At the time of writing, Final Fantasy VII Remake has just released to widespread acclaim (and a bit of moaning, but that’s just the Internet doing its usual thing). But this is far from the first Final Fantasy to get the remake treatment!
Granted, the remakes that the first Final Fantasy has received over the years are somewhat less drastic than the ambitious multi-part Final Fantasy VII Remake project, but they’re noteworthy nonetheless. And they don’t come much better than the PSP “20th Anniversary” edition that released back in 2007.
So let’s take a closer look at what makes this version great.
Continue reading Final Fantasy 20th Anniversary: The Remake Treatment
We’re here at last! It’s the finale of the first Final Fantasy game, which means it’s time to return to the Temple of Chaos and sort this whole mess out once and for all.
If you thought later games in the Final Fantasy series got a bit confusing with time kompression and whatnot, then know that this has emphatically been A Thing in the series since the very beginning, as you’re about to see.
Still, after all our intense training in the four Soul of Chaos dungeons and the Labyrinth of Time, we’re more than ready to take on whatever awaits us… so let’s finish this!
The end is in sight… but there’s one more endgame challenge before we can finish this thing: The Labyrinth of Time!
This dungeon was added in the PSP version of Final Fantasy, and suggests that you forget everything you thought you knew about the world. And this is good advice; you’ll be doing things in here that you don’t do anywhere else in the game!
It’s one of the most satisfying challenges in all of Final Fantasy, and while some might argue that the fact it was added in 2007 means it’s not “authentic” to the original, it’s certainly a whole lot of fun! Let’s do this.
Oh boy. It’s a long ‘un today… but it’s worthwhile. We finally clear Whisperwind Cove, and with it, the Soul of Chaos dungeons are complete!
Well, except for going back and fighting all the bosses we didn’t see before, obviously. But I’ll spare you that for now, as we’re getting ever-closer to the end of this first game in the series.
Pack a lunch, there’s a long journey ahead.
The Warriors of Light are about to take on their longest, most significant challenge yet: the 40-floor Whisperwind Cove!
Thankfully, the boss fights in here aren’t quite as brutal as the devastating foes who lurked at the base of Lifespring Grotto, but 40 floors is certainly a lot to get through. Thankfully, there are plenty of places to rest and regroup along the way… including a village full of absolutely fabulous-looking mages.
I have no idea how long this is going to take, so if I manage to get enough episodes recorded in advance, there may be two episodes a week just while we clear out this monstrosity. And then we have the Labyrinth of Time to clear after this, too… why did I start this again…?
While for most of this playthrough, I’ve been keeping honest and true to the original NES version’s restrictions on saving… when it comes to a 20-floor endgame dungeon, you’d better believe I’m going to save before the most notoriously difficult bosses in the whole game.
Lifespring Grotto’s incarnations of Shinryu and Omega from Final Fantasy V are the toughest superbosses in the entirety of this particular version of Final Fantasy, and accidents happen. An accident did, indeed, happen. Thankfully, I had remembered to save.
Even more thankfully, after restoring said save, challenging the other one of these two notoriously challenging opponents proved to be a much better idea… even if the fight ended up being the longest we’ve seen in this whole playthrough!
Two more Soul of Chaos dungeons to go, plus the Labyrinth of Time… and then we’re done! With the first game. Out of lots.
Yes, the Final Fantasy Marathon is going to take quite a while to get through at this rate, and, hell, the dungeon we start today is going to take two full episodes to get through… but I’m having a good time and I hope you are too.
Today we delve into the Lifespring Grotto, a 20-floor dungeon full of mazes, Final Fantasy V references and assorted weirdness. Watch out for that Atomos, he’s got quite a mouth on ‘im…
We’re well into the endgame of the PSP incarnation of Final Fantasy now; today we delve into the second of four “Soul of Chaos” dungeons.
Hellfire Chasm features 10 floors arranged in a random order, with a choice of two Final Fantasy IV bosses to fight on both the 5th and 10th. In order to fill out your Bestiary completely, you’ll need to run the dungeon at least twice to smack ’em all down.
Bring plenty of supplies; today’s a long trip, but we’re just getting started!
At this point, we’re ready to go and beat Final Fantasy I! But we’re not going to do that just yet… not when there are endgame dungeons to challenge!
Today we begin with a return to the Earthgift Shrine, which we paid a somewhat premature visit to back in episode 9, and manage to squeeze in two whole runs to take down both Cerberus and Echidna.
This is just the beginning of endgame Final Fantasy… so strap in for a bit of an endurance run!
After a perilous ascent up the Mirage Tower, the Warriors of Light find themselves in the Flying Fortress, just a bit of exploration away from the last of the Four Fiends.
Tiamat has a reputation as a fearsome foe, but the rigorous training regime our heroes have been following up until this point will surely stand them in good stead when the time comes to take up arms against the fourth Fiend.
In the meantime, there are treasures to find and mysterious labyrinths to navigate, so let’s get to it, shall we?