Reviews from

in the past


Pointless fanservice wankfest going back on the prior game’s actual experimentation

The coziest I've ever felt in my entire life was when I entered that cave filled with cute kitten O_O

Imagine walking through a park and triggering a battle every time you step on an ant. That is what this game feels like. Would have been great otherwise

Es increíble el cambio que ha dado esta entrega de Phantasy Star respecto a la segunda y la tercera entrega. Se nota que tomaron nota de todo lo que no funcionaba para hacer las cosas mejor.

Para empezar, el worldbuilding. En anteriores entregas de esta saga, los pueblos y ciudades por las que pasábamos eran solo lugares de paso con poca cosa, con el propósito de hacer lo que tocaba puntualmente en ellos (y no todos tenían algo obligatorio) y pasar por sus enfermerías/posadas y tiendas. En Phantasy Star IV, el mundo está tan lleno de vida y atención al detalle que este se ve afectado por nuestro avance en los acontecimientos del juego. Esto se nota, por ejemplo, cuando revisitamos los pueblos y vemos cómo los diálogos de los personajes con los que hablamos van cambiando, o directamente podemos ver cómo aldeas que estaban en ruinas pasan a estar en reconstrucción. Aparte, si nos empapamos bien de lo que nos ofrecen los sitios que visitamos, podremos ser hasta testigos de eventos que posteriormente pasarán a formar parte de misiones secundarias a elegir en el gremio de cazadores.

La progresión está tan bien llevada que se nos informa bien sobre los objetivos que llevaremos a cabo en el juego, dándonos así una indicación aproximada de en qué lugar se encuentran. En caso de habernos olvidado de lo que tenemos que hacer, siempre estará disponible el comando de hablar en el menú para que los personajes jugables tengan una breve conversación a modo de recordatorio. Además, los entornos por los que navegamos a lo largo del juego son lo suficientemente buenos como para no resultar pesados.

En cuanto a los personajes, se nota una evolución enorme si los comparamos sobre todo con los de la segunda entrega, en la que tenían poco y nada que decir. En esta ocasión, han conseguido presentar unos personajes carismáticos y con desarrollo, aunque también hay otros que solo están presentes en momentos concretos de la aventura, pues luego tienen motivos personales por los que que abandonar el grupo. Aun así, el hecho de que algunos personajes vayan cambiando cada ciertos puntos de la historia es algo que aporta frescura continuamente y modifica nuestras estrategias en los combates. Gran parte de las escenas que protagonizan están presentadas en formato comic, lo cual es muy original dentro de lo que eran los juegos del género de la época y, mediante estas, se expresa con gran acierto lo ocurrido en los momentos clave de su narrativa.

El sistema de batalla está mucho más pulido, y seleccionar los comandos no es tan soporífero, pues ahora elegimos las acciones de los personajes por orden uno tras otro. Además de esto, se ha añadido un sistema de macros que nos permite programar hasta 8 slots con movimientos a establecer para evitar seleccionarlos manualmente a cada turno, por lo que es una medida que agiliza mucho los combates, aunque lo negativo de esto es que los personajes se lanzarán a atacar a los objetivos que les dé la gana en caso de haber programado una acción que afecte a un solo enemigo.

También es cierto que aún carga con asignaturas pendientes de los juegos anteriores. Una vez más, no hay información sobre cómo afectan a las estadísticas de los personajes las armas y armaduras de las tiendas antes de ser compradas, y tampoco hay explicaciones de lo que hacen las técnicas y habilidades de los personajes, por lo que toca mirar el manual del juego para saber cuáles son sus efectos. A esto, se une un problema relacionado con una novedad jugable, la cual es la posibilidad de usar habilidades combinadas. Si seleccionas durante los combates técnicas específicas con varios personajes, estos podrán hacer movimientos conjuntos, y sí, esto no se explica en absoluto en el juego ni hay indicación de cuáles son las posibles combinaciones, por lo que, una vez más, toca mirar el manual. Tampoco da información sobre en qué se basa para que se lleven a cabo con éxito, pues a veces seleccionaremos las técnicas para ello y no funcionan. Esto es debido a la velocidad de movimiento de los personajes, de manera que, si un enemigo lleva a cabo una acción entre los turnos de dos personajes que van a realizar una técnica conjunta, esta se anula y, en cambio, realizará cada uno la suya por separado. Para tener más éxito a la hora de realizar estos ataques, podemos programar una macro para que actúen primero los personajes más lentos, aunque eso conlleva recibir ataques de los enemigos en primer lugar.

Con sus más y sus menos, debo decir que jugar a este juego ha sido una gran experiencia llena de momentos memorables y toda una sorpresa, de lejos el mejor de los 4 juegos principales de esta saga.

In my opinion the best classic JRPG ever made

I really dug this game and it's aesthetic, if you're looking for a retro RPG then look no further. Now I want to play the first three games~


There's virtually no grinding, and the pace is consistent, with no real low points or tedious sections. As a result, we have a 12- to 15-hour game that's a blast from start to finish, especially the last hour. 

We need more RPGs to copy this formula.

I missed out on pretty much every 16-bit JRPG, I am more of an action game guy and I had a Genesis, that sealed my fate. There was one big RPG series on Genesis, Phantasy Star, I rented one of the games, could have been 2, hated it and had it returned quickly, thus my experience with JRPGs pre FFVII ended there. After FFVII I have gone back and played many of the classic RPGs of that era but I never returned to Phantasy Star (even though I am a massive PSO fan). I heard Phantasy Star 4 is easily the best of the series and one of the better RPGs of that time and hey its in my Genesis collection so why not try it. I am very happy I did as Phantasy Star 4 is still to this day an immpressive game filled with memorable characters and a thrilling story.

Like most every JRPG of the time the game is top down view as you navigate a world map that takes you to various towns and dungeons. Random encounters happen anywhere outside towns at a rate that is borderline annoying, thankfully this version of the game comes with a fast foward button so I sped through most of the garbage fights. You gain exp, level up, gain new powers, buy new gear at the latest town and so on. Clearly the mold wasn't broken with this game, its as traditional as it gets, where it succeeds is how well executed all aspects are.

The most compelling reason to play PS4 is definetly the story and characters that accompany Chaz throught the adventure. During cutscenes comic book style windows tell the story. They aren't real time animated or anything but it feels like reading a well draw comic book. Seeing the party members close up during these scenes adds a nice layer of connection to them as they have a face, you can see their emotions, they arent just a tiny sprite you see from above. While I didn'y play the previous Phantasy Star games I did do a quick summary to catch up, which is important because Sega managed to create a 4 part epic where each game is a subsequent generation of heroes battling the same malevolent force that dooms their solar system. A few long living characters survive across multiple games, stories are told in this one about the heroes of the past games and the impact of a major moment in PS2 has changed the way all species living in this solar system has lived for a hundred years. I didn't see many interconnected storylines back then, I was hugely impressed how this grand finale to the story managed to incorporate those storylines into this and have it work for new comers and those who played the entire series.

I love world maps in these older games, I always feel like I am on a grand adventure if I hop on some airship and explore a full world. Go town to town, discover strange new species and customes. Phantasy Star takes it a step further as you visit multiple planets, sure its just a swap of a map screen but the game feels huge in scope even though it isnt. It takes the usual 30 hours or so to beat this game and do most side stories, maybe today that sounds short but back then that was a massive game.

Sense of adventure is key and so is the push to keep the quest moving and being interesting location after location, this game excels in both of those areas. Its so well paced with big story beats coming after every new dungeon or new party members jumping in or out of your party. I love a large varied cast in these RPGs and this has a bunch of great characters, all well realized with small yet impactful story arcs. One of the most shocking story moments comes about a third in and is something another very famous RPG is known for, well here is this game doing that same scene many years earlier, now I feel this game was the bold one. It is not all drama, this game has a great sense of humor, there is this underlining sense of poking fun at RPG tropes throughout. Certain townsfolk will say the most cliche sayings and a nearby NPC will comment and make fun at how cliche that person is being. There will be observations of the absurdity of breaking into homes and just stealing peoples items. It never takes itself super seriously and yet still hits the right tone for all the heavy emotional stuff. I loved the characters, story and world of Phantasy Star 4.

The gameplay is where I found it lacking compared to a FF or Chrono Trigger. For one there is basically zero party customization, not until the literal end of the game do you get to choose a party member, and even then its just one. The party is always picked for you, characters come and go and level up on their own when they are away. With no space to customize the party there is no real room to develop unique combat strategies. Instead you will fall back to the usual using of the strongest attack, healing when needed and using support spells for bosses.

The presentation of the fights is extremely well done with large sprites filling the screens and some good attack effects. I wish there was a way to know what order the party and enemies will go in, instead you pick which action every party member will do and then it plays out however it decides to play out. So sometimes an attack you think would be helpful to hit multiple enemies at once ends up useless as that becomes the final attack in the turn and most enemies died from the other characters attacking. One of the more unique gameplay elements is the ability to combine spells from different characters to have a combination attack. The game never tells you these, you are supposed to discover them by experimenting, problem is these spells have to be chosen in a specific order, and since you dont always know the order of the attacks its almost random if the combo attack works or not. I used a guide to see the different combos, I would have never found them out... also they arent really needed.

Speaking of guides, I needed one just to understand what every spell and technique in the game does. The words used for these skills might as well be random jibberish and nowhere in your in game menu is there a "description" option. You learned "saner"! Great what in the hell is Saner and what does it do?! At least when you cast it it tells you, that doesnt happen with many attacks as you will use a power and many times nothing happens. I come to read from a guide that some attacks are instant death attacks that have a lower success rate, some are status attacks that only effects certain types of enemies. Does the game tell you any of this, nope. Now I know every game had a manual back in the day, but i also had the manual up and not every spell or skill is in the manual so that didn't help.

Like every JRPG of the time the game suffers from boring trash fights that serve as grinding tools. I never had to grind because I explored nearly every inch of the world which meant so many random battles. At least dungeons had a few enemy combinations that made me think, break up the bordom of hitting attack attack attack. Boss fights of course is where actual strategy comes in but rarely did they really require any interesting process to take them down, it was usually just use your strongest attack. When I compare this game to Final Fantasy V, which I recently just played, its extremely apparent how basic the combat character building is, so because of that I cant say this game ever reaches the highs of that franchise.

I am glad I got around to playing this so called forgetten gem, I wish i gave it more of a chance back in the day as I could have used more variety in my Genesis collection. Do I think its an all time classic, no, maybe for its time, I could see an argument but it shows its age where the true best from back then still offer plenty of quality gaming even today. It's the presentation, story and well paced adventure that really made this a hugely enjoyable experience.

Overall Score: 7.7

Outstanding manga-styled cutscenes made the half of it that I played absolutely riveting. The combat and story failed to hook me after the first big villain was defeated, but I still enjoyed the time I spent with it.

This game really gets elevated by the way it animates it's cutscenes. I saw nothing like it in other games on the Genesis/SNES. I thought it wouldn't be that big of a deal, but it really helps with the immersion. I would give this game half a star just for those alone. Just imagine Final Fantasy or Dragon Quest games having them like this. I wonder why they don't do these kind of cutscenes on snes based indiegames these days, it really is a lost art.

It also reminds me of Dragon Quest 3 in the ways it connects with earlier Phantasy Star games and the lore of those games (except 3, they want you to forget that one). PS 1 wasn't really that loreheavy, but 2 was and it is great to see the characters rediscover what happened in the millennia before. It does it in a way like the Trigun anime, with advanced technology lost, and people trying to make the best with what they still know of it. I love that kind of setting, and while the year it came out holds back it's full potential, the story was interesting throughout.

The gameplay is the regular JRPG experience of the time (turn based, high encounter rate, some grinding required), with the added annoyance of having to try out and remember what each spell and skill does, because the names of them are not intuitive and there is no description what they do. Hated it in Lufia and hated it here.

This definitely is the best JRPG on the Genesis, and better than a whole lot of those on the SNES. Highly influential with the way it does party chat and develops it's cast. I'm pretty sure this is a game the developers of games like Tales of Phantasia and Legend of Heroes looked at. The whole hunter association and how you can complete jobs for it is really familiar to the adventures guild Legend of Heroes came up with not much later, and that eventually evolved in the Bracer guild from the Trails series.

It's a shame there never was a PS 5, there was potential to chase the darkness in other solar systems. I guess some later PS titles go into that (the PSP ones which i didn't play), but i heard it was not on a level a good main line title could have. And PS online is a MMO.


Strong vibes, excellent narration and solid 16 bit jrpg adventuring with an overall difficulty curve just on the right spot..for the most parts.

Personally I feel like the story started of stronger than it ended up with, but the cartoon styled cutscenes were super cool and plentiful, while the pacing never dropped throughout its 20 or so hour run.

The inventory menu is easily the weakest aspect with zero item/ gear stat or spell descriptions, and there are A LOT of spells and skills to keep track of, so holding a sheet with descriptions on the side is absolutely essential to play through this.

While dungeons are a lot easier to traverse than Phantasy Star II, they still have no checkpoints, so if you game over it's straight back to the title screen.

Phantasy Star 4 also loves throwing gimmick bosses at you, so be ready to suddenly get wiped because you didnt use a requisite item or weapon.

Even with its share of flaws and less intuitive design choices, it's still a fantastic jrpg worth the trouble.

[ Story: 7/10 | Gameplay: 9/10 | OST: 9/10 ]

I do not understand the rune speak that is this game's spells, but there's just something so badass and cool about playing this that I can't put my finger on.

I loved when the heroes asked one of the main villains stuff like "What you're doing will kill all life on this planet" and "Do you realize that you'll die too?" and then his response was "Yeah, and?"

Ah Phantasy Star 4.

I decided to replay this on a whim after some friends decided against it as a game club pick, and with cheats and such I was done in about 6 hours or so.

It's just such a wonderful experience. Planet hopping, offing the big bad guy(s), funny dialogue, gorgeous looking graphics. I just adore it.

I don't have incredibly deep thoughts, but I just like it a lot.

I feel like with II and III, Sega were trying to reinvent the wheel and add a lot of weird mechanics and plotpoints to set the Phantasy Star series apart from all the other JRPGs on the market. It's funny, then, that IV returns to the style of the first game to present a standard yet solid experience, and in doing so eclipses those two games with flying colors. Combat's fun and comprehensive, dungeons are well designed, the story and characters are all well written and memorable, and the graphics are outstanding, especially the character portraits and cutscenes. It's no Dragon Quest V or Chrono Trigger, but the fact that I can even compare it to such great games is a lot more than I can say about the prior two entries in the series.

I never thought starting this year that by the end of April I would have finally played all 4 of the original classic Phantasy Star games. They have been on my bucket list for years and the experience has been a mixture of surprises and Phantasy Star IV: The End of the Millennium is no exception.

To start with I really want to get this out the way that this game is by far the best of the 4 games. It takes all the good parts of Phantasy Star II and builds on them in all the right aspects while still linking the story of every game in the series together. It really feels like it ties the plot up for all of them while still being able to play it on it's own. It's an incredibly well made experience with a couple of aspects that really stood out in particular.

Story wise the game takes place 1000 years before Phantasy Star III and 1000 years after Phantasy Star II which in turn was 1000 years after Phantasy Star I. We are once again in the Algol star system following mercenary hunters Alys Brangwin and her apprentice Chaz Ashley on planet Motavia. They have been hired to take care of some monsters that lead them on a steadily longer world saving adventure than they could have anticipated. The writing and story of Phantasy Star IV is a massive increase in quality over it's predecessors with full comic like panel cutscenes, genuinely funny jokes, facial expressions and stand out personalities making the story moments actually a delight rather than simply a cardboard set of instructions for the next location. This was such a pleasant realisation within less than 10 minutes of starting that this was going to be a much different experience than I initially thought.

The game moves at a fast pace generally and while certainly not linear I would say it seems very focused so it's quite clear in most cases where to go but still plenty of space for side exploring and without being super grindy. The combat is still turn based and the dungeons are third person. The most interesting thing about the combat is how kind of insanely ahead of it's time it feels. Though it has the basics of the genre in that you can attack, use magic and items it also lets you can set up macros from a list prior to fights. These serve as pre selected moves for your whole party for that turn. For example I had 'macro A' set up as my opening gambit to cast buffs for defence, attack, speed up and a strong attack spell so I didn't have to manually select them each time with 'macro B' as all attack, C as spells etc. Certain combinations of spells or skills would also unlock extremely strong special attacks like a combo though you would have to experiment or look them up to know what they are and set them off in the right turn order uninterrupted.

Another stand out feature I didn't expect is the game also has a hunt system at the guild so at this point I am really feeling like Final Fantasy XII took the gambit system, hunt system and Star Wars influences entirely from Phantasy Star IV... It's obviously more limited here to only a dozen or so and are essentially side quests you (sometimes) get rewards for but with the improved dialogue, characters and towns it all comes together to make the game and world feel very alive for a title in this era.

Visually it's colourful and crisp and the aforementioned anime scenes are fantastic. I love the art style and designs that Phantasy Star II really solidified for the series. I've generally enjoyed all the music in the games so far but like everything it feels like Phantasy Star IV just cranks it up to eleven with every track creating this crunchy electronic bass the megadrive was so good at. There is even a great Phantasy Star 1 remix as part of the OST.

Honestly I really loved Phantasy Star IV and it is easily in my top games to recommend for the megadrive for it's pacing, production values, compact design and scenes but there is one thing that does hold it back from a five star award from me. It goes through party members at such an insane pace it's a bit strange with characters constantly coming and going sometimes within the space of a dungeon or two. They were often the ones I liked most leaving me consistently with Chaz who, and let's be polite to him, is an unlikeable idiot. It is however only a small nit-pick really in an otherwise fantastic RPG I would recommend.

+ Anime scenes and dialogue make the game feel slick with personality.
+ Macros are such a great feature for setting up combat instructions in a seamless way.
+ Music is fire.

- Going through party members like disposable cutlery with the story pacing.

This game is in a tie with Shin Megami Tensei III: Nocturne as my favorite game of all time. Everything about this game is great: The story, characters, gameplay, visual presentation, and soundtrack are phenomenal and really stand out in the Sega Genesis library. Phantasy Star IV masterfully ties in story elements from the previous three games and provides an incredible ending for the ongoing story in the series. You'll find adventure, fantasy, sci-fi, comedy, tragedy, and horror in this story and that is one of how the Phantasy Star series seemed to be ahead of its time, mixing in elements of different genres into an RPG and having them all fit very well. The combat system is also one of my favorites in a turn-based RPG, which includes combination attacks and a macro system where you save a set of actions for each character in your party for convenient access when encountering different kinds of enemy parties to target their weaknesses or to protect your party from their attacks. I really can't praise this game enough, it's one of the best RPGs of its era and still stands strong today.

Surprisingly more fast-paced and awesome to play than expected. Very great classic.

A great, though somewhat simple JRPG. It might not be as difficult or complex or even as memorable as some SNES RPGs that were coming out at the time, but it's pretty fun, and has great graphics and music.

Phantasy Star IV: The End of the Millennium holds up to this day as a timeless, fun JRPG. The characters are great, and I LOVE the comic panel style they use for story-heavy segments. The combat is pretty engaging too. I did not find the energy to complete this game, as I do with a ton of RPGs, but I enjoyed my experience with the game as a whole. Easily my favorite Genesis/Mega Drive game as of this date.

I give Phantasy Star IV: The End of the Millennium an 8!

Honestly i don't even care too much about trying the other 3 games because this one's already fire

As heartbreaking as it's been for Sega to abandon the OG Phantasy Star series, it's hard to imagine a better send-off for it. Phantasy Star IV somehow integrates the story threads from all three preceding games - with a particular focus on the beloved first and second - into a cohesive story, and then builds upon that story to a tremendous climax and satisfying conclusion.

The story is sprawling and filled with adventure, tragedy, romance and a strong feeling of foreboding as as the depth of the threat Algo is under becomes clear. The cinema scenes still pop with great art panels, writing and pacing, and there are a couple of real gut-punch story developments.

As a fan of the earlier games, it's a lot of fun to revisit this and see how well this game references them, from characters and locations to remixes of classic PS1 dungeon themes. But beyond all the references, this is a rock-solid RPG with a well designed world, long and engaging quest, great characters and a steady challenge throughout.

One of the very best Genesis games and among the best RPGs of the era. Still holds up brilliantly.

Played on Genesis Mini.

This review contains spoilers

On its own, Phantasy Star IV: The End of the Millenium is one of the finest JRPGs of its era. After having played through the rest of the series, I would elevate it to one of the finest JRPGs, period. I would recommend the prior games in the series only with caveats. I recommend Phantasy Star IV without caveat and without reservations.

I am continually surprised at how early in the lifespan of the genre the Phantasy Star games are. Phantasy Star released within days of Final Fantasy; Phantasy Star II about a year after Dragon Quest II and a couple months after Final Fantasy II; Phantasy Star III within a couple months of Dragon Quest IV and Final Fantasy III. By the time Phantasy Star IV released, JRPGs were truly in their golden age — contemporary to Phantasy Star IV are such legendary titles as Final Fantasy VI, Dragon Quest V, Lufia & the Fortress of Doom, Fire Emblem: Mystery of the Emblem, and Secret of Mana. Walking into the first three Phantasy Star games, I always had the feeling, conscious or otherwise, that these were early titles in the genre and gave them some leeway accordingly. Phantasy Star IV immediately hit me with the fact that the kid gloves were off. The minimum stakes for the genre had been raised, and Phantasy Star had more than kept with the times.

The Phantasy Star games have never been truly "typical" JRPGs. The setting is the most obvious measure of this, being sci-fi in a sea of medieval fantasy, but being different than the competition was a stated design goal of the series as far back as the first Phantasy Star game, which took pains to be as different from Dragon Quest as possible. That tradition of uniqueness is upheld: Phantasy Star IV's visual style, sound design, and combat system are unlike anything I've seen elsewhere in the genre.

I absolutely love how Phantasy Star IV tells its story. The comic book panels do a masterful job of setting the scene and the tone, and the way that the panels are timed to the narration add so much depth to scenes. Nowhere is this more present than the finale, where control over the text speed is fully taken away from the player, allowing the designers to fully control the exact pace of the visuals. The effect can be somewhat goofy when panels start piling on top of each other, but the game knows when to do that and when to keep the screen sparse.

Phantasy Star IV has been lauded for how it tells its story not only through its cutscenes, but through its gameplay and its battle system. Chaz's growth as a person is demonstrated not only through his dialogue, but literally in how he plays as he finds his own purpose and niche, his abilities being a direct outgrowth of Alys' advice. Hahn's increasing ineffectiveness in the combat leads to him leaving the party as he discovers that he's simply not cut out for that kind of adventure. Alys' loss is never really filled: as much as Kyra wants to be a big sister figure to Chaz, she can never truly replace what Alys meant to him, and their similar kits only serve to highlight how she cannot act as a stand-in for Alys. Gryz's meathead nature is reflected in how his stats prioritize strength, and his near lack of skills and techniques reinforce this. All of Seth's skills are skills used by enemies associated with Dark Force, a small foreshadowing of his true nature. Raja being an utter goofball would fool people into thinking he's washed-up if his kit didn't reveal him to be the single best healer in the game, joining the party with a massive variety of healing skills and techniques, showing how knowledgeable he truly is. Rika, a newborn, starts with no experience (combat or otherwise) and levels up quickly to reflect how much she's learning about the world.

The combat system itself is a wonderful evolution of the systems present in II (and, to a lesser extent, in III). In addition to the standard Techniques, which cost TP, there are now Skills which can now be used a certain number of times between rests at an inn. By being given specific numbers of casts, the use of skills is heavily encouraged — I've got 20 uses of whatever the hell HEWN and TELELE are, I may as well use them. The macro system provides what is probably the single greatest flexibility in turn order of any game that I've seen — I think the only way to improve it would be the ability to create macros on-the-fly in combat. The fact that Macro A is preset to "everybody attacks" is the icing on top. Items that cast spells aren't nearly as useful as they were in Phantasy Star II, and I would say that it's for the better given how much of late-game Phantasy Star II is using the items that can cast Gires. I love how the vehicles have their own battle mode with a unique interface and music.

The soundtrack is, as always for the Phantasy Star games, absolutely stellar. This game may have the distinction of "Most Obviously a Genesis Game," with that sweet crunchy bass. The title theme immediately sets the tone, and its reuse for the credits is perfect. Motavia Field is one of my favorite overworld themes of all time. For dungeon music, Cave sounds straight out of Super Metroid. Behind the Circuit is a fantastic "tech dungeon" theme, especially when contrast with the upbeat Machine Center. The remixed dungeon themes from Phantasy Star are excellent, and my only wish is that they also included the Air Castle theme from that game for when that dungeon is revisited here. The combat themes are no slouch either: Meet Them Head On immediately gets into the action, while Defeat at a Blow encourages a more measured response to the boss encounters. Abyss and Ooze sell the sheer menace of the final boss, and I would argue that Laughter is one of the all-time greatest JRPG boss themes. Dezolis Town 2 has no right to be as much of a bop as it is. Pain and Her Last Breath elevate an already effective death scene and make it absolutely heartrending. The music for the final cutscenes mixes perfectly with the visuals, even including the rare bit of silence.

Phantasy Star IV is the grand finale of the series, and that fact shines through every facet of the game: from the obvious direct usage of things from earlier titles to the more subtle thematic throughlines, there is little in Phantasy Star IV that is not built upon in some way from the earlier entries. The brilliance is that it doesn't come off as fanservice, the common pitfall of this kind of story.

That said, I absolutely will gush over all the callbacks and continued elements. How the spaceship, the Landale, is named after Alis Landale, who also literally has a shrine (with Myau!) in Termi. The gift shop in Termi sells "perolymates", which were in all the food shops in the first Phantasy Star as "Cola" in the US. The final dungeon of the first game, the Air Fortress, is revisited with the exact same dungeon layout and final boss, who is somehow even more difficult than in the first game. At least you can't accidentally softlock in this one. Alis herself appears in a vision when Chaz first picks up the Elsydeon. As in Phantasy Star II, Noah/Lutz once again has a speaking role as Rune. The fourth planet that had to be cut from the original for space reasons is brought back as the mysterious hidden planet Rykros. The party once again stores massive vehicles in their pockets, with the Land Rover and Ice Digger making a triumphant return.

The events and fallout of Phantasy Star II are related to Chaz within the first minutes of the game by an NPC in the academy. Much of the game's plot is a direct continuation of the events of II: at the end of II, the party destroyed Mother Brain, who was keeping the environmental systems in place. These same environmental systems finally failing drives much of the early plot of IV. Rika herself is a reference to Nei — the story goes that the character designer Toru Yoshida wanted her to literally be Nei, but the rest of the staff objected so they went with making Rika a blatant copy. The vehicle combat that couldn't make it in to II was finally implemented here. An entire town on Dezolis serves as a grave and memorial to the one guy who sprung you from space jail in II.

A sidequest dungeon near the end of the game consists entirely of the basic bird enemies from Phantasy Star III. Androids of both Siren's and Wren's make and model are common enemies in the tech-based dungeons. The wreckage of one of the Alisa III's sister ships is explored, and it's even laid out like a typical Phantasy Star III dungeon. The scene upon the conclusion of that dungeon where the party learns of the colony ships meant just about nothing to me on my first play of IV. Now, having played III, it meant everything. Even now I'm tearing up thinking about it.

The core party members are each representatives of the games in the series: Rune is Noah/Lutz, Rika is a stand-in for Nei, and Wren is the best non-Sari party member (don't @ me) of Phantasy Star III. Gryz and Raja are the first playable native Motavians and Dezolisians (respectively) in the series. Alys is clearly meant to mislead the player into thinking she's the protagonist, and her name being a clear reference to I's Alis aids in that endeavor.

Overall, Phantasy Star IV: the End of the Millenium is the perfect end to not only the millenium but to the Phantasy Star series as a whole. Seeing Chaz and Rika in casual clothes in the credits roll nearly broke me. The final image of the statue of Alis had me sobbing. Now, a full day later, I'm crying all over again thinking about it.

This is one of the best JRPGs I've ever played. It has an amazing artistic direction (unlike PSIII) and it's fun to play too! The story never got boring and I'd defend the cast with my own life.

If you gotta play a Phantasy Star game just play this one. It is almost self-contained and it's the absolute best. Truly a phenomenal game.

Phantasy Star 4 is one of the most well-paced JRPGs I've ever played that can be comfortably beaten in under 15 hours. So how and why did I stretch it to an experience that was over 30 hours long? Hey, let's talk how it really drew me into its world in every way imaginable for the 2nd or 3rd or phantillionth (number of copies it sold) time.

Gameplay:

Phantasy Star 4 seems like standard JRPG affair at first glance. Everybody can use attacks, items, techniques/magic, and defensive positions. However, it builds on the familiar mechanics of the genres in ways that make it accessible to newcomers while also having surprising QOL to veterans such as myself.

I'm just going to say straightup I think the macro system should be in every JRPG. The player is given 8 command prompts to fill out where they can use a combination of inputs for every character in their party with a single click. Want everybody in the party to just attack? Set that to macro A? Want everybody in the party to guard? Macro B! Healing spells in C, status ailments in D, strongest techs in E, combos in F....

Oh that's right, not only are status ailments in this game actually useful (to the point I would have never beaten bosses like the castle owner without barriers or speedup) but there are combination attacks and different types of special moves. Skills can be used so long as the character has a pool of shared TP resources, while techniques can only be used a set number of times without resting. This helps to encourage the player saving their resources for boss fights or truly tough random encounters rather than just mashing their strongest attacks endlessly, especially since TP restores are practically non-existent outside of Ataraxia and the inventory space is limited as is.

The combination attacks are never really brought up in the game sadly but they look quite cool and ones like tri-blaster, blizzard, or grand cross proved to be immensely useful across the game while also looking immensely badass. My favourite is the Black Hole, which has a massive chance to absorb enemies into nothingness (yes, a JRPG where instadeath spells are actually useful, crazy right?) and can be seen here https://youtu.be/gI54FwiI6kQ?t=8

Unfortunately, the combination attacks are rather... clumsy. In a way it's unfair to compare this to Chrono Trigger since CT came out over a year later, but fuck it Sega's a big boy and I feel the comparison is warranted. CT's interface with combination attacks was incredibly intuitive; simple press the combo button and there would be a 100% chance of a combo coming out. In Phantasy Star 4, it is a dice roll if a combination attack comes out or if the characters simply perform their individual attacks. This wouldn't be such a problem, except resources in this game are extremely limited. This creates an almost unfair amount of RNG, but the game is still perfectly manageable even with this in mind so it's not a huge knock. I feel there was greater potential for the combo system, but it's still ultimately a net positive in my eyes.

Exploration is rather one of a kind as well. Every vehicle feels like real thought was put into it. The player can use an ice digger or airship, but they have notable limits; the airship cannot fly above the tallest mountains in the world and both vehicles have unique sets of weapons and sensors that render the battles looking entirely different from within their cockpits. The polish is simply unreal. Just be careful not to fight giant enemies without a vehicle, or suffer the same fate as me here
https://cdn.discordapp.com/attachments/1094162928644653057/1129254943530950738/Phantasy_Star_IV_USA_patched_Genesis_-_BizHawk_2023-07-08_00-52-59.mp4

Overall the exploration is always fresh, and like all the 16-bit JRPG greats it has several world maps to explore with their own sets of sidequests and memorable dialogue. I also appreciate how characters use their spells in cutscenes (such as GiRes after the Zio battle) since it makes for a dope way to intertwine gameplay with story, which brings me to my next section.

Story:

Phantasy Star 4 may be a grand interstellar war epic, but it's really the little moments that make it. It may just be the earliest JRPG I can think of with party chat, which is of course hilarious when Chaz and Rune get into pissing contests like an old married couple over and over again.
https://cdn.discordapp.com/attachments/1094162928644653057/1129256255286956113/image.png

The NPC dialogue hardly feels like some by the books "thou shalt visit the town northeast of here!" On the contrary, so many NPCs feel alive. Basically every NPC in the game has new sets of dialogue depending on whether something happens in the world such as an earthquake in the city over in one cutscene. There's even a city that gradually gets rebuilt after the player finds it destroyed. The main characters and NPCs alike also sound very human with their jokes or concerns, with some of the following lines being favourites of mine
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Further, the game tackles some pretty serious issues in surprisingly grounded ways. At one point, a city is closed off, so the NPCs go full "fuck capitalism" mode after the merchants use this to their advantage to raise the prices of essential goods. It's rather stunning to see this handled so competently in a space fantasy game.
https://cdn.discordapp.com/attachments/1094162928644653057/1129257521761222787/image.png
https://cdn.discordapp.com/attachments/1094162928644653057/1129257521983528970/53.png

Then of course there are the doomerpilled NPCs worrying about climate change, all while the player slowly gets to see the world fade to shit.

But more than the serious issues, it's the tiny touches in the game that make the characters feel humans. Just about every house in the game has items like stoves, bookshelves, and so forth. Not only can the player decorate their house with souvenirs while Chaz gets called out for his tacky taste in furniture, but the description of things like the bookshelves actually change depending on the NPC's house. The NPC who is obsessed with birds has books about animals, the outcast in the village is noted for not cleaning his dishes for days on end, etc. There's even an easter egg where Chaz will attempt to open someone's cabinets without permission and get scolded for it after constantly telling the player it's rude to steal from the houses of other people.
https://cdn.discordapp.com/attachments/1094162928644653057/1129258464103903262/21.png
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I can't mention the bookshelves without mentioning all the lovely Sega easter eggs too. The game does a pretty great job establishing my boy Chaz the chad as a geek with moments like him having no idea a prostitute is hitting on him, but I think what really sells it is his enthusiasm to stop saving the world for a detour to play Game Gear games. He just like me for real for real.
https://cdn.discordapp.com/attachments/1094162928644653057/1129258980422717561/41.png
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When talking about Phantasy Star 4's story, plenty of people have mentioned how it's this solar system spanning story about saving the universe and how shocking several moments are (it's one of the only JRPGs I can think of where a particular death scene feels long and dragged out rather than some fantastical "going out in a blaze of glory" style scene) but for me, again, it's really all the tiny things that just add up. The flames in one village just being ordinary flames instead of religious candle lights to signify which civilizations worship a particular religion... sometimes less dialogue truly is more.

All around, the story is not only a fantastic adventure, but also a comfy simulator for the life of a traveler. And it's one hell of a great tribute to Sega as a whole, especially the older Phantasy Star games. Endless tributes exist in the form of cool flashback scenes, remixed music, Alis' sword being equippable, the cat cave, returning bosses, some expy characters like Rika, etc. But to me the coolest tribute has got to be that if the player slips past the bounds of one village and travels all around the outskirts, they can find a hidden shop with the shortcakes from the first Phantasy Star. Simply epic sauce.
https://cdn.discordapp.com/attachments/1094162928644653057/1129260815577518190/image.png

Visuals:

The Phantasy Star series has always set itself apart with anime styled cutscenes and extremely expressive characters. 4 is no exception in that regard. Which Chaz reaction image are you today?
https://cdn.discordapp.com/attachments/1094162928644653057/1129261758310256790/image.png
Is Phantasy Star 4 sakuga? Discuss!

Be it in dialogue boxes or extended cutscenes, every character in this game is full of various expressions. And this includes the enemies as well. Every attacked is fully animated with characters performing unique animations for casting moves as mentioned earlier, but what I didn't mention was... the Rappy's sick fucking dance moves? Cus that's totally a thing
https://cdn.discordapp.com/attachments/1094162928644653057/1129262231029293117/Phantasy_Star_IV_USA_patched_Genesis_-_BizHawk_2023-07-13_23-01-14.mp4

Every world looks visually distinct and there's simply a plethora of unique sprites. One world may look snowy while another is earthlike. All sorts of alien species' coexist, with Raja being a favourite character of mine for his unique appearance of being a green alien dude who is also a priest. https://static.wikia.nocookie.net/phantasystar/images/d/df/Raja_portrait.png/revision/latest?cb=20151204000221
He's also 85 years old, which makes him the oldest playable JRPG character in existence by a solid 60+ years

Obviously it's not quite as visually stunning as something like Tales of Phantasia due to the lack of mode 7 or proper transparency support on the Genesis, but damn does it try its best and honestly it's so well stylized with its anime approach that I can't see it as anything but a visual masterpiece for the system.

Audio:

Hands down, Phantasy Star 4 has one of the best soundtracks in the medium due to its sheer variety of new songs and remixes. I'll never forget how flashbanged I felt by Sega going "what if we put the best remix of Opa-Opa's theme in an optional dancing scene 5 hours into this JRPG?" (Yet another based Sega homage!)
https://cdn.discordapp.com/attachments/1048770623805079633/1124870893936578640/Phantasy_Star_IV_USA_patched_Genesis_-_BizHawk_2023-07-01_00-47-42.mp4

Shoutout to the sound effects, the random penguin with Ristar's voice stealing my expensive ass food out of nowhere still gets a smile out of me too.
https://cdn.discordapp.com/attachments/1094162928644653057/1129263979710140437/Phantasy_Star_IV_USA_patched_Genesis_-_BizHawk_2023-07-09_05-35-30.mp4

Anyhow, the main thing that sets 4's soundtrack apart to me is its variety. Not one but 2 crazy remixes of the dungeon theme from the first Phantasy Star, 3 unique world map themes, some of the most unconventional boss themes of all time... oh and the drums aren't fucked up in the NA version like with Phantasy Star 2! Just a W all around.

Remember kids, you can't spell slaughter without laughter https://www.youtube.com/watch?v=ao2LP75E7ac

TLDR

Phantasy Star 4 is a game that's well worth anyone's time, be they general JRPG fans or just Sega enthusiasts. Even if one didn't enjoy the first 3 Phantasy Stars, 4 has a level of polish with its NPC dialogue and battle QOL that makes almost any other JRPG pale in comparison. It's not quite simple but not quite complex, it's constantly keeping things fresh, it does things with the genre that are unique to this day, and it's the ultimate JRPG love letter to Sega and the sci-fi genre. Also Chaz is my son and Rune is my boywife. That is all.


Hot damn. Like, HOT DAMN. I had heard that this game was the best RPG on the mega drive, but I always thought that it was just going to be an above-average game since the other PS games, while solid, weren't phenomenal to me and the mega drive isn't really known for its RPG library anyways. What I ended up playing was not only the best RPG on the mega drive, but one of the best games on the system period. The plot and characters are very well written, the cutscenes are more cinematic than most SEGA CD games I've played, and the pacing is absolutely on point. The game also rewards players of previous games with lore and references, yet doesn't indulge so much in them that new players will be left out. Genuinely a masterpiece of retro RPGs and absolutely worth playing.

Probably the best J-RPG on the Genesis, but it had little competition, compared to the amazing SNES RPG's of the era.

I think I'll always feel like Phantasy Star 4 is direly undersung in the JRPG canon, and somewhat helpless to convince people to see it for themselves.

Something I really like to do when trying out a new franchise is starting from the beginning - I love playing through a series and seeing how it grew with each successive entry, even if it means trudging through some frankly horribly aged games. Phantasy Star is, bar none, the epitome of this kind of endeavour; it kinda baffles me how they kept hammering at this franchise after III, but man am I glad that they did. IV is, in my opinion, one of the greats of the 16-bit era, thanks to its unique presentation and consistent game flow. To explain why IV is so good, at least for me, in greater detail, though, a bit of a lengthy summary of my experience with the series is needed. You can skip straight to my thoughts on IV if you want, though. It'll be clearly marked.

Phantasy Star was a game that was certainly interesting for the time, electing to take place in the sci-fi-fantasy hybrid Algol Solar System. It still had very obvious roots in contemporary jrpgs for the time, but definitely stood out, being one of, if not the first game in the genre to feature multiple differing overworlds - a year before Dragon Quest III and three before Final Fantasy III. The 3D dungeons and their smooth scrolling were undeniably impressive for the time as well, with other dungeon crawlers like Digital Devil Story - Megami Tensei and the Wizardry series being several leagues behind in terms of presentation. Despite all this, the game aged pretty poorly, with the endeavour of playing it nowadays being slow, grindy and obtuse. Even the Sega Ages re-release wasn't able to solve the latter. It is nonetheless one of the pioneers of the JRPG genre, and provides the setting and baseline lore that the rest of the series would build on. Naturally, the sequel would build on this and be an improvement, right?

Right????

Yeah. When I left a review for Phantasy Star II initially, all I did was say; "Dungeon design is my passion", and gave it one star. That's not a lot to go by, aside from the dungeon design being terrible. Maybe I was a bit too harsh, but let me tell you; unless you have played the game yourself, you have no IDEA how labyrinthian and contrived Phantasy Star II's dungeons truly are. I genuinely cannot properly express how miserable they are to play through. They're horrendously mazey, moreso than Phantasy Star I's actual mazes for dungeons (that were at least easy to draw on on paper), absolutely full of dead ends and paths designed to waste your time and put you in a loop, and require you to search them from top to bottom to progress. Most of Phantasy Star II IS the dungeons, too. You'll spend more time in them than on the overworld, or in towns, because the thing you need to do or get in order to progress will almost always be in one of them. Oh, and the walkspeed is just as slow as the first game on top of it having a higher encounter rate and somehow being even grindier. You're admittedly fed more story than PSI, and the ways it continues the first game's narrative are actually cool. The ending is also a really unique, interesting twist, and some of the revelations and developments around the mid-game have a permanent effect on the Algol Solar System that are touched on in later entries in the series, and referred to as historical events. Still, any semblence of story is so infrequent and requires so much reading between the lines that it just isn't worth the play. What is worth it, though, is reading a plot synopsis, as doing that will do the game and its impact on the rest of the series far more justice than actually playing it. I highly recommend watching this video by Mr. Gentleman on Youtube for this purpose: https://youtube.com/watch?v=k3QN8HxMkIw

The next game, Phantasy Star III - Successors of Time as it was dubbed in Japan, or Generations of Doom as it was dubbed in the west, was a bit of an odd experiment. Essentially, development was handed to a B-Team, and the end result was something very different to the games that came both before and after it. It's a game that still inherited its fair share of flaws from its predecessors, but made an active effort to rectify some of them. It feels like Sega just wanted to test the waters a little with a filler entry and see what changes needed to be made for the Algol saga's finale to truly be remembered fondly. Grinding no longer became necessary, for one, but most importantly, III dropped II's dungeon design philosophy and instead opted for simple albeit mazey 1-2 floor ventures. They were far from ideal, but perfectly tolerable. One thing that people often point out about Phantasy Star III though is the dismally slow walking speed. Yeah, they made it even slower, for some reason, and I'm convinced that complaints from reviewers convinced the devs to finally increase the default walking speed in IV. While Phantasy Star I and II were marred by archaic game design and inexperienced developers, III is actually tolerable to play through for the most part, but it's still far from a must-play. By this point, the story in these games was still being dripfed, and III was heavily disconnected from the first two games in the series. The series was starting to fall behind competitors in both quality and quantity, and it needed a title that would not only mark an end of the Algol saga, but prove that the Mega Drive was more than capable of housing worthwhile JRPGs.

>>>>>>>>>>>>>THE ACTUAL REVIEW<<<<<<<<<<<<<<

Historically, the Mega Drive hasn't really been a console that was known for its JRPGs. The Super Nintendo had numerous prolific Squaresoft, Enix and Atlus games to its name, but the Mega Drive only housed a few notable series and standalone titles. Needless to say, it was a tough sell for fans of JRPGs. Fastforward 30 years later, though, and games like Shining Force II and Phantasy Star IV place very favourably in JRPG rankings; so what happened?

An actually good video game happened. A game with superb worldbuilding and contextualisation of past titles' events. A game with presentation that not only raised the bar for limited 16-bit consoles but for the genre as a whole. A game with actual characters and discernable character development nearly a whole year before Final Fantasy VI. Most importantly though, Phantasy Star IV was a game that understood the fundamental, core appeal of the genre. I can't understate how satisfying and refreshing Phantasy Star IV was after the first three games. I went from dozing off in the sloggish labyrinths of PSI and II, constantly looking to a guide in hopes of getting them over with as soon as possible, to enjoying just about every second of IV, not thinking once of turning to any external help. It was the game I got into the series for, so it needed to live up to the praises I'd seen online, and it delivered.

Addressing the elephant in the room - yes, the encounter rate is pretty high - but it becomes a non issue considering that battles are faster than ever, and the macro system lets you customize auto-battling to deal with encounters to your liking. It also helps that grinding is never required, and bosses generally remain challenging. The walking speed is practically tripled from past games in the series, as well, so you'll never be on the overworld or in a dungeon for too long. On the topic of dungeons, they're actually pretty well designed, being concise and short, but not lacking complexity or branching paths. TP and skill uses are very finite, and, for the most of the game, are irreplenishable in dungeons, so resource management is paramount. Enemy and character sprites in battles are beautifully detailed and animated, and the battle theme has this distinct Mega Drive twang to it that I love. The game part of Phantasy Star IV is all around just incredibly solid, even compared to many other JRPGs.

I adore the manga style cutscenes, for one. They're extremely well illustrated and plentiful, helping to elevate the game's moments and story. The best thing that games could do at this point in time were FMVs, but those were heavy on storage and compressed to even display favourably on consoles that supported it, but Phantasy Star IV's way of storytelling proved to be far more effective and engrossing. Shockingly enough, basically no other game I can think of adapted this style with the same quality, consistency, and frequency, which is a damn shame. I can only imagine what it was like playing the game back when it released, seeing those cute closeups of Alys teasing Hahn, Chaz' many emotions, Rune's introduction, and so on, and thinking: video game story presentation had progressed.

The story admittedly isn't amazing; it's kinda tropey, but what it provides is definitely good. This is more than made up for by the previously mentioned stellar presentation, but also by how it validates players of the first three games with the references and alusions to events of the past, and the worldbuilding. I've referred to the connected story of these games as a saga, but I wouldn't be calling it that if it weren't for Phantasy Star IV. The passage of time and consequences of the preceding games' events are made no more apparent by the transformation of Motavia; the home planet and initial setting for Phantasy Star II and Phantasy Star IV. The Motavias of Phantasy Star I, II, and IV are almost entirely different, yet IV carries DNA of both prior incarnations. Abandoned, technologically advanced factories from II are being unearthed and becoming sites of archeological and historical interest, while the terraformed landscape has long since eroded and has mostly reverted to the desert that it was in the first game, with occasional patches of grassland and greenery still growing a thousand years after the collapse that stopped facilitating their growth. The game even starts with you visiting an academy that studies the past, the bookshelves being littered with historical accounts and notes, and the professors expressing their findings. Even the third game, despite being disconnected, is given representation in the form of a data log that had been long since lost to history. This aspect is probably my favourite of the game.

Phantasy Star IV ends the story of the Algol Solar System on an incredibly high note, both comparatively and relatively. It's one of the most unique JRPGs of the 16-bit era, embracing its sci-fi setting and affirming its, for the time, unparalleled presentation. While not a stand out game narratively, it's a must-play for anyone into JRPGs, and a cornerstone of the genre.