and gaming as a whole. Don’t miss it.
Final Fantasy 14 is an MMO, so is not the “standard” Final Fantasy experience, but it is extremely good. Plus, being an absolutely dominant force in the MMO market, it is probably the most popular introduction to the series these days. It also looks a lot more modern than the other starting points mentioned here.
A brief history of the series
The first eleven mainline games were all developed and published by Square.
Final Fantasy 1 to Final Fantasy 6 are 2D games released first on Nintendo hardware. 1-3 were originally released on the Famicom (NES), and 4-6 originally released on the Super Famicom (SNES).
Only Final Fantasy 1, 4 and 6 were released in the US, and 4 and 6 were renumbered as 2 and 3. So if you ever hear somebody refer to Final Fantasy 6 as Final Fantasy 3, this is the reason. It also means that Final Fantasy 2, 3, and 5 were not originally released in the West and so fewer older fans have the same connection with those games that they do for the others.
After this, Square moved the franchise from Nintendo systems to Sony systems, partly as a result of the Playstation using disks over cartridges.
Final Fantasy 7 to Final Fantasy 10 use 3D graphics and were released first on Playstation consoles. 7-9 were released originally on the PS1, and 10 on the PS2.
Though many of the games in this era are beloved bestsellers, the most successful one up to this point was undoubtedly Final Fantasy 7, which was often held up as one of the best videogames, or one of the best videogame stories, ever made.
Final Fantasy Tactics for the PS1 was the most significant spin-off released during this period.
All of the mainline games up to this point were traditional, turn-based JRPGs. After Final Fantasy 10, each game mixed up the formula more than ever before.
Final Fantasy 11 was the first MMORPG of the series and was followed by many expansions.
The first movie in the franchise, Final Fantasy: The Spirits Within, was released in 2001. Its inability to recoup its costs became a pivotal moment not only for the franchise but for Square as a company.
Financial difficulties was one reason Square merged with Enix to create Square Enix. Exix were the publisher of the Dragon Quest games, Final Fantasy’s main competitor in the JRPG market.
In the years following the merger, some changes in the series can be identified.
Starting with Final Fantasy 10-2, sequels and prequels to the stories of mainline games became a regular part of the franchise. Sub-series were made to expand the worlds of mainline games, including Compilation of Final Fantasy 7 (new games in the world of Final Fantasy 7) and Ivalice Alliance (new games in the world of Final Fantasy Tactics). New mainline games, starting with 13, were introduced as multi-game or multimedia projects, subseries in their own right.
After 10, each mainline game would reinvent the formula, resulting in games that are more diverse than ever before, being separate not only in their story but also in their mechanics. Final Fantasy 12 removed battle screens and took inspiration from MMOs, whereas 13 brought back battle screens but entirely overhauled ATB and class systems from older games to make something unique.
Final Fantasy 14 was a second MMO that was a critical and commercial failure but was relaunched as Final Fantasy 14: A Realm Reborn and became a massive success.
Final Fantasy 15 was the first mainline game to feature action combat. This direction continued with Final Fantasy 7 Remake and Final Fantasy 16.
And that pretty much gets us up to date!
But that only covers the mainline series. By our count, there are about 100 original Final Fantasy games.
How many games?!
Yep, there are about 100 original Final Fantasy games! It depends on how you count them though. To get this number, we didn’t include ports, compilations or remasters, but did include spin-offs, remakes, and smaller games that are not full-scale JRPGs. [optimse as answer tag]
A few games are in a grey area, such as the Pixel Remasters, that look and play differently than the original games. However, we still choose not to include it in our count. We did include the remakes of Final Fantasy 1 and 2 for the Playstation compilation, as we considered them to have passed a threshold to be counted as new games, and full remakes such as Final Fantasy 3 for the DS and Final Fantasy 7: Remake are also considered by us to be new games.
However you choose to count them, there are rather a lot of games in this series. Let’s try and make a little more sense of these.
Mainline series
There are 15 mainline Final Fantasy games. When fans talk about the mainline series, they mean the games that count up in ascending order from the original game: Final Fantasy, Final Fantasy 2, Final Fantasy 3, and so on. The latest was Final Fantasy 15, which gives us 15 games.
This excludes games like Final Fantasy Tactics and Final Fantasy: Crystal Chronicles, which are considered spin-offs. More about them in a minute.
What makes mainline games special is that they introduce new worlds and characters, and tend to have the largest budgets (and sales) of any other Final Fantasy project of its time. They tend to be the games that push the series forward the most.
Eventually, direct sequels to the mainline games were produced, leading to games with titles such as “Final Fantasy 10-2”. These are also sometimes considered part of the mainline series, but not always. Take Dirge of Cerberus, a third-person shooter that continues the story of the mainline game, Final Fantasy 7. It has very different gameplay from the original game, so people are comfortable calling it a spin-off. We will list the sequels separately.
As you can see, it is down to some interpretation. But here’s a fairly typical list of which games are considered the “mainline Final Fantasy games”:
Title
Release Date
Final Fantasy I
1987 Dec
Final Fantasy II
1988 Dec
Final Fantasy III
1990 Apr
Final Fantasy IV
1991 Nov
Final Fantasy V
1992 Dec
Final Fantasy VI
1994 Apr
Final Fantasy VII
1997 Jan
Final Fantasy VIII
1999 Feb
Final Fantasy IX
2000 Jul
Final Fantasy X
2001 Jul
Final Fantasy XI
2002 May
Final Fantasy XII
2006 Mar
Final Fantasy XIII
2009 Dec
Final Fantasy XIV
2010 Sep
Final Fantasy XIV: A Realm Reborn
2013 Aug
Final Fantasy XV
2016 Nov
Final Fantasy VII
2020 Apr
Final Fantasy XIV
2021 Dec
Final Fantasy XVI
2023 Aug
Sequels and prequels
The Final Fantasy franchise resisted sequels for a long time, choosing to create new worlds with new characters with each new game. This changed with Final Fantasy 10-2, which reused the assets of Final Fantasy 10 to tell a sequel to that story.
Since then, stories that spin off from mainlines titles have become a common element of the franchise, and some games have even been announced as multiple-game series from the start. We have also included expansions to the MMO games.
Title
Type
Release Date
Final Fantasy X-2
Sequel
2003 Mar
Final Fantasy XI: Rise of the Zilart
Expansion
2003 Apr
Final Fantasy XI: Chains of Promathia
Expansion
2004 Sep
Before Crisis: Final Fantasy VII
Prequel
2004 Sep
Dirge of Cerberus: Final Fantasy VII
Prequel
2006 Jan
Final Fantasy XI: Treasures of Aht Urhgan
Expansion
2006 Apr
Final Fantasy XII: Revenant Wings
Sequel
2007 Apr
Crisis Core: Final Fantasy VII
Prequel
2007 Sep
Final Fantasy XI: Wings of the Goddess
Expansion
2007 Nov
Final Fantasy IV The After Years
Sequel
2008 Feb
Final Fantasy XIII-2
Sequel
2011 Dec
Final Fantasy XI: Seekers of Adoulin
Expansion
2013 Mar
Lightning Returns: Final Fantasy XIII
Sequel
2013 Nov
Final Fantasy XIV: Heavensward
Expansion
2015 Jun
Final Fantasy XIV: Stormblood
Expansion
2017 Jun
Final Fantasy XIV: Shadowbringers
Expansion
2019 Jul
Final Fantasy VII: The First Soldier
Prequel
2021 Nov
Final Fantasy XIV: Endwalker
Expansion
2021 Dec
Remakes
Final Fantasy games are regularly ported and remastered for new systems, but sometimes the franchise goes a step further with full remakes that substaintially change the visuals and mechanics.
Title
Platform
Release Date
Final Fantasy I
WonderSwan Color
2000 Dec
Final Fantasy II
WonderSwan Color
2001 May
Final Fantasy III
Nintendo DS
2006 Aug
Final Fantasy IV
Nintendo DS
2007 Dec
Final Fantasy VII Remake
PlayStation 4
2020 Apr
Final Fantasy VII: Rebirth
Playstation 5
2023 Dec
Sub-series
There are a few groups of games that were given unique branding to distinguish them as their own sub-series. This extended beyond videogames, as these subseries also included films and short stories, such as the second movie in the franchise, Final Fantasy 7: Advent Children.
Compilation of Final Fantasy 7
Ivalice Alliance
Fabula Nova Crystallis
Spinoffs
All games with Final Fantasy in the title that are not considered mainline titles (subject to interpretation) are spin-offs.
Some spin-offs become Final Fantasy sub-series, or even entirely new series without the Final Fantasy name.
The first spin-off was The Final Fantasy Adventure, which is also a great example of a spin-off that became a new series. It was known as Seiken Densetsu: Final Fantasy Gaiden in Japan, but for the next game dropped the Final Fantasy moniker and became the Seiken Densetsu series, which in the West was called the Mana series. The first game using the Mana title was Seiken Densetsu 2, or Secret of Mana.
Another notable early spin-off was Final Fantasy Mystic Quest, which is best remembered as an attempt to make an RPG that was accessible to new players, but ended up disappointing Final Fantasy fans for being easy and shallow.
Like Mystic Quest, most spin-offs keep the Final Fantasy branding, even if they become their own series. Final Fantasy Crystal Chronicles, for example, was conceived as a Final Fantasy game with a co-op focus. It spawned sequels, each with its own subtitle, leading to games with long names like Final Fantasy Crystal Chronicles: Ring of Fates.
The following tables is dedicated to spin-offs that feature original characters. For the spin-offs that focus on the heroes introduced in mainline games, look at the crossovers section below.
Here are the major Final Fantasy spin-offs:
Name
Release Date
Final Fantasy Adventure (Final Fantasy Gaiden)
1991 Jun
Final Fantasy Mystic Quest
1992 Oct
Final Fantasy Tactics
1997 Jun
Final Fantasy Tactics Advance
2003 Feb
Final Fantasy Crystal Chronicles
2003 Aug
Final Fantasy Tactics A2: Grimoire of the Rift
2007 Jun
Final Fantasy Crystal Chronicles: Ring of Fates
2007 Aug
Final Fantasy Crystal Chronicles: My Life as a King
2008 Mar
Final Fantasy Crystal Chronicles: Echoes of Time
2009 Jan
Final Fantasy Crystal Chronicles: My Life as a Darklord
2009 Jun
Final Fantasy: The 4 Heroes of Light
2009 Oct
Final Fantasy Crystal Chronicles: The Crystal Bearers
2009 Nov
Final Fantasy Dimensions
2010 Sep
Final Fantasy Type-0
2011 Oct
Final Fantasy Tactics S
2013 May
Final Fantasy Explorers
2014 Dec
Mobius Final Fantasy
2015 Jun
Final Fantasy: Brave Exvius
2015 Oct
World of Final Fantasy
2016 Oct
Final Fantasy Awakening
2016 Dec
Final Fantasy Dimensions II
2017 Nov
War of the Visions: Final Fantasy Brave Exvius
2019 Nov
Final Fantasy VII: The First Soldier
2021 Nov
Stranger of Paradise: Final Fantasy Origin
2022 Mar
Crossover Spinoffs
Perhaps inspired by the success of crossover games like Super Smash Bros, Square Enix created the fighting game Dissidia. It was the first time existing characters from mainline games had come together to share a story.
Since then, Final Fantasy crossover games have been released regularly. This category includes Theatrhythm, a series of rhythm games that use Final Fantasy music, as well as a number of gatcha games where players summon characters from across the franchise.
Name
Release Date
Dissidia Final Fantasy
2008 Dec
Dissidia 012 Final Fantasy
2011 Mar
Theatrhythm Final Fantasy
2012 Feb
Final Fantasy Artniks
2012 Nov
Final Fantasy: All the Bravest
2013 Jan
Pictlogica Final Fantasy
2013 Oct
Theatrhythm Final Fantasy: Curtain Call
2014 Apr
Final Fantasy Record Keeper
2014 Sep
Dissidia Final Fantasy NT
2015 Nov
Dissidia Final Fantasy Omnia
2018 Jan
Theatrhythm Final Fantasy: All-Star Carnival
2016 Sep
Theatrhythm Final Bar Line
2023 Feb
Spinoff Series
As you can see, some spin-offs have sequels and become their own subseries. Here are the major spin-off series along with the number of titles that have been released in those
Series
Numbers of Games
Crystal Chronicles
6
Dissidia
4
Tactics
4
Theatrhythm
4
Dimensions
2
Brave Exvius
2
Which are the best Final Fantasy games?
That’s an excellent question, and a really tricky one. Every game is somebody’s favourite. Plus, different games rise and fall in popularity over time. But we’re here to give answers. If there were only 10 gold stars to give out to games in this franchise, we might suggest a list that looks like this:
Final Fantasy 4
Final Fantasy 5
Final Fantasy 6
Final Fantasy Tactics
Final Fantasy 7
Final Fantasy 8
Final Fantasy 9
Final Fantasy 10
Crisis Core: Final Fantasy 7
Final Fantasy 14
With this list, we are trying to distil the impossible-to-measure “common feeling” about the game among fans, based on informal conversions in fan communities as well as public surveys. You might say we are trying to emulate a popularity contest.
“The classics” have a lot of weight in this sort of list. Though Final Fantasy 4 and 5 are both important and beloved, a new player might find them less compelling than more modern games in the series.
Nonetheless, this list gives a great selection of games to play if you want to understand what the franchise is about and what makes it great. It tells you what the best the franchise has had to offer over time.
This does not mean that the games not on this list can’t be excellent, nor that playing a game on the list is a guarantee of a good time.
And the best-selling ones?
It’s impossible to give exact sales numbers, but here are the current estimates as calculated by VGChartz:
Game
Sales (VGChartz)
Final Fantasy 10
20.8 M
Final Fantasy 7
14.1 M
Final Fantasy 15
10 M
Final Fantasy 8
9.6 M
Final Fantasy 13
7.71 M
Final Fantasy 12
7.71 M
Final Fantasy 9
5.83 M
Final Fantasy 7 Remake
5 M
Final Fantasy 3
3.86 M
Final Fantasy 6
3.81 M
Notes: Final Fantasy 10 includes the sales of the Final Fantasy 10|10-2 collection.
In addition to these sales numbers, some estimates put the number of active Final Fantasy 14 players at 40 million+, which would almost certainly put it at the top of this list. Square Enix has confirmed that 14 is the most profitable game in the series.
Final Fantasy genres
Final Fantasy games have featured a range of combat mechanics and game structures, starting as semi-linear adventures with strict turn-based combat. Soon, a real-time element was introduced into the battles. As the series got more experimental, the game structure varied from highly linear to open-world, and the battles were more strategic in some games, and full-on action in others.
The mainline series changed slowly, whereas spinoffs turned Final Fantasy into everything from an RTS to a multiplayer fighting game.
Here are the mainline games and a selection of the spinoffs along with their battle mechanics, which are explained in more detail below:
Title
Battle System
Final Fantasy I
Turn-based
Final Fantasy II
Turn-based
Final Fantasy III
Turn-based
Final Fantasy IV
Active menu-driven
Final Fantasy V
Active menu-driven
Final Fantasy VI
Active menu-driven
Final Fantasy VII
Active menu-driven
Final Fantasy Tactics
Turn-based strategy
Final Fantasy VIII
Active menu-driven
Final Fantasy IX
Active menu-driven
Final Fantasy X
Turn-based
Final Fantasy XI
Cooldown-based
Final Fantasy X-2
Active menu-driven
Final Fantasy Crystal Chronicles
Action
Dirge of Cerberus: Final Fantasy VII
Third-person shooter
Final Fantasy XII
Active menu-driven (in-field)
Final Fantasy XII: Revenant Wings
Real-time strategy
Final Fantasy Crystal Chronicles: Ring of Fates
Action
Crisis Core: Final Fantasy VII
Action/menu-driven hybrid
Final Fantasy IV: The After Years
Active menu-driven
Final Fantasy Crystal Chronicles: My Life as a King
City-building
Dissidia: Final Fantasy
Fighting game
Final Fantasy XIII
Active menu-driven
Final Fantasy XIV
Cooldown-based
Final Fantasy Type-0
Action
Final Fantasy XIII-2
Active menu-driven
Lightning Returns: Final Fantasy XIII
Action/menu-driven hybrid
Final Fantasy XV
Action
The Turn-Based Final Fantasy Games
In the early Final Fantasy, combat took place in turns. You choose your actions (physical attacks, spells and item usage) from a menu, your character performed that action, then the your opponent, usually a monster, would have their opportunity to fight back while your characters stood still.
Turn-based is closely related to the “ATB” games.
The Action-Time Battle (ATB) Final Fantasy Games
One way to describe ATB is a menu-based battle system with cooldowns for each character and enemy after they act. “Real-time turn-based” also gives the right idea.
In practice, it looks and feels very similar to turn-based, but enemies will still get their turns and attack while you are choosing your commands. It was introduced in Final Fantasy 4 and was used in all mainline Final Fantasy games until Final Fantasy 10. Many spin-off games also used this system.
The Action Final Fantasy Games
The series added real-time elements early on but has only made the jump to full-on action gameplay on occasion. It is becoming more common, though, and now multiple games in the mainline series have thrown away the menu-based battles and have combat in the style of an action game. This has caused consternation for long-term series fans.
The MMO Final Fantasy Games
The two Final Fantasy MMOs are mainline, numbered Final Fantasy games: Final Fantasy 11 and Final Fantasy 14. As well as fitting into the “mainline” bucket, they also deserve to be discussed in their own category.
What makes these games different is that you explore a world that is filled with thousands of other players across the world, and you can join up with those players in multiplayer parties to take on the game’s challenges. Both of these MMOs require their own subscription. They each have multiple expansions, which add up to huge amounts of content that will take much longer to play through than any other single game in the series.
Related games and series
We already mentioned the sub-series and the Final Fantasy Adventure/Mana games which turned into their own series. Here are more games that are not part of Final Fantasy but do have connections.
Kingdom Hearts has Final Fantasy characters as NPCs and even bosses.
Chrono Trigger is not part of the Final Fantasy series but was made by Square. It is common to hear people joke that Chrono Trigger is their favourite Final Fantasy game.
Conclusions
Phew! If you’ve read this far, you’ve seen that the Final Fantasy series is big and multifaceted, but you’ve also learned that there is a core of mainline games that push the series forward as well as the vast number of spin-offs that take the series in other directions.
You have a better understanding of each of the games in context, and you won’t be completely in the dark when people are talking about XIV this and VII that, because you have the context.
The context isn’t everything though, and the way to learn more is to start playing. Good luck and have fun!
This is a collection of 20 high-quality screenshots from the Playstation JRPG Final Fantasy VII.
They were taken in RetroArch and the Beetle PSX core, with no shaders.
These are simply shots from my last playthrough that I found interesting. It’s not a comprehensive look at the game, and most pictures are either from early on or very late in the game.
Feel free to use these screenshots on your own website or in your own project. If you do, we would greatly appreciate a link back to Great Adventures Review.
People fall in love with Oddworld for different reasons. The gorgeous, cinematic vistas and character animations. The non-human characters and the bizarre world they live in. The sense of humour. The messages about environmentalism and corporate greed. The mix of real-time puzzles and tense chase scenes. A unique range of abilities including possessing your enemies and leading other characters with speech commands.
Best picks!
All the 20+ games on this list have a one or more of the above traits and are good games besides. Our top picks have several of the above traits as well as being amazing games. So if you’re an Oddworld fan, any of the following five is likely to be a game you fall in love with.
1. Ori and the Blind Forest, Ori and the Will of the Wisps
Abe’s Oddysee is packed with high-resolution natural environments and tense chase scenes. The Ori games nail these qualities too: the layers of detail in Nibel forest are unique among 2D games today, just as Abe’s Oddysee’s scenes were in 1997, and the escape sequences will have you gripping your controller as if there is a Scrab behind you.
The cat-monkey-spirit-thing Ori, like Abe, is a vulnerable character who scurries through woodlands and ancient temples to save his land. His game doesn’t have much dialogue but it does tell a good story. It can be light hearted and charming and it can be dark, errie and threatening, and that’s a combination that any Oddworld fan will appreciate.
Here’s a one minue clip that shows off some of what Ori and the Blind Forest has to offer:
2. Psychonauts, Psychonauts 2
If a psychedelic colour scheme seems like a hundred miles away from the tones of Oddworld, don’t judge it yet. The strange worlds of Psychonauts exist in the minds of the strange characters, and that level of strangeness can’t fail to tickle the fancy of an Oddworld players.
Other than all that, it’s a creatively designed platformer, has a great sense of humour, and a story that will keep you gripped.
Mind-control is a key tool in Abe’s arsenal, and it is much more deeply explored here, with the main character Raz delving into the psyches of various characters where he is threatened by figments of their anxieties, ambitions and past traumas.
Here’s an quick example from an early cutscene:
3. Another World
Here’s a game that inspired Oddworld! Both Another World and the first two Oddworld games feature challenging puzzles and tense platforming chases that require precision and timing. The games share atmospheric and otherworldly locations, like the eerie alien planet of Another World and the oppressive factory of RuptureFarms in Abe’s Oddysee.
What makes this predecessor to Oddworld even more impressive is that almost ever scene is unique. Challenges and obstacles are very rarely repeated, making the game feel timelessly cinematic. Oddworld takes you to another world, and so does Another World.
Even in this clip from very early in the game, you can see where the level designers of Oddworld were getting some of their ideas from:
4. Inside
What blows me away about Inside, something that few games have managed since Oddworld, is how it makes you feel like you’re in a fully 3D world despite having entirely 2D mechanics. In Oddworld, the camera would seamlessly disconnect from the screen and fly over Mosiac Lines or whichever location you were in, in an FMV sequence that showed off the breadth and detail of the world in which your adventure takes place. Inside also indicates depth, also by clever use of the camera, lighting and background elements. It all looks totally natural.
The gameplay of Insider revolves around puzzle solving and platforming that require creative thinking and precision, similar to Abe’s Oddysee. Both games also have a dark and oppressive atmosphere, with unsettling locations and characters that keep players engaged. Neither game is afraid of a cynical ending, either.
5. Trine series
There are two game franchises that do detailed 2.5 better than any other, and those are Oddworld and Trine. The latter game’s fantastical setting, with its castles, caves, and forests, creates a sense of wonder and immersion similar to Abe’s Oddysee and Exodus. The aesthetic of both games is utterly charming and that draws players in.
Both games feature challenging puzzles and platforming sections that require creativity and problem-solving skills. Trine allows players to switch between three unique characters with different abilities. It’s not quite the same as leading Mudokons to safety in Oddworld, but the party-based puzzle solving has a similar ring to it.
Even more
There are 10+ games below that we think have a good flavour of Oddworld to them. For some, this was based on their mechanics, for other on their visual design, and others on their sense of humour. In all cases, we have linked to somewhere relevant (usually the Mobygames page) where you can get an impression of what that game is like.
Classic cinematic platformers
The first two Oddworld games were part of a genre called the cinematic platformer, which most people consider to have started with Prince of Persia in 1989. The first designers of Oddworld were inspired by these titles, and the ones we have selected here
It’s not like cinematic platformers stopped being made. Here are newer examples that capture the feeling of creeping your way through an oppressive enviroments, leaving you at risk of Rupture Farms flashbacks:
Many of the early cinematic platformers were described as “single screen” meaning that the screen did not move with your character, but was static until the player reached the end of it, causing it to scroll. In other worlds, the world was make up of a sequence of “single screens”. Here are some more extremely well designed puzzling adventures in this style:
Point and click adventure games can rival Oddworld in well developed worlds, empathetic characters and comedic writing. Not all of them are as strange and fantastical as the following, though:
These ones might seem to have only tenuous similarities to Oddworld. Nonetheless, they are great games and they might be the new experience that you are looking for. After all, Oddworld was nothing if not novel!
This is a collection of 50 high-quality, (hopefully) exciting screenshots from the Playstation 2 game Persona 3 FES.
They were taken in PCSX2.
This is not a comprehensive tour of Persona 3, but it does feature a variety of areas including some from late in the game.
Feel free to use these screenshots on your own website or in your own project. If you do, we would greatly appreciate a link back to Great Adventures Review.
This fondly remembered series started with Jade Cocoon: Story of the Tamamayu on the PS1 in 1991, which has one sequel.
The Japanese box art for the first Jade Cocoon game
This eye-catching box art shows off the first thing that made people fall in love with these games, which is:
The art of Katsuya Kondō, a character designer from Studio Ghibli
Considered a top animator in the Japanese film industry, helping bring classics such as Kiki’s Delivery Service to life, the Jade Cocoon duology are the only games Kondo has lent his talents to.
The cover image of Katsuya Kondo’s Jade Cocoon artbook
In addition to the artwork, the first Jade Cocoon is loved by fans for:
Monster fusion based on dynamic merging of monster polygons and textures
The first monster selected to be merged contributes its shape, and the second monster contributes its texture, and additional modifiers also affect the final monster’s appearance.
The monsters that you fight with are therefore not ones that have been entirely hand-crafted by the developers, but ones that have been generated uniquely according to your choices.
To this day, this system of monster generation is something no popular monster raising game has attempted.
A rich fantasy world and an emotional story
Pokemon and Shin Megami Tensei games were set in the real world, but Jade Cocoon combines monster raising with a more traditional JRPG narrative and aesthetic.
This new combination was a stated goal of the development team:
We had two goals. One was to create an immersive story world, and the other was to provide compelling monster-raising gameplay. In this way, the game would be both stylistically and technically unlike anything else on the market.
Gaku Tamura or Shinya Kozaki, director and scriptwriter respectively (Interview)
The characters of Jade Cocoon start the game at the cusp of adulthood, and face life changes including marriage and undertaking dangerous work for their town. The people they meet are grappling with their own situations and pasts.
The story concerns the events of a single town and the surrounding woodlands, the perils they face and the suffering of the characters for the sake of their fellow townspeople.
Clashes between the town and forest occur throughout the story, sometimes with tragic consequences.
If we pursue the theme of people and nature, we have no choice but to be conscious of “Princess Mononoke.” You can’t help but be affected.
Exploring the forests of Jade Cocoon: Story of the Tamamayu
In keeping with the theme of humans coexisting with nature, forests are the dungeons of these games. They are rich with natural variety and detail.
These forests, where the majority of gameplay takes place, are where the player meets the monsters, called “divine beasts”, which can be captured in cocoons after they are weakened.
The monsters grow in size as they level up. They have an elemental attribute, be of the earth, fire, water or air elements (or a combination).
Here are four monsters, one for each element:
The atmosphere the forests is enhanced by the music of Kimitaka Matsumae, who says:
The world of Jade Cocoon is a wonderland like Asia and Africa, so I tried using Asian and African techno.”
Jade Cocoon 2 was released in 2001. In Japan, it had a subtitle that can be translated as “Insect of Destruction” but lacked a subtitle for international release.
Both Jade Cocoon game have their own strenths and weaknesses, though they also have a lot of shared themes.
In general, these are some of the common views on the sequel compared to the first game:
Less focus on story, more lighthearted, questionable voice acting quality
Lacking dynamic monster fusion
Adds a more interesting battle system where three monsters at a time take action, and in total a ring of up to eight monsters are brought into battle in total
Both games have an endless endgame dungeon called the Eternal Corridor where the player can continue to raise and fight their monsters to their heart’s content:
Series at a glance
Fandom
Even 30 years later, Jade Cocoon has remained in in the hearts of fans as a unique experience that other monster raising games have been unable to repeat. You can find those fans online in the following communities:
Every film wants to be a cinematic universe, and every game wants to be Dark Souls — according to some.
The cynic inside us already has an answer to why: the games of From Software have a large, paying fanbase, and other studios want a slice of that pie.
A manager who sits at least three floors away from the creative team (if not in a different office entirely) measures the correlation between different Steam tags and estimated sales, and concludes that if they can slap the “soulslike” label on the company’s next game, potential earnings increase by 74%.
A PowerPoint presentation may have been used to convey the message.
If the omnipresence of romantic teenage vampires was the telltale sign that the book market was riding on the popularity of Twilight, there are a few tropes in which we can see a dedication to the From Software formula in the videogame industry:
An intimate, close-up, over-the-shoulder third-person perspective
Weighty combat actions with a long wind-up, long recovery
Bonfires that save progress but reset enemies
A stamina bar that is drained by all actions, including dodges and basic attacks
It’s hard to deny: these things are common in action games where they were not before.
In God of War
God of War III vs God of War (2018)
BeforeAfter
In Darksiders
Darksiders II vs Darksiders III
BeforeAfter
In games by Team Ninja
Ninja Gaiden vs Nioh
BeforeAfter
Some studios seem to have built their entire business model on the trend
Lords of the Fallen by Deck13, also the developer of The Surge, another Soulslike.
New action games love to use Hidetaka Miyazaki’s masterpieces as a blueprint
Upcoming Black Myth: Wukong and Lies of P.
However, to me, this does not represent creative laziness, but creative passion. The altar that Miyazaki built is revered by creators as much as consumers. Developers have played Dark Souls, been inspired by naturalistic level design, eye-catching art direction, high level of tension and rewarding combat encounters.
If you’re not a fan of Souls, this might not sound so great. There are many elements of Souls that are like marmite: you either love them or hate them:
Backtracking
Unexplained mechanics
Save points that work like bonfires
Runbacks before boss encounters
No difficulty settings
Stamina management
But it’s not like every third-person action game is moving in this direction
Astral Chain
My view is that the third-person melee action genre, a genre that I love, has been reinvigorated in recent years, and Dark Souls had a part to play in that.
Yes, there are more games out there that look like Dark Souls, but also more games in this genre in general. There might even be more diversity in the genre than ever before.
As a closing word, remember that trends come and go. I fully expect more studios to drift away from the Souls style within a few years.
…though, as these cycles go I, expect it will come back again. Love it or hate it, Dark Souls has cast a spell on the industry, and to get rid of it entirely is a challenge that goes far beyond Ornstein or Smough.
This is a collection of 75 high-quality (and hopefully interesting) screenshots from the Playstation game Xenogears.
They were taken in RetroArch with the crt-easymode shader applied.
This is not a comprehensive tour of Xenogears, but it does feature a variety of areas including some from late in the game. To find out what makes this game worth playing, read my Xenogears review.
Feel free to use these screenshots on your own website or in your own project. If you do, we would greatly appreciate a link back to Great Adventures Review.
Magical healers have had a role in mythology, religion and fantasy literature since forever. You’ve heard of Jesus of Nazareth? Total healer.
We will come back to him later. In role playing games, healers were there even before computers. The first edition Dungeons and Dragons (1974) gave rules for three types of characters: fighting men, magic-users, and clerics. It is the latter that concerns us.
The roster of curing classes expanded in the expansions. In Dungeons & Dragons Supplement I: Greyhawk, the paladin made his RPG debut. In Supplement III: Eldrich Wizardry, we meet the druid for the first time. Rangers and bards also had restorative spells or abilities, to a lesser extent.
These classes were the foundations for in early CRPGs. Thus in the Ultima series we find Dupre the paladin and Jaana the druidess, some of the earliest named healers in videogames.
We can draw a line from these healing trailblazers to the world of JRPGs — starting, as many things do, with Dragon Quest.
Moonbrooke: The start of an archetype? (1987)
This female princess cleric establishes norms many other would abide by, yet most people don’t even know her name.
At least, not a consistent one. She is known as the Princess of Moonbrooke, and in later appearances has the name Purin (after “pudding”), or Princessa in the west — usually.
In the game she hails from, Dragon Quest II, her name is randomly generated, a holdover from pen and paper RPGs where parties were rolled, not pre-written.
What the game does tell us about her is that she is a princess of Moonbrooke castle, she is beautiful, and before she joins the party she is stolen away by the game’s main villain. And if that all sounds about right for a JRPG healer, well, we’re off to a flying start.
The JRPG healer stereotype
In Moonbrooke we see a number of traits that make up the stereotypical main healer of a JRPG party. Such characters, which pop up all across the genre, have most or all of the following traits:
a young adult women with striking looks
with a kind and timid personality
with low physical attacking ability but high magical power
has royal lineage or some other destiny by birthright
is often the love interest for the male main character
How did this stereotype come to be? We’ll explore that, but first let’s look at some other examples that show that not all early JRPG healers fit into this box.
Minwu: The first white mage (1988)
The primary healing class in Final Fantasy is the white mage. The white mage has had a place in the series since the very first game, in which they could be promoted into a white wizard, who, though nameless, had a vaguely masculine look to them.
The first named white mange in the series debuted in the sequel, Final Fantasy II. Winwu is a very different looking first healer than Moonbrooke in Dragon Quest II — and why wouldn’t they be? In the context of the the non-prescriptive nature of Dungeons & Dragons character creation, which these games were inspired by, the ranks of clerics would be filled by all types of people with all backgrounds.
Winwu is experienced in battle by the time the party meet him. He is a mentor to the party and willing to lay down his life for the rebel cause. This committed and hardened character feels uncommon for somebody in his role.
A battle medic needs to get their hands dirty; Minwu is one of the few healers in the series that makes us believe that he would.
Expanding casts (1990-91)
As the size of the casts of JRPG expanded — from a measly one in Dragon Quest (1986), to eight in Dragon Quest IV (1990) — games found room for multiple healers. In Dragon Quest IV, we see two very different, but equally traditional, archetypes: that of a paladin and a cleric.
Kiryl: A paladin appears
Games and stories often feature a connection between healing and religion: the skill is the domain of priests. This connection is intuitive, as such professions centre on supporting members of their community. It is somewhat mystifying that fantasy communities do not have dedicated doctors, but only religious men moonlighting — but I digress. Let us introduce our first priest.
Kiryl is steadfast in his devotion to his god, which contributes to the main joke of his character: the tension between his physical attraction to Aylena and his commitment to purity. In battle, he is a paladin through and through, with access to the full suite of healing spells as well as buffs to defence and a firm sword arm.
Kiryl is not the best practical choice of healer, though, because due to a quirk of the game’s AI he prefers to cast instant-death spells. The better healer in the game is one of the twins.
Meena/Porom: Yin and yang
The duality of white magic and black magic sometimes arises in the form of characters, too. In Dragon Quest IV we have Maya and Meena. One, a rambunctious, dancing mage, the other a reserved, fortune-telling healer.
Funnily enough, a very similar dynamic appears in Final Fantasy IV with the twins Porom and Palom. In both games, one twin casts offensive magic and the other heals the party.
Porom and her brother are just five years old, not typically a ideal age to undertake dangerous adventures. Magic is what excuses this questionable choice in companions. We can accept that magical aptitude can outpace physical development in this fantasy world.
And though small in stature, Porom and Palom are both large in heart. Once again, the black mage of the duo is the unruly one, the white mage more calculating, but neither is reserved: Polom is quite willing, eager even, to clip her brother around the ear when he deserves it, and make decisions for the group, who trust her judgement.
Porom is a reassuring early sign that healers can be proactive, full of energy, and take key roles in the story.
Rosa: The purest
The other main healer in Final Fantasy IV is Rosa, the first female white mage to be introduced in the Final Fantasy franchise.
Rosa’s character is simple and pure, denying ornamentation or complexity. She is the centre point on a love triangle involving the main character, Cecil, and his rival, Kain. She is not a princess, though is familiar with court life in her hometown of Baron. Her primary character traits are kindness and devotion to her friends (to Cecil especially). She rarely causes waves in the story except when she is immobilised by desert fever, or kidnapped by the villain — she is generally a passive character.
Rosa does not challenge our stereotypes but sits comfortably within them. Not all love interests are active characters. Rosa plays her part adequately, and can be seen as the foundation for many similar characters for decades to come. She is an important character in the franchise history. though not the most exciting one.
But now let’s try and answer a question: why “white mage” is a commonly chosen class for the female love interest?
Women and healing
Traditional ideas of femininity dovetail into the female healer archetype easily. The female physique doesn’t seem to fit a class that relies on big muscles, but there is no reason to disregard a magical class. On the same line of thinking, stereotypical female nature lends itself to a supportive role.
In 1996, we see these stereotypes in action. Princess Peach had been playable in an RPG before Super Mario RPG (1996). She could have become anything. A mage? A tank? But of course, Princess Peach is the healer. Resembling Moonbrooke and Rosa, she is a shoo-in for the role, ticking all the boxes of the stereotype.
Thankfully, from the start we see examples like Minwu, or Myau from Phantasy Star (1987) — in which game the only female character had a more physical role in battle. The stereotypes were not widespread or rigidly adhered to, but they did appear to have some staying power.
Cecil and Rosa: The cure couple
We’ve already seen how Final Fantasy IV contributed to JRPG healer lore, but there something important we haven’t even touched on yet: the main character is also a paladin, making a very rare example of both the main character and the love interest of the game being part of a healing clas.
It’s not too uncommon for a main character to have some healing potential. It’s a good way to balance the early portions of the game, when you might not have access to all characters. Alice from Phantasy Star was another capable healer. But usually the balanced main character can delegate to a dedicated (and more capable) healer later on, allowing the game’s poster character to show off more of their offensive abilities (and take more of the glory).
However, it’s unusual that the main character to be the party’s main healer. This trait is part of what gives Ness of Earthbound a unique flavour.
Aggressive healers (1994-2001)
With Cecil and Ness, we saw healers taking more mixed, offensive roles.
In Marle in Chrono Trigger (1995), we have a typical ranger, sporting a bow, a suite of healing spells, and complete with a feistier personality than any healer before her.
But why bring a crossbow when you can bring a gun? One of my favourite healers, Billy from Xenogears (1998), perfectly demonstrates how a character can be a “healer with a nasty bite”.
Make no mistake, he is kind, he is rational, and he is even a man of the cloth — a cleric in the most literal sense. On the other hand, he wields a pair of pistols like a cowboy, has a rather impressive damage output, and is certainly not afraid to take charge of a situation.
These are examples of healers becoming more active and less one-dimensional. The final examples in this article follow the same trend but take it in a different direction, resulting in one of the most popular healer subtypes.
A new archetype: the summoner
Once upon a time in the series, Final Fantasy summoners were an alternative black mage. Your summons were elemental bombs in a monster-themed wrapper. In Final Fantasy IV your strongest black mage, Rydia, was also your summoner, because why not: it’s roughly the same role.
However, Rydia’s descendants in spirit, Garnet and Eiko of Final Fantasy IX (2000), took a totally different approach. They were a healer/summoner hybrid, allowing them to do massive damage as well as massive healing. That made them a bit of a safe, more alike with Tellah than Rydia.
This new archetype proved popular, and was repeated in the very next game, for Yuna in Final Fantasy X (2001).
Up to this point, we have expected healers to have limited damage output, so giving them access to the most destructive abilities in the game is a pretty radical twist in itself.
But it goes a bit further than that: it gives the archetypical main female character something more to do in the story. Both Garnet and Yuna are similar in this respect, summoners in games where eidolons/aeons have more significance than in any game before. A very welcome change.
Yuna: The healer-saviour
You don’t have to look hard to see that Yuna could be an analogue to Jesus. She heals wounds, she is a preacher of sorts, and she is instructed to die for our sins — literally, sacrifice herself to defeat a monster called “Sin”. Yuna also walks on water and guides people’s souls to the afterlife.
She entirely fits the healer conventions, too. She is a princess (the daughter of high summoner Braska), she is quiet, kind, devoted and beautiful. She is Rosa in all these respects.
What makes her interesting is what she adds on top of those conventions. She does fight against a potentially tragic destiny, and she does wield unimaginable destructive power. It’s the combination that makes Yuna such a compelling character, and one of our favourite healers of all time.
Conclusions
So we haven’t come very far in 2000 years, but we came quite far in 20. The role of healer in 1991 was one-dimensional, but over time hybrid classes were allowed to flourish and the characters become more complex and had a greater role in the story.
Healers are as popular today as ever. One of the most popular characters in Final Fantasy XIV is Y’Shtola. One of the most popular characters in Overwatch is Mercy.
As long as there are games with combat, there will be a need for specialists to patch up our heroes. And sometimes, they are the heroes themselves.
List of Healers
These are the healers that appeared in this article. All are candidates for the best healers in JRPGs:
Princess of Moonbrooke/Purin/Princessa (Dragon Quest II, 1987)
Myau (Phantasy Star, 1987)
Minwu (Final Fantasy II, 1988)
Kiryl (Dragon Quest IV, 1990)
Meena Mahabala (Dragon Quest IV, 1990)
Porom (Final Fantasy IV, 1991)
Rosa Joanna Farrell (Final Fantasy IV, 1991)
Princess Peach (Super Mario RPG, 1996)
Ness (Earthbound/Mother 2, 1994)
Garnet Til Alexandros XVII (Final Fantasy IX, 2000)
Xenogears released in 1997: after Final Fantasy VII, before Final Fantasy VIII. At a time when the Square Enix development cycle could stretch to a year and a half (Final Fantasy games included), Xenogears took over two. Even that wasn’t enough, not even close: Xenogears is, at best, 75% complete.
That’s nothing, though. Xenogears is only one part of the saga. I almost didn’t want to start my review with this fact, because it seems like a spoiler… except when you think about it, it can’t be. The “spoiler” is this: after the credits role, Xenogears is revealed to be subtitled “Episode V”. But if another game had been released in the saga as intended, Xenogears existence as the fifth part would now be common knowledge. It’s only because the series was cut short that the placement of this game remains a hidden easter egg.
Xenogears, the complete saga, is only 12.5% complete. And yet, you can feel the weight of those four prequels in the content of Xenogears: Episode V. When people describe this game with grand approbation, that is the truth at the heart of their praise. Xenogears: the most intricate story in videogames; the most ambitious JRPG ever made.
I imagine what Xenogears: Episode V (from here, just Xenogears) might have been it had been fully fleshed out from start to end. The word that comes to mind is “breathtaking”.
Xenogears was conceived by Tetsuya Takahashi and Soraya Saga, husband and wife storytelling superteam. They were inspired by Gundum, Star Wars, and perhaps most obviously, Neon Genesis Evangelion. They were inspired by Freud, Jung, and Neitzche.
Takahashi went on to write the scenario for every Xeno game since, from Xenosaga Episode 1 to Xenoblade Chronicles 3, and Saga is credited for the Xenosaga games. These subsequent games were not the missing Xenogears episodes, though some fans consider the Xenosaga trilogy as an adequate replacement for Xenogears episodes I and II.
Xenogears is a orphan gem, lonely and unique, but it is also something more simple: an incredible game. With the resources of Square in their golden age, who turned out masterpiece after masterpiece in the JRPG genre, it shouldn’t be a surprise that Xenogears is one too.
In fact, this game started life as a pitch for the seventh Final Fantasy game. The gears, so essential to the game that they made their way into the title, started life as summon monsters.
It is extremely interesting to look at Xenogears as an alternative branch of the Final Fantasy series. It builds on the foundations of Final Fantasy VI but develops them in a different way to VII. And when you see the similarities in story between Xenogears and Final Fantasy VII, you have to wonder how much of an influence Takahashi’s story had on the most loved JRPG in history.
I played Xenogears for the first time in 2022. Here are the reasons it blew my mind (and a few reasons it didn’t).
An aesthetic to die for
Xenogears has my favourite character spites of any game.
The hair flows, the clothes have volume. Each character has a unique gait and posture that matches their personality. The power in their legs as they run is palpable. This was so unlike the restained movements of SNES-era JRPG, and equally unlike Final Fantasy VII’s stiff limbed 3D characters that had arrived on the scene one year previously.
This is a theme: where Final Fantasy VII zigged, Xenogears zagged. It is stark in their visual presentation. Final Fantasy games on the PS1 have 3D characters against detailed, pre-rendered 2D backgrounds. In Xenogears, it is the environments that are 3D while the characters remain 2D spites.
It was not the only game to do this: Breath of Fire III was another RPG to take this route, and the whimsical Klonoa used the effect with excellent results in the platformer genre, but games with 3D characters were fast becoming the fashion. Therefore, Xenogears represents the heights of its 2.5D style (though HD-2D games like Octopath Traveller have now arrived to challenge that claim).
Mitsuda: Maps used to be one piece of art that characters would stand and move around on, but Xenogears was innovative in that it implemented the ability to move the camera around. The characters are 2D, but the background is all 3D. Because of this, we could try out new gimmicks and new camerawork that was previously not possible. That was what we started with.
Xenogears demonstrates the strengths of it’s presentation choice early. By default, it is we see the world at an isometric angle. You spin can spin the camera left and right. But when the moment calls for it, the game will seize the camera from you. In the first village, climb on the roof of your next-door neighbours house: the camera sweeps up to face the horizon, and the birds, sun and mountains come gloriously into sight.
When a game with prerendered graphics, like Final Fantasy, wants to show the sun, a new background has to be drawn from scratch. There is no sweep of the camera, either. This fact also affects cutscenes. Final Fantasy could rely on FMVs when they wanted to deliver an action scene with greater impact, but Xenogears could pulled it all off in-engine.
“Xenogears was innovative in that it implemented the ability to move the camera around. The characters are 2D, but the background is all 3D. Because of this, we could try out new gimmicks and new camerawork that was previously not possible. That was what we started with.”
As a result, Xenogears regularly has cutscenes with the dynamism and drama of an anime. They are complex, with multiple moving parts, changes in camera angle, dramatic pacing. There is never a cut from gameplay to FMV to break your immersion.
Unlike the characters, the mechs (called “gears” in the game — I’ll stick with mechs so this article is easier to read for those who have not played it yet) are 3D models, but as they are blocky machines to begin with, this doesn’t detract from their design in the slightest. These are mechanical warriors that could take the stage shamelessly in any Gundam show room — and I wrote that line before I realised that Junya Ishigaki, the primary mechanical designer for the game, is also prolific in the Gundam franchise.
The mechs, the character sprites, their portraits, the lived-in details of the environments: they all come together to delight the player. Every location is a perfectly constructed diorama, a sculpture that is fit to be enjoyed from every angle. Every character portrait drawn with a skilled and seductive stroke. Xenogears is visually captivating.
I’ve heard some people describe the visuals of Xenogears and a pixelated mess, and that pains me so much. If you are emulating this game, turn on a CRT filter. It makes more of a difference here than any game I have ever played. It smooths out the textures, smooths out the jaggies, brings the image together and let’s you appreciate the extreme artistry on display.
I can’t exaggerate the number of times I wanted, needed to take a screenshot while playing Xenogears. So many rooms of this game are gorgeous. So many cutscenes are eye catching. There are so many evocative environments, so many unique unique visual effects. You want to experience it at its best.
An anime epic
How many mysteries does Xenogears present in the first hour? We have a anime FMV about spaceship disaster with no context; a text crawl that introduces two mysterious organisations (the Ethos and the Gebler); an amnesiac protagonist and hints about his significant past; that protagonist’s unexplained and dangerous powers that he tragically can’t control; a mysterious figure called Grahf…
Xenogears is slow to doll out answers to any mystery is introduces. It is known, quintessentially, as a “slow burn” JRPG. Instead of answers, Fei is whisked away to new location after new location, meeting new characters, getting embroiled in new conflicts. The war for Aveh’s capital, the prison block struggle in Nortune, the defence of the floating city, Thames, against the Wels — the list goes on and on. There are unique characters, animations, scenes, plot developments around almost every corner.
Takahashi: I liked mechs and pop culture characters, and I wanted to make a game combining the two. And if I was going to do it, I wanted it to be better than FF, too. I wanted to try my hand at the popular fad at the time of littering the plot with foreshadowing and having all of those storylines coming together for the central story, too.
Describing Xenogears as just a slow burn does not do it justice. It is a long lasing campfire to warms your story-loving cockles for many hours. It is a story that could easily be repurposed into episodes and mini-arcs of a long-running anime series.
There is always a crisis and a plan. This is fundamental story telling, but it works. The crisis shunts the heroes to somewhere new — a deadly foe is chasing you across the desert, a dictator has taken control of your friend’s home city, a battle goes wrong and somebody is dreadfully injured, warring factions coalesce on your location. Rarely a dull moment.
More than the crisis, the stories of Xenogears are elevated by its smart and active characters. They come to the table with different goals and attitudes. Bart is brash, passionate, and funny. Citan is calm and calculating. They talk over the latest crisis, asking questions about possible issues with their course of action. They unfurl a map.
This is the intersection of a plot driven story and a character driven story. Unfortunately, not all characters are as fleshed out as others, but every one of the playable roster is worthy of your consideration (except Chu-Chu?).
Takahashi and Saga’s reading of psychological literature helped them write characters with issues that were uncommon in other JRPG protagonists. One main character has split personality disorder, which becomes very relevant to the plot. One of the best scenes in the game takes place inside that character’s mind, and the full reasons and implications of the split are revealed. It is one of the most emotional scenes in the game.
Oh yes, the story gets dark. You don’t have to wait long for that, in fact. The Evangelion inspiration is makes itself known within the first few hours.
After an emotional deathblow or or two, the story eases off somewhat. But it’s always ready to give you a painful jab to make you wince, or make you question what you know about the world up to this point. If you want a story with a cynical view of religion, where god exists but not in the mystical sense we usually think of him, Xenogears has that. If you want a story where humanity faces an nuanced existential struggle, Xenogears has that too. There are points where we wonder if the people of this world have lives worth living, or if they are indeed just “sheep”?
However, let’s not pretend Xenogears story isn’t fun! The search for the animus relics to transform the gears to the next level reminds of, believe or not, Digimon Adventure. It is very similar to the search for the crests to evolve the Digimon to ultimate level. Most of the game is like that. A journey that is bright and full of character. It is only at key moments, especially towards the end, that the game takes off its gloves. The balance is masterful.
Fans may use words like “love story” describe Xenogears. It is, but only a little bit. It is more of a “father issues story”, and it will hit you hard if you are weak to tales of troubled father-son and father-daughter relationships. Almost every character has a variation of it.
A natural product of the game’s exceptional scope, there are numerous other themes present too. Which the main one? Each player you ask might might have a different answer. Some that stood out to me include:
Common people exploited by elite castes. Solaris vs. “the lambs”. Nocturne and the prison population.
Technology used to gain supremacy, even transcending the human condition. The gears. Krelian’s nanomachines. Deus.
How previous generations form the ties of our destiny, but also how those ties are not unbreakable. Fei and Lacan. The Fatima heritage. The age of the Gazel ministry and their eventual fate.
What else? Revenge. Loss. Reconciliation. Trauma. Xenogears is those sorts of stories. And, yes a little bit of a love story as well.
Unfortunately, the weightiest plot points only emerge in the games truncated second disk, where only a little attention can be given to each issue. Even so, I found the attempt a lot more convincing than in other JRPGs.
It is of comparable quality to the “World of Ruin” half of the Final Fantasy VI story: a plot that delivers on the big ideas it presents, instead of tiptoeing around them. It is a story committed to itself.
Another word I would use to describe it is intricate. It has many subplots that feed into one another. You don’t realise it until the game starts revealing it’s secrets towards the end, but this story really is extremely complex. Do I understand Id’s story even now? Or Grahf’s? Or Elly’s? Miang’s?
I have only played the game once, but I am already certain that if I play it again I will be shocked by the subtle references and foreshadowing I missed.
For something as long, complex and high quality as Xenogears, you would the script must have bee written in detail ahead of time. But it seems this was not the case:
Interviewer: There was a deadline, but the plot wasn’t done yet, it seems.
Tanaka: Takahashi-kun seemed to come up with parts of the world as he went along making the game, so there were times when we didn’t know when we’d see the exit. It might have been better to write up something first, clean and tidy, and go from there, but I think Takahashi-kun had a vision of seeing everything in action, and further expand the world from there.
If I could sum up the game in a word, as cliche as it sounds, it has to be “epic”. Even in a genre full of epics, Xenogears takes it to another level. So much happens in an average 10 or 15 hours stretch in this game that where the characters were at the start of the game feels like a different life time. By the end of the game the political status of the world is very different. The nature of the conflict is different. I think back to when Fei and Citan were first looking for a way out of the desert after the events in Lahan. There was a small desert town that we never returned to. It seemed consequential at the time, but it was a drop in an ocean.
Speaking of Citan, he is my second favourite character, but it would be too much of a spoiler spoiler to tell you why.
My favourite character is Bart. This cast is full of characters with a dark side. Bart is boisterous and takes action before he thinks, but he is fundamentally good in an uncompromised way.
He isn’t the main character, but he is the most traditionally heroic. That contrasts with the anti-hero characters in a way that makes him shine brighter.
A world of fun
Around halfway into the first disk, Xenogears takes a detour. Fei is captured and finds himself confined to prison town with a unique culture. The pecking order in this town is based on “battling”, a formal sport of mech-on-mech combat.
There are many times that Xenogears shocked me, but none more so when I realised that “battling” is a fully-featured, 3D fighting game!
Hiromichi: Yes, we put a lot of stuff in it to make it look like a standalone game. I think that took us about six months.
JRPGs are a balance of repetition and variety. The core gameplay of grindable regular battles is inherently repetitive, but they soften the blow with variety — minigames, dungeon puzzles, gimmick bosses, and so on. But no game achieves the balance quite like Xenogears does.
In other words: this is a long-ass game, but it doesn’t like to repeat itself.
The setpieces are exquisite. Take Bledavik. The goal is in infiltrate the castle, but a distraction is needed. Therefore, the game alternatives control of Bart, who does the breaking in, and Fei, who is part of a tournament, where he puts on a good show to distract the guards. It’s double the excitement, half the chance for the player to get bored.
Later in the game, its you inside a castle, defending an assault on Shevat. A lesser game might have turned this defence scenario into a dungeon: run through the city, fighting random encounters, until you reach the leader, whom you defeat to fend off the assault. Xenogears knows this wouldn’t make sense. Instead, it requires that you split up your characters, choosing which character to defend which side. You fight battles with each of them in turn until the boss arrives.
It seems like a small change, but it is vastly more evocative and memorable. Xenogears understands that not every conflict scenario in a JRPG needs to take the form of a dungeon.
There are many examples of Xenogears choosing to go beyond the obvious JRPG gameplay loops. Even the sewer, that ubiquitous level type that is a joke among gamers, is elevated here: facing off against the sewage-dwelling monster of Nocturne is not unlike a level you might find in an early Resident Evil game.
I could keep going. The anima dungeons have very welcome puzzles. That isn’t a big surprise, as lots of JRPGs has puzzles in these days, but it adds to the variety.
Speaking of puzzles, there are a few decent puzzle battle. Deus is one. So is the following Ramsus fight. Unique battle encounters can set a JRPG apart. Not all JRPGs have them, but Xenogears does okay in this department. Nothing special, but similar to Final Fantasy.
Between the battles and dungeons, you find towns areas worthy of a travelogue. There is never a lazy town, only fleshed out, lived-in locations with carefully considered geography and idiosyncratic visual design.
One town is actually a giant salvage rig floating on the open ocean. You enter from the deck and come across a lift. Facing the controls, you see there are six floors you can visit! But once you start moving through them, you realise they are all connected in a corkscrew pattern.
Another town floats above the map, and when you enter the residential area you are wrapped you in relaxing music that makes exploration feel easy. Stone bridges crisscross above and below you, and there are many nooks and crannies to pry into.
Then, you enter the palace where you find a library library packed with a history of the world that you won’t find anywhere else. All the people you meet all have their own perspectives on wars long past and tribulations yet to occur.
Even how you explore each town feels distinct. In one late-game city, it involves taking floating platforms to reach people’s tiny, oppressive cell-like abodes.
At times, Xenogears seem to have the fidelity and charm of a point and click adventure game. Towns with lots of detail to add realism. Nooks, crannies and secrets to find. Distinct areas with unique atmosphere. Minor characters everywhere, ready to tell you a piece of the story.
There are two towns that stand out to me. Kislev’s prison block; and Solaris, the main enemy city. In both urban areas, you come into contact with people you don’t understand, following rules that you haven’t been introduced to. It takes time to acclimatise, which is the sign of a well designed fictional culture.
Bledavik market
Every location was truly designed for you to enjoy being there. It makes believe strongly that there are variety of types of people that exist in this world, and that makes the world feel vast.
A sense of scale
In the Stalactite cave, where you get lost early in the game, you are piloting your mech and find a switch you need to pull. It is not a mech sized switch, but a human sized one. You jump out of cockpit. From this perspective, which is calibrated to the size of a giant robot, your character is tiny!
It’s almost like I’m playing Blaster Master.
Scope and scale and keywords for the JRPG genre, adventures in which you circumnavigate the globe and sometimes go into space. Since the NES era, they have had a reliable bag of tricks to create the illusion of scale. From smaller to larger, different screens showed the world from different perspectives: a battle screen, a town and dungeon screen, and a world map.
By 1998, those techniques were long in the tooth, and PS1 JRPGs were innovating for the 3D era. Just as Final Fantasy VII and Xenogears branched away from one another when it came to visual presentation, each games also had their own new methods of conveying scale.
In Final Fantasy VII, scale is increased at the small level, though detail. You see the grime in the slums of Midgar, you see the ramshackle state of their streets, all careful conveyed in hand-crafted, pre-rendered backgrounds. The world feels big because you can see it in greater resolution than ever before.
Xenogears does something different. It adds new, intermediate levels of scale. The “mech” perspective, in which your character is ant-sized, is one example. Zoom out further, and you find that the transition from town map to world map is blurred with the addition of a city screen that helps you better appreciate the size of these large settlements.
As a result, Nisan feels like a much bigger and more realistic location than, say, Kalm, even though the playable space of each is a similar size (a few shops, a few houses).
Another Xenogears city is Bledavik, the capital city of Aveh:
When you arrive there, a festival is taking place. It’s not as packed with side-activities as the festival in Chrono Trigger, but it was enough to remind me of it. There are loads of nice details here. One stuck in my mind. A man outside a tent gives you a balloon, then you exit this area to a city map. Then, on the city screen, you see your little balloon float away into the sky! Brilliant.
Let’s zoom out again. Back on the world map, there are structures that look enormous! We have developed an intuitive sense of what the city-sized world map object really represents. So when we see something many times bigger, like the Babel Tower, we are awed! When we enter the tower, the sense of enormity is maintained, as this is by far the largest interior location on Disc 1 — and that’s from the perspective of a mech!
World maps would eventually fade from JRPGs, making Xenogears one of the last games in the genre to develop new ideas for it. In this way, Xenogears feels both classic and innovative, the height of a defunct artistic style. It truly would have made an excellent FF7 in another dimension.
There’s one more perspective to look at: the battles. You learn early on that there are two types of battle in Xenogears: battles on foot, with your 2D spite characters, and battles in your 3D mechs. They have slightly different mechanics, presentation, and seem to be entirely unrelated to one another.
The two battles types seem to be entirely separate entities. The level of damage is different by an order of magnitude. The user HUD is different. And of course, the mechs are so much larger than the humans, it would only make sense for them to fight mech sized enemies.
Then there was another Xenogears moment that blew my mind. As escaping the Kislev prison, and regaining your mechs, a new option becomes available in battles: summon mech. You can do this in any outdoor battle. You can do it for one character at a time, so that your party consists of a mix of mechs and humans. You can summon three mechs against an enemy party of rabbits. Yes, you do comically overwhelming damage to them, 1000+ per hit against enemies that have 50 health. The point is, these two battle systems were never separate, just two halves of the coin. That means you can really feel the gigantic size and power of your machines, and conversely the powerlessness of your human characters even they happen to stumble into an encounter with an enemy far too big for them (there is at least one area of the game that makes this likely).
Your first thought might be that this sounds terribly imbalanced, but it’s not. Most story scenarios are built to be played in a mech (wide open spaces) or as a human (narrow interior spaces where the mech cannot be summon). The majority of the game is story scenarios, so it’s never an issue.
But the fact that mixed mech/human battles are possible, occuring at two vastly different scales at once, is awesome.
A battle system
It was over 30 hours into the game that I first had to make a tactical choice regarding battle. I equipped items to my mechs to reduce fire damage to stop Shakam incinerating me.
The Xenogears is a traditional system with physical attacks, elemental magic, buffs and debuffs — all the building blocks of a strong battle system,
Yet it never quite coalesces into a tactical experience because the only effective damage dealing option is to use back-to-back “deathblows”.
Deathblows are made up of a combination of light, medium and strong physical attacks. Light attacks are more likely to hit the enemy, but do less damage, and the opposite is true of strong attacks, and you can do a sequence of these attacks in one turn.
It’s an original idea for a JRPG, borrowed from fighting games, and a nice one at that. In a genre sometimes ridiculed for the ability to spam the first attack in the menu to win, making your physical fighting options more complex is a truly appreciated innovation.
At the end of your sequence of attacks, you perform the deathblow, if you’ve learned that technique and if you’ve followed the prompts at the bottom of the screen (or memorised the sequence).
These attacks are some of the most visually interesting moments in a game jam-packed with visually interesting moments. A personal favourite deathblow is Citan’s “Myogetsu”, in which he appears to pogo stick off the enemy’s head using his sword, Zelda II style. The later deathblows get even more flashy and intricate, such as Billy’s “Holy Gate” or Citan’s “Haze of Fire”.
Unfortunately, deathblows are more exciting visually than they are engaging tactically. They deal a lot of damage with no downside, so will be your primary method of attack from the start of the game until the end.
It is, however, quite addictive to train for new deathblows.
Almost all JRPGs give you money and experience after a battle, but the good ones give you something else to work towards. For Xenogears, this something is deathblow experience, obtained by performing different physical attacks in battle. Each character has four light attacks, two medium attacks, and just one heavy attack. Each attack type gives a type of experience towards new deathblows attacks.
As deathblows are the primary way of becoming more effective in battle, it became enjoyable to get into random encounters to figure out what sequence of attacks will train my next deathblow, and spam it in as many subsequent battles as possible.
It even made Xenogears irritatingly high random encounter rate quite sufferable.
I have one more thing to mention about the battle system. Towards the end of the first disk, Citan starts using a sword instead of his fists. After that, Citan has a whole different set of deathblows! What exceptional attention to detail.
An imperfect game
I’m not going to say that Xenogears is for everyone. I want to warn you about a few things before you get overhyped and then blame me for playing something that didn’t transcend reality.
If you get confused by the story, I can’t blame you or act surprised. I felt lost at multiple points. There are multiple antagonists and it won’t be clear for a long time how they are related or what each of their motivations are. There are many factions, something I usually love in a story, but only if I know a bit about them. We go from getting involved from one faction to another and it’s not clear how some of those scenarios relate to one another.
It’s a jam packed story and there is always something interesting driving events forward, but you don’t always get any view on the bigger picture, and that can make it hard to get engaged with.
Minor storytelling irritations aside, the main thing I don’t like about this game is the speed. Many actions in this game execute with a delay:
Opening the menu
Scrolling text
Walking through a door
Entering battle
Completing attack animations
It’s a drag. In a remaster the first thing needed is to cut out these dead seconds. Faster loading, shorter gaps between attacks, faster text, and maybe a speed up button.
Remember, this is a 60+ hour game. There’s no question about it: if you are prone to impatience, Xenogears is going to challenge you.
On the other hand, if you’re into JRPGs for the music, let assure you that the work of Yasunori Mitsuda, of Chrono Trigger fame, does not disappoint… except in one way: there just isn’t enough of it. There are 44 tracks (compared to Chrono Trigger’s 64) and there are about four in particular that you will hear very regularly. It’s a testament to the exceptional quality of those tracks that I never tired of hearing them, but more variety would have been better.
Some other things that could have been refined:
The random encounter rate in a few areas is way too high. The last dungeon was the most frustrating example, but it’s not the only one.
The camera can be an annoyance, or rather the scenery isn’t always designed in a way that works best with the isometric camera, so you vision might be blocked from some , or it is hard to get a clear sight with an angle that makes it easy to make a jump.
Just a little jump.
Speaking of jumping, many players people hate the platforming. However, frankly, there’s hardly any of it, nowhere near enough for me to hold it in contempt in my memory. It’s only significant in one dungeon (Babel), and I can’t even say I dislike that dungeon overall. It is supposed to be a ruin, the platforming just helps emphasise that this is not a place that exists for your convenience.
Being able to jump just makes the expiration more varied, usually, and more JRPGs could learn from this.
Okay, rounding out the negatives, let’s talk about Disk 2.
Xenogears is a two disk game. The first disk is a 40 or 50 hour typical JRPG journey, with it’s own minor climax. The big mysteries of the game are still unanswered at this point. In fact, you could say that Disk 1 is a massive, multifaceted set-up arc, and all the events with the biggest consequences (those on a global and cosmic scale, as you might put it in comic-book terms) are set to occur in Disk 2.
However, Xenogears vast scope did not fit into Square’s development cycle, which was supposed to take something like 1.5 years in the late 90s. Xenogears had an extension to 2 years, but finishing the whole story in this time was impossible.
Takahashi could choose to finish the game at the end of Disk 1, but he took a different path: rush through the remaining story in a JRPG-storybook hybrid.
It’s not just a change in how the story is presented. If the game’s story became a novel, similar amounts of dialogue, a similar level of detail and pacing, but without the gameplay sections, I wouldn’t have minded so much.
Instead, events that would have taken a great deal of dialogue to build up if they had occurred in Disk 1 — spreading the nanomachines to remove the seal limiter from the population, or finding and activating the Norturne mega-mech, events of global consequence — are just thrown at you in a few lines of text!
It’s pretty comical and bad.
It starts to come together again at the end, for a hour or two before the final fight, when you get access to a world map again. For that reason, I thankfully don’t have to say that the game ends on a low.
It’s a decent ending, we just don’t get there in the best way. The rest of Disk 2 is just the silhouette of an incredible story. Therefore, you have to go into Disk 2 with low expectations.
Conclusions
Xenogears is exceptional and unique. At it’s core, it was born of the minds of exceptionally well-read and ambitious writers, and for two years they were given the resources and talent of the Final Fantasy series in it’s golden age, and the freedom to make the game they wanted despite it’s complexity and weirdness and an unrealistic scope. That is a combination that is rare in videogames.
Xenogears is a game you can go in-depth on, if you are so included. Take the Xenogears and Xenosaga Study Guide, for example. The writer sometimes shows disdain for the “immature consumers of popular media” who see Xenogears as “just” another JRPG classic like Chrono Trigger and Final Fantasy VII, instead of the Russian literature of our generation — an attitude that I find off putting. But I have to admire his or her dedication to the series, and consider it a point of merit for the work that that it can inspire such dedication.
I’ve only played Xenogears once. I am confident that if I play it again, I will be struck my how much of I missed or misunderstood.
I do not believe there will ever be a finished version of Xenogears. Therefore, the game leaves us us sad, something full of wasted potential. A marred magnum opus. Elation and sadness: these are essential to the Xenogears experience. It could have been the best story ever told in a videogame (some people say it still is). It being unfinished is part of the rich metastory of the work… but I would prefer to have the tales of Fei, Elly and Bart told in full.
Xenogears was also inspired by Star Wars. Grahf is Xenogears version of Darth Vader, Cain the Emperor, the chasing Gebler forces in their battleships equivalent to the Empire’s Star Destroyers. Star Wars, too, had a unique and compelling metastory, one of a convoluted untold history (before the prequels were released), and eventually disappointment (after the prequels were released). That is essential to the Star Wars experience.
The same again: Evangelion, that ran out of money and had a finale composed of mainly still images. It was eventually corrected by a movie, but the episode 25/26 disappointment is part of the metastory of the franchise. A quirk that makes it more fascinating to us.
Inspired by Star Wars, Takahashi intended Xenogears to be the middle part of his story. Multiple prequels (not necessarily games) should have filled in events that are only hinted at in Xenogears: Episode V, such as the previous incarnations of Fei going back 1000 years or more. A sequel, Episode IV, would have wrapped up the story and the universe.
That never happened, and never will. But the ideas for the first of those prequels was spun off into a new franchise, Xenosaga. Thought it might be some time before I get to playing it, what I hope to get from it when I do it is reassurance: that the ideas of Xenogears lived on, in some form, and that it become something close to the multi-game, space-spanning epic that it always deserved to be.