Live Magazine Christmas 2016 ISSUE Live Magazine December 2016 Issue | Page 26

YOUR SAY RETRO History of Fi Between Classics With the release of Final Fantasy IV in 1991 the series had found its greatest success to-date with sales of almost two million units across all regions. Encouraged by this continued growth the development team once again went immediately to work on a sequel. Just as IV had been less about experimenting with new design elements and more about improving already existing ones, Final Fantasy V had a very similar ethos, albeit one with a very different focus. While Final Fantasy IV had been all about creating a captivating story and memorable characters for players to become attached to, in V the goal was to improve upon the series’ gameplay, making it more complex and compelling. As a result the game is in strong contrast to its predecessor; the strengths and weaknesses of the two are almost completely opposite from one other. Switching Focus: Final Fantasy V Hironobu Sakaguchi was once again at the center of the game’s development. He created the basic story and directed the game, while many other familiar names returned, reprising their roles, including Nobuo Uematsu, Yoshitaka Amano, and Hiroyuki. Additionally, Tetsuya Nomura made his first significant contribution to the series as a monster designer, while Yoshinori Kitase made his debut as a scenario writer, working closely together with Sakaguchi to create the game’s event script. All in all, 45 people worked on the game’s development at various times - a significant increase over the team of 14 that had worked on FF IV. Final Fantasy V was released in Japan for the Super Famicom on December 6, 1992, but unlike its predecessor was not released in the west despite there being plans to do so at the time. The reason cited for the cancelled localization was that the game was considered too difficult for western gamers at the time. It wouldn’t be until 1999 that Final Fantasy V would makes its way to the west as part of the Final Fantasy Anthology collection on the PlayStation, although a fan translation of the Super Famicom version had been created in 1997. The PlayStation version was otherwise well received, but its translation was critisized for being of poor quality and this resulted in subsequent releases of the game using an entirely new English translation, starting with the GBA version that came out in 2006. The game’s narrative centers on four crystals that control the four elements, and which have suddenly begun to shatter for unknown rea- sons. After a chance encounter the four main characters decide to band together to investigate the mystery. After it is revealed that the crystals act as seals for an evil sorcerer named Exdeath, who is plotting to take control of the unlimited power of the void and control the world with it, the four begin working towards defeating Exdeath and saving the world from him. Final Fantasy V’s most significant change over its predecessor was in bringing back the job system that had been introduced in FF III, but in a significantly improved state. Many of the systems’ issues were fixed, and the rest of it was expanded and improved. The game introduced aspects such as ability points which the player earned in battle alongside normal experience points. They were then used to learn new abilities by using the various jobs. In addition, Final Fantasy V expanded upon the jobs themselves, allowing a character to learn multiple abilities from each job, as well as use their already learned skills as secondary commands with other jobs. For example, a Thief who had gained levels as a White Mage could use white magic while still being a Thief. This allowed for much greater freedom for players in developing their characters, especially as the jobs themselves were also much more