Final Fantasy IV

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Final Fantasy IV (ファイナルファンタジーIV< /span> Fainaru Fantajī Fō?) is a video game developed and made by Squaresoft in 1991 as part of the Final Fantasy video game series. It was the first in the saga that came out for the SNES console. In it, the choice of jobs that had appeared in the third part was eliminated and the characters have names beforehand. This was the first Final Fantasy that really had a distinctly more complicated story full of twists, in addition to the Japanese version for Super Nintendo being divided into normal and EASY TYPE versions.

News

Final Fantasy IV introduced very important new features in the Final Fantasy saga and in role-playing games in general. The "Active Time Battle system (BTA)" (ATB - Active Time Battle) was taken as a reference and used for the next six installments of the saga, from the fifth to the ninth. The innovative and deep plot, with twists and surprises, the use of new graphic techniques (such as Mode 7) and the acclaimed soundtrack by Nobuo Uematsu make it, according to critics and the public, considered the fourth installment of the series as one of the best games in all of history and the saga.

Something notable about this game was the appearance of the black chocobo, now capable of flying. Chocobos appeared for the first time in the second installment of the saga. The graphics were not very good even for the time in which the game was published, but due to its story this game is one of the best in the entire saga.

Gameplay

The game type of Final Fantasy IV can be categorized as a standard RPG; Characters travel across the world to complete various adventure objectives, reaching cities to regain their strength, purchase new equipment, and discover clues, all while fighting monsters at random time intervals. The game also introduces Square's signature 'active-time battle' system. (BTA), which differs from previous Final Fantasy games (and most RPGs in general) in that players must give orders to their characters in real time. The BTA system appears again in the next five Final Fantasy games, it also appeared in other games produced by the same company, including Chrono Trigger and Final Fantasy X-2, or by other companies.

In combat, each character has certain strengths and weaknesses, including powers to cast enchantments or other special abilities. As in other Final Fantasy games, characters gain skills as they gain experience in combat. Magic is divided into several different categories:

  • "White", or curative and supportive.
  • "Black"or offensive magic.
  • "Invocation", magic that Rydia uses to call entities or deities that will assist her by damaging the enemy or performing some special function for the group.
  • "Ninjutsu", a specialized type of offensive magic and support used exclusively by Edge.

Characters who can use spells (8 of the 12 available characters) gain new spells at a certain level of pre-programmed experience or at some plot event; For this reason, Final Fantasy IV's development system is considered the simplest of the games in the Final Fantasy series.

Despite having a very large world to explore, Final Fantasy IV is a very linear RPG. This means that at most points throughout the game's story, players can advance the plot in only one way, with limited opportunities for alternate routes or additional adventures. Due to the chapter acquisition system of its sequel, the gameplay is more open in this one.

History

Argument

The story takes place on a fictional Earth (in a solar system very similar to ours), where there are four crystals that are linked to the four elements. The protagonist is Cecil Harvey, a Dark Knight and captain of the air fleet of the kingdom of Barony, the 'Red Wings', the most powerful in the world. Along with Kain, his childhood friend and soldier of those known as & # 34; Draconarius & # 34; (specialists in using spears and air attacks, previously seen in Final Fantasy II and III) carry out the orders of the King of Barony that have lately been strange and controversial. After Cecil's arrival from his last mission, he tells the King about the doubts his comrades have about his bloody last missions. The King takes it as an act of distrust and in response relieves him of his position and sends him on a forced mission along with Kain to the distant town of Mist to carry a ring. When the two arrive, the ring automatically releases many Boms (pyrotechnic monsters) that destroy that town and leave a girl with summoning powers named Rydia as the only survivor. After several days of suspicion, it is here that Cecil confirms that the king's intentions are no longer what they once were and, being so drastic, they go against what he believes to be right. After a moment of resolution, Cecil decides not to return to the kingdom and Kain decides to accompany him and take the girl to protect her, since they have accidentally killed her mother.

Immediately afterwards, a strange event suddenly separates Cecil from Kain, leaving the former in charge of the girl and without a clue about his friend. Cecil stays with the girl to protect her. It is then that Cecil and Rydia discover in their attempt to return to Baronía upon reaching the town of Kaipo that Rosa has contracted desert fever (Rosa, worried about Cecil's non-return, had decided to go out to look for him) and in their search for the antidote, they meet the wise Tellah who helps them with the task and are later joined by the cowardly prince of the Damcyan kingdom Edward Chris von Muir and after saving Rosa, they recruit the Fabul monk Yang Lang Faiden. However, on their journey they meet once again with Kain who continues the bloody campaign to obtain the crystals for her king.

The group soon realizes that Kain is being manipulated by Golbez, a very powerful sorcerer who assumes control of the Red Wings and is the one who is really interested in the search for the crystals. Determined to stop him, the group (after losing Rosa, who was kidnapped by Kain and Golbez) leaves by sea towards Baronía but are intercepted on their way by the Eidolon Leviathan, which causes the group to end up separating at sea. Cecil then ends up in Misydia where the Red Wings' campaign to seize the crystals began and as expected, he is harshly repudiated by his entire town, with the exception of the great wise man of the town's community of magicians who tells him that the only The way to redeem himself from his sins and in the process obtain the power to stop Golbez was by entering Mount Ordeal to become the warrior of light, a Paladin. To do this, he is assisted by the apprentice magicians Palom and Porom. Along the way they meet again with the Sage Tellah, who has learned a powerful spell to combat Golbez (directly responsible for the death of his daughter Anna when Barony attacked Damcyan) and after facing his inner demons, Cecil achieves enlightenment and becomes finally in Paladin.

Once this task is completed, Cecil and his companions infiltrate the Barony, meet Yang again and then enter the castle to discover that the king has been replaced by a servant of Golbez who Cecil and his allies kill, but When they tried to leave the throne room, they discovered that the subordinate was still alive and activated a mechanism that causes the walls of the entrance to begin to contract. Palom and Porom then decide to cast the petrification spell on their bodies to stop the contraction and save Cecil, Yang and Tellah. Unfortunately, by using the spell under their own will the brothers cannot break it, so they are petrified. After this, the group now composed of Cecil, Tellah, Yang and Cid leave for Troia with the aim of safeguarding the Earth crystal, which had not yet been obtained by Golbez. After obtaining it, Cecil and his group meet again with Kain, who tells them that if they want to get Rosa back, they will have to go to the Tower of Zot where Golbez is to exchange her for the crystal. Once they reach the top and when they were about to make the exchange, Tellah gets carried away by her rage and begins to attack Golbez by launching very powerful spells that have no effect on him; Tellah then decides to sacrifice his life by casting the forbidden spell, Meteo, with which he severely wounds Golbez forcing him to flee. But because it was a very powerful spell, Tellah dies from using all of his life energy in the spell. With Rosa and Kain (who is revealed to be being manipulated by Golbez), Cecil and the others set out for the Underworld as they have discovered that Golbez is seeking the crystals of the underworld to open a portal to the Moon.

Characters

The protagonists

  • Cecil: Cecil Harvey is the captain of the Baronian Red Wings, first a Dark Knight but by repenting of his past crimes he decides to leave his home and become a pure-hearted person, a Paladin. His mother was human, but his father was Kluya, a lunar.
  • As Dark Knight your ability is Darkness that sacrifices a certain amount of life to attack all enemies. In 3D versions this ability changes its effect of harming increases attack power in exchange for Vitality
  • As Paladin gets ProtectionHe gets damage in defense of the weak characters.
  • Rosa: Rosa Farrel is a white magician who has great skill with the bow. Rosa and Cecil are in love, and she goes in her search. What you want most is to be with him, and that's why he doesn't obey him at times when he goes to dangerous missions.
  • Your ability is Pray which recovers a moderate amount of PV at no additional cost of magic, however has a low possibility of failing.
  • Kain: he is the commander of the draconarius, warriors expert in spears and air strikes. He is the best friend of Cecil and his rival, since he has a condition for Rosa. By his character, he is the coldest and darkest character of all that leads him even to betrayal.
  • Your ability is Balance which causes Kain to rise in the air, avoiding damage and falling, generates much more damage.
  • Rydia: is a Mist Invocator who uses black and white magic when she's a girl. Later he forgets how to use white magic after his stay in the Limbo but instead has more powerful black magic. He feels a certain phobia to the fire since his people were burned. It measures 1.07 m (3′ 6′′), weighs 18 kg (40 lb) and is 7 years old.
  • As a child it has a very basic level of White magic
  • He has the ability Invocate which calls monsters in combat to attack.
  • Edge: Edward "Edge" Geraldine (מווווווווווווווה Edowādo "Ejji" Jerarudain?) He's a ninja prince of Eblan. Use kunais and extra thin swords. Throw shurikens and steal objects from the enemy. It's loyal and cheerful, but also a narcicist. She loves to pyropole Rosa and Rydia, especially the latter.
  • As skill has Stealingwhich can strip objects of the enemy.
  • It possesses magic Ninjutsu which are conjures similar to the Black Magic, belonging to the ninjas.
  • Tellah: he is a Sabio, therefore expert in black and white magic. After her daughter Anna died at the hands of the Red Wings now in charge of Golbez, she decided to learn Meteo. The rest of the game is presented as an impetuous character whose only desire is revenge.
  • Until you remember all your spells you have the ability to "Remember", which uses some random magic, whether learned or not.
  • Yang: Yang Fang Leiden is the powerful Monk expert in martial arts of Fabul. Mighty, courteous and courageous, he lives in the castle of that place with his wife, protecting the king.
  • Among his abilities he possesses Pattyto distribute the total damage of an attack among all enemies.
  • Cid: Cid Pollendina is the charismatic expert machine engineer of Baronía. It's the one who manufactures the aircraft and the one who drives them best. He appreciates Cecil and Rosa a lot, and he's obsessed with his age.
  • In 3D versions you have the ability Improvementwhich uses objects to change the element of your attack.
  • Palom and Porom: are apprentice twins of magicians who use black and white magic. Mysidia's elder sends them to help Cecil achieve his full resolution.
  • Palom possesses Black Magic and Skill Farolwhich increases the magic damage.
  • Porom has White Magic and Skill Cryingwhich reduces the defense of the enemy.
  • Both possess skill Dual launchin which they attack at the same time with a powerful magic attack.
  • Edward: Edward Chris von Muir, in Japanese named Gilbert Chris von Muir ( クン・ のード ・ ン・ Girubāto Kurisu fon Myūa?)He's the prince of Damcyan who disguises himself as a bardo to visit Tellah's daughter, Anna. At the beginning, though very weak and fearful, he receives the visit of Anna's soul who tells him to become stronger for her and her destiny. Attack with songs according to the type of harp you use. Utly "Song" to make the team stronger and can also "run" for a moment to avoid all kinds of damage, although this also prohibits you from attacking.
  • It possesses the ability Songin which he uses random chanting, all with different effects.
  • It also owns Awaywhich allows you to avoid all damage, but also prevents you from attacking.
  • FusoYa: great priest of the lunar. It appears almost at the end of the game, in the moon's crystal palace. He knows a lot of black and white magic. He's also Kluya's brother and Cecil and Golbez's uncle.

Antagonists

  • Golbez: the cruel and ruthless new captain of the Baronian Red Wings. Its goal is to steal all crystals for unknown purposes by any means. Go to Cecil to a threat to his plans and he's the one who watches the most. It uses black magic and is covered with an elemental shield that leaves only one element of vulnerability. Even at the end of the game, it is revealed that he is Cecil's brother.
  • Baigan: royal guard of Baronía, although later it is discovered that from the beginning it was on the side of Golbez. It becomes a monster to prevent Cecil from reaching Cagnazzo.
  • Scarmiglione: the Pútrido Tirano and one of the four Elemental Archidiablos of Golbez, with the element of the earth. It is presented at the Mt. Ordaly after Golbez sent him to stop Cecil before he became Paladin. Faking defeated, he will reappear to attack on his back when Cecil crosses the bridge. He has poisoning attacks and a great physical force in this way but becomes weak in the face of fire.
  • Cagnazzo: the Anegade King and one of the four Elemental Archidiblos of Golbez, with the element of the water. It is suspected that from the beginning of history it supplants the King of Baronia. Palom must attack with Electro when he begins to form water at his feet to disperse it, otherwise he will attack with a powerful Tsunami.
  • Barbariccia the Empress of the Winds (called "Winner of the Winds") and one of the four Elemental Archidiablos of Golbez, with the element of the wind. Save the Zot Tower while watching Kain and Rosa. Kain should use Jump when the Empress of the winds creates a whirlwind to be able to disperse it. Otherwise, it will counteract any other attack and be immune to these.
  • Blocante: the Prep of the Flame and one of the four Elemental Archidiblos of Golbez, with the element of the fire. Rubicante is in charge of guarding the tower of Babil. He is very noble and honorable, respects his rivals first and foremost, and even heals the group before fighting because he wants a fair battle. When Edge accuses him of killing the kings of Eblan, he says it was Dr. Lugae, saying he never ordered it.
  • Dark Elve: an evil elf who steals the crystal of Troia believing it would give him eternal life.
  • Sisters MagusThree sorcerers: Sandy, Mindy and Cindy. They're Barbariccia's maids.
  • Dr. Lugae: scientist who lives in the tower of Babil. He is escorted by a robot called Barnabas and, according to Rubicante, is the cause of Edge's parents being transformed.
  • Zemus: lunar who refused to enter his eternal dream for all the hatred he had accumulated. It is so great their hatred that is able to channel it to the land to take control over them, especially if they share their blood. The power of his hatred goes further as it can remain even if Zemus dies, in which case it can be devastating.

Secondary

  • Anna: daughter of Tellah, of whom Edward was in love. Die when the Red Wings destroy Damcyan Castle.
  • Ancient of Mysidia: superior magician and master of Palom and Porom, connoisseur of the legend of the paladines.
  • King of Baronia: I raise Cecil and Kain as their own children, so they have earned their loyalty. But everything changes when it sends its soldiers to bloody meaningless missions. Later in the game the truth is discovered and after a battle decides to join the group in the form of Eidolon.
  • King Giott: monarch of the dwarfs of the underworld.
  • Luca: daughter of King Giott. He's got some sinister dolls called Calcabrinas.
  • Nombriri: Rabbit-like character able to change names to the members. In the DS remake this feature is no longer available so it feels useless, so it embarks on a search to find another profession in which it is useful and the one that is changing its name now is it. Cecil will have to help him with some missions and in return will receive unique rewards such as the Gramophone (to listen to the music of the game) and some Skills as Safe Journey, which avoids all encounters with wild monsters. Certain options as Bestiario are delivered to Chocobo Gordo.

The worlds of Final Fantasy IV

Final Fantasy IV takes place in three worlds, the terrestrial, the underground and the lunar, following the novelty of including more than one playable world from the third installment. As in Final Fantasy III, the first two worlds are located on the same planet, Earth, also called "Blue Planet". Taking advantage of the new graphics and memory capabilities of the Super Nintendo, larger worlds are envisioned, with more locations, better designed and better represented using the innovative Mode 7 of the time, such as the mapping of the lunar world. Although graphically it is very noticeable that its conception and design was born from the NES, having poor details and graphics already in 1991, seeing what the mapping from The legend of Zelda to Link to the Past, and Final Fantasy V offered later.

The Outside World

The first world of the game, home of Cecil and company. Here the game's plot begins with the return of Cecil and the Red Wings to Baron's castle. This world ends with the destruction of the giant of Babel and the going of Cecil and company to the Moon for the second time. In the center-north of the map there is a huge continent where most of the places and cities are located, and in the south three islands where Eblan, Agart and Mysidia are located, respectively.

The underground world

The second world of the game, home of the dwarves and King Giott. Cecil enters for the first time when they dig a hole from the outside in search of the dark crystals, and ends when they go to the Moon for the first time. This world is made up of large plains and plateaus of red earth separated by wide rivers of lava.

The lunar world

The final world of the game, which takes place on the Moon itself. Cecil and company begin the plot here when they first travel to find Golbez, and end the plot and the game in the final battle against Zemus. Despite being small and desert there are some interesting places, such as the Bahamut cavern, the lunar ruins, etc.

Versions

Final Fantasy IV was released in a variety of different versions for a variety of platforms. Each version tells the same story, offers the same characters. However, there are certain key distinctions between each version.

Super Famicom

A modified version of the game was released in 1991 in Japan for the Super Famicom, under the name Final Fantasy IV Easytype. While in this version the game retained the plot, graphics and sound of the original game, the game engine had been modified to make the game substantially easier, and the finished product was labeled 'for beginner players'.;. Erroneously, many people think that the American Final Fantasy II is derived from this version, since its appearance was later. However, it is the Easytype version that was actually made from the American Final Fantasy II, hence the enormous similarities present in both versions. The original Final Fantasy IV was altered in several ways to reduce the difficulty level in Final Fantasy IV Easytype. Among the changes made are:

  • The removal of certain magical enchantments. The spells of white magic "Coraza", "Escudo" and "Displace" were removed, just like the charm of invocation "Cocatriz".
  • Removal/replacement of some articles. In the original game, almost each of the status alterations (such as Petrification and Poisoning) had a corresponding article used to cure it ("Golden Needle" and "Antidote", respectively). These individual items were removed for Final Fantasy IV Easytype. Instead, they were replaced by the article "Panacea", which cured all status ailments, yet even though this was extremely rare and costly in the original version, it was much more common and accessible in this version. Other articles, such as "Eter", which were extremely rare in the original game, were more common in Final Fantasy IV Easytype. In addition, the original game offered a large assortment of magical items that could be used in combat to imitate the effects of some types of magic. All these items were removed for Final Fantasy IV Easytype. The original also contained an article called the "Dark Matter", which the character Edge could steal from Zeromus during the final battle. This article greatly reduced the damage done by Zeromus' "Big Bang" attack, but it was also removed from the game.
  • Withdrawal of specialized attacks. In the original version, almost each of the playable characters had a special attack: the "Umbría" of Cecil harmed all the enemies in exchange for some damage to the same Cecil, "Remember" of Tellah performed randomly a strong magic charm on the enemies, the "Concentration" of Yang allowed him to do a double attack, and so on. These attacks were removed from Final Fantasy IV Easytype. Curiously, in the battle against the double of Cecil on Mount Ordalía, the attacks of the copy were exclusively with the technique "Umbría".
  • Reduced prices in armament stores and items. The items, weapons, and armor sold in the Final Fantasy IV Easytype stores were less expensive than the equivalent material sold in the stores of the original game.
  • Changes in the difficulty of monsters. There were a certain number of monsters in the original game (such as Valvalicia) that could only be damaged using a specific sequence of attacks, or only during specific moments. Most of these special requirements were removed or decreased for Final Fantasy IV Easytype. In addition, in the original version, during combat, the monsters located more than two spaces of the group received only half of the damage of physical attacks. In Final Fantasy IV Easytype, these monsters received full damage in all attacks. Also generally Monsters caused less damage to Final Fantasy IV Easytype than they did in the original version.
  • Sprites different from Zeromus. In the original game and in Final Fantasy II (North America), the final form of Zeromus resembled a giant insect. These sprites were changed in Final Fantasy IV Easytype to represent a much smaller red demon. This particular monster makes an appearance in Final Fantasy IV Advance as an extra enemy called Zeromus EG (the EG means "Easy Game" or easier game).
  • The Cinta equipment absorbs elemental attacks in Easytype.

Easytype and Final Fantasy II (North America)

Final Fantasy IV Easytype is very similar to the game released in North America, but the game lost some content due to censorship and poor translation. Among the main changes are:

  • Withdrawal of Jewish-Christian religious images. The most remarkable case of this is the retitulation of the white magic "Sanctus", "Holy" (Santo) to "White" (Blanco). This was due to Nintendo's American guidelines. Some similar examples can be found in the original American translations of Final Fantasy, Final Fantasy: Mystic Quest and Final Fantasy VI (the latter released as Final Fantasy III).
  • Elimination of graphic and textual references on death and violence. Once again due to Nintendo's content patterns, the images judged too violent or disturbing were mitigated. The references to death (and especially suicide) in the original version were deleted in the original American translation, and the sequences were graphically corrected. In a moment of the Japanese version, Rosa is rescued an instant before being executed by a giant guadaña. In the original American version, the guadaña was replaced by a giant metal ball.
  • Disadvantaged names of articles and attacks. The names of some items in the original Japanese version were changed to more directly reflect their use. The article "Phoenix Down", for example, which was used to revive the injured/unconscious characters, was retitled "Life" (Life) the article "Remedy", which cured a vast variety of status ailments, was retitled "Heal" (cura), and the article "Pouretion", which restored the living points of a character was retitled "Ccuration". Similarly, in the Japanese version, each magical convocation attack consisted of a monster name and a name of the attack (e.g., with the invocation of "Leviathan" it carried out the attack "Tsunami"); in the original English translation, the name of the attack was omitted.
  • Removing the "producers' quartz." In the Japanese games (the original and the Easytype version), there was a secret room that could be found in the dwarf castle. This site was basically a " Easter egg" where the player could talk (and, in certain cases, fight) to the performances of the game programmers. You could even find a book in the room (known as the infamous porn book). The fourth (and the book) were removed in the original English translation, but restored for the edition of Chronicles.
  • Simplified writing. The original writing of the English language has been attacked by its poor quality. In addition to a number of clumsy or stylized sequences, English writing is substantially shorter and omits several side arguments, more notably an alternate story about Kain's origin and relationship with his father, and Zemus's motivation regarding the plans of the colonization of the earth.

PlayStation

  • The PlayStation relaunch is almost identical to the original version of Final Fantasy IV. Although there were some minor changes introduced in Final Fantasy IV Easytype, but these are so rare that the average player could easily play the full game and never notice them. The most remarkable change in the release of PlayStation is the inclusion of a video sequence in the opening, the ability to "run" in the dungeons and cities holding the cancel button, and the ability to temporarily record a game anywhere in the world. This recording would remain on the PlayStation RAM until it was over-written, the device was switched off or the game was interrupted.
  • The American and European location of Final Fantasy IV for PlayStation offered an entirely rewritten translation that corrected most of the discrepancies between the original and Final Fantasy II game of SNES. However, certain sections, such as some jokes invented in this version were kept intact, as many of them reached a status of worship.

WonderSwan Color

  • The Final Fantasy IV version for WonderSwan Color lacked the PSX version FMVs, had a decrease in screen resolution, and the music and sound effects were adjusted to solve the device's technical specifications.
  • However, a number of real graphics were made to the sprites of the characters and the backgrounds of the scenarios, providing more details and additional shades of color. The original portraits of the characters were replaced by new, smaller portraits. Also, certain sprites of some bosses were replaced to those shown in the Japanese version Easytype of the Super Famicom game.
  • The game also offered an increased difficulty that is different from the original and Easytype versions.

Game Boy Advance

The Game Boy Advance version was released on December 12, 2005 in North America, while the Japanese version was released on December 15, 2005. The Japanese version also came with an additional themed cover for the Game Boy Micro, which featured drawings of Cecil and Kain by artist Yoshitaka Amano. The game is largely based on the WonderSwan Color version, with some changes from the original SNES version:

  • The addition of portraits of the characters in conversation boxes such as Final Fantasy II in Final Fantasy I & II: Dawn of Souls
  • Figures from the WonderSwan version with more improvements, especially with the backgrounds of the battle scenarios.
  • Music and enhanced sound effects of Wonderswan's version.
  • The active battletime bar appears in the combat menu, as in most games after Final Fantasy V.
  • New monsters and bosses, changes in monster behavior.
  • New events.
  • The possibility of changing characters during the final section of the game.
  • An 8-story training area in Monte Ordalía for members of the group who did not make the trip to the moon next to Cecil where their final equipment is located.
  • New articles that include better armament for members of the group who did not join the trip to the Moon with Cecil.
  • A 50-story dungeon, randomly generated according to the character level, which is only shown after the defeat of Zeromus
  • A Beast inside the game and a sound test section.
  • A function to save the game temporarily that allows you to save at any time out of a battle (the saved files are deleted after reloading the game)
  • However, some minor bugs were also introduced in the game, notably in the combat system, possibly the result of simply passing the game from one existing platform to another instead of optimizing the programming completely on the GBA hardware. Examples of this include the overlooked past of the shifts of some characters randomly where you are given two (and less frequently more than two) shifts followed to a single character (for example, after Edge attacks a monster you are instantly given another turn without waiting for your time bar to be completely filled). There is also some pause during flight sequences on the ships (more frequent when travelling from left to right than when flying from north to south), and during navigation on the menus (in and out of combat). This last defect makes the selection of spells or armament less effective during the active battles of rapid sequence.

Nintendo DS (3D Remake)

  • The RPG has been edited by Square Enix and Matrix Software, with five languages in European delivery and translations into French and Spanish in American delivery. The story is the same as that of SNES, there is a considerable improvement in the quality of animation being the whole three-dimensional game and is notorious for its increased difficulty. It is also worth noting the new abilities system in which characters can find them throughout the game and permanently assign them to any member of the group. Some skills are "transferred" to temporary characters, so if a character leaves the group you can leave up to a maximum of three skills depending on the number you were assigned to.

PlayStation Portable (HD Remake)

In March 2011, a new version of Final Fantasy IV was released for PSP without notable differences with the SNES version. In addition to the original game, the sequel Final Fantasy IV: The After Years and a part that unites both games called Final Fantasy IV: Interlude are included.

IOS (3D Remake)

On December 20, 2012, the version of Final Fantasy IV was published for devices with Apple's mobile operating system. This version is based on the one created years ago for the Nintendo DS but with improvements in gameplay and graphics, also adding new objectives through the Game Center (called achievements that mark the objectives that must be achieved to achieve them).

Marketability

Because the previous two games in the Final Fantasy series had not been released for the American market, it was released under the title Final Fantasy II in order to maintain continuity. The re-release version for PlayStation (which was derived from the original version) was re-translated and released in North America as part of the 'Final Fantasy Chronicles' compilation, under the title Final Fantasy IV (where it was sold along with the Chrono Trigger game). The game did not receive an official release in Europe until the release of the PAL version of Final Fantasy Anthology for PlayStation in 2002 (where it was sold alongside the game Final Fantasy V).. In late 2005, the game received another port to the Game Boy Advance platform in North America and Japan under the title Final Fantasy IV Advance, which itself was a port of the WonderSwan Color version, with some extra features added. The 2011 version was released as a new revision of Final Fantasy IV for the PSP, called Final Fantasy IV: The Complete Collection, celebrating the 20th year of the game's release on the Super Nintendo Entertainment System. This version also included The After Years and with new computer-made videos.

Development

In 1990, after finishing Final Fantasy III, Square set out to develop two Final Fantasy games, one for the Nintendo Famicom (Nintendo Entertainment System in the rest of the world), and another for the still-in-development Super NES console. Both games would correspond to the fourth and fifth installments of the series, respectively.

However, due to financial and deadline issues, Square was forced to abandon its plans for the Famicom version and had to continue developing the Super NES version, which would ultimately be the fourth installment. Except for a screenshot displayed in some magazines, and that the concept of the work system of its predecessor was going to be expanded, there is no more information about the missing project.

The direction of the game was in the hands of the creator of the series, Hironobu Sakaguchi, in addition to the original concept of the game, being the first for the Super Famicom. The design, by Takashi Tokita, the music, as was traditional, by the veteran Nobuo Uetmasu, and the design of the logo, images and characters also by the veteran Yoshitaka Amano. Having finished the third installment of the series, in 1990, and saying goodbye to the now obsolete and old NES, they immediately got to work on the fourth, eager to work and explore the revolutionary, innovative and powerful hardware of the new Nintendo console, Super Famicom, and the new graphic and sound possibilities it offered, finishing the fourth installment in just one year, in 1991.

Music

The music was composed between 1990 and 1991 by Nobuo Uematsu, the regular composer of the saga.

After composing the music for the three previous installments, with the NES sound chip, the powerful SPCS700 Chip of the Super Famicom was a real advance for the music of the game and the series, as it allowed decent quality emulation instruments with MIDI samples, and could add more voices than the three that the NES allowed. Starting with this installment, the music of the series takes a new scope and direction, where Nobuo's original idea and instrumentation can be conceived without the limits that NES imposed.

Being Final Fantasy IV the first musical work for Super NES, and of the new generation, Nobuo took great advantage of the SPC700, improving the quality of composition, instrumentation, duration and originality of the themes, being until that moment the work to which he dedicated the most time, and required more effort than in comparison to all the music of the previous installments and games, often staying until dawn composing and working at home. Furthermore, with 20 songs, it was also the one with the most to date.

Music once again draws on and has influence on European academic music and film music, although a very small influence of rock is noticed as a novelty, something that becomes increasingly more important in each installment (and from the next, the fifth, gets an important role). The influence of rock is especially noticeable in the drums, which, thanks to SPC700, acquire a very high quality; in the electric bass, which accompanies almost all the songs, and in the song "Dancing Calcobrena", where a rock organ has the total role.

It is from Final Fantasy IV, thanks to the SPC700, where Nobuo's works have a rich and complex instrumentation, just as the author wants it to sound, where for the first time, unlike from Final Fantasy I, II and III, you can differentiate and know the instruments of each theme. The instrumentation is basically a synthesized orchestra, with strings, brass, electric bass and drums, with participation of woodwind and harp only in some, for much of the music, such as "Battle Theme I and II", the themes of the tower of Zot, the Land of Invocations, the dungeons and the towns, among others. In other songs, the instrumentation is simpler, according to the moment, such as in the song 'Theme of Love', where only a recorder and a harp sound. In Golbez's theme, to indicate the evil and gothic nature of the matter, a church organ is what interprets his theme, with clear influences from the organ music of J.S.Bach and the mysticism of Mysidia, with that peculiar instrumentation.

There are three independent albums released from Final Fantasy IV, a figure that had never been reached until then focused on a single game in the series. From then on, each installment has a version adapted to the piano, the original and the special. This release has the first adaptation of the soundtrack played on the piano, the album being published in Japan on April 21, 1992, being the third album and the last to be released. The first album, Final Fantasy IV: Original Sound Version, released on June 14, 1991, is the game's soundtrack, with 44 tracks. And the second album, Final Fantasy IV: Celtic Moon, released in October 1991, contains a selection of songs arranged and performed by the Celtic musician Máire Breatnach.

Official albums

Year Album Additional information
1991 Final Fantasy IV Original Sound Version Original version of the game
1991 Final Fantasy IV Celtic Moon Version arranged in the style of Celtic music
1992 Piano Collections Final Fantasy IV Version arranged for piano

Final Fantasy IV Original Sound Version

Final Fantasy IV Original Sound Version is the album containing the original music for the Super Famicom version of Final Fantasy IV. The album contains the game's musical tracks, composed, arranged, produced and performed by Nobuo Uematsu. Contains a 44-track CD with a total duration of 58:25. It was first published on June 14, 1991 by Square Co./NTT Publishing, and later republished on November 26, 1994 and October 1, 2004, by NTT Publishing Co., Ltd. The first edition has the catalog number N23D-001, and subsequent reissues NTCP-5014.

Some songs have not been included in the album, such as Chocobo Forest, the music for the dancing girl, the short intro for "Cry in Sorrow/Sorrow and Loss&# 34;, and various fanfares.

Production credits

Original staff

  • Director — Hironobu Sakaguchi
  • Musical composition — Nobuo Uematsu
  • Character Design — Yoshitaka Amano
  • Design Direction — Takashi Tokita
  • Programming Address — Ken Narita
  • Graphic Design Direction — Hiromi Nakada and R. Tanaka
  • Map Design — Yasushi Matsumura
  • Combat design — Kazuhiko Aoki, Hiroyuki Itoh and Akihiko Matsui
  • Combat Programming — Kiyoshi Yoshii and Katsuhisa Higuchi
  • Combat charts — Tetsuya Takahashi and Masanori Hoshino
  • Menu programming — Keitarou Adachi
  • Music programming — Minoru Akao
  • Sound effects — Kenji Ito and Akira Ueda
  • English translation (SNES version) — Kaoru Moriyama, K. Okahisa and H. Takahashi
  • Executive Producer — Masafumi Miyamoto

PlayStation version

  • Executive Producers — Hironobu Sakaguchi and Shinji Hashimoto
  • Director — Kazuhiko Aoki
  • Supervisor — Fumiaki Fukaya
  • CG sound effects — Eiji Nakamura
  • Recording Engineer — Kenji Nagashima
  • Producer — A. Imai
  • Advertising Producer — Manabu Denno
  • Translation — Tose Co.
  • CG Sequence Supervisor — Atsushi Murata
  • Programming in North America/Europe – Square Co., Ltd.
  • Location Director General — Akira Kashiwagi
  • Localization Director — Goro Uenishi
  • Localization Assistants — Mai Morofushi, Tomoko Sekii
  • Executive Director QA — Hiromi Masuda
  • Classification and Legal Counsel QA — Reiko Kondo
  • Supervisor QA — Takashi Sannohe
  • Coordination Assistant QA — Yuichiro Shirota, Shinichi Terai
  • Distribution in North America/Europe – Square Soft, Inc.
  • Senior Vice President — Yuji Shibata
  • Main localization Specialist — Ryosuke Taketomi
  • Localization Specialist — Brody Phillips
  • Editors — Jennifer L. Mukai and Richard Amtower
  • Localization Assistant — Rika Maruya
  • Localization Assistant — Ryosuke Taketomi
  • Localization Officer — Yutaka Sano
  • QA Senior Administrator — Jonathan Williams
  • Administrative Assistant QA — David Carrillo
  • Main Production Analyst — Jeff J. Love
  • Production Analysis Assistant — Nicholas M. Pisani
  • Product analysts — Aaron J. Adams, Mathew Clift, Chris Manprin and Michelle Ng
  • Translator QA — Kenji Nakamura
  • Senior Analyst — Jaime J. Bencia

Reception

Sales

The Super Famicom version in Japan has sold 1.5 million copies. In 2003, Final Fantasy IV reached 2.16 million copies, including the Playstation version. Sales of the other versions and other markets are unknown.

Reviews

Review score
Publication Score Criticism
Famitsu
36 out of 40.
Impress
GamePro
of
→ Archived on 11 October 2007 at Wayback Machine.
GameSpot*
8.1 out of 10
IGN*
9.0 out of 10
RPGFan*
75 out of 100
RPGGamer*
5 out of 10
Notes:
    *Based on the Playstation version.

Final Fantasy IV is one of the best-rated and well-known installments in general, especially the Japanese and American market, being considered and valued as one of the best Super Famicom games of all time, the cornerstone of the genre, and of the company, according to critics and the public.

This installment was the first title of the genre and the saga where the plot has an outstanding quality, complex, full of twists and surprises everywhere. Its plot depth was a novelty and revolution in the genre, starting with this installment, where the plot is a strong point within the genre and the series, with the exception of the fifth installment.

The musical section is also highly rated, according to critics and the public being one of the best soundtracks of the series and the genre, one of the most loved and celebrated by the general public, as well This is demonstrated, as an example, by YouTube videos.

However, one of the weakest and most criticized aspects is the graphic section, primitive for the time it came out, with graphics more similar to those of the NES than those of the Super NES.

Another negative aspect, according to critics and the public, applicable only in the Hard type version, is the high difficulty, one of the highest in the saga along with the third and fifth installments.

The GBA and PlayStation versions also add errors and problems that the Super NES version did not have: the slowness of the combats, more evident in the GBA due to the size of TOSE.

Publications

In Japan, an official full-color strategy guide was published in 1991, based on the Hardtipe version of the Super Famicom. In America, Nintendo Power in 1991 released an official guide authorized by Nintendo America based on the American version Final Fantasy II. In 1999, publisher XXXX released another official guide in America, this time based on the PlayStation version. More recently, in 2005, again by Nintendo Power, the official guide was published based on the American Game Boy Advance version. In Europe, despite two versions of the game having been released, no official guide to the game has been published.

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