Final Fantasy came a long way from its humble top-down Ultima-feel 2D beginnings on NES. By the late 90's FFVII had redefined the sci-fi RPG fantasy genre to include 3d and cleavage and full cutscenes. The bar was raised.
How truly odd, then, that the next game bearing the FF imprint was such a drastic departure - calling back some …
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Final Fantasy came a long way from its humble top-down Ultima-feel 2D beginnings on NES. By the late 90's FFVII had redefined the sci-fi RPG fantasy genre to include 3d and cleavage and full cutscenes. The bar was raised.
How truly odd, then, that the next game bearing the FF imprint was such a drastic departure - calling back some of the original classes from over a decade earlier, and even their sprites. Turning the game field into a 3d cube that reminds one of Qbert. Making everyone walk in place and only having battles in pre-determined map points. So odd!

In Final Fantasy Tactics, you are a young squire in the middle of a tumultuous time in history. The game makes a huge deal out of storyline - making you out to be the true hero, or the anti-hero, while the other guy that got all the credit did nothing. You slowly amass an army of characters (seriously - 20 guys and gals, plus chocobos, monsters, robots, etc) and are responsible for equipping them, selecting their jobs, choosing what skills they learn, and determining career paths.
Unlike other FF games, you don't just progress and gain levels and MP/HP and all that. Some of that is there, but more of who you are and what you do is determined by your job. This is the FFIII/FFV formula, apparently - your job dictates what armor/weapons you can use, your abilities, your MP/HP, etc. So someone can begin as a squire or chemist, and through job choices end up excelling in some magical class, or as knight, ninja, dragonlancer, etc.
There's also all kinds of other pieces - karma, magical resistance and aptitude, and all kinds of astrology making an impact. Then there's monsters, befriending them, charming them, getting them in your party, having them produce offspring that are more powerful. Really a ton of depth.

Another bonus is side-quests - not the typical run around and find old man's pants side-quests, but treasure hunting or war or other things you can send some of your party off to complete, winning rewards and experience and money, while you keep going on the main quest. It's very different, and uniquely rewarding.
There are some very tough battles here - this isn't a case of build up strength and overpower the enemies, as they level with you throughout the game. No easy button mashing here - you have to use tactics, literally, and expect to be frustrated with a lot of close losses as you learn movement and the system.
The depth available in this 1-CD game made it honestly rival FFVII, originally, but I could never muster up the same emotional investment without cutscenes, cute anime girls, and with a character walking in place incessantly. Or again maybe it was the poor translation.

All in all, learning the job system, unlocking classes, gaining abilities, and making the right party combination for the infuriatingly difficult boss battles is enough to make this game rewarding, even 13 years after its release. I've played through many times, and never gotten far down the Summoner tree, for instance, or mastered how Ninjas throw swords, or even gotten that blasted robot you apparently get.
If you have a few months to lose, fire this puppy up and get into it with an open mind.
The Final Score:
Such a huge departure from the series, and rife with gameplay issues, poor translation, and just a general misunderstanding or dismissal by fans - but FFT still manages to capture something special in its gameplay. Maybe its the host of different skillsets and 'jobs' that you can use, or the unique characters that join you, or the intriguing, confusing, political/demonic storyline. This one stays with you and cries out for you to reply it - frustrations and all. Truly a tactical masterpiece.
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