Battles begin to drag and the plot isn't engaging enough to balance it.

There are few clever design choices. Iiked items restocking every battle, it completely overcomes the I Might Need It Later Syndrome and I wish more games will adopt similar solutions. Characters getting some class experience by teaming up with others who main said class is also clever way to mix up your builds.

In the other hands some basic features are missing I.e there's no way to visualise your opponents threat zone.
You can't rotate the pre rendered map, this would be a non issue if some treasure chests were 100% obscured by the scenery. You don't feel clever when you find them .

Art style is a hit and miss mostly because all the elements don't really compliment each other. Backgrounds being the strongest element - beautiful hand painted scenes that made every battle and city unique.
Portraits are nice but again they don't work too well with the backgrounds. I like that your faceless troops can have very unique portraits. They actually have more personality than most of the cast. That along with varied model costuming brings them to life. You also see them in cutscenes hanging out or guarding perimeters, nice touches. I liked building my characters around their visuals rather than minmax my way through.

The drawback is there are crowd funding "marks" - some of the portraits are based on patrons and they usually stick out, they are well rendered but lose some of the style in favor of details that are simply not present in the rest.

The name bank was also sponsor made I assume - they vary widely in style and complexity and also repeat far too often.

The unites themselves lack personality and all have generic anime face.

Animation is barely there, but considered how awefuly slow the game can get even on double speed this may be a blessing in disguise.

Despite some harsh words I do think fans of FFT and the genre in general should check it out, even if for a short while.

Reviewed on Mar 20, 2024


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