Saturday, March 2, 2024

Final Fantasy V (Super Famicom / SNES) Review

 (Originally posted on December, 2014)

                                     

(1992, Super Famicom)
(Note: Though I own the cartridge, this game was played on an emulator for the purpose of speeding up battles.)

This fall was essentially my first time playing the 22 year old Final Fantasy V. Back in the 90s, I only briefly messed with the fan-translation rom out of novelty. With little experience in RPGs at that time, I wasn’t near ready for the deeper mechanics and the level of engagement it asks of the player. Half a lifetime later, I finally dove headfirst into the original Super Famicom version, to be greeted by an adventurous opening theme a bit less solemn and a bit more cheerful than usually offered by the series. Perhaps it’s foreshadowing a Final Fantasy that’s of quality, yet doesn’t take itself quite as seriously as the others?...

In contrast to IV (and all later entries to the series) V’s story and dialogue serves more as a mere scaffolding for the rich job system to fill out the game, though there are still several moments that may get a rise out of you. Except for the history of Galuf, I was surprised to see that even the party members are basically just there…though they bring along a few twists, turns and jokes. The big theme to the story is of travel between dimensions, and how they increasingly entwine with and distort each other. While this sounds like an idea full of potential, only the weirdness of the last dungeon managed to really go anywhere. In fact, the many intentional instances of humor and absurdity might leave a bigger impression than the main plot itself.

Making the job system of III even deeper, characters can now combine jobs, which are gradually introduced as the game moves forward. Almost every job has the standard fight and item commands, their own unique special ability, and room for one more skillset or ability (from another job), which are earned by accumulating ability points after battles. To eventually beat the game, for my entire party I favored the Samurai with their devastating coin throw, backed up by white magic. With each job having it’s own experience levels that progressively reveal new skills, the system is very addictive to peel away at, but makes grinding a necessity to a degree. During such times, I chose to dilute the purity of the experience by utilizing emulator speed options, often while also watching a video or listening to a podcast. Fortunately (for me) the job system didn’t hijack my brain chemistry quite like Tactics, which always has me going “Just one more battle”…for hours and hours! Still, the job system is so fun and satisfying; halfway through the game I was even tempted to completely restart, impressed with the idea that I could develop my characters much more efficiently with what I had learned. I personally don't plan on replaying the game for a long time, if ever, (Only a small handful of RPGs have made me willing to do that) but I definitely understand the appeal and cult following this holds among some RPG fans.

As a whole, the world's a bit bland, feeling not too far off from Final Fantasy IV in both it’s setting and look. However, the ‘mid-portion’ of the game had a really cool atmosphere that I wish would have extended longer. The mid-portion’s "Unknown Lands" theme is great at conveying a sense of mystery, increased danger and a glimmer of hope all at once. The later portion of the game left me feeling a bit deflated, but it mostly consists of optional side quests, leaving the end to quickly be reached if one desires.

The game’s low point comes early on in the form of an oddly huge dungeon within a not so huge airship, a confusing maze of tricks to be trudged through. After pulling your hair out (or just pulling out a walkthrough), the game then gets much better, such as the impressively “decorated” castle belonging to (one of) the main baddies. V features several interesting new, small scale ideas, including cutscenes requiring the repetition of the same action several times and a couple points where regular enemies are in full view, waiting to be touched to initiate battle. In later games, the Mogs almost seem to be a step or two ahead of the humans. First introduced here is where they’re at their cutest ; fatter, with a slight cowardice and adorably stupid manner.

While perhaps not among the very best in the series, the soundtrack is still the envy of many an RPG. The very clean sounding “Opening theme” easily shifts from a heavenly tranquility, solemnness, to an approaching unease that’s finally run off by a glimmer of hope. My personal favorite in the game, "Lenna's theme," both gives a sense of despair while offering an assuring ease. The looping Library of Ancients is a bit irritating at the start, but is surprisingly engaging at the speedup. The quality of the acoustic guitar on “Dear Friends” is striking. The beautiful sounding “The Silent Beyond” gives just the slightest hint of something being off, which fits perfectly in a game dealing with colliding realities. Gilgamesh is a hilarious character, always accompanied by the theme “Clash on the Big Bridge,” arguably one of the very best tracks in the series. It’s fantastic stuff all around.

The addictive and well-rounded Final Fantasy V gives me very little to complain about, yet doesn’t stand out as amazing in any particular way (within the series). It’s not a beginner’s game, but established fans of the genre who know they like battles, taking notes and experimenting with a myriad of options can’t go wrong with seeing what it’s like to be part dancer/ninja or hundreds of other combinations.

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