Managing action points intelligently means that if you're careful, you can wander the wilds as long as you like to pick off assailants without having to constantly visit towns to rest and recuperate--a great feature. This kicks off a whole mess of events that fragments your party as members head out into the world, repeatedly abandon each other for no apparent reason, have numerous visions of a talking crystal, and meet helpful allies who stay for a time (and then leave suddenly with all the items you gave them). This is especially true because enemies don't drop currency--only items and gems--and you need both goodies and cash. This game is a surprise to me, as I typically don't find myself drawn to what appears to be a gimmicky RPG, and based on the graphics and advertised anachronistic gameplay, this definitely looked gimmicky. And the battle system uses a very simple interface based on a single resource (AP), to eliminate the need for MP, TP, and any other whatever-Ps you have to keep track of in more complex RPGs. Final Fantasy: The 4 Heroes of Light is a enjoyable R.P.G (role playing game) that has a old time feel to it. Plus, the menu system itself is clunky and doesn't allow you to hit the shoulder buttons to tab through characters. I played about 10 hours telling myself the good part was coming up, and I knew the game was bad when it never came. On to inventory, or lack thereof – each character only has 15 slots to carry items. The action points you have carry over when you leave battle, and you can heal and cure status ailments outside of fights if you have the points saved. “Final Fantasy: The 4 Heroes of Light” transportiert den Flair vergangener Rollenspielzeiten ohne größere Ungereimtheiten in die Gegenwart, leistet sich jedoch einige Schnitzer in Sachen Spielkomfort und Gameplay. [Dec 2010, p.99]. Redeeming features: the music, crown system, and beginning tutorial segment. As vital and cool as crowns are, however, they're matched in importance by your gear choices. The story really meanders around, especially for the first half, with very little drive and purpose. Much like the outdated RPGs from the NES days, 4 Heroes is sparse on presentation and exhibition. That may be something I'd like to see redone in the future. But perhaps I’m being a bit too harsh here. Unfortunately, the main problem with battles was that you could not designate a certain attack or skill to an enemy, making it extremely difficult with multiple enemies who have a weakness or strength to any elements. If you despise retro RPG conventions, 4 Heroes is not for you unless you really want to morph into a chicken. Which brings up another fun fact: Your party is less than full for half the game. The crowns, in addition to all equipment, also change the characters' appearance, adding to the whole customization element of the game. It's a bunch of extra button presses or stylus taps that add up when you have to switch out everyone's shields and accessories to give them items. [image1]Officially the game is known as Final Fantasy: The 4 Heroes of Light, but I like my title better. - Good old-school: Simple menus to keep track of inventory, or perhaps no inventory at all.Bad old-school: Deliberately limited inventory space that often forces you to throw out items because you lack room for new ones. It all begins with a sleepy village, a kidnapped princess, and a curse. This isn’t an isolated incident, either; about half of the game, if not more, involves the same kind of aimless, stumble-upon-the-objective framework. on October 14, 2010 at 6:27PM PDT. Sometimes, it's worth chasing the carrot on the end of the stick. GameSpot may get a commission from retail offers. Notable Video Game Releases: New and Upcoming, November Preview: 19 TV Shows & New Movies to Watch at Home, Final Fantasy: The 4 Heroes of Light Official Trailer, Best of 2010: Metacritic Users Poll Results, Music title data, credits, and images provided by, Movie title data, credits, and poster art provided by. I sure hope you remembered those ice shields. There is not many hints on where Final Fantasy: The 4 Heroes of Light is a enjoyable R.P.G (role playing game) that has a old time feel to it. No one who played Mystic Quest remembers it. And although the land map is drawn in a cute style with features leaping off the screen, it doesn't give you a good idea of the available paths from place to place. While the models for the main characters are superdeformed and pretty basic, the various crowns and their matching armor create great looks all around. But Heroes Of Light transcends these hiccups, and its oversimplified nature, to become a vital portable Final Fantasy title. It's good at saying, "Here there be dragons," and bad at communicating, "First, go north, then west around the huge lake, then squeeze past the mountain range, then trudge through the snow, and then go all the way through the cave to find the pesky dragons." Each character can store up to five action points at a time, and your more potent spells and attacks cost more action points to use. They allow you to upgrade weapons and armor at a special shop, and they let you upgrade your wonderful crowns. The auto-targeting doesn’t really make battles any more difficult, just more frustrating. It becomes even more manageable with a cape that prevents water damage on your healer. The DS isn't short of absorbing RPGs, but 4 Heroes of Light is a worthwhile addition, particularly for anyone with fond memories of simpler, happier times for Japanese role-playing. Players will enter a beautiful fairy-tale world featuring illustrations and character designs by acclaimed character designer Akihiko Yoshida (FINAL FANTASY III for DS, FINAL FANTASY XII).

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