Main game
4.33 average rating based on 1368 ratings
This is the hardest fought 3-Star review I've handed out. This game is legitimately saved in a blink with a post-credits scene of all things, the only example of that I've ever seen. It felt so necessary.
FFT is 130% Pomp and Circumstance, if you've wanted a JRPG to crank up the drama while also taking itself completely and decidedly seriously, I can't think of anything better. That highlights how much of FFT is such a rare experience. Gorgeous 2D Art that doesn't shy away from multiple camera angles, (in essence) a custom class system, and chunky Final Fantasy flavor and fanservice. The spritework is worth mentioning again, especially environments like the library tiles. Contemporary series are certainly jealous in spirit that their spinoffs can't hit those marks.
I can't say much more than that, though. I was serious that putting some sort of bow on the story at the eleventh hour genuinely saves this from being an under-quality experience. It's just weak, though weak in ways that may make it fun to bully on repeat playthroughs, so I get the long-lived appeal. I'll hit the highlights, since I think it's important to let this game's sterling reputation speak louder …
This is the hardest fought 3-Star review I've handed out. This game is legitimately saved in a blink with a post-credits scene of all things, the only example of that I've ever seen. It felt so necessary.
FFT is 130% Pomp and Circumstance, if you've wanted a JRPG to crank up the drama while also taking itself completely and decidedly seriously, I can't think of anything better. That highlights how much of FFT is such a rare experience. Gorgeous 2D Art that doesn't shy away from multiple camera angles, (in essence) a custom class system, and chunky Final Fantasy flavor and fanservice. The spritework is worth mentioning again, especially environments like the library tiles. Contemporary series are certainly jealous in spirit that their spinoffs can't hit those marks.
I can't say much more than that, though. I was serious that putting some sort of bow on the story at the eleventh hour genuinely saves this from being an under-quality experience. It's just weak, though weak in ways that may make it fun to bully on repeat playthroughs, so I get the long-lived appeal. I'll hit the highlights, since I think it's important to let this game's sterling reputation speak louder than just one nay-sayer.
Finally, the game's relationship to grinding and soft-lockable multifights is really toxic. I spent a lot of anxious thought trying to prevent soft-locks only for the game to validate that fear. You essentially need to grind at certain points as enemies jump a level or two on average per story fight and you ABSOLUTELY need to grind to mess around with customizations. Want a late game Bard respec for a melee Ramza? Have fun throwing rocks. But you can't grind too much or the random encounters themselves will outpace you. All this concern until Chapter 3 when the game lets up entirely for several hours.
It's very obvious over time what the issue is, Tactics does not know how to engage the player outside of Volume. It runs out of strategic concepts very quickly and makes up for it with the NPC/Enemy only Holy Knight classes, with perfect combat versatility, and bigger and bigger numbers. The famous Wiegraf 2 fight is nothing but a World of Warcraft gear check, absolutely nothing more.
This game is absolutely saved by the general artistry and atmosphere, an interesting experience. I'm not ignorant to its 'Rite of Passage' identity, I took a screenshot of Wiegraf dead at my feet after all. I'll also reiterate that most of those negatives up there come off as quirky to its fans and the demand that you break the game as it demanding your respect, I just don't think it demands your creativity or respects your time back.
A radical departure from the rest of the Final Fantasy series, Final Fantasy Tactics maintains a handful of thematic elements found in the earlier games and dumps them into an extremely rich (if undeniably unbalanced) tactical RPG. Some of Square's best talent was brought together to create an excellent soundtrack, gorgeous character design, and one of the darkest, heaviest storylines the company has ever produced. Although initially published with a laughably crappy localization job, it's been rereleased on a number of modern platforms with a much needed facelift. All the same, a fantastic game for anyone interested in the genre.
This Final Fantasy entry is one of the most ambitious tactical RPGs of its time, blending a richly layered political narrative with deep, rewarding gameplay. Set in the kingdom of Ivalice, the story follows Ramza Beoulve, a young noble caught between loyalty to his family, the corruption of the aristocracy, and the struggles of commoners in a land torn apart by war. Unlike many other Final Fantasy entries, this game focuses less on grand fantasy tropes and more on themes of betrayal, class conflict, and moral ambiguity, making its story unusually mature and grounded for the era.
This game's story has way more depth compared to other entries in the series, despite it having a cute art-style, not to mention the amount of characters and complex plots you need to keep up with. That being said, if regular FF is already complex enough for you, then I wouldn't recommend this one, because it escalates this trait by a lot. Gameplay unfolds on grid-based battlefields where careful positioning, job selection, and long-term planning are crucial. The job system is a highlight, offering tremendous freedom to shape your army by mixing and matching skills across dozens of classes, from traditional knights and …
This Final Fantasy entry is one of the most ambitious tactical RPGs of its time, blending a richly layered political narrative with deep, rewarding gameplay. Set in the kingdom of Ivalice, the story follows Ramza Beoulve, a young noble caught between loyalty to his family, the corruption of the aristocracy, and the struggles of commoners in a land torn apart by war. Unlike many other Final Fantasy entries, this game focuses less on grand fantasy tropes and more on themes of betrayal, class conflict, and moral ambiguity, making its story unusually mature and grounded for the era.
This game's story has way more depth compared to other entries in the series, despite it having a cute art-style, not to mention the amount of characters and complex plots you need to keep up with. That being said, if regular FF is already complex enough for you, then I wouldn't recommend this one, because it escalates this trait by a lot. Gameplay unfolds on grid-based battlefields where careful positioning, job selection, and long-term planning are crucial. The job system is a highlight, offering tremendous freedom to shape your army by mixing and matching skills across dozens of classes, from traditional knights and mages to unique options like calculators and ninjas.
This depth ensures that no two playthroughs are exactly alike. Battles can be punishing, but the challenge makes every victory satisfying. If you like party RPGs in general, than this is one of the best games you can experience, because you'll practically be managing multiple different characters, and this is not limited to their equipment, but their progression in general. Complementing the strategic gameplay is a hauntingly beautiful soundtrack, which enhances the game’s serious tone, and an amazing OST is already a trait in the series. Although the original English translation was awkward at times, the core story and atmosphere still shine through.
With its complex systems, mature themes, and innovative approach to RPG storytelling, Final Fantasy Tactics remains a cornerstone of the genre and a beloved cult classic that influenced countless tactical RPGs in the years that followed. This is truly one of the best RPGs of all time and a must-play for people who like this genre to any extent, especially if you play using the recent re-releases for modern platforms, as for me I choose to play the original version in the original platform, and to replay it via emulation later in time. This title also has one of the most unique secrets and ester eggs, but I won't spoil anything here so I won't ruin the fun.
Finished with what I’m calling 100%, in about 106 hours.
I think this was a wonderful game, once again made worse by a really poor translation. This is a dense story. Half the game is reading texts outside of actual scenes, meaning it needs to be lucid and clear. Unfortunately, it’s not, and some things, like the Brave Story descriptions, can’t even keep a name straight in the same entry. After a lot of reading, (thanks internet!) I think I have it all straight though.
I didn’t set out to do everything in this game, but after floundering around in the beginning, I just kind of did it. Being level 99 with all the best stuff makes the last parts very easy, but there were still some challenges, such as Deep Dungeon, and random battles of eight Chocobos. Seriously, I’ve never hated a Chocobo as much as in this game.
Story wise, Tactics is exciting and engaging, but filled with death, betrayal, and sadness.
One of the best games ever developed A master class in how to use movement in a Strategy game
A strategy-RPG classic on the PS1 reviewed at https://thewellredmage.wordpress.com/2016/03/20/fi...
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 …
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.
Great story. Incredible plot twists and fantastic soundtrack.
8.5/10
An amazing strategy/rpg game which I had missed somehow or the other. I had first played FFT Advance so I was expecting something simiar but this one is a lot more serious.
This game holds a special place in my heart. There has never been a game that so readily captures my attention with its pacing, its action mechanics, its storytelling. This review will not be able to contain all of the information I wish to convey to whoever may be concerned with reading it. Final Fantasy Tactics stands tall above all else when it comes to tactical strategy rpgs.
The story is pretty deep. You start out as a simple squire sworn to protect a princess, only to have her captured. As you seek to find her safe again, conspiracies are uncovered and wars are waged. Such harsh betrayal makes this one of the darkest Final Fantasies. Throw some holy relics that have the power to turn religious/political zealots into demigods and you've got Final Fantasy Tactics.
The battle system, while it has its bugs, is one of the most intricate pieces of work back in 1998. Holy smokes is it fun. You charge into battle with your chosen units, all of varying classes, and proceed to kill each other. The entire thing is turn based, and units have varying speeds that determine what order and how often the units are …
This game holds a special place in my heart. There has never been a game that so readily captures my attention with its pacing, its action mechanics, its storytelling. This review will not be able to contain all of the information I wish to convey to whoever may be concerned with reading it. Final Fantasy Tactics stands tall above all else when it comes to tactical strategy rpgs.
The story is pretty deep. You start out as a simple squire sworn to protect a princess, only to have her captured. As you seek to find her safe again, conspiracies are uncovered and wars are waged. Such harsh betrayal makes this one of the darkest Final Fantasies. Throw some holy relics that have the power to turn religious/political zealots into demigods and you've got Final Fantasy Tactics.
The battle system, while it has its bugs, is one of the most intricate pieces of work back in 1998. Holy smokes is it fun. You charge into battle with your chosen units, all of varying classes, and proceed to kill each other. The entire thing is turn based, and units have varying speeds that determine what order and how often the units are entitled a turn.
Nothing has been more fun than gearing and lvling a special team of ninja monks that move so far and swift, and attack so righteously that they are able to destroy parties more than twice their size and strength. The special items you can get your hands on are a joy to have, and Cloud Strife even makes a cameo appearance as a playable character.
The updated version adds a few classes and fixes a few bugs. A whole lot of fun.
Played this with my best friend in grade school on his PSX. Undeniably the greatest Final Fantasy story to date.
I was confused when I got to the ending cause it seemed different from my memory. I checked and it turned out I'm wrong, I just had a different ending in my head that I guess was my own interpretation that I like better. It's Serial Experiments Lain all over again, lol.
This bodes well for the remaster:
Square Enix had lost the game’s original source code. When asked how the team overcame that issue, Maehiro said it was a combination of reverse engineering and, “there were also times where we played the original game and worked it out by feel alone.”
It's been a while since I've played JRPGs, and all I'm getting out of it is: Engaging story, but fighting or battling is an annoying nightmare of mine. ARE YOU FREAKIN' SERIOUS ABOUT ME WAITING A WHOLE DAMN MINUTE JUST TO GET TO MY TURN! I'm just watching a few animations with numbers either going up or down.
Bare in mind, these are Playstation 1 JRPGs. they're tiresome AF. the loading is annoying. but what really grind my gears off is how these games are SO LONG because the fighting makes you wait for eternal!
I remember trying Earthbound sometimes in 2016 and loved it to hell. and turns out, that the game had more than what I experienced. I'm really not sure whether the problem with me, or the Playstation, or interest! I liked Earthbound before, but why nothing else?
This game is really good! I'm not a big fan of tactical RPGs, but this stands out with great dialogue, music, political intrigue, and that Final Fantasy charm.
Almost there, just Deep Dungeon and the end areas to go. I don't know why I decided to do all the propositions, but I found that I've somehow missed a few. There is no easy way to check what's done, I just know I'm missing a few of the treasures, so after going around the entire map, fights and all, to finish (or what I thought was finishing) them, just to do another lap to pick up ones I missed or have to redo for some reason. It's tedious work. Don't do it.
Just curious, what characters and builds do you use? I'm mainly using Ramza, Cid, Beowulf, Meliadoul, and Agrias, swapping Cloud in once in a while because I want him to be good, but he just takes too long. And after developing everyone and leveling him, I just don't have it in me to build him up in jobs. He has his Limits and auto-potion. Everyone else is their default job w/ two swords, and draw out or throw.
I’m a few battles into chapter 3 and this game makes me dread playing it. Which is good, because the story is gripping, but man, is everyone in the game a bad guy? I also kind of know what’s coming, given that the game is over 20 years old, this is definitely one of the more pessimistic entries in the series.