Reviews from

in the past


I really didn't like how it starts, with a full buffed up party. It made it more difficult to get into the game.

despite some tedious sections in its second half, there's something with how the story plays out between the really great introduction and the emotional ending that makes Lufia quite endearing

This was my favorite childhood game. I played it many times in the 1990s, and I even used my cassette deck to record music from the game onto tapes so that I could listen to it on my walkman. The story is simple but also has some feeling to it. There are bits that make me laugh out loud and feel sad.

This particular replay was the "Restored" version that can be found on romhacking.net, although the item descriptions never showed for me. It was nice to be able to move faster on the world map and in dungeons, and the reduced encounter rate was also nice. It had probably been 30 years since I played this, so I can't say how much different it is, but very enjoyable changes to what was a fairly easy game to start with.

In spite of its glaring flaws, it manages to wrap things up quite nicely and leave a very pleasant aftertaste.

Too budget for its own good. Every town uses the same tileset; same goes for each type of dungeon. The combat is repetitive and abundant: it's Dragon Quest without the quirky spells. The plot stops existing after the first hour and doesn't come back until the last few. Oh, and the random encounter rate is too high.

The intro is really neat, though. You play as the last party to have reached the final dungeon, and if you open the menu, you'll find they have exactly the kind of inventory you would: a mixture of high-level consumables (including 89 (!) Elixirs) and random garbage. That got a good laugh out of me.


Lufia é o primeiro RPG que tentei jogar e por isso tem um certo valor sentimental para mim, apesar de que foi o 2 o meu primeiro. Mas tenho que admitir que não envelheceu muito bem o primeiro jogo, é como jogar um RPG de NES sem muitas instruções, história ou diálogos.

Very mediocre dragon quest clone that manages to be worse than what it's copying with uninspired bosses and lots of grinding among other small annoyances I forget that really add up. The sequel is pretty great though.

Very basic JRPG with relatively flavor of it's own. It's competent, but nothing more than that.

It is like a NES JRPG in a SNES package. I only give this game two stars because I like the titular character. Everything about this game is so uninspired...sometimes it's better to stick to the classics

I mostly played this because I used to play it when I was a kid and the opening dungeon was so cool...

Apenas llegué a probarlo, pero apuntaba maneras.

This review contains spoilers

Me encanta Lufia 2 (que es una precuela del primero) y es uno de mis juegos de mi adolescencia, pero tenía pendiente jugar a su antecesor (bueno, le había echado un par de horas alguna vez pero nada más).

Su manido argumento nos pone en la piel del grupo de héroes (de personalidad plana y job marcado) dispuestos a salvar el mundo. Tiene un giro de guión que funciona bien.

Aspectos que me han llamado la atención:
- inspirado en otros JRPGs de la época (éste sale en 1993), toma prestado elementos canon que funcionan y pasa de complicarse la vida con innovaciones raras o arriesgadas. A nivel argumental, mecánico y gráfico es simple pero logra un resultado que no revoluciona nada pero que acaba formando un videojuego sólido que sí funciona.
- Tiene sus pequeños detalles que buscan diferenciarlo y dotarlo de un estilo propio. Se nota en su arte, tiene el substat de weight para afectar al orden en batalla, sus dos sidequests son interesantes, tiene varias melodías (la del barco volador, la de la batalla contra el boss final, un par melancólicas...) que me han gustado mucho (aunque su calidad de sonido me parece floja)...
- Sus mazmorras. Algo enrevesadas pero cortas por lo que la mayoría son ligeras y disfrutonas. Intenta tener un diseño variado y en unos pocos momentos sorprende agradablemente (tiene 2 mazmorras conectadas, para acceder a algunas habitaciones tienes que explorar con atención el escenario...).
- Su recompensa a explorar. Vale la pena invertir tiempo en recorrer sus escenarios buscando tesoros.
- Su dificultad. En early empieza bien con algún enemigo que ya te mete estados alterados desde el principio, es fácil morir (en sus primeras horas sobre todo) y es frecuente tener que comprar y usar consumibles (a diferencia de muchos rpgs que los tienen de adorno). Su último piso de la Old Cave me pareció muy duro (aunque quizá porque iba underleveled).
- A pesar de tener muchos pueblos y dungeons, tiene muy pocos bosses. Me parece que esto funciona bien a nivel argumental y no le resta protagonismo a tu objetivo principal ni a los bosses finales del juego.
- Su tutorial. Su tutorial es, literalmente, el final de Lufia 2 (ya que sus hechos ocurren 100 años antes que los de este juego). Mola empezar OP y partirles la cara a los bosses finales del siguiente juego. Aunque es cierto que son combates fáciles (es el tutorial) y, claro, es un spoiler...

No me ha gustado:
- la calidad de sonido de sus melodías.
- a nivel técnico sus gráficos están por debajo de los de la época.
- su combate tiene poca profundidad y, salvo momentos concretos, no explora mecánicas más allá de "mantén tus HPs altos que las hostias son duras".
- presenta errores o limitaciones en su código que son propios de la generación anterior y eso repercute negativamente en su jugabilidad (por ejemplo: si tienes varios enemigos iguales en pantalla no puedes seleccionar a cual atacar, el pj atacará a uno de ellos aleatoriamente)
- por si no ha quedado claro con los puntos anteriores, el juego es cutrillo en todos sus aspectos y ejemplo de ello es la pantalla de título ingame. Aún así, se lo perdono porque era el primer juego de este estudio (Neverland).

Y, ya para acabar, me parece que la sinergia que tiene con Lufia 2 es espectacular y debo mencionarlo. Su segunda parte le dedica multitud de referencias y metahomenajes, pongo 2 ejemplos:

- el primer combate contra Gades: en ambos juegos tienes un combate prematuro contra Gades que está pensado para que seas masacrado vilmente y te des cuenta de lo fuertes que son los malos y lo débil que eres tú.
- la relación Lufia-Hero (en el primer juego) y Tia-Hero (en el segundo juego). Son calcadas y a la vez contrarias:
En el primer juego, Lufia y el Héroe forman la típica pareja: amigos de la infancia, relación cómplice cimentada sobre una amistad previa, drama al final cuando Lufia se tiene que sacrificar (aunque lo estropean al resucitarla en la escena final del juego)...
En la segunda parte, a Tia te la presenta para que pienses y creas que es la "reencarnación" de Lufia (a nivel de relación de personajes al menos): amiga de la infancia del Héroe, los colores principales de ambos personajes (Héroe: rojo y Lufia/Tia: azul), Lufia 2 empieza calcando una escena de Lufia 1 (en la que Lufia/Tia cocinan para el Héroe), Tia está claramente enamorada del Héroe...
Pero la realidad es que Tia es un personaje que acaba sufriendo al ser rechazada por el Héroe y ve como en su cara éste se va con otra. Los cabrones de los devs te ponen a Tia ahí para que te encariñes y empatices con ella solo para más tarde darte un sopapo con el giro xD

Played using the "Lufia & The Fortress of Doom Restored" romhack. It provided much appreciated QoL such as faster walk speeds, nerfs for the infamously aggressive encounter rate, descriptions for items, and the ability for certain characters to use powerful equipment they weren't allowed to before. Initially, I was worried that last thing would offset the intended difficulty balance, but after beating it, I wouldn't worry. It only applies to the equipment found at the very end of the game, at which point the effort it takes to get it feels deserved, while keeping the difficulty even. This is still a very faithful way to experience the game, allowing you to play Lufia as intended. And that... may be the real problem.

The overall QoL from this romhack made Lufia into a tolerable experience, but... tolerable is pretty much the highest it ever goes. I wouldn't be so ridiculous as to say it's the worst RPG I've played, but even calling it "decent" makes my expression skeeve into a skeptical gritting of teeth, accompanied by a dog-like head tilt. Lufia 1 is the embodiment of chasing a trend in the 90's, about on par with Breath of Fire's attempt in the same year. The most cookie-cutter Dragon Quest clone you could think of. It's uninspired, uncreative, undesiring of doing anything of its own without looking over at its competitors for their fatherly approval over what makes an RPG, while never asking itself "What COULD make an RPG?"

Edit: Reading up a little further on the history of Lufia 1, it's at least worth noting that this was a rare case of a major SNES RPG that actually made it over to the west, in a time where games like Dragon Quest V and Final Fantasy V didn't make it outside Japan due to the genre being seen as a non-profitable niche. To many westerners playing it at the time, it's likely that Lufia didn't feel like a clone of anything, and thus felt quite special. As for me, I have had the chance to experience DQ5 & FF5 beforehand, hence my review was written with that sort of perspective. In a modern age, where you have access to all regions and there's no such thing as an "elusive japan-exclusive" game, Lufia does not carry the magic that it may have carried 30 years ago. Anyway, let's move on.

To its credit, of all the notes Lufia could take, it at least gets close to an engaging combat system. Enemies are no push-overs, and are capable of putting a serious dent in your party. There were plenty occasions where I felt encouraged to experiment with my expanding arsenal of spells, and felt rewarded for taking advantage of certain weaknesses, or developing basic strategies to overcome bosses. Over the course of each encounter with the regular enemies, you quickly learn which ones are more dangerous than others, and you start to actively prioritize getting rid of them as soon as possible.

In addition, Lufia 1 makes the decision to omit auto-targeting. So, if you target one enemy with two party members, but the first party member takes them out, the second member will end up hitting nothing. At first, this seemed like a baffling decision that was antiquated even in the year it came out in, but, I... actually grew to appreciate the element of strategy that this further added into the battles. You can't just mash attack in this game, the efficient way to play is to assign each of your members into specific groups of enemies based on how many you think it'll take to kill each enemy. Sometimes, this even puts the element of risk into the equation. Like, it may take one hit from this party member to kill this enemy, but there's a chance it may take two, so do you want to assign two party members onto this enemy and risk wasting one of them, or should you put them into a different enemy instead? Combine that with the aforementioned prioritizing of more dangerous enemies, and Lufia's combat is... again, to its credit, not mindless!

But even with this saggy ace in its water-soaked sleeve, Lufia is still a very grindy game at its core, and my appreciation for its combat was worn down before I even got halfway through. All that was left then, was everything else, and that might as well mean fuck all. The music? It's whatever. The variety? There is none. There are exactly four types of areas to be found: Grassy town, cave, tower, and castle. Though at one point the game pulls out an underwater cave, and the change in scenery almost made me rocket up into the sky and explode like a firework. And then it was back to those four types of areas for the rest of it. All of them sharing the same music, the same appearance, the same treasure chest hunting loop. Just a rearranged layout and a different color palette being the main difference amongst these approx. 100-150 boring-ass locales.

I don't exactly hold the story in any higher regard, though one thing that confuses me is I've seen at least two instances of the dialogue/localization being called laughably bad, and, I don't... see it? In fact, the localization looks to be perfectly servicable, clearly translated by an english-speaking guy. Is the case that the translation took out important pieces of dialogue out of the script and removed nuance that was originally there in the japanese version? Going through the story, I can't say anything felt missing, or out of place, but perhaps there's more to this than I'm aware of.

But, as far as nuance goes, yeah, there's just none to take away from this. Your main character's a bit of a clueless bumbler, Aguro & Jerin are just in it for the ride, while Lufia, the titular character, for all the importance she's given, can underwhelmingly be summed up as little more but a stereotype. She fights well alongside you, which is the one neat thing, but boy howdy does she love flowers, and shopping, and baking pies, and yowie, will she get jealous and competitive when you show concern for a half-elf with a kid's psychique- wait, what the fuck?

There was only one reason I bothered playing Lufia 1 at all. And much like the age-old question of "Why did the chicken cross the road," here too my reasoning is "to get to the other side." And on the other side, lies Lufia 2, the holy grail. It's the one game that everybody familiar with the Lufia franchise recommends, for some curious reason. Whether playing Lufia 1 or not is paramount to understand the continuity of its sequel - if there is a continuity - is a question I've yet to have an answer for, but I figured I'd cover the bases. Perhaps remind me after I beat Lufia 2, to update this review and answer whether playing this first game was worth it at all. But for now, something tells me, no. No, it was not. The process of forgetting everything about Lufia & The Fortress of Doom, begins... now.

My results screen

watched a playthrough of this one at 2x speed. a whole lot of nothing happens

It is a game that you need a lot of time set aside for pure grinding. The music is ok and the graphics are minimalistic. It is fun if you're looking for a grindy old-school RPG that mimicks DQ. But there are much better on the system and this game has not aged particularly well.

I hate using "generic" to describe things but I don't have any other words for this one. The encounter rate is also way too high.

The only truly unique thing i saw is the flavor of starting the game by beating the final villains, that was quite novel for it's time (not anymore now, for example Fire Emblem Awakening and Engage).

It's a cardinal sin that a RPG this far in the console's lifespan still doesn't automatically target different enemy groups while the current target is dead. It had been done before, so it wasn't exactly rocket science. Also not easy to see what which item and learned spell does.

Feels somewhat low budget graphic wise even for 1993.
An obvious Dragon Quest clone indeed. It doesn't seem to have much of an own identity yet that it's sequel (from what i heard) definitely has. It does have a decent plottwist with the Lufia character. It's worth looking up the final part and the stuff with Lufia up on youtube, but not worth finishing the game for it. That would be +/- 15 min of content trapped in hours of slog.





I am a huge Lufia fan, but this one is...rough. I played it through out of loyalty to the Lufia series, but man. If an enemy dies, your party will just keep attacking air until the next turn while the enemies that are alive are free to beat you down.
One good thing is that it spawned Lufia 2, which is easily one of the best games in existence.

This is my fourth or fifth time giving this game a try and definitely my last. Another very rote SNES RPG. If I had rented this instead of Legend of The Stars when I was 8 I probably would have loved it as much as I loved that game, but now that we access to just about every game ever there's not any reason to play this. It does have some good music which puts it above some of the other middling SNES RPGs out there.

Another game in the blur of JRPG's I played in the early 90's.

I'm pretty sure this was a rental game in my youth and we didn't own this one. My goal as a young one was to play all the JRPG's on our consoles that I could and this game was... one of them. It looks generally a lot like your Dragon Warrior and Final Fantasy, but the battle menus look different and there are a number of advances to the genre, like tons of items and customization of the order of things and other menus. I don't have the nostalgia for this game like I do for the bigger JRPG's of the time, so... it's fine.

Fine.

Review from thedonproject.com

Lufia & the Fortress of Doom was a simple effort, with entertaining personalities despite some awful dialogue, but is otherwise fairly tame Dragon Quest worship.

All I can say is I'm glad its sequel improved upon it in so many ways. A very by-the-book early RPG that has more in common with late NES than early SNES... and its one innovation was this overly-fancy turn-queueing mechanic that is in many ways worse than pure round-based combat. Some of the story beats and characters were compelling for their time I guess, but there's little reason to play this when Lufia 2 exists.