Final Fantasy: The 4 Heroes of Light Isn't Stuck in the Past, It's Straight From the Future

Chas_profile
Saturday, October 23, 2010

Reviewers and fans alike have been quick to note that Final Fantasy: The 4 Heroes of Light isn't much of a Final Fantasy game. That's not to say it isn't good--just that its pedigree feels a bit tacked on when one considers how little the game draws from the series' roots.

Instead, 4 Heroes discussion typically revolves around the old-school inspiration Square-Enix claims drove the game's design. The game features a few retro throwbacks like needing a torch to explore a dark dungeon, but most are superficial and feel just as arbitrary as labeling this a Final Fantasy game.

When you tune out the PR speak and really dive into the storybook world of 4 Heroes, you'll find it to be a much more progressive RPG adventure than most others on even high-definition consoles.

 

You're six levels below the earth. The boss can't be much farther now, but you're not sure how to advance. These dungeon enemies are a lot tougher than those roaming the surface. This quest wouldn't be so difficult if you could actually use your mages. Your healer could mend the party's wounds in an instant, and your wizard could burn those monsters to dust in a single blow, but you haven't given the order. You're worried the team won't last against the boss if your magic-users run out of MP. "Maybe I should have taken a party of warriors instead," you wonder with a sigh.

I don't know about you, but I've played too many RPGs, most of them from older generations, that render half my party useless by encouraging me to play conservatively. Oddly enough, the supposedly retro-inspired 4 Heroes doesn't suffer from this problem.

4 Heroes eschews the traditional use of magic points or, in this case, ability points. Rather than fueling magic and techniques from a pool that grows as you level but only refills when you rest or use a special item, ability points costantly max out at five and recover naturally each turn. Furthermore, every action in battle save physical attacks requires the use of at least one ability point. This turns the traditional RPG experience on its head by making each battle, as opposed to each dungeon, a game of resource management.

Since characters recover ability points each turn, mages are free to constantly heal and burn without consequence. Tougher enemies may require stronger spells, however, off-setting your balance of ability points. Battles begin to resembe tug-o-war. Do you constantly apply moderate force, or do you put all of your strength into individual bursts of energy?

You survived to reach the boss' lair, but you had to put your mages to work. Now they're spent and can only contribute weak physical attacks. To make matters worse, you steal a glance at the boss to find it's a magic-user, more succeptible to brawn than brain. You should have taken a party of warriors after all, but it's too late now. Resigned to your fate, you rush into a battle you know will end in your defeat.

Gearing-up for a big boss fight only to find it has a unique weakness you didn't prepare for is a major frustration. Do you fight anyway and hope for the best, or do you make the long trek back to the surface so you can try again later? If you're playing 4 Heroes, you simply switch your class right there and trade a few pieces of equipment.

4 Heroes' classes, referred to in the game as "crowns," allow players to switch professions outside of battle at no cost to your party. You don't have to worry about stat distributions based on which crown a character is wearing when he levels up, and you don't have to relegate each character to use a specific crown for the majority of the game as crowns don't level up like traditional Final Fantasy classes.

Instead, you upgrade a character's crowns at your leisure using gems won from battle. Gems come in eight varieties, each with their own rarity and value. Crowns begin with a static ability, such as increasing the power of a particular weapon type or reducing the ability points needed to cast certain spells, as well as an active ability you can use in battle. Each time you upgrade a crown, you unlock a new ability.

Again, 4 Heroes takes an interesting approach to traditional RPGs by making gems a dynamic currency able to do more than just updgrade crowns. Players are torn between using gems to improve the stats of weapons and armor or selling them for hard cash (something not earned from monsters) as well. Just as in battle, you must constantly strive to find balance when deciding how to best use your gems, and use them you should. 4 Heroes has no game overs, but if your party falls in battle, you lose half of one of your precious gem collections. That's four uses for a single resource.

The boss made quick work of your team, but you returned with a party of powerful warriors and exacted your revenge in two short turns. Your reward for the victory? A gorgeous cutscene. The once-lifeless corpse of the boss suddenly transforms into a massive dragon before exploding out of the dungeon. Your hero latched onto the beast's tail at the last minute and is now soaring through the beautifully-rendered sky. The dragon is headed for the kingdom you swore to protect from the foul creature. In a final act of desperation, the hero scales the dragon's back before leaping into the air. He unsheathes his sword and drives the blade into the monster in slow-motion.

Later, the hero is alone with the princess. "Thank you for your bravery," she says. "Your strength is like a shining god."

The hero turns away, tossing his cape for dramatic effect. "I am weak!" he proclaims. "I am nothing without the bonds of friendship that fill my soul."


A game shouldn't force the player to ask, "Why can't I be the one doing the cool stuff on screen?" or, "What the hell are these guys talking about?" 4 Heroes manages to avoid this trend plaguing many modern RPGs by telling a simple yet touching story. It does more than throw you out into the world before asking you to save it, though.

Some RPGs strand the player on a desert island, expecting him to survive and find his way to civilization. 4 Heroes leaves you to play in a big sandbox. The former fills you with frustration and dread. "Where do I go?" you ask. "What do I do?" The latter fills you with excitement and a sense of adventure. "I want to go there!" you exclaim. "I know what I want to do." 4 Heroes' ability points system easily encourages this sort of exploration. You don't have to fear venturing too far because you have an infinitely-renewable source of healing power.

Some people complain that 4 Heroes' story separates the party too often in the first half of the adventure, but they're missing the point. The game would be undeserving of its name if the titular heroes teamed up the entire time. Instead, the constant separation makes the inevitable reunion incredibly satisfying. Each party member has experimented with different crowns, met different people, and explored different lands by the time they meet, and the result is a deep admiration for each and every party member, both plot and mechanics-wise, that I can't recall experiencing in any recent RPG.


The only thing "old school" about 4 Heroes is the way people insist on labeling anything that looks or sounds dated as "old school." Games like Mega Man 9 and New Super Mario Bros. Wii look old, but they're more progressive than they appear in screenshots and videos. Final Fantasy: The 4 Heroes of Light is no exception.

 
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Comments (11)

Nice article, I think you nailed writing here what the developers wanted gamers to experience.

Default_picture
October 23, 2010

Good article. The only note I might make is that switching jobs inside the dungeons isn't really a new mechanic, both FF3 and FF5 used it as well, and DQ9 also has the ability to do this. The refilling magic pool is a great thing and one that should be used more, but also not exactly a new mechanic.

FF6 and FF13 both had the party members splitting up and teaming up differently throughout the game, but I'm not sure if this made you appreciate them more. (I know that many people hate Hope because they were forced to use him as their main.)

Default_picture
October 23, 2010

@EK 

While FFXIII was a flawed game in a number of ways, and the writing was occasionally hamfisted, I actually really liked what that did both gameplay and story-wise. For the gameplay, it forced you to use the combat system in ways that you probably wouldn't have, otherwise. As for the story, I really liked that for once we had a JRPG where the party wasn't a bunch of loyal friends overcoming adversity through the power of companionship: your characters got angry with one another, hated one another, split ways. It was something you don't see very often, and I wish they had done more with it (rather than, you know, abandoning it when the plot started falling apart). 

Bitpro
October 23, 2010

That was a good read!

I'm really looking forward to playing this game. I would of bought it for the job system alone honestly. Thanks for making me aware of its other innovative features.

Chas_profile
October 23, 2010

EK: I think the way FF6 split the party up wasn't as effective simply because the cast was so enormous. People love those characters, but I missed out on the game when it first came out, so I feel no nostalgia for them and just felt that most were unnecessary.

In 4 Heroes, you know from the very beginning that these guys are the final party, and you spend the entire first half eagerly waiting to regroup with all your new equipment and crowns. When you finally do, it's incredibly satisfying.

And I know some of these mechanics are similar to those found in existing games, but I've never encountered any that combines them all in such a refreshing way. I really wish more games, RPGs in particular, could make combat its own reward.

Jason_wilson
October 24, 2010

I use 4 Heroes of Light as an example of a mediocre game. One of the design sins of RPGdom is splitting your party up -- especially to where you're only using one or two characters. Your characters develop more as generalists because of this. This game splits you up as a narrative device to impart lessons learned in grade school. 
 

What drove me crazy the most is that your players can't target specific monsters or characters when using abilities. You either hit a row (for monsters) or the player in need of the most HP (in case of healing). But if another character gets hit before your healing spell goes off, you might heal the wrong character depending on the HP situation. Not helpful when you're trying to keep a healer alive and a warrior ends up being the target of a spell. 

Chas_profile
October 24, 2010

The game does an excellent job encouraging your party members to explore different crowns while separated, so I really don't see how they developed as generalists for you unless you were going far out of your way to play it safe. You get new crowns at the end of each chapter, which practically beg for you to experiment and try new abilities. With such a simple story, I didn't find any reason to deride it as a narrative device. It was purely mechanical to me, and I really enjoyed it.

As for auto-targeting, I only encountered two situations where the game suffered for not letting you select specific targets, and one of them was something I could have reset and adjusted for. The game lays out it rules early on, so it's the player's job to manipulate them as best he can. In the case of healing, if you absolutely needed to heal a specific character, there are several ways to guarantee sucess. You can't just assume a cheap healing spell will save your every time.

October 24, 2010

Thanks for the great read, I enjoyed it immensely. Very informative, and stuff.

You made me go out and buy the game, which I wasn't planning to-do. I was turned off by the synth and chiptunes, and the battle system was hinky. I have no nostalgia for these kinds of things even though I used to play on my uncle's NES and SNES, till I got my Sega Mega Drive II and Original Gameboy.

The music grew on me as I played the game, but I have to agree with Jason; The battle system reminds me a lot of Person 3's. Which is why I held off playing it, till P3P came, and skipped over to P4. I'm not saying it's as horrible as that, at least you can choose the characters' commands, but I'm worried about the later stages in the game when the fights get difficult.

So far, I'm enjoying it and got used to the battle system. 

Jason_wilson
October 24, 2010

@Chas How does it encourage you to explore crowns? A number of the earlier classes opened by crowns are not useful in a one- or two-character party, resulting in a great deal of frustrating play. And if you say this game is about resource management, players should be able to use their resources, not leave it up to an autotarget system. The results is a mess of a leveling and combat system that doesn't know what it wants to be. 

Chas_profile
October 24, 2010

Abdulla: Really? I loved the soundtrack right away, but I don't think it had anything to do with the 8-bit quality. They're just great compositions.

I really hope the battle system grows on you. Later boss battles are really tense because you can't just save up MP and go all out.

Jason: The only class unlocked in the first half that I didn't feel compelled to try out right away was the salve-maker because I knew it was a team heavy crown. Other than that, I couldn't wait to try out each new crown as I unlocked them and found a use for each one while the party was separated. The game requires strategy, yeah, but it's not so hard that you have to stick with the safest parties at the expense of having fun experimenting.

I think you're simplifying the auto-target system too much. There are few situations where you don't know who you'll target, and if that's the price I have to pay for an interesting dynamic that helps to elevate the game above generic turn-based RPG, then I'll gladly do so. It's rewarding to see the situation, understand the game's rules, and use them to your advantage to do exactly what you want.

Default_picture
October 25, 2010

In a magazine I read a (badly-written) review of "The 4 Heroes of Light." I was upset, because I wanted to hear more about what this game is like.

Thanks for the great article. Boy, if I have some spare time, I might check this out. It seems like an interesting job system to use for the entire game.

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