Reviews from

in the past


Very chill introduction to JRPGs. The RNG can get crazy though.

This was the first Final Fantasy game I ever beat. It is definitely a departure from the other classic Final Fantasy, but that was done purposefully. This was designed to be an introduction to the genre to help popularize it in western civilization.

The story is really basic. The world is plummeting into chaos because the Crystals need saving. Go do the hero thing.

You only ever have one party member accompanying you at a time to help keep battles simple. And it can be even more beginner friendly by setting their battle mode to Auto.

As I said enemy RNG can get kind of ridiculous and they love to spam status effects, but that's okay. As I said, it's very beginner friendly so you can retry after every game over. Also if you fully explore dungeons and beat all of the battle arenas along the way, you will get equipment that makes you immune to status effects.

The battles can get really repetitive, but I still really find this game charming. It's a fairly short adventure. The art style is very cute. The monster designs are kind of funky and I love them (the shocked Medusa sprite when she is at low HP is my favorite).

The music in this game was really fun, although it doesn't feel anything like the other Final Fantasy games at the time. This isn't a super complex JRPG so if you are looking for a big challenge and super bosses, this isn't really it. This was totally designed to be accessible to people who had never touched a JRPG before. I think they accomplished that goal.

It'd be cool to see this one remade like the Pixel Remasters one day, but I don't think enough people liked this one for Square Enix to want to invest in that.

This game is a neat little part in gaming history. If you are interested in trying it out, I say go for it. But remember it is kind of it's own thing and brace yourself for repetitive battles.

Over the course of time, specific genres in video games have become staples of the industry, to where we wouldn’t be able to imagine it without them nowadays. Platformers, adventure games, metroidvanias, first-person shooters, visual novels, and of course, role-playing games, or RPGs are just a few of the genres that continue to be relevant to this very day, through brand new releases that either try to reinforce what the genre is capable of delivering, or even ones that try to elevate the genre to new heights that weren’t thought possible before. However, it wasn’t always like this, for some genres like RPGs weren’t always as big of a staple on the industry as they are now, in America anyways, being outshined by other genres like platformers, shmups, and fighting games at every turn. Some developers would take notice of this, and as a result, they would try to make these types of games more “accessible” to audiences in these territories, all for the better… and for the worst. One such instance of this would be with one odd-ball of a title known as Final Fantasy Mystic Quest.

At this point in time, Squaresoft, the primary developers of the Final Fantasy series, had been working towards making RPGs more accessible through audiences in several ways, such as with the release of Final Fantasy IV in the US being noticeably much easier than the original version, because Americans just can’t handle a game with normal difficulty! They are too stupid, obviously! With this mindset in mind after changing up that title like that, they would then go onto making Mystic Quest, the first side game in the series that was specifically made with the U.S. market in mind, which, as we have seen from games like ActRaiser 2, isn’t exactly the best mindset to have when you are making anything. But nevertheless, the game was released, and has gone onto having a divisive reputation ever since. I only played through the game for the first time a few months ago, and from that experience, I can say that, as a whole, the game is… ok. It definitely has some interesting ideas and quirks that do make it stand out from the rest, but it is primarily a repetitive and sluggish experience, one that never elevates much further then what you are presented with.

The story is, appropriately, extremely basic, where a young adventurer by the name of Benjamin has his village destroyed seemingly out of nowhere, and he is informed by a strange old man that, because of this, he must fulfill the “knight’s prophecy”, where he must travel across the four continents, gather the four crystals, and use them to defeat the demon king, so Benjamin then sets out to do just that, which is a very basic premise, one that is way simpler then what FFIV gave us, but it does fall in line with previous FF games, and it is as simple as they are wanting, so I guess I can excuse it. The graphics are good, having plenty of good monster and dungeon designs, but a lot of it does feel uncreative and artificial, much like the rest of this game, the music is pretty good, having plenty of great tracks that I enjoyed listening to like the battle theme, but it doesn’t quite reach the heights of previous games’ soundtracks, and the gameplay/control is very familiar to those who have played any other Final Fantasy game before this, except now it is much more simplistic to the point where a toddler could play this game and have an easy time with it.

The game is a traditional turn-based RPG, where you primarily take control of Benjamin, go across a vast overworld through four different continents, talk to the many inhabitants of the world who will either give you helpful hints/advice or help you on your journey in some way, find plenty of items that you can use to either upgrade your defense, mobility, or attack, purchase items from the shop, or heal yourself whenever you need to, and naturally, get into random battles, where you will attack your opponent using either your main weapon or whatever spells or items you have lying around in your pockets, gain experience points, and level up to increase your stats. Any RPG veteran knows this set-up by heart, and they will be able to get used to how this game works pretty quickly… in fact, too quickly, if you ask me, and while a lot of it is passable and appealing to said veterans of the genre, it is also completely shallow in its execution in many areas.

If I were to describe this game in one sentence, I would say it is a Final Fantasy game made for babies. Everything about the game, which we have seen time and time again from previous games in the series, has been extremely simplified and dumbed down for the player, which could aid less experienced players along, yes, but it also becomes mind-numbing and unengaging as a result, therefore making it tedious to trek through. Some stuff in the game remains the same, such as walking through towns and dungeons, talking to people, buying items from the shops, and sleeping at inns, so that is all well and good, but in terms of the raw gameplay, the meat and potatoes of what any player would come to an RPG for, that has all been completely changed around for the worse.

Starting off, we have the overworld of the game, which is no longer a vast open land that you can explore freely to see what kinds of locations and creatures you can find, but instead, it has turned into a world map from a Mario game. You travel from location to location with nothing in-between, which does make things faster and more convenient, yes, but it also completely removes any sense of an adventure or its grand scale from this entire journey, making it feel empty and lifeless. The same can be said about the battles themselves, which are no longer random, but instead, every single enemy you can fight in this game appears on the map, to where a lot of the time, you can simply avoid them if you don’t feel like fighting them. Not only that, but instead of encountering enemies while walking along the overworld, you now have these designated enemy spaces, where you can fight 10 different battles in the row to get a certain reward.

Once again, this is a very beginner-friendly approach to something you would typically find in one of these games, which I am all for, but the problem with this is, to make up for this, they spam the fuck out of these enemies, especially in later parts of the game. If you choose to fight every single creature so that you can get as strong as possible (which I tend to do in most RPGs), then you will be spending hours just fighting these random enemies over and over and over again, each one dealing out the same EXP every time, and it is, once again, an absolute slog to go through. Yeah, you can avoid plenty of these fights, but there will be many instances where you CAN’T avoid these fights at all, and will be forced to take on every single thing in your way, and you can imagine how fun that would be.

And speaking of which, the battles themselves aren’t that much better than what you find outside of them. The Active Time Battle system is gone from this game, and we are back to the traditional turn-based system, and it works pretty much how you would expect it to, with the only real difference in this being how the perspective is shifted from the back rather than the side. That is cool and all, but what makes these battles so boring would be because of, again, how simplistic they are. The enemies barely do anything that’ll cause too much harm for you, and even if they do, you can just easily remedy that in a matter of seconds, given how much money you are given to purchase potions and elixirs for healing and revive spells, and the only thing you need to do in order to win these battles is just to spam the attack button and then wait until you win. Not all battles are like this, but it is rare you will find a fight that needs a little more strategy then that to win, and while this is, again, beginner friendly, it is still extremely mind-numbing and boring, especially with the previously mentioned abundance of foes that you will need to take on, a lot of the time at once.

However, with all that being said, I can’t say in good conscience that this game is bad, because it really isn’t. It lacks any of the complexity and innovation that previous Final Fantasy games had, and it can be a chore to go through, but it does manage to accomplish the one goal that it sets out to accomplish: being an RPG for beginners. I could definitely see someone who isn’t really familiar with RPGs at all being able to sit down, play this game, and have a good time with it, even if it wouldn’t be my first recommendation for someone who isn’t all too familiar with the genre. In addition, while a lot of the gameplay features here have been dumbed or are just not that fun to deal with, I do like some of the mechanics and ideas that this game tries out.

For one thing, in a lot of the dungeons and towns you go through, you can interact with various things using your weapons that will help you proceed forward, such as with cutting down trees with your axe, pressing buttons with your sword, or climbing along walls using your claw. It doesn’t offer too much variety, but it does offer some more mobility through these dungeons that hasn’t been seen previously, which is nice. Not to mention, you can jump as well, which also increases the mobility you have in a lot of areas, and as a personal note, I also like how, whenever you are dealing damage to an enemy, their appearance changes depending on how much health they have. It isn’t much, but it is a neat little touch that makes battles somewhat more enjoyable.

Overall, despite its beginner-friendly nature and some interesting ideas that I enjoyed messing around with, Final Fantasy Mystic Quest is one of the most bland and basic RPGs that I have ever played in my life, one that doesn’t offer anything revolutionary or interesting for this series or genre as a whole, and instead ends up being a repetitive slog that you can beat in a single day if you spam through a lot of the fights by just attacking over and over again with no thought. I would recommend it for those who are HUGE RPG fanatics, or for those of you who aren’t familiar with them and want to give the genre a shot, because despite all my gripes with it, who knows: it could potentially become a new favorite of yours. Although, if you are asking me, I would recommend a Pokemon game for your first RPG, preferably FireRed or LeafGreen. Those games at least have adorable creatures you can catch and battle with. This game has some creatures that you could say are adorable, but I can’t catch them……..

Game #543

It's not that bad. Honestly wish I played it as a kid, I might have liked it. It might be too odd for kids now, but it's a game that was geared towards being beatable by children. Or American adults. lol

The way it combines Final Fantasy Adventure (Mana 1) with simpler JRPG battles is kinda cool. It's like if Final Fantasy had more Zelda elements. But there's more to it that makes it its own thing and not overly comparable to any other game. It has a lot of charm, almost like a platformer from the time.

The only problem here is calling it a Final Fantasy, it's really not, but then I guess no one would have played it.


This is the world’s most inoffensive worst game.

Final Fantasy: Mystic Quest is the iconically easy JRPG made for a dumb western audience, I think by now everyone knows the origin story of this game.
The game itself is alright, it’s not bad by any means, it’s just really, really, really easy… Easy as in each usable item chest in the wild automatically respawn after leaving the area, easy as in you can restart any fight after you die, easy as in the item that refills this game’s version of MP is really common and restores ALL of it, easy as in your party member will always be stronger than you are, I can keep going but you get the point, they perfectly crafted it so that the dumbest of idiots can actually get through the end of this game.

But is it truly something bad? Well to any gamers with self respect, yes, we feel insulted, but to children it’s pretty nice, it’s a JRPG for toddler and you wouldn’t even know I’m not talking about Pokémon! I wouldn’t really recommend this game to anyone other than curious final fantasy fans, it’s easy (if you couldn’t tell already), and it’s short as well, took me less than 10 hours.
If you’d like a full fledged review you should watch Projared’s video about it.

There’s one thing that really suck about this game and it’s the speed of the game, god it’s slow, and I mean SLOWWWW! I had to use the x5 speed option on retroarch to make this game somewhat fun, otherwise it’s a terrible slow as hell slog…

TLDR
+ The soundtrack
+ it’s easy
- Slow slog of a game
- it’s easy
- broke my ego as a JRPG player

A game for babys....i'm a true gamer, not a baby

A surprisingly great little JRPG. A lot of the Final Fantasy tropes with new spins on combat and presentation. Enjoyed this a lot more than I thought I would, but it is quite simplistic.

this game is good! it gets a bad rep because it was made because square thought americans were stupid so they simplified the gameplay a lot. But they are all good changes! you have enemy sprites changing to show how much damage they've taken. you have overworld abilities like a giant axe and a crazy grabbing claw. and the music is just awesome!

Beat this game at least 5 times. My very first game I ever owned. My favorite non mainline FF game.

Mystic Quest isn't just plain boring. From a design viewpoint, it's downright amateurish. A game made for RPG beginners wasn't the problem in itself, I mean, Paper Mario pulled it off and I love those games. Where Mystic Quest really falters is the belief that gameplay depth was what made their mainline Final Fantasies unapproachable. I hold the more likely belief that the original FF1 came out as a bug-ridden, sluggish, unbalanced, grind-heavy mess with a severe lack of QoL, and that's what turned some people off from it. FF4 comes out and people like it, because in spite of that game streamlining many elements of the series and making things more linear for it, that kind of thing can only "get you" into a game. Whether it'll retain your attention for the rest of it is another matter, FF4 made up for that through its more involved storyline, and a combat system that remained complex and varied enough to encourage experimentation, and pressuring you to think on your feet.

In contrast, Mystic Quest's simplicity is capable of getting you into it, but that's it. As the dungeons start ramping up the amount of enemies, the game wears down your patience through the same repetitious button-mashing tactics against the exact same formation of enemies, tossed at you some 70-90 times. Most RPG's are like this to be fair, but if you like the genre, you don't have this visceral realization that the game is wasting your time with battles, the point for them is to be relaxing and always leading you towards a dropped item, or a new level up. But in Mystic Quest, the balance is all sorts of unsatisfying. Level ups take agonizingly long to obtain after a while, enemies don't drop shit, and even as you level up or obtain stronger armor and weapons, the difference is negligible in practice, with often a scant few points of additional damage to an enemy, but always, and I mean ALWAYS, the same amount of turns required to defeat them.

Your main character is always weak, your partner is always stronger. Your partner will always take everything down in one hit, you will always take them out in two. Even as you get the Excalibur, which is often the ultimate weapon in a Final Fantasy game, taking it out for a test reveals that it still takes the exact same amount of turns to defeat an enemy. Not even the Excalibur is capable of making a dent in this game's infuriatingly perfect balance, where you're only as powerful as the game wants you to be at that moment, and it always wants you to be at the exact amount of power that you've started the adventure on. In a way, everything is intended in most video games. But Mystic Quest does the poorest job at hiding it, making it clear to you that the fun of this game is dictated, and never in your control.

Considering that there are no random encounters, the game gives you a choice of which enemies you want to engage with. That's assuming they're not blocking your way, of course. But, since I fought every single one and thus fought way more enemies than I'd like to have, there was a question roaming through my mind. "Am I playing this wrong? Should I be trying to avoid as many enemies as I can?" I could never figure out the answer to these questions. You have more than enough resources to take all of them on without getting anywhere close to running dry, so the game wasn't incentivizing me to be careful with what I fight. On the other hand, even as I fought and amassed as much EXP as I could throughout the game, enemies and bosses are still capable of hitting you real hard. Which makes me wonder what it would be like if I did dodge a handful of level ups. How much harder would the game be then?

One way or the other, it has to be stressed that even at a high level, the difficulty of this game is some bullshit. Enemies just love to spam status effects, stuff like Stone, Paralysis, Sleep, Confusion... Combine the sheer frequency of these things with there only being two characters you can bring into battle, and enemies are extremely likely to instantly evaporate you. There are no buffs to protect yourself or anything, all it takes is one unlucky turn where at least two enemies choose to inflict a status effect on you, and you're done. And this will happen FAR more often than you'd think.

Dying's not such a big deal though, since the game allows you to restart from the last fight you died in without any hassle, plus, you can save anywhere, even in dungeons. That's nice, at least. But y'know, think about that for a sec. Think about how without these two features, the experience at hand would be very, very different. Imagine only being able to save in certain spots, and then you get 30 minutes into a dungeon and suddenly, an enemy inflicts Stone on you. You're dead, start over. This is the kind of balance we're talking about here. Built-in save states are the only thing that turn Mystic Quest from an unplayable garbage pile to a mindless bore with zero stakes. Strategy is irrelevant, your only option is to keep trying until you stop dying. Like a paradox, it is simultaneously way too easy, and yet one step away from being impossible.

Coming from the team that made Final Fantasy Legend III, while that game was far from a worthwhile playthrough, I'm stupified by this being what they followed things up with. No depth in the gameplay, no ambition in the story, a game whose entire purpose is to dumb itself down to an audience that wasn't going to play it. Truly, the more I think about the decisions made around this game, the worse it gets in my eyes. It does get at least one bonus star for the soundtrack, though, if there's anything you'll hear about this game, it's that. Take a listen to it. Enjoy it. Then move on to your next RPG.

This game is amazingly boring in every way. Boring Story, boring characters, boring gameplay. Good soundtrack though.

Even average to start with, I recommend starting with 6 or 9

If you're looking for a traditional JRPG experience, you will not find it in this game. The puzzles are rudimentary, the writing is bland, and the story is unimaginative. The maximum party size never grows beyond two characters, and the second slot is reserved for a cast of rotating guest characters. The music is actually pretty solid, and the main character's sprite has a couple of well done animations, but that is the extent of positives that I can write about this game.

Weird one, just from the way it shows the battles

Designed to be baby's first JRPG, this was a dumbed down version of many Final Fantasy mechanics introduced in the other contemporary games but was so simplistic that it just turned into an incredibly tedious button masher.

"This is a great game if you want a beginner-level, brisk, and low-investment JRPG!!!"
> Most enemies spam status ailments like crazy, sometimes the game decides to petrify your whole party Turn 1 🗿
> Your characters are strong (but not strong enough to 1-Turn encounters without otherwise pointless grinding) and you can instantly retry on death, incentivizing you to play mindlessly until you get lucky 🗿
> Dialogue and overworld is so stripped back I got lost multiple times and had to check a guide (FUCK focus tower) 🗿

Played this as a BABY and was my introduction to Final Fantasy and JRPG's as a whole back on the SNES. Coincidentally I can remember owning 2 SNES Final Fantasy games and trying to decide which to play first, This or Final Fantasy II (IV) and I chose Mystic Quest because I assumed it was the first one and I couldn't start with the one that had 2 in the title.

I don't know man I liked it as a literal child, the game was aimed towards kids like me and even if I was to go back today I think I'd be able to get at least something out of it, even if it's not the deepest thing in the world.

I bought a Super Famicom a few weeks back, largely to facilitate playing GameBoy games via the Super GameBoy (which has been very fun, yes x3), but also to try out and own some SFC RPGs that are super cheap and plentiful around here. Mystic Quest is a game a friend of mine really loves, and given that I was able to find it for just 500 yen around here, it seemed like the perfect thing to finally try out. It took me around 13 or so hours to play through the Japanese version of the game on real hardware.

MQ was made with consultation from SquareSoft’s American branch to make a beginner RPG for both kids and newbies to the genre in the hopes that it would help bring more Americans into the RPG genre. This gives it the weird place of, even though it was written in Japanese and then translated to English, it didn’t actually come out in Japan for another year or so after the American release. The story is, nonetheless, about as light as you’d expect an RPG made explicitly for beginners to be. There are no grand themes or messages to be found here. It’s just a straightforward adventure to save the world as the hero the god fella seems to have found as a legit-seeming world saver. You meet a cast of colorful characters through your adventure, but it’s mostly just silly fun and light fluff as you go from Plot Event to Plot Event. That’s not a bad thing, especially for a game this easy and short, but it’s certainly something difficult to ignore. It’s a perfectly fine story, but it’s nothing that’ll be terribly exciting to more discerning players either now or back when it came out.

The gameplay is a very straightforward turn-based RPG, but it does have some action-based elements as well. There are no random encounters, with monsters instead chilling out on the map, waiting for you to attack them (usually blocking your path as to require you to fight them in some way). The action elements are some light Zelda-style world exploration via the weapons you have. You can cut bushes with axes, bomb walls, push buttons with your sword, and even jump over pits with your jump button (which can also be used to vault over annoying NPCs, thankfully). It’s not much of an action game so much as it still is very much an RPG with action elements, but it gave me some strong Lufia II vibes that I enjoyed nonetheless.

You only have a party of two, which is your main character plus whatever party member the story had placed with you for that duration of the story. You have money, but shortly after the start of the game, it doesn’t really have much of a problem, as most things until the very late game are trivially cheap with how much money you get from things. There isn’t really equipment, per se, either, at least not like a normal game. You don’t even have an equipping mechanic, as when you acquire new armor or versions of weapons, they’ll equip automatically, as they’re always just outright better than what you had before. Your party members, on the other hand, are completely static. Not only can they not get new equipment, but they can’t level up either, so they’re always exactly as good as they’ll ever be (unless the plot increases their strength for you). This isn’t so bad aside from the glitch that will make your party member’s stats not actually change when you get a new one, which can be pretty bad depending on when it happens, but they’re generally good enough with the new spells they get anyhow that it’s not a severe problem.

Enemy encounters are also balanced quite viciously at times, with many fights often being a fight you literally couldn’t win with how fast many enemies with instant-death spells are. However, given that you can just retry the battle from its start when you die, dying has very little consequence despite how mean it sometimes is. The generous retry mechanics turn a battle system whose meanness would make SMT blush to one that’s more so style rather than substance in terms of how difficult they actually are. The mechanics are quite simple overall, sure, but it’s still not much trouble given how short the game is. They will likely outstay their welcome for some, but with only a little over a 10-hour playtime, they won’t be too bad for most, I think.

The presentation is a mixed bag. The previous game this team did was SaGa 3 (aka Final Fantasy Legends 3), and a lot of the UI, battle system, and graphics are reused from that. As a result, it has an even more “8-bit RPG on a 16-bit console) than even a game like FFIV (released the previous year) does. The music, however, is absolutely excellent, with tons of tracks being super stand-out in just how hard they rock. The music quality alone has made me want to try more games by this team/composer in the future, so SaGa 3 and Treasure of the Rudras will absolutely be games I’m playing in the future. I’ll let that speak for the quality of the music itself, I suppose x3

Verdict: Recommended. This is a weird one to recommend, as while it’s a very competently put together and quite short game, it’s also one that I think anyone but retro enthusiasts will have a difficult time justifying giving their energy to these days. It you’re looking for more meaningful narratives or mechanical depth, then you’re better off looking elsewhere. It’s also difficult and not self-explanatory enough (while also being bog-simple enough) that I wouldn’t call it a terribly good beginner’s RPG either (compared to other SNES games like Earthbound or Super Mario RPG, to name a few), so that’s another difficult point in recommending it. But if you’re into retro RPGs and looking for something a bit different to spend a weekend or two playing, I think this will likely fit the bill quite well~.

This is a game that would be forgotten to history if it wasn't for the words Final Fantasy emblazoned on the cover. That said, if you're interested in playing the first true (not SaGa or Mana) Final Fantasy spin-off it's worth taking a look at. This is the game they elected to give westerners over Final Fantasy V, so I think it's worth playing to kind of try to figure out why they went that route.

If you have no interest in the history of Final Fantasy, there is no reason to play this. The music is great though!

"Baby Final Fantasy!"
– Lucca's Note For This Game On The JRPG Index

SaGa 3, but with even less interesting going on

Um jogo que falha em ser um bom RPG, e falha em sua própria proposta.

Contextualizando primeiramente: Final Fantasy Mystic Quest é um RPG americano. Foi lançado em 1992, nessa época os JRPGs ainda eram bastante inacessíveis, poucos tinham o privilégio de sair do Japão. Mystic Quest é um jogo americano que diz: "Ok, americanos, esses joguinhos japoneses de turnos são bem complexos né? Que tal um bem simples e rápido pra introduzir vocês a esse tipo de jogo?". Com isso, incluiu alguns elementos de ação mas sua base ainda é JRPG.
Então seria injusto analisar esse jogo tendo como base os dias atuais, que JRPGs daquela época já não são considerados complexos, e agora provavelmente todos já jogaram algum Final Fantasy, Dragon Quest... Mas eu digo que FF Mystic Quest falha de uma forma, que nem se colocando no contexto da época esse game funciona.

Inicialmente, já fica clara essa ideia de "JRPG iniciante". Ao invés de um mundo livre, existe um mapa com "estágios" como Super Mario Bros 3. Itens de baús reaparecem após sair e voltar numa área, sendo facilmente farmáveis. Inimigos estão colocados no mapa, não existem encontros aleatórios (ponto positivo). A party é composta apenas pelo jogador, e um personagem que varia de acordo com a história, e é possível fazer com que o controle desse personagem seja feito pelo jogador, ou automaticamente.
Não é uma história complexa, é simples: Você é tem que pegar quatro cristais pra poder derrotar o chefão, cada cristal tá numa dungeon protegida por outro chefão.
Caso você pare de jogar nas primeiras horas, vai assumir que esse game realmente cumpre o que foi prometido, é uma experiência simples. E realmente, os primeiros momentos são até que divertidos, a trilha sonora é ótima, os sprites são bonitinhos...
Algumas dungeons apresentam puzzles como empurrar blocos para criar uma plataforma, usar um gancho para grudar num pilar distante... Esses elementos são apreciados, trazem um ar de Zelda à gameplay.

Em geral, acabaram as coisas boas para dizer. Quando mais tempo você joga o jogo, mais suas falhas começam a aparecer. E uma das mais perceptíveis é: Seu parceiro é sempre mais forte que você. Não, não é uma questão de farmar ou criar uma boa build, eu fiz quase 100% desse game, eu abri quase todos baús, eu completei todas arenas de batalha, eu peguei a melhor armadura, a melhor arma... Mas sempre, o parceiro será mais forte. E isso criará um padrão óbvio: Ele mata inimigos em 1 hit, e você em 2. Você seguirá esse padrão o jogo todo, de uma forma que chega a ser monótono. Você sempre conseguirá matar o inimigo médio com 1 hit (parceiro) ou 2 hits (jogador).
Sim, entendo, é pra ser um jogo fácil, mas o problema é: Não é NADA fácil. Esse jogo é absurdamente difícil (as batalhas são, o game em si nem tanto, já falo sobre), e parece contraditório, baseado no que acabei de dizer, porém é esse o problema. Chega a ser muito difícil, mas nunca é porque os inimigos passam a ter bastante vida, ou dar bastante dano, não, isso nunca acontece, você sempre irá matá-los em 1-2 hits e eles sempre darão uma porcentagem semelhante de dano. Porém primeiramente, errar um golpe é MUITO comum. A taxa é alta demais, você vai errar milhares de golpes o jogo todo. Para compensar, a taxa de crítico também é relativamente alta, porém o mesmo se aplica aos golpes do inimigo.
Segundamente, mais pro late game, cada inimigo tem de dois a três golpes diferentes que todos aplicam um status diferente: Dormir, paralisia, petrificação, veneno, cegueira... Tudo que leva é um inimigo petrificar ambos seus bonecos, e é game over. Você pode iniciar uma batalha com dois inimigos, eles pegam o primeiro turno, e imediatamente petrificam ambos membros da party, sem o jogador nunca ter tido nenhuma opção ou chance de fazer qualquer coisa. Você talvez pode iniciar uma batalha, atacar o inimigo, mas seu golpe errar por causa da taxa absurda já mencionada, e os inimigos aplicam petrificação, ou confusão, ou paralisia...
Você vai morrer bastante, e TODAS suas mortes serão por falta de controle. Não é por você ter errado, mas sim porque o dado disse que os inimigos vão aplicar confusão em ambos personagens, e os dois irão se matar. E irei repetir que eu completei todas arenas de batalha, peguei todos os melhores itens... Ou seja, era pra meu personagem estar muito bom.
Mas o mais estranho é que não há punição real quando morre, apenas reinicia a mesma batalha do início. Não há nenhuma perda. O que faz o jogo falhar em tudo: Não tem como dizer que é um jogo desafiador, porque não há perda alguma quando morre. E não tem como dizer que é um jogo justo, porque toda morte é injusta e aleatória. O resultado então é apenas tempo perdido, é irritante morrer, voltar do início da batalha, e isso acontecer diversas vezes.

A história é simples, o que é apreciado, porém além de simples é bem ~vazia~. Os personagens apenas existem para ditar o lugar que o jogador deve ir. Certos eventos acontecem rápido demais, de uma forma que nem dá pra entender o que aconteceu, e por qual motivo aconteceu daquela forma.

As dungeons são extensas e tem um layout confuso, são muitos caminhos, muitos desses caminhos tem dezenas de inimigos, e apenas levam a um baú que dão algum consumível qualquer. O sistema de XP e nível é estranho, você pode ficar muito tempo sem upar, e as vezes upar dois níveis de uma vez (é , tipo, acabou a batalha e você vai do 27 ao 29).

E por último, é beeem demorado. Mesmo tendo aproximadamente 15 horas de duração, o que é pouco para um JRPG, parece que demora muito mais. E por isso eu agradeço à opção de acelerar o emulador, eu teria desistido sem isso.

Game is ass, but why did they go so hard on the OST? It's unnecessarily BANGER


Short short game with alot of hand holding especially for a Final Fantsy game, but i have nothing but good memories beating this game whever i had an hour to spare lol

Babby's first role-playing game. Hardcore fans and people desiring more from RPG's need not apply, just play FFV instead which is what we should have gotten in the West instead of this tripe. It's not a terrible spinoff but very watered-down and lacking in flavor or substance... with that said however, some of the heart and soul of the franchise is still carried by the game's colorful graphics and presentation- and the OST is undoubtedly on-point. This battle theme deserves a better game to go with it.

we stan benjamin mystic quest.