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Final Fantasy Dimensions Review
That Final Fantasy Dimensions exists at all is something of a miracle. That we have a somewhat original (it consists of a game that came out for other mobile devices last year), “old-school” Final Fantasy game starting off in this day and age is a pretty singular thing. And the fact that it’s a pretty awesome game to boot is just icing on the cake. Square Enix has given Final Fantasy fans a love letter to the games of yesteryear that built the foundation of our love for the games we enjoy now. What’s old is new again.
Dimensions is a immense game, with a story that is the markedly definition of epic. It’s notified over the course of 4 massive chapters and takes place in a world that has been torn asunder by magical forces into separate dimensions of light and dark. You control a large cast of characters through two separate yet intertwining storylines in an effort to right the wrongs that have been done to the world.
The game has you traverse by means of war torn villages, castles that reach up to the sky, twisty turny dungeons, chocobo pastures, flying airships, and mazes that can drive you mad. The plot is deep and regarding and has twists at every turn. It will draw you into a world that’s somewhat familiar (old names and places from former Final Fantasy games show up) but is different sufficient to make you have the feeling of you’re discovering something marvelous and new with every step you take.
At the heart of Dimensions are the characters. Most have their own motivations for doing what they’re doing and you’ll have a blast uncovering their stories. Delving into the characters is almost as much fun as exploring the deepest dungeons in the game. Adding to that complexity is the fact that you actually control two absolutely different sets of people: one group on the “light” side of the world and one on the “dark.” Their quests parallel one another as they both try and find out why the world has been so terribly maligned. through the course of the game you’ll also choose up other characters who will join your parties and contribute to advance the story in key areas. Almost every party member has a secret, a few motivation for why they’re there, and uncovering those is one of the most fantastic joys in the game.
Prominently featured in the game is the “jobs” system, which is something that Square has been playing with and refining since all the way back to Final Fantasy III. Your characters initially kick off out as blank slates, with no real defining attribute to their fighting styles. Eventually you’ll unlock the job system, which facilitates you to customize them anyhow you like. They range from the typical ones like white mages and warriors, to the slightly more esoteric like monks, thieves, and dragoons, who are strong spellcasters with dragon-like skills. Each job has different skills, aptitude sets, armor and weapon restrictions and favor a few stats through others. You can switch a character’s job always that you like, so if a thief isn’t working out for you then perhaps the strong fists of a monk can do the trick. You do have to be careful even though, for the reason that you only have a limited number of “job points” to invest on changes.
The game has two glaring troubles, which may give a few people pause. First, the game mechanics aren’t surely explained everything that well. There is an in-game help guide, but it’s marginally helpful at absolute and would be downright cryptic for people who aren’t previously schooled in Final Fantasy tropes. It looks like the game was developed for those who previously know what’s occurring. Weapon and armor stats are barely explained, and hazardous effects (like poison or silence) done to your characters are only indicated by tiny icons which give no indication as to what they mean. The battle system may even be absolutely alienating to newbies who aren’t used to it.
The second trouble is the controls, which range from simply passable to downright terrible. The absolute option is the “default” which constructs a virtual D-pad everywhere you put your fingers. It works okay, but from time to time the game gets confused and doesn’t know if you’re trying to move your character or originate a new anchor point for the controls, and this can end up provoking a lot of irritating mistakes. There is “fixed” D-pad choice, which is OK, but is unimportant if you’re playing the game on an iPad, since its position is too high up on the screen. The less told about the “sliding” choice the better. Lets just tell it’s pretty awful.
We can’t show you if the game is worth the hefty price tag or not. You have to make that measure for yourself. What we can tell is that we played the game for 20 hours, and there’s still plenty of game left to be played. A whole lot. Square Enix has produced a really masterful game here. The story is immense, the characters enjoyable and fun to play, and except the iffy controls, the game works fantastically well on the touchscreen. The menus in special are elegantly designed. The music and graphics are still great in establishing a world that remembers us that the old and new can coexist, and do so with aplomb.
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