RPGamers Network > Reviews > Game Reviews > Final Fantasy Tactics

Game Stats
Genre RPG
Platform PlayStation
Format CD-ROM
# of Players 1
Released Jap 06.20.1997
Released US 01.28.1998
Released EU N/A
Aprox. Length 30-40 hrs.
Reviewer Rankings
Battle System 10.0
Gameplay 8.0
Music 8.0
Originality 10.0
Plot 11.0
Replay Value 8.0
Sound 8.0
Visuals 9.0
Difficulty Hard
Overall
9.0

Final Fantasy Tactics

By: Squaresoft

Reviewed By: Dominator

Without a shadow of a doubt this game was the best representation of Square's capabilities on the PlayStation. Never before had they tried anything of this caliber, and I am sad to admit that they have yet to surpass it. (I'm going to note this isn't a standard RPG, despite its Final Fantasy title. It is much more a strategy game.)

Originality:
Final Fantasy Tactics not only offered a whole new world to play in, but a new battle system, vastly different graphical style, a brand new plot format, a revamped job-system, and new formats for equipment, to name a few. Square left very little unchanged, and changed nearly everything for the better.

Gameplay:
The game moved forward completely linearly, side-questing is only available in the late portions of the game (and after a certain point, it's not even necessary). As such, the game tends to be very mission oriented, though it is likely the player won't make that connection. Almost every town offers a new battle (aka mission) to be fought out at one point or another during the game's long trek across the world of Ivalice. Not all battles are the same, however, and this prevents the game from becoming totally monotonous. Unlike other FF games, the player is allowed to recruit more soldiers for his or her party, to better balance the existing troops he or she already has. Equipping them is rarely a problem, as an abundance of gil is provided after every battle. However, it is rare that this will be necessary-the game gives the player six units in addition to the main character, and many specialized characters will join as you progress, limiting the real need to recruit more. Developing job classes is difficult, but more than worth the effort. As a bonus, all characters in the battle will receive some benefit (for developing that class) from any teammate performing an action.

Music:
Final Fantasy Tactics, just like any FF game, offers a new soundtrack, and, as usual, it fits in quite well. There are several battle themes the game cycles through as you progress, and nearly every cut-scene has a new tune for it. Often times the music fades into the background due to the intensity (and possibly chaos) of the battles, but this is something Square has always excelled in-the music is noticeable when desired, and barely there when necessary. I regret to say there is nothing particularly memorable about this game's soundtrack; you won't find yourself humming any tunes to yourself after playing.

Plot:
This game contains the single best Final Fantasy plot since Final Fantasy IV. Rather than the tried-and-true "Defeat the bad-guy, save the world, save the girl" method, Tactics introduces plots within plots. The story begins with a struggle between classes, nobility and commoners, but develops into a religious theme, many different political themes, and numerous exposures to corruption. At times I found myself wondering if Square was trying to parallel modern society. While the characters in the player's party don't receive as much development as I would like, every important NPC receives more development than I could have hoped for, driving the plot (and my desire to play the game) even further. The game ends like none other, but I will not say anything more simply so that anyone considering playing this or currently playing it does not have it wrecked for them.

Battle System:
The battle system in Tactics is more than enough to keep the player going. It's really a turn-based strategy game. The player chooses five characters from a roster and controls every single action that is taken. Each character performs a particular job, as more time is spent in certain classes, more job classes become available. The jobs allow the player to customize the character's menu, which in turn completely affects the way the battles are carried out. As far as actual battling goes, the player must move the characters across the field, with terrain hindering or helping the characters as they go. Each action always has a requirement, and there are so many I don't even want to try and name them. Don't let this intimidate you; these requirements can always be found out during battle before a characters turn, and thus the player is allowed (and possibly required) to play very strategically. The monsters in the random battles become stronger as the plot progresses, to a point where the player is dreading them more than the actual story battles.

Sound and Visuals:
I liked the visuals in this game much more than the 3D graphics FFVII offered. It's purely a preference thing, but I felt they were just done better. The sprites all had enough animations that they were able to use, the spells looked very good, the summons, while only 2D, the environments were played around with to make them fit in well enough. The sounds fit in nicely, and there were several new types (like the death wail).

Replay Value:
The story itself is not going to change, due to how linear it is. Aside from the quality of the story itself, there are really only two real reasons to replay this game: try out classes you didn't use extensively your first time through, and to do any side-questing you opted not to do in favor of completing the story. Still, this lends enough of a reason to pick up the game and play it again, and there are a few elements that become clearer on subsequent play-throughs.

Conclusion:
The most original Final Fantasy plot in a long time, coupled with a great battle system, and decked out with quality sound, graphics, and gameplay make this game a must have for any RPGamer.

ESRB Rating

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