It was, uh, magical. One of the best games I've ever played. It is much better than its sequel, which lost all the atmosphere of the previous game by making the levels more linear and the atmosphere more amorphous and, as ridiculous as it sounds, generic.

It's a marvelous game, especially for 1990, but unfortunately this version is ruined by the overworld theme starting over after every damn battle. On top of that, the pati chat feature from the international version is cut out. Benefit - restored in the IOS and Android versions, whether there is the same problem with music - unknown, why the fifth part of such a problem does not have - unknown. Why the Japanese exclusive version for PS1 does not have these problems - unknown

Translated with DeepL.com (free version)

For 1992 it was... Acceptable. A generic jrpg, no big deal, also released on a failed Sega console, forget it and that's it. But it was re-released on another failed Sega console 4 years later on a new generation of consoles. And there's no way around it. Breath of Fire 3, which I scolded for archaic - a mastadon of innovation in the genre compared to "this" (No wonder, because it was made with the technology of the current generation of consoles). A lot of things in this game are done quite poorly. For example, the graphical component, and not even the graphon itself, but the visual style. Characters look worse than in Romancing SaGa 2, which came out a year later on a weaker hardware. Chibi characters look like each other except for the main antagonist, even the first partner of the main character(Not grandfather)looks like a regular NPS. Cities look even more generic than in Dragon Quest, which is a peak to say.

Gameplay-wise, the game is both satisfying and very frustrating. I was glad to see the abandonment of random battles, although for 1992 it was not quite new, but it was a bold and interesting move. However, did it reduce the number of battles? Not at all. The pluses of the battles are that they are not easy, even at the beginning you can die if you beat enemies mindlessly. Poison does a lot of damage(finally)and even the battlefield is more strategic(Moving from enemy to enemy, luring the enemy into a "trap" and so on), but in battles a lot of things are annoying. Often appear the same groups of enemies and you apply to them the same tactics, because of what dies possible variability in battles, moreover, the characters have a very narrow list of phrases for skills, good thing it can be turned off in the settings.

More minuses can be called the emptiness of the cities, NPS in them do not move (Could at least put them to do some work / insert them in urban situations, etc.), to find chests, to break barrels, this is not there including. Depressing, I'm probably asking too much, but going through Dragon Quest 4 that came out on NES - I wasn't in the same frustration.

The anime scenes dilute the gameplay, for 1992 they are on a pretty high level, you can see they worked the budget.

And yes, the dungeons are too long and very monotonous, the same Earthbound solved this problem either by making them unique (like the swamp) or by inserting small moments with finding the right path.

Do not play, it is not worth it

It's a very clunky game in many situations, but it tries to smooth things out, sometimes well, sometimes ineptly.

The final straw was that while learning the magic tree I decided to make it a Peco wizard as it seemed logical to me, later I found out that it turns out it is a wizard for mages, and Peco as I knew it is pure physical power. I decided to remove this wizard, but to my regret it was impossible. I decided to ignore it and train Nina and Momo, unfortunately for me Peco was needed on the team to talk to the tree. That was my last straw, the accumulated irritation.

What annoyed me:
- Very slow and inconvenient world exploring, constant backtracking and no teleport, it pissed me off quite a bit
- EXTREMELY high frequency of random battles
- Clunky fishing mini-game(Which is still needed for one of the masters, lol)
- Changing squad members, changing skills between characters can only be done at camp, which you have to camp, go in and open a book every time, and all that loading and time. Plus, it partially devalues taverns in town
- The dungeons are almost completely devoid of their individuality
- The game is as similar to the SNES games as possible, being a PS1 game. I easily forgave that to some Dragon Quest 7 because of its great dialog with NPCs and co-parties and interesting exploration of locations. This one, on the other hand, is just cheap archaic.

What I did like:
- I am very impressed with the difficulty of the fights, they are quite challenging and there is no feeling of boredom during them almost ever
- The game has auto-fighting, a very useful thing when you go to low-level locations.
- I liked the soundtrack
- The pacing isn't something expressive, but it's on the level
- High level of 2D animation, really liked the attention to detail

It's unlikely I'll ever want to replay it, I have very huge hopes for its sequel, which I've had parts of called "The most underrated game for the PS 1".

One of the most anime games I've seen in my life, I laughed a lot mentally while playing it. I wouldn't recommend starting to play it despite it being chronologically the first game in the series not only because of the partial spoiler-final for the other games in the series, but also because it answers more fan questions than letting you just play yourself and enjoy the story, I'd even say it ranks alongside Dream Drop Distance in terms of importance of understanding the plot of the other installments.

Terrible combat system, forcing to grind, lack of combat dynamics (seriously, the parts of Nintendo DS were much better in this respect, and the PSP "can do more" than DS, because of which all the fights looked very scripted, and some of them are objectively unfair.

It's unlikely that Nomura was inspired by Nier 2010 (Simply because BBS came out 3.5 months before Nier 2010) when he created BBS, when he came up with an idea like, "Let's go through the same thing 3 times with some minor changes?". It's objectively a dumb way to present the story. What was the difficulty of giving the opportunity to pass for each character different locations and make these runs shorter, more succinctly integrated into the narrative? Meh.

The phrase "Everyone in this game is an idiot" fits this game perfectly. Idiot Terra, no comment, idiot+infantile Ventus, self-sacrificing idiot Aqua, blind idiot Erakus, corrupt idiot Braig, generic-anime-evil-villain because "I wonder what would happen if the world was plunged into darkness again" Xeanort, yeah, that's funny.

One of the most graphically perfect games for the PSP? Yes.

I think I've said all I need to say.

No one could even hit me in this game

Well, I've been waiting for this game for a relatively long time, you could almost say since the release of the port of the second Bayonetta to Switch. The only downside of that part for me was not really high difficulty, and also its duration, I would have liked more, yes. However, I was satisfied with the sequel(Unlike the first part, it's clunky, yes). From the trailers and gameplay videos I liked the game a lot. I found the first hour or two of gameplay extremely enjoyable, however things started to fall apart closer to chapter 4. I started to notice that I wasn't using my ability boosters at all (Which I did in the first part, but didn't do in the second part because it was too much fun). They never fixed it. I broke down on the Chinese multiverse, I realized the platforming was too bad and finding animals was more tiring than enjoyable. Having a lot of weapons, but having some of them partially replicate the muvset of the existing ones is not a good realization of the "the more the better" idea. Jumping around multiverse is bad unless it's Kingdom Hearts, I learned that a long time ago and Bayonetta 3 was no exception. A lot of people berate the summoned creatures, but they're perfectly fine. This is one of the most, if not the most graphically perfect game on Switch, that's its undoubted plus. However, in some aspects, I would even prefer the first part to the third.

It's too easy to spend all your ammo in this game and be left completely naked and helpless, which is why I highly discourage it for most people, since it's based on the "don't waste ammo on anyone but bosses" gameplay more than anything else in the series. I don't like it, a lot. However, the graphical execution here is just phenomenal for 2017, kinda pluses no more

I don't like how the game acts like an idiot to you, that intrusive mini-map, those pink question marks, it's a disgrace. I know Dragon Quest is a game for the whole family, but hey, in part 8 I just had a compass and my desire to explore, in part 11 that's gone because the mini-map does everything for me.

The main problems with the game are casualness and Unreal Engine
4. The casualness of the game is that all the mobs are very weak, very. Even if you skip most of the enemies - still you are always strong and you don't have to think. If you turn on the difficulty boost, the game on the contrary will make you grind a lot. It feels like nobody tested the game in terms of combat system and tried to make just a very easy combat system. The problem with Unreal Engine
is that almost all games made on it look dead and this game is no exception.

At the same time it borrows its own ideas, like the same prince who lies to his father, which was already in the great eighth part, which was done WAY worse than in the eighth part. An item like holy water is completely devalued due to the fact that mobs are now visible on the map. The new music, well, it's there, but it's not good, the good thing is the old great music.

Anyway, verdict. Those who have NEVER, I repeat, NEVER played a jrpg, in principle in games little played, books have not read - he will like it. Everyone else - play 8, look for mods for graphics and be happy. This game is not worth it.

Never play this game if you respect rpg and one of the greatest game series, it breaks what it has been building for almost 30 years. No more searching for books, no more complexity of battles, stealing story arcs from the greatest 8th part, turning the whole world into a "gut", camping that causes the hotels in the city to lose all their original meaning, lifeless world on one of the worst game engines of anreal 4. Better play the godlike 8th installment, the great 5th, the epochal 7th on Nintendo 3DS, the first 3 installments on SNES(Waiting for the new remake of the 3rd installment), including don't miss the 4th on Nintendo DS and give the 6th on the same platform a chance. But don't play the 11th part. It's a disgrace.

I can’t run, the character is constantly out of breath, which is why the gameplay is deliberately drawn out.

A very small map where found objects and visited rooms are not marked, although Silent Hill solved this problem back in 1999. If your game has a huge number of doors and floors, then be kind enough to implement in your games the function of marking doors and objects, or at least let the player do it himself.

The only thing I can really praise about this game is the graphics, they work at the limit of the PS 2's capabilities, it's not surprising, the game came out at the end of the era of this console.

In a few more years, a huge number of people will associate this game with childhood. Just like Ocarina of Time did back in the day. 20 years apart, but it was still worth it.

This game is a disgrace to the jrpg genre

I've been thinking for a long time what grade this Zelda deserves and realized that it can't jump above 3, and 2.5 is too low for it.

Even despite the minor QoL in the remaster after a whole 10 years this game still feels weird. Let's start with the worst part, which is the controls. The idea of playing as Link by controlling his abilities with your own hands felt amazing and desirable, but the implementation was lame, so much so that in 2011 you even had to use Wiimote+ for better responsiveness. But even the motion in the joycons of the Switch couldn't cope and I had to recalibrate the sensor every damn time.

This results in a deplorable feature, the registration of movements is difficult, because of this it is sometimes unpleasant to hit enemies, and after all it is a significant part of gameplay. The AI of the enemies also leaves much to be desired, although in the beginning you are convinced that the procedure of stupid jamming will not help you, but after getting Neiru's flame the game becomes too easy, everyone dies very quickly except for the fat bokoblin with a shield. It's depressing.

The game has pretty stupid backtracking, because of which you have to fly slowly on a bird to the old locations every time, but why, if you could just make a teleporter?

The quests in the game are worked out pretty well, or at least steadily provoke to explore the locations and interact with the joycons. However, it is worth noting the ultimate pointlessness of this activity, because you are given not rupees, not pieces of hearts, and idiotic crystals of happiness , which you exchange for rupees and increase inventory. Why were there various rewards for skulltula in Ocarina of Time, and this was almost 15 years before Skyward? It's not clear. However, the fact remains that the rewards for good quests are retarded.

The hub, which contains everything from shields and arrows to potions and the warehouse - are not needed almost the whole game, after 10 hours / after buying the last of the three shields you can basically forget about its existence except for a couple of quests and if you only need potions, although the game is so casual that you can live without them, especially there are fairies. Only Biddle on the chopper will make any sense the entire game, gifting you with inventory slots and badges that further ocassualize the gameplay.

Now what to praise for:
- As always, the soundtrack is gorgeous
- Despite the chamber-like nature of the locations - they're fun to explore, especially the first two locations
- One of the best storylines in the series in my humble opinion, standing next to Twilight Princess and Botva
- Visual style - interesting, you can put it in the pluses as well
- Sometimes the motion still gives you a bit of fun
- Some of the best dungeons in the series, this is where they put everything they have into it

I would recommend playing this Zelda only when you've played ALL the significant Zeldas from Link to the Past to Botw.

No, FF9 has totally bored me.

- Casual
- Most of the music is either fucking mediocre or ok, there's very little memorable music.
- Exploring locations is VERY boring, FF7 was way fucking better.
- VERY drawn out because of that camera overtaking thing
- The mechanics of the trans takes a very long time to charge, because of which very rarely get used in contrast to the limits of the seven. Well, and the fact that most of the buffs and debuffs make sense exclusively on bosses, while any ordinary enemy is killed by literally two blows
- very underplayed with the spirit of the fairy tale, if they had paid more attention to this atmosphere, then I might have finished the game.
- dull card game

Liked the ability learning system, but with caveats:

- A huge portion of the abilities are either too imba, which vanshots opponents, or only get in the way like the autozelier for example
- You have to keep your old armor and weapons and swing until you fill the skill scale, it would be better if they would allow you to use an item to switch skills between weapons and armor.
Often it happens that some of the abilities of the item can not be opened for a given character, because of this you have to either put on stupidly because of stats, or stupidly because of 1 skill.

I don't understand the mass hysteria about this part at all. 7th = better in all respects except character models outside of combat, including soundtrack, combat system, plot and exploration of locations