During the summer sales on Steam, I got lucky and won a free copy of Saint’s Row: The Third on reddit. Well, technically, I won a free game for $10 or less, so I picked Saint’s Row as the game for me. Suffice to say, I did not regret my choice.

I always liked the idea of GTA, but I also found it a bit too constricting and dull. What’s worse, while the sandbox is still passable, even with those flaws, it affects the actual storyline gameplay badly, making it shallow and clunky. GTA IV improved on this with better controls and more complex actions you could do with your character (cover shooting, proper targeting, etc.), but for me, it was to series and thus less fun in the sandbox department.

Saints Row: The Third Poster

Because it’s cool to be cool.

Saint’s Row does not take itself seriously even for a moment. It’s just mindless fun and nothing else. You can do whatever you want, however you want, whenever you want, and even if you die, nothing really happens. Most of the activities are fun and unique (driving around with a tiger in the back seat, for instance) and the controls are simple and responsive, while not being so simple they would cause you annoyances.

It took me around 20 hours to go through the main story, while doing plenty of optional activities on the side, and I enjoyed most of it. Sure, a couple of missions weren’t as good as the rest, but overall, I feel it’s a much more fun game on average than any of the GTA series. Now, I haven’t played the two previous games because I did not own a good enough system, so I don’t know if it’s a good sequel, but it’s definitely a great game on its own.

To take you through the story, the Saints are a gang who got so big they entered the mainstream public and started getting movie, music and various other contracts. The story starts with the core gang taking a movie star for a bank robbery, so he could do some research for his role. They get ambushed by another gang called the Syndicate. The Syndicate is big, and they want to get bigger, so the saints are in the way. One of the big guys of the Saints gets killed in the encounter, and the Saints get all their assets taken away from them.

Basically, you have to rebuild the Saints’ empire and take down the Syndicate along the way. You do this by buying of their properties, killing their gang members every time you see them and completing completely ridiculous missions in order to shut down their operations. Eventually, you take down most of their bosses (and recruit a few) and finally run them out of the city. While all this is happening, you also have to defeat them on the Internet, take down a high-tech military group and deal with a zombie infestation. In the end, you chase the final boss to mars and kill him there. Well, that’s what happens in the movie.

Saints Row: The Third - Killbane Mars Death Scene

You’re not my father, Killbane!

Anyway, I managed to complete the main story and capture all the districts over the last week or so. I still have the alternative ending to see, and there are still a whole lot of achievements to unlock, so the game will remain on my hard drive for now. I’m sure I’ll return to it occasionally, but for now, I still have some other games to play, including the several I’ve bought and won during the sale.

I entered the Black Spire fortress and started with the procedure. I used the Royal Seal on the north wall, which removed the trap on the switches, but also summoned a bunch of demons. After the fight, I turned the wheel and the way through the first tower was open. At the second tower, I had the option the remove the barriers using the ritual Koth taught me, but I decided to fight instead. It was a tough battle against two very powerful eye beasts, but I managed to defeat them. The second tower was clear as well.

Avernum - Black Spire

The entrance to Black Spire. This is where the final mission begins.

I continued through the passages, fighting several hosts of demons along the way and avoiding various traps. Eventually, I’ve reached the augmenter and summoned Erika. She used the brooches I collected and activated the portal. I stepped through it and I was at the Royal spire, with alarms activating all around me.

I fought my way through the halls, climbing up the spire towards the royal chambers. After every step, there were more and more royal guards running after me. Eventually, I got to the chambers of the royal wizard. I fought him and his lackeys, but once he realised I could kill him, he stepped aside, agreeing it might really be time for the crazed king to die. I rushed on to the royal throne room and found the king there, behind an unbreakable shield and guarded by several sentinels. No matter how hard I would hit him the shield would block my every attack, so I started focusing on the sentinels instead. This was also in vain, as every time a sentinel would almost be destroyed, Hawthorne would use his shield to restore it completely. However, each time he would do this, his shield would noticeably weaken.

Avadon - Ending

The End!

After several rounds of this, Hawthorne’s shield completely dissipated and my archer shot a single arrow at him. It was enough to kill him outright. His sentinels shattered instantly upon his death and his guards started running away in a panic. The portal in his room changed colour and I decided to try my luck and enter it. I made the right choice, as it brought me back to the augmenter, with Erika waiting for me. My mission was finally over.

The first part of my new challenge was already completed a few days before I started to think about actually completing them all. The closest thing to the original Zelda I ever played was the Zelda Classic “remake” on the PC. It was basically a Legend of Zelda engine that allowed for custom quests and the original quest was one of them. I never finished it, though, since I was a bit younger back then and had very short attention span. I eventually wandered off the play various mini quests, including one involving the Neverending Story.

The Legend of Zelda Title Screen

This is where you hear the legendary music for the very first time.

A few weeks ago, I decided to download Nestopia and play through the game from start to finish. It started out badly. It’s been ages since I played any old school game of this type, so my reflexes were extremely rusty. For the life of me, I could not progress past the first few screens. I wandered around, killed enemies, died, wandered some more, killed some more, died some more and eventually, I managed to gather enough rupies to buy myself a new shield as well as the magic candle. The shield allowed me to survive for longer so, once I gathered some bombs, I managed to find my first heart upgrade.

With all of this, I felt confident enough for my first dungeon. Ages ago, I played Link’s Awakening on the original Game Boy and I remembered that this is how the game progresses. Well, playing Phantom Hourglass a while back also hinted at that, so it’s not like I was a complete newbie. The problem was, I couldn’t find the first dungeon no matter how hard I looked. I found the second one, I even managed to get to one of the later ones, but the first one was impossible for me to find.

This brings me to my first beef with the game. It needed a map, badly. Not for the secrets, not for the locations, just so I could know where the hell I am and where I’ve been before. Sure, there technically is a map in the game, but it’s completely useless. Lucky for me, I managed to find a spoiler-free overworld map, thanks to Tartarus of RPG Classics. With this, finding all the dungeons was a breeze.

Legend of Zelda - It's Dangerous To Go Alone

This line has been quoted, used and abused countless times.

I fought through dungeon after dungeon, making sure to explore the overworld after each new item and managed to clear most of them with relative ease. At a couple of points, I started finding the dungeons a bit to difficult, but after getting the Blue Ring from the obvious secret shop next under one of those several statues, I managed to get past those to. After all of that, I have to say one thing – I hate the knight enemies. I hate them with a passion. The mages in the final dungeons were difficult and annoying, but never as annoying as the knights.

Anyway, after getting a whole bunch of items and a whole bunch of hearts, I entered the final dungeon and boy was it difficult. I played through it for hours, constantly dying, but also constantly managing to get a step further than before. Once I got the red ring, things became a bit easier, but it was never a breeze. Eventually, though, I found Ganon and, since he was invisible, eventually figured out where to attack in order to damage him. I couldn’t kill him, though. I had no idea how. However, since I’m quite familiar with the various tropes you can find in entertainment, I figured I have to do something special one he changes colour. Thanks to one of the old men in the dungeon, I managed to kill him with the silver arrow, and that was it.

Legend of Zelda - Victory Screen

The ending is anticlymactic, really.

Except it wasn’t! Apparently, there’s a second quest. I’m not going through that one. From what I can tell, the differences between the quests are only in item and enemy placement, so I really see no point. I got through the story and I experienced the game fully as far as I’m concerned. I think A Link to the Past will be next.

Legend of Zelda – Final Impressions

So what are my impressions? All in all, they’re pretty positive. The Legend of Zelda definitely deserves to be called a classic. It innovated back then and it still innovates today. Sure, some of the archaic design methods pull it down a bit these days, but I still find it an above average game with fun and compelling gameplay. The music and sound is signature to the series, while the retro dialogue lines and story give it a nostalgic charm. I feel most gamers, young and old, should at least experience a Zelda game, and there’s no reason for this one not to be that game.

The first part of my Legend of Zelda challenge is complete.

On a side note, playing through this game made me truly realize how much of an inspiration it is for Binding of Isaac. It’s not just the room layout and the camera perspective. The enemies, the bosses, even the items of the Legend of Zelda are a huge inspiration to the Binding and its expansion. This makes me like both games even more.

Related Links

I love the Zelda series of games. I find them imaginative and interesting, the overarching story complex and the gameplay fun. The thing is, I only ever played a few of them, and finished an even smaller number.

This is why I decided to try and finish all the main games in the series, in order of release. I won’t be doing this as fast as possible, or anything of the sort, but I do intend to eventually go through all of them, other than Zelda 2, since I really can’t consider that a proper Zelda game. Don’t get me wrong, it looks decent enough, and it’s definitely considered part of the story, but the gameplay is just too different. Plus, from what I hear about the difficulty, I’ll probably rage hard if I try to complete that, so it isn’t worth it at this point. I might decide to do a tool assisted walkthrough at least once, though. Of course, the various spin-offs on other consoles won’t be included, since most of them are complete crap and have nothing to do with the series.

Legend of Zelda - Triforce Emblem

Time to start the challenge!

So, the first thing to do is to make a list of all the Legend of Zelda games in chronological order. I will turn each list item into a link eventually, no pun intended. If there’s a remake for any of the games, I’ll state that on the list, once I get through that game. For now, the games are listed in chronological order of first release.

The Legend of Zelda Series

  • The Legend of Zelda (1986)
  • Zelda II: The Adventure of Link (1987)
  • The Legend of Zelda: A Link to the Past (1991)
  • The Legend of Zelda: Link’s Awakening (1993)
  • The Legend of Zelda: Ocarina of Time (1998)
  • The Legend of Zelda: Majora’s Mask (2000)
  • The Legend of Zelda: Oracle of Ages (2001)
  • The Legend of Zelda: Oracle of Seasons (2001)
  • The Legend of Zelda: The Wind Waker (2002)
  • The Legend of Zelda: Four Swords Adventures (2004)
  • The Legend of Zelda: The Minish Cap
  • The Legend of Zelda: Twilight Princess
  • The Legend of Zelda: Phantom Hourglass
  • The Legend of Zelda: Spirit Tracks
  • The Legend of Zelda: Skyward Sword

As you can see, there’s plenty for me to play. This will in no way be a quick challenge and I will probably go through it for years, but it will be on the challenge list from the start. Good luck to me!

There was an extremely apparent lack of posting (again) recently, but I won’t apologize for that anymore, nor will I make any promises of it not happening again. It is what it is. Sometimes I feel like writing something, sometimes I don’t. Anyway, what is Legend of Grimrock?

Legend of Grimrock - Cover Art

Any CRPG fan needs to play Legend of Grimrock

It’s an awesome game! This really needs to be said. If you knew about this game before release; if you knew what it was, you will not be disappointed one bit. The game supplies exactly what it promised – an old school first person dungeon crawler in the style of the Eye of the Beholder series.

You start the game as you would expect. You can use a premade party, or you can, as an experienced dungeon crawler, make your own. You have a pick of 4 races (human, minotaur, lizardman and insectoid) and 3 classes (fighter, mage, rogue). Each race provides different starting attributes and a few unique feats, while the choice of class gives you access to different set of skills you can train in. Once you distribute extra attribute and skill points, select your feats and name your characters, the game begins. You start in a dark room, with a torch in front of you and with no possessions whatsoever. There’s a short slideshow “tutorial” in the game menu, but that’s it. There’s no one there to hold your hand, no one there to tell you “push up to move” or anything of the sort.

This isn’t bad game design, though. This is proper game design (and I’m not hearing anything else, la la la la). You aren’t left completely clueless. You move around the room, trying out keys and examining your surroundings. If you look close enough, you might even spot a hidden switch, giving you access to some extra items. What you definitely will spot are iron bars stopping you from moving on, a torch on the wall next to them and some runes on the opposite wall. You step there, look at the runes, try to use your mouse buttons and suddenly you are told that the torch is important. Alternatively, you click on the torch first and you don’t have to read the runes anymore. You take the torch, it’s suddenly dark and the gate opens. What now? Sure, you can go on, but now things are dark. If you don’t have a serious mental defect (apologies to those that do, it’s not your fault), you pretty soon realize you can put the torch back in the wall, or, if you’re especially smart, that you can even put it into one of character’s hands. Let there be light!

This is how the design works pretty much throughout the game. When you encounter a new concept, the game slows down for a bit, provides you with some hints and gives you the chance to discover the concept for yourself. It doesn’t tell you “use this to do this”. It gives you the tools and lets you figure it out. That’s how a game should be designed.

There’s combat in Legend of Grimrock to, of course. If you’re familiar with Eye of the Beholder, it will feel natural, but if you are more of a Wizardry type of player, you might get badly hurt. You see, while it appears completely tactical and turn based at first, it really isn’t. You are supposed to use your skills, as a player, as well as tactics, to avoid getting hurt. You hit your opponent, and then it takes a while before you are able to attack again. While this is happening, the opponent is free to hit you. That is, he is free to do it if you let him. If you move away from him, he has to go after you, but while he’s doing that, he isn’t hitting you. So you attack and move back for a bit, until you get him into an open room, and then he’s yours. Attack, step to the side, turn around, attack, step to the side, turn around, etc. If you’re good enough, he will never touch you. Of course, this is a bit harder if you fight more than one enemy at a time, so you also need to be strategic and try to split the group up. You can also use your environment to your advantage. You can close a gate to split up a group of enemies, or lure one onto a collapsing floor tile, to take him out of battle completely. Of course, if you do that, he will be waiting for you on the level below, so be sure you aren’t actually making it harder for yourself. Some people might say this dancing around the enemy is actually an exploit, but this people haven’t tried to do it differently. If you stand still and just fight it out, you simply won’t survive for long. Even a single stronger enemy will destroy your party on any difficulty.

Let’s discuss equipment to. There is no money in the game, no vendors. You use what you find and nothing else. What you do find can be just regular leather and steel, or it could be a bit more powerful. There is nothing overpowered, though. The game won’t at any point feel like a breeze. Of course, the more powerful items will only be rewarded to those who explore and take time to solve the more difficult puzzles. There’s also a time constraint. While you could play in the dark, it would not be as easy or as enjoyable, so you need to conserve that limited number of torches. This means you can’t just wait around for too long and must keep pushing forward to new areas. Also, your characters need to eat, and not all enemies drop food. There are a couple of points in the game where food dropping enemies respawn, though, so this isn’t as big of an issue. You just can’t overstock on it, since the total weight of the items you can carry is limited.

Magic is another thing that’s handled a bit differently in the game. You cast magic by activating one several runes on a 3×3 board. A certain combination casts a certain spell. You learn new combinations by finding scrolls, but nothing is stopping you from experimenting by yourself and finding new spells that way. As long as your skills are high enough, you can cast any spell you can remember, regardless of finding the correct scroll or not. This makes concurrent games a bit easier, but not by much, since none of the spells are too overpowered and you can’t really use the stronger ones until you level your mage anyway.

The music in the game is limited to a single theme composition. It a nice, memorable, orchestral theme , but there’s nothing else (or there is, but I just can’t remember it). The sounds are atmospheric and fit the theme nicely. The various clicks and clunks of buttons, switches and levers sound great and immerse you in the game. The graphics really make the game shine, with hard shadows and great lighting effects. The dungeon can appear a bit monotone in some places, since you are looking at rock most of the time, but every few levels, the theme shifts, giving you a nice change of pace. The monsters look detailed and imposing, so I can’t complain about anything there.

The replayability could also be pretty big. You most likely won’t find all the secrets on your first playthrough, and if you’re anything like me, you will jump for a second run as soon as you see the first “You win!” screen. Additionally, you can try your luck with a different party flavor, if that’s something you might like. We also can0t forget that the development team intends to add future expansions as well as mod tools so users can create their own dungeons. Once that happens, there will really be no limit to the amount of gameplay this game will provide, as long as the fan base stays big enough.

All in all, Legend of Grimrock is an awesome game and any fan of older dungeon crawlers will absolutely love it. As for the new players – give it a chance. Games like this are rare these days and they deserve our attention. Also, if you get stuck on a puzzle, don’t run for a walkthrough. It will feel so much better if you figure it out yourself.

Links

We stepped through the portal, but only Cordelia came out on the other side. The Avadon pylon was damaged, so this must be the reason. I arrived to the sounds of battle. The fortress was under attack. I fought my way through the passages and soon found Miranda in a pylon room I didn’t have access to before. The pylon was active, but I couldn’t tell where the portal was leading. Miranda said that Avadon has been betrayed. Infiltrators gained access and traitors in our own ranks helped them get the upper hand.

I told her everything that happened in castle Vebaux, but she didn’t at all seem angry at the fact that I let the duke go. In fact, she seemed pleased. She asked me about the Wayfarer and I told the truth. I intend to overthrow Redbeard. She then pointed her wand at me and everything was clear. She realized Avadon will fall and she is escaping to the Tavon Empire – the new center of power. Everything that happened to me, she orchestrated. The deaths, the events I’ve seen, even the Wayfarer. Now she wants me to finish it – kill Redbeard and take my place as the new Keeper. I agreed to let her go.

She stepped through the portal and I started fighting my way to the central stairway, to Redbeard. There weren’t many assassins left, so I didn’t have much trouble getting to the upper floor. As soon as I ascended the stairs, I’ve found Hand Callan. I told her about Miranda leaving, but I decided to leave out my intentions. In the next room, I’ve found Sevilin and told him what I intend to do. He expressed his agreement and joined me. I then met the rest of them and did the same. Jenell joined me, and I sent the other two downstairs, to fight off the assassins. We moved on and soon found Redbeard in one of the chambers, fighting off a shadowwalker. It was the Wayfarer. He jumped back and, as they both spotted me, he took off his mask.

Avadon - Final Boss Room

The final showdown took place here.

It was Shadow Tarkus, the same man that escaped the prison on my first day of service. I jumped to battle on his side, but it was too late. Redbeard killed him in an instant. It was my turn. I fought him, and he beat me to a pulp. I tried it again, and he did it again. I tried it a few more times and failed. The closest I got was to about 30%. I tried reducing the difficulty – same thing.

Ok, this is not the outcome I expected. I went to use Google, and found out what my problem was. Apparently, you can have a party of five in that fight. I thought that when I was saying my companions to go defend the bottom level, I was actually choosing which two I’ll take. In reality, I was just gimping myself, because I could take all of them, and, as long as I did their quests, I would have all of them with me in the final battle.

Avadon - Ending

The ending was several screens with flavor texts, based on my choices.

Well, this is disappointing. I decided to go for the “positive” ending and not take down Redbeard. Since I was not at all loyal to him, the only option I had was to stay a hand under his command. Oh well, I guess another playthrough will be needed to see the other endings. I have a few achievements missing anyway. For now, the game is finished.

So, officially, by loyalties were questioned, but in the end, I remained loyal to the pact. Redbeard has seen, partially, the error of his ways and decided to make things different. The Pact is in danger of falling apart, but with work, it can prevail. Avadon is not seen as the omniscient, omnipresent, all-powerful institution anymore, but that might be a good thing. There’s hope.

I’m not really sure if there’s an absolutely positive ending here, so this will suffice.

The Review: A Bastion of Gaming

OK, Skyrim will have to try extremely hard to take the “personal game of the year” title from this game. There, no surprises left in this review. I loved every little thing about this game and it’s really hard for me to find a real flaw. Let’s try, though.

The graphics in Bastion look beautiful. Everything is hand drawn, colorful, sharp and shiny. The levels are detailed, the characters even more so, and the enemies look unique and interesting. Everything is also very well animated, with plenty of frames for each movement. Nothing looks choppy or half-made. There’s also plenty of variation in the art for each level, so it doesn’t get boring, even for a second.

Bastion Wallpaper

Courtesy of Supergiant Games – a Wallpaper.

The music is where the game really shines, though. The soundtrack has that Firefly/Western/Country atmosphere, with a bit of an eastern touch in some of the songs. Honestly, this is the first game where I’m actually considering getting the soundtrack. The sound effects are not that notable, but with the amazing soundtrack, they don’t need to be.

The story is the unique thing that Bastion brings to the table. Every minute of gameplay is narrated by an old man with a great voice. I’m not talking just about cut scenes here. Every notable thing you do is described by the narrator. This improves on the atmosphere even more than the music. It makes you connect to the protagonist and really think hard about his your actions, while also keeping you interested in how it will all fold out. There’s also an ending changing choice you make right before the end of the game which adds to the replay value a bit, unless you are like me and go to YouTube to see the alternative ending.

The gameplay is not perfect, but I find it pretty close. The only real critique I could find is that maybe the controls could be a bit better. You see, the camera perspective is isometric and most of the movement is diagonal. This would be fine if the game assigned diagonal directions to the keyboard, but up remains up, causing you to awkwardly hold up and left to move north, for instance. It’s not that bad, and it personally didn’t cause me any trouble, but I see people complaining and this is a valid reason. Still, If I’m not mistaken, a patch was released which addresses this, but I haven’t tried it because I completed the game well before that.

The game is basically an RPG, but a pretty simple one. More levels simply equate to more health and more spirit slots. Spirits are various alcoholic beverages which give you special bonuses if you equip them. Other than that, you have two weapon slots and a special attack slot. There are several weapons in the game and each plays differently. Each can also be upgraded five times, choosing between two different upgrades every time. Once you buy an upgrade level, though, you get to choose between the two options as many times as you want. The special attacks are very varied, but they don’t get upgraded or anything of the sort.

The Verdict

Well, that’s it. Once again, this is a great game that I recommend anyone to buy. If your computer isn’t top notch, you have one more reason to do it, since it’s not that demanding, being 2D. Highly, highly recommended!

Meaningless Score: 9.5/10

The Review : Is Brave Story a Proper JRPG?

As you can tell, I really love classic style console role-playing games, and Brave Story is a perfect old school example of one. Brave Story is a new game, but everything about it feels old school. You have this unremarkable kid who ends up becoming the savior of a world, loyal friends and companions he meets along the way and evil enemies he must defeat, rivals he takes back on the right path and plenty of adventure along the way.

The mechanics of Brave Story are not too complicated. You have your primary attributes which grow with experience and get increased by equipment. As you level up, you learn new skills, and as your party members grow fonder of you, you learn new unity skills, which are combo attacks involving multiple characters. Your companions can change their weapon and armor, while the main character’s sword upgrades during the story. Each character can also equip three accessories which are either found, bought or crafted, provided you find the right recipe.

Brave Story - Screen 1

The graphics are in the 3D anime style, with the level of quality close to the PS2.

There are plenty of characters in Brave Story, but you are slightly encouraged to choose a fixed group to play the game with. Still, switching isn’t impossible and if you like, you could max out every one of them.

Brave Story also includes plenty of side quests, which provide rewards in the form of new crafting recipes, equipment or various other items which help you on your main quest. You can also catch birds in special mini games, which you can then use in bird fights and acquire even more rewards this way. There’s plenty to do aside from the main quest and you don’t have to wait until you reach the end game to do a lot of those things. It is, however, much easier to complete the side quests once you can freely fly around the map.

Once you come to that point, you also get to visit an extra hard bonus dungeon, where you can fight a special boss, for even more rewards. The graphics are simple, but nice and the characters are very detailed. The sound is just as good. Brave Story looks and feels like one of the classic PlayStation era JRPGs so any fan will truly love it. In any case, if you love a good JRPG, you won’t go wrong with Brave Story. It’s one of the best games of this genre the PSP has to offer. While we’re at it, I should also recommend watching the Anime. It has different characters, which appear in the game as cameos you can actually play with for a while.

The Verdict

Score: 9/10

The Review: Is Final Fantasy II – Anniversary Edition Worthy of Its Legacy?

This was the other remake I completed on my PSP and I have to say, it’s just as good, even better than the first. I must admit, I haven’t played this one in its original edition so I have nothing to compare it against except various reviews of the original by other people. Again we have the beautiful high resolution (for the PSP screen) 2D graphics, the recognizable Final Fantasy music and the good old Square style which seems lost on the newer games. Again, not much has changed from the original, other than the addition of the optional dungeons. Again, we have the pure retro RPG experience.

Final Fantasy II - Anniversary Edition - Screen 2

Everything looks beautiful. The graphics alone would have been upgrade enough.

So why is it better then? Because the original Final Fantasy II was better than the original Final Fantasy I. It had a more complex story, a more complex level up system and many of the “rookie” mistakes of the first game were fixed. This time, there are no levels and no experience.

Whatever it is that you use in battle is what increases after it. Use sword attacks? Your sword skill and offensive physical attributes increase. Get hit by spells? Your spell resistance goes up. Use a spell? Its level will increase. This is a system that is extremely simple to use and understand, but that at the same times creates a huge complexity in your choices. There is also no limit to it. If you use your characters in a certain way, you will get your tanks, mages, healers, and other typical roles, but there is nothing stopping you from doing some grinding and building up characters.

Final Fantasy II - Anniversary Edition - Screen 1

The high resolution 2D graphics look amazing. They boosted the spell effects to.

As I understand from other people, this system was also a bit of an issue in the original game. You could abuse the system by attacking your own party members, which would always give a more sizable increase compared to regular enemies. You were even encouraged to do so to go past the pretty high difficulty level the original game was known for. I don’t know if they really changed this, but throughout my playthrough of the remake, I never once felt the need to do this. At a few points, the difficulty of the game would increase quite a bit, but with a bit of smart spell use, my characters would quickly catch up.

The Verdict

To conclude, Final Fantasy II – Anniversary Edition is true to its roots and a great Final Fantasy game. It gets an absolute recommendation from me.

Score: 9/10

The Review: Is Final Fantasy I – Anniversary Edition Worth It?

Since my PSP finally got hacked, I can “afford” to play games on it. Final Fantasy I – Anniversary Edition is one of the games I managed to complete in the last few months. All in all, it’s a remake true to its roots. Not much in the mechanics has changed, but the whole game received an excellent graphical face-lift, without losing its retro charm.

While the DS remakes of Final Fantasy are fun, the 3D graphics aren’t really that nice and, in my opinion, take away from the experience. On the PSP, however, Square decided to stick to 2D sprites, but made them in beautiful, high resolution which looks excellent on the PSP screen. The characters, backgrounds, enemies, effects, everything has been upgraded.

The mechanics of Final Fantasy I, however, remained the same. You get to choose between several classes, which differentiate in their stat growth on level up, equipment they can wear, and the maximum spell level they can eventually use. Each class can also, in mid to endgame, be upgraded, allowing for even higher level spells and more equipment. Final Fantasy I was one of the first proper console role playing games so the mechanics are pretty simple for today’s standards. This is why those who played these games in the past will love them, while those that started gaming recently might find them a bit dull or tedious. The frequent random battles do not help with this.

Other than the graphical upgrade, Final Fantasy I – Anniversary Edition also received a set of bonus dungeons, each with an elemental orientation and each unlocked after killing the associated elemental boss in the main story. The dungeons hold strong opponents and extra treasure, but not much else.

All in all, this is a game that true fans of the franchise should definitely play through. As for everyone else, try it. Some might give up after a while, but for those that stick with it to the end, it will be worth it.

The Verdict

Score: 8/10