Game Review: "Final Fantasy Tactics Advance" (GBA)



Stat:
Score:
Notes:
Graphics
7
Even for a GBA screen, Final Fantasy Tactics Advance looks a little lackluster in some respects. However, the depth and amount of color that the landscapes have is very nice. The graphics pretty much consist of a few sprites with limited poses and movements walking about an isometric landscape during battles. While the individual sprites do look rather nice, their cardboard movements aren't impressive. No matter what the unit, you get the same canned movements over and over. There's no difference between a Black Mage casting a spell than a Ninja. As well, you see little emotion expressed by the character sprites in game, except when they occasionally bow their head or move to an aggressive stance when a fight's ready to break out. The spell effects are for the most part basic and pretty unimpressive. Spells like "Blizzaga" and "White Flame" all have the potential to look really awesome, especially on the GBA, but SquareEnix seemed to get by with as few flashy attack graphics as possible.
Play Control:
10
In a game of this nature, it's hard to screw up play control. All you do in terms of control is move your cursor from menu choice to menu choice or to an appropriate tile on the battlefield. If SquareEnix had managed to screw this aspect up, they'd need their heads examined.
Sound:
7
The sound is rather bland in general. There have been games with incredible sound on the GBA and there have been the stinkers. FFTA ranks as an inbetweener. The music is okay, not great; no tunes really are memorable and you could have a tendency to tune them out after awhile. The sound effects are highly basic in most respects, though they are varied signifcantly. The basic effects work for the game, as it is easy to distinguish between "Thundara" and "Fira" spells. Characters also make a grunting sound when their HP runs out, which is a final sign of victory. (Provided no enemies are in possession of revival spells.) This area too could've been worked on more carefully. Though in FFTA's defense, the sounds of each different weapon being swung and the collision sounds were good. Swords sounded like swords, rapiers sounded like rapiers, and lances sounded like lances.
Value:
10
This game is definitely worth the money just for the sheer amount of time it can consume. If it's a time sucker you want, this game will do it. There are so many possible things to do in this game that you could literally spend months just making your characters get all the skills they possibly can. This is accomplished by a very neat system of multi-classing by levels and skills. Imagine the power of a combined Paladin, Ninja, and Thief all rolled into one character. FFTA lets you do that. Characters can vary so widely, it's doubtful you'll play the game the same twice. However, there are some limitations. Sometimes only certain races can take on specific classes. For example, only Humans can become Paladins, only Viera can become Red Mages, and only Moogles can be Gunners. This makes for some limitation in the system, but nonetheless, it still makes for some interesting characters. A powerful Black Mage could become even more dangerous by becoming a Time Mage, mastering the powers of Haste and Slow. It can get even more exotic than that. With a quite a bit of time, some ingenuity, and some planning, you can make a team of powerhouse characters that will rampage through opponents. Truely this game has a ton of replay value.
Gameplay:
8
This is where FFTA really makes its mark. The strategic aspect of the game is highly engaging and highly addictive. This is a game you could whittle away hours with and not even realize it. Basic play includes navigating menus and ordering your units to move here and there and do some kind of action. It sounds incredibly basic and quite boring, but it's very easy to get hooked on the game's mechanics. The strategic concept is fun and interesting, as you will often try to find a way to defeat multiple foes that are usually stronger than you. What's more, within a battle, a judge sets Laws of Engagement that you must follow or pay a huge penalty. These laws breathe a new aspect into the game. You may be a player completely reliant on Black Mages to get your job done, and then boom, the judge could outlaw "Black Magic" for a battle and you must adjust your strategies accordingly. An intersting twist, though it makes for annoyance when the judge happens to outlaw "Color Magic" and "Swords" at the same time. Menu navigation is usually pretty simple, except when it comes to buying/equipping new equipment. There is no obvious on-screen way to check what classes can use what weapon or armor, so you may end up buying quite a few worthless pieces of equipment. Also, sometimes the game makes it very hard to distinguish the difference between a "GreatSword" and a "Sword." However, there is a way to tell that did not seem to be listed in the manual. Move your cursor over an item and press SELECT to learn more about it. SquareEnix should've, and easily could've, made the equipping system a lot more user friendly.
Overall Rating:
7
Final Fantasy Tactics Advance is FAR from a perfect game. It's not even a "great" game in the professional mechanical standpoint. However, if you enjoy strategy and RPGs, this game will be highly addictive and quite entertaining. Building multiclass characters such as Time Mage Gunners can be great fun. The battle system is effective, if a tad slow. The story is compelling enough, but most of the game is spent fighting. On the negative side, FFTA has a lot of mechanical problems that should've been ironed out, especially the Equipment System. The graphics and sound were pretty average too, but for some reason, the game is still extrememly difficult to put down.


Individual Reviews:



I don't get how this game is so bloody addictive. There are a lot of problems with it, but yet it's still incredibly fun. I wished they had made the game a little more than a point and click kind of ordeal, but yet it's pretty okay as it is.
Such depth in character design. There is an incredible amount of possiblity for your clan if you work them up. The concept of a powerful Fighter also being a White Mage is an interesting one, to be certain. Definitely a play-over game.
Bah, boring. Not enough destruction and the game is far too slow paced. I want to blast stuff in real time with Ultima right NOW!
Finally, my kind of game. I've enjoyed every minute of this game, and quite frankily, I find it to be the most intriguing game since Advance Wars. Truely fun.
Wow man. This game, you know... it reminds me of "Ye Dungeonman." You can't screw up the controls! Unless your GBA... kinda... goes... croakus.
Sound? Bah. Reminds me of a GBC game of old with basic sound.
Weak graphics and animation. I expected a lot more from SquareEnix.
An overall addicting experience with some gameplay issues that could've been ironed out. A pretty solid GBA title that should be part of any RPG library.


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