Chris Ingersoll

In the American Old West — or at least in movies set in that time — sheriffs and deputies faced off against ruthless outlaws and renegades in winner-take-all horseback gunfights set against the dusty backdrop of saloons and poker games. Bang! recreates those hallmarks of the so-called “spaghetti westerns” (and their Italian origins) in a fast-paced card game for 4-7 players.

To begin, each player is dealt a character card; these represent parodies of various Western legends, with names such as “Willy the Kid”, “El Gringo”, and “Calamity Janet”. Each character has a special power, as in Cosmic Encounter, and the number of hits the player can take before being eliminated; your current “hit” total is also your maximum hand size. The second cards dealt out are the role cards, most of which are kept hidden from the other players; the sheriff is revealed and gains an extra “hit”. The other characters are mostly outlaws (who win collectively when the sheriff is killed), but at least one of them is the deputy and secretly allied with the sheriff in his quest to rid the town of its unsavory element(s). In larger games there is also a Renegade, whose unenviable goal is to be the last man standing. Finally, everyone is dealt a starting hand of three cards.

Once the set-up is out of the way, play begins with the sheriff. On your turn, you draw two cards from the deck; cards include various pieces of equipment (such as guns and horses), “Bang!” cards, “Missed!” cards, and various special events. You then play as many cards as you wish, with the exception of only being able to play one “Bang!” card under normal circumstances. Certain cards are restricted by range (how many seats away you’re sitting from your intended target), which is usually where most of the equipment comes into play. If someone plays a “Bang!” card on you, you take a hit unless you respond with a “Missed!” card of your own. When you’re done playing cards, you must discard down to your current life total and then play passes to the left.

All of the cards have symbols on them that represent what they do. A few are too complicated and have a symbol referring to the instructions, but these are rare. Certain cards (and certain characters’ abilities) are centered around the “Draw!” mechanic: each card also has a playing-card suit/value in one corner. When a player has to “Draw!” he flips over the top card of the deck and compares its suit/value to the card’s requirements to see what happens.

Obviously, most of the action is centered around the sheriff, as the majority of the other players want him dead. If anyone kills an outlaw — even another outlaw — that person draws a three-card reward. If the sheriff mistakenly kills his deputy (or one of the two deputies in a seven-player game), then he suffers a stiff penalty. The game ends when one of the surviving characters achieves their victory condition.

A large amount of this game’s strategy comes from bluffing your role and trying to figure out where the alliances of the others lie. Deputies rarely fire on the sheriff, but if the outlaws don’t (or can’t, due to range problems) shoot at him, then the sheriff may wind up hurting those who are actually helping him. Further complicating matters is the Renegade, who will usually masquerade as a deputy by helping the sheriff pick off the outlaws (who will win if the sheriff dies before they all do).

Once your family/group gets past the initial hurdle of learning what that the various symbols mean and how the special cards work, Bang! proceeds quickly and smoothly. It’s probably not destined to be a centerpiece of game night, but it can serve as a nice diversion or as a warm-up for the Big Game.

A couple of years ago, Meteos provided one of the first convincing cases for the DS’s stylus control, kicking off a revolutionary summer that really established the then-quirky handheld after a post-launch lull in title quality. The only function that Meteos lacked was Wi-Fi capability, which would come to the system a couple of months later. Another puzzle game, Tetris DS would implement this function brilliantly.

Honestly, I could probably run my Tetris DS review through a find/replace algorithm and generate a passable review for Planet Puzzle League (PPL), as the two games are remarkably similar. The only real difference is the Panel de Pon (also known as Tetris Attack and/or PokA

For the 2005 winter holidays, my wife pre-ordered for me [i]Legend of Zelda: Twilight Princess[/i] for GameCube. A week before Thanksgiving ’06, nearly a year later, the game was finally released and in my hands — for the Wii. It would take an additional week to find a Wii itself in order to actually [i]play[/i] the game. Over fifty hours of game play (and about two weeks) later, I finished the game.

Those ten and a half months of waiting were more than worth it.

After a cel-shaded detour on the GCN (including [i]Wind Waker[/i] and [i]Four Swords Adventures[/i]), the Zelda series returns with the spiritual successor to the N64’s double dose, [i]Ocarina of Time[/i] and [i]Majora’s Mask[/i]. And “successor” is the operative word here; [i]Twilight Princess[/i] pays homage to both critically-acclaimed N64 titles (mostly [i]OoT[/i]), while easily blowing them out of the water, delivering an experience worthy of the word “epic.” Every new area feels more impressive than the previous, every new character has his or her role to play, and every item collected (and there are dozens, both old and new) unlocks new pathways and options in the best traditions of the series; naturally, every boss battle becomes more and more awesome (if not necessarily difficult), culminating in a multi-stage final encounter for the ages. Further adding to the experience is the Wii’s unique control interface, introducing a level of accuracy and immersion that has to be seen, felt, and heard first-hand in order to truly appreciate and understand it.

As usual, you play as Link, a young apprentice goat-herder in Ordon Village. When not corralling the herd into the barn on the back of your horse Epona, you hang around with the other village children: showing off your skills with a wooden sword or your slingshot marksmanship to Malo, Talo, and Beth; going fishing with Colin; and letting Ilya take care of Epona. They’re a rambunctious lot, and when Malo chases off after one of the local forest monkeys, you have to find him and bring him back. The other children are abducted by monsters one fateful day, and you get knocked for a loop in the process; after regaining consciousness, you give chase, only to run into an odd barrier of dark energy — and quickly find yourself pulled into the Twilight Realm, in which you take on the form of a blue-eyed wolf shortly before becoming imprisoned. An imp-like creature named Midna aids in your escape, but clearly not out of anyone’s best interests but her own. From there, you learn of the Twilight King Zant and his attempted take-over of the Kingdom of Hyrule, and your true adventure begins in earnest, with a few twists along the way to keep things interesting.

Along the way, you’ll visit most (if not all) of the mainstays of the Zelda universe: Kakariko Village, Death Mountain and the Gorons, Lake Hylia and the Zoras, the Gerudo Desert, and of course Hyrule Castle, along with its ruler Princess Zelda; you’ll also encounter strange new places and races, like the wintry Snowpeak — not to mention further adventures in the Twilight Realm itself. Some enemies will undoubtedly seem familiar as well, both small-fries like the bat-like Keese and ever-present Moblins to the heavily-armored Darknuts; even a boss or two might pay homage to classic Hyrulian badasses like the one-eyed crab Gohma, although perhaps from a different branch of the family tree, so to speak. New faces getting in your way include orc-like creatures that ride huge boars while shooting flaming arrows at you. Your items are similarly a mix of the familiar and the exotic; in addition to the new tools and toys (none of which I’ll spoil here), nearly every classic item receives some sort of upgrade, whether subtle (the Hookshot has become the Clawshot) or significant (the Gale Boomerang has wind properties that are needed to solve some puzzles), making even the old classics feel new to a degree.

Of course, the ultimate “making the old feel new” experience comes from the Wii itself. While you still move Link around using the Control Stick (on the nunchuk attachment), lock on to enemies using the Z-button (also on the nunchuk), and use the A button to perform most context-sensitive actions like picking up objects and opening chests/doors, most other aspects have changed to accommodate the Wii Remote — including Link’s traditional left-handedness. Yes, Link’s a righty in the Wii version to better reflect the motion-sensing sword action used in the game; brief slashes with the Remote translate into similar motions on the screen, although not on a direct “swing for swing” basis — think of the “waggle” as being your new B button and you’ll get the idea. You can also use the Remote to throw things like pots and bombs without needing a running start; you just make a throwing motion and Link will toss the object in whatever direction he’s facing. The actual B button (the “trigger” of the Remote) operates one of four items readied; the other three can be mapped to the left, right, and down positions of the Remote’s D-pad and either activated directly from there or swapped with whatever you have assigned to B for items that operate beyond a simple “on/off” functionality. Up on the D-pad initiates conversations with Midna, who can occasionally provide hints not unlike Navi from [i]OoT[/i] (although neither as helpful nor as annoying). Camera control is somewhat nonexistent in the Wii version, although you can use the nunchuk’s C button to enter a first-person view and then look around using a combination of the Control Stick and Remote; camera control was almost never an issue for me unless I was surrounded by enemies and just wanted to re-center the camera ([i]usually[/i] accomplished by hitting Z, but…). Finally, your three sub-screens (Items, Quest/Equipment, and Map) are reached using the minus, plus, and 1 buttons (respectively), although you can also enable on-screen pointer shortcuts for a more point-and-click approach if you prefer; the 2 button toggles your on-screen map display to round out the available buttons. Perhaps the best Wii modification, however, is for the Spin Attack: just give the nunchuk a twirl with your sword drawn and watch enemies fall. In Wolf form Link loses his ability to use items but gains a couple of innate abilities, while the rest of his controls remain largely unchanged, including the Spin Attack.

The Wii Remote has three other functions in the game, but by far the most important after basic controls is aiming various projectile weapons. This has become as simple as pointing at your target and hitting B to unleash your attack thanks to the Remote’s spatial awareness, and holding down the Z button will allow you to move while still being able to aim freely (“strafing”, for lack of a better term) if it doesn’t lock you on to an enemy. The combination of the Remote and panning with the control stick gives Link a full hemisphere of potential aiming under most conditions. What used to be a chore is now nearly seamless, minus the “point the Remote at the screen” message you receive fairly regularly (if you hold the Remote the way I do, at least). The final two functions of the Remote are force-feedback (“rumble”), which is what you’ve been used to for some time now, and the speaker, which brings many of the game’s sounds — including the classic Zelda “secret” jingle and Midna’s laugh when she has something important to say — right into your personal space.

On the subject of speakers (and speech, for that matter), I’m going to quickly gloss over graphics and sound. This is a Zelda title, so you know that Nintendo’s team put extra effort into both above and beyond what most development teams put forth. However, it is also essentially a port of the GameCube version that was already largely in progress, so the presentation isn’t much better than what that particular console is (was) capable of — then again, anyone who’s seen [i]Resident Evil 4[/i] or other games that pushed the Cube to its limits knows just how good that can be, so it’s not the end of the world or anything. Anyone who chooses to own a Wii instead of (or in addition to) an Xbox360 or PS3 (or PC, for that matter) knows what they’re getting into graphically, so there’s no need to emphasize that aspect too much. Suffice to say that the game is (much) easier on the eyes and ears than most games, but hardly a bleeding-edge reality simulation or an orchestral masterpiece. The (continued) issue of no real voice acting could be brought up, but I don’t care so I’m not really going to; Midna does a lot of “talking”, however (essentially subtitled gibberish), which occasionally made me wonder why everyone didn’t/couldn’t get the same treatment instead of the occasional grunt or whatever.

Without trying to compare the two very different presentation styles, the factor that most separates [i]Twilight Princess[/i] from [i]Wind Waker[/i] is pacing. Having almost constant access to Epona and a nearly-comprehensive system of warps allows you to more or less journey freely from point to point without doing a lot of unwanted travel on foot; unexplored territory must obviously be opened up the hard way, but you probably expected that. There are also nine main dungeons, five villages/towns, and at least a dozen side quests and mini-games at your disposal once you’ve opened everything up — you will never feel bored playing this game, nor will you be at a loss as to what your next goal is… and if you do somehow achieve that state, 10 rupees to the Fortune Teller in Castle Town will steer you back on track — or you could ask her to point out the location of a Piece of Heart that you’ve overlooked (slight change: it now takes five pieces to make a full Heart Container instead of four).

The game isn’t quite perfect, however, even allowing for the shortcomings of its (lengthy) development process. If anything, the game can be too [i]easy[/i]; early portions when you only have four or five hearts can be overwhelming, but once you’ve passed eight you’ve usually got things under control (and are better equipped) and will rarely find yourself low if you know what you’re doing. The series’ legacy also works against it somewhat, as veterans are already familiar with most of the tactics necessary to do well (admit it: as soon as I mentioned a Gohma-like boss, you probably knew exactly what needed to be done to take it down), including the fact that the item you receive in a dungeon is most likely the key to victory against its boss as well. Also, there are seven hidden combat techniques scattered throughout the game; most of these are reminiscent of the “Reaction” commands in [i]Wind Waker[/i] — but under your complete control. Mastering these will make combat against foes like Darknuts (and even a boss or two) much easier than simply hacking away with normal strikes. While very cool, these also remove some degree of difficulty once you’ve got them down (although some are more useful than others). Finally, the additional precision of your bow and other projectiles removes some artificial difficulty of the previous 3D Zelda titles.

Another shortcoming is the Twilight Realm and Link’s Wolf form, in the sense that they aren’t really explored as thoroughly as some would have liked them to be. After the third dungeon, you don’t really see much of the Twilight Realm until the end of the game (you don’t even really see that much of it in the first place), and the Wolf’s abilities never develop beyond what you initially learn to do in it. I would have loved to have seen the Wolf’s howling be more useful, especially some way to swap day and night on the fly like previous titles had; one of the side quests involves enemies that can only be found at night, which creates needless waiting if you really want to pursue it. These are more crimes of omission than real flaws, however — many players are just left wanting [b]more[/b]. Along those lines, there have been some complaints that some traditional Zelda storyline elements felt “tacked on,” but I never felt this way personally (although at least one major Zelda term is never mentioned — at least by name).

Overall, [i]Twilight Princess[/i] features at least forty hours of game play. My last save is a little over fifty-one hours, and there were still a few side quests that needed wrapping up; to fully wring everything out of the adventure without delving into the world of intentional handicaps (like a low-heart run) will probably take upwards of seventy hours. No matter how much time you choose to invest in the latest quest to save Hyrule you will not walk away disappointed with your time spent there, nor will you feel like anything less than the True Hero once you succeed.

Wii Sports

December 15, 2006

In the Before Time — the Long, Long Ago — gaming consoles had a launch title packed in with the system to really show off the new system’s capabilities. Many of you may be too young to remember August 1991 (if you were even [b]alive[/b] then… man, now I feel old), but that’s the last time I personally remember this happening (SNES and [i]Super Mario World[/i])… until November 19, 2006, over fifteen years later. In order to better “sell” its unusual new “Wii” console, Nintendo resurrected this now-defunct practice by including [i]Wii Sports[/i] in the North American product; Europe/Australia would also receive the title as a pack-in, but Japan would not. (Although it was the [url=http://www.kotaku.com/gaming/famitsu/japanese-wii-sales-figures-219253.php]top selling piece of software[/url], narrowly edging out [i]Wii Play[/i], which North America has not yet seen as of this writing; [i]Zelda: Twilight Princess[/i] was behind them by around 30,000 units.) [i]Wii Sports[/i] is at first glance a glorified tech demo, but upon closer inspection, it is five very simple versions of popular sports with three additional mini-games (“training exercises”) for each. Each of these games puts the Wii Remote’s abilities at the forefront rather than providing an EA-like recreation of the sport — I’m sure [i]those[/i] will come later (and indeed, a Wii-specific [i]Madden[/i] title was also available at launch, while Tecmo is bringing a more fleshed-out golf game soon).

The first thing the casual observer notices about [i]Wii Sports[/i] is the decidedly lackluster visual presentation; what are these blocky piles of basic, untextured polygons doing on my new console!? First of all, those are known as Miis, and they’re the Wii equivalent to online avatars. You create them via the Wii’s Mii Channel, and then you select the one you want to use when you play the game. And secondly, [i]Wii Sports[/i] isn’t about the visuals (although they are quite nice in some areas, like the water on Golf), it’s about the gameplay, so shut up and strap that Remote to your wrist.

With that out of the way, the opening screen presents you with seven options, which I’ll tackle from top to bottom:

[list]
[*]Tennis — use the Wii Remote to swing your racket in doubles play for up to four people, one remote per person (although one person can control multiple Miis onscreen). Play one set, best of three, or best of five.
[*]Baseball — comes in two flavors: batting and pitching; batting is as simple as in real life, while pitching combines a throwing motion with the Remote’s buttons for specific types of pitches. Three innings, and there is a “Mercy Rule” in effect if necessary. Play alone or against a friend (who will need his/her own Remote).
[*]Bowling — ten frames of you versus the pins. No power or spin meters here; everything is handled by the Remote and your natural swing. It can accommodate up to four alternating players using only one Remote or however many remotes you happen to have available.
[*]Golf — take your driver, iron, wedge, and putter on your choice of a three-hole sampling (in three levels of difficulty) or the full nine-hole course. Like Bowling, you don’t have the old crutch of “swing meters” here. Also like Bowling, up to four players can alternate using however many remotes you have handy. (Easter Egg — compare these holes with those of the NES’s [i]Golf[/i] title!)
[*]Boxing — the only [i]Wii Sports[/i] event to use the nunchuk attachment, which represents your left hand as the Remote subs for your right. Throw combination punches while dodging your opponent’s — or friend’s (who will obviously need his own Remote/nunchuk combo) — blows.
[*]Training — initially five single-player mini-games (one for each event, although all of the Baseball exercises are batting-oriented), you unlock the other five simply by trying out the first ones you get, and then the final five for trying those.
[*]Fitness — put your training to the test in three randomly-selected exercises (or in some cases, slight variations) to measure your “Wii Fitness” age (similar to your “Brain Age” on the DS title of the same name). You get measured in Speed, Balance, and Stamina, with the best score being an age of 20; younger players will not receive accurate results, although there’s a good chance that older players will experience some wild fluctuations as well. You can do this once per day per Mii.
[/list]
The individual events keep track of your rating, awarding you with “Pro” status once that rating breaks 1000 (and taking that title away if you dip below that threshold).

Greatly adding to the atmosphere is the Wii Remote’s speaker, which will emit the crack of a bat, the whistle of a golf club slicing through the air, or the sound of a tennis ball striking your racket right around where you would expect to hear the sound normally. The other sounds aren’t much to write home about, but the crowd does make some appropriate groans when you wind up just missing a putt or cheers after an intense series of volleys. The announcer’s brief comments (“Nice spare!”) are somewhat obnoxious but easy enough to ignore.

Undoubtedly, the real strength of [i]Wii Sports[/i] is how easy it is to literally pick up a Remote and start playing. There is a very brief adjustment period, with one of the hardest lessons apparently being to [url=http://www.wiihaveaproblem.com/]take it easy and don’t actually let go of the remote[/url]; the second important lesson is to heed the warnings about having enough space around you. After that, it’s completely intuitive and highly responsive… with perhaps one exception.

This brings me to the complaint portion. Each individual event has at least one problem that I noticed. Let’s run down that list again:
[list]
[*]Tennis — you don’t move your Mii at all; it chases the ball on its own and usually does a good job, but your strategy can become limited because of this. Also, you cannot play singles games. It seems difficult to control the ball as far as aiming is concerned, but that may just be a reflection of my actual skill. Your Mii automatically pre-determines whether it will swing a forehand or backhand depending on which side of it the ball is landing and not how you actually swing the Remote. Finally, good luck having enough physical space for more than two players if your Wii is in a room anything like ours.
[*]Baseball — as mentioned, you just bat and pitch, not unlike [url=http://www.partyoutfitters.com/itempics/games/PITCH-~1.JPG]an old mechanical arcade machine[/url]. Fielding and base-running are handled automatically (again: fairly well, but not always perfect), and there are no base-stealing or double plays. Batting results feel random, but again that may just be my skill talking.
[*]Bowling — while keeping track of your ranking is nice, I would have appreciated the game keeping track of my average as well. No option to play multiple strings. (Nitpicks; it’s almost impossible to screw up Bowling as long as your physics are sound.)
[*]Golf — four clubs (or if you prefer, three clubs and a putter) and nine unchanging holes does not a golf game make; it’s almost a tease. Very tough to judge how fast/hard you need to swing; while somewhat inherent in the play mechanics, this is something real golfers don’t have to consider as heavily due to having a (much) wider selection of clubs with more varied ranges. Greens can be hard to interpret with the topography-style map, and overall putting feels awkward. Like Bowling, a measure of my handicap might be appreciated.
[*]Boxing — perhaps the most frustrating event, as the Remote doesn’t seem to accurately be able to sense all of your movements; whether this is a factor of the game itself or the way my wife and I throw punches is hard to determine, but I know we aren’t alone in experiencing this. It may also be a factor of our sensor bar being located under the TV rather than on top of it, although given that there’s a setting for this in the global Wii Options it shouldn’t be a problem. Throwing specific punches is also difficult, which will [i]murder[/i] you on one of the training exercises (and as a result, jack up your Fitness score whenever that event comes up) and make fights against higher-ranked AI opponents frustrating.
[/list]
With those problems out of the way, however, what remains is a very solid gaming experience. Some of the training exercises are flat-out awesome (Bowling: Power Throws come to mind immediately) and are great for quick workouts while actually (theoretically) developing your skills in the game. The word “workout” in that previous sentence is meant literally, by the way; I’ve built up legitimate sweats during extended Tennis and Boxing sessions, and while I’m definitely no athlete, I’m not grotesquely out of shape either. Perhaps most importantly, [i]Wii Sports[/i] is a blast to play with friends and family — and anyone in the family old enough to swing a baseball bat should be able to enjoy this game. In the end, that is what the Wii is meant to do, and [i]Wii Sports[/i] passes that test despite all of its shortcomings.

One final note regarding our Snackbar ratings as it applies to [i]Wii Sports[/i]’s unusual pack-in status: If you own a Wii, you most likely already own this (unless you are Japanese or hypothetically bought a system without the pack-in — say, years after I write this), but it’s getting a “Purchase” score just in case. As I mentioned, better and fuller versions of these sports/games will inevitably become available, but those are for a different audience; [i]Wii Sports[/i] isn’t trying to cater to the sports fan, it’s catering to the gaming fan — and more importantly, the “non-gamers.” Right now, there is no better demonstration of what the Wii is all about than [i]Wii Sports[/i].

Final Fantasy III

December 6, 2006

I haven’t played a “proper” [i]Final Fantasy[/i] title in over ten years, since [i]Final Fantasy III[/i] (or VI, as we now know) on the SNES in 1994. I’ve hit [i]Crystal Chronicles[/i] on the GameCube and [i]Final Fantasy Tactics Advance[/i] on the GBA, even skirting other Square(-Enix) properties like [i]Chrono Cross[/i], but never a [i]Final Fantasy[/i] that wasn’t [i]I[/i], [i]IV[/i], or [i]VI[/i]. I’ve even somehow managed to avoid both the PS1 and GBA remakes of [i]FFII[/i] and [i]V[/i]. And, truthfully, I had no intention of picking up (the “real”) [i]FFIII[/i] on the DS…

…until I didn’t get a Wii on launch day. I bought [i]FFIII[/i] more or less as a consolation prize to myself — something (anything!) to distract me from not being able to play my copy of [i]Twilight Princess[/i], which was pre-ordered over a year ago and in my possession despite not having a system for it.

On the one hand, I’d say that I really missed this franchise. On the other hand, this game is not representative of what the series has become in recent years, as it is officially the last 8-bit title in the franchise, so what I’ve missed isn’t exactly what I’ve been missing, so to speak. But that’s a flamewar debate for another time.

In [i]Final Fantasy III[/i] for the DS, Square(-Enix) releases the last “Japanese” [i]FF[/i] title that had never made it to Western shores previously; their marketing campaign/sub-title for it is simply and appropriately “A Tale Untold.” Yes, the graphics have been substantially upgraded from the old sprites into the world of polygons, there are optional touch screen controls and a limited Wi-Fi/wireless functionality, and a few aspects of the original game have apparently been tweaked here and there (including more character development, from what I understand), but by and large, this is simply the prettiest “8-bit” game ever released. If your memories of that era’s games aren’t obscured by a fuzzy cloud of nostalgia, then you know that means one thing: this game doesn’t have a good deal of the features that we’ve come to take for granted in recent years.

Features like [b]save points[/b], for starters. In [i]FFIII[/i], you save on the World Map or not at all. Square-Enix has added a portable-friendly “quicksave” option when not in combat, but that’s not the same thing, and we all know it. If you fall to a boss at the end of a dungeon in [i]FFIII[/i], be prepared to make [i]the entire dive[/i] all over again. I’ll come back to that point later (and it will not be a happy memory when I do), but there are other “missing” features as well, like the now-traditional hand-holding walkthrough of the game’s mechanics; [i]FFIII[/i] [b]literally[/b] drops you into the story right at the very beginning without any explanation and expects you to know what to do, presumably from having at least skimmed through the manual (that’s why those things are printed, after all). Finally, there are no Phoenix Downs to be purchased anywhere in this game; you either find them all in chests or steal them from monsters, so use them wisely. Once you have access to Level 5 White Magic (and find the right spell shop), you can buy the Raise spell, but even then you’ll be operating under the old D&D-style “spells per level” MP system rather than the global pool of MP that you may be used to (although thankfully without the 9 spell/level cap that I remember from [i]FFI[/i]). There are other hallmarks of 8-bit RPG goodness/nightmares in the game as well, but those are the big three.

Outside of the hype of being “the last [i]FF[/i] to be released in the West,” the main selling point of [i]FFIII[/i] is its job system, which is the origin of the system of the same name (although obviously improved in functionality) in [i]FFV[/i] and other similar systems thereafter. There are twenty-three jobs available to you once you near completion of the game (plus I believe a twenty-fourth that can be unlocked). You can switch between them more or less at will or as needed, with a slight “adjustment” period that varies depending on the differences (and probably levels) of your current and new jobs, during which your stats and performance take a slight hit. Each job has its own strengths and weaknesses as well as restrictions on armor and weapons (and type[s]/levels of magic), plus a special command (or, rarely, two) and occasionally an automatic extra ability (like a Thief at the front of your party being able to pick locked doors or a Knight defending a near-death teammate like Cecil in [i]FFIV[/i]).

As mentioned, this remake for the DS features much-improved graphics on par with the original PlayStation or N64, including a pre-rendered opening montage when you start up the game that could have come straight from the latest PS2 titles. The music has also been updated, with [i]FF[/i] master composer Nobuo Uematsu taking his own score from NES-quality to nearly CD-quality (and a joy with headphones). Other concessions to the new format include the available stylus control (which is complete, but not documented as well as it probably should have been, especially where selecting multiple targets is concerned), scant use of the upper screen (mostly for a full map when on the World Map and displaying the bottom screen’s info while in sub-menus– although occasionally disembodied voices will address you from “up there,” which is cute), and a wireless/Wi-Fi e-mail system that is both fairly blatantly tacked on as almost an afterthought (the “space” character is on [b]a separate page[/b] from the alphabet characters, making typing even a simple sentence a royal pain) and unfortunately a [b]requirement[/b] if you want to unlock everything like a good obsessive fanboy (which I clearly am not, so screw that; besides, I finally got my Wii the day after I completed this game, so I have other things to do right now).

And yet for all the work that went into prettying the game up for its new console and concessions to modern RPG design like character development that was added to this title, one would think that Square-Enix might have perhaps corrected one or two other oversights (“mistakes”) that may be lurking in the code; the remake(s) of [i]FFI[/i],for instance, corrected the annoying “ineffective” attacks made against enemies that had been killed prior to that character’s actions, updating them to re-targeting a new enemy at random like every game since then. They added the ability for “guest” party members to occasionally (and randomly) help out in battle, so clearly they weren’t afraid to tweak the actual gameplay. So why is it, then, that there is (presumably) still a “point of no return” in the endgame that forces you to climb the final tower, sit through multiple (obviously unskippable) cut scenes of varying lengths, and pass… I’m searching for a value that wouldn’t be considered a spoiler… let’s go with “several” boss fights more or less in a row? If you fall [i]at any time, for any reason[/i] after this “point of no return”, you have to go through [b]all of that[/b] all over again, starting at the bottom of the tower (assuming that’s where you actually saved it last). There is [i]absolutely no chance[/i] for you to save your game once you reach that point! Even the original NES version of [i]FFI[/i] allowed you to cast “Exit” right up until the moment you started your encounter with the final boss, saving the fact that you’ve opened X chests, gained Y levels, and beaten Z bosses along the way — I know, because I used to do so after getting the Masamune every time. That kind of endgame marathon would (should?) have been inexcusable sixteen years ago and it’s doubly so today, remake or not. Making this potentially even more irritating is that your party might be perfectly capable of handling each and every task on that list — except defeating the final boss. This in turn causes you to just assume your failure was “bad luck” (after all, you took care of those other guys easily enough, right?) and not because you’re under-powered and need to grind some more, which is most likely the real case. My party was Level 50 (52-3 by the time they reached the final boss) and simply could not get the job done; after the third failure, I finally accepted that they simply weren’t strong enough and ground them up to level 60… at which point I believe they were [i]just barely[/i] strong enough (there was one point where the boss’s attacks had left two of my characters with <200HP; fortunately, I had a massive Curaja spell waiting to go off and heal everyone, but it was a close call; if a character actually falls in that fight, you're pretty much screwed in my experience). That outright [i]spike[/i] in enemy power level combined with the lack of the chance to save for a good [i]hour[/i] before you first discover it (never mind the elapsed time before you [i]accept[/i] it) creates an incredible amount of frustration that could have been avoided very easily but for some reason was not. Fortunately, the game itself is more than good enough to overlook what is effectively "required grinding" towards the end. This is [i]Final Fantasy[/i] as I remember it, before the days of pre-rendered amnesiacs with spiky hair and cut scenes that bore little resemblance to actual game play (not that those are necessarily bad things; to each his/her own). If you have fond memories of those early [i]FF[/i] titles as well, then [i]Final Fantasy III[/i] needs to be part of your collection -- although something tells me that it was before you even started reading this.