1824: First Fantasy

I finished Final Fantasy I last night, bringing the first chapter in my Final Fantasy marathon to a close. And you know what? I really, really enjoyed it.

This may have something to do with the fact that I was playing the PSP version, also known as Final Fantasy Anniversary Edition, which has been substantially tweaked and rebalanced from both the original NES release and the subsequent enhanced PSone Final Fantasy Origins version, which I played last time I beat this first installment.

While there’s an argument that it’s worth experiencing the game in its original, purest, grind-heavy and rather difficult form — complete with its Vancian Magic system, just one of many influences the game drew from Dungeons & Dragons — the PSP version proved to be a lot more enjoyable generally. The pacing was better, there was a lot less running around in circles grinding — the original required you to do this to even beat the first boss, which appeared before the game’s title screen — and the more traditional Magic Points system made some of the more lengthy encounters and dungeons later in the game somewhat more feasible.

Those late-game dungeons — four of which were added in the Game Boy Advance Dawn of Souls release of the game and the last of which was added in the Anniversary Edition release — proved to be really great, if a little bizarre. Collectively dubbed the Soul of Chaos, the first four extra dungeons live up to their name by tasking you with exploring 5, 10, 20 and 40 floors that feature set layouts but randomised floor orders and available treasures. There’s not really a coherent theme to the dungeon floors as such — although the less interesting floors tend to be of an appropriate element to the dungeon’s name: fiery caverns in Hellfire Chasm, for example — but the chaotic, unpredictable nature of them is what makes them interesting. On one floor you might be exploring a cave; the next you might be paddling a canoe around a flooded village; on the next, you might be attempting to navigate a maze of bookshelves while scholars mumble about their research and get in your way.

The final new dungeon, known as the Labyrinth of Time, was the most interesting by far, however. The Labyrinth of Time creates a new dungeon each time by picking ten different “puzzle floors” out of a selection of 30, then challenging you to beat these puzzles against the clock and with one or more of your abilities sealed off. The more abilities you seal off — and the more useful they are — the more time you have available to complete a floor. Run out of time and a dark miasma descends, damaging you every second and increasing the number of monsters you encounter.

The puzzles vary from simple observation puzzles, in which you have to answer questions about something you’ve just seen, to challenging physical tasks such as marching in line with a group of NPC soldiers. Like the Soul of Chaos dungeons, they have little to do with the overall Final Fantasy story — what little story it has anyway — but they’re immensely enjoyable and challenging to complete. And then at the end of it all you have Chronodia, one of the toughest bosses in the game, to fight for ultimate bragging rights… oh, and the best sword in the game, too.

The first time I played Final Fantasy I, with the Origins release, I did so in order to understand the series’ roots, and sort of had a good time, but found it a bit of a chore after a while. The PSP version, meanwhile, I found genuinely enjoyable, even from a modern perspective, and was inspired to go on and complete the game’s most challenging content. I have absolutely no hesitation in recommending it to anyone looking for a fun portable RPG experience — and those of you without a PSP can even play it on your phone.

Onwards to Final Fantasy II, then, which I remember enjoying quite a lot the first time I tried it (again, with Origins) but which is widely regarded to be one of the worst installments in the whole series thanks to its bafflingly bizarre mechanics. For Fynn! Wild Rose!


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