Final Fantasy Tactics Advance

February 5, 2006

“I know that every game has to end. I’m just not ready for it yet.”

That may not be a direct quote from [i]FFT:A[/i], but a very similar one in both words and sentiment does exist in there. After over sixty hours of playing, it was finally time for my quest in Ivalice to end… for the first time, at least.

But I get ahead of myself. Before I dive into this review, however, I would like to add this disclaimer: outside of both [i]Advance Wars[/i] and a brief flirtation with [i]Warcraft 2[/i], this was my first foray into any sort of tactics-based game; it was definitely my first tactical RPG. If previous games in this genre (such as the original [i]FFT[/i] or something in the [i]Ogre Battle[/i] series) are better in your opinion, I don’t want to hear it. I’m reviewing this game, on its own merits. There’s your grain of salt — take it or leave it.

Since this is an RPG, or at least a form of one, I might as well address what should be the most important aspect of the game: the plot. Many people have complained about the story in [i]FFT:A[/i], with specific issues ranging from “it’s nonsense” all the way to “it insulted me every time I forced myself to play this”. Where do I fall in that range? Definitely closer to the former end than the latter. The plot is nonsense — but that’s what makes it a fantasy.

Without spoiling too much, here we go: Some kids at school, each with his or her own quirks/problems that make them outcasts amongst their peers, stumble across an ancient grimoire that somehow turns their town of St. Ivalice into the Kingdom of Ivalice, where humans live alongside four other animal-like races, including the FF mainstay/clichA

Score: 5/5

Questions? Check out our review guide.