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Final Fantasy: Adventures of Ar T Hur

  • Beregon
  • 08/10/2020 03:16 PM
  • 848 views
Immediately upon starting the demo, I am greeted by a character name input screen, for a protagonist with the default name of Ar t hur. In order to test out if the naming screen is bugged, I try a custom name. Upon trying a bunch of things like filling the name screen with lowercase m's, I notice that they all overlap each other, so does the m overlap any other letter that happens to be next to it. Not a good first impression, definitely needs work there!

Ar t hur is joined by his friends Fal kor, Cal a and Vi nc e nt, whom you can also rename, but the default names are good enough.

The plot seems to be very early Final Fantasy-esque, with great heroes of yore sealing their powers in elemental crystals and four descendants of great heroes banding together to save the world from evil or some such. Oh well, it works and this sort of throwback certainly seems to be deliberate. This includes the old-school style minimap, which is a very nice touch, as well as all the characters moving in place. I appreciate the various effects that make the mostly RTP world feel more alive, such as the shadows of clouds passing overhead. The menu is very nicely customized as well and the maps are overall pretty solid.

Story wise, there's not much to talk about. Arthur, Falkor, Cala and Vincent are just thrown onto the world map with no explanation as to how they ended up together or who they even are, beyond what was said in the intro, yet another throwback to oldschool JRPGs. They are also of the mute protagonist variety, which is just fine with me. The NPC dialogues are deliberately cheesy in a charming sort of way and serve mostly to explain game mechanics to the player. There are dungeons, but again, no real reason as to why you are going to them beyong the short blurb in the intro.

Combat is pretty standard, save for more retro stylization and the welcome option of Auto Battle. The encounter rate on the world map feels just right, the actual dungeons look like they are going to use visible encounters. However, the monster sprites roaming around are just harmless critters with standard random encounters being the norm. Combat seems pretty hard from the start, with limited number of skills and a lot of monsters thrown at you at once. The monsters themselves don't seem to be very interesting, mostly just throwing basic attacks at you, though they do get more interesting later on.

The class system evokes the early Final Fantasy games, particularly Final Fantasy 3 and 5 with their Job System. You have magical crystals, which unlock particular new classes for your party members to change into. The demo starts with the Warrior, Knight, Thief, Mage, Cleric and Monk crystals in your inventory and all your character start as level 5 Freelancers.

The following part has been rewritten to take into account recent findings:

Changing classes seems to reset the character level. At first, I originally thought they lose the accumulated XP even if they change back to their previous class, but that is false. Each character has their own separate level for each class. Now, whilst not as bad as it seemed at first, I still don't like it. It makes some sense that each character starts from the scratch in each new class, however, they should keep some base stats like HP and leveling the class should be more about unlocking new skills and passive abilities for it. It is really fun leveling up a bunch of different classes on each character and switching between them depending on the challenge ahead, however in the demo if you wish to experiment with different classes, you will have to grind a bit to level the new one to a useable level. It does however atleast offer some XP boosting items to lessen the pain a bit.

Still, the most glaring issue I see so far is the painful grind. The new classes starting from scratch is one factor contributing to this, making you feel weaker as you experiment with class combination (especially if you change the wrong character's class by mistake and don't remember who had which one, like what happened to me a lot). There's also no heal on level up, meaning you will frequently find yourself way below max HP simply because you leveled up too much. Being able to atleast keep the same amount of percentage of current HP would be nice. Money is also very scarce, you have a problem to equip more than one character.

Now, the game so far shows care put into it, but where it succeeds is mostly in the superficial details. It needs a lot of work before it becomes anywhere close to the classics it tries to emulate. There's promise there, but too many issues that spoil it so far. However, it seems to be on the right track to become something great.

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Thanks for taking the time to write a review, Beregon! LOL yeah, i may need to fix the letters in the name select if its possible, i always assumed that was just how RPG Maker handled the letters for name selects.

"However, changing classes seems to reset the character level, even if they change back to their previous class"
Pretty sure that's not the case? Basically, each class has it's own level so a lvl 5 Freelancer changed to Lvl 1 Thief then back to Freelancer, characters level will be level 5. Unless it's a bug (playtested many times and have not come across that problem though) It's certainly not intended.

Level grinding shouldn't be so bad because in the actual game, you obtain only 4 job crystals at the starting dungeon (Warrior, Thief, Mage and Cleric) and while you get Monk and Knight, as well as the rest later on, they can function well in most party compositions even if they're 5 or so levels behind unless you change your entire class to the new crystals and tackle newer areas/dungeons. I also didn't add heal on level up as it could be easily abused to restore HP, the only way this would work is if class changing would only occur at a vendor/NPC etc in town or some such. You get plenty of potions though, almost too much lol. Gold is also quite plentiful as you progress, I tried to make everything pan out gradually, including the dungeons/enemies but seems there's complaints of the first dungeon being too simple (which is intended).

All that said though...

"However, it seems to be on the right track to become something great."
These are very kind words, thank you! Although I intended to make this a 3 star game, I got no choice now to make something great XD Thanks again for the review!

Also, I've taken the mini map out, lagged too much in bigger areas. It was a fun feature to mess around with for a bit.
I don't know, maybe it's just a case of me losing track of who had which class leveled up. I guess it's another consequence of the class change event making it too easy to accidentally switch the wrong character's class. Maybe add a confirmation for people like me :D

I second the first dungeon being a bit too dull as-is. If anything, it should be one of the great ones to convince people to play further.

Tbh, I appreciate you setting a reasonable encounter rate. Having played through games where you get a random encounter every five steps, it means a lot :D
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