The Final Fantasy Project: Final Fantasy III, part 1
Final Fantasy III is why this project is what it is.
We’re now entirely out of the realm of repeats from stuff I’ve written before; everything going down in these columns is totally live, so I’m not yet sure how long we’ll be exploring the world of whatever-planet-this-game-takes-place-upon. But we’re doing so on the note of exploring a game that had, easily, the most convoluted trip across the waters of any title in the Final Fantasy franchise. Which is a little weird when you consider that it more or less finished the foundational work started by Final Fantasy and Final Fantasy II.
See, Final Fantasy III never came out in America. Sure, Final Fantasy II took a long time to come over in the form of Final Fantasy Origins, but that version of the game was a strict graphical update and the mechanics were identical. The original form of Final Fantasy III, however, has never been released – and at this point, odds are low that it ever will be, because the remake sort of has two sequels and is the general port of call. I told you this was convoluted.
The Final Fantasy Project: Final Fantasy II, part 7

Artwork from a sketch by Yoshitaka Amano
Finally, the endgame. It’s refreshing, in a way. There are no more plot holes to nitpick, no more fetch quests to be sent on, nothing but several floors of dungeon between the main characters and the final boss. Through the Jade Passage, into Pandaemonium, and then up against the Emperor.
Again. I mean, I killed him once, so it doesn’t seem like he’d be able to get harder this time around based on the fact that he couldn’t stop me while he was alive, but I guess Hell was waiting for him or something? I suppose we can mark him under the long line of Final Fantasy bosses with plot armor and plot skill absorption.
Of course, the game is going to do its level best to go out like it came in: with thunderously irritating and ill-conceived mechanics. First, the Jade Passage, which is one of only two things that you actually travel to via the airship. Once inside, you’re in the endgame for good. There’s no getting out, so you’d better have everything you need on hand.
The Final Fantasy Project: Final Fantasy II, part 6

Artwork from a sketch by Yoshitaka Amano
I realize that I’ve been pretty hard on Final Fantasy II up to this point, generally for good reason. The game has a lot of ambition, but ambition is only commendable insofar as it leads you to reach upward, and this is a game that continually falls short of where it wants to be. What was innovative more than twenty years ago is less so today, and even then I imagine these holes and weaknesses were visible to players; breaking the game’s mechanics is hardly a new thing, for instance.
That having been said, the Mysidian Tower is kind of thoroughly enjoyable. It’s a dungeon where all of those well-designed dungeon elements that the game has sported can really get up and do a dance, and the enemies have tricks that feel like they’re at least meant to be interesting rather than annoying. I couldn’t autopilot through these fights, but neither did I find myself painfully bored as I made my trek.
The Final Fantasy Project: Final Fantasy II, part 5

Artwork from a sketch by Yoshitaka Amano
Despite the fact that Firion and the Attractions failed to pick up any allies, the rebel army presses forward with an assault on Fynn. This is… well… it’s the end of the war, right? Our goal here isn’t to now conquer the nation that invaded us as a result of some retaliatory principle, right?
Oh, who am I kidding. The only thing necessary for the triumph of evil men is for good men to do nothing, so we’d better keep running this resistance force like an army until we’ve wiped everyone out. I guess.
Anyhow, Hilda and Gordon have come up with a cunning plan to retake the castle. First, the troops will distract the Empire’s troops, because a disciplined military unit is going to be adequately distracted by an ill-equipped resistance band. Then, Firion and the E Street Band will go into the castle and kill the person in charge of the castle. This will result in victory, because it’s not like the numerically superior force will stick around when the commander is gone.
The Final Fantasy Project: Final Fantasy II, part 4

Artwork from a sketch by Yoshitaka Amano
At roughly the halfway point of the game, Final Fantasy II has kind of worn out its welcome. This would not be as big of a deal if there was less game left to go.
Part of the problem here is that it doesn’t take many cues from Final Fantasy where perhaps it should. There are parts of the original that I accused of being a slog, and they certainly were, but at least every part of the game made a genuine effort to reward you in some way. Yes, the dungeons could turn into slogs, but at least the enemies rewarded you with experience instead of tedium.
The encounter rate is absurdly high, but the ambush rate is also absurd, leading to a multitude of turns spent watching enemies act and then act again. This includes several enemies with annoying but not actively dangerous special abilities that bog combat down even further, making themselves priority targets just so I won’t have to wait through their animations again. It’s the worst kind of battle where it would take a seriously bad day for you to lose, but you still have to wait to win, like playing against someone in Magic: the Gathering who keeps adding more life without any way to hurt you. Sure, it takes you longer to eat through the wall of health, but who cares?
But I think there’s an even more important element here, and that’s the simple fact that my tactical options are pretty much zero.