Final Fantasy Games That Were Ahead Of Their Time

Summary

  • FF8 revolutionized character realism & gameplay mechanics ahead of its time.
  • FF12 introduced the Gambit system for AI scripting in battles, influencing future RPGs.
  • FF5 nailed job switching system, impacting later FFs, RPGs like Bravely Default.

The “Final Fantasy” franchise is well-acclimated to transformation. Though innovation is a cornerstone in the tale of video games, only a handful of series apart from “Final Fantasy” can boast of growing or establishing norms as effectively as they have. Certainly, some “Final Fantasy” titles seemed to keep pace with their era, but others clearly outshone their time.

These Final Fantasy games showcased a characteristic that wasn’t widely adopted until much later, despite whether it was an original concept or not, or if it was well-received by critics and players during its initial release.

Final Fantasy 8

Shooting For Realism And Reinventing Almost Every Mechanic

In the realm of gaming, Final Fantasy 7 left spectators spellbound due to its groundbreaking leap into three dimensions, its cinematic brilliance, and its adult storylines. However, there was a common query as to why the in-game character models didn’t align more closely with those seen in the full-motion video sequences. When Final Fantasy 8 made its entrance, Role-Playing Game (RPG) enthusiasts were shocked to find that their observations had hit the nail on the head, as every visible character was rendered realistically – a trend that would become standard for almost every RPG and non-RPG video game in the future.

In contrast to prior games, Final Fantasy 8 didn’t just enhance its visuals but fundamentally reshaped many core elements. The characters were highly customizable, offering a wide range of personalization beyond their limit breaks. Instead of earning gold from defeated monsters, it was doled out in regular installments. Although the junction system had its flaws, it eliminated the necessity for repetitive leveling, as character growth was linked to usable items (or spells). Furthermore, one of Final Fantasy 8’s most debated design choices was the use of global enemy level scaling.

Final Fantasy 12

Scriptable Party Members

In Final Fantasy 12, they introduced the Gambit System – an advanced tool for programming AI behavior during battles. This system enabled players to determine how their team members acted based on certain conditions, like “if health is low, then use a healing spell”. This automation of party management felt groundbreaking at the time and hinted at the tactical complexity we see in AI scripting systems nowadays, which are prevalent in both party-based and strategy RPGs.

12 is often overlooked as a standout game in the Final Fantasy series, but one of its least recognized aspects is its unique mechanic – the Gambits system. For some players, this feature can be overly detailed, leading to the feeling that the game is almost autonomous, with characters’ actions controlled by their assigned Gambits, even when actively playing. However, the fact that it was adopted in games such as Pillars of Eternity and Dragon Age demonstrates the potential value of this mechanic, despite requiring further refinement.

Final Fantasy 5

Switching Jobs On The Fly

In “Final Fantasy 3,” the terms “class” and “job” were often used interchangeably to describe a character’s function, typically in combat situations. However, the term “job” implies a less formal or permanent role. For instance, in this game, it was possible for characters to transition from one job to another, although these shifts were more like promotions rather than radical changes. The concept was refined and enhanced in “Final Fantasy 5,” where characters could switch between roles such as the melee fighter and the spell-casting black mage.

Initially, a character’s inherent abilities could determine their ideal role, but they needed to practice various jobs to excel in them. This concept was later revisited in games like Final Fantasy Tactics, Final Fantasy 10-2, and Final Fantasy 13. The ability to switch jobs subsequently influenced other RPGs such as Bravely Default, Dragon’s Dogma 2, and Blue Dragon.

Final Fantasy 7

Full Motion Video Revolution And A Pro-Environmentalism Message

To put it simply, Final Fantasy 7 was not just influential but revolutionary in video game culture. Its heavy use of full-motion video (FMV) scenes played a significant role in popularizing the PlayStation and marked a transition towards more cinematic storytelling. Moreover, it stood out for its stunning visuals (considering the time period), as these FMV sequences were seamlessly woven into gameplay and plot points, which was quite uncommon during that era.

Final Fantasy 7 was forward-thinking in its thematic approach. The narrative delved deeply into the perils of corporate greed, ecological crises, and terrorism – topics seldom explored with such gravity in mainstream video games. Today, these environmental concerns resonate strongly and can be seen reflected in numerous games (and beyond) that have emerged since.

Final Fantasy 10

A Return To Turn-Based Combat And Fully-Articulate Characters

Final Fantasy X introduced the Conditional Turn-Based Battle (CTB) system, which allowed players to view the turn order ahead of time and make adjustments. This design decision would later be reflected in games like Trails in the Sky and Shin Megami Tensei: Digital Devil Saga, marking a period of renewal for contemporary turn-based titles. It showcased how a turn-based RPG could offer not just strategic depth but also smooth gameplay that was quick, engaging, and rewardingly interactive.

The full voice acting was especially groundbreaking, as Final Fantasy X (FF10) became the first in the series to utilize it extensively. This helped breathe life into characters beyond what text boxes could offer. Alongside expressive character animations and captivating cinematography, it set a precedent for modern RPG storytelling that is cinematic in nature.

Final Fantasy 4

Adding Adrenaline To Battle Menu Navigation With ATB

In contrast to modern games that boast fast-paced, intricate gameplay and stunning graphics, this wasn’t the norm in the late ’80s and early ’90s. During this period, Square, a game developer, found success with storytelling through turn-based RPGs, mirroring the rich narrative detail of their tabletop RPG predecessors. One such game was Final Fantasy 4, which pioneered the Active Time Battle (ATB) system – a unique blend of real-time intensity and traditional turn-based combat.

In ATB, characters have their own timers that fill according to their speed stats, which necessitates active play rather than passive waiting. Until Final Fantasy 16, the series primarily used menus in battles, but the shift towards action-oriented gameplay influenced numerous JRPGs and tactical games like Chrono Trigger and Grandia to adopt a comparable mechanism (either positively or negatively), and arguably paved the way for the emergence of action-RPG hybrids.

Final Fantasy 11

Going Online With A Console

In the period spanning from the early 2000s to mid-2010s, it seemed like nearly every game studio was targeting internet users with their MMO (Massively Multiplayer Online) games, as if we were in a golden era of such games. However, before Final Fantasy 11, no one had thought about creating an MMO on a video game console.

Currently, multiplayer gaming on consoles, as well as cross-platform play, is quite prevalent in games such as Fortnite, Diablo 4, and Final Fantasy XIV. Interestingly, Final Fantasy XI was one of the first to embrace this concept, using the rudimentary online capabilities that the PlayStation 2 offered at its time.

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2025-04-30 03:35