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We have collected 8 reviews of the Final Fantasy : The 4 Heroes of Light. Experts rate Final Fantasy : The 4 Heroes of Light 6.9/10. Reviewsor.com helps you find reviews, best prices, user reviews of the Final Fantasy : The 4 Heroes of Light and DS games.
Remember Final Fantasy: Mystic Quest? Wait, don't answer – it was a trick question. Because if you had said \"yes”, I would have called you a liar anyway. No one who played Mystic Quest remembers it. There was nothing definitively wrong with it; it just had a forgettable story, forgettable characters, and totally derivative gameplay (I've made this summary based on the Wikipedia entry, because I, too, have forgotten the game). Well, ladies and gentleman, I present to you Final Fantasy: Mystic Quest II. Officially the game is known as Final Fantasy: The 4 Heroes of Light, but I like my title better. While 4 Heroes isn't as excruciating as the odyssey to which I recently subjected myself known as FFXIV, it manages to have the same effect on single-player FFs that XIV had on MMOs. Specifically, it's the sadness it makes you feel when you stop to think about how the game reflects on the Final Fantasy name, and remember what that name once stood for. But perhaps I'm being a bit too harsh here. There are some nice things about the game. The art style has a very storybook quality to it, which is done quite well if you're not turned off by mega-cutesiness in your games.
Getting an adventure off the ground is hard work. There's the recruitment of stalwart companions, much roaming of the world, unsightly explosions of evil, and that magical moment when it all kicks into high gear and you ride off to a shining victory. Final Fantasy: The 4 Heroes of Light labors a bit while getting all the pieces into place but finally manages to bring home a solid, satisfying jaunt through yet another land of swords and sorcery. There's plenty of character customization, an endless stream of townspeople to learn from and trade with, and a number of nasty monsters to challenge you. It all begins with a sleepy village, a kidnapped princess, and a curse. When a witch spirits away Aire, the only daughter of the regent of the kingdom of Horne, it's not enough for him to send troops to investigate. Because he's the impatient sort, he also sends Brandt, a local youth who fortuitously came of age at just the right moment to get drafted, and Jusqua, who's not exactly keen about his new mission. They soon join forces with the loyal Yunita, a palace knight with an overwrought sense of duty, and manage to save Aire, who is ungrateful and miffed about the whole thing.
Final Fantasy: Four Heroes of Light is an eight-week old kitten. It's got huge green eyes, a little pink nose and ears that twitch when it sleeps; the very definition of cute. Yet if you were to try and scoop it up for a cuddle, it'd scratch your eyes out with knife-like claws. Only the most experienced of cat owners can tame the tiny beast, which will tear your skin to shreds unless you know exactly how to treat it, and Four Heroes of Light should be handled with the same care. It makes use of gorgeous pop-up book visuals, cel-shaded with faint water-coloured hues, to look as if it was designed for a six year-old girl. The RPG mechanics underneath, however, are ball-bustingly hard. Six year old girls are going to get their asses kicked.The first half an hour of the game lets players know from the off there will be absolutely no hand-holding here. After accepting a quest to save a princess (the game revels in its role playing clichés) the young Brandt (although you can name him whatever you want) is thrown out into the world with nothing more than a basic sword and a potion. You have no allies, no spells and no option to run away. You'll die a lot. Thankfully, each time you do you'll be returned to the nearest town, with all your hard earned experience points left intact.
When people say old-school RPGs they often just mean standard, dated JRPGs. Square Enix has gone for the real old-school with their newest pocket role-playing game, Final Fantasy: The 4 Heroes of Light. Like, SNES old school. It captures the charm of Final Fantasy VI (we knew it as Final Fantasy III in the U.S.) while still staying fresh and lively to attract a new audience. First off, don't be fooled by the cutesy style of Heroes of Light. This is not a "My First Final Fantasy" game. It's a full on, "struggle to get through a dungeon only to find a boss you're not near strong enough to defeat -- oh no!" RPG. This game is so hardcore it doesn't even have a tutorial. Players control the four main heroes, following them on their diverging paths and story lines as they try to save their hometown and lift an evil witch's curse. Along the way the heroes join up and split from each other multiple times and gain new allies along the way. There's almost always two characters in the party. At first these constantly switching characters made the game frustrating because I was playing in the traditional way of assigning each one a class and having them stick with it. So when my white Mage decides to go off on her own, I get screwed.
Final Fantasy: The 4 Heroes of Light employs old-school basics to recapture the charm of a bygone RPG era. From the predictable plot to the four heroes, this spin-off takes inspiration from the minimalist approach of the 8-bit Final Fantasy titles. Nostalgia may be a powerful force, but it isn't enough to make The 4 Heroes of Light worth remembering, fondly or otherwise. Developed by the same team that handled the DS remakes of Final Fantasy III and IV, this game could be said to have a classic vibe, but that's being charitable. Everything about the adventure is pulled straight from the big book of RPG tropes – Desert town? Spoiled princess? No way! Nothing about the characters or plot is surprising. Without a strong narrative to draw you in, all you're left with is a wreck of a battle system thrown into this by-the-numbers adventure. On one hand, the turn-based combat tries to be simple and accessible; the job system is easy to understand, and the elimination of MP means you aren't constantly managing resources. At the same time, the limited inventory space and rough boss encounters will leave you longing for basic features found in just about every real RPG made since the late ‘80s.
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Despite its undeniable artistic charms, Matrix Software's first original Final Fantasy suffers from manic difficulty shifts and an under-developed story. Matrix Software should have a big, friendly wooden sign hanging in front of their office in Tokyo -- a sign branded with a happy caricature of a black mage right below the text, "Ol' fashioned Final Fantasy just like Papa Sakaguchi used to make!" Their work on the DS remakes of Final Fantasy III and IV were particularly devoted to bringing the difficulty and simplicity of 8-bit RPGs into the modern age. The 4 Heroes of Light, their first original Final Fantasy, marries the job system of FFIII DS and the intense difficulty of FFIV DS with the stringent item management and storytelling of vintage Dragon Quest. While the game can be both engrossing and beautiful, it is ruined by wild shifts in difficulty and shallow storytelling. The titular four heroes are teenage citizens of the Kingdom of Horne. You begin as one of these plucky, unnamed youths celebrating his birthday by reporting to the king for duty. The haughty princess -- another Hero of Light -- has been kidnapped by a witch, so it's off to rescue her, leading you to soon meet up with the princess' insecure attendant and another firebrand boy from Horne.
When people hear that I've been playing the U.S. version of Final Fantasy: The 4 Heroes of Light these past few weeks, they ask a single, universal question, almost without fail: "Did Square fix the item system?" The short answer is, "No." The item system hasn't been fixed. The long answer is, "No, because it doesn't actually need to be fixed." See, each of the game's eponymous heroes is limited to carrying 15 items at any given time, which includes any equipped weapons, armor, and spells. So each character effectively has closer to 10 inventory slots apiece; mages have even fewer, since each spell in their repertoire is represented by an inventory-filling book as well. But 4 Heroes is a very deliberately designed game, one created with a specific aim in mind, and its much-reviled inventory system is simply an aspect of that design. Fans of RPGs like Diablo, Nethack, Torchlight, or even Dragon Quest are probably wondering what the big deal is. After all, a limited carrying capacity is a concept that's been with RPGs since the beginning. Some, such as Avernum, even impose a weight limit on what can be carried. It's just a standard part of the genre, right?
The Job system concept may well be the Final Fantasy series' greatest contribution to the role-playing genre. Sure, the idea was more or less lifted wholesale from Dragon Quest III, but the refined iterations presented in Final Fantasy V and Tactics made for some of the deepest, most flexible, and most satisfying RPG mechanics ever seen. You might even call Jobs Final Fantasy's crowning achievement -- a claim made literal in the upcoming side story, 4 Heroes of Light. A nostalgia-tinged pastiche of classic Final Fantasy games (and sporting a healthy dose of SaGa and Dragon Quest influences), 4 Heroes touches on a wide array of concepts and elements from the franchise's past. The most essential of these, however, is the inclusion of its very own Job system, or as it's called here, Crowns. By equipping different hats (doled out along the course of the quest by various mystical, talking crystals, in true Final Fantasy III style), the player's party members can adopt different skill sets and specialize in various areas of combat. In keeping with the game's streamlined, simplified spirit, 4 Heroes' Crown system is nowhere near as robust as, say, Tactics' Job system.
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